- Requires: 1 Engineer
- Cost: --
- Purpose: Secret Units
- Hitpoints: 3000
- Foundation: 3x3
- Power: 0
- Weapon: --
- Range: --
- Build Time: --
This somewhat bizarre structure stores information regarding certain unique, all-but-forgotten weapons technology. When captured, it grants access to a few special units, which earn their commander income as part of a corporate-sponsored weapons testing program. All in the name of research, of course.
Additional Information:
- Does not provide building adjacency.
- Cost: --
- Cooldown: 3m
- Requires Power: No
By itself, the Secret Lab provides an interesting method of scouting - the so called "Psychic" Reveal. Simply, it can instantly remove a good portion of the shroud from a target area, allowing you to scout enemy movements from afar.
Additional Information:
- Removes shroud in a 14 cell radius at the target location.
- Requires either an Arsenal or Ops Tower.
- Requires: Secret Lab + Barracks
- Cost: 150
- Purpose: Basic Infantry
- Hitpoints: 300
- Armor: None
- Speed: 6
- Weapon: Pyrokinetic Blast
- Range: 4
These brainwashed minions have a curious ability, acquired through top-secret, intensive psychokinetic training. By directing their mind's energy, they can instantly raise the temperature of nearby objects, to the point of setting human flesh ablaze.
Additional Information:
- Good vs none, flak & plate armour.
- Collects bounty upon killing enemies. Returns 25% the value of a destroyed unit and 50% the value of a destroyed building.
- Can garrison civilian structures.
- Self-healing: 16HP per tick.
- Requires: Secret Lab + Barracks + T3
- Cost: 800
- Purpose: Anti-infantry
- Hitpoints: 250
- Armor: None
- Speed: 6
- Weapon: Dart Gun
- Range: 10
This specialist warrior is an extreme threat to any infantry battalion. Using a long-range sniper rifle, she is able to inject a lethal blend of neurotoxins and highly secret microbes into an enemy combatant, killing the victim immediately. Subsequently, the microorganisms will rapidly devour the body from the inside out, producing a cloud of gas that is quite hostile to human life. The cloud will linger on the battlefield for some time after the host's death, harming any infantry that pass through it.
Additional Information:
- Good vs none, flak & plate armour.
- Collects bounty upon killing enemies. Returns 25% the value of a destroyed unit and 50% the value of a destroyed building.
- Self-healing: 18HP per tick.
- Requires: Secret Lab + War Factory + T2
- Cost: 700
- Purpose: Anti-tank
- Hitpoints: 600
- Armor: Medium
- Speed: 10
- Weapon: 105mm Cannon
- Range: 5
This light tank is remarkably fast, and doesn't compromise very much on armour in spite of its powerful engine. Unlike the high explosive rounds wielded by Liberty and Hammer tanks however, this one does not deal damage in an area, and is thus less effective for mopping up massed light vehicles. Nevertheless, its direct damage is still significant, making it especially suited for hit-and-run attacks.
Additional Information:
- Good vs light, medium & heavy armour.
- Collects bounty upon killing enemies. Returns 25% the value of a destroyed unit and 50% the value of a destroyed building.
- Can crush infantry.
- Self-repair: none.
- Requires: Secret Lab + War Factory + T3
- Cost: 1000
- Purpose: Disruption
- Hitpoints: 400
- Armor: Light
- Speed: 10
- Weapon: Chaos Gas
- Range: 3 (area)
These wheeled, wonky-looking robots may not seem like a threat, but when used effectively they can cause total pandemonium in an enemy force. Once in range, they release a potent psychoactive vapour all around them, causing soldiers to vividly hallucinate and become terrified, lashing out at anything around them.
Additional Information:
- Causes affected enemy infantry & vehicles to go berserk, attacking friend and foe alike for 30s.
- Explodes on death, releasing one last Chaos Gas attack that affects both friend and foe in a 3x3 area.
- Immune to radiation, poison gas, chaos gas & mind control.
- Cannot be hijacked.
- Driver cannot be killed.
- Self-repair: 16HP per tick.
- Requires: Secret Lab + War Factory + T3
- Cost: 1200
- Purpose: Support / Siege
- Hitpoints: 800
- Armor: Light
- Speed: 5
- Weapon: Magnetiser / Magnetic Impulser
- Range: 10 / 12
A high tech development, the Magnetron uses incredibly powerful magnets to provide support on the battlefield. Vehicles targeted by the Magnetron become themselves highly magnetic, slowing down other nearby vehicles as they attracted to one another. Infantry and structures, however, are simply torn apart by this unusual contraption.
Additional Information:
- Directly targeted vehicles are slowed by 15%. The affect is stackable.
- Affected enemy vehicles also become magnetized for 30s, slowing themselves and other nearby vehicles by 35%.
- Self-repair: 18HP per tick.
Floating Disc
- Requires: Secret Lab + War Factory + T4
- Cost: 1750
- Purpose: Anti-tank
- Hitpoints: 1000
- Armor: Air
- Speed: 34 (jumpjet)
- Weapon: Antimatter Laser / Drain Beam
- Range: 7 / 1.5
This strange flier is designed for harassment, and armed with an antimatter weapon that quickly disintegrates infantry and weaker vehicles. Perhaps more importantly, it can sabotage enemy structures while hovering above them, just like the Allied Scrambler.
Additional Information:
- Good vs none, plate, light, medium & air armour.
- 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.
- Collects bounty upon killing enemies. Returns 25% the value of a destroyed unit and 50% the value of a destroyed building.
- Self-repair: 20HP per tick.