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THE ALLIED NATIONS

Allied Information
Allied Structures
Allied Infantry
Allied Units
Allied Tech Tree
THE SOVIET UNION

Soviet Information
Soviet Structures
Soviet Infantry
Soviet Units
Soviet Tech Tree
THE EPSILON ARMY

Epsilon Information
Epsilon Structures
Epsilon Infantry
Epsilon Units
Epsilon Tech Tree
THE FOEHN REVOLT

Foehn Information
Foehn Structures
Foehn Infantry
Foehn Units
Foehn Tech Tree
Stolen Tech Units
Neutral Structures









ALLIED BUILDINGS

Allied Construction Yard
  • Cost: $2000
  • Power: +60
  • Hitpoints: 2500
  • Prerequisite: Allied MCV
  • Purpose: Base Construction
  • Armor Class: Big Heavy Structure





The Allied Construction Yard is the most important structure in a base. With it, a commander has the capabilities of constructing all Allied buildings and defenses. This makes the Construction Yard a high priority target for enemies, and must be defended as such in order to maintain any major presence on the battlefield. A Construction Yard provides a small amount of power as well.


Allied Construction Yard

Additional Information:
  • Automatically repairs itself in mobile form.
  • Can be infiltrated to unlock Stolen Tech units.


Allied Power Plant
  • Cost: $800
  • Power: +200
  • Hitpoints: 750
  • Prerequisite: Construction Yard
  • Purpose: Power Production
  • Armor Class: Light Structure





The Power Plant is a compact structure which processes natural gas and uses it to produce power for Allied bases. After an Arsenal Depot or an Air Force Command HQ is constructed, the Power Plant can be upgraded with more efficient turbines, increasing the output of a single plant.


Allied Power Plant with and without a Power Turbine

Additional Information:
  • Can be infiltrated to shut down owner's power for 1:30 minutes.
  • Can be upgraded for 200$ for +150 power units (requires Arsenal Depot or AFCHQ).


Allied Barracks
  • Cost: $500
  • Power: -10
  • Hitpoints: 900
  • Prerequisite: Construction Yard
  • Purpose: Infantry Training
  • Armor Class: Light Structure





The Allied Barracks is the structure that allows a commander to train basic and advanced Allied infantry. It also allows for the construction of basic Allied defenses. The more Barracks a commander has on the field, the faster infantry are trained.


Allied Barracks with Allied infantry

Additional Information:
  • Can be infiltrated to acquire veteran infantry training.


Allied Ore Refinery
  • Cost: $2000
  • Power: -40
  • Hitpoints: 1000
  • Prerequisite: Construction Yard
  • Purpose: Resource Gathering
  • Armor Class: Big Heavy Structure





The Ore Refinery is a technologically complex building completely outfitted to receive and process raw ore from miners and instantly receive monetary transactions for the ore while on the battlefield. This makes this structure a vital asset to any base economy.


Allied Ore Refinery with a Chrono Miner

Additional Information:
  • Deploys a free Chrono Miner when built.
  • Can be infiltrated to steal $5000 from its owner.
  • Soviet Industrial Plant will decrease its price.


Allied Arsenal Depot
  • Cost: $800
  • Power: -50
  • Hitpoints: 1000
  • Prerequisite: Barracks
  • Purpose: Combat Support
  • Armor Class: Light Structure





The Arsenal Depot's appearance in an Allied base marks its basic tech advancement. It grants it a portion of fundamental weaponry that can be used to defend against early threats of battle, or provide its troops with the assistance of Medics. Once a Depot is built, two of them will emerge from the inside, immediately ready for their duties. Furthermore, a special long-range weapon control system is installed in an Arsenal Depot, allowing its owners to fire a Cryoshot to briefly freeze infantry in the designated zone. Once a Tech Center is present, the Cryoshot will be upgraded into a much more powerful Cryospear.


Allied Arsenal Depot

Additional Information:
  • Can be infiltrated to reset its support weapons' timers.
  • Deploys 2 free Field Medics when first built in skirmish.





SUPPORT POWER #1A: Cryoshot
  • Cost: $800
  • Recharge Time: 4:00
  • Requires Power: Yes
  • Affects Players: All






The Cryoshot's low but effective freezing power is enough to instantly immobilize all types of infantry and even the light ground vehicles in a small radius for 15 seconds. It is not enough to affect their armor.

SUPPORT POWER #1B: Cryospear
  • Cost: $1000
  • Recharge Time: 5:00
  • Requires Power: Yes
  • Requires Allied Tech Center
  • Affects Players: All







With a Tech Center, the Cryoshot will be upgraded into the Cryospear - a more powerful variant of the aerial freezing beam, capable of instantly immobilizing infantry and all types of vehicles, ground and naval alike, for 18 seconds. Like its basic variant, the Cryospear is not enough of a deep freeze to affect armor.


Allied War Factory
  • Cost: $2000
  • Power: -100
  • Hitpoints: 1200
  • Prerequisite: Power Plant + Ore Refinery
  • Purpose: Unit Production
  • Armor Class: Big Light Structure





If the Construction Yard is the brain of a base, and the Ore Refinery is the heart, then the War Factory is the muscle. The Allied War Factory allows the commander to manufacture Allied vehicles. The more War Factories a commander has on the field, the faster vehicles are built.


Allied War Factory with basic Allied tanks

Additional Information:
  • Can be infiltrated to acquire veteran unit production.


Allied Naval Shipyard
  • Cost: $1200
  • Power: -100
  • Hitpoints: 2000
  • Prerequisite: Power Plant + Ore Refinery
  • Purpose: Naval Unit Production
  • Armor Class: Big Heavy Structure





A must on any battlefield with large bodies of water. The Allied Naval Shipyard allows for the construction of Allied ships. It also allows a commander to use a Sonar Pulse to detect submerged vessels. The more Shipyards a commander has on the field, the faster the ships are built.


Allied Naval Shipyard with a Horizon Destroyer

Additional Information:
  • Cannot be captured.
  • Does not expand base building area.





SUPPORT POWER: Sonar Pulse
  • Cost: -
  • Recharge Time: 5:30
  • Requires Power: Yes
  • Affects Players: Enemies






When fired on an area with underwater enemy units, they will be decloaked for 12 seconds.


Allied Air Force Command Headquarters
  • Cost: $1500
  • Power: -150
  • Hitpoints: 1300
  • Prerequisite: Power Plant + Ore Refinery
  • Purpose: Aircraft Production, Radar, Shroud Reveal
  • Armor Class: Big Light Structure





The Air Force Command Headquarters not only provides a commander with the radar mini-map, but also allows a commander to build and house up to 4 Allied aircraft. The Air Force Command Headquarters enables more advanced technology as well. This structure allows the commander to use a Satellite Scan to reveal shrouded parts of the battlefields. The more Air Force Command Headquarters a commander has on the field, the faster aircraft are built.


Allied Air Force Command HQ with Stormchild fighters

Additional Information:
  • Can be infiltrated to reshroud its owner's map.




SUPPORT POWER: Satellite Scan
  • Cost: -
  • Recharge Time: 4:00
  • Requires Power: Yes





Use this to remove shroud from the battlefield in any spot you want. Can be activated using the mini-map.


American Mercury Network Uplink
  • Cost: $1500
  • Power: -150
  • Hitpoints: 1000
  • Prerequisite: Power Plant + Ore Refinery
  • Purpose: Support Powers, Tech Access
  • Armor Class: Light Structure





This structure is unique to United States of America.

The Mercury Network Uplink establishes a connection with the network of Mercury Satellites that orbits the Earth. While the project has never reached its full offensive potential due to the Soviet interference, the Uplink allows an American commander to instantly fire orbital laser beams on a target anywhere on the battlefield without using mobile designator units.

The immediate firing of the weapon comes at a cost of its firepower, making it less effective against buildings and vehicles than when controlled with the Athena Cannon. The Mercury Network Uplink also acts as the technology expander for the United States, enabling new weapons and options in the tech tree.


American Mercury Network Uplink

Additional Information:
  • Can be infiltrated to reset its support weapons' timers.




SUPPORT POWER #1: Mercury Strike
  • Cost: $800
  • Recharge Time: 6:00
  • Requires Power: Yes
  • Affects Players: All / Team (Athena Buff)






This support power will fire a laser beam from space, very effective against infantry and light units. Since this attack requires recalibration of one of the Mercury Satellites from their network, all of the American Athena Cannon units nearby the designated target location will be able to communicate with it faster and perform stronger attacks for 20 seconds after the manually ordered laser beam strike.

SUPPORT POWER #2: Target Painter
  • Cost: -
  • Recharge Time: 4:30
  • Requires Power: Yes
  • Affects Players: Enemies






This support power will increase the damage the targeted units will take by 20% for 40 seconds.


American Drop Control
  • Cost: $800
  • Power: -50
  • Hitpoints: -
  • Prerequisite: Air Force Command HQ + Mercury Network Uplink
  • Purpose: Reinforcements Drop
  • Armor Class: -





This structure is unique to United States of America.

The United States army has the capability of upgrading their Air Force Command Headquarters after the Mercury Network Uplink has been built. This Drop Control upgrade will allow them to drop the American Paratroopers and Bloodhounds anywhere on the battlefield using their Cargo Planes.


Allied Air Force Command HQ with a Drop Control upgrade


SUPPORT POWER #1: Airborne
  • Cost: $1000
  • Recharge Time: 4:00
  • Requires Power: Yes





This support power will let you drop 6 G.I.s and 4 Guardian G.I.s anywhere on the battlefield.

SUPPORT POWER #2: Bloodhounds
  • Cost: $1500
  • Recharge Time: 5:00
  • Requires Power: Yes





This support power will let you drop 3 Humvees and 2 Stryker I.F.V.s anywhere on the battlefield.


European Shield Command
  • Cost: $1500
  • Power: -150
  • Hitpoints: 1000
  • Prerequisite: Power Plant + Ore Refinery
  • Purpose: Support Powers, Tech Access
  • Armor Class: Light Structure





This structure is unique to European Alliance.

The Shield Command controls the Force Shield which can protect your structures from any sort of enemy attacks for a short while. It also provides the access to an emergency Lightning Rod, which is useful during power shortage situations. Moreover, the Shield Command acts as the technology expander for the Euro Alliance, enabling new weapons and options in the tech tree.


European Shield Command

Additional Information:
  • Can be infiltrated to reset its support weapons' timers.




SUPPORT POWER #1: Force Shield
  • Cost: -
  • Recharge Time: 6:00
  • Requires Power: Yes
  • Affects Players: Team






This support power will create a Force Shield to protect your structures from any damage for 30 seconds.

SUPPORT POWER #2: Lightning Rod
  • Cost: $1000
  • Recharge Time: 5:00
  • Requires Power: No
  • Affects Players: Owner / Team (Thor Buff)






By placing a Lightning Rod anywhere on the battlefield you will temporarily acquire 1000 power units for emergency purposes. The Rod will also increase the firepower of all Thor Gunships nearby by 25% and heavily attract lightning bolts from a Lightning Storm to itself.


Pacific Front Robot Ops Control Center
  • Cost: $1500
  • Power: -150
  • Hitpoints: 1000
  • Prerequisite: Power Plant + Ore Refinery
  • Purpose: Support Powers, Tech Access
  • Armor Class: Light Structure





This structure is unique to Pacific Front.

The Robot Ops Control Center controls special Pacific Front drones which can be deployed on the battlefield through support powers: the Hunter-Seeker, in tandem with the Allied War Factories, and the standalone Zephyrobot. Moreover, the Robot Ops Control Center acts as the technology expander for the Pacific Front, enabling new weapons and options in the tech tree.


Pacific Front Robot Ops Control Center

Additional Information:
  • Can be infiltrated to reset its support weapons' timers.




SUPPORT POWER #1: Hunter-Seeker
  • Cost: $800
  • Recharge Time: 5:30
  • Requires Power: Yes
  • Requires Allied War Factory
  • Affects Players: Enemies







This support power will release up to 5 Hunter-Seeker drones (one per an Allied War Factory built), which will pick a high priority target and deal as much damage as possible upon the drone's impact. On its path, the drone will also fire a small laser at nearby targets.

SUPPORT POWER #2: Zephyrobot
  • Cost: $500
  • Recharge Time: 5:30
  • Requires Power: Yes





This power allows you to place a beacon drone anywhere on the battlefield and use it for a long range Zephyr Artillery bombardment. To use, select any Zephyr units you have and order them to attack the beacon. The drone will disappear after a while or if it's taken too much damage from the Zephyrs.

SUPPORT POWER #3: Glacial Screen
  • Cost: $800
  • Recharge Time: 6:30
  • Requires Power: Yes





Use this to form an immobilizing sturdy shield made of thick ice to increase your ground vehicles' resistance to damage 4x. There is a chance non-turreted vehicles will be unable to fire, so be careful.


Allied Tech Center
  • Cost: $3000
  • Power: -300
  • Hitpoints: 1500
  • Prerequisite: Air Force Command HQ + MNU/SC/ROCC
  • Purpose: High Tech Access
  • Armor Class: Light Structure





Together with the subfaction-specific technology expansion buildings like the Mercury Network Uplink, the Shield Command and Robot Ops Control Center, the Allied Tech Center unlocks the most potent technologies and weapons the Allies have to offer to a commander.

The Tech Center also allows them to release the Black Widow or its Alpha variant. Additionally, it can upgrade the Arsenal Depot's Cryoshot into the Cryospear, and if an Experimental Warpshop is present on the battlefield, access to Backwarp will be available. Be mindful that the Tech Center is comparatively fragile, and should be well-protected, from both damage and infiltration by enemy spies.


Allied Tech Center

Additional Information:




SUPPORT POWER #1A: Black Widow
  • Cost: $1200
  • Recharge Time: 7:30
  • Requires Power: Yes
  • Requires Shield Command / ROCC
  • Affects Players: Enemies / Team (Aircraft Buff)







The Black Widow is an Allied unmanned support aircraft which covers itself with stealth until it reaches its destination. This special unit has been designed to draw the enemy anti-aircraft fire, which, thanks to its heavily customized armor, it is able to do for a longer period of time.

Additionally, with its communication disrupting equipment it will shut down all radars within its range and decrease the accuracy of all enemy defenses nearby. The Black Widow will also provide allied air units with a masking cloak that will make them more difficult to target. All of these effects will last until the Black Widow flies away or is destroyed.

SUPPORT POWER #1B: Black Widow Alpha

This support power replaces the Black Widow for United States of America.
  • Cost: $1500
  • Recharge Time: 7:30
  • Requires Power: Yes
  • Requires Mercury Network Uplink
  • Affects Players: Enemies / Team (Aircraft Buff)







Some say the Black Widow is merely a replica of the original, superior design, which was first developed in the United States before the Third Great War. Black Widow Alpha is a tougher and more expensive variant, capable of sending its disruption signals for a longer period of time during a single run.


Allied Runway
  • Cost: $600
  • Power: -10
  • Hitpoints: 1000
  • Prerequisite: Air Force Command HQ + Tech Center
  • Purpose: Aircraft Housing
  • Armor Class: Big Light Structure





The Runway is a simple landing strip, allowing aircraft to land and resupply. A commander cannot build aircraft with a Runway alone but will be able to do so even if all of his Air Force Command HQ have been struck with weapons which disable them.


Allied Runway

Additional Information:
  • Cannot be captured.
  • Does not expand base building area.


Allied Experimental Warpshop
  • Cost: $1500
  • Power: -150
  • Hitpoints: 1000
  • Prerequisite: MNU/SC/ROCC + Tech Center
  • Purpose: Support Powers, Tech Access
  • Armor Class: Big Light Structure





The Experimental Warpshop allows the Allies to construct additional weapons which heavily rely on the advancements in chrono research, like the Chrono Legion, the Hummingbird or the Warpnode. There are several structures in the Allied tech tree with which the Warpshop will 'cooperate' to provide access to special support powers which might just give the Allied commanders an edge over their opponents.


Allied Experimental Warpshop

Additional Information:
  • Build Limit: 1
  • Cannot be captured.
  • Chronolift Range: 24
  • Chronolift can't teleport this structure.
  • Can be infiltrated to reset its support weapons' timers.








SUPPORT POWER #1: Ultra Miner
  • Cost: $1600
  • Recharge Time: 7:30
  • Requires Power: Yes
  • Requires Ore Purifier






This support power will instantly deploy an Ultra Miner with a negation field anywhere on the battlefield.
Ultra Miner - Speed: 6 / Teleport, Hitpoints: 1250, Range: 9.5, Armor Class: Heavy, Amphibious.

SUPPORT POWER #2: Backwarp
  • Cost: $800
  • Recharge Time: 5:00
  • Requires Power: Yes
  • Requires Allied Tech Center
  • Affects Players: Team







This support power will repair all of your units in the designated area for a short while. Backwarp will also remove EMP from your units, but will not remove Terror Drones, you will need repair units for that.

SUPPORT POWER #3: Chronolift
  • Cost: -
  • Recharge Time: 1:00
  • Requires Power: Yes
  • Requires Chronosphere
  • Affects Players: Owner







The Chronolift is the sister power of the decades-old Chronoshift. When both Experimental Warpshop and the Chronosphere are built, the Allied commander gains the ability to teleport his structures from and into the vicinity of the Experimental Warpshop or the Warpnodes with a short delay. Just like the Chronoshift, this support power can affect objects present on a 3x3 field of cells.

SUPPORT POWER #4A: Kingsnakes

This support power is unique to United States of America.
  • Cost: $1000
  • Recharge Time: 6:30
  • Requires Power: Yes
  • Requires Air Force Command HQ






Even though the US military developments were halted almost completely by the Soviet invasion, they were eventually able to finish their next-gen Chronosphere-compatible attack jet. A portal for Kingsnakes can be deployed in the vicinity of a Warpshop or the Warpnodes, to allow them to actively defend a large area for 3 minutes. If one is destroyed, another one takes its place until the portal closes.
Kingsnake - Speed: 32 (Jet), Hitpoints: 320, Range: 8 / 9 (Anti-Air), Armor Class: Light Aircraft.

SUPPORT POWER #4B: Paladin Aid

This support power is unique to Euro Alliance.
  • Cost: $2600
  • Recharge Time: 7:30
  • Requires Power: Yes
  • Requires War Factory






To increase their anti-armor firepower in the field, every few minutes an Euro Alliance commander can summon a Paladin task force at their Warpshop, making two of these vehicles appear instantly.
Paladin Tank Hunter - Speed: 5, Hitpoints: 520, Range: 8.5, Armor Class: Heavy.


Allied Ore Purifier
  • Cost: $3000
  • Power: -200
  • Hitpoints: 1100
  • Prerequisite: MNU/SC/ROCC + Tech Center
  • Purpose: Economy Support
  • Armor Class: Big Heavy Structure





The Ore Purifier increases the value of every bail of ore a miner drops off at a refinery, effectively increasing the amount of funds a commander receives by a large amount. It also provides the Allied base it is constructed at with a steady flow of cash regardless of circumstances. Additionally, the Ore Purifier acts as an extra deposit dock for all of the Allied harvesters, and together with an Experimental Warpshop provides access to the advanced Ultra Miners.


Allied Ore Purifier

Additional Information:
  • Build Limit: 1
  • Cannot be captured.
  • All income from Ore Refineries is increased by 25%.
  • Provides additional income like a single Tech Oil Derrick.
  • Can be infiltrated to reveal the owner's current money amount.


Allied Chronosphere
  • Cost: $3000
  • Power: -200
  • Hitpoints: 1300
  • Prerequisite: MNU/SC/ROCC + Tech Center
  • Purpose: Unit Teleport
  • Armor Class: Big Heavy Structure





The Chronosphere is the Allied support superweapon - Einstein's most memorable and recognizable invention, previously used to great effect in the Second Great War. This structure has the capability to warp several vehicles to any location on the battlefield in the blink of an eye.

The Chronosphere has been improved many times over by SteinsTech through the years, such as enabling it to permanently teleport more than one vehicle, allow infantry within transports to be teleported safely, and theoretically reduce the chance of chrono vortexes appearing to zero. A small portion of its time-altering power can additionally be used to temporarily make vehicles move faster.

When the Experimental Warpshop is built, together with the Chronosphere they will provide access to another teleporting support power, which is the Chronolift, capable of transporting buildings.


Allied Chronosphere

Additional Information:
  • Build Limit: 1
  • Cannot be captured.
  • Can be infiltrated to reset this superweapon's timer.






SUPPORT SUPERWEAPON: Chronoshift
  • Cost: -
  • Recharge Time: 6:30
  • Requires Power: Yes
  • Affects Players: Team






Chronoshift allows you to teleport up to 9 vehicles on a 3x3 field of cells to any position on the battlefield.

SUPPORT POWER: Chronoboost
  • Cost: $800
  • Recharge Time: 7:00
  • Requires Power: Yes
  • Affects Players: Team






With the advanced technology capable of altering the flow of time, the Allies can temporarily make their mechanical units move faster. The effect will last 30 seconds and affects most of both ground and naval units, with the exception of special units like the M.A.D.M.A.N, Boidmachine or the Centurion.


Allied Weather Controller
  • Cost: $5000
  • Power: -400
  • Hitpoints: 1350
  • Prerequisite: MNU/SC/ROCC + Tech Center
  • Purpose: Lightning Storm
  • Armor Class: Big Heavy Structure





The Weather Controller is one of the Allies' most powerful weapons. The device has the unique ability to manipulate weather patterns in order to form storm clouds over any location on the battlefield. These storm clouds will unleash powerful bolts of lightning, disintegrating a large area into ash. Be aware that the lightning strikes are completely random, so hitting the exact targeted spot is not guaranteed.


Allied Weather Controller

Additional Information:
  • Build Limit: 1
  • Cannot be captured.
  • Can be infiltrated to reset this superweapon's timer.






OFFENSIVE SUPERWEAPON: Lightning Storm
  • Cost: -
  • Recharge Time: 10:00
  • Requires Power: Yes
  • Affects Players: All / Enemies (Radar Jammer)






The power of Zeus himself, a devastating lightning storm will be unleashed on enemy forces, at its most destructive in its center. All radars that don't belong to the user's team will be blacked out for 30 seconds.


ALLIED ARMORY

Allied Concrete Walls
  • Cost: $100
  • Power: 0
  • Hitpoints: 400
  • Prerequisite: Barracks
  • Purpose: Passive Defense
  • Armor Class: Heavy Structure





Concrete Walls are the most basic of defenses, preventing most infantry and some vehicles from entering an area. Cheap and quick to build, they are an Allied commander's last line of defense and can mean the difference when every second counts.


Allied Concrete Walls



Allied Gates
  • Cost: $250
  • Power: 0
  • Hitpoints: 400
  • Prerequisite: Barracks
  • Purpose: Passive Defense
  • Armor Class: Heavy Structure





Gates are simple defenses which allow a commander's units or his ally's forces to move past a base's defenses while keeping enemies out. Best used at choke points or for vulnerable sections of a base.


Allied Gates



Allied Pillbox
  • Cost: $400
  • Power: 0
  • Hitpoints: 500
  • Range: 6
  • Prerequisite: Barracks
  • Purpose: Anti-Infantry Defense
  • Armor Class: Defensive Structure
  • Weapon: 'Cerberus' MG






The Pillbox is a simple, manned bunker armed with a heavy machine gun. Though it is effective at eliminating infantry and light vehicles, it lacks the firepower to easily destroy heavily armored units.


Allied Pillbox

Additional Information:
  • Can gain experience.


Allied Patriot Missiles
  • Cost: $800
  • Power: -50
  • Hitpoints: 900
  • Range: 12
  • Prerequisite: Barracks
  • Purpose: Anti-Air Defense
  • Armor Class: Defensive Structure
  • Weapon: Patriot Missiles






The Patriot Missiles are the standard anti-aircraft defense for the Allied. The missiles are guaranteed to hit their mark, and are the most powerful anti-aircraft defenses when it comes to damage per shot.


Allied Patriot Missiles

Additional Information:
  • Can gain experience.


Allied Gun Turret
  • Cost: $600
  • Power: 0
  • Hitpoints: 700
  • Range: 7.5
  • Prerequisite: Barracks, Arsenal Depot
  • Purpose: Anti-Armor Defense
  • Armor Class: Defensive Structure
  • Weapon: 105mm Cannon






The Gun Turret is the polar opposite of the Pillbox, using standard armor piercing rounds to punch through enemy armor. This does mean the Gun Turret is inadequate at defending itself against infantry threats.


Allied Gun Turret

Additional Information:
  • Can gain experience.


European Camo Pillbox
  • Cost: $500
  • Power: 0
  • Hitpoints: 375
  • Range: 6
  • Prerequisite: Shield Command
  • Purpose: Hidden Anti-Infantry Defense
  • Armor Class: Defensive Structure
  • Weapon: 'Cerberus-C' MG






This structure is unique to Euro Alliance.

The Camo Pillbox is a box of pills hidden under a mirage blanket. It will only reveal itself to its enemies to fire, but will not be engaged by them unless the attack comes in retaliation, or the enemy commander spots the Camo Pillbox and gives the manual order to attack the defense. Compared to normal Pillboxes, the Camo variant is slightly more effective against infantry and light vehicles than anything else.


How many Camo Pillboxes are in this picture?

Additional Information:
  • Cloaked.
  • Can gain experience.
  • Will not be fired at unless in retaliation or an explicit order is given.


Allied Prism Tower
  • Cost: $1200
  • Power: -75
  • Hitpoints: 850
  • Range: 8 / 9
  • Prerequisite: Air Force Command HQ
  • Purpose: Advanced Defense
  • Armor Class: Defensive Structure
  • Weapon: Prism Cannon






The Prism Tower is the Allied advanced defense. Using an array of focusing mirrors to concentrate light into a powerful beam that cuts through armor, as well as ignite infantry. Prism Towers can link up with each other in order to increase the firing tower's damage output. This makes the Prism Tower an ideal defense to use in groups, or with the assistance of the Chronolift.


Allied Prism Tower

Additional Information:
  • Can gain experience.
  • Towers can link with each other for a 25% firepower increase.
  • Towers performing a linked attack will increase range by 1.
  • Towers from the same team can be linked with each other.
  • Up to 8 Towers can be linked at the same time.


Allied Grand Cannon
  • Cost: $1800
  • Power: -150
  • Hitpoints: 1650
  • Range: 14
  • Prerequisite: MNU/SC/ROCC + Tech Center
  • Purpose: Long-range Defense
  • Armor Class: Big Defensive Structure
  • Weapon: 200mm Cannon






The Grand Cannon is the largest Allied defensive structure. Sporting a huge range and a gigantic shell caliber, the Grand Cannon can easily destroy an invasion force long before it arrives at its destination. Unfortunately, the cannon has a rather large minimum range, making close range support vital.


Allied Grand Cannon

Additional Information:
  • Minimum Range: 4
  • Can gain experience.
  • Projectile can split on impact and hit another target.


Euro Alliance Ultra Dome
  • Cost: $1000
  • Power: -100
  • Hitpoints: 1800
  • Prerequisite: Shield Command + Tech Center
  • Purpose: Defense Buff
  • Armor Class: Big Defensive Structure





This structure is unique to Euro Alliance.

The Ultra Dome is a unique Euro Alliance device, which has been designed to synchronize all the defenses in its vicinity and make it easier for their systems to exchange information regarding the enemy positions - past, present and in the predicted future. Enhanced with the Ultra Dome, the defensive structures around it will deal bigger damage than usual. Due to its complicated internal composition and technology, Ultra Domes are scarce in numbers - a commander can only build one of them on the battlefield. More resourceful of the commanders found it to be a non-issue however, as the Ultra Dome can still be teleported around with a Chronolift, to the spots that require better defense the most.


Euro Alliance Ultra Dome

Additional Information:
  • Build Limit: 1
  • Increases firepower of all defenses in a 10 cell radius by 50%.


Pacific Front Hyperion
  • Cost: $2000
  • Power: -200
  • Hitpoints: 2000
  • Range: 15
  • Prerequisite: Robot Ops Control Center + Tech Center
  • Purpose: Advanced Anti-Air Defense
  • Armor Class: Big Defensive Structure
  • Weapon: Thermal Inversion Cannon






This structure is unique to Pacific Front.

The Hyperion is Pacific Front's exclusive advanced principle anti-aircraft defense, which can quickly deal heavy damage to enemy aircraft of all sorts, with its powerful thermal inversion cannon. However, due to its features of fast response, powerful continuous fire and long attack range, the Hyperion is very resource-heavy to maintain. Thus, only two such devices can be present at once on the battlefield.


Pacific Front Hyperion

Additional Information:
  • Build Limit: 2
  • Can gain experience.


Pacific Front Cryomines
  • Cost: $300
  • Power: 0
  • Hitpoints: 150
  • Range: Close
  • Prerequisite: Robot Ops Control Center + Tech Center
  • Purpose: Advanced Hidden Defense
  • Armor Class: Land Mine
  • Weapon: Cryo Charge






This structure is unique to Pacific Front.

While the Cryomines' uniquely mixed cryo charge combined with a light explosive doesn't deal a lot of damage to enemy units on its own, and is not capable of completely immobilizing them in place like the other cryo-based weaponry, it is still very effective in disrupting enemy formations. The charge causes a rapid but short-lasting deep freeze, which results in a simultaneous decrease of the affected objects' armor and speed. This makes Cryomines much more versatile in use compared to the others.


Pacific Front Cryomines

Additional Information:
  • Cloaked.
  • Immune to freeze effects.
  • Can be repaired by repair vehicles.
  • Will be placed as a 1x1 object to fill free 4 cells nearby with the mines.
  • Weapon temporarily decreases ground target's speed and armor by 50%.


Allied Gap Generator
  • Cost: $1500
  • Power: -200
  • Hitpoints: 700
  • Prerequisite: MNU/SC/ROCC + Tech Center
  • Purpose: Base Camouflage
  • Armor Class: Defensive Structure





The Gap Generator is a remarkable piece of Allied technology, which constantly regenerates a large amount of shroud around the structure, effectively hiding anything nearby from the prying eyes of enemies. The shroud created by the Gap Generator additionally prevents enemies from using most of their support weapons in the affected area until it is revealed.


Allied Gap Generator

Additional Information:
  • Reshrouds the area around it in an 8 cell radius.


Allied Warpnode
  • Cost: $1000
  • Power: -150
  • Hitpoints: 850
  • Range: 9
  • Prerequisite: Experimental Warpshop
  • Purpose: Support Defense, Chronolift Extender
  • Armor Class: Defensive Structure
  • Weapon: Negation Field






Warpnode is a derivative product of the Experimental Warpshop, being designed along with the Chronolift support. When a Warpnode appears somewhere on the battlefield, players can move the building they want next to it through the Chronolift. However, due to the unstable and risky nature of the process, only up to three Warpnodes can be operated at the same time.

In addition, based on the recommendations from the scientists associated with the Pacific Front, the Allies also added a self-defense measure on the Warpnode. When the enemy approaches a Warpnode, it will erupt a large negation field from its chrono vortex, reversing all damage caused by the opponent.


Allied Warpnode

Additional Information:
  • Build Limit: 3
  • Minimum Range: 1
  • Chronolift Range: 9
  • Chronolift can't teleport this structure.
  • Weapon halves and reverses the value of enemy unit's firepower for 8 seconds.

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