Coalition Construction Yard
- Cost: N/A ($4000)
- Prerequisite: Deploy From Coalition MCV
- Hitpoints: 3000
- Armor Type: Heavy Structure
- Power: +50
The heart of any Coalition base, the Construction Yard is where operations of a Coalition base are overseen and construction of other structures is planned and initiated. It also provides a radar uplink to allow monitoring of the battlefield. Due to its importance, one should protect it at all costs, especially from enemy engineers and espionage. A backup generator built in the Construction Yard itself is capable of providing a small amount of power to the power grid without the need of actual power plants as well.
Additional Information:
- Can be infiltrated to reset owner's radar view and support power timer.
- Other structures can be built off this one.
- Can release survivors upon destruction.
Coalition Fusion Reactor
- Cost: $800
- Prerequisite: Construction Yard
- Hitpoints: 1000
- Armor Type: Light Structure
- Power: +200
Advancements in technology throughout the latter half of 20th century allowed scientists in Coalition nations to perfect nuclear fusion for use in electricity generation. Since then, old methods utilizing fossil fuels or nuclear fission have slowly been phased out in favor of fusion power. The Coalition military forces are no exception, getting the power required by structures in their installations from fusion reactors built on-site, providing affordable and risk-free power for all their needs. With additional technology from the Tech Center, Fusion Reactors can also be upgraded for additional power output, for a small price.
Additional Information:
- Can be infiltrated to disable owner's base power for 1 minute.
- Other structures can be built off this one.
- Can release survivors upon destruction.
Coalition Barracks
- Cost: $500
- Prerequisite: Construction Yard
- Hitpoints: 1500
- Armor Type: Light Structure
- Power: -25
Coalition Barracks provides housing and training facilities for all of their soldiers on the field and is required to train any Coalition infantry. Facilities from the Barracks are also utilized to allow establishment of basic Coalition defensive structures. Constructing further Barracks will increase the rate at which infantry can be trained.
Additional Information:
- Other structures can be built off this one.
- Can release survivors upon destruction.
Coalition Ore Refinery
- Cost: $2000
- Prerequisite: Construction Yard
- Hitpoints: 1500
- Armor Type: Heavy Structure
- Power: -25
The Ore Refinery is a collection and processing facility where rare minerals and metals found by ore miners can be deposited and then processed for further use to acquire additional resources, making them crucial for maintaining base economy and funding Coalition war effort.
Additional Information:
- Can be infiltrated to steal 10% of owner's credits (max. 5000).
- Other structures can be built off this one.
- Can release survivors upon destruction.
Coalition Vehicle Assembly
- Cost: $2000
- Prerequisite: Construction Yard, Barracks, Ore Refinery
- Hitpoints: 1500
- Armor Type: Heavy Structure
- Power: -50
Coalition Vehicle Assembly is responsible to constructing Coalition ground and air vehicles. Strictly speaking, it is designed to assemble the vehicles from modular parts delivered from off-site manufacturing facilities to the battlefield and perform whatever on-site modifications and checks may be required. The more Vehicle Assemblies a Coalition commander has built, the faster their vehicle production becomes.
Additional Information:
- Other structures can be built off this one.
- Can release survivors upon destruction.
Coalition Shipyard
- Cost: $1500
- Prerequisite: Construction Yard, Barracks
- Hitpoints: 2000
- Armor Type: Heavy Structure
- Power: -50
A battlefield shipyard that allows the Coalition to establish a presence on seas, or any other sufficiently large body of water, making them a strategic necessity in such locations. When more Shipyards have been built, vessel construction becomes faster.
Additional Information:
- Cannot be captured by engineers.
Coalition Airforce Command
- Cost: $2000
- Prerequisite: Construction Yard, Barracks
- Hitpoints: 1500
- Armor Type: Light Structure
- Power: -100
The Airforce Command serves an important role in Coalition bases. It is where aircraft are built, housed and maintained - up to four per Airforce Command. It allows for airborne intel gather and transport to take place, enabling use of recon planes in tandem with radar equipment from the Construction Yard, acquisition of further technology and bringing in reinforcements and coordinating airstrikes.
Additional Information:
- Can be infiltrated to gain one-time, free-to-use Airborne Company support power & reset support power timers.
- Other structures can be built off this one.
- Can release survivors upon destruction.
Support Power: Enforcer Corps
- Recharge Time: 6:00
- Cost: $750
- Powered: No
A cargo plane transports 5 veteran Enforcers and if Heavy Armory Expanded Loadout upgrade is active, additional 2 elite Enforcers via paradrop at the selected landing zone.
Support Power: Airborne Company
- Recharge Time: 7:00
- Cost: $4000
- Powered: No
A company consisting of 2 Vindicator Battle Tanks, 2 Kommandos and 4 Defenders and if Heavy Armory Expanded Loadout upgrade is active, 1 Predator Railgun Tank is transported via airborne means and delivered to any specific area on the battlefield.
Coalition Airstrip
- Cost: $1500
- Prerequisite: Construction Yard, Airforce Command
- Hitpoints: 1500
- Armor Type: Light Structure
- Power: -50
Airstrips are basically runways equipped with basic facilities for aircraft reloading and maintenance, allowing for housing of up to four aircraft per Airstrip. To build aircraft on Airstrips, a Coalition Airforce Command must be available on the battlefield.
Additional Information:
- Cannot be captured by engineers.
Coalition Field HQ
- Cost: $1500
- Prerequisite: Construction Yard, Airforce Command
- Hitpoints: 1000
- Armor Type: Light Structure
- Power: -50
In order to establish better presence on the battlefield, the Coalition utilizes small outposts called Field HQs, to allow for construction of base structures and defenses further from the main base, to allow construction of core base buildings even if Construction Yard has not currently been deployed, as well as helping Coalition commanders to better track movements of their enemies. All Field HQ's are fitted with reconnaissance equipment to allow them to accurately predict enemy attacks on base structures near them.
Additional Information:
- Build Limit: 1
- Serves as a prerequisite for and can build Coalition Fusion Reactor, Barracks, Ore Refinery, Vehicle Assembly, Shipyard and Airforce Command.
- Reveals enemy attacks on base structures within radius of 15 cells around it.
- Can be constructed much further from already established base structures than other types of structures.
- Other structures can be built off this one.
- Can release survivors upon destruction.
Support Power: Cloudpatch Copter
- Recharge Time: 5:00
- Cost: $1000
- Powered: No
A single Cloudpatch Repair Copter is instantly delivered near the Field HQ.
Coalition Tech Center
- Cost: $5000
- Prerequisite: Construction Yard, Vehicle Assembly, Airforce Command
- Hitpoints: 2000
- Armor Type: Light Structure
- Power: -200
The Tech Center is a structure that works in tandem with other base structures such as the Barracks and Vehicle Assembly to allow Coalition commanders to utilize the further potential of Coalition weapons arsenal on the field. To name a few, it allows for more Coalition infantry to be trained and vehicles to be built, airstrikes to be coordinated from the Airforce Command as well as utilization of cutting-edge electronic warfare systems to disable enemies' weapons, if only temporarily.
Additional Information:
- Can be infiltrated to gain one-time, free-to-use Airstrike support power & reset support power timers.
- Other structures can be built off this one.
- Can release survivors upon destruction.
Support Power: Airstrike
- Recharge Time: 7:00
- Affects Players: All
- Cost: $2000
- Additional Prerequisites: Airforce Command
- Powered: Yes
A bomber jet unleashes a missile strike at the targeted area which hits multiple random targets in the area, devastating against infantry and vehicles.
Support Power: Jammer Signal
- Recharge Time: 6:00
- Affects Players: Enemies
- Area of Effect: 3-Cell Radius
- Powered: Yes
A special jamming signal is broadcast at the targeted area, making any enemy vehicles and base defenses caught within the signal broadcast unable to use their weapons for 30 in-game seconds.
Coalition Heavy Armory
- Cost: $7500
- Prerequisite: Construction Yard, Tech Center
- Hitpoints: 2000
- Armor Type: Heavy Structure
- Power: -300
The Heavy Armory is a support building that houses and provides various equipment and supplies used by the rest of the Coalition base structures and their forces. In addition to providing advanced technology to use in construction of new vehicles, Heavy Armory allows for direct upgrades to Coalition arsenal across the battlefield, It also enables activation of the Phoenix Protocol, allowing a selected group of Coalition infantry to use special operations gear and weapons to truly excel in battle against enemy forces, although commanders need to pick and prioritize which parts of their army they wish to improve, as there are not enough resources to support everything simultaneously.
List of available upgrades (all of them cost $500 each):
- Vindicator Autoloader: All of the owner's Vindicator Tanks on the battlefield have their weapon rate of fire increased by 25%.
- Enhanced Defense Targeting: All of the owner's Sentry Turrets & Anti-Aircraft Guns on the battlefield have their weapon damage increased by 25%.
- Miner Turbo Boost: All of the owner's Amphi Miners on the battlefield have their movement speed increased by 15%.
- Avenger Rangefinder: All of the owner's Avenger LAWS' on the battlefield gain additional weapon range (1 against ground, 2 against air).
- Advanced Body Armor: All of the owner's Enforcers & Defenders and their Phoenix Protocol variants on the battlefield have their armor strength increased by 25%.
- Silverarrow EMP: All of the owner's Silverarrow Fighters gain ability to disable susceptible units for 5 in-game seconds with the missile weapon.
- Expanded Loadout: Owner's Enforcer Corps and Airborne Company will deliver 2 elite Enforcers and 1 Predator Railgun Tank in addition to their normal loadouts, respectively.
- Barracuda Shellstorm: All of the owner's Barracuda Gunboats gain additional weapon area of effect.
Additional Information:
- Build Limit: 1
- Can be infiltrated to view owning player's current credits & reset support power timer.
- Can be upgraded with 3 upgrades out of 8 possible ones for unit bonuses.
- Provides $100 every 10 in-game seconds.
- Other structures can be built off this one.
- Can release survivors upon destruction.
- Cannot be captured by engineers.
Support Power: Phoenix Protocol
- Recharge Time: 7:30
- Affects Players: Team
- Area of Effect: 2.5-Cell Radius
- Cost: $3000
- Powered: Yes
Grants special equipment and experimental combat drugs to a selected group of Coalition infantry found in the targeted area, allowing them to become advanced special operations infantry with improved abilities. Having to adjust to the new gear, Phoenix Protocol infantry all start from scratch when it comes to the in-battle experience and promotions. Only works in a vicinity of a friendly Heavy Armory.
Support Power: EMP Mine
- Recharge Time: 4:00
- Cost: $600
- Powered: No
Deploys a single Coalition EMP Mine at the targeted location. Can only be used within a radius around a friendly Construction Yard or Heavy Armory.
Coalition Concrete Wall
- Cost: $100
- Prerequisite: Construction Yard
- Hitpoints: 1000
- Armor Type: Heavy Structure
- Power: 0
Rigid concrete walls reinforced with fortium steel for extra durability. They offer passive protection from enemy attacks that do not go over them and are especially useful for protection against enemy engineers and espionage.
Coalition Sentry Turret
- Cost: $500
- Prerequisite: Construction Yard, Barracks
- Hitpoints: 900
- Armor Type: Basic Defense
- Power: 0
- Weapons:
- 'WXR-SX1A' Automatic Shotgun (x2)
- Range: 6 · Area of Effect: 0.5
A basic base defense turret fitted with an automatic shotgun that can mow down enemy soldiers at close range and even slightly damage light vehicle armor. It probably won't even make a dent on heavily armored vehicles, however.
- Strong Against: Infantry
Additional Information:
- Can gain experience.
- Cannot be captured by engineers.
Coalition Anti-Aircraft Gun
- Cost: $1000
- Prerequisite: Construction Yard, Barracks
- Hitpoints: 1500
- Armor Type: Basic Defense
- Power: -50
- Weapons:
- High-Velocity Anti-Aircraft Gun (x2)
- Range: 13 · Area of Effect: 0.5
For reasons concerning cost efficiency, the Coalition has replaced some of the previously used anti-aircraft missile systems with advanced high-velocity anti-aírcraft guns. With state-of-the-art tracking systems, they are able to gun down hostile aircraft with impeccable accuracy and considerable effective range.
- Strong Against: Aircraft
Additional Information:
- Can gain experience.
- Cannot be captured by engineers.
Coalition Laser Cannon
- Cost: $1500
- Prerequisite: Construction Yard, Airforce Command
- Hitpoints: 1500
- Armor Type: Advanced Defense
- Power: -75
- Weapons:
- Ion Laser Cannon
- Range: 7.5 · Area of Effect: 0.75
- Ion Laser Cannon (upgraded)
- Range: 8.5 · Area of Effect: 1.5
A result of research into directed energy weapons, Laser Cannons are exactly what the name says. Fitted with a special ion laser beam cannon that is designed to melt through vehicle armor more efficiently while still being quite deadly against infantry, Laser Cannons are an integral part of the defense strategy of any Coalition base establishment. It can also be upgraded with the Hyperbeam modifications to massively increase the capabilities of the laser cannon.
- Strong Against: Vehicles, Infantry
Additional Information:
- Can gain experience.
- Cannot be captured by engineers.
Coalition EMP Mine
- Cost: N/A ($600)
- Prerequisite: Delivered /w EMP Mine
- Hitpoints: 50
- Armor Type: Trap
- Power: 0
- Weapons:
- EM Pulse
- Area of Effect: 3
A small device concealed from naked eye armed with an electromagnetic pulse with a proximity trigger. Any susceptible enemies approaching it will spring the trap and get their systems disabled for a period of time.
Additional Information:
- When detonated, disables affected EMP-susceptible units for 20 in-game seconds.
- Cloaked.
- Cannot be captured by engineers.
Coalition Railgun Installation
- Cost: $2500
- Prerequisite: Construction Yard, Tech Center
- Hitpoints: 2400
- Armor Type: Advanced Defense
- Power: -150
- Weapons:
- Railgun
- Range: 15 (Minimum: 6) · Area of Effect: 2.5
A previously experimental technology unsuitable for practical use, railguns became reality on the battlefield when the prevalent power consumption problems were solved by the advent of nuclear fusion power. Railgun Installations house one of these supremely powerful projectile weapons, capable of flinging magnetically super-accelerated projectiles at enemies over considerable distances, damaging anything in its path, general vicinity of impact and especially the dead center of it. The weapon does, however, have a number of drawbacks, including a significant reload time and minimum firing range, allowing for fast units to potentially outmaneuver the railgun weapon and hit the installation from within its blind spot.
- Strong Against: All Ground Units
Additional Information:
- Build Limit: 2
- Deals damage in line to enemies only.
- Can gain experience.
- Cannot be captured by engineers.
Coalition Shield Generator
- Cost: $2000
- Prerequisite: Construction Yard, Tech Center
- Hitpoints: 1500
- Armor Type: Advanced Defense
- Power: -100
- Equipment:
- Shield Generator
- Area of Effect: 6
Over the past decade, technological advancements in Western Coalition nations have been driven by the conflict with the Eurasian Dominion, particularly through W.A.R.D's efforts. One of W.A.R.D's primary focuses is Project Arbiter, the aim of which is developing a counter for Dominion's mind control technology. Although the project hasn't yet produced widespread solutions, it has led to significant breakthroughs, such as the Seraph shield generator technology developed in collaboration with French defense contractor Rubicon Defense Systems.
The Seraph system creates a force shield around structures or vehicles, and attempts to miniaturize it for infantry or drones have so fair failed. These shields repel damage but can be broken with sustained fire. The generator replenishes and can restore the shields, but the shield weakens quickly if moved outside the generator's range. There are some limitations, however. The generator itself cannot be shielded and due to high costs and power demands, Coalition forces can only deploy them in limited numbers.
Additional Information:
- Build Limit: 2
- Grants shields to structures, base defenses and vehicles in 6-cell radius around itself.
- Shields have 500 hitpoints, take 25% of the base damage from all direct damage sources, and are immune to residual damage.
- Shields regenerate at rate of 5 hitpoints every 3 in-game seconds while in generator's range, outside it they lose 10 hitpoints every 3 in-game seconds. Generator can restore depleted shields after 30 in-game seconds have passed since they depleted.
- Cannot be captured by engineers.
Coalition Missile Launch Facility
- Cost: $5000
- Prerequisite: Construction Yard, Tech Center
- Hitpoints: 2500
- Armor Type: Heavy Structure
- Power: -600
Ever since the use of the first nuclear warhead in actual combat during World War II, these kinds of weapons have been dreaded as weapons of mass destruction and a potential source of human extinction. Coalition considers its hand forced when dealing with potential threats to its member nations and freely utilizes modern fusion-based nuclear weapons in combat if deemed necessary. The Missile Launch Facility enables Coalition commanders to arm and launch a nuclear missile strike on enemies, capable of tilting the balance of power by annihilating the vast majority of enemy forces in a single move.
Additional Information:
- Build Limit: 1
- Can be infiltrated to reset superweapon recharge time.
- Drains $200 every 10 in-game seconds.
- Other structures can be built off this one.
- Can release survivors upon destruction.
- Cannot be captured by engineers.
Superweapon: Nuclear Missile Strike
- Recharge Time: 20:00
- Affects Players: All
- Area of Effect: 18-Cell Radius
- Cost: $5000
- Powered: Yes
A nuclear missile annihilates a large area around the impact point, destroying almost everything in vicinity, including airborne units, and irradiating the ground for a while.
Experimental Tech: Durandal
- Cost: $5000
- Prerequisite: Construction Yard, Tech Center, Heavy Armory
Only one Coalition Experimental Tech can be unlocked unless Experimental Tech setting is set to 'Unrestricted'
Unlocks Durandal Long-Range Artillery and both of its support powers - Durandal Artillery Strike & Lightburst Guard. Spawns one upon placement, further ones can be constructed from factory with appropriate prerequisites.
Support Power: Durandal Artillery Strike
- Recharge Time: 4:00
- Affects Players: All
- Area of Effect: 5-Cell Radius
- Additional Prerequisites: Deployed Durandal Long-Range Artillery
- Powered: No
A powerful artillery strike will demolish lightly armoured units and structures in targeted area, particularly effective against base defenses, walls and garrisonable buildings.
Support Power: Lightburst Guard
- Recharge Time: 6:00
- Affects Players: Team
- Area of Effect: 4-Cell Radius
- Additional Prerequisites: Deployed Durandal Long-Range Artillery
- Powered: No
Durandal fires off an energy burst at the targeted area, instantly replenishing shields of any friendly units in vicinity up to maximum of half of the maximum strength as well as functioning as a shield generator in the area for 40 in-game seconds, granting shields to vehicles, structures & base defenses that degrade outside the effect radius, as well as replenishing damaged and depleted shields.
Experimental Tech: Balmung
- Cost: $5000
- Prerequisite: Construction Yard, Tech Center, Heavy Armory
Only one Coalition Experimental Tech can be unlocked unless Experimental Tech setting is set to 'Unrestricted'
Unlocks Balmung Cryo Tank and Glacier Spikes support power. Spawns one upon placement, further ones can be constructed from factory with appropriate prerequisites.
Support Power: Glacier Spikes
- Recharge Time: 6:00
- Affects Players: Owner
- Additional Prerequisites: Balmung Cryo Tank
- Powered: No
For duration of 1 in-game minute, owner's Balmung Cryo Tank spawns ice spikes that reduce enemy unit speed and armor strength (cumulatively up to 15 'stacks' by 5% per stack) and doubles the rate at which Balmung's cryo beam weapon charges up.
Experimental Tech: Excalibur
- Cost: $5000
- Prerequisite: Construction Yard, Tech Center, Heavy Armory
Only one Coalition Experimental Tech can be unlocked unless Experimental Tech setting is set to 'Unrestricted'
Unlocks Excalibur Heavy Gunship and Avalon Barrage support power. Spawns one upon placement, further ones can be constructed from factory with appropriate prerequisites.
Support Power: Avalon Barrage
- Recharge Time: 6:00
- Affects Players: Owner
- Additional Prerequisites: Excalibur Heavy Gunship
- Powered: No
For duration of 1 in-game minute, owner's Excalibur Heavy Gunship has its singular EMP missile weapon replaced by a barrage of EMP missiles that only target anti-aircraft units and base defenses - automatically.