Chrono Miner
  • Prerequisite: War Factory, Ore Refinery
  • Strength: High
  • Primary: --
  • Cost: 1000
  • Armor: Medium
  • Secondary: --

  • Speed: Medium
  • Purpose: Ore Miner
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 equipt their miners with a small Chrono device allowing them to teleport back to base when full. Because of this additional equipment they can only collect half as much ore as the Soviet War Miner.
Further Information:
  • Can crush infantry.
  • Cannot be hijacked.
  • Immune to mind control, EMP and hacking.
  • Teleports back to Ore Refineries after collecting ore.
  • Vehicle self-healing Level 1 (20HP every 60 frames).

Liberty Tank
  • Prerequisite: War Factory
  • Strength: Medium
  • Primary: 105mm Cannon
  • Cost: 700
  • Armor: Medium
  • Secondary: --

  • Speed: Medium
  • Purpose: Basic Tank
Championing Allied land power is the Liberty Tank. Cheap, fast and reliable the vehicle is able to perform kiting manoeuvres and outrun many Soviet vehicles easily. Their 105mm cannon makes them primarily effective against armored units.
Further Information:
  • Can crush infantry.
  • Starting vehicle for the Allied Forces.

Robot Tank
  • Prerequisite: War Factory
  • Strength: Low
  • Primary: 'Ripper' Machine Gun
  • Cost: 500
  • Armor: Light
  • Secondary: Target Painter

  • Speed: Fast
  • Purpose: Anti-Infantry
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 armor 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.
Further Information:
  • Immune to mind control & radiation.
  • Target Painter reduces the strength of affected targets by 20% (does not stack).

IFV
  • Prerequisite: War Factory
  • Strength: Medium
  • Primary: Rocket Launcher
  • Cost: 600
  • Armor: Medium
  • Secondary: --

  • Speed: Very Fast
  • Purpose: Anti-Air, Multi-Role
The Infantry Fighting Vehicle, or IFV, is an incredible Allied invention. It is equipt as standard with a 'concussion' rocket launcher effective against infantry, light vehicles and pimarily aircraft. The 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: Basic infantry, SEALs, Spies or Saboteurs. An advanced machine gun for cutting down infantry.
  • GRENADIER: Grenadiers. Transforms the IFV into a good all-round light tank.
  • BUSTER MISSILES: Guardians. Effective against armor and stuctures.
  • MORTAR: Mortar Troopers. Powerful anti-structure, mid-long range weapon.
  • TESLA TURRET: Tesla Trooper. Excellent close range anti-tank turret.
  • DEMO. BOMB: Crazy Ivan. The IFV becomes a small scale Demo. Truck.
  • NEUTRON CANNON: Chrono Legionnaire. Warps away enemies more quickly than the Legionnaire.
  • SNIPER: Sniper. A long range sniper weapon that also EMPs vehicles.
  • PSIONIC EMITTER: Psi Corps Trooper. Channels the mind to destroy groups of enemy infantry around the IFV.
  • RAD CANNON: Desolator. A powerful anti-infantry radiation beam.
  • REPAIR ARM: Engineer. Repairs friendly vehicles.
With these weapons the IFV proves a worthwhile addition to the Allied composition.
Further Information:
  • Can transform its weapon to fit multiple roles.
  • Can transport 1 passenger.
  • Passenger survival rate Level 1 (50% at rookie, 65% at veteran, 80% at elite).
  • Detects cloaked or submerged units in a 6 cell radius.

Nighthawk
  • Prerequisite: War Factory
  • Strength: Low
  • Primary: --
  • Cost: 1000
  • Armor: Light Air
  • Secondary: --

  • Speed: Fast
  • Purpose: Transport
The Allies' lack of armor causes them to rely on other means of aggression. One of them is mobility. The Nighthawk is a light, fast aerial transport able to carry several infantry across the battlefield quickly. While it is unarmed passengers are able to fire from gunports in the aircraft, not only making the Nighthawk a transport but also a powerful weapon in the right hands.
Further Information:
  • Can transport up to 4 passengers.
  • Infantry can fire from inside.
  • Passenger survival rate Level 2 (70% at rookie, 80% at veteran, 90% at elite).

Allied MCV
  • Prerequisite: War Factory
  • Strength: Very High
  • Primary: --
  • Cost: 3000
  • Armor: Heavy
  • Secondary: --

  • Speed: Medium
  • Purpose: Mobile Construction Vehicle
The MCV is the core and beginning of any battle. Initially the Construction Yard begins life as a mobile version which can deploy into the full structure, providing construction capability. MCVs are expensive but highly valuable and equally well armored, protecting it from lengthy attacks and also from many effects such as mind control.
Further Information:
  • Cannot be hijacked.
  • Can crush infantry.
  • Resistant to vehicle crushers.
  • Immune to mind control, EMP and hacking.
  • Vehicle self-healing Level 1 (20HP every 60 frames).
  • Starting vehicle for the Allied Forces.

Penguin Artillery
  • Prerequisite: War Factory, Nexus Center
  • Strength: Low
  • Primary: Cryo Shells
  • Cost: 1000
  • Armor: Light
  • Secondary: --

  • Speed: Medium
  • Purpose: Anti-Infantry, Siege
As always the Allies aim for versatility in the their units. The Penguin not only provides excellent cheap long range siege capabilities but is also a powerful anti-infantry weapon with its chilling cryo shells, freezing enemy troopers almost instantly. The effect will, at the very least, slow down enemy movement even armored targets. Their light armor and somewhat lack of mobility makes them vulnerable targets however.
Further Information:
  • Cryo Shells reduce the movement speed of affected units by 35% (does not stack).
  • Vehicle self-healing Level 1 (20HP every 60 frames).

Mirage Tank
  • Prerequisite: War Factory, Nexus Center
  • Strength: Medium
  • Primary: Proton Cannon
  • Cost: 1200
  • Armor: Medium
  • Secondary: --

  • Speed: Medium
  • Purpose: Anti-Armor
Mirage Tanks are another of the Allies' genius designs. Based on 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 '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.
Further Information:
  • Can crush infantry.
  • Automatically disguises itself as a tree when immobile.
  • Vehicle self-healing Level 1 (20HP every 60 frames).

Prism Tank
  • Prerequisite: War Factory, Nexus Center
  • Strength: Medium
  • Primary: Prism
  • Cost: 1300
  • Armor: Medium
  • Secondary: --

  • Speed: Medium
  • Purpose: Anti-Armor, Siege
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.
Further Information:
  • Can crush infantry.
  • Weapon can fragment into smaller parts dealing less damage to surrounding units.
  • Vehicle self-healing Level 1 (20HP every 60 frames).

Scrambler
  • Prerequisite: War Factory, Nexus Center
  • Strength: Low
  • Primary: Scrambler
  • Cost: 900
  • Armor: Light Air
  • Secondary: --

  • Speed: Fast
  • Purpose: Disruption
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.
Further Information:
  • Vehicle self-healing Level 1 (20HP every 60 frames).

Archangel
  • Prerequisite: War Factory, Science Lab
  • Strength: Medium
  • Primary: 'Penitence' Rockets
  • Cost: 1650
  • Armor: Heavy Air
  • Secondary: Angel Shield

  • Speed: Medium
  • Purpose: Anti-Air, Support
What's better than a static defense? A mobile one! The Archangel, as its name suggests, is the protector of American bases. It's strange design allows it to float in place, rapidly unleashes rocket bursts able to track land or air targets with devastating effect. The Archangel also contains a technology known as the 'Angel Shield'. When deployed it casts the shield over ground vehicles, effectively increasing their armor massively.
Further Information:
  • Angel Shield increases the strength of affected friendly ground vehicles by 100% (does not stack).
  • Vehicle self-healing Level 3 (60HP every 60 frames).

Vortex Tank
  • Prerequisite: War Factory, Science Lab
  • Strength: High
  • Primary: Vortex Cannon
  • Cost: 1750
  • Armor: Heavy
  • Secondary: --

  • Speed: Medium
  • Purpose: Anti-Armor
One of the Federal Republic of Europe'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 matter and destroying and slowing everything caught in the effect. The Vortex Tank is dangerous to any units, friend or foe, so 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 cost.
Further Information:
  • Can crush infantry.
  • Immune to EMP.
  • Vehicle self-healing Level 3 (60HP every 60 frames).

Battle Fortress
  • Prerequisite: War Factory, Science Lab
  • Strength: Very High
  • Primary: Electro-Magnetic Beam
  • Cost: 1750
  • Armor: Heavy
  • Secondary: --

  • Speed: Low
  • Purpose: Assault
The UK's use of versatile and durable methods of warfare continues with the Battle Fortress. On the face of it a monstrous machine capable of crushing other vehicles, it is in fact quit harmless by itself. They utilize an electro-magnetic beam to drag vehicles towards it or collapse infantry or structures. Battle Fortresses most importantly can carry infantry passengers who are able to fire from its gunports, making the true weapon of the Battle Fortress highly customisable.
Further Information:
  • Can crush infantry & most vehicles.
  • Electro-Magnetic beam will lift vehicles or damage infantry & structures.
  • Can transport up to 5 passengers.
  • Passenger survival rate Level 3 (80% at rookie, 90% at veteran, 100% at elite).
  • Vehicle self-healing Level 3 (60HP every 60 frames).

Shogun Siege Tank
  • Prerequisite: War Factory, Science Lab
  • Strength: Medium
  • Primary: 200mm Cannons
  • Cost: 1650
  • Armor: Heavy
  • Secondary: Siege Guns

  • Speed: Low
  • Purpose: Siege
The Shogun really 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.
Further Information:
  • Can crush infantry.
  • Deploys into its long range siege mode.
  • Vehicle self-healing Level 3 (60HP every 60 frames).

Lightning
  • Prerequisite: Airforce Command HQ
  • Strength: Medium
  • Primary: Maverick Rockets
  • Cost: 1500
  • Armor: Medium Air
  • Secondary: 'Aeroblaze' Laser System

  • Speed: Fast
  • Purpose: Anti-Tank, Anti-Air
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 missile 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.
Further Information:
  • Vehicle self-healing Level 1 (20HP every 60 frames).

Spirit Bomber
  • Prerequisite: Airforce Command HQ, Science Lab
  • Strength: High
  • Primary: Bunker Buster Rockets
  • Cost: 2000
  • Armor: Medium Air
  • Secondary: --

  • Speed: Fast
  • Purpose: Siege
If you haven't seen this aircraft before it's likely because of it's 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.
Further Information:
  • Temporarily cloaks every 150 frames for 75 frames.
  • Invisible on radar.
  • Vehicle self-healing Level 1 (20HP every 60 frames).

Amphibious Transport
  • Prerequisite: Naval Shipyard
  • Strength: High
  • Primary: --
  • Cost: 900
  • Armor: Heavy
  • Secondary: --

  • Speed: Medium
  • Purpose: Transport
Transporting infantry and vehicles over land and water alike is the Amphibious Transport. The unit is unarmed however well armored, 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.
Further Information:
  • Amphibious.
  • Cannot be hijacked.
  • Can crush infantry.
  • Resistant to vehicle crushers.
  • Vehicle self-healing Level 1 (20HP every 60 frames).
  • Can transport up to 12 passengers.
  • Passenger survival rate Level 3 (80% at rookie).

Destroyer
  • Prerequisite: Naval Shipyard
  • Strength: High
  • Primary: 155mm Cannon
  • Cost: 1000
  • Armor: Heavy Navy
  • Secondary: Osprey

  • Speed: Fast
  • Purpose: Anti-Armor, Ranged Combat
The central and versatile unit of the Allied navy is the Destroyer. Both capable of fighting with other vessels and mid-ranged offshore targets as well as submerged units using its sensors. The back of Destroyer is occupied by the Osprey, an aircraft specifically designed to launch into the air and fire torpedoes against underwater targets.
Further Information:
  • Cannot be hijacked.
  • Destroyers launch their Osprey aircraft when attacking submerged units.
  • Detects cloaked or submerged units in an 8 cell radius.

Dolphin
  • Prerequisite: Naval Shipyard
  • Strength: Medium
  • Primary: Sound
  • Cost: 600
  • Armor: Organic
  • Secondary: --

  • Speed: Fast
  • Purpose: Anti-Armor
To backup the Destroyer is the Dolphin. Trained in secret military aquariums, these killer friendly marine animals are able to lock onto enemy ships or submerged units where they identify the target with a vocal cry. This cry is amplified using the sonic emitter on their heads, turning the vibration into a deadly beam damaging everything on its path to the target. Dolphins are particularly effective against other organic units like infantry or Squids.
Further Information:
  • Submerged.
  • Cannot be hijacked.
  • Immune to mind control, EMP and hacking.
  • Vehicle self-healing Level 1 (20HP every 60 frames).
  • Detects cloaked or submerged units in a 6 cell radius.

Aegis Cruiser
  • Prerequisite: Naval Shipyard, Nexus Center
  • Strength: High
  • Primary: Medusa Rockets
  • Cost: 1200
  • Armor: Medium Navy
  • Secondary: --

  • Speed: Medium
  • Purpose: Anti-Air
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.
Further Information:
  • Cannot be hijacked.
  • Uses an ammo system, starting with 6 rockets and storing up to 24.

Aircraft Carrier
  • Prerequisite: Naval Shipyard, Science Lab
  • Strength: Very High
  • Primary: Hornets
  • Cost: 2000
  • Armor: Heavy Navy
  • Secondary: --

  • Speed: Medium
  • Purpose: Siege
A huge and majestic vessel, the Aircraft Carrier is 'pride of the Allied navy' and their capital ship. Slow moving, massive and very well armored, Aircraft Carriers also boast an incredible range. Somewhere in the hull they maintain several small Hornet fighter jets, which launch in quick time and hunt down targets. They are designed to destroy offshore structures however 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.
Further Information:
  • Cannot be hijacked.
  • Carries and rearms up to 5 Hornets.
  • Vehicle self-healing Level 2 (40HP every 60 frames).


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