Chrono Miner

  • Requires: War Factory + Ore Refinery
  • Cost: 1000
  • Purpose: Mining

  • Hitpoints: 1750
  • Armor: Harvester
  • Speed: 5

  • Weapon: --
  • Range: --

Collecting valuable ores and minerals is key to success on the battlefield. Once returned to the Ore Refinery they are broken down and turned into credits which you can then use to spend on your military. The Allies, understanding this importance, have equipped their miners with a small Chrono device allowing them to teleport back to base when full. Because of this additional equipment they can only carry half as much ore as the Soviet War Miner.

Additional Information:

  • Collects up to $300 of ore or $600 of gems.
  • Immune to radiation, EMP, scramblers, chaos gas, mind control & master control.
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Can crush infantry.
  • Self-repair: 18HP per tick.

Robot Tank

  • Requires: War Factory
  • Cost: 500
  • Purpose: Anti-infantry / Armour reduction

  • Hitpoints: 600
  • Armor: Light
  • Speed: 11 (hover)

  • Weapon: Autocannon / Targeting Laser
  • Range: 5 / 6.5 (laser)

In order to directly combat infantry hordes the Robot Tank has been fitted with a powerful autocannon that can tear apart groups of infantry at once, thanks to its wide-spreading scatter effect. The lack of a driver makes Robot Tanks great counters to Soviet Psi Corps Troopers and radioactive weaponry. Against armour however the Robot Tank is used in a support role, targeting enemy tanks and structures with its target painter, helping other friendlies to attack with increased precision.

Additional Information:

  • Good vs none, flak & plate armour.
  • Targeting laser reduces enemy vehicle/structure armour by 25%.
  • Detects disguised Spies and Saboteurs.
  • Immune to radiation, poison gas, mind control & chaos gas.
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Detects cloaked or submerged units (range 8).
  • Self-repair: none.

IFV

  • Requires: War Factory
  • Cost: 600
  • Purpose: Multipurpose

  • Hitpoints: 600
  • Armor: Light
  • Speed: 9

  • Weapon: Varies by passenger
  • Range: 6

The Infantry Fighting Vehicle, or IFV, is an incredible Allied invention. By default it is armed with a 'concussion' rocket launcher effective against infantry, light vehicles and especially aircraft. Its greatest feature, however, is its transforming turret system. Depending on the infantry inside, the IFV will equip itself with different weapons. These are the combinations:

  • CONCUSSION ROCKETS: When no infantry or an infantry incapable of transforming the turret is inside.
  • MACHINE GUN: GI, Conscript, SEAL, SAS, Spy, Shinobi, Saboteur, Headhunter, Mercenary Gunner, or Slave Fighter. Cuts down infantry.
  • BUSTER MISSILES: Guardian GI or Mercenary Rocket Troop. Very effective against vehicles and aircraft.
  • REPAIR ARM: Engineer. Repairs friendly vehicles.
  • GRENADE LAUNCHER: Grenadier. Very effective against structures, including defenses.

  • MEDICINE DISPENSER: Medic. Extremely efficient at healing infantry under fire.
  • SOUND CANNON: Sonic Enforcer. Devastates infantry and vehicles alike.
  • NEUTRON CANNON: Chrono Legionnaire. Warps away enemies more quickly than the Legionnaire.
  • SNIPING PLATFORM: Sniper. The sniper's range is not reduced as in a regular transport.

  • MORTAR: Flak Trooper. Surprisingly, not an anti-air weapon - but quick at tearing down structures.
  • HIGH-VOLTAGE CAPACITOR: Tesla Trooper or Tesla Elite. Destroys vehicles at close range in an instant.
  • DEMO. BOMB: Crazy Ivan. The IFV becomes a small-scale Demo. Truck.
  • LOUDSPEAKER: Kommissar. Broadcasts inspiring propaganda to boost infantry morale.
  • FLAME NOZZLE: Flamethrower or Firebrand. Essentially converts the IFV into a Scorcher.

  • MLRS: Bazooka. Fires high-explosive rockets which can demolish a structure in seconds.
  • PSIONIC EMITTER: Psi Corps Trooper. Releases a wave of psychic energy to obliterate surrounding infantry.
  • RAD CANNON: Desolator. Directs a beam of intense radiation to melt infantry and light vehicles alike.
  • FIELD GENERATOR: X-Soldier. Creates a highly lethal cloud of X-rays in the targeted area.

  • PSI TRANSDUCER: Initiate. Channels the power of the mind to light up enemy infantry in seconds.
  • PLAGUE SHOOTER: Virus. Infects infantry at long range, spreading poison gas as they die.

Additional Information:

  • Good vs light & air armour.
  • Has 1 passenger slot.
  • Weapon changes depending on the passenger inside.
  • Passenger survivability level 1: rookie 50%, veteran 65%, elite 80%.
  • Self-repair: none.

Liberty

  • Requires: War Factory + Arsenal
  • Cost: 700
  • Purpose: Anti-tank

  • Hitpoints: 750
  • Armor: Medium
  • Speed: 8

  • Weapon: 105mm Cannon
  • Range: 5

Cheap, fast, and reliable, the Liberty Tank is able to perform kiting manoeuvres and outrun many Soviet vehicles easily. Their 105mm cannon makes them primarily effective against armoured units, and they are especially important for mopping up light vehicles.

Additional Information:

  • Good vs light, medium & heavy armour.
  • Starting vehicle for the Allied forces (if enabled).
  • Can crush infantry.
  • Self-repair: none.

Allied MCV

  • Requires: War Factory + Arsenal
  • Cost: 2500
  • Purpose: Base construction

  • Hitpoints: 2500
  • Armor: Heavy
  • Speed: 5

  • Weapon: --
  • Range: --

The Mobile Construction Vehicle is the core and beginning of any battle. Once taken to a suitable area it can be deployed into a Construction Yard, allowing a Commander to begin building their base. The MCV is expensive but highly valuable and equally well-armoured, protecting it from lengthy attacks and also from many effects such as mind control.

Additional Information:

  • Deploys into an Allied Construction Yard.
  • Immune to mind control, EMP, scramblers, chaos gas & master control.
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Can crush infantry.
  • Self-repair: 18HP per tick.

Nighthawk Transport

  • Requires: War Factory + Arsenal
  • Cost: 1000
  • Purpose: Aerial attacks, Infantry transport

  • Hitpoints: 550
  • Armor: Air
  • Speed: 32 (jumpjet)

  • Weapon: Machine Gun
  • Range: 5

The Allies' lack of heavy armour causes them to rely on other means of aggression. One of them is mobility. The Nighthawk is a light and fast aerial transport, able to carry several infantry across the battlefield quickly. Passengers are able to fire from its gunports, making the Nighthawk an exceptionally powerful weapon in the right hands.

Additional Information:

  • Good vs none armour.
  • Invisible on radar.
  • Has 4 passenger slots.
  • Infantry can fire from inside.
  • Passenger survivability level 2: rookie 70%, veteran 80%, elite 90%.
  • Self-repair: 18HP per tick.

Scrambler

  • Requires: War Factory + Intel. Complex
  • Cost: 900
  • Purpose: Sabotage

  • Hitpoints: 500
  • Armor: Air
  • Speed: 38 (jumpjet)

  • Weapon: Scrambler / Drain Beam
  • Range: 4 (area) / 1.5

Scramblers do as they say, emiting distorted and corrupted communication information to enemy units, creating havoc on the battlefield. A Scrambler flies over enemy vehicles and unleashes a torrent of misinformation, sending affected units into a state of confusion where they attack any target, friend or foe, for a short time. Scramblers also have the ability to jam enemy radars if close enough, shutting them down while present in the area. Furthermore they can actively disable base defenses by hover above them, removing their targeting ability.

Additional Information:

  • Causes enemy mechanical units to go berserk for 23 seconds.
  • Shuts down enemy base defenses, Power Plants, Tesla Reactors or Nuclear Reactors while targeting and hovering overhead.
  • Steals money from an enemy refinery for as long as it hovers overhead.
  • Jams enemy radar if it flies nearby an enemy Construction Yard (range 15).
  • Self-repair: 18HP per tick.

Aroostook

  • Requires: War Factory + Intel. Complex
  • Cost: 1300
  • Purpose: Anti-infantry / Anti-structure

  • Hitpoints: 800
  • Armor: Air
  • Speed: 26 (jumpjet)

  • Weapon: Laser / Rockets
  • Range: 6 / 11

The US uses an unorthodox approach to siege that fits well with their combat doctrine of air supremacy. The Aroostook is a flying building-wrecker, with long-range rockets that knock down buildings with ease. In addition, the helicopter has a nose-mounter laser cannon, useful for frying enemy infantry and chipping away at vehicles.

Additional Information:

  • Good vs none & building armour.
  • Carries 2 rockets, which take longer to reload once depleted.
  • Self-repair: 18HP per tick.

Mirage Tank

  • Requires: War Factory + Intel. Complex
  • Cost: 1200
  • Purpose: Anti-tank / Ambush

  • Hitpoints: 700
  • Armor: Medium
  • Speed: 7

  • Weapon: Proton Cannon
  • Range: 5.5

Mirage Tanks are another of the Allies' genius designs. Based on the chassis of an MBT, the Mirage is fitted with a host of extras to make it more useful. Their main feature is the ability to mirror space around it, blending into the terrain as a tree. Mirage Tanks can fire on enemy units while camouflaged, though they 'blink' while doing so, revealing their position for a moment. Its 'proton' instant-hit cannon is a very powerful anti-armor weapon but equally effective against infantry as well, making it perfect for ambushes.

Additional Information:

  • Good vs none, flak, light, medium & heavy armour.
  • Will automatically disguise itself as a tree when stationary
  • Can crush infantry.
  • Self-repair: 16HP per tick.

Bishop

  • Requires: War Factory + Intel. Complex
  • Cost: 1200
  • Purpose: Anti-structure / Anti-infantry

  • Hitpoints: 500
  • Armor: Medium
  • Speed: 5

  • Weapon: Designator
  • Range: 12

The Europeans use a highly innovative method for long-range siege. Rather than relying on conventional projectiles, the Bishop relays target coordinates to an automated satellite which releases a small meteor, propelling it towards the Earth. However, the technological marvel does not end there: as soon as the meteor has reached terminal velocity, the Bishop which has been tracking its descent with stunning accuracy signals for a miniature chrono rift to swallow it, instantly teleporting the lethally fast meteor to a position just a few hundred meters above the surface. This process drastically shortens its time to reach the target, while guaranteeing accuracy with pinpoint precision. Bishop strikes are tremendously devastating to infantry and structures alike, and can even wreck vehicles if they manage to hit them.

Additional Information:

  • Good vs none, flak, plate, light, medium & building armour.
  • Can crush infantry.
  • Self-repair: 16HP per tick.

Penguin Artillery

  • Requires: War Factory + Intel. Complex
  • Cost: 1000
  • Purpose: Anti-structure / Anti-infantry

  • Hitpoints: 550
  • Armor: Medium
  • Speed: 6

  • Weapon: Cryo Shells
  • Range: 12

Born of a collaboration between Japanese and British scientists, the Penguin is unique in the Royal Army for its use of cryo technology. However, while the mobility, long range, and affordability of this vehicle are an impressive combination, its raw firepower pales in comparison to the slower, fearsome Shogun. Thus, Mitsubishi and the Imperial Japanese Army HQ eventually decided to discontinue their participation in the Penguin's development, selling all prototypes to the British government. The Penguin not only provides cheap siege capabilities but is also a powerful anti-infantry weapon with its chilling cryo shells, freezing enemy troopers almost instantly. The cryo effect will also reduce movement speed, even of armoured targets.

Additional Information:

  • Good vs none, flak, plate & building armour.
  • Weapon slows enemy units by 35% for 13 seconds (does not stack).
  • Self-repair: 16HP per tick.

TeraHertz Tank

  • Requires: War Factory + Intel. Complex
  • Cost: 1200
  • Purpose: Anti-tank / Sensor Array

  • Hitpoints: 1000
  • Armor: Medium
  • Speed: 5

  • Weapon: TeraHertz Beam
  • Range: 7

Named after it's weapon, the vehicle channels a concentrated beam of 'tremendously high frequency' radiation at the target, causing terrible heat damage to any vehicle and infantry alike. Reaching higher levels of power requires some time, however, and so it takes several continuous shots to deal maximum damage. Furthermore, after firing at the highest frequency it must cool itself down too, before firing oncemore. As a secondary role, the Terahertz can deploy and emit a disorienting spread of noise disallowing the use of most support powers within the area.

Additional Information:

  • Good vs light, medium & heavy armour.
  • When deployed it will jam the use of most support powers (range 6).
  • When deployed it displays nearby enemy movements (range 6).
  • When deployed detects disguised Spies and Saboteurs (range 6).
  • When deployed detects cloaked or submerged units (range 6).
  • Can crush infantry.
  • Self-repair: 16HP per tick.

Shogun Siege Tank

  • Requires: War Factory + Intel. Complex
  • Cost: 1400
  • Purpose: Anti-tank / Siege

  • Hitpoints: 800
  • Armor: Heavy
  • Speed: 4

  • Weapon: 2x 200m Cannons
  • Range: 5.5 / 16 (deployed)

The Shogun displays the (literally) far-reaching power of the Empire of Japan. While undeployed the vehicle is fairly vulnerable, although can use its cannons in short range to protect itself, however while deployed provides the greatest ranged artillery on the battlefield. The Siege Tanks shells decimate stationary targets, no matter what they are, with ease.

Additional Information:

  • Good vs light, medium & building armour.
  • Can crush infantry.
  • Self-repair: 16HP per tick.

Disruptor

  • Requires: War Factory + Intel. Complex
  • Cost: 1500
  • Purpose: Support

  • Hitpoints: 1100
  • Armor: Air
  • Speed: 18 (jumpjet)

  • Weapon: Contamination / Cloaking Field
  • Range: 7.5 / 4.5 (area)

The Disruptor is a vital component of Imperial Japan's military. Its weapon targets vehicles and contaminates them with a cloud of toxic gas, devastating to nearby infantry. This can often be found cast on sacrificial Japanese units who are then sent driving into crowds of enemy infantry, bringing with them the toxic cloud. In addition to this powerful weapon, the Disruptor emits a field which renders friendly units beneath it completely invisible to the naked eye.

Additional Information:

  • Good vs none, flak & plate armour.
  • Cloaking Field affects friendly infantry, vehicles and defences, which can fire without decloaking.
  • Self-repair: 18HP per tick.

Abrams Tank

  • Requires: War Factory + Science Lab
  • Cost: 1500
  • Purpose: Anti-tank / Anti-infantry

  • Hitpoints: 1350
  • Armor: Heavy
  • Speed: 5

  • Weapon: 105mm cannon / Napalm launcher
  • Range: 5 / 6

The Abrams Tank is the bastion of the US Army, and excels in direct engagements with virtually any opposing ground forces. Though the damage output of their anti-tank rounds is nothing special compared to the Mirage Tank's, their heavy armour makes them indispensable nonetheless. Furthermore, the more recent Abrams models have been outfitted with a small mortar launcher - used for napalm munitions, which bathe enemy infantry formations in excruciatingly hot, flaming petroleum jelly en masse. Though shockingly merciless, this weapon achieves its desired effect by instilling fear in those who stand in the way of American military might.

Additional Information:

  • Good vs none, flak, light, medium & heavy armour.
  • Can crush infantry.
  • Immune to omni-crush.
  • Driver cannot be killed.
  • EMP duration reduced by 50%.
  • Self-repair: 20HP per tick.

Archangel

  • Requires: War Factory + Science Lab
  • Cost: 2000
  • Purpose: Anti-air / Support

  • Hitpoints: 1200
  • Armor: Air
  • Speed: 6 (jumpjet)

  • Weapon: 'Penitence' Lasers / Angel Shield
  • Range: 12 / 7 (area)

What's better than a static defense? A mobile one! The Archangel, as its name suggests, is the ultimate protector of American bases. Its strange design allows it to float in place, rapidly unleashing a salvo of laser beams which slice through enemy aircraft. The Archangel also contains a device known as the 'Angel Shield Projector'. It casts a force shield over ground vehicles, increasing their armour massively. Although it is practically indomitable in combination with Abrams Tanks, American Commanders should be wary of its extremely slow speed, and therefore be thoughtful about where to use them.

Additional Information:

  • Good vs air armour. Cannot attack ground units.
  • Doubles the armour of friendly vehicles in a 7x7 area.
  • Self-repair: 20HP per tick.

Prism Tank

  • Requires: War Factory + Science Lab
  • Cost: 1750
  • Purpose: Anti-tank

  • Hitpoints: 900
  • Armor: Heavy
  • Speed: 4

  • Weapon: Prism Cannon
  • Range: 8 / 2.25 (shrapnel)

This powerful vehicle makes use of Allied 'prism' technology, the ability to focus light onto a target powerful enough to damage and destroy it. Just like the Prism Tower, Prism Tanks are primarily anti-armor though also useful against infantry and structures. Its mid-long range makes it able to deal damage safely to enemy vehicles. Interestingly the primary laser refracts off its target onto surrounding units, damaging them also. With this, Prism Tanks are able to take out groups of units at once.

Additional Information:

  • Good vs light, medium & heavy armour.
  • Prism beam bounces between nearby enemies upon impact.
  • Can crush infantry.
  • Driver cannot be killed.
  • EMP duration reduced by 50%.
  • Self-repair: 20HP per tick.

Vortex Tank

  • Requires: War Factory + Science Lab
  • Cost: 3000
  • Purpose: Area Denial

  • Hitpoints: 2500
  • Armor: Heavy
  • Speed: 3

  • Weapon: Vortex Generator
  • Range: 12

One of the European Federation's goals is 'dedication to the exploration of science for the betterment of mankind', which of course results in a weapon long before being turned into the next entertainment system. The Vortex Tank is one result of this endeavour. The high-energy 'warp drive' inside the vehicle twists the Higgs Field, distorting spacetime in order to slow down and destroy everything caught in the effect. The Vortex Tank is dangerous to any units, friend or foe, so it should be used wisely... if enemies manage to get close enough to the vehicle then it may find itself defenseless, so protect it at all costs.

Additional Information:

  • Good vs none, flak, plate, light, medium & heavy armour.
  • The longer it fires at a target, the larger the vortex becomes- growing from a radius of 1 to 6 cells.
  • The vortex slows units within its area of effect by 10-25% depending on its size.
  • Repairs friendly vehicles nearby in a 4 cell radius.
  • Blocks the enemy's use of Chronoshift within a 4 cell radius of the vehicle.
  • Build limit of 1.
  • Can crush infantry and small vehicles.
  • Immune to mind control, scramblers, chaos gas, omni-crush & master control.
  • Cannot be hijacked.
  • Driver cannot be killed.
  • EMP duration reduced by 50%.
  • Self-repair: 20HP per tick.

Battle Fortress

  • Requires: War Factory + Science Lab
  • Cost: 1750
  • Purpose: Infantry Support

  • Hitpoints: 2250
  • Armor: Heavy
  • Speed: 6

  • Weapon: --
  • Range: --

A central support vehicle for British infantry divisions, the Battle Fortress is a rolling monstrous mass of metal capable of transporting a number of infantry straight to the frontline. Furthermore, they are designed to remain in battle, tanking damaging and providing a significant protective bonus to the lads during combat, thanks to its imposing presence. If necessary the vehicle can drive straight over most others on the field, making the Battle Fortress something of a modern day battering ram too.

Additional Information:

  • Boosts the armour of surrounding infantry by 35%. Effect does not stack.
  • Arrives containing 4 GIs and 2 Guardian GIs.
  • Has 6 passenger slots.
  • Passenger survivability level 3: rookie 80%, veteran 90%, elite 100%.
  • Immune to omni-crush.
  • Driver cannot be killed.
  • EMP duration reduced by 50%.
  • Can crush infantry and small vehicles.
  • Self-repair: 20HP per tick.

Tsunami

  • Requires: War Factory + Institute
  • Cost: 1650
  • Purpose: Anti-tank

  • Hitpoints: 1050
  • Armor: Heavy
  • Speed: 8

  • Weapon: 'Nipper' Gun
  • Range: 5

Unsurprisingly for a nation composed of islands, Imperial Japan places great value on amphibious warfare. The pinnacle of this stratagem is their Tsunami Tank, which can traverse water and land alike. Their speed is perhaps the Tsunami's most defining trait, which makes them well-suited to fast raids against enemy armoured forces where they can rapidly unload their ammo reserve and then retreat into the sea without pause. With such a dynamic vehicle, the fierce Tsunami crew can harass an adversary's forces relentlessly.

Additional Information:

  • Good vs light, medium & heavy armour.
  • Can crush infantry.
  • Driver cannot be killed.
  • EMP duration reduced by 50%.
  • Self-repair: 20HP per tick.

Lightning

  • Requires: AFCHQ
  • Cost: 1500
  • Purpose: Anti-tank / Anti-air

  • Hitpoints: 500
  • Armor: Air
  • Speed: 24

  • Weapon: AGM-83 Bulldog / 2x 'Aeroblaze' Lasers
  • Range: 6 / 8

Lightning Fighters are rapid aerial response units needed to keep the Soviets at bay. While they require an Airforce Command HQ to reload, their fast speed and relative safety in the air means they can often quickly strike targets without fear of retaliation. Their missiles are mostly effective against vehicles or base defenses. Against aerial units they employ the new 'Aeroblaze' laser system designed to punch through light air armor, making sure Allied airspace is safe.

Additional Information:

  • Good vs light, medium, heavy & air armour.
  • Has 4 ammunition slots.
  • 18s reload per ammo.
  • Self-repair: 16HP per tick.

Valkyrie

  • Requires: AFCHQ
  • Cost: 1500
  • Purpose: Anti-tank / Anti-structure

  • Hitpoints: 550
  • Armor: Air
  • Speed: 20

  • Weapon: Armourbuster Bombs
  • Range: 4

European officials want every possible invention, or even malfunction, to be weaponized. Scientists managed to create a warhead capable of causing a small, temporary collapse in space itself, opening a wormhole for just an instance. Interestingly enough, possibly due to the relatively low energy emitted by the bomb that is required to tear a hole in space itself, the affected particles always represent 33% of the matter present within the sphere of impact. It is thought that if the ungodly amount of power required could be provided, that 100% of the matter could be "flipped" into the other realm and an opening be sustained, allowing potential travellers to pass through. Less enthusiastic researchers predict that somewhere out there is an ever growing quantum trash pile, created from the victims of this weapon.

Additional Information:

  • Good vs light, medium & heavy armour.
  • Has 1 ammunition slot.
  • 48s reload per ammo.
  • Self-repair: 16HP per tick.

Harrier

  • Requires: AFCHQ
  • Cost: 1500
  • Purpose: Anti-tank

  • Hitpoints: 500
  • Armor: Air
  • Speed: 22

  • Weapon: AGM-83 Bulldog
  • Range: 6

The Harrier is a testament to the versatility of the RAF. Armed with an exceptionally large payload of guided anti-tank missiles, it is used to incessantly harass Soviet armour columns, picking off vehicles one by one before they have a chance to fight back. Unprotected miners are also apt to feel the pain from a barrage of missiles whenever a British airbase is within striking range. However, British commanders should take note that as a ground attack jet, Harriers possess no anti-air capabilities.

Additional Information:

  • Good vs light, medium & heavy armour.
  • Has 8 ammunition slots.
  • 9s reload per ammo.
  • Self-repair: 16HP per tick.

Black Eagle

  • Requires: AFCHQ
  • Cost: 1500
  • Purpose: Anti-tank / Anti-air

  • Hitpoints: 450
  • Armor: Air
  • Speed: 25

  • Weapon: Missiles / 2x 'Aeroblaze' Lasers
  • Range: 6 / 8

The pride of Colonial Korea, or the shame if you ask anyone who doesn't collaborate with Imperial Japan. Though based on a Korean engineering team's design the Black Eagle has become a cruical centrepiece of the Imperial Japanese Army Air Service. Its advanced design allows it to go stealth for short intervals, during which it is untargetable and able to slip past anti-air defenses. In addition to their anti-armour missiles, the Black Eagle is armed with an 'Aeroblaze' laser system to ensure Imperial air superiority.

Additional Information:

  • Good vs light, medium & heavy armour.
  • Has 2 ammunition slots.
  • 36s reload per ammo.
  • Cloaks itself periodically.
  • Self-repair: 16HP per tick.

Warthog

  • Requires: AFCHQ + Intel. Complex
  • Cost: 1750
  • Purpose: Anti-infantry / Area Denial

  • Hitpoints: 600
  • Armor: Air
  • Speed: 20

  • Weapon: Napalm Cluster Missiles
  • Range: 6

Though their covert tactics and aerial supremacy are a force to be reckoned with, American generals eventually realized that their anti-infantry weapons would be no match for a swarm of cheaply-trained Soviet infantry. However, this problem was eradicated by the Warthog: a slow-moving attack jet armed with incendiary cluster munitions. Though its projectile has to be released almost directly over the target area, and the submunitions are quite dangerously innacurate, the Warthog is capable of coating an extraordinarily wide area with burning napalm. Now Americans can sleep soundly, knowing that any crowd of communists eager to invade them can be incinerated with utter ruthlessness.

Additional Information:

  • Good vs none, flak, plate & light armour.
  • Has 1 ammunition slot.
  • 48s reload per ammo.
  • Leaves burning napalm in the targeted area for some time.
  • Self-repair: 18HP per tick.

Pintail

  • Requires: AFCHQ + Intel. Complex
  • Cost: 1500
  • Purpose: Anti-vehicle support

  • Hitpoints: 600
  • Armor: Air
  • Speed: 26

  • Weapon: 'Arms Jammer' Needle
  • Range: 6

Eager to disrupt enemy forces than apply only brute force, the Pintail is the perfect example of the UK's doctrine. It's missiles are highly accurate and designed to deliver an electronic device which jams the targeting capabilities of any ranged weaponry the victim may possess. Furthermore, the jamming signal radiates to other surrounding vehicles as well, making the initial target a beacon of disruption.

Additional Information:

  • Has 1 ammunition slot.
  • 60s reload per ammo.
  • Attaches an 'Arms Jammer' needle to target vehicle. After 10 seconds the needle detonates, rendering the target and any vehicles unable to fire in a 5x5 radius. Affect follows the target and lasts 45 seconds.
  • Self-repair: 18HP per tick.

Sunburst Drone

  • Requires: AFCHQ + Intel. Complex
  • Cost: 800
  • Purpose: Anti-infantry

  • Hitpoints: 275
  • Armor: Air
  • Speed: 26

  • Weapon: Miniature Bomb
  • Range: 6

The Japanese Empire developed many technologies to keep up with the arms race, one of which is the UAV. The latest generation of unmanned aerial drone comes under the designation 'Sunburst' for its ability to swoop down from the skies and deliver a high explosive charge to enemy infantry or vehicles, sacrifing themselves in the process. Once attached to an enemy, the drone can be remotely detonated at any moment by the commander, dealing sever damage to the victim and anything nearby. While it is possible for Engineers to disarm the warhead, few are brave enough to attempt to do so for fear of losing their lives.

Additional Information:

  • Good vs none, flak, plate & light armour.
  • Attaches itself to the target as a bomb that can be detonated at any time. Automatically explodes after 30 seconds.
  • Self-repair: 18HP per tick.

Spirit Bomber

  • Requires: AFCHQ + Science Lab / Institute
  • Cost: 2000
  • Purpose: Anti-structure

  • Hitpoints: 500
  • Armor: Air
  • Speed: 20

  • Weapon: Guided bunker-buster bomb
  • Range: 6

If you haven't seen this aircraft before it's likely because of a nifty mechanic that allows it to become invisible for short intermittent periods. This makes it useful for sneaking in and out of enemy airspace allowing for a safe entrance and exit. It carries a powerful payload effective against structures and clusters of infantry.

Additional Information:

  • Good vs building armour.
  • Has 1 ammunition slot.
  • 48s reload per ammo.
  • Cloaks itself periodically.
  • Invisible on radar.
  • Self-repair: 20HP per tick.

Amphibious Transport

  • Requires: Shipyard
  • Cost: 900
  • Purpose: Transport

  • Hitpoints: 1600
  • Armor: Heavy
  • Speed: 7 (hover)

  • Weapon: --
  • Range: --

Transporting infantry and vehicles over land and water alike is the Amphibious Transport. The unit is unarmed yet well-armoured, enough to protect its cargo under fire but should still be guarded by armed forces at all times. They are necessary for traversing to inaccessible areas or to perform surprise beach assaults on enemy positions.

Additional Information:

  • Available from the War Factory if Naval Combat is disabled in multiplayer.
  • Immune to EMP & omni-crush.
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Can crush infantry.
  • Has 12 passenger slots. Survivability: 80%
  • Self-repair: 16HP per tick.

Minisub

  • Requires: Shipyard
  • Cost: 1000
  • Purpose: Anti-ship

  • Hitpoints: 800
  • Armor: Heavy
  • Speed: 6

  • Weapon: QF 4.5 Inch Cannon
  • Range: 6

Designed to escort vital convoys, the Minisub patrol the waters and ensures the safety of larger vessels in the Allied navy. Primarily it is effective against lightly armoured ships.

Additional Information:

  • Good vs light armour.
  • Detects cloaked or submerged units (range 4).
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Self-repair: 16HP per tick.

Rig

  • Requires: Shipyard
  • Cost: 1500
  • Purpose: Ship Repair

  • Hitpoints: 1500
  • Armor: Light
  • Speed: 5

  • Weapon: Repair Arm
  • Range: 4

Ships are expensive and slow to construct, therefore making them highly valuable assets. Repairing them is much more cost efficient than building replacements, and so the Rig was created to do just that. Equipped with a crane, it can quickly patch up vessels anywhere on the waters, even during the midst of battle.

Additional Information:

  • Can crush infantry.
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Self-repair: 16HP per tick.

War Turtle

  • Requires: Shipyard + AFCHQ
  • Cost: 1500
  • Purpose: Anti-ship / Anti-tank / Siege

  • Hitpoints: 1000
  • Armor: Light
  • Speed: 3

  • Weapon: Seabird Helicopter
  • Range: 12

Providing long range support, the War Turtle carries in it's shell a small Seabird attack chopper, great against enemy vessels. The Seabird will automatically launch and harass whatever is in range, until either it or the target is destroyed. It's flight range makes the War Turtle also effective at off-shore bombardment.

Additional Information:

  • Good vs light, medium, heavy & building armour.
  • Carries 1 Seabird which is automatically replaced when lost.
  • Can crush infantry.
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Self-healing: 16HP per tick.

Aegis Cruiser

  • Requires: Shipyard + Arsenal
  • Cost: 1200
  • Purpose: Anti-air

  • Hitpoints: 1400
  • Armor: Medium
  • Speed: 4

  • Weapon: Medusa AA missiles
  • Range: 12

The Aegis' feared Medusa missiles are the bane of an enemy air force. These vessels are solely built to tackle aircraft, basically equipt with three large missile batteries. If the Aegis has the ammunition it can unleash volleys of missiles with incredible accuracy and speed, bringing down any aerial target in seconds.

Additional Information:

  • Good vs air armour. Cannot attack ground targets.
  • Detects cloaked or submerged units (range 6).
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Self-repair: 16HP per tick.

Destroyer

  • Requires: Shipyard + Intel. Complex
  • Cost: 1500
  • Purpose: Anti-ship / Anti-tank

  • Hitpoints: 1350
  • Armor: Heavy
  • Speed: 5

  • Weapon: 155mm Cannon / Osprey w. Depth Charges
  • Range: 6 / 10 (Osprey)

The central and most versatile unit of the Allied Navy is the Destroyer. Not only capable of fighting with other ships and submarines, it is equipped with massive, state-of-the-art treads which allow it to drive straight onshore for amphibious assaults. The back of the Destroyer is occupied by the Osprey, an aircraft specifically designed to launch into the air and fire depth charges against underwater targets.

Additional Information:

  • Good vs light, medium, heavy & building armour.
  • Available from the War Factory with Intel. Complex if Naval Combat is disabled in multiplayer.
  • Can crush infantry.
  • Detects cloaked or submerged units (range 8).
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Self-repair: 18HP per tick.

Dolphin

  • Requires: Shipyard + Intel. Complex
  • Cost: 900
  • Purpose: Anti-infantry / Support

  • Hitpoints: 800
  • Armor: Light
  • Speed: 8

  • Weapon: Sonic Amplifier / Sonic Suppressor
  • Range: 5 / 6

Trained in secret military aquariums, these speedy marine animals are able to lock on to enemy ships or submerged units where their vocal cries are amplified into a signal able to jam enemy naval targeting capabilities, rendering them unable to attack. Furthermore these sonic cries cause major internal organ damage to infantry that get caught in the impulse. The US Navy assures citizens that this is a painless experience for the unwitting creatures.

Additional Information:

  • Good vs none, flak & plate armour.
  • Sonic Suppressor disables the target vehicle's weapon.
  • Detects cloaked or submerged units (range 6).
  • Immune to EMP, mind control, scramblers, chaos gas & master control.
  • Cloaks until attacking.
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Self-repair: 18HP per tick.

Aircraft Carrier

  • Requires: Shipyard + Science Lab / Institute
  • Cost: 2000
  • Purpose: Siege

  • Hitpoints: 2000
  • Armor: Heavy
  • Speed: 4

  • Weapon: Hornet Attack Jets
  • Range: 25

A huge and majestic vessel, the Aircraft Carrier is the 'pride of the Allied navy' and their capital ship. Slow-moving, massive and very well armoured, Aircraft Carriers boast an incredible range. Somewhere in the hull they maintain several small Hornet attack jets, which are prepared launch and hunt down targets at a moment's notice. They are chiefly designed to destroy structures, though they are also very capable against other immobile targets. Always protect the Carrier though, as its slow movement makes it difficult to escape from direct engagement.

Additional Information:

  • Good vs all armour types.
  • Carries 5 Hornets which are automatically replaced when lost.
  • Cannot be hijacked.
  • Driver cannot be killed.
  • EMP duration reduced by 50%.
  • Self-repair: 20HP per tick.

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