Tech Observation Post

  • Requires: 1 Engineer
  • Cost: --
  • Purpose: Base Expansion

  • Hitpoints: 2500
  • Foundation: 2x2
  • Power: -50

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

Often found in key battlefield locations, Tech Observation Posts are structures equipt with advanced local radar capabilities making them able to detect cloaked units or enemy actions nearby. Furthermore they can be used for base expansion, making them key buildings to seize and control.

Additional Information:

  • Provides build radius.
  • Displays nearby enemy movements (range 10).
  • Reveals disguised Spies and Saboteurs (range 10).
  • Detects cloaked or submerged units (range 10).

Tech Power Plant

  • Requires: 1 Engineer
  • Cost: --
  • Purpose: Power Supply

  • Hitpoints: 3500
  • Foundation: 2x2
  • Power: +300

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

Though vulnerable when out in the open and unprotected, Tech Power Plants provide an excellent and cheap source of additional power to keep your base operational. While relying on them can be dangerous, if found nearby friendly forces or adequately protected they can be incredibly valuable.

Additional Information:

  • Provides build radius.
  • Cannot be infiltrated.

Tech Airport

  • Requires: 1 Engineer
  • Cost: --
  • Purpose: Reinforcements

  • Hitpoints: 3500
  • Foundation: 3x3
  • Power: 0

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

When captured, the Tech Airport allows a commander to periodically reinforce their army with paratroopers.

Additional Information:

  • Provides build radius.

Paradrop

  • Cost: 750
  • Cooldown: 3m
  • Requires Power: No

Paradrops either 8 GIs or 12 Conscripts (depending on your faction) at the target location. The delivery plane can be destroyed en route.
Tank Delivery

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

Deliveries a free Liberty or Hammer Tank (depending on your faction) automatically at the Tech Airport. The delivery plane can be destroyed en route. Requires the ownership of either an Arsenal or Ops Tower to function!
Neutral Artillery Bunker

  • Requires: 1 Engineer
  • Cost: --
  • Purpose: Static Defence

  • Hitpoints: 4000
  • Foundation: 2x2
  • Power: -50

  • Weapon: Heavy Artillery
  • Range: 12
  • Build Time: --

These unmanned and unguarded gun platforms are often left behind in a demilitarized zone, or built by somewhat negligent civilian contractors. Once captured, the Engineer can use the artillery piece to bombard the surrounding area. The barrage gets faster as the cannon continues to fire.

Additional Information:

  • Good vs none, flak, light, medium & building armour.
  • Does not provide building adjacency.

Neutral Oil Derrick

  • Requires: 1 Engineer
  • Cost: --
  • Purpose: Supplementary Income

  • Hitpoints: 3500
  • Foundation: 2x2
  • Power: 0

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

As resources are the basis for so many conflicts, it is unsurprising that Oil Derricks are often the centre of vicious contention on the battlefield. These structures provide a steady stream of revenue for the owner, in addition to a substantial bonus for whoever captures it first.

Additional Information:

  • Provides $1000 when captured for the first time.
  • Provides $20 every 7 seconds.
  • Explodes violently when destroyed.
  • Does not provide building adjacency.

Neutral Hospital

  • Requires: 1 Engineer
  • Cost: --
  • Purpose: Adv. Infantry Healing

  • Hitpoints: 4000
  • Foundation: 6x4 or 3x3
  • Power: 0

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

Filled with essential supplies and well-trained medical personnel, the Hospital can drastically improve infantry survivability in combat. Once captured, it will increase the self-healing rate of all the owner's infantry.

Additional Information:

  • Provides additional global infantry healing, 20HP every 3 seconds.
  • Does not provide building adjacency.

Neutral Machine Shop

  • Requires: 1 Engineer
  • Cost: --
  • Purpose: Adv. Vehicle Healing

  • Hitpoints: 4000
  • Foundation: 3x3
  • Power: 0

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

The Machine Shop is an extremely valuable structure in just about any conflict, due to the helpful mechanics and spare parts within. It gives the owner automatic repairs for all vehicles, including aircraft and ships.

Additional Information:

  • Provides additional global vehicle repairs, 10HP every 4 seconds.
  • Does not provide building adjacency.

Neutral Secret Lab

  • 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.

Psychic Reveal

  • 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.

Initiate

  • 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.

Virus

  • 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.

Lasher Tank

  • 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.

Chaos Drone

  • 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.

Magnetron

  • 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.

Neutral Missile Silo

  • Requires: 1 Engineer
  • Cost: --
  • Purpose: Superweapon

  • Hitpoints: 3750
  • Foundation: 4x3
  • Power: -75

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

These abandoned missile silos are rare, but when found, they provide a great deal of firepower.

Additional Information:

  • Does not provide building adjacency.

Cruise Missile

  • Cost: 1000
  • Cooldown: 5m
  • Requires Power: Yes

Launches the prepared cruise missile at the target location, dealing devastating damage to infantry and vehicles and moderate damage to structures in a reasonable area.
Neutral Satellite Uplink

  • Requires: 1 Engineer
  • Cost: --
  • Purpose: Map Reveal

  • Hitpoints: 3500
  • Foundation: 3x3
  • Power: -75

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

Once captured, the Satellite Uplink begins connecting to a nearby spy satellite and receives data on the surrounding battlefield. Due to the outdated technology contained within these structures, it takes some time to acquire full intel. of the surrounding local and so reveals larger and larger portions of the map over several minutes as the information is downloaded.

Additional Information:

  • Reveals increasingly larger areas of the battlefield every 3 minutes, as long as it is held.
  • Vision is permanent (unless the radar is sabotaged) and shared with allies.
  • Does not provide building adjacency.

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