;EA has not endorsed and does not support this product. ************************************************************************** ********************* Final War TC Player's Guide ************************ ************************************************************************** Welcome to the official Final War TC Player's Guide! Included in this document is a brief overview of all buildable and capturable aircraft, buildings, infantry, vehicles, and vessels. Also included are detailed explanations new features to the gameplay experience to help acclimate players to core changes in Final War TC. ***** Index ***** I. Getting Started I.A. Previously... I.B. Installation Guide II. Changes to Core Gameplay II.A. Client-Oriented Features II.B. Game Modes and Gameplay Toggles II.C. Capturable Map Buildings III. European Coalition III.A. Structures III.B. Infantry III.C. Vehicles III.D. Unique to ATOMOS III.E. Unique to Coalition Crusaders IV. Eastern Empire IV.A. Structures IV.B. Infantry IV.C. Vehicles IV.D. Unique to Okhrana IV.E. Unique to People's Militia V. Remnant Legion V.A. Structures V.B. Infantry V.C. Vehicles VI. Contract Sub-Factions VI.A. AcheronTech VI.B. Mercenary Warlords VI.C. Angels of Absolution VII. Closing Remarks VII.A. Frequently Asked Questions VII.B. Credits ************************************************************************** ************************** I. Getting Started **************************** ************************************************************************** I.A. Previously...: With the defeat of the USSR, efforts amongst the Allied nations to prevent another war which would take the toll of millions of lives became paramount above all else. Under these efforts, the European Coalition was formed as a safeguard to freedom and democracy everywhere. Allied nations from across the globe quickly ratified the formation of the European Coalition, and most democratic nations joined in without delay. While the Allies' individual nations contributed to the redevelopment and repair of broken nations involved in the Second Great War, eventually the use of the European Coalition as both a banker to fund repairs and a military to act as a peacekeeping force to keep reparations moving forward. Installed in the wake of the Second Great War were communist-in-nature leaders, under the promise of power in exchange for obedience. As the years passed and the European Coalition's powers and funds grew, the end of communism was viewed as the only possible prevention of such another catastrophe. Slowly, through political sabotage and Coalition-led rebellions, each communist nation's former leaders were ousted in exchange for puppet democracies. These puppet democracies allowed for the Coalition to influence more and more power over these defeated nations. While political corruption and rampant poverty spread within the puppet nations, the life and luxury of those who supported the Coalition increased dramatically and exponentially. Eventually these puppet nations would rise against their masters, which sets the place for CnC: Final War. Final War TC features three full factions with completely reworked tech trees and units, sporting a strong advanced tech timeline and a grim and dark visual style. The mod includes new units, maps, game modes, theaters, sound effects, and a new soundtrack to commence the last great battle for dominance over the planet! I.B. Installation Guide: - Final War TC is not a stand-alone game, but does not require a disk to run. In order to play the mod, you will need files from the original game, as listed below: - gamemd.exe (patched to 1.0.0.1, no other cracks or modding patches installed) - blowfish.dll - binkw32.dll - ra2.mix - language.mix - ra2md.mix - langmd.mix - To create your Final War TC directory, copy the previously mentioned seven files into a new directory and extract the contents of the mod archive into the same directory. Then, set compatibility on "Syringe.exe" and "gamemd.exe" to Windows XP 3 and allow the executables to run as an administrator. After the files have extracted, run fwlauncher.exe to begin your first time setup of the mod client. - If you wish to use the original Command and Conquer: Red Alert 2 and/or Yuri's Revenge soundtracks, place theme.mix for RA2's soundtrack and/or thememd.mix for YR's soundtrack in the directory you installed the mod and original game files. ************************************************************************** ********************* II. Changes to Core Gameplay ********************** ************************************************************************** Detailed below are a collection of new, changed, or improved gameplay features that were originally present in Red Alert 2: Yuri's Revenge that many players will be immediately recognizable. This should help players quickly adapt to their new surroundings in these grim times. - Multi-Engineer: The age-old game option toggle in earlier Command and Conquer titles, Multi-Engineer is the default way of combat in CnC: Final War. This means enemy structures require losing 50% of their health before they can be captured, either by combat damaage or from Engineers entering and dealing 33% damage to the structure. Once this damage threshold has been met, an Engineer can then capture the enemy structure. Note that this multi-engineer rule does not apply to tech structures, they will always be captured by a single engineer. - Refineries and Storage: Refineries now contain a storage tank that can only hold a finite amount of resources. Players can increase their storage amount by building more refineries. Any resources harvested and deposited while a player has completely full storage will be lost. - Service Depots?: Removed from the game are all Service Depot structures, replaced with a repair radius around all War Factories. These 'repair rings' are visually shown and can affect vehicles owned by both players, so positioning your anti-base raid forces could be key to success. - Contracts: In addition to new tech trees for each side, all three sides are capable of paying funds to receive additional technology through Contracts! Contracts are automatically-placed 0x0 structures which restrict certain technologies and grant access to others. Each Contract grants several new units, new heroes, support powers, or a combination of all of these. - Minor Supers: Deemed non-combat in nature and not capable of levelling a single base or large amounts of enemy forces, the Chronosphere, Iron Curtain, Mobius Shield, and Tunneler Device SW structures are always enabled to allow late game players ways to bust through stalemantes. - Defenses Improved: Each faction has had access to each type of defensive structure enabled (Battle Bunkers, Anti-Infantry Emplacements, Anti-Air Emplacements, Heavy Emplacements, and 2x2 Emplacements) to be built by all sides. Defenses have been overall nerfed in comparison to other projects or the base Red Alert 2: Yuri's Revenge experience. - Advanced Advanced Tech: CnC: Final War utilizes four tiers of technology, allowing players to access a longer and more developed tech tree that scales from the early game into late game massive battles. Tiers start at the Production Level (Barracks, War Factory, Naval Yard as Tier 1) and stretch over Radars (Tier 2), Command Centers (Tier 3), and Battle Labs (Tier 4). - Tanya's Time-Shifters: The existing tech structures of Red Alert 2: Yuri's Revenge have been revamped. Either granted additional functionality such as the Airport or being brand new in the Tech Refinery, these neutral tools should offer more powerful options to fight over on the battlefield. In addition, Tech Structures now take advantage of a rubble state so they are not removed upon destruction! - Urban Combat: Each faction has access to both an anti-infantry and anti-armor garrisonable combatants. Players are advised to be cautious, for garrisons have a 20% chance to pass damage off to the occupants. In addition, artillery weapons now can penetrate garrisoned structures to deal with the combatants inside. - Expanded Espionage: Spies have been granted a wider range of abilities, unlocking prototype MBTs and requesting airstrikes as well as stealing nukes and credits. - Unit Promoted: Veterancy has been overhauled, as follows: Required to kill 8x the cost of the trainable unit in enemy forces Speed bonuses grants 25% move speed, Armor bonuses grant 50% damage reduction, Firepower grants 125% damage increase, Rate of Fire grants a 10% reduction in delays between fired shots Infantry gain speed, armor, dodging, self-heal, dodging at first rank. Infantry also gain firepower, rate of fire, radiation and poison immunity at second rank. Vehicles gain speed, armor, self heal, radiation and poison immunity at first rank. Vehicles also gain a damage, rate of fire, EMP immunity, and minimap radar invisibility at second rank. Aircraft gain speed, armor, and self heal at first rank. Aircraft also gain firepower, immunity to EMP weaponry, and minimap radar invisibility at second rank. Weapons of elite units gain additional visual effects and bypass medium and heavy armor bonuss, treating them as light armor for damage efficiency. II.A. Client-Oriented Features As is popular with most major Red Alert 2: Yuri's Revenge mods in 2020, CnC: Final War features the Rampastring client made popular by Dawn of the Tiberium Age, with special modifications to under-the-hood options done by Starkku and Kerbiter. These powerful programs allow for these ancient games to find new life on modern hardware with enhanced capabilities not possible on the original engines. These features will be broken down first in the non-gameplay options that help players fix rendering issues or enable out-of-mod features such as the map editor, then into the improvements to the skirmish/online gameplay toggle options that allow players to customize their experience further to suit their envisioned battlefield conditions. In addition to all of these other features, players may now spectate games against computer opponents or players may have multiple observers in online games. These non-gameplay features include the Battle Records, Map Editor, and Options menu: - Battle Records: Battle Records are a collection of gameplay history, allowing you as a player to view your past battles with AI and human opponents as well as your co-op missions. More stats are provided in detail in the second tab on the top left corner, which allows players to view things such as total kill count or time spent playing the mod. - Map Editor: The Map Editor included in CnC: Final War is the same Final Alert 2 (FA2) that has been around for decades, but has been enhanced by AlexB and the Syringe project. The new map editor enhancements cost an increased boot time for the editor, but allow for the mod's internal files to work with FA2 without conflict and provide a few internal improvements. For more information on these improvements or where to find this enhancement, message SMxReaver#8817 on Discord. - Options Menu: The Options menu features all settings that can be controlled by the player that have little impact on the playing of the game, such as audio volumes, resolution, etc. The most important feature of the Options menu are the Renderers settings. When you find choppy performance, black screens, or unusual performance problems the chosen renderer is likely not the most suited for your machine. While the 'Default' renderer is set at start, most players report the most success with either the "TS-DDRAW" or "CNC-DDRAW" options selected. II.B. Game Modes and Gameplay Toggles Enhanced by the capabilities of the Client, CnC: Final War features three distinct game modes at the launch of 2.0 and a collection of gameplay toggles that can be used to help players find the most ideal way to play the project. The toggles used are shared between all three game modes and can be enabled or disabled as desired, with the exception of Co-Op Missions which require specific conditions to be met to provide their intended gameplay. Game Modes: - Battle: Battle is the default game mode used by CnC: Final War. This is a no-nonsense fight to the death between all enemies, and provides the classic Skirmish gameplay that keeps us all coming back after all these years. - Assault: A re-implementation of the C-GEN Game Mode, Assault pits players to destroy one key 'flag' structure their opponents own to knock them out of the game. These flags are no pushover, featuring the same armor and twice the health as a Construction Yard. - Capture the Flag: Loosely inspired by Red Alert 1, Capture the Flag features a semi-unique pool of 50 maps that were created by CannisRabidus and C-GEN modders and were packaged as the Assault Map Pack. The unique feature of theis game mode are pre-placed "Flag" structures on all the maps, which can keep a player alive even after all other structures they own are destroyed. Completely immune to any damage or effect that would destroy it, players are immediately defeated when their flag is captured by an enemy Engineer unit. - Challenges (Difficulty): Designed for a 2 player team-based experience initially, Challenges are a collection of maps in which the human player and his human (or computer) ally must defeat their enhanced opponents or with underperforming armies. Each distinct Game Mode assigns the difficulty of the computer enemies, while a message text box on the minimap provides players a short briefing on their goals or unusual battlefield conditions that are present within the map. - Unholy Alliance: A sandbox Game Mode, Unholy Alliance allows players to build any and everything they could dream of as their hearts desire. Contract powers are granted upon owning a Construction Yard, normal faction support powers are accessed at the Advanecd Tech Center (T3) building of choice still. Gameplay Toggles: - AI Tactica: These are pre-programmed computer enemy values that can be set to "Normal", "Rusher", "Turtler", "Steamroller", and "Passive" and describe the strengths and weakenesses of all computer players in a given match. This can be useful to help practicing defence against early-game pressure, or taking on the most extreme "7 versus 1" challenges. - Credits: This is the starting money issued to players to begin the game with, with 10,000 credits being the default value. - Game Speed: This is the rate at which the game runs in Frames Per Second (FPS). It is important to note that CnC: Final War was designed and balanced around players using the default "Fast (30 FPS)" setting and may not accurately reflect how the intended game experience is played on faster or slower options. - Starting Units: The type of starting forces players will be given. These range from simple values such as "None" or "Single Dog" but also emulate RA2's original values in "Random" and utilize only Tier 1 to Tier 3 combat vehicles on the "Vehicles" option. - Stolen Tech: Via Spy Infiltration, factions can unlock more powerful tools in their arsenal. Often seen as overpowered, players are capable of enabling or disabling this feature, and can even turn it off and immediately build the hidden units by setting Stolen Tech to "By Default". - AI Cheating: This allows for the computer players to break build limits, clone vehicles in their factories, and grant them additional income sources so that their advantages far outweigh the player. This would also be considered how the default Red Alert 2: Yuri's Revenge computer players work. - Alliances: Allows for players to use ingame allying features and can make or break these at any times. Turn off to 'force' Free For Alls. - Building Auto-Repair: This allows for human buildings to begin auto-repairing themselves upon taking damage, regardless of the human player's economy or interaction with the Repair Structure function. - Build Off Tech Bldg: This allows for players to build buildings next to Tech structures, such as the Tech Oil Derrick. This does not disable building around the Expansion Node. - Crates / Crate Hazards: Are random powerup crates allowed to be in the game, and can they also have only helpful or also harmful effects inside. Roll the dice. - Destroyable Bridges: This allows players to disable the destruction of cliff-based high bridges and regular low bridges to prevent impossible gameplay situations with broken maps. - Major Supers: This allows for players to disable the offensive oriented superweapons found at the end of the tech tree for all factions. This does not disable the Tier 3 support SWs (such as the Chronosphere) - Navies Enabled: Can players construct Naval Yards on this chosen map and build vessels? They can't if it's greyed out, this allows for players to not see Naval Yards on land maps. - Unlimited Storage: By default, Refineries can only hold a finite amount of ores and gems until the money is lost upon deposit. This disables the storage feature and returns the Refineries to hold infinite cash like in Red Alert 2: Yuri's Revenge. II.C. Capturable Map Buildings As a fan-favorite feature of the original games, CnC: Final War expands several (Acheron)Tech Structures and adds several more as well, in addition to the new capturable Turrets that have joined the fray. These structures are all highly valuable to any commander who can keep them under their control. When combat situations get too intense, the building in question can crumble without taking important foundational damage as they leave behind a rubble that can be captured and repaired to restore the building. - This process does require the use of two Engineers, one to capture the Rubble and one to repair the Rubble. Tech Refinery: - Strength: 600 - Armor Type: Medium Structure - Power: -40 - Function: Capturable Refinery Tech Refineries can be captured to allow players to harvest far away ore fields. Tech Outpost: - Strength: 2000 - Armor Type: Heavy Structure - Power: 0 - Function: Field Repair / Area Denial - Grants Emergency Repair support power - Recharge: 6 Mins - Strength Restored: 125 over 15 seconds, 3x3 Cell Area of Effect Tech Outposts come equipped with a Service Repair Pad that vehicles can enter to heal to full health and remove parasites, at a cost. In addition, the Tech Outpost offers players the Emergency Repair support power and is equipped with Anti-Ground/Anti-Air incendiary missiles. Tech Airport - Strength: 800 - Armor Type: Heavy Structure - Power: 0 - Function: Scouting / Reloading / Reinforcements - Grants ParaDrop support power - Recharge: 4 - Grants faction-specific infantry paradrop - Grants Spy Plane support power - Recharge: 4 - Aircraft reveals a path of shroud from the map - Functions as two-dock structure for aircraft Tech Airports are central hubs for controlling a region's airspace. Owners can rely on the steady reinforcements of paratroopers, Spy Plane shroud reveals, and a forward reloading facility for aircraft. Tech Oil Derrick - Strength: 1000 - Armor Type: Medium Structure - Power: 0 - Function: Additional Funding Tech Oil Derricks can be captured for a one time bonus of 1000 credits, gaining an additional $25 credits every six seconds. This cash gain is displayed in a floating green text indicator. Tech Oil Derricks explode violently upon destruction. Tech Power Plant - Strength: 800 - Armor Type: Light Structure - Power: +300 - Function: Auxillary Power - Grants access to the Overcharge support power - Recharge: 4 - Provides an additional x power over y time units Tech Power Plants can be captured to gain access to an additional volume of power, as well as the ability to temporarily add power to a player's power total on a charge/drain support power. Tech Power Plants explode violently upon destruction. Tech Machine Shop - Strength: 800 - Armor Type: Heavy Structure - Power: 0 - Function: Map-Wide Vehicle Repair Tech Machine Shops can be captured to grant players access to a global healing ability for all vehicles, jumpjet-aircraft, and vessels. Tech Hospital - Strength: 800/1000 - Armor Type: Heavy Structure - Power: 0 - Function: Map-Wide Infantry Healing Tech Hospitals can be captured to grant players access to a global healing ability for all infantry. Tech Hospitals come in both small and large variants. Tech Secret Lab - Strength: 1000 - Armor Type: Medium Structure - Power: -50 - Function: Additional Technology Tech Secret Labs can be captured to grant players access to one of the Tanya's Time-Shifters, a group of infantry, heroes, vehicles, and aircraft from alternate dimensions that have bled over from Einstein's manipulation of time in other timelines. - Chrono Ivan, a heroic version of the Milita Hero equipped with a chrono-pack - Khan, another Hero of legend from old Soviet war stories armed with an anti-tank rifle - Mythos, a suicide infiltration Hero who can disable all surrounding enemies' weapons - Chrono Commando, a rogue Marine who has stolen an experimental chrono-pack - Adpet of Yuri, a telekinetic anti-air infantry unit with an uncanny resemblance to Yuri - Brute of Yuri, a hulking monstrosity with a rage for armor and weaker infantry - Caiman Tank Destroyer, an amphibious anti-tank weapons platform - Rad-Wright Demo Trucks, a suicide unit packing a nuclear explosion - Magnetron, a magnetic coil siege engine that can lift vehicles and pull them inwards - Mastermind, a vehicle capable of stealing infantry and using their weapons against their opponent - Prism Tank, a siege engine using an altered Spectrum laser technology to deal high damage - Apocalypse Tank, a conceptual super-heavy tank found in the files of the old Soviet military - Floating Disk, an observation scout craft of the Interlopers - Osprey Interceptor, an advanced jetplane that fires two powerful missiles to bring down any target Tech Academy - Strength: 1000 - Armor Type: Medium Structure - Power: 0 - Function: Advanced Training Tech Academies captured by players are granted the ability to build all non-hero, trainable units as if they had already achieved one field promotion. Artillery Node - Strength: 1000 - Armor Type: Light Structure - Power: -25 - Range: 12 - Function: Long Range Area Denial Artillery Nodes can be captured to provide an anti-ground heavy artillery cannon. Artillery Nodes are vulnerable due to firing angles, and suffer from a minimum range of four. MLRS Node - Strength: 1000 - Armor Type: Light Structure - Power: -25 - Range: 8 - Function: Anti-Horde Area Denial MLRS Nodes can be captured to provide an anti-ground missile barrage effective against massed units and infantry. MLRS Nodes do not feature a minimum range. Anti-Armor Node - Strength: 1000 - Armor Type: Light Structure - Power: -25 - Range: 7 - Function: Anti-Armor Area Denial Anti-Armor Nodes can be captured to provide an anti-armor cannon capable of penetrating even the toughest of armor with relative ease. Expansion Node - Strength: 1000 - Armor Type: Light Structure - Power: -25 - Range: 10 (Sensors) - Function: Expansion / Detection Expansion Nodes can be captured to provide a build radius for structures, as well as detecting stealth and disguised enemy forces within it's sensor radius. Concrete Fortress - Strength: N/A - Armor Type: Heavy Structure - Power: 0 - Function: Area Denial Concrete Fortresses are indestructible garrisonable bunkers which pass all damage dealt to the occupants inside. A Concrete Fortress can hold up to fifteen combatants, who can fire from inside to deal with land or air threats. Concrete Bunker - Strength: 2000 - Armor Type: Heavy Structure - Power: 0 - Function: Area Denial Concrete Bunkers are garrisonable bunkers which allow for ten combatants to fire from inside to deal with land or air threats. Concrete Bunkers are reinfored to prevent damage passing through to the occupants inside. Concrete Bunkers can be found in a variety of shapes and styles on maps but all function the same. ************************************************************************** *********************** III. European Coalition ************************* ************************************************************************** The European Coalition is a sovereign military organization founded by the original Allied nations of the Second Great War after it's terrible conclusion. With life losses staggering on all sides of the war, these nations banded together to create an unstoppable beacon of justice to shine the light through reconstruction of Europe. The Coalition's first tasks were oriented towards peacekeeping missions as diplomatic protectors in attempts to grow the ranks of the budding organization. These guard positions evolved over time, becoming more police-like as their use in keeping pocket rebellions against the EC occupation of Russia and much of Eastern Europe during reconstruction. As time passed and resentment grew within the hearts of the losers of the Second Great War, rebellions failed to be contained by the installed dictators that were overthrown time after time. Eventually, a new idea passed around EC High Command: Allow for respresentation of the people and start the controlled growth of the new Soviet nations through the use of democratic elections and election control on a multi-national scale. While many in the EC opposed such aggressive tactics, the effectiveness at keeping peace and the prevention of so much loss of life eventually softened the viewpoints of many around the world and it seemed for a time that true peace might have been obtained in a way never known. Within EC High Command plans grew for improved arsenals, new weapons based on advanced scientific research created and fitted to armaments of new legions of vehicles of war. The evidence of a larger and more powerful force manipulating the democracies to their own benefits had grown apparent, and the heads of EC knew that the peace would come to an end sooner than later. III.A. Structures Construction Yard - Strength: 3000 - Armor Type: Heavy Structure - Power: +50 - Cost: N/A - Requirements: Deployed MCV - Function: Construction Yard Construction Yards provide the central headquarters of all bases, allowing for the construction of other structures. In addition, Construction Yards provide access to Contract Sub-Faction selection and when infiltrated reveal their production cameo. Power Plant - Strength: 750 - Armor Type: Light Structure - Power: +150 - Cost: 800 - Requirements: Construction Yard - Function: Power Power Plants provide bases with access to reactors to generate energy and power important structures. When players have advanced their technology access, Power Plants may be upgraded. - When infiltrated, players lose power functions for one minute. - Fuel Cells Upgrade - Cost: 500 - Power: 100 - Requirements: Command Uplink - Can be built as a one time upgrade to any power plant to increase it's power generation. Ore Refinery - Strength: 1000 - Armor Type: Light Structure - Power: -40 - Cost: 1500 - Requirements: Construction Yard - Function: Resource Generation Ore Refineries provide access to the ability to harvest and process ore into credits that can be spent on other objects. Upon construction, a single Chrono Miner is also provided to start harvesting valuable resources and start player economies. - When infiltrated, players will lose 3000 credits or what remains if lesser. Ore Refineries also store their processed ore, and can cause players to lose credits if they are destroyed while filled. - Ore Refinery Upgrade - Cost: 500 - Power: -25 - Requirements: Battle Lab - Can be built as a one time upgrade to any Ore Refinery to have it passively generate 25 credits every ~12 seconds. Barracks - Strength: 500 - Armor Type: Medium Structure - Power: -10 - Cost: 500 - Requirements: Construction Yard - Function: Infantry Production Barracks are a critical element of all EuroCoal bases, granting the ability to train infantry. - When infiltrated, Barracks grant their enemy a bonus to infantry veterancy upon construction to all trainable infantry. War Factory - Strength: 1000 - Armor Type: Medium Structure - Power: -25 - Cost: 2000 - Requirements: Construction Yard, Ore Refinery - Function: Vehicle / Aircraft Production War Factories allow EuroCoal vehicles and jumpjet aircraft to be produced. In addition, a radius around the War Factory allows for any friendly or enemy armored vehicles to regenerate health due to the abundance of temporal energy around the facility. - When infiltrated, enemies are granted access to an experimental heavy main battle tank. Naval Yard - Strength: 1500 - Armor Type: Medium Structure - Power: -25 - Cost: 1000 - Requirements: Construction Yard, Ore Refinery - Function: Vessel Production - Grants access to Sonar Pulse support power - Recharge: 4 - Detects all submerged vessels on the map for a 15 seconds Naval Yards allow EuroCoal to produce naval vessels, both ships and submarines. Airfield - Strength: 600 - Armor Type: Medium Structure - Power: -50 - Cost: 1000 - Requirements: Construction Yard, Ore Refinery - Function: Aircraft Production - Grants access to Miner Drop support power - Recharge: 2 - Paradrops in one Chrono Miner at a cost of 1000 credits - Not available while a player owns a War Factory Airfields allow EuroCoal fighter jets to be produced. Capable of reloading and housing two aicraft at one time, and grant access to construction of additional Runways. - When infiltrated, the enemy gains access to disrupt communications and request an airstrike at any target with experimental fighter craft. Runway - Strength: 400 - Armor Type: Medium Structure - Power: 0 - Cost: 500 - Requirements: Airfield - Function: Aircraft Reload Runways provide access to an additional two aircraft to dock and reload. Radar Uplink - Strength: 1000 - Armor Type: Light Structure - Power: -50 - Cost: 1000 - Requirements: Ore Refinery, War Factory - Function: Detection / Technology Advancement - Reveals shroud around itself - Recharge: 5 - Radius: 15 Radar Uplinks serve as a source of minimap radar if the Construction Yard is lost, but also unlock additional technology. Radar Uplinks are also fitted with short-range sensors and detection technology, revealing any stealth or disguised enemies within a five cell radius. - When infiltrated, the owning players' revealed shroud is reset. Command Uplink - Strength: 1500 - Armor Type: Light Structure - Power: -100 - Cost: 1500 - Requirements: Construction Yard, Radar Uplink - Function: Advanced Technology Center - Grants European Coalition access to Ambush Turret support power - Recharge: - A small Ambush Turret spawns, firing a five range machine gun burst - Grants ATOMOS access to Drop Pods support power - Recharge: - A group of battle trained Peacekeepers and Javelins are high-altitude drop-podded onto the field - Grants Coalition Crusaders access to Seeds of Photon support power - Recharge: - Two Photon fighter jets leave a reactionary chain of thunderbolt explosions in a strafing pattern Command Uplinks are granted to EuroCoal commanders in especially heavy combat situations. Allowing for the use of faction-based support power and construction of advanced weapons of war, these structures are indicators of a conflict escalating out of control. - When infiltrated, enemies reset the timers on faction-based support powers and gain access to an experimental Hero infantry. Chronosphere - Strength: 750 - Armor Type: Heavy Structure - Power: -200 - Cost: 2500 - Requirements: Construction Yard, Command Uplink - Function: Chronosphere Superweapon - Recharge: 7 - Teleports a 3x3 grid of vehicles from any one point on the map to any other point on the map, including into lakes or cliffs. Chronospheres are incredibly advanced marvels of science and technology, capable of bending reality around a single temporal anomaly to teleport vehicles to any revealed chosen point on the map. - When infiltrated, the countdown to use of the Chronosphere is reset. Ore Purifier - Strength: 900 - Armor Type: Light Structure - Power: -200 - Cost: 2500 - Requirements: Ore Refinery, Command Uplink - Function: Economic Advantage Ore Purifiers are advanced refineries housed on the battlefield instead of being processed off-field. This advantage allows for a 20% increase in the efficiency of credit generation. - When Infiltrated, enemies steal 2000 credits and can view a player's available credits. Battle Lab - Strength: 500 - Armor Type: Medium Structure - Power: -150 - Cost: 2500 - Requirements: Command Uplink - Function: Advanced Technology Center - Grants access to Force Shield support power - Recharge: 6 - Provides an immunity effect for 40 seconds, powering the base down for 20 seconds Battle Labs are a sign that an apocalyptic scenario has occurred in the war, and all regard for preservation of self have been abandoned. Granting access to legendary Heros and weapons of mass destruction, Battle Labs are the most advanced and last-ditch technology available to commanders. - When infiltrated, enemies are granted access to an EuroCoal Mobile Construction Vehicle Weather Control Device - Strength: 800 - Armor Type: Heavy Structure - Power: -200 - Cost: 2500 - Requirements: Battle Lab - Function: Weapon of Mass Destruction - Grants access to the Lightning Storm Superweapon - Recharge: 10 - A powerful lighting storm is unleashed, destroying anything underneath When the enemy threat is so great that Mother Nature must be bent to the will of the greater good, look no furtther than the Weather Control Device. Capable of unleashing a monstrous lighting storm to devastate structures, vehicles, infantry alike, these devices are feared by both their enemies and it's wielder. - When infiltrated, enemies are granted access to a smaller variant of the lightning storm to unleash. - Recharge: 5 - A smaller radius and less intense lightning storm is unleasehd, damaging anything underneath Concrete Wall - Strength: 600 - Armor Type: Heavy Structure - Power: 0 - Cost: 100 - Requirements: Construction Yard - Function: Area Denial Concrete walls are best employed to keep enemies outside and friendlies safe. Battle Bunker - Strength: 350 - Armor Type: Light Structure - Power: 0 - Cost: 450 - Requirements: Construction Yard - Function: Garrisonable Defense Battle Bunkers are hardened bunkers, reinforced to protect against damage passing through. When constructed, two basic infantry also enter to garrison inside. Up to four total infantry may enter the bunker, but must be able to Garrison initially. - If a Battle Bunker is left empty, enemies may enter and take control of the emplacement. Hailstorm Tower - Strength: 350 - Armor Type: Light structure - Power: 0 - Cost: 400 - Requirements: Barracks - Function: Anti-Infantry Defense - Range: 5 Hailstorm Towers fire cryogenic freeze-rays at enemies, quickly freezing them in the most humane way possible. Lightweight, these should not be relied upon to take on heavier vehicle armors. When hit by the cryogenic freeze rays, enemies are slowed by 10%. Patriot Missile - Strength: 400 - Armor Type: Light Structure - Power: -50 - Cost: 900 - Requirements: Radar Uplink - Function: Anti-Aircraft Defense - Range: 11 Patriot Missiles fire heat-seeking anti-aircraft missiles, capable of punching through airbone threats with relative ease. With a wide area of coverage, these turrets can inflict high damage to those foolish enough to try to ignore them. Prism Tower - Strength: 500 - Armor Type: Light Structure - Power: -75 - Cost: 1300 - Requirements: Radar Uplink - Function: Anti-Armor Defense - Range: 8 A prototype to the spectrum weapons platform seen on the Siegesuit and Pantheon Tank, the Prism Tower's reliability as a defense is in the nature of prism weaponry allowing for incoming energy from similar prism energy sources. This allows for Prims Towers to support each other within a chain onto one target, inflicting at an increased rate based on up to two additional supports. Ares Cannon - Strength: 650 - Armor Type: Light Structure - Power: -125 - Cost: 2000 - Requirements: Command Uplink - Function: Anti-Horde Defense - Restricted to two Ares Cannons are incredibly powerful ground cannons, employed to hold the most important headquarters buildings. The Ares cannon fires a high-impact round into enemies, dealing both area of effect damage and also splintering into several lethal shards that impact around the initial impact area. Enhancer Node - Strength: 300 - Armor Type: Light Structure - Power: -100 - Cost: 1000 - Requirements: Battle Lab - Function: Support Defense Enhancer Nodes are support towers, capable of manipulating nearby temporal energy into a defensive shielding that both protects nearby friendlies with a 25% armor buff but also grants them a 25% speed boost. This effect has a small effect of a three cell radius however, as the effect is unstable and isn't feasible at longer distances. III.B. Infantry Peacekeeper - Strength: 125 - Armor Type: Light Infantry - Cost: 100 - Requirements: Barracks - Function: Basic Infantry - Special Abilities: - Capable of garrisoning neutral structures and bunkers Peacekeepers are the basic fighting force of the European Coalition, entry level soldiers who are often seen as guards, riot control, and military police positions. Effective against infantry, Peacekeepers can also take advantage of neutral buildings and garrison inside. Javelin - Strength: 125 - Armor Type: Light Infantry - Cost: 200 - Requirements: Barracks - Function: Anti-Armor / Anti-Air - Special Abilities: - Capable of garrisoning neutral structures and bunkers Javelin Missile Troopers protect from armored foes large and small, on the land, air, and sea. Their namesake missile launcher fires penetrating missiles designed to tear into any armored foe easily, but when garrisoned inside structures or riding along in a vehicle, their weapons do not have the clearance to fire into the air. Attack Dog - Strength: 75 - Armor Type: Light Infantry - Cost: 100 - Requirements: Barracks - Function: Scout / Detector - Special Abilities: - Can detect spies and stealthed units within 5 cell radius Attack Dogs serve as an important deterrent to saboteurs and infiltrators, as well as being able to take down unprotected infantry with ease. Their noses sniff out spies and stealthed enemies to keep their homes safe. Engineer - Strength: 100 - Armor Type: Light Infantry - Cost: 400 - Requirements: Barracks - Function: Building Capture - Special Abilities: - Can capture tech structures and red-health enemy structures - Can remove time-delay bombs such as Crazy Ivan charges Engineers serve a vital role to all commanders, offering their services as Tech Structure captures or sabotaging then capturing enemy structures. Capable of saving friendlies from time-delay explosives, Engineers cannot defend themselves. Medic - Strength: 150 - Armor Type: Light Infantry - Cost: 350 - Requirements: Barracks - Function: Infantry Healing - Special Abilities: - Range 4 healing beam Medics are combat support units and humanitarian relief workers paid through European Coalition military hospitals. Armed with a Regenerator Relay, this miracle working device heals damage sustained by friendly infantry. Rocketeer - Strength: 125 - Armor Type: Light Infantry - Cost: 600 - Requirements: Barracks, Radar Uplink - Function: Anti-Infantry, Anti-Light Vehicle - Special Abilities: - Uses jumpjet boosters to obtain permanent flight Rocketeers armed with a non-lethal heat ray capable of increasing the intensity beyond safe levels, these flyboys hover above the battlefield and blast terror below. Due to the requirements of the jetpack, Rocketeers have almost no armor available to protect themselves from anti-air fire. Siegesuit - Strength: 200 - Armor Type: Medium Infantry - Cost: 700 - Requirements: Barracks, Radar Uplink - Function: Anti-Structure - Special Abilities: - Cannot be attacked by dogs - Cannot enter single passenger transports Sieguesuits are exo-skeleton supported heavy weapons infantry. Toting a massive spectrum beam cannon, Siegesuits rain fire from afar penetrating structure armor and infantry alike with ease. These massive exo-skeletons cannot be easily loaded onto smaller vehicles and thus cannot ride in single passenger transport vehicles. Spy - Strength: 100 - Armor Type: Light Infantry - Cost: 800 - Requirements: Barracks, Radar Uplink - Function: Infiltration - Special Abilities: - Can infiltrate buildings to sabotage enemies - Can disguise as any enemy infantry to hide from defenses Spies are employed to weaken a tough enemy before a devastating strike from EuroCoal commanders. Capable of sabotaging power networks, stealing experimental technology plans, damaging sensitive radars, and manipulating superweapons Spies are sure to be one of your most formidible tools. Legionnaire - Strength: 200 - Armor Type: Heavy Infantry - Cost: 1000 - Requirements: Barracks, Command Uplink - Function: Anti-Infantry / Anti-Armor - Special Abilities: - Cannot be attacked by dogs - Attacks slow hit targets by 10% - Spawns ice clouds that apply a 10% slow to enemies Legionnaires utilize advanced cryogenic beam cannons empowered by spectrum fuel sources and firing mechanisms, creating a potent heavy weapon capable of tearing any target apart. These intense cold waves fired from the weapon freeze the air upon impact with the target, chilling everything inside the cloud and slowing it down. Winston, Hero of the European Coalition - Strength: 250 - Armor Type: Heavy Infantry (+10% damage reduction) - Cost: 1500 - Requirements: Barracks, Battle Lab - Function: Hero Infantry - Special Abilities: - Can abduct 1 infantry on first shot, gaining that infantry's weapon on auto-fire - Can detect stealthed and disguised enemies within five cells - Immune to mind control, being crushed, time-delay explosives - Cannot be cloned, reverse engineered - Self Healing - Build Limit of 1 Winston gained his fame as a hero in the Second Great War, a field commander who led the Allies to their ultimate victory against the Soviets and ended their bid for dominance over Europe. When an advanced weapons display program was scheduled, Winston was invited to test out a prototype combat suit wielding a weapon capable of distorting reality. Once suited up, a malfunction in the armor system locked Winston inside unable to escape his new prison. However, the suit's resilience to harm and powerful weapons were an excellent deterrent to escalating conflicts. Capable of distorting time around a single infantry target, Winston's weapon system pulls his unwitting foe into a pocket dimension, creating a false reality to suspend his foe inside triggering his mind's desire to fire upon the suit's desire. This allows for Winston to support his own combat efforts with an autonomous weapons system in addition to his cryo beam cannon. III.C. Vehicles Mobile Construction Vehicle (MCV) - Strength: 1250 - Armor Type: Heavy Vehicle - Cost: 3000 - Requirements: War Factory, Radar Uplink - Function: Base Building - Special Abilities: - Can traverse the open seas with an amphibious mode of travel - Cannot be crushed, mind controlled, pilot sniped, affected by chaos weapons - Can deploy into a structure Mobile Construction Vehicles are important to all military bases, being the primary headquarters structure as well as a construction yard to build additional buildings. These tough vehicles are unamred but can traverse waterways with it's amphibious crossing gear. Chrono Miner - Strength: 1100 - Armor Type: Medium Vehicle - Cost: 1000 - Requirements: Ore Refinery, War Factory - Function: Ore Gathering - Special Abilities: - Can teleport back to Refineries upon filling onboard storage - 50% resistance to EMP effects - Cannot be pilot sniped, mind controlled, affected by radiation or chaos weapons Chrono Miners are medium-sized Harvester units, equipped with portable Chronospheres that can drag the Chrono Miner through time and space in an instant back to an Ore Refinery. Unarmed, Chrono Miners must rely on being able to blink out of the path of threats for defensive maneuvers. Robot Tank - Strength: 350 - Armor Type: Light Vehicle - Cost: 550 - Requirements: War Factory - Function: Anti-Infantry - Special Abilities: - Cryo weaponry applies a 10% speed reduction to hit targets - Hover body allows for passage over land and sea with ease - Cannot be pilot sniped, mind controlled, affected by chaos weapons - Sensors with range 7 can detect stealthed enemies Robot Tanks are EuroCoal safety-oriented crowd disperal drones equipped with more powerful variants of non-lethal cryo disperal weaponry. These drones hover through the battlefield freezing infantry on the spot, slowing those who survive the first shot so they don't escape to tell the tale. Stallion Gunship - Strength: 250 - Armor Type: Medium Aircraft - Cost: 800 - Requirements: War Factory - Function: Transport - Special Abilities: - Can carry up to five single-size passengers inside. - Passengers can fire out of this vehicle Stallion Gunships are oftenly joked to be the EuroCoal's greatest main battle tank, carrying troops with ease while advanced stabilizers allow for onboard troops to fire at hostile forces. These transports are fairly armored, but lack in any form of self-defense aside from fancy maneuvers. Firefly Anti-Air Drones - Strength: 175 - Armor Type: Light Aircraft - Cost: 600 - Requirements: War Factory - Function: Anti-Air - Special Abilities: Firefly Drones are often seen utilized in anti-rebellion drone defense, firing potent lasers that melt ragtag weapons with ease. Seeing larger deployments on the battlefield, the same laser weapons used on civilian patrols are seen just as effective against enemy aircraft. Crusader Infantry Fighting Tank - Strength: 425 - Armor Type: Medium Vehicle - Cost: 750 - Requirements: War Factory, Radar Uplink - Function: Anti-Air / Anti-Armor - Special Abilities: - IFV technology allows for this tank to change weapons based on passenger - Can carry a single passenger Crusader IFTs were developed in response for a need for different variants of a central main battle tank, capable of adapting for the job at hand. These Crusader IFTs fulfill the role, being able to transport a single passenger which changes the onboard weapon system. When basic infantry enter, Crusaders are equipped with a sniper rifle weapon that's effective against infantry. When Anti-Air infantry enter, Crusaders are equipped with quad-burst anti-air missiles capable of tearing aircraft apart with ease. When any infantry requiring a Radar Uplink/Tower or higher technology enter, a spectrum cannon attuned to deal effective damage against armor is equipped. When Engineers enter, Crusaders gain access to repair equipment that can remove parasites and recover vehicle health. Debilitator Platform - Strength: 350 - Armor Type: Light Vehicle - Cost: 900 - Requirements: War Factory, Radar Uplink - Function: Support Vehicle - Special Abilities: - Sensors with range 5 can detect stealthed and disguised enemies - EMP weapons deal no damage but disable enemy vehicles Debilitator Platforms are rare riot control devices, employed when vehicle barracades are formed to keep EuroCoal forces at bay while rioters attack. These powerful electromagnetic wave weapons can disable all electronics inside any unshielded vehicle, shutting them down completely. The Debilitator must focus it's weapon to maintain the shut down effect, and cannot move while firing the weapon system. Skyguard Gunships - Strength: 280 - Armor Type: Light Aircraft - Cost: 975 - Requirements: War Factory, Radar Uplink - Function: Anti-Armor - Special Abilities: Skyguard Gunships patrol combat-intense warzones, armed with heavy missiles designed to devastate armored foes with no resistance. These lightweight gunships are best utilized in advantagous situations to balance the trade-off in their armor deficiencies. Whitehawk Striker - Strength: 225 - Armor Type: Medium Aircraft - Cost: 1250 - Requirements: Airfield - Function: Anti-Ground Support Whitehawk Strikers are support aircraft, designed to pin down targets for friendly forces to eliminate with ease. Equipped with EMP weaponry, Whitehawks disable foes from the safety of the sky. Pantheon 'Mirage' Tank - Strength: 350 - Armor Type: Medium Vehicle - Cost: 1300 - Requirements: War Factory, Command Uplink - Function: Anti-Infantry / Anti-Armor - Special Abilities: - 'Mirage' panels allow for blending into environments with a shifting image of a tree Pantheon Tanks are equipped with advanced Mirage emitters, allowing the vehicle in question to mimic the appearance of local tree growth in an area. Hiding in this illusion is a powerful spectrum cannon, attuned to burn both infantry and vehicles to smelting corpses with little effort. Icarus Targeting Array - Strength: 300 - Armor Type: Light Vehicle - Cost: 1400 - Requirements: War Factory, Command Uplink - Function: Anti-Structure - Special Abilities: - Utilizes orbital satellite network to deal high damage Icarus Targeting Arrays are light vehicles, equipped with advanced sensor and targeting devices that relay with an orbital signal to the ATOMOS First Strike system. The data is processed and after a short delay, a single weapon is fired from high above raining down destruction that hits non-moving targets the most efficiently. Starstorm Artillery Airship - Strength: 300 - Armor Type: Medium Aircraft - Cost: 1600 - Requirements: War Factory, Battle Lab - Function: Siege Aircraft - Special Abilities: - Siege weapons outrange all other enemy weapons to deliver damage from afar Starstorm Artillery Airships have never seen deployment upon the battlefield before, their impressive missile racks fire hordes of structure-seeking missiles that strike critical weak spots for maximum damage. Destruction unleashed by the Starstorm appears as if the heavens themselves have decided to wash away those underneath. Galapagos Battlefortress, Lord of War - Strength: 1800 - Armor Type: Heavy Vehicle (+10% damage reduction) - Cost: 3000 - Requirements: War Factory, Battle Lab - Function: Hero Vehicle - Special Abilities: - Can carry up to 10 total passenger slots, including dual-passenger sized infantry such as Siegesuits - Self-healing, can crush enemy vehicles - Cannot be crushed, mind controlled, pilot sniped, hijacked, affected by temporal, radiation, chaos or EMP weapons - Passengers can fire their weapons outside of this vehicle The Galapagos Battlefortress is a unique weapon of war held within EuroCoal High Command and only deployed to the largest scale battlefields as a last ditch effort. This heavy vehicles crawls the frontlines of enemy forces, laying waste to everything it comes across as it's occupants fire relentlessly inside their iron shell. Landing Craft - Strength: 550 - Armor Type: Light Vessel - Cost: 1000 - Requirements: Naval Yard - Function: Transport - Special Abilities: - Can carry up to 12 total passenger slots, including all infantry and all non-hero vehicles - Hover engines allow for traversal of land and water terrain - Weapon debuffs enemy firepower Landing Craft are used by EuroCoal forces in amphibious environments, allowing the carrying of 12 passengers including all non-hero vehicles and all infantry inside. In order to ensure the safe arrival of all occupants, Landing Craft are equipped with an inaccurate missile barrage system which reduces enemy firepower by 25%. Hailfire Sub - Strength: 500 - Armor Type: Light Vessel - Cost: 950 - Requirements: Naval Yard - Function: Anti-Vessel - Special Abilities: - Can dive below the surface of the water to avoid detection Hailfire Subs are lightweight craft, designed primarily for anti-vessel operations to prevent beachhead stormings from enemy forces or ambushes on key vessels. Lacking long range submarine detection, Hailfire Subs operate best on above-water threats. Aegis Cruiser - Strength: 750 - Armor Type: Medium Vessel - Cost: 1200 - Requirements: Naval Yard, Radar Uplink - Function: Anti-Air - Special Abilities: - Can detect submarines within an 8 cell range - Utilizes an ammo system to 'charge' volleys of missiles Aegis Cruisers are the pride of Allied naval technology that has survived into the European Coalition. These well-armed ships can prime many warheads at once over time, allowing the Aegis to rapidly take down all airborne threats in the area. Destroyer - Strength: 1000 - Armor Type: Medium Vessel - Cost: 1500 - Requirements: Naval Yard, Radar Uplink - Function: Anti-Submarine / Anti-Vessel / Anti-Structure - Special Abilities: - Spawns an Osprey Helicopter to assault vessels - Can detect submarines within an 8 cell range The bread and butter of EuroCoal navies, Destroyers are heavily armored ships designed to go toe to toe with heavier vessels on the sea and control coastal areas. Capable of handling both above and below the sea due to sensors and powerful main cannons, Destroyers ensure naval surperiority. Aircraft Carrier - Strength: 1200 - Armor Type: Heavy Vessel - Cost: 2500 - Requirements: Naval Yard, Command Uplink - Function: Anti-Structure - Special Abilities: - Carries 4 Hornet assault aircraft Aircraft Carriers are the penultimate in anti-enemy base weaponry, carrying four Hornet Strike Fighters armed with prism weaponry to tear structures apart from the sky. Lacking any form of protection for itself, the Aircraft Carrier must rely on their fellow captains for protection. III.D. Unique to ATOMOS Archer Platform - Strength: 125 - Armor Type: Light Vehicle - Cost: 600 - Requirements: War Factory - Function: Anti-Air / Support - Special Abilities: - Hover platform can traverse land and sea easily - Target painter grants a 25% armor debuff to affected targets Archer Platforms are high-speed applications of ATOMOS hover technology, sacrificing almost all armor in exchange for weaponry and speed. These zippy craft fire rail cannons at enemy air threats, puncturing even the thickest armor like a hot knife through butter. Artificer Hover Tank - Strength: 390 - Armor Type: Medium Vehicle - Cost: 950 - Requirements: War Factory, Radar Uplink - Function: Anti-Armor / Anti-Defense - Special Abilities: - Hover platform can traverse land and sea easily Artificer Hover Tanks are powerful devices, their hover engines are tuned to the device's additional armor and weapon weights to provide seamless gliding over the battlefield. These powerfully adaptable tanks fire wave cannons that tear vehicles and lightly armored structures apart, striking fast and precise against all who would oppose them. Scapeshift MRLS - Strength: 300 - Armor Type: Light Vehicle - Cost: 1200 - Requirements: War Factory, Radar Uplink - Function: Anti-Structure - Special Abilities: - Hover platform can traverse land and sea easily Earning their name for their ability to morph landscapes under intense barrages, Scapeshift MRLS platforms rain missiles all across the battlefield with recklessness. These missiles can deal efficient damage to stationary targets even through their wide spread, but struggle against smaller more mobile targets that can dart between shots fired. Simulacrum Gunship - Strength: 300 - Armor Type: Medium Aircraft - Cost: 1375 - Requirements: War Factory, Command Uplink - Function: Anti-Armor / Anti-Structure - Special Abilities: Pantheon weapons attached to armored gunships, Simulacrum Gunships aspire to rule the ground below them as their spectrum cannons fracture their foes and from their foes. These branching rays are damaging, allowing for the Simulacrum to damage multiple targets in a single volley while their cannons recharge for the next volley. Aetherial Siege Engine - Strength: 600 - Armor Type: Medium Vehicle - Cost: 1650 - Requirements: War Factory, Battle Lab - Function: Siege Vehicle - Special Abilities: - Hover platform can traverse land and sea easily - Weather manipulation summons lighting to deal damage - Siege weapons outrange all other enemy weapons to deliver damage from afar Aetherial Siege Engines are fearsome devices, twisting passive natural energies into thunderous weapons of mass destruction. These potent engines of war can unleash clusters of localized thunderstorms, tearing all who are caught underneath them apart with imputy. ECC Tanya, Lord of War - Strength: 1600 - Armor Type: Heavy Vehicle (+10% Damage Reduction) - Cost: 3000 - Requirements: War Factory, Battle Lab - Function: Anti-Ground - Special Abilities: - Can deploy several drones to deal with infantry, vehicles, and aircraft - Transformational engines allow for land and sea passage with ease - Can emit an area-of-effect EMP to disable enemy vehicles - Crusher, can Self-Heal - Cannot be crushed, mind controlled, hijacked, pilot sniped, affected by EMP, temporal, radiation, chaos weaponry The ECC Tanya is a tribute prototype landship, equipped with a multi-drone launch system, transformational hull attachments which allow for land or sea traversing, and the name fit for such a powerful queen of the ocean. Packing a self-defense EMP burst that can be used offensively to easily crush nearby enemy vehicles, the ECC Tanya wages war with a multi-drone launcher system that can disable enemy infantry weapons, tear enemy tanks apart with missile strikes and gun down enemy aircraft with pinpoint laser strikes. Warp Reactor - Strength: 750 - Armor Type: Light Structure - Power: +2000 - Cost: 2500 - Requirements: Command Uplink - Function: Economic Support Warp Reactors are limited to single-use per commander, for these powerful devices utilize sophisticated power cores to generate high yields of power. This excessive power production can be tramsitted through specialized temporal portals within the device, allowing Warp Reactors to act as income generation. Warp Reactors generate 100 credits every 15 seconds. Particle Cannon Uplink - Strength: 800 - Armor Type: Heavy Structure - Power: -200 - Cost: 2500 - Requirements: Battle Lab - Function: Major Superweapon Particle Cannon Uplinks utilize all of the available ATOMOS First Strike satellites to fire a single continuous beam, inflicting massive amounts of destruction upon the target designated. This weapon detnoates and emits several types of energy waves, including an EMP wave that disables all unshielded vehicles, aicraft, and structures within it's explosion. Stormeagle Fighter - Strength: 225 - Armor Type: Light Aircraft - Cost: 1450 - Requirements: Airfield - Function: Anti-Ground / Anti-Air Stormeagle Fighters are more advanced variants of the Whitehawk Striker, the EMP weaponry capable of being fired at airborne threats as well as ground threats. This gives the Stormeagle a deadly advantage over it's cousin, an important distinction offered to the ATOMOS pilots. Refractor - Strength:200 - Armor Type: Heavy Infantry - Cost: 1400 - Requirements: Barracks, Command Uplink - Function: Anti-Infantry / Anti-Armor - Special Abilities: - Can erase enemies from time, deal no conventional damage - Cannot be attacked by dogs Refractors wield weaponized temporal energy, capable of focusing an influx of time in a single spot and erasing a foe from the known world. While this weapon is incredibly powerful, it requires the Refractor to remain in place to sustain the erasing effect. Burton, Hero of ATOMOS - Strength: 400 - Armor Type: Heavy Infantry (+10% damage reduction) - Cost: 1500 - Requirements: Barracks, Battle Lab - Function: Anti-Infantry / Anti-Armor - Special Abilities: - Cannot be attacked by dogs, mind controlled, cloned, reverse engineered, abducted - Self healing, can detect stealth and disguised enemies within a 5 cell radius - Infantry hit are dealt a 25% speed reduction - Vehicles hit are dealt a 25% armor reduction - Build Limit of 1 Burton is an advanced research scientist within the ATOMOS headquarters in Australia. Developing weapons, drone concepts for the Protectorate program, and advancing the ATOMOS modular hovercraft engine system were too dull and uninteresting. Burton obtained clearance to begin a program on a regenerative exo-suit system similar in nature to the one that was trapping Winston, avoiding the pitfalls that exist within. In his trials, evidence of a superior design over the Siegesuit were apparent if not expensive, and attached still-in-testing plasma cannons provided a powerful weapon without much of a weight or physical distortion issue. These powerful twin plasma cannons fire a mix of cryogenic and corrosive infused plasma cores, with cryogenic cores being utilized against infantry to slow them in their tracks and corrosive infused cores used to burn through tough vehicle armor. The suit's internal regenerator systems help Burton sustain extreme volumes of fire, and return him to health faster than any other known healing system on the planet. III.E. Unique to Coalition Crusaders Puma IFV - Strength: 400 - Armor Type: Light Vehicle - Cost: 625 - Requirements: War Factory - Function: IFV - Special Abilities: - Can carry one single-sized passenger, which changes the loadout of the vehicle - Vehicle weapon efficiencies are influenced by passenger roles Puma IFVs are designed as paradropped vehicles, designed to hunt any covert enemy forces in remote regions. Equipped with more versatile IFV transformational weapon systems that inherit more from their passengers, Pumas prowl quickly to their foes striking them in the most damaging way possible. Puma IFVs fire weapons based on their infantry passenger, but units such as Dogs and other non-combat support infantry have alternate firing modes for players to discover. Stormwave Light Tank - Strength: 400 - Armor Type: Light - Cost: 675 - Requirements: War Factory, Radar Uplink - Function: Anti-Armor / Anti-Defense - Special Abilities: Stormwave Light Tanks are designed to quickly deploy and control key battlefield points, armed with powerful anti-armor cannons that can be utilized against defenses to strike small outposts and fledgling bases. Stormwaves utilize speed and rapid firing rates to get in and quickly deal damage to their foes, trading armor plating for a chance at a sudden defeat of their enemy. Whirlwind Tank Destroyer - Strength: 425 - Armor Type: Light Vehicle - Cost: 1000 - Requirements: War Factory, Radar Uplink - Function: Anti-Armor - Special Abilities: Whirlwind Tank Destroyers are singular weapons of war, designed to assist Stormwaves with tearing apart heavier armored targets. Powerful penetrator cannons carried by these tank destroyers make quick work of any type of armor, dealing additional damage to heavier armors. Aurora Platform - Strength: 300 - Armor Type: Light Vehicle - Cost: 1250 - Requirements: War Factory, Command Uplink - Function: Anti-Structure - Special Abilities: - Reloads and repairs airborne drones that deal damage Aurora Platforms are artillery weapons, powerful siege drones that are loaded onto mobile platforms and deployed near enemy positions to rain hellfire down upon them. These Devildog drones are equipped with powerful explosive bombs that burn structures to splintered charcoal with ease. Drone Host - Strength: 600 - Armor Type: Medium Structure - Cost: 750 - Power: -50 - Requirements: Ore Refinery - Function: Drone Aicraft Production Drone Hosts are utilized by Coalition Crusaders on their suicide runs, saving crucial lives by abandoning traditional air support for remote control drones to commence air strikes. Capable of reloading up to four drones at any one time, Drone Hosts feature compact foundations to allow for the easy deployment and maintenance of such important structures. Skyport Gate - Strength: 900 - Armor Type: Light Structure - Power: -200 - Cost: 2500 - Requirements: Command Uplink - Function: Economic Support Skyport Gates are temporal gateways utilized in similar fasion to Chronospheres, instead of sudden and instant teleportation at great energy expenditure the Skyport Gate slowly materializes requested reinforccements to control power consuption. This allows for the Coalition Crusaders to summon in Firefly Drones, Skyguard Gunships, and airborne Infantry Exosuits to reinforce their battle lines. Hailstorm Drone - Strength: 200 - Armor Type: Light Aircraft - Cost: 750 - Requirements: Drone Host - Function: Anti-Infantry - Special Abiities: - Cry weapons apply a 25% speed debuff upon hit Hailstorm Drones utilize weaponized cryo weapons to freeze infantry and the air around them in place, slowing their escape from oncoming allied forces while denying safety due to extreme patches of cryogenized air pockets. Hailstorm Drone's light frames grant them great speed, and can be relied upon when enemy anti-air isn't present in high volumes. Tankbuster Drone - Strength: 200 - Armor Type: Light Aircraft - Cost: 800 - Requirements: Drone Host, Radar Uplink - Function: Anti-Armor / Anti-Air Tankbuster Drones are adept armor killers, oriented to the task with guided missile systems that penetrate through any armor. These missile systems can track both ground and air threats, making Tankbuster Drones extremely lethal raptors of the sky. Leveller Drone - Strength: 200 - Armor Type: Light Aircraft - Cost: 850 - Requirements: Drone Host, Command Uplink - Function: Anti-Structure Leveller Drones get their name from their iconic bombing runs that can be seen over the treelines and felt far from enemy bases. Their light drone frames allow for Levellers to get in quick, providing crucial air support in any offensive push on enemy structures. Marine - Strength: 125 - Armor Type: Medium Infantry - Cost: 650 - Requirements: Barracks, Radar Uplink - Function: Anit-Infantry / Anti-Structure - Special Abilities: - Can place time-delay explosives on vehicles and structures Marines are versatile special-ops forces employed by the Coalition Crusaders to send enemy forces in disarray before their grand strike. Equipped to deal with infantry threats such as base guards or attack dogs, their machine guns cut through foes with ease while their time-delay explosives detonate to bring down critical enemy structures. Nimbus Suit - Strength: 300 - Armor Type: Light Infantry - Cost: 950 - Requirements: Barracks, Command Uplink - Function: Anti-Armor - Special Abilities: - Uses jumpjet boosters to obtain permanent flight - Infantry and vehicles hit are slowed by 25% Nimbus Suits are experimental heavy rocketeer armors, designed to encapsulate the driver and protect from enemy fire. Equipped with weapon systems designed to slow down mobile foes, Nimbus Suits hover over their foes and pin them in place while their allies assist them in finishing the job. Tsunami, Hero of the Coalition Crusaders - Strength: 250 - Armor Type: Heavy Infantry (+10% damage reduction) - Cost: 1500 - Requirements: Barracks, Battle Lab - Function: Anti-Ground - Special Abilities: - Can call in airstrikes against structures - Self healing - Infantry and Vehicles hit have their armor reduced by 25% - Cannot be mind controlled, abducted, reserse engineered, cloned - Detects stealth and disguised enemies within a 7 cell radius - Build Limit of 1 Tsunami was the initial test pilot of the first offical European Coalition fighter jet, the Whitehawk. His over-eagerness to impress his judges exposed several design flaws within the jet, crashing and barely ejecting in time. After leaving the hopsital and immediately returning back to continue testt flights, Tsunami was chosen to be the test pilot for a flying exo-suit similar in nature to the one Winston was imprisoned within. Improvements to safety features and the advanced nature of the thrusters allowed for far greater safety for the operator, however the program was not to last as costs to maintain the suit were too much to employ more than a single suit. Tsunami was allowed to continue to use the suit in the upcoming battles, authorized to augment his arsenal of beam weaponry with the authorization to radio airstrikes from prototype Whitehawks to assault an area of the map. ************************************************************************** ************************** IV. Eastern Empire *************************** ************************************************************************** Crushed after the Second Great War, the nations of Russia and Ukraine as well as many others who pledged minor support to the Soviet War Machine were dismantled and replaced by ruthless dictators at first. Horrible men who had no intentions of fixing the problems within the nations and seen as puppets to the West, civil unrest was the primary weapon of the people of an once proud nation. Leading these protests, demonstrations, and riots in secrecy was a collaborative effort between former military leaders, exiled politicians, and entrepreneurs who took advantage of reconstruction efforts. These shadowy figures remained hidden, guiding the unrest only under the promise of a new, greater Empire that valued all who lived under it. While this secret society plotted the unrest efforts, they also plotted for a future conflict with the European Coalition in it's infancy and began to produce weapons en masse under the cover of assistance to nations and the Coalition itself. Many factories were constructed underground, and large arsenals were produced in no time to prepare this advocacy of freedom through the work of the people. Initially set back by the EC regime's swap to democratic governments and capitalist economies that put pressure on these black op preparations, the Quartet as they had organized began to weaponize politics, placing as many sleeper agents within the governments as possible to resist the European Coalition. Having fully prepared under the noses of their military overlords, the Quartet reveal only their desire to the people united under hatred for their occupants: complete destruction of the European Coalition as a military and police force for their crimes and formation of a new regional superpower known as the Eastern Empire to protect all people under their banner once again. IV.A. Structures Construction Yard - Strength: 3000 - Armor Type: Heavy Structure - Power: +50 - Cost: N/A - Requirements: Deployed MCV - Function: Construction Yard Construction Yards provide the central headquarters of all bases, allowing for the construction of other structures. In addition, Construction Yards provide access to Contract Sub-Faction selection and when infiltrated reveal their production cameo. Tesla Reactor - Strength: 750 - Armor Type: Light Structure - Power: +100 - Cost: 600 - Requirements: Construction Yard - Function: Power Tesla Reactors provide bases with access to reactors to generate energy and power important structures. W - When infiltrated, players lose power functions for one minute. Ore Refinery - Strength: 1000 - Armor Type: Light Structure - Power: -40 - Cost: 1500 - Requirements: Construction Yard - Function: Resource Generation Ore Refineries provide access to the ability to harvest and process ore into credits that can be spent on other objects. Upon construction, a single War Miner is also provided to start harvesting valuable resources and start player economies. - When infiltrated, players will lose 3000 credits or what remains if lesser. Ore Refineries also store their processed ore, and can cause players to lose credits if they are destroyed while filled. - Ore Refinery Upgrade - Cost: 500 - Power: -25 - Requirements: Battle Lab - Can be built as a one time upgrade to any Ore Refinery to have it passively generate 25 credits every ~12 seconds. Barracks - Strength: 500 - Armor Type: Medium Structure - Power: -10 - Cost: 500 - Requirements: Construction Yard - Function: Infantry Production Barracks are a critical element of all Empire bases, granting the ability to train infantry. - When infiltrated, Barracks grant their enemy a bonus to infantry veterancy upon construction to all trainable infantry. War Factory - Strength: 1000 - Armor Type: Medium Structure - Power: -25 - Cost: 2000 - Requirements: Construction Yard, Ore Refinery - Function: Vehicle / Aircraft Production War Factories allow Empire vehicles and jumpjet aircraft to be produced. In addition, a radius around the War Factory allows for any friendly or enemy armored vehicles to regenerate health due to the abundance of repair staff within the facility. - When infiltrated, enemies are granted access to an experimental heavy main battle tank. Naval Yard - Strength: 1500 - Armor Type: Medium Structure - Power: -25 - Cost: 1000 - Requirements: Construction Yard, Ore Refinery - Function: Vessel Production - Grants access to Sonar Pulse support power - Recharge: 4 - Detects all submerged vessels on the map for a 15 seconds Naval Yards allow Empire to produce naval vessels, both ships and submarines. Airfield - Strength: 600 - Armor Type: Medium Structure - Power: -50 - Cost: 1000 - Requirements: Construction Yard, Ore Refinery - Function: Aircraft Production - Grants access to Miner Drop support power - Recharge: 2 - Paradrops in one War Miner at a cost of 1000 credits - Not available while a player owns a War Factory Airfields allow Empire aircraft to be produced. Capable of reloading and housing two aicraft at one time, and grant access to construction of additional Runways. - When infiltrated, the enemy gains access to disrupt communications and request an airstrike at any target with experimental fighter craft. Runway - Strength: 400 - Armor Type: Medium Structure - Power: 0 - Cost: 500 - Requirements: Airfield - Function: Aircraft Reload Runways provide access to an additional two aircraft to dock and reload. Radar Towers - Strength: 1000 - Armor Type: Light Structure - Power: -50 - Cost: 1000 - Requirements: Ore Refinery, War Factory - Function: Detection / Technology Advancement - Reveals shroud around itself - Recharge: 5 - Radius: 15 Radar Towers serve as a source of minimap radar if the Construction Yard is lost, but also unlock additional technology. Radar Towers are also fitted with short-range sensors and detection technology, revealing any stealth or disguised enemies within a five cell radius. - When infiltrated, the owning players' revealed shroud is reset. War Center - Strength: 1500 - Armor Type: Light Structure - Power: -100 - Cost: 1500 - Requirements: Construction Yard, Radar Tower - Function: Advanced Technology Center - Grants Eastern Empire access to Repair Drone support power - Recharge: 5 - A cheap repair drone capable of repairing friendly vehicles - Grants Okhrana access to Okhrana's Shield support power - Recharge: 6 - A single-target Iron Curtain beam grants immunitty to all damage for 35 seconds - Grants People's Militia access to Red Menace support power - Recharge: 5 - A group of Conscripts led by an Officer paradrop onto the battlefield War Centers are granted to Empire commanders in especially heavy combat situations. Allowing for the use of faction-based support power and construction of advanced weapons of war, these structures are indicators of a conflict escalating out of control. - When infiltrated, enemies reset the timers on faction-based support powers and gain access to an experimental Hero infantry. Iron Curtain - Strength: 750 - Armor Type: Heavy Structure - Power: -200 - Cost: 2500 - Requirements: Construction Yard, War Center - Function: Iron Curtain Superweapon - Recharge: 7 - Provides an Iron Curtain protection shield to a 3x3 grid of vehicles, killing any infantry caught in the effect. Iron Curtains are old relics of the Soviet War Machine, upgraded with more powerful reactors and more efficient cooling systems to allow the effect to effect a far greater group of armored vehicles. - When infiltrated, the countdown to use of the Iron Curtain is reset. Mobile Refinery - Strength: 1500 - Armor Type: Medium Vehicle - Power: 0 - Cost: 2500 - Requirements: Ore Refinery, War Center - Function: Economic Advantage Mobile Refineries are harvesting platforms, utilizing efficient Ore Refinery processors made mobile combined with remote-controlled mining drones. While the drones are lightweight, their efficiency in harvesting cannot be disputed. - When infiltrated, enemies steal 2000 credits. Battle Lab - Strength: 500 - Armor Type: Medium Structure - Power: -150 - Cost: 2500 - Requirements: War Center - Function: Advanced Technology Center - Grants access to Force Shield support power - Recharge: 6 - Provides an immunity effect for 40 seconds, powering the base down for 20 seconds Battle Labs are a sign that an apocalyptic scenario has occurred in the war, and all regard for preservation of self have been abandoned. Granting access to legendary Heros and weapons of mass destruction, Battle Labs are the most advanced and last-ditch technology available to commanders. - When infiltrated, enemies are granted access to an Empire Mobile Construction Vehicle Nuclear Missile Silo - Strength: 800 - Armor Type: Heavy Structure - Power: -200 - Cost: 2500 - Requirements: Battle Lab - Function: Weapon of Mass Destruction - Grants access to the Nuclear Missile Superweapon - Recharge: 10 - A powerful nuclear missile is launched, brining devastation to the targeted area Old war relics who have been secretly advanced over the course of decades, modern day Nuclear Missiles are packing destruction on a scale not seen before. Leaving massive volumes of radioactive fallout from the large mushroom-cloud explosion, these weapons of mass destruction leave no survivors. - When infiltrated, enemies are granted access to a smaller variant of the Nuclear Missile to unleash. - Recharge: 5 - A weaker payload variant of the Nuclear Missile is launched, damaging anything underneath Concrete Wall - Strength: 600 - Armor Type: Heavy Structure - Power: 0 - Cost: 100 - Requirements: Construction Yard - Function: Area Denial Concrete walls are best employed to keep enemies outside and friendlies safe. Battle Bunker - Strength: 350 - Armor Type: Light Structure - Power: 0 - Cost: 450 - Requirements: Construction Yard - Function: Garrisonable Defense Battle Bunkers are hardened bunkers, reinforced to protect against damage passing through. When constructed, two basic infantry also enter to garrison inside. Up to four total infantry may enter the bunker, but must be able to Garrison initially. - If a Battle Bunker is left empty, enemies may enter and take control of the emplacement. Scorcher Turret - Strength: 350 - Armor Type: Light structure - Power: 0 - Cost: 400 - Requirements: Barracks - Function: Anti-Infantry Defense - Range: 5 Scorcher Turrets are an iconic Soviet defense made modern to adapt to changing battlefield conditions. Equipped with sprayers fed a potent accelerant and lit upon exit, the Scorcher burns down infantry without issue. Flak Cannon - Strength: 400 - Armor Type: Light Structure - Power: -50 - Cost: 900 - Requirements: Radar Tower - Function: Anti-Aircraft Defense - Range: 11 (12 assisted) Flak Cannons are simple anti-air defenses from early phases of the Second Great War, but remain just as deadly now as they were back then. Punching out aicraft with efficient area of effect bursts, Flak Cannons keep Empire air under it's dominion. In addition, Flak Crew infantry are capable of standing by and helping the automated turret reload and aim, allowing for it to take down further targets more rapidly. Tesla Coil - Strength: 500 - Armor Type: Light Structure - Power: -75 - Cost: 1300 - Requirements: Radar Tower - Function: Anti-Armor Defense - Range: 8 (9 assisted) A feared weapon in the past, the Tesla Coil is somehow just as efficient before as it is now. Equipped with a powerful tesla weapon, the Coil zaps down enemies without fail each time. Thanks to the same improvements seen in the Flak Cannon, Tesla Coils can be assisted by Tesla Troopers to fire enhanced tesla bolts that reach further, zap harder, and refresh faster. Hellstorm Cannon - Strength: 650 - Armor Type: Light Structure - Power: -125 - Cost: 2000 - Requirements: War Center - Function: Anti-Horde Defense - Restricted to two Hellstorm Cannons follow an old saying, that "the bigger the better" was the way to win wars. Feared for their rapid firing rate for such a large weapon, the Hellstorm barrages it's target with successful high-yield impact after another, splashing carnage over an area and wiping out all those who would stand before it. IV.B. Infantry Pyroscript - Strength: 100 - Armor Type: Light Infantry - Cost: 75 - Requirements: Barracks - Function: Basic Infantry - Special Abilities: - Can garrison inside neutral structures and bunkers - Explodes upon dying Pyroscripts are loyalists to the Empire, willing to take even the most dangerous job to offer their services to the return of their glory. Armed with a potent flamethrower, Pyroscripts run headfirst into combat, burning all those who would stand in their way. When the enemy is too mighty, the Pyroscript has one final last laugh as his pack explodes violently. Flak Crew - Strength: 150 - Armor Type: Light Infantry - Cost: 250 - Requirements: Barracks - Function: Anti-Infantry / Anti-Air - Special Abilities: - Can garrison inside neutral structures and bunkers - Can assist Flak Cannons to increase their stats Flak Crew lug heavy flak launchers around the battlefield, firing with great effectiveness against aircraft and infantry targets. When near defensive Flak Cannon emplacements, Flak Crew can offer assistance to the turret and allow it to fire faster and at further enemies. Attack Dogs - Strength: 75 - Armor Type: Light Infantry - Cost: 100 - Requirements: Barracks - Function: Scout / Detector - Special Abilities: - Can detect spies and stealthed units within 5 cell radius Attack Dogs serve as an important deterrent to saboteurs and infiltrators, as well as being able to take down unprotected infantry with ease. Their noses sniff out spies and stealthed enemies to keep their homes safe. Engineer - Strength: 100 - Armor Type: Light Infantry - Cost: 400 - Requirements: Barracks - Function: Building Capture - Special Abilities: - Can capture tech structures and red-health enemy structures - Can remove time-delay bombs such as Crazy Ivan charges Engineers serve a vital role to all commanders, offering their services as Tech Structure captures or sabotaging then capturing enemy structures. Capable of saving friendlies from time-delay explosives, Engineers cannot defend themselves. Tesla Trooper - Strength: 180 - Armor Type: Light Infantry - Cost: 300 - Requirements: Barracks - Function: Anti-Infantry / Anti-Armor - Special Abilities: - Can garrison neutral structures and bunkers - Can assist Tesla Coils to increase their stats Tesla Troopers are walking tesla weapons, arcing energy from wrist-mounted shockers like childhood superheroes made of rubber and metal. Effective at frying infantry and armor alike, the Tesla Trooper's weapon arcs as it makes impact, splashing bolts around the foe. Terror Drone - Strength: 100 - Armor Type: Light Infantry (+25% damage taken) - Cost: 500 - Requirements: Barracks, Radar Tower - Function: Anti-Infantry / Anti-Armor - Special Abilities: - Can attack enemies as a 'parasite' hiding inside tanks to deal damage and killing infantry instantly - Immune to radiation effects, mind control - Cannot be cloned Terror Drones are inhumane mechanized experiments based in hate. Drilling inside vehicle armor and ripping them apart from the inside or merely drilling into enemy soldiers, Terror Drones strike fear into all who must encounter them. Desolator - Strength: 200 - Armor Type: Medium Infantry - Cost: 650 - Requirements: Barracks, Radar Tower - Function: Anti-Infantry / Area Denial - Special Abilities: - Cannot be attacked by dogs - Immune to radiation - Can deploy to irradiate a 5x5 area around itself Desolators serve heavy sentences, brutal criminals that execute enemies of the Empire in the shadows captured and put into radiation worksites. Equipped with heavy radiation emitters, Desolators can disintegrate enemy infantry in a radioactive pool and inflict light damage to vehicles. When deployed Desolators can irradiate a large area around them, poisoning the lands to any living being not protected from radiation harm. This serves as an effective way to control the battlefield. Agent - Strength: 100 - Armor Type: Light Infantry - Cost: 800 - Requirements: Barracks, Radar Tower - Function: Infiltration - Special Abilities: - Can infiltrate buildings to sabotage enemies - Can disguise as any enemy infantry to hide from defenses Agents are employed to weaken a tough enemy before a devastating strike from Empire commanders. Capable of sabotaging power networks, stealing experimental technology plans, damaging sensitive radars, and manipulating superweapons Agents are sure to be one of your most formidible tools. Black Hand - Strength: 225 - Armor Type: Heavy Infantry - Cost: 1000 - Requirements: Barracks, War Center - Function: Anti-Ground - Special Abilities: Black Hand infantry are the elite protectorate of the Quartet, equipped with weaponized high density iron curtain energy. Capable of tearing infantry apart, crippling enemy armor, and sundering buildings alike, thes hulking brutes bring death and destruction where they appear. Boris, Hero of the Eastern Empire - Strength: 300 - Armor Type: Heavy Infantry (+10% damage reduction) - Cost: 1500 - Requirements: Barracks, Battle Lab - Function: Hero Infantry - Special Abilities: - Can call in two MiG Strike Bombers on targeted buildings - Can detect stealthed and disguised enemies within five cells - Immune to mind control, being crushed, time-delay explosives - Cannot be cloned, reverse engineered - Self Healing - Build Limit of 1 Boris gained fame as the first organized leader of the rebellion to be captured and arrested in a controversial public case. Deemed a national threat, his unexpected release six months into the new democracy due to changes in European Coalition public appeasal brought him back into connection with his old rebellion groups and again they plotted to remove the invaders. Knowing his loyalty to the cause, European Coalition kept secret agents watching him every moment of his life, gathering information on his allies and contacts within the government and outside. Paranoid already, Boris' battle with the EuroCoal government went dark for several years as he hid underground, arming himself for the upcoming war. Armed with an advanced automatic rifle firing augmented antiarmor rounds, Boris can endure any beating his enmy throws at him while he tears them apart piece by piece. When faced with more stationary structural problems, his trusty pals in the Militia jump in MiG Strike Bombers to destroy a threat for their old friend. IV.C. Vehicles Mobile Construction Vehicle: - Strength: 1250 - Armor Type: Heavy Vehicle - Cost: 3000 - Requirements: War Factory, Radar Tower - Function: Base Construction - Special Abilities: - Can deploy into a Construction Yard - Can traverse land and water via amphibious equipment Utilizing old Soviet MCVs from the previous war in addition to improvements made by stealing EuroCoal blueprints, the Mobile Construction Vehicle is a critical piece of battlefield equipment to all commanders. These tough vehicles can withstand a fair amount of abuse, all the while fleeing overseas with special traversal gear when under attack. War Miner - Strength: 1100 - Armor Type: Medium Vehicle - Cost: 1000 - Requirements: War Factory, Ore Refinery - Function: Harvester - Special Abilities: - Can defend itself with small machine gun turret - Harvests ore and gems found on maps War Miners fund all Eastern Empire opreations, hauling in precious resources safely to base in bulk. When under attack, these hardy devices can defend their cargo with a surge of machine gun fire from it's onboard turret. Infernus Device - Strength: 400 - Armor Type: Light Vehicle - Cost: 500 - Requirements: War Factory - Function: Anti-Infantry / Anti-Structure - Special Abilities: - Explodes on death, damaging all nearby units and structures Infernus Devices were the first of the Empire war machines to roll off the conveyor belt, dubbed to be mere vegetation and snow control devices that excelled at their intended role of burning away all that is unwanted. Armed with powerful flamethrowers and plenty of fuel, these vehicles can pressure enemies early but are known as crematoriums due to their potential to explode killing the pilots inside. Flaktrak Transport - Strength: 400 - Armor Type: Light Vehicle - Cost: 550 - Requirements: War Factory - Function: Anti-Infantry / Anti-Aircraft - Special Abilities: - Can carry up to 4 single-slot passengers - Can traverse land and water due to amphibious traversal gear Flaktrak Transports were lifted from old Allied Flak Tanks used in defensive operations, a gift from the oppressors to allow transport of 'militarized police force' where needed. When the war broke out, prefabricated changes were slapped on overnight to allow for the Empire to reinforce their armored columns from EuroCoal air superiority. Warmaster Tank - Strength: 500 - Armor Type: Medium Vehicle - Cost: 875 - Requirements: War Factory, Radar Tower - Function: Anti-Armor / Anti-Structure Warmaster Tanks were the first vehicle to openly defy the EuroCoal occupation, debuted at the announcement of the start of the Final War as a device to ensure the freedom of the Empire's populace. Armed with powerful dual tesla cannons, these heavy tanks fry all those who would stand before them. Fallout Artillery - Strength: 350 - Armor Type: Light Vehicle - Cost: 1150 - Requirements: War Factory, Radar Tower - Function: Anti-Infantry / Anti-Structure - Special Abilities: - Can deploy to overload reactor, destroying self and dealing damage - Explodes violently upon death Fallout Artilleries were introduced to combat heavily guarded EuroCoal occupation headquarters, lobbing highly radioactive projectiles from afar to eliminate any fortified resistances to Empire forces. These volatile machines are capable of great destruction, but all who pilot them for the glory of the Empire do so knowing that any critical damage will detonate the Fallout's reactors and explode violently. Mobile Armory - Strength: 450 - Armor Type: Medium Vehicle - Cost: 1000 - Requirements: War Factory, Radar Tower - Function: Support - Special Abilities: - Buffs other allies with a 25% bonus to Rate of Fire - Can detect disguised and stealthed enemies within 5 cells Mobile Armories were implemented to prevent confiscation of Empire munitions, and once war broke out were used to deliver the aforementioned munitions directly to the battlefields. Offering rallying cries in battle with loud speakers, the Mobile Armory buffs all friendly firing rates with rapid access to excess of ammunition and morale. Warlord Tank - Strength: 600 - Armor Type: Heavy Vehicle - Cost: 1750 - Requirements: War Factory, War Center - Function: Anti-Armor / Anti-Structure - Special Abilities: - Can carry one single-slot passenger to fire from within the safety of the vehicle's bunker Warlord Tanks are the end-all, be-all of Empire military forces and the war engine most likely to succeed in it's mission to free the Empire. Armored heavily and geared to the teeth, these slow behemoths can punch through armor and structures with ease while being supported by a fellow freedom fighter. Bolla Chopper - Strength: 175 - Armor Type: Medium Aircraft - Cost: 550 - Requirements: War Factory - Function: Anti-Infantry - Special Abilities: - Firing mode changes based on sustained firing Bolla Choppers are lighter helicopters, nimbly darting around the battlefield and unleashing hellfire upon all those who would lurk below. These versatile craft are equipped with excess ammo and can expend it upon sustained fire, first with single targets growing into vicious bursts and finally into large area of effect filled with large amounts of bullets. Hydra Gunships - Strength: 275 - Armor Type: Medium Aircraft - Cost: 1050 - Requirements: War Factory, Radar Uplink - Function: Anti-Aircraft - Special Abilities: - Utilizes a rotating set of anti-air weaponry Hydra Gunships were designed on the forefront of the battlefield, the Empire needing answers to Whitehawks and Starstorms threatening to end all the effort placed into the war. Armed first with flak cannons to rip grouped aircraft to pieces, armed second with heavy chainguns to tear through infantry and finally armed with missiles designed to decimate medium and heavy aircraft, the Hydra's many weapons represent it's many threats to enemies. Kirov Cruisers - Strength: 650 - Armor Type: Medium Aircraft - Cost: 1750 - Requirements: War Factory, Battle Lab - Function: Anti-Structure Siege - Special Abilities: - Carries 3 Mig Strike Fighters to destroy enemy structures A way to boost morale as well as launch large-scale offensives on heavily fortified positions, Kirov Cruisers carry three lightweight Mig Striker planes and a laughable runway for their launch into the fray. Armed with missiles capable of turning any fortification into rubble in a matter of a few volleys, the Kirov Cruiser's weakness comes not from it's offense but a lack of defense and the Mig Striker's light armoring. Armored Transport - Strength: 350 - Armor Type: Light Vessel - Cost: 1000 - Requirements: Naval Yard - Function: Transport - Special Abilities: - Can carry 12 passengers, including all infantry and all non-hero vehicles - Fires a smoke cloud that disables enemy weapons for a brief duration - Can traverse land and water with hover engines Armored Transports utilize civilian hover engines designed after the revolutionary ATOMOS platform, ferrying military equipment, personell, and war engines across land and sea safely. When placed under pressure, these fairly durable transports can disable a single enemy's weapon for a brief duration. Stingray Gunboat - Strength: 450 - Armor Type: Light Vessel - Cost: 850 - Requirements: Naval Yard - Function: Anti-Vessel - Special Abilities: - Can detect submarines within an 8 cell radius Stingray Gunboats are fast and light naval vessels, armed with almost oversized dual tesla cannons. These agile boats can detect submarines and work best defending important transports and dealing with light vessels. Seawolf Flakship - Strength: 725 - Armor Type: Medium Vessel - Cost: 1200 - Requirements: Naval Yard, Radar Tower - Function: Anti-Aircraft - Special Abilities: - Can detect submarines within an 8 cell radius Seawolfs choke out enemy aircraft, smothering them in a vicious cloud of flak explosive material. Seawolfs are versatile craft, capable of firing at both ground and air targets and detecting enemy submarines to warn friendly forces of incoming threats. Hammerhead Sub - Strength: 1000 - Armor Type: Medium Vessel - Cost: 1400 - Requirements: Naval Yard, Radar Tower - Function: Anti-Vessel / Anti-Armor - Special Abilities: - Can submerge under the water Hammerhead Assualt Submarines lurk deep in the depths, heavily armored and armed to the teeth to take out any armored vehicle or vessel. Powerful torpedo weapons tear vessels to tatters, while ambushes on the shore with their onboard missile launchers pepper vehicles with ease. Dreadnought - Strength: 1200 - Armor Type: Heavy Vessel - Cost: 2500 - Requirements: Naval Yard, War Center - Function: Anti-Structure - Special Abilities: - Launches interceptable guided missiles Dreadnoughts are the pride of the Empire's fleets, bringing an old philosophy of "bigger is better" to life with dual ballistic guided missiles. The sheer size and destructive potential of these missiles make them unsuitable for personal defense, as their powerful thrusters cannot compensate for hitting a moving target. IV.D. Unique to Okhrana Jackal Exosuit - Strength: 200 - Armor Type: Medium Infantry - Cost: 550 - Requirements: Barracks, Radar Tower - Function: Anti-Ground - Special Abilities: - Cannot be attacked by dogs Jackal Exosuits are alternate designs to the safety and containment suits found on Desolators, instead conditioned for high-heat and equipped with intense incinerator beam cannons. Emitting rays with temperatures close to the Sun's surface, these infantry devastate any foe who would stand before them. Psi-Corp Trooper - Strength: 73 - Armor Type: Heavy Infantry - Cost: 1000 - Requirements: Barracks, War Center - Function: Mind Controller - Special Abilities: - Can mind control infantry and vehicles, gaining control over them until killed Psi-Corp Troopers utilize the last pieces of data thought lost to the European Coalition and Remnant Legion to return mental manipulation to the battlefield as a viable weapon. Using a null human in similar image to the program lead Yuri, these drones can take over the minds of infantry and vehicles not protected from their assault. Lacking a weapon themselves, Psi-Corp Troopers are fairly weakly armored and must be protected. Volkov, Hero of the Okhrana - Strength: 400 - Armor Type: Heavy Infantry (+10% damage reduction) - Cost: 1500 - Requirements: Barracks, Battle Lab - Function: Hero Infantry - Special Abilities: - Can detect stealthed and disguised enemies within five cells - Immune to mind control, being crushed, time-delay explosives - Cannot be cloned, reverse engineered - Self Healing - Build Limit of 1 Volkov was a commando who was gravely injured during the Second Great War by the murderous Agent Tanya. Recovered before being slain by his combat wounds, his body was repaired and augmented with mechanical hydraulics and armor plating. His damaged arm was replaced with a tesla weapon capable of overloading targets and sending bolts crawling onto nearby combatants. His armor plating was augmented to withstand the new weapons being employed by the European Coalition to quell rebellions. His broken body was restored new by science and sheer will, his existence considered a mystery and myth feared by many who have invaded his home lands. IV.E. Unique to People's Militia Conscript - Strength: 50 - Armor Type: Light Infantry - Cost: N/A - Requirements: N/A - Function: Basic Infantry - Special Abilities: - Can garrison inside neutral structures and bunkers. Conscripts are loyal citizens asking only for a rifle and a ride to the battlefield, given light flak jackets to offer modest protection. Employed en-masse once a Milita commander has access to a Recruitment Center, these Conscripts are not built but enlisted every time another infantry is produced. Maverick - Strength: 150 - Armor Type: Medium Infantry - Cost: 300 - Requirements: Barracks, Radar Tower - Function: Anti-Infantry / Anti-Armor - Special Abilities: - Can garrison inside neutral structures and bunkers - Gain access to additional damage when garrisoned Mavericks are urban fighters, employing vantage points within structures and a range of weaponry to deal with any threat that might cross their path. Their shock-infused assault rifles cut through infantry with ease, while their RPG launchers punch through armor with ease. When massed, their RPGs can even threaten enemy structures. When bunkered down inside garrisons, their efficiency with their rifles allow for Mavericks to gain a 25% damage increase. Officer - Strength: 125 - Armor Type: Medium Infantry - Cost: 400 - Requirements: Barracks, Radar Tower - Function: Infantry Support - Special Abilities: - Can increase the armor of nearby infantry by 25% Officers accompany groups of Militia infantry into battle, rallying them to the cause and reminding them what they're fighting for. This mass propaganda movement has been shown to be effective, allowing for Militia infantry to continue fighting even when they would have normally succumed to their battlefield wounds. Demo Cycle - Strength: 75 - Armor Type: Light Infantry - Cost: 500 - Requirements: Barracks, War Center - Function: Suicide Unit - Special Abilities: - Equipped with a motorbike to obtain high speed - Suicide unit kills itself to deal damage Demo Cycles are horrible abuses of fanaticism, a concept cooked up by a Quartet member to prey upon those who have had loved ones killed by EuroCoal forces. Armed with a quick moving motorbike and a large bomb under the seat, these riders fly into combat to avenge their lost ones without regret or doubt. Juggernaut - Strength: 350 - Armor Type: Heavy Infantry - Cost: 800 - Requirements: Barracks, War Center - Function: Anti-Structure - Special Abilities: - Increased renegeration abilities - Cannot be attacked by dogs - Increases all surroundinging infantry by 25% upon death Juggernauts wear heavy flak suits inside heavy flak suits. Incredibly armored, they walk straight up to EuroCoal defenses and mow them down with the heavy machine guns they've stolen from lighter vehicles. Their thick armor has ballistic gel layers that repair themselves over time, allowing for the Juggernaut to heal at an increased rate. Crazy Ivan, Hero of the People's Militia - Strength: 400 - Armor Type: Heavy Infantry (+10% damage reduction) - Cost: 1500 - Requirements: Barracks, Battle Lab - Function: Hero Infantry - Special Abilities: - Attaches time-delay explosives on enemies - Can detect stealthed and disguised enemies within five cells - Immune to mind control, being crushed, time-delay explosives - Cannot be cloned, reverse engineered - Self Healing - Build Limit of 1 Crazy Ivan is a known terrorist, striking fear in civilian populations even before the occupation of the European Coalition. With a common enemy in this new government, Ivan rose to the challenge to achieve a personal dream: blowing up every single last EuroCoal pigdog. His campaign of terror has shown no relent, coordinating on the battlefield with Boris to remove EuroCoal bases. His controversial tactics include attaching bombs to willing volunteers, allowing them to explode with Ivan's fury upon falling to their foes. An exile before and a recognized icon now, Crazy Ivan pushes the limit of explosive destructive revelry. His willingness to go beyond the line may one day save his people from their oppresors. ************************************************************************** *************************** V. Remnant Legion **************************** ************************************************************************** During the Second Great War, the Remnant Legion were originally formed as PsiCorps to investigate mind control, telekinesis, and the occult and supernatural forces of our world. A secret known only to few, these commandos and scientists plotted human conscious and unraveled the mystery of the brain and it's interconnected web of dependencies, only to have their work branded as inhumane and summarily destroyed by the Allies. Exiled from Russia to prevent their total destruction, a small fraction of research and prototype weapon plans escaped with a prominent leader of the PsiCorps with a natural gift of mental manipulation. This man was known only to his associates as Yuri, and his plans within PsiCorps were as ambitious as they were insane. During the formation of the Remnant Legion and the exodus of former Soviet miltary forces from Soviet nations during the European Coalition War Crimes trials, the Legion's infamy grew as a shadowy cult out to find a way to control the world. Yuri's ambitions grew, shaping the Legion under his singular control and pushing them ever closer to a goal of complete mental domination of minds all across the world. During a raid on a secret Legion compound, European Coalition forces destroyed even more knowledge and executed all those who were caught, their work deemed unfit for humanity at the cost required and news of such events were never disclosed to the public. In the ensuing chaos, it was uncertain if Yuri was captured or escaped, and he was never seen again. The Legion devastated by this loss of resources and lack of leadership, it moved forwards under the guise to honor their fallen leader by seeing his ultimate goal achieved and prepared for his eventual arrival. To this day, the Legion searches the planet far and wide in the name of Yuri and plans to seat him as the new world's king once Psychic Domination is at hand. V.A. Structures Construction Yard - Strength: 3000 - Armor Type: Heavy Structure - Power: +50 - Cost: N/A - Requirements: Deployed MCV - Function: Construction Yard Construction Yards provide the central headquarters of all bases, allowing for the construction of other structures. In addition, Construction Yards provide access to Contract Sub-Faction selection and when infiltrated reveal their production cameo. Fuel Processors - Strength: 750 - Armor Type: Light Structure - Power: +100 - Cost: 600 - Requirements: Construction Yard - Function: Power Fuel Processors provide bases with access to reactors to generate energy and power important structures. W - When infiltrated, players lose power functions for one minute. Ore Refinery - Strength: 1000 - Armor Type: Light Structure - Power: -40 - Cost: 1500 - Requirements: Construction Yard - Function: Resource Generation Ore Refineries provide access to the ability to harvest and process ore into credits that can be spent on other objects. Upon construction, a single Scarab Miner is also provided to start harvesting valuable resources and start player economies. - When infiltrated, players will lose 3000 credits or what remains if lesser. Ore Refineries also store their processed ore, and can cause players to lose credits if they are destroyed while filled. - Ore Refinery Upgrade - Cost: 500 - Power: -25 - Requirements: Biospire - Can be built as a one time upgrade to any Ore Refinery to have it passively generate 25 credits every ~12 seconds. Barracks - Strength: 500 - Armor Type: Medium Structure - Power: -10 - Cost: 500 - Requirements: Construction Yard - Function: Infantry Production Barracks are a critical element of all Legion bases, granting the ability to train infantry. - When infiltrated, Barracks grant their enemy a bonus to infantry veterancy upon construction to all trainable infantry. War Factory - Strength: 1000 - Armor Type: Medium Structure - Power: -25 - Cost: 2000 - Requirements: Construction Yard, Ore Refinery - Function: Vehicle / Aircraft Production War Factories allow Legion vehicles and jumpjet aircraft to be produced. In addition, a radius around the War Factory allows for any friendly or enemy armored vehicles to regenerate health due to the abundance of repair staff within the facility. - When infiltrated, enemies are granted access to an experimental heavy main battle tank. Naval Yard - Strength: 1500 - Armor Type: Medium Structure - Power: -25 - Cost: 1000 - Requirements: Construction Yard, Ore Refinery - Function: Vessel Production - Grants access to Sonar Pulse support power - Recharge: 4 - Detects all submerged vessels on the map for a 15 seconds Naval Yards allow Legion to produce naval vessels, both ships and submarines. Airfield - Strength: 600 - Armor Type: Medium Structure - Power: -50 - Cost: 1000 - Requirements: Construction Yard, Ore Refinery - Function: Aircraft Production - Grants access to Miner Drop support power - Recharge: 2 - Paradrops in one Scarab Miner at a cost of 1000 credits - Not available while a player owns a War Factory Airfields allow Legion aircraft to be produced. Capable of reloading and housing two aicraft at one time, and grant access to construction of additional Runways. - When infiltrated, the enemy gains access to disrupt communications and request an airstrike at any target with experimental fighter craft. Runway - Strength: 400 - Armor Type: Medium Structure - Power: 0 - Cost: 500 - Requirements: Airfield - Function: Aircraft Reload Runways provide access to an additional two aircraft to dock and reload. Radar Uplink - Strength: 1000 - Armor Type: Light Structure - Power: -50 - Cost: 1000 - Requirements: Ore Refinery, War Factory - Function: Detection / Technology Advancement - Reveals shroud around itself - Recharge: 5 - Radius: 15 Radar Uplinks serve as a source of minimap radar if the Construction Yard is lost, but also unlock additional technology. Radar Towers are also fitted with short-range sensors and detection technology, revealing any stealth or disguised enemies within a five cell radius. - When infiltrated, the owning players' revealed shroud is reset. Tech Center - Strength: 500 - Armor Type: Light Structure - Power: -100 - Cost: 1500 - Requirements: Construction Yard, Radar Tower - Function: Advanced Technology Center - Grants access to Illusions support power - Recharge: 6 - A group of 8 illusiory basic infantry and anti-air infantry are spawned Legion Tech Centers grant access to more adavanced weapons of war, and provide commanders with access to Illusion infantry, incredibly weak holograms capable of dealing real damage as if they were the original infantry. - When infiltrated, enemies reset the timers on the Illusions support powers and gain access to an experimental Hero infantry. Tunneler Device - Strength: 750 - Armor Type: Heavy Structure - Power: -200 - Cost: 2500 - Requirements: Construction Yard, Tech Center - Function: Spawn Tunnel Network Superweapon - Recharge: 5 - Opens a Tunnel Network exit at any revealed point on the map Tunneler Devices are a mass transit network employed by the more advanced Legion forces capable of appearing anywhere revealed through the shroud of war. The Tunneler Device can hold a controlling players forces within, and launches a small bunker-like structure that forces it's way out of the ground and onto the battlefield to let the occupants inside free. - When infiltrated, a Tunneler Device's superweapon countdown timer is reset. Scrapper Academy - Strength: 900 - Armor Type: Light Structure - Power: -200 - Cost: 2500 - Requirements: Ore Refinery, Tech Center - Function: Economic Advantage A grinding facility retrofitted to benefit the Legion, Scrapper Academies grant players' controlled miltary forces the ability to 'recycle' their foes for credits. This allows for the generation of an economic advantage through regular combat. When combat is low or by bringing in hijacked vehicles, the Scrapper Academy can also grind units for a 25% credit bonus based on their unmodified cost. - When infiltrated, enemies steal 2000 credits. Biospire - Strength: 500 - Armor Type: Medium Structure - Power: +25 (+100 per occupant, max +1525) - Cost: 2500 - Requirements: Tech Center - Function: Advanced Technology Center - Grants access to Force Shield support power - Recharge: 6 - Provides an immunity effect for 40 seconds, powering the base down for 20 seconds Biospires are horrifying signs that the Legion's desperation to finish it's goals before it's too late. An advanced tech structure, the Biospire is equipped to harvest human biological and thermal energy to generate excessive volumes of power. With a max holding of up to fifteen combatants, the Biospire's energy output is unmatched except for large scale civilian nuclear energy plants found within the Eastern Empire. - When infiltrated, enemies are granted access to a Legion Mobile Construction Vehicle Psychic Dominator - Strength: 800 - Armor Type: Heavy Structure - Power: -200 - Cost: 2500 - Requirements: Biospire - Function: Weapon of Mass Destruction - Grants access to the Psychic Dominator Superweapon - Recharge: 10 - A powerful telekinetic blast is unleashed, brining devastation to the targeted area A strange device that is not yet understood on how it functions, the Psychic Dominator is telekinetic harbinger of mass destruction. Showing a terrifying visage of Yuri, it is oftne thought he is contacted to offer his blessings before the devastating mental blast destroys everything around it. - When infiltrated, enemies are granted access to a Meteor Storm to unleash. - Recharge: 5 - A small Meteor Storm is unleashed. It is not known why sabotaged Psychic Dominators fire a different effect for enemies. Concrete Wall - Strength: 600 - Armor Type: Heavy Structure - Power: 0 - Cost: 100 - Requirements: Construction Yard - Function: Area Denial Concrete walls are best employed to keep enemies outside and friendlies safe. Battle Bunker - Strength: 350 - Armor Type: Light Structure - Power: 0 - Cost: 450 - Requirements: Construction Yard - Function: Garrisonable Defense Battle Bunkers are hardened bunkers, reinforced to protect against damage passing through. When constructed, two basic infantry also enter to garrison inside. Up to four total infantry may enter the bunker, but must be able to Garrison initially. - If a Battle Bunker is left empty, enemies may enter and take control of the emplacement. Shredder Turret - Strength: 350 - Armor Type: Light structure - Power: 0 - Cost: 400 - Requirements: Barracks - Function: Anti-Infantry Defense - Range: 5 Shredder Turrets are the quick-and-easy solution to base defense against scouting parties for the Legion. Designed to mow infantry down, these turrets sacrifice accuracy for spread damage and shower their foes in lead. Aerohive Turret - Strength: 400 - Armor Type: Light Structure - Power: -50 - Cost: 900 - Requirements: Radar Uplink - Function: Anti-Aircraft Defense - Range: 11 Aerohive Turrets utilize advanced homing projectiles, designed to lock onto aircraft and increase in speed exponentially until the projectile impacts it's target. These small discus drones are equipped with potent explosive warheads, and find the mark every time due to a small targeting chip found inside. Ruster Turret - Strength: 500 - Armor Type: Light Structure - Power: -75 - Cost: 1300 - Requirements: Radar Uplink - Function: Anti-Armor Defense - Range: 8 Featuring the iconic 'ruster' weapons known for deployment by Legion forces, the Ruster Turret is a heavy turret designed to go toe to toe with any vehicle sent it's way. The 'ruster' ammunition spent by the turret of the same name is known for it's bouncy nature, dealing multiple hits in a small area. Thumper Emplacement - Strength: 650 - Armor Type: Light Structure - Power: -125 - Cost: 2000 - Requirements: Tech Center - Function: Anti-Horde Defense - Restricted to two Thumper Emplacements are seismic weapons, designed to conceal their initial purpose until it's too late. Tunneling and exploding underneath the ground, the weapon fired sends shrapnel skyward in a large radius effective against all those caught underneath. V.B. Infantry Disciple - Strength: 125 - Armor Type: Light Infantry - Cost: 100 - Requirements: Barracks - Function: Basic Infantry - Special Abilities: - Can garrison inside neutral structures and bunkers Legion Disciples are the lowest level of the organizational army, those who have offered much and proven to be worth little. Given only basic equipment, these infantry fight on the frontlines in clear conscious to find Yuri and see his ultimate dream unleashed. Acolyte - Strength: 125 - Armor Type: Light Infantry - Cost: 250 - Requirements: Barracks - Function: Anti-Air - Special Abilities: - Can garrison inside neutral structures and bunkers. Acolytes are greater than the lower ranks, but still constitute those not seen fit to be involved with anything other than raw man-power operations. Given advanced drones that can detect and seek their target without guidance, Acolytes have a great field record for their flawless anti-aircraft weaponry despite their low status. Attack Dog - Strength: 75 - Armor Type: Light Infantry - Cost: 100 - Requirements: Barracks - Function: Scout / Detector - Special Abilities: - Can detect spies and stealthed units within 5 cell radius Attack Dogs serve as an important deterrent to saboteurs and infiltrators, as well as being able to take down unprotected infantry with ease. Their noses sniff out spies and stealthed enemies to keep their homes safe. Engineer - Strength: 150 - Armor Type: Light Infantry - Cost: 400 - Requirements: Barracks - Function: Building Capture - Special Abilities: - Can capture tech structures and red-health enemy structures - Can remove time-delay bombs such as Crazy Ivan charges Engineers serve a vital role to all commanders, offering their services as Tech Structure captures or sabotaging then capturing enemy structures. Capable of saving friendlies from time-delay explosives, Engineers cannot defend themselves. Hijacker - Strength: 150 - Armor Type: Light Infantry - Cost: 500 - Requirements: Barracks - Function: Vehicle Hijacking - Special Abilities: - Utilizes a personal intermittent stealth field to obscure itself - Can hijack enemy vehicles Hijackers are non-damage anti-armor infantry, armed with a wealth of knowledge about military vehicles and how to overtake them in the name of the Legion. Effective at their role, they take personal stealth devices which offer blinking stealth to close the gap between them and their prey. Stalwart - Strength: 175 - Armor Type: Medium Infantry - Cost: 625 - Requirements: Barracks, Radar Uplink - Function: Anti-Structure - Special Abilities: Stalwarts are lieutenants of the army, the first to the frontlines as low levels ascended. Equipped with ruster launchers, these corrosive bouncy projectiles deal effective damage against building and vehicle armor, and tend to bounce dealing additional damage. Virus - Strength: 175 - Armor Type: Light Infantry - Cost: 575 - Requirements: Barracks, Radar Uplink - Function: Anti-Infantry / Anti-Air - Special Abilities: - Can fire weapon at airborne infantry Virus snipers fire biological agent-laced sniper rifle rounds through their rifles with unnerving accuracy into those who stand before the Legion. Their toxins create an extreme illness, and death from the weapon creates hazardous toxin clouds. In addition to being able to snipe infantry on the ground with these horrifying rounds, they're also trained in the art of hitting airborne infantry such as paratroopers or Rocketeers. Infiltrator - Strength: 100 - Armor Type: Light Infantry - Cost: 800 - Requirements: Barracks, Radar Tower - Function: Infiltration - Special Abilities: - Can infiltrate buildings to sabotage enemies - Can disguise as any enemy infantry to hide from defenses Infiltrators are employed to weaken a tough enemy before a devastating strike from Legion commanders. Capable of sabotaging power networks, stealing experimental technology plans, damaging sensitive radars, and manipulating superweapons Infiltrators are sure to be one of your most formidible tools. Spydir Drone - Strength: 200 - Armor Type: Heavy Infantry - Cost: 950 - Requirements: Barracks, Tech Center - Function: Ground - Special Abilities: - Immune to Radiation and Mind Control - Self healing - Cannot be attacked by dogs Slow moving weapons platforms, Spydir Drones are advanced walker units stolen from European Coalition military research centers and employed in service of Yuri. Armed with a proto-spectrum laser to melt moving targets and a missile launcher against structures, Spydirs can unleash large volumes of war upon enemies. Ghetsis, Hero of the Remnant Legion - Strength: 275 - Armor Type: Heavy Infantry (+10% damage reduction) - Cost: 1500 - Requirements: Barracks, Biospire - Function: Hero Infantry - Special Abilities: - Can detect stealthed and disguised enemies within five cells - Immune to mind control, being crushed, time-delay explosives - Cannot be cloned, reverse engineered, attacked by dogs - Self Healing - Build Limit of 1 Ghetsis was the first person to take mantle as leader of the Remnant Legion, a pariah of the Psi-Corps program when his debut experiment backfired and horribly scarred his skin. Interred into a protective exo-suit, Ghetsis choses instead to take his knowledge and leadership to the battlefield in a mad effort to find Yuri. His exosuit carries a small power core and is linked into his light rail cannon, a fearsome weapon that tears any target into pieces within a shot or two. A gift from AcheronTech for trading secrets regarding his exosuit, the light rail cannon is just the start of the arsenal at Ghetsis' fingertips. His arsenal also includes all of the Legion's forces, from rank and file infantry to armored vehicle battalions crushing all who hinder his search. Yuri must be found, his dream must be realized. V.C. Vehicles Mobile Construction Vehicle: - Strength: - Armor Type: - Cost: - Requirements: - Function: - Special Abilities: ************************************************************************** *********************** VI. Contract Sub-Factions ************************ ************************************************************************** VI.A. AcheronTech An American company founded during the Second Great War's mid months, AcheronTech initially served as a support manufacturing company for the military efforts in the war. A company that grew in size and wealth quickly under the efficient leadership of Pertura, AT paved the way with barriers broken in science, warfare, and protective shielding. The rise of the company would not last, support for war in the general population of America combined with news of wartime atrocities being committed in Europe abroad in this vicious war created a rallying cry for isolation during these dark times. As the war ended and American support for the war as a whole ending with the passage of the American Isolation Act, AcheronTech entered a crisis, one which was quickly averted by the sudden end of the war with the Soviets due to Einstein's inventions. After the war a world peacekeeping organization known as the European Coalition was formed and desperately needed supplies to restock after a devastating war and to help keep the peace under the newly occupied nations. With the decision of the American government to refrain from participation in the peackeeping efforts taking place under the European Coalition, AcheronTech gained permission to support the EuroCoal as a neutral arms supplier and was granted a level of authority not seen for a large corporation before. With the departure of Pertura, a seedy underbelly grows in the company now as suspicions arise that AcheronTech is assisting the Remnant Legion terrorist organiztion with weapons in exchange for technology. Videos of brutal occupying military police brutality reach home, creating even more controversy and cries for the dismantling of the AcheronTech organization. Deploy Regen Tower (sub-faction support power) - Strength: 300 - Armor Type: Light Structure - Power: -100 - Function: Infantry Healing and Vehicle Repair - Recharge: 5 AcheronTech Regenerator Towers are highly sought support defenses with a long buying waitlist. Capable of easy deployment anywhere on the battlefield, these strange devices can heal both infantry and repair vehicles within a three cell radius around itself. Havok Siege Infantry - Strength: 250 - Armor Type: Medium Infantry - Cost: 400 - Requirements: Barracks, Radar Uplink/Tower, AcheronTech Contract - Function: Anti-Infantry / Anti-Horde - Replaces: Rocketeer / Terror Drone / Jackal Exosuit / Officer - Special Abilities: - Can deploy to gain access to a dug-in Machine Gun with cluster fire patterns - Can garrison neutral structures and bunkers Havok Siege Infantry are utilized to guard outposts and small military bases, equipped with heavy machine guns that can be setup with field equipment. These heavy machine guns fire at high rates covering their foes in bullets, even able to fire these powerful machine guns inside garrison positions. Obliterator - Strength: 200 - Armor Type: Heavy Infantry - Cost: 1050 - Requirements: Barracks, Advanced Tech Center (T3), AcheronTech Contract - Function: Anti-Armor / Anti-Structure - Replaces: Legionnaire, Refractor, Nimbus Suit, Black Hand, Psi-Corp Trooper, Spydir Drones - Special Abilities: - Can deploy to gain access to dug-in field stabilizers to gain additional range and damage Obliterators are brought in to remove threats from an area, raining down hellfire from airburst splitting missiles that seek out targets independently. These twin missile are effective in busting vehicles and structures with ease, but can be prone to targeting errors. Obliterators gain a range increase of one when deploying, and gain a five percent damage increase. Pertura, Hero of AcheronTech - Strength: 325 - Armor Type: Heavy Infantry (+10% Damage Reduction) - Cost: 1500 - Requirements: Barracks, Advanced Tech Center (T4), AcheronTech Contract - Function: Vehicle Repair / Anti-Air - Replaces: Winston / Burton / Tsunami / Boris / Volkov / Ghetsis - Special Abilities: - Can detect stealthed and disguised enemies within five cells - Immune to mind control, being crushed, time-delay explosives - Cannot be cloned, reverse engineered, abducted - Self Healing, heals all friendly vehicles within a 2.5 cell range - Build Limit of 1 A business savy woman, Pertura's humble roots from a poor family helped her gain sympathy from her peers as her technological prowess earned her respect from her mentors. Her creation of the AcheronTech company and military supplement program for peacekeeping causes around the world were considered high-points in her massively successful career. Eager to see the world protected under her banner, Pertura pushed AcheronTech into every major military operation in many nations around the world growing the company into a mini-European Coalition. Her desire to improve the world led her to the creation of her own miniature mechanized combat vehicle, a repair vehicle designed to keep friendly forces safe around her in combat situations. Realizing her role as a battlefield savior could have an even larger impact upon the world than leading a massive company, Pertura retired from the offices to lead AcheronTech and European Coalition peacekeeping missions in an effort to keep the world safe. Ironfire Anti-Air Platform - Strength: 375 - Armor Type: Light Vehicle - Cost: 600 - Requirements: War Factory, AcheronTech Contract - Function: Anti-Air - Replaces: Robot Tank / Archer Platform / Flaktrak Transport / Hypos APC / Flayer ATV - Special Abilities: - Can deploy into stationary mode to gain additional range and extra projectiles upon firing Ironfire Anti-Air Platforms keep enemy aircraft free from the skies, armed with multiple missile launchers that double their output when anchored into the ground. These missiles seek out their enemies with extreme prejudice, puncturing any airborne threats with relative ease. Unable to target these tracking missiles to surface targets, the Ironfire has no protection against ground threats. Hammer Mobile Turret - Strength: 450 - Armor Type: Medium Vehicle - Cost: 775 - Requirements: War Factory, Radar Uplink/Tower, AcheronTech Contract - Function: Anti-Armor / Anti-Structure - Replaces: Crusader / Artificer / Stormwave / Warmaster / Tauros / Lasher Tanks - Special Abilities: - Can deploy into stationary mode to gain increased damage and range Hammer Mobile Turrets are employed by the EuroCoal to guard civilian refuge centers, offering an answer to small vehicles turned into makeshift weapons of war. Capable of anchoring down into the ground to gain a slight damage and range boost, Hammer Mobile Turrets literally hammer away at armored vehicles and structures with unrelenting pressure, repositioning to maintain their deadly advantage. Warsmith Auxillary Command Vehicle - Strength: 700 - Armor Type: Heavy Vehicle (+10% Damage Reduction) - Cost: 1350 - Requirements: War Factory, Radar Uplink/Tower, AcheronTech Contract - Function: Support Hero Vehicle - Replaces: Debilitator / Mobile Armory - Special Abilities: - Deploys into the Warsmith Command Outpost, capable of base construction and firing support powers - Can detect stealthed and disguised enemies within five cells - Immune to mind control, being crushed, time-delay explosives - Cannot be cloned, reverse engineered, abducted - Self Healing - Build Limit of 1 Warsmith Command Outpost - Strength: 700 - Armor Type: Heavy Vehicle (+10% Damage Reduction) - Power: -50 - Function: Expansion Vehicle / Support Power Designator / Inhibitor - Grants access to the following support powers - Autoloaders grant friendly non-structures a 25% rate of fire increase - Recharge: 2 - Quickfix grants an emergency repair to vehicles in a 3x3 area of effect - Recharge: 3 - Sattelite Strike calls down an Icarus Array combat satellite strike - Recharge: 4 The Warsmith Auxillary Command Vehicle is a prototype combat command module. Armed with an inhibitor that protects the nearby area from other support powers, the Warsmith's tough vehicle frame can anchor down and deploy into a structure granting it access to several support powers. Given an armor protection system similar to the ones found on hero vehicles such as the ECC Tanya or the Galapagos Battlefortress, the Warsmith's internal components are compounded with self-repair routines to allow the vehicle to stay in top form while mobile. It's sophisticated generator coil can prevent satellite targeting interference, stopping enemy forces from using support powers within an area of the device. Cataphract Siege Engines - Strength: 400 - Armor Type: Medium Vehicle - Cost: 1350 - Requirements: War Factory, Advanced Tech Center (T3), AcheronTech Contract - Function: Anti-Ground - Replaces: Pantheon / Simulacrum / Whirlwind / Warlord / Gorgon / Skirmisher - Special Abilities: - Prolonged fire causes the vehicle to fire rapidly at a reduced damage value Cataphract Siege Engines roll into heavy combat zones with the intention to level all in their path. Armed with an advanced heavy rail cannon, it's unique firing mechanism utilizes temporal energy to cool itself. This gives the mechanism a firing bonus while it cools, temporal energy shortening the time between blasts temporarily. The Cataphract fires in a burst pattern of two normal shots, followed by four shots in rapid succession at a 25% damage reduction. VI.B. Mercenary Warlords After the end of the Second Great War, there were an abundance of soldiers now out of work and a select handful who were unhappy about their circumstance. Banding together to form a private security firm known as the Mercenary Warlords, these tough-as-nails ex-soldiers and special forces decided to sell their skills to the highest bidder for any job requested. As an open door to criminal organizations as well as secretive Empire builders, the Mercenary Warlords gained notoriety for their under-the-radar approach to accomplishing missions. High body counts, excessive use of force, and pillaged small towns were common accusations thrown at the organization, but none could manage to stop these renegades. Paid healthily through all their controversies by Eastern Empire leaderships to help destabilize European Coalition occupations and small outposts, the Mercenary Warlords' efficient hit and run strategies have kept their name in the spotlight and their enemies with a plan. The Warlords will only stop when the buck does. Mercenary Saboteurs (sub-faction support power) - Recharge: 30 seconds / 6 minutes - A Mercenary variant of a buildable faction vehicle is unlocked to build for 6 minutes, going on a 30 second cooldown between unlocks - Mercenary variants are built with 25% speed bonus, 50% armor bonus, 200% damage bonus, and 10% ROF bonus (Elite combat experience values) - Mercenary variants cost an additional 25% of their original cost to build, and are accessed randomly Mercenary - Strength: 150 - Armor Type: Medium Infantry - Cost: 300 - Requirements: Barracks, Warlords Contract - Function: Anti-Infantry - Replaces: Medic / Tesla Trooper / Hijacker - Special Abilities: - Equipped with a grenade launcher with two charges, capable of dealing damage to vehicles - Can garrison inside neutral structures and bunkers - Can cross waterways with scuba gear Mercenaries are ex-special forces, junkies to the andrenaline that suicide missions brought. Armed with a combat rifle tuned to perfection over many battles, these potent killing weapons are equipped with reloadable grenade launcher shots designed to knock armored foes to pieces. In addition to being able to seek safety inside garrisonable structures, Mercenaries can seek passage on the waterways of combat scenarios, ambushing foes from unseen angles. Flanker - Strength: 200 - Armor Type: Medium Infantry - Cost: 600 - Requirements: Barracks, Radar Uplink/Tower, Warlords Contract - Function: Anti-Structure - Replaces: Siegesuit / Desolator / Jackal Exosuit / Maverick / Stalwart - Special Abilities: - Uses time-delay explosives to deal high damage to structures - Can cross waterways with scuba gear - Cannot be detected by minimap radar detection Flankers are explosive extravagants, bathing in the heat of the destruction like a religious ritual. Armed with highly volatile bombs hand-crafted with love by the Flanker, they pass these sticky implments of doom to nearby enemies without regard. A Flanker can carry five time-delay explosives at a time, recharging a use every ten seconds. Mortarnaut, Hero of the Mercenary Warlords - Strength: 350 - Armor Type: Heavy Infantry (+10% Damage Reduction) - Cost: 1500 - Requirements: Barracks, Advanced Tech Center (T4), Warlords Contract - Function: Hero Infantry - Replaces: Winston, Burton, Tsunami, Boris, Volkov, Ghetsis - Special Abilities: - Can fire an enhanced projectile effective against all targets with area of effect - Can detect stealthed and disguised enemies within five cells - Immune to mind control, being crushed, time-delay explosives - Cannot be cloned, reverse engineered, abducted - Self Healing - Build Limit of 1 Mortarnaut is a catch-all term for the "most completed combat missions" record holding member of the Mercenary Warlords, given possession of the namesake weapon system. Featuring two firing modes, the Mortarnaut's long range and nonstop barrage applies a neckbreaking pressure on any foe unfortunate enough to cross paths with the bearer. Equipped with an overcharger barrel that allows the initial projectile to explode significantly more violently, doubling the normal projectile's one cell radius area of effect to a two cell radius and gaining the ability to effectively damage all target types as opposed to the original's effectiveness against infantry and medium vehicles. Hellfire Technical - Strength: 400 - Armor Type: Light Vehicle - Cost: 550 - Requirements: War Factory, Warlords Contract - Function: Anti-Infantry / Anti-Air - Replaces: Robot Tank / Puma IFV / Flaktrak Transport / Flayer ATV - Special Abilities: - Cannot be detected by minimap radar - Can carry up to two single-passenger infantry Designed to spray lead into shell showers, the Hellfire Techical's quick movement and immaculate aim make short work of enemy infantry and aircraft. When not zipping around on a murder mission, the Hellfire can quickly ferry two infantry to any point on the map it could reach. Sidewinder Tank - Strength: 350 - Armor Type: Medium Vehicle - Cost: 800 - Requirements: War Factory, Warlords Contract - Function: Anti-Armor - Replaces: Crusader / Artificer / Stormwave / Warmaster / Tauros / Lasher Tanks - Special Abilities: - Can fire an enhanced projectile that is effective against structures - Cannot be detected by minimap radar - Cannot gain combat experience The Sidewinder Tank hits fast and hard, then scurries back to reload it's advanced long-rang battle cannon. Equipped with advanced overcharge barrels, the Sidewinder's cannon can gain enough momentum to destroy structures and fracture upon impact, dealing damage in an area. Once these concentrated shots are fired, the cannon reverts to normal firing methods and loses it's effectiveness against structures and splash damage. Tunneler APC - Strength: 400 - Armor Type: Heavy Vehicle - Cost: 1225 - Requirements: War Factory, Radar Uplink/Tower, Warlords Contract - Function: Troop Transport / Anti-Structure - Replaces: Icarus / Scapeshift / Aurora Platform / Fallout / Solaris / Catalyst / Scattershot - Special Abilities: - Can burrow through the ground and appear in any non-pavement area - Can carry up to three single-passenger infantry - Can heal itself when attacking structures - Cannot gain combat experience Tunneler APCs are invasion weapons, designed to appear in unguarded areas of bases or in ambush position to unload their passengers and being their assault. The Tunneler's digging grinders can be used to grind chunks of material out of buildings and vehicles, granting the Tunneler a healath recovery effect. Scavenger Heavy Tank - Strength: 500 - Armor Type: Heavy Vehicle - Cost: 1250 - Requirements: War Factory, Advanced Tech Center (T3), Warlords Contract - Function: Anti-Armor - Replaces: Pantheon / Scapeshift / Whirlwind / Warlord / Gorgon - Special Abilities: - Can self-repair itself to three-quarters health - Can fire an enhanced projectile dealing additional damage - Cannot gain combat experience Opening up every firefight with an impressively well-aimed salvo, the Scavenger Tank has fought against all the greatest military machines ever conceived and lived to tell the tale. This tank's sole purpose is to upend armored conflicts, being equipped with anti-armor cannons that can ignore almost all armored foes' protection. The initial four shots fired from a Scavenger Heavy Tank deal an additional 25% extra damage. All shots from the Scavenger ignore vehicle armor types, and suffer a 50% reduction to Hero Vehicle damage reduction. Siege Chopper - Strength: 350 - Armor Type: Medium Aircraft - Cost: 1600 - Requirements: War Factory, Advanced Tech Center (T3), Warlords Contract - Function: Anti-Structure - Replaces: Starstorm / Aetherial / Kirov Cruiser / Kirov Bomber / Rotgut - Special Abilities: - Can deploy from flight mode to unpack an artillery weapon - Cannot gain combat experience Siege Chopppers are the heavy-duty siege weapon of choice for Warlords commanders. Designed to keep the ground clear of infantry threats as a light gunship, the Siege Chopper's prime time is when it lands to unpack a deadly long range artillery cannon, bringing destruction from afar. VI.C. Angels of Absolution Intent upon the advancement of humanity into the next phases of their evolution, the Angels of Ascension are a shadowy cult hidden from most organized government's eyes in the shadowy undergrounds across the world. United by an unknown leadership chain, the operatives of the Angels work swiftly in the background, preparing the world one piece at a time for a grant genesis that will shape humanity's next steps forever. Known only to be a direct threat to all of humanity by the Remnant Legion, Ghetsis and his forces aim to hinder whatever insidious goal the Angels seek. Plans from the Angels have never leaked or been discussed outside their ring and only rumors of an apocalyptic event devastating the plant stick to the shadowy group, creating a catalyst that flings society into extinction. Stealing catalysts and ingredients, neutralizing civilian targets who gain knowledge of their existence, and eluding capture are all we know the Angels are capable of. What they hide from us, will only be seen when it's ready. Mine Trap Cluster (sub-faction support power) - Recharge: 3 - A cluster of nine explosive Mine Traps are placed, detonating when enemies pass above them for high damage - Mine Trap Clusters try to present in a 3x3 grid, but will attempt to spawn in the nearest available cells if there are occupied cells near the designated target. Defense Drone - Strength: 100 - Armor Type: Light Infantry - Cost: 100 - Requirements: Barracks, Angels Contract - Function: Scouting / Detecting - Special Abilities: - Can garrison inside neutral structures and bunkers - Detects stealthed and disguised enemies within 5 cells Defense Drones are employed by Angel operatives looking to create panic scenarios in large public gatherings to mask their missions. Capable of shredding any unprotected infantry, Defense Drones replace Attack Dogs for all factions. Defense Drones are given the unique ability to garrison inside neutral structures and bunkers, but have no ranged weapon so they serve only to deny enemy access to important map points. Shadow Engineer - Strength: 75 - Armor Type: Light Infantry - Cost: 400 - Requirements: Barracks, Angels Contract - Function: Building Capture / Bomb Removal - Special Abilities: - Can capture Tech Structures and red-health enemy structures - Can remove time-delay explosives, such as Crazy Ivan bombs - Becomes stealthed intermittently Shadow Engineers are elusive ambushers, oriented to hostile takeover of enemy structures. Equipped with a personal cloaking device, Shadow Engineers can 'blink' through the battlefield and elude enemy detection to damage and capture red-health enemy structures. Shadow Agent - Strength: 75 - Armor Type: Light Infantry - Cost: 800 - Requirements: Barracks, Radar Uplink/Tower, Angels Contract - Function: Infiltration - Replaces: Spy / Agent / Infiltrator - Special Abilities: - Can infiltrate enemy structures to gain additional advantages - Permanently stealthed after short delay Shadow Agents are infiltrators with a cannot-fail mission to advance the Angels' cause of human advancement. These Agents wear personal cloaking fields that manage to maintain a constant stealth effect after charging for thirty seconds. Shadow Miner - Strength: 1000 - Armor Type: Medium Vehicle - Cost: 1000 - Requirements: Ore Refinery, War Factory, Angels Contract - Function: Ore Harvesting - Replaces: Chrono Miner / War Miner / Scarab Miner - Special Abilities: - Immune to pilot sniping, radiation, mind control - EMP has a 50% reduced effect on this vehicle - Becomes stealthed intermittently, self heals Shadow Miners are small harvesters, designed for quick ventures to and from base to prevent being seen harvesting too long. Armed with intermittent cloaking fields, Shadow Miners elude enemies to retrieve valuable resources for Angels commanders. Relapse Repair Truck - Strength: 400 - Armor Type: Light Vehicle - Cost: 400 - Requirements: War Factory, Angels Contract - Function: Vehicle Repair - Replaces: Microwave Tank / Mobile Armory / Synapse Transport - Special Abilities: - Can repair nearby friendly vehicles within 2 cells Relapse Repair Trucks are utilized on the front lines, keeping vital operating equipment for Angel forces in tip-top shape. The powerful regenerator can repair a short radius around the vehicle, keeping an often rag-tag collection of stolen military and civilian weaponry alive to achieve their goal. Overseer Drone - Strength: 200 - Armor Type: Light Vehicle - Cost: 750 - Requirements: War Factory, Radar Uplink/Tower, Angels Contract - Function: Vehicle Hijacker - Replaces: Crusader / Artificer / Stormwave / Warmaster / Tauros / Lasher Tanks - Special Abilities: - Can launch itself inside enemy vehicles to gain control of them Overseer Drones are advanced hacking devices, designed by Angels operatives to utilize military vehicles to their own ends. Overseer Drones enter the tank, neutralizing the crew and integrating with the onboard computer systems and allowing the pilot to drive it like a child's toy. Once an Overseer Drone has taken control of a vehicle, there is no chance of recovery in combat-ready status. Masquerade Engine - Strength: 400 - Armor Type: Medium Vehicle - Cost: 1400 - Requirements: War Factory, Advanced Tech Center (T3), Angels Contract - Function: Stealth Generation - Replaces: Microwave Tank / Mobile Armory / Synapse Transport - Special Abilities: - Can provide stealth to nearby friendly forces within a 3 cell radius - Cannot be granted stealth, and cannot grant stealth to the Genesis Device Masquerade Engines are brought out when Angel operatives need to move important technology, large gatherings of forces, or small outposts anywhere without being detected. A rather unassuming device, the central power core can generate a cloaking field around the Masquerade Engine, hiding all friendly forces from enemy sight. Due to the advanced construction components of the power core, the Masquerade Engine cannot hide itself and thus never becomes stealthed. Genesis Device - Strength: 800 - Armor Type: Heavy Vehicle - Cost: 2500 - Requirements: Construction Yard, Advanced Tech Center (T4), Angels Contract - Function: Suicide Superweapon - Replaces: N/A - Special Abilities: - Explodes into a massive energy shockwave destroying anything in a 10 cell radius - Self healing, immune to parasite weapons, mind control, hijacking, temporal weapons, pilot sniping - Cannot be affected by EMP, Iron Curtain, or Chronospheres Genesis Devices are the ultimate end-piece of Angels technology, their grant instrument in the advancement of humanity as a species. Containing a highly volatile energy core, the Genesis Device is driven into enemy bases and detonated, creating a massive energy shockwave destroying everything in it's path. An ultimate weapon akin to a Super Weapon, Angels can only afford to utilize one singular Genesis Device at a time. ************************************************************************** *********************** VII. Closing Remarks ************************ ************************************************************************** VII.A. Frequently Asked Questions VII.B. Credits - Thanks to the following people, for their contributions and efforts kept Final War going strong during challenging times. This wound't be possible without you guys: - OmegaBolt (temperate theater, tundra terrain) - Starkku (client, tundra terrain) - Apollo (animations, soundtrack, palettes) - Allied General (feedback and advice) - Noddy (beta testing, resource finding) - Kerbiter (initial discord hosting, beta testing) - CnCNet Developers (client creation) - Ares developers and AlexB (Ares engine enhancements) - Orac (voxels, 3d support, feedback and advice) - StolenTech (beta testing) - SPCell (beta testing) - Nox42 (beta testing) - Icesinthehol (beta testing) - Fenring/Doctor Destiny (feedback and advice, AI assistance) - Credits to the following people for their voxel contributions: - Orac - Azri_Apoc - Bu7loos - Overwatch - Salted_Old - Melle - Fryone - Creator - MadHQ - Zero18 - Voxel Artist I may have missed above - Credits to the following people for their SHP contributions: - Kenosis - Trans_C - MadHQ - Atomic_Noodles - Raminator - Imp_Rulz - Nooze - Apollo - Starkku - OmegaBolt - Lefthand - Gamemate - Medal_monkey - Mig Eater - xuetanyi -Donut Arnold - SHP Artist I may have missed above - Credit to the following for their Map contributions: - OmegaBolt - MadHQ - Hogo - StolenTech - Nitro - Morton - XWIS Community - CnC Mod Haven Discord mappers that may have been missed above