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Structures[edit]

All Allied structures are built within the Construction Yard and placed on the battlefield upon completion. Allied production structures such as the Boot Camp must be within range of a Command Hub or the Construction Yard to receive encrypted signals, which allows the production of higher tier units.

Construction Yard[edit]

Cost 5000
Requirements Deploy an MCV
Abilities Unpack itself
Role Command Center
Build Time instant
Power Provides 150

The main construction hub, required to build structures. Top secret protocols, as well as Superweapons and Ultimate Weapons require a Construction Yard. Can be packed up into a Mobile Construction Vehicle.

Boot Camp[edit]

Cost 500
Requirements Conyard
Role Train infantry
Build Time 0:10
Power Takes 25 power


Produces Allied infantry. Can only be built on land.

Power Plant[edit]

Cost 800
Requirements Conyard
Role Provides power
Build Time 0:10
Power Provides 150

Grants 150 Power.

Armor Facility[edit]

Cost 2000
Requirements Conyard+Refinery
Abilities Repair Tanks
Role Repair and build tanks
Build Time 0:20
Power Takes 50 power

Produces Allied vehicles. Can repair up to 3 nearby non-infantry units at any given time. Can only be built on land.

Seaport[edit]

Cost 1000
Requirements Refinery
Abilities Repair ships
Role Build and repair ships
Build Time 0:20
Power Takes 50 power

Produces Allied naval units. Can repair up to 3 nearby non-infantry units at any given time. Can only be built on water. To build Assault Destroyers deploy a Tier 2 MCV or Prospector near it.

Airbase[edit]

Cost 1000
Requirements Power Plant
Abilities Call back all jets to base
Role Repair and build Aircraft
Build Time 0:15
Power Takes 50 power

Produces Allied aircraft. Can repair up to 3 nearby non-infantry units at any given time. Can re-arm up to four Allied aircraft, excluding the Cryocopter and the Harbinger Gunship.

Ore Refinery[edit]

Cost 2000
Requirements Power Plant
Abilities Build Prospector
Role Makes cash out of ore
Build Time 0:15
Power Takes 50 power

Turns Ore collected by Prospectors into usable credits. Produces Prospectors.

Command Hub[edit]

Requirements Deploy Prospector
Abilities Upgrade itself
Upgrades Heightened Clearance
Role Base Expansion
Build Time 0:20
Power Doesn't take power

Expands the field of construction, allowing for base expansions.

Defense Bureau[edit]

Cost 1500
Requirements Airbase
Role Tech Structure
Build Time 1:00
Power Takes 75 power


Tech structure that unlocks high tier units by allowing Maximum Clearance Upgrades for the Construction Yard and Command Hubs.

Support Structures[edit]

Multigunner Turret[edit]

Cost 800
Requirements Conyard
Abilities Release passenger
Role All purpose base defense
Build Time 0:20
Damage type Missiles, weapon changes depending on infantry inside it
Power Takes 25 power

Can be garrisoned by one infantry unit, allowing its weapon to change depending on the infantry. Its default weapon is a powerful anti Air and Anti Tank missile launcher that can also devastate infantry.

Its rockets are stronger than the Defender VX's missiles but the desolator airstrike and the Conscripts molotov Cocktails can clear infantry out of these structures.

Spectrum Tower[edit]

Cost 1200
Requirements Defense Bureau
Role Anti Surface Base Defense
Build Time 0:20
Damage type Spectrum
Power Takes 75 power

Spectrum Towers are strong base defenses that can easily dispatch enemy vehicles, ships and infantry. Multiple Spectrum Towers within range of each other are able to focus their beams on one tower, allowing for greater damage output. They are also able to charge each other up if needed. The player can do this by selecting a Spectrum Tower (on land only) and select another tower while the cursor is red.

Weaknesses

This tower is ineffective against aircraft and artillery and requires too many power plants to maintain a spectrum tower defense system.

Chronosphere[edit]

Cost 3000
Requirements Defense Bureau
Role Superweapon
Build Time 1:00
Damage type Kills Infantry
Power Takes 75 power

The Chronosphere is able to transport vehicles and ships in a radius to a target location instantly. Enemy vehicles can be transported by the Chronosphere. Units that are unable to stay at the target location are immediately destroyed, such as when structures or impassable terrain are in the way; land units that are not amphibious will sink in water, while naval units are destroyed on land. The effect is also lethal on all infantry including Commandos.

Proton Collider[edit]

Cost 5000
Requirements Defense Bureau
Role Ultimate weapon
Build Time 1:00
Damage type Explosive
Power Takes 75 power

The Proton Collider delivers multiple shots of proton matter, which explode and deal heavy damage, in a large radius. Units and structures closer to the epicenter of each blast will receive significantly more damage. Any units in the blast radius excluding aircraft will increase damage as chain reaction. Lethal when use with Nanoswarm.

Base Wall[edit]

Cost 10
Requirements Conyard
Role Block movement
  • Costs 10 per segment.

Blocks small arms fire and is impassable by infantry and light vehicles. Can be crushed by heavy vehicles.