Construction Yard

  • Requires: --
  • Cost: --
  • Purpose: Base Construction

  • Hitpoints: 3125
  • Foundation: 4x4
  • Power: +75

  • Weapon: --
  • Range: --
  • Build Time: --

Most battles begin with the Mobile Construction Vehicle which deploys into the Construction Yard. The center of any base, the Con. Yard constructs other and all structures from Barracks to super weapons. This makes it the most important structure you may own. Con. Yards also provide 50 power units allowing it to power a Barracks or Ore Refinery, for example, without the need of a separate Power Plant. Multiple Construction Yards increase production speed.

Additional Information:

  • Deployed from an Allied Mobile Construction Vehicle.
  • Constructs other buildings.
  • Provides minimap functionality.
  • Can be infiltrated to sabotage enemy radar, thus hiding all parts of the map that had been explored.
  • Immune to EMP & mind control.

Secure Funding

  • Cost: --
  • Cooldown: 1m 30s
  • Requires Power: No

Ore is not always conveniently available on the battlefield, particularly if ore refineries storing the minerals are destroyed by the enemy. Thus, Allied Commanders are furnished with a regular trickle of income from the cash reserves of their nation's government. Automatically provides $600 every 1m 30s.
Power Plant

  • Requires: Con. Yard
  • Cost: 800
  • Purpose: Power Supply

  • Hitpoints: 2125
  • Foundation: 2x2
  • Power: +200

  • Weapon: --
  • Range: --
  • Build Time: 32s

Power Plants supply necessary power to other base buildings maintaining optimal performance and base defense operation. They are fairly fragile structures and so should be defended well, especially from enemy Spies or Saboteurs.

Additional Information:

  • Can be infiltrated to shut down base power for 1 minute.
  • Can be upgraded with Cryo Coolant to increase power output by 50%.

Barracks

  • Requires: Con. Yard
  • Cost: 500
  • Purpose: Infantry Training

  • Hitpoints: 1250
  • Foundation: 3x2
  • Power: -25

  • Weapon: --
  • Range: --
  • Build Time: 23s

The Barracks is the primary housing and training centre for all Allied infantry. It is frequently the first building constructed after an MCV is deployed to a new location, as it is essential to fielding troops to scout, secure the base, and conduct aggressive maneuvers if the need should arise.

Additional Information:

  • Can be infiltrated to provide initial veterancy to infantry trained from the infiltrator's Barracks.
  • Building multiple Barracks will increase the rate of infantry production.

Ore Refinery

  • Requires: Con. Yard
  • Cost: 1600
  • Purpose: Resource Destination

  • Hitpoints: 3125
  • Foundation: 4x3
  • Power: -50

  • Weapon: --
  • Range: --
  • Build Time: 1m 12s

Ore Refineries are required to convert harvested ore or gems into usable credits. Once harvesters return to the structure the minerals are stored, turned into credits and then removed from storage as spent. Multiple refineries are needed to store large amounts of credits. If a Refinery which currently holds ore is destroyed, that ore will be scattered around the site which can be harvested again and the value of the lost ore is deducted.

Additional Information:

  • Deploys with a Chrono Miner when constructed.
  • Stores up to 4500 credits worth of ore or 9000 credits worth of gems (if storage is enabled).
  • Can be infiltrated to steal up to 5000 credits.

War Factory

  • Requires: Con. Yard + Ore Refinery
  • Cost: 1500
  • Purpose: Vehicle Production

  • Hitpoints: 1875
  • Foundation: 5x3
  • Power: -75

  • Weapon: --
  • Range: --
  • Build Time: 1m 8s

The War Factory is central to fighting a battle as it produces most Allied vehicles on the battlefield. Multiple War Factories increase production speed.

Additional Information:

  • Can be infiltrated to provide initial veterancy to vehicles produced from the infiltrator's War Factory.
  • Building multiple War Factories will increase the rate of vehicle production.

Naval Shipyard

  • Requires: Con. Yard + Ore Refinery
  • Cost: 1000
  • Purpose: Naval Production

  • Hitpoints: 2250
  • Foundation: 4x4
  • Power: -50

  • Weapon: --
  • Range: --
  • Build Time: 45s

Often, if a battlefield has large bodies of water, control of those means the difference between success and defeat. The Naval Shipyard can only be placed in water and produces all naval units. It can also repair docked naval or amphibious units. Multiple Naval Shipyards increase production speed.

Additional Information:

  • Building multiple Naval Yards will increase the rate of ship production.

Air Force Command Headquarters

  • Requires: Con. Yard + War Factory
  • Cost: 1000
  • Purpose: Aircraft Production

  • Hitpoints: 2500
  • Foundation: 3x4
  • Power: -75

  • Weapon: --
  • Range: --
  • Build Time: 45s

The Air Force Command Headquarters is the site for constructing, maintaining, and reloading Allied jets. They can also be produced alongside land or naval units, allowing Allied commanders to provide support for their frontline troops quickly. The Airforce Command Headquarters also plays the role of communicator, relaying signals to all aircraft on the battlefield. If the Airforce Command HQ is destroyed then aircraft will not function. Any aircraft in the air will crash immediately! Multiple Airforce Command HQs increase production speed.

Additional Information:

  • Houses and rearms up to 4 aircraft.
  • Building multiple Air Commands will increase the rate of jet aircraft production.

Airborne Reinforcements

  • Cost: 1200
  • Cooldown: 3m 30s
  • Requires Power: No

Call for paratrooper reinforcements. Provides 6 GIs and 2 Guardian GIs at the target location. The delivery plane can be destroyed en route.
Arsenal

  • Requires: Con. Yard + Barracks
  • Cost: 1000
  • Purpose: Tier 2 Provider

  • Hitpoints: 1750
  • Foundation: 2x2
  • Power: -50

  • Weapon: --
  • Range: --
  • Build Time: 1m 3s

As a storage depot for munitions and weaponry, and a training centre for Allied troops, the Arsenal is absolutely essential to any Allied base.

Additional Information:

  • Can be infiltrated to provide the infiltrator with a single-use, instantly charged Combat Drugs.

Combat Drugs

  • Cost: --
  • Cooldown: 3m
  • Requires Power: No

Experimental performance-enhancing drugs increase the speed and damage output of basic infantry.

Additional Information:

Hangglider

  • Cost: 500
  • Cooldown: 30s
  • Requires Power: No

A resourceful component of the UK's special forces, hanggliders include thrusters sufficient to reach cruising altitude and can be quickly deployed wherever a soldier may need one. They are difficult to detect even when flying due to the lack of engine noise and radar-invisible design.

Additional Information:

  • Hangglider must be piloted by an infantry in order to operate.
  • Has 2 passenger slots.

Iron Grunt Airdrop

  • Cost: 1250
  • Cooldown: 3m
  • Requires Power: No

Built to mine the rich resource deposits of Japan's Chinese colonies, Iron Grunts are large, heavy vehicles capable of traveling long distances while carrying humongous loads. Due to the complexity of the machinery and the distant terrains in which they typically operate, Grunts are also equipped with powerful repair capabilities, allowing them to not only service one another but potentially any military units that might require it.

Additional Information:

  • A single plane delivers 1 Iron Grunt to the target location by parachute.
  • Iron Grunts are able to repair friendly nearby units.
  • Collects up to $1200 of ore or $2400 of gems.
  • Immune to omni-crush, radiation, EMP, scramblers, chaos gas, mind control & master control.
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Can crush infantry.
  • Self-repair: 18HP per tick.

Intel. Complex

  • Requires: CY + War Factory + Arsenal
  • Cost: 1500
  • Purpose: Tier 3 Provider

  • Hitpoints: 1750
  • Foundation: 2x2
  • Power: -100

  • Weapon: --
  • Range: --
  • Build Time: 1m 48s

The Intel. Complex is a crucial hub of Allied technology and communication, enabling assembly of tier 3 units and structures, as well as a variety of support powers.
Force Shield

  • Cost: --
  • Cooldown: 4m 30s
  • Requires Power: Yes

The Force Shield can be fired on any friendly structures, making them and surrounding buildings invincible for a short time, perfect for countering super weapons. The Force Shield requires so much energy to initiate however that it drains all base power for half of its duration.

Additional Information:

  • Renders affected buildings invulnerable in a 6x6 area for 40s.
  • Will consume all base power for 53s.

Crackdown

  • Cost: 1000
  • Cooldown: 4m
  • Requires Power: Yes

Calling upon Europe's legions of military-police, Crackdown equips basic GI's with specialist assault weapons making them highly effective at breaking entrenched infantry. Assault GIs come with flashbang launchers, disabling impacted infantry's ability to fire back. Furthermore their combat shotguns unleash a spread of bullets able to tear up groups of personel aswell.

Additional Information:

Pop Shell

  • Cost: 500
  • Cooldown: 1m 30s
  • Requires Power: No

Deploys a Pop Shell at the target location instantly. Once a vehicle is entered into it, the walls raise and protect the unit from incoming fire, much extending it's life and allowing even a lone tank to (quite literally) hold the fort for a long time.

Additional Information:

  • Most vehicles can enter, unless either too large or lacking a turret.

Glacial Shield

  • Cost: 1000
  • Cooldown: 3m
  • Requires Power: Yes

In addition to the use of cryo chemicals as a weapon, Japanese scientists have recently field-tested a new application for their cooling technology. The Glacial Shield forms an extremely durable crystal lattice over the target vehicles instantly. The resulting ice bunkers drastically increase the strength of affected units, the drawback of which is that the affected vehicles will be rendered immobile until the ice melts.

Additional Information:

  • Multiplies the armour of friendly ground vehicles by 5 in a 4x4 area for 47s.
  • Affected vehicles will be immobile until the effect ends.

Ore Purifier

  • Requires: Con. Yard + Intel. Complex
  • Cost: 2500
  • Purpose: Ore Value Enhancement

  • Hitpoints: 1875
  • Foundation: 3x3
  • Power: -200

  • Weapon: --
  • Range: --
  • Build Time: 1m 53s

To help combat the mass production of the Soviet war machine the Allies construct Ore Purifiers, able to help sustain their economy well into a long battle. With the Purifier established all income from ore or gems is increased by through additional refining.

Additional Information:

  • Increases the value of harvested ore by 30%.
  • Can be infiltrated to display the enemy's total credits.

Chronosphere

  • Requires: Con. Yard + Intel. Complex
  • Cost: 2500
  • Purpose: Minor Superweapon

  • Hitpoints: 2500
  • Foundation: 4x3
  • Power: -200

  • Weapon: --
  • Range: --
  • Build Time: 2m 15s

Proof of Allied genius and invented by Albert Einstein, the Chronosphere is a powerful and useful tool and the first Allied superweapon. The Chronosphere can teleport up to 9 vehicles anywhere on the battlefield. This can be used to perform surprise attacks or even remove unwanted enemy units by teleporting them into water or other impassable areas.

Additional Information:

  • Build limit of 1.
  • Can be infiltrated to reset the superweapon cooldown.

Chronoshift

  • Cost: --
  • Cooldown: 5m 30s
  • Requires Power: Yes

The Chronoshift comes in two stages. First target the 3x3 area of units you want to teleport then click again where you want to move them.

Additional Information:

  • All infantry (except Chrono Legionnaires) in the departure site are killed instantly.
  • Chronoshifting vehicles on top of other units will generally destroy whatever units were previously in the destination zone. However, MCVs, Chrono/War Miners, Amphibious/Armored Transports, Dreadnoughts, Aircraft Carriers, heroes and T4 vehicles will not be 'crushed' by Chronoshifting other vehicles on top of them.

Science Lab

  • Requires: Con. Yard + Intel. Complex
  • Cost: 3000
  • Purpose: Tier 4 Provider

  • Hitpoints: 2500
  • Foundation: 3x2
  • Power: -200

  • Weapon: --
  • Range: --
  • Build Time: 3m 9s

The Science Lab enables the most advanced and powerful technology in the Allied arsenal.

Additional Information:

  • Can be infiltrated to provide a unique stolen tech unit to the infiltrator.

Equalizer Strike

  • Cost: 1500
  • Cooldown: 5m
  • Requires Power: Yes

Calls for an 'Equalizer' UAV to drop its ordnance at the designated location. The drone fires a missile which emits a burst of electromagnetic radiation over a wide area, causing vehicles to stop in their tracks and lose weapons functionality for a period of time as their electronic systems are shut down.

Additional Information:

  • EMP affects a 5x5 area for a duration of 60s.

Chrono Freeze

  • Cost: 1500
  • Cooldown: 4m
  • Requires Power: Yes

When Chrono Freeze is activated, a signal is sent to distort the fabric of spacetime around the target location, creating a "bubble" that appears frozen to outside observers. Any units caught within the affect become unresponsive but simultaneously impervious to harm from conventional weaponry. This works both as a trap to stall enemy assaults but also has a temporary protection measure for a Commander's own forces. Certain special armaments, such as the Chrono Legionnaire, Iron Curtain or Chronosphere appear to be able to permeate the effects of the bubble.

Additional Information:

  • Disables affected units inside the bubble. Lasts 60 seconds.
  • Affects all units, friend or foe, within 5 cells of the target location.

Campaign for Nuclear Disarmament

  • Cost: --
  • Cooldown: 2m 30s
  • Requires Power: Yes

Ironically named after the civilian peace movement of the same name that was crushed by the British establishment, the intelligence services were able to come up with a unique method of detecting and targeting superweapons on the battlefield, interfering with their preparation systems and temporarily disabling use or countdown progress of the weapon.

Additional Information:

  • Automatically disables all enemy superweapons for 30s.

Annihilator Turret

  • Cost: 500
  • Cooldown: 4m
  • Requires Power: Yes

Creates a long range anti-aircraft turret that must be manned by the UK's expert mechanic, Spanner. When manned, it is capable of rapidly firing highly damaging missiles at aircraft, quickly destroying any that remain in range of the device.

Additional Information:

  • The Annihilator Turret will not operate unless piloted by Spanner.

Decimator Mech

  • Cost: 500
  • Cooldown: 4m
  • Requires Power: Yes

Delivers a bipedal Decimator to the battlefield by parachute, which can be driven by Spanner. The Decimator is armed with a rapid-fire laser cannon and multiple plasma launchers, enabling it to slice through just about any opposition on the ground.

Additional Information:

  • The Decimator will not operate unless piloted by Spanner.
  • Immune to omni-crush, radiation, mind control & master control.
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Can crush infantry.
  • Self-repair: 20HP per tick.

Research Institute

  • Requires: Con. Yard + Intel. Complex
  • Cost: 3000
  • Purpose: Tier 4 Provider

  • Hitpoints: 2500
  • Foundation: 3x3
  • Power: -200

  • Weapon: --
  • Range: --
  • Build Time: 3m 9s

Don't let the bland name fool you, the Research Insititute is home to many deadly developments of the Japanese army. It is built to contain masses of chemicals used in the missiles which are fired from the silo also inside the facility. Furthermore it enables the most advanced and powerful technology in the Allied arsenal.

Additional Information:

  • Can be infiltrated to provide a unique stolen tech unit to the infiltrator.
  • Explodes on death with the same effects as a Plague Strike.

Plague Strike

  • Cost: 1500
  • Cooldown: 5m
  • Requires Power: Yes

Launches a missile filled with the deadly BH392 'Plague', a biological weapon which saturates affected units with a life-sapping infection. Infected units become weakened, making them supple targets for the main army. Furthermore, the plague can spread from one unit to another, potentially causing untold harm to an entire battalion if it is not quarantined.

Additional Information:

  • Plagued units armour is reduced by 50%. Effect lasts 30s.
  • Plagued units can spread the infection in a 1 cell radius.
  • Has a minimum range of 8.

Spy Satellite

  • Requires: CY + Science Lab
  • Cost: 2000
  • Purpose: Map Reveal

  • Hitpoints: 2000
  • Foundation: 2x2
  • Power: -150

  • Weapon: --
  • Range: --
  • Build Time: 2m 8s

One of the Allies' most powerful weapons is information, brought to them by the Spy Satellite. Upon construction the Spy Sat immediately reveals the entire map providing an enormous advantage over enemies. Be careful however as if the structure is lost then the entire map is reshrouded.

Additional Information:

  • Build limit of 1.
  • Reveals the entire map (except any areas shrouded by Gap Generators) when built.
  • The entire map will be reshrouded if the Spy Satellite is destroyed.
  • Can be infiltrated to reshroud the map and reset the Master Control cooldown.

Master Control

  • Cost: 1500
  • Cooldown: 5m
  • Requires Power: Yes

The Spy Satellite also links to the rest of the Allied space arsenal, including the new Master Control Satellite. Master Control allows the Allies to hack into enemy vehicles and take remote control. Hacking results in making the units immune to mind control but takes several seconds to apply, allowing vigilant commanders to avoid the strike.
Weather Control Device

  • Requires: CY + Science Lab / Institute
  • Cost: 5000
  • Purpose: Major Superweapon

  • Hitpoints: 3500
  • Foundation: 3x3
  • Power: -200

  • Weapon: --
  • Range: --
  • Build Time: 4m 30s

The most awesome force on the planet: the power of nature is perhaps every general's worst enemy, but not for the Allies! The Weather Control Device is expensive in time and money but provides an incredibly powerful weapon, perfect for destroying enemy strongholds in case of a stalemate.

Additional Information:

  • Build limit of 1.
  • Can be infiltrated to reset the superweapon cooldown.

Lightning Storm

  • Cost: --
  • Cooldown: 10m
  • Requires Power: Yes

The power of lightning is unleashed over the target area in a large radius. Lightning bolts strike in random locations dealing massive damage against structures. Certain buildings, due to their advanced electronics inside, attract more lightning strikes such as Science Labs and War Palaces.
Concrete Wall

  • Requires: Con. Yard
  • Cost: 100
  • Purpose: Passive Defence

  • Hitpoints: 750
  • Foundation: 1x1
  • Power: 0

  • Weapon: --
  • Range: --
  • Build Time: 7s

The Allied Wall is strong and capable of delaying an enemy advance, providing time for an effective response. They also serve as excellent protection against Spies and any weapons which cannot fire over walls.

Additional Information:

  • Can be placed up to 8 cells away from a friendly structure that provides adjacency.
  • Can be placed up to 8 cells apart from another Concrete Wall and will automatically fill the gap between.
  • Blocks fire of many weapons and cannot be destroyed by small arms.
  • Cannot be captured or repaired.
  • Does not provide building adjacency.

Gate

  • Requires: Con. Yard + Barracks
  • Cost: 250
  • Purpose: Passive Defence

  • Hitpoints: 625
  • Foundation: 3x1 / 1x3
  • Power: 0

  • Weapon: --
  • Range: --
  • Build Time: 16s

Gates are placed along wall pieces allowing friendly units to pass through while keeping enemies out. Gates may become a weak point in the wall however so are best used in well-defended positions.

Additional Information:

  • Can be placed up to 8 cells away from a friendly structure that provides adjacency.
  • Can be placed on top of walls.
  • Cannot be captured.
  • Does not provide building adjacency.

Pill Box

  • Requires: Con. Yard + Barracks
  • Cost: 500
  • Purpose: Anti-infantry

  • Hitpoints: 1250
  • Foundation: 1x1
  • Power: 0

  • Weapon: M2 Browning / 60mm cannon
  • Range: 6 / 6
  • Build Time: 38s

These sturdy yet compact fortifications are the Allies' first line of defense. Once a few of them have been placed, their heavy machine guns can be expected to shred just about any infantry battalion that approaches them. Pill Boxes also contain a small, armour-piercing cannon to whittle down vehicle assaults.

Additional Information:

  • Can be placed up to 6 cells away from a friendly structure that provides adjacency.
  • Cannot be captured.
  • Does not provide building adjacency.

Charge Thrower

  • Requires: Con. Yard + Naval Shipyard
  • Cost: 1000
  • Purpose: Anti-armour

  • Hitpoints: 2500
  • Foundation: 1x1
  • Power: -50

  • Weapon: 2x Depth Charges
  • Range: 8
  • Build Time: 54s

Protecting the coastline can prove invaluable. To free up the fleet, the Allies developed the Charge Thrower - a base defence which can be placed off-shore to ward off encroaching Soviet fleets. It's mechanism is simple and well proven, firing two depth charges which detonate several feet underwater, damaging both surface ships and submarines.

Additional Information:

  • Good vs light, medium & heavy armour. Cannot attack land targets.
  • Detects cloaked or submerged units (range 6).
  • Can be placed up to 16 cells away from a friendly structure that provides adjacency.
  • Cannot be captured.
  • Does not provide building adjacency.

Patriot Missile

  • Requires: Con. Yard + Arsenal
  • Cost: 800
  • Purpose: Anti-aircraft

  • Hitpoints: 2250
  • Foundation: 1x1
  • Power: -50

  • Weapon: Patriot Missile
  • Range: 12
  • Build Time: 43s

Housing powerful, fast, and accurate anti-air missiles, Patriot Missile Systems are built to protect Allied installations from nearly any kind of aerial threat. However, they cannot target paratroopers.

Additional Information:

  • Good vs air armour. Cannot attack ground targets.
  • Detects cloaked or submerged units (range 6).
  • Can be placed up to 4 cells away from a friendly structure that provides adjacency.
  • Cannot be captured.
  • Does not provide building adjacency.

Service Crane

  • Requires: CY + War Factory + Arsenal
  • Cost: 800
  • Purpose: Vehicle Repairs

  • Hitpoints: 2250
  • Foundation: 2x2
  • Power: 0

  • Weapon: Repair Crane
  • Range: 6.5 (area)
  • Build Time: 50s

Service Cranes are integral to the maintainance of Allied armour and air divisions, rapidly repairing all vehicles in their vicinity. It is particularly useful for the ability to immediately eject enemy Terror Drones, although those must be quickly destroyed after removal lest they continue to cause havoc.

Additional Information:

  • Build limit of 2.
  • Repair affect from overlapping Service Cranes does not stack.
  • Does not provide building adjacency.
  • Cannot be captured.

Regional Support Beacon

  • Requires: Con. Yard + Arsenal
  • Cost: 1500
  • Purpose: Call Reinforcements

  • Hitpoints: 1500
  • Foundation: 2x2
  • Power: -75

  • Weapon: --
  • Range: --
  • Build Time: 1m 21s

Using a long-range radio transmitter, this structure coordinates with American private military contractors to arrange for reinforcements, available at regular intervals by paradrop.

Additional Information:

  • Build limit of 1.
  • Does not provide building adjacency.

Cobra Contract

  • Cost: 1000
  • Cooldown: 2m 30s
  • Requires Power: Yes

Calls in a paradrop plane dropping 5 Mercenary Gunners and 3 Mercenary Rocket Troops. Pulled from a local pool of soldiers willing to fight for the highest bidder, mercenaries are useful to bolster an army or perform harassment operations. The plane is vulnerable en route.

Additional Information:

  • Mercenary infantry can garrison civilian structures.
  • Mercenaries earn bounty income for every kill, equal to 25% the cost for units and 50% for structures.

Jackal Contract

  • Cost: 1500
  • Cooldown: 3m 30s
  • Requires Power: Yes

Calls in two planes, each paradroping a Mercenary Humvee and a Mercenary Light Tank. Infantry can fire from inside the Humvee, which has two passenger slots. In addition to its armour-piercing cannon, the Light Tank is loaded with anti-air missiles. Mercenaries earn bounty income for every kill.

Additional Information:

  • Requires the Intel. Complex.
  • Mercenaries earn bounty income for every kill, equal to 25% the cost for units and 50% for structures.

Warp Node

  • Requires: Con. Yard + Arsenal
  • Cost: 500
  • Purpose: Support

  • Hitpoints: 1500
  • Foundation: 1x1
  • Power: -50

  • Weapon: --
  • Range: --
  • Build Time: 32s

One of the more exotic devices in the European arsenal is the Warp Node, which serves two unusual purposes. First is the creation of a time dilation field around it, causing nearby vehicles to nearly double their apparent speed, as observed by outsiders. Its second role is to act as a beacon for the Quantum Leap teleportation technology, allowing structures to be shifted to its location without dematerializing violently.

Additional Information:

  • Can be placed up to 35 cells away from a friendly structure that provides adjacency.
  • Increases the speed of friendly vehicles within 5 cells by 75%.
  • Cannot be captured.
  • Does not provide building adjacency.

Quantum Lab

  • Requires: Con. Yard + Arsenal
  • Cost: 1500
  • Purpose: Quantum Manipulation

  • Hitpoints: 1500
  • Foundation: 3x3
  • Power: -75

  • Weapon: --
  • Range: --
  • Build Time: 1m 21s

Housing highly advanced spacial manipulation technology, the Quantum Lab is capable of providing the energy required for the 'Quantum Leap' ability: teleporting entire structures from one location to another. This is highly useful for rapidly securing locations on the battlefield but comes at significant cost.

Additional Information:

  • Build limit of 1.
  • Does not provide building adjacency.

Quantum Leap

  • Cost: 500
  • Cooldown: 1m
  • Requires Power: Yes

Quantum Leap can be used just like Chronoshift, with the caveat that the selected building can only be moved nearby a Warp Node or Vortex Tank, either of which can act as an anchor in spacetime, to stabilize the passage of such a large object through the wormhole, ensuring that it reaches the target destination in one piece.

Additional Information:

  • Can be used on any friendly building.
  • Targeted building can only be dropped off within 5 cells of a friendly Warp Node or within 4 cells of the Vortex Tank.
  • Cannot be activated within 18 cells of an enemy Construction Yard.

Colonial Bureau

  • Requires: Con. Yard + Arsenal
  • Cost: 1500
  • Purpose: Auxiliary Support

  • Hitpoints: 1500
  • Foundation: 3x3
  • Power: -75

  • Weapon: --
  • Range: --
  • Build Time: 1m 21s

Maintaining a global empire is no easy task and relies heavily on support from troops drawn from the colonies themselves. Of course if the United Kingdom gets into any large scale conflict it's overseas territories are drawn in as well and are expected to do their duty for the sovereign. Port of contact for all colonial divisions is the Colonial Bureau. Once placed it grants access to additional forces with special tactical roles and abilities, depending on their land of origin.

Additional Information:

  • Build limit of 1.
  • Does not provide building adjacency.

Call to Arms

  • Cost: 1500
  • Cooldown: 4m
  • Requires Power: Yes

Activates the Colonial Bureau's primary function, requesting in auxiliary reinforcements from around the globe. The effect lasts for 1m 30s, during which time several reinforcements will arrive outside the Bureau building.

Additional Information:

Skitter

  • Requires: --
  • Purpose: Harassment

  • Hitpoints: 600
  • Armor: Light
  • Speed: 11

  • Weapon: Grenade / Crab Mines
  • Range: 5 / --

Designed to patrol the many overseas archipelagos the United Kingdom claims dominion over, the Skitter is a light, fast amphibious craft armed with a small grenade launcher. While unable to hold it's own in direct combat, it is very useful for harassment, particularly against enemy mining operations. Furthermore they come equippped with three Crab Mines; small robotic explosive carriers that will automatically detect and seek out nearby enemies. These mines cannot be replenished.

Additional Information:

  • Good vs light & building armour.
  • Comes with 3 Crab Mines which can be deployed onto the battlefield. They do not regenerate.
  • Self-repair: none.

Gurkha

  • Requires: Intel. Complex
  • Purpose: Frontline Combat

  • Hitpoints: 450
  • Armor: Flak
  • Speed: 9

  • Weapon: Heavy MG / Missile Launcher
  • Range: 5 / 5

World renowned for their fearlessness, Gurkhas have long been in the service of the British Empire ever since her attempt to annex the Gurkha's homeland of Nepal in 1814. They kept their freedom and proved their worth to the British, who quickly employed them to defend the entire sub-continent. Tough soldiers armed with both heavy machine guns and rocket launchers, they are capable of rushing into the frontline and turning the tide of any conflict.

Additional Information:

  • Good vs all armour types.
  • Self-healing: 16HP per tick.

Wildcat

  • Requires: Science Lab
  • Purpose: Line Breaker

  • Hitpoints: 1050
  • Armor: Heavy
  • Speed: 5

  • Weapon: 'Frenzy' Missiles
  • Range: 12

Developed deep in the Australian outback, the Wildcat is designed to fight in open landscapes and ensure that the enemy cannot entrench themselves without taking critical damage. It does this by firing its rockets in a wide spread, who's highly explosive warheads cause devastation amongst enemy ranks. No sane opponant would long remain stationary in the face of a Wildcat.

Additional Information:

  • Good vs all armour types.
  • Self-repair: 18HP per tick.

Prism Tower

  • Requires: Con. Yard + Intel. Complex
  • Cost: 1200
  • Purpose: Anti-tank

  • Hitpoints: 1500
  • Foundation: 1x1
  • Power: -75

  • Weapon: 'Comet' Prism Beam / Reflector Panels
  • Range: 8 (+1 reflected)
  • Build Time: 54s

The advanced Allied base defense, Prism Towers use their powerful reflectors to focus sunlight into an intense ray of energy, capable of melting armour and infantry alike. Their slow rate of fire leaves them vulnerable to swarms of enemies but they do have the unique ability to 'link' with other Prism Towers. By focusing light onto other nearby towers in a series, the final damage output is increased through each connection made. This makes Prism Towers formidable in groups.

Additional Information:

  • Good vs none, flak, plate, light, medium & heavy armour.
  • Prism Towers in range of one another will 'combine' their beams to increase the damage dealt by the final bolt.
  • Cannot be captured.
  • Does not provide building adjacency.

Gap Generator

  • Requires: Con. Yard + Intel. Complex
  • Cost: 1000
  • Purpose: Base Concealment

  • Hitpoints: 1250
  • Foundation: 1x1
  • Power: -100

  • Weapon: --
  • Range: --
  • Build Time: 1m 3s

As part of the Allies' information war with the Soviets, Gap Generators go a long way in protecting Allied positions from Soviet eyes. When online these spires form an area of shroud around them, hiding the position from enemies.

Additional Information:

  • Cannot be captured.
  • Does not provide building adjacency.

Cryo Coolant

  • Requires: Con. Yard + Intel. Complex
  • Cost: 200
  • Purpose: Power Supply

  • Hitpoints: --
  • Foundation: 2x2
  • Power: +100

  • Weapon: --
  • Range: --
  • Build Time: 13s

Use of advanced industrial Heat Transfer Fluids allows the standard Power Plant to operate more efficiently, by safely burning fuel at a faster rate without damaging the turbines.

Additional Information:

  • Must be placed ontop of an existing Power Plant when built. Restores the building to full health.
  • Increases power output of a Power Plant from 200 to 300.

Firestorm Wall

  • Requires: Con. Yard + Intel. Complex
  • Cost: 400
  • Purpose: Static Defence

  • Hitpoints: 750
  • Foundation: 1x1
  • Power: 0

  • Weapon: Flame Vents
  • Range: 1
  • Build Time: 21s

Woe befall anyone unlucky enough to walk into a Firestorm Wall. Essentially an underground oil pipeline which is adapted to become a hidden trap, these can be built around an American base in order to prevent sneak attacks or infantry rushes. As soon as an enemy moves within range, a valve will automatically open to let highly flammable petrol gush forth. An ignitor immediately causes it to combust, creating a fireball that is practically impenetrable to infantry, and will even roast light vehicles if they linger for too long.

Additional Information:

  • Cloaked unless attacking.
  • Automatically attacks enemies that move into its range.
  • Can be placed up to 8 cells away from a friendly structure that provides adjacency.
  • Can be placed up to 8 cells apart from another Firestorm Wall segment and will automatically fill the gap between.
  • Cannot be captured or repaired.
  • Does not provide building adjacency.

Bastion

  • Requires: Con. Yard + Intel. Complex
  • Cost: 1500
  • Purpose: Area Control

  • Hitpoints: 1500
  • Foundation: 2x2
  • Power: -50

  • Weapon: --
  • Range: --
  • Build Time: 1m 21s

Imposing Europe's presence on the land, Bastions are the anchors that ensure any gains on the battlefield are not lost. Their function is to provide logistical support to nearby friendly infantry, boosting their defensive capabilities in a large area as well as spotting enemy forces within the vicinity, aiding friendly troops in destroying them.

Additional Information:

  • Build limit of 3.
  • Increases the armour of friendly infantry within 10 cells by 25%.
  • Reduces the armour of enemy infantry & vehicles within 10 cells by 25%.
  • Does not provide building adjacency.

Grand Cannon

  • Requires: CY + Science Lab / Institute
  • Cost: 1500
  • Purpose: Heavy Defence

  • Hitpoints: 2500
  • Foundation: 2x2
  • Power: -125

  • Weapon: 450mm Cannon
  • Range: 18
  • Build Time: 1m 16s

A massive defensive structure, the Grand Cannon truly lives up to its name. The huge gun can decimate groups of enemies in a single volley at long range. Enemies must be brave to charge directly into the killzone of a Grand Cannon. That said, if they do manage to get within short range, the cannon will be unable to target them due to the required firing arc.

Additional Information:

  • Good vs none, flak, plate, light, medium & heavy armour.
  • Cannot be captured.
  • Does not provide building adjacency.

Skill Shot

  • Cost: --
  • Cooldown: 20s
  • Requires Power: Yes

Due to the relatively long reload time and potential for great collateral damage, Grand Cannons are restricted in firing unless explicitly ordered to do so. Once targeted, a red designation marker is displayed for a short time before the massive high explosive round is fired, decimating anything in that target spot.

Additional Information:

  • Must be targeted within range of a Grand Cannon. Initiates the Grand Cannon shot.

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