Mercenary Factions
Fist of Titans
- Year Formed: Unknown
- Headquarters: Multiple across the outposts of the various branches
- Leadership: No central leadership, commanders of various outposts together effectively make up the leadership
- Controlled Territories: Outposts scattered across Africa, Eastern Europe, Middle East & Central Asia
- Purpose: Creation of nation(s) independent from both Coalition and Dominion rule
A loosely associated group of mercenaries and guerilla fighters bearing a name borrowed from a near-mythical group from a bygone era despite there being no apparent connection. Primarily operating in Eastern Europe and defined by animosity against the Coalition and Dominion alike, they exist in a conflict to free themselves of the influence of the said superpowers. In pursuit of this greater goal, however, members of the Fist of Titans might be willing to sacrifice their principles and temporarily align themselves with one of the major powers if it comes with a benefit for their own ultimate objective.
Structures & Units
Support Powers
Crimson Crown
- Year Formed: 1987
- Headquarters: Milan, Italy
- Leadership: CEO Ignatius Mercuri
- Controlled Territories: Balkan Conglomerate
- Purpose: For-profit defence / security contractor and PMC
Crimson Crown is one of the biggest players in the security industry - being the largest PMC in the world, a major arms manufacturer and the market leader in various electronic warfare and countermeasure solutions. A polished facade hides behind a network of black market contacts, weapons and information trafficking and a number of other illicit activities, albeit many of which have become a public secret within certain circles. When their web of corruption fails to provide adequate means for them to acquire more power and money, they bring in their troops and weapons. Proliferating conflict in the more tumultuous areas of the world and raking in the profits from war is business as usual for them. Currently, they have an agreement with the Western Coalition to provide 'security and order' in the contested region of Balkan Conglomerate, a feeble union of many former Balkan nations in exchange for Coalition leadership ignoring some of their questionable activities.
Structures & Units
Support Powers
Excelsus Group
- Year Formed: 1965
- Headquarters: Johannesburg, South Africa
- Leadership: CEO Nathan Towers
- Controlled Territories: None
- Purpose: For-profit manufacturing & research of new technologies with particular focus on energy, for-profit as well as non-profit research into the Shift phenomenon and its aftereffects and products
Founded in 1965 as Excelsus Energy Company by Sir Jacob Milton, a British industrialist with keen interest in the possibilities brought upon by the rare earth elements introduced to the world by the Shift. Decades later, Excelsus Group is a large conglomerate that is the frontrunner in many areas of technology, from their forte, energy technology, to electronics and computing, material sciences and aerospace development. They are the leading researcher on the Shift phenomenon in civilian space, and it is in fact Excelsus scientists that came up with the term Exolis for the peculiar crystals introduced by the said phenomenon, Soviets called it Element X for a period of time. Excelsus Group has had a staunch anti-warfare stance for the longest time, instead focusing their efforts on peaceful technologies. They have however collaborated with the Western Coalition on the matters of relief efforts and peacekeeping indirectly, and there are rumours that they have a secret project with W.A.R.D on the way, but no further information is available beyond that.
Structures & Units
Support Powers
Fist of Titans Structures & Units
Fist of Titans Outpost
- Cost: N/A ($2000)
- Prerequisite: N/A
- Hitpoints: 4000
- Armor Type: Heavy Structure
- Power: 0
A mercenary outpost that can be captured to allow hiring mercenary forces to aid you in the battle. A selection of mercenary infantry can be trained from the outpost itself, and further troops and vehicles can be called in as off-battlefield reinforcements.
Additional Information:
- Other structures can be built off this one.
- Can release survivors upon destruction.
Support Power: Create Field Shelter
- Recharge Time: 5:00
- Cost: $800
- Powered: No
A Fist of Titans Field Shelter is covertly constructed in the designated area, ready to be garrisoned by infantry.
Support Power: Mercenary Troops
- Recharge Time: 7:00
- Cost: $1000
- Powered: No
Calls in a group of mercenary soldiers via air transport. 4 Rebel Gunners, 4 Rocket Soldiers and 2 Flame Troopers are paradropped to the designated location
Support Power: Mercenary Motor Squad
- Recharge Time: 8:00
- Cost: $2500
- Powered: No
A small squad of mercenary vehicles is delivered via air transport. 2 Jackal Buggies and 2 Raccoon Tanks are paradropped to the selected area.
Support Power: Crocodile Tank
- Recharge Time: 4:00
- Cost: $1250
- Powered: No
A single Crocodile Heavy Tank is ordered and delivered near a Fist of Titans Outpost. In case multiple Fist of Titans Outposts are owned, it is delivered next to the one acquired first.
Support Power: Vulture Copter
- Recharge Time: 4:00
- Cost: $1250
- Powered: No
A single Vulture Attack Copter is ordered and delivered near a Fist of Titans Outpost. In case multiple Fist of Titans Outposts are owned, it is delivered next to the one acquired first.
Fist of Titans Field Shelter
- Cost: N/A ($800)
- Prerequisite: Created /w Create Field Shelter
- Hitpoints: 3000
- Armor Type: Heavy Structure
- Power: 0
A bunker-like construct for protecting infantry on the battlefield while defending a position. Maximum of five infantry can enter the Field Shelter at any given time to fire at passing enemies while taking cover.
Additional Information:
- Can be garrisoned by up to 5 infantry.
- Garrisoned infantry can't be hit by anti-garrison weapons.
Savage
- Cost: $300
- Prerequisite: FoT Outpost
- Hitpoints: 200
- Armor Type: Heavy Infantry
- Speed: 6
- Weapons:
- Heavy Machine Gun
- Range: 5.5 · Area of Effect: 0.75
Armored machine gunners, that true to their nickname can mow through infantry in a truly savage fashion using a high-caliber heavy machine gun. While they are capable of dealing even with large groups of infantry with ease as well as some of the more lightly armored vehicles, their firing range leaves lot to be desired.
- Strong Against: Infantry
Additional Information:
- Acquires funds equal to 25% of their cost when killing / destroying enemies.
- Can garrison structures.
- Cannot be crushed by most vehicles.
- Automatically heals itself over time.
Hijacker
- Cost: $600
- Prerequisite: FoT Outpost
- Hitpoints: 100
- Armor Type: Standard Infantry
- Speed: 8
Experts of hot-wiring and sabotaging enemy vehicles, Hijackers are able to capture both currently manned and unmanned vehicles for whoever is serving as their client. Hijackers are adept at avoiding death by getting crushed by the very enemy vehicles they are attempting to steal and also carry smoke bombs they can use to camouflage themselves for short periods of time to help avoid being gunned down by their enemies, but outside this they are unarmed and unable to protect themselves should they become targets to hostile forces.
- Not Affected By: Crushing
Additional Information:
- Can deploy to cloak itself for 15 in-game seconds. Has a cooldown of 30 in-game seconds.
- Automatically heals itself over time.
Stalker
- Cost: $1500
- Prerequisite: FoT Outpost, Any tier 3 laboratory
- Hitpoints: 350
- Armor Type: Hero Infantry
- Speed: 6
- Weapons:
- Sniper Rifle
- Range: 15
- Laser-Pointer Flare
- Range: 15
A legendary sniper affiliated with the Fist of Titans, hailing from somewhere in the Europe, rumored to have been trained by an accomplished Winter War veteran from Finland in the art of marksmanship. In this age of conflict, the man known only as the Stalker is working as a mercenary, offering his skills to anyone willing to pay enough. Not only capable of killing infantry from a distance without revealing his position, he can kill pilots of less-protected vehicles, provided they have been damaged enough. In addition, his sniper rifle is fitted with a laser pointer to signal a partner of his operating an old Soviet Tupolev Tu-16 strategic bomber to drop an explosive payload on enemy structures.
- Strong Against: Infantry, Structures
- Not Affected By: Mind Control, Berserk, All Crushing
Additional Information:
- Build Limit: 1
- Can kill the driver of any tier 1 or 2 ground vehicle (besides ore miners) with less than 25% of its hitpoints remaining.
- Acquires funds equal to 25% of their cost when killing / destroying enemies.
- Detects cloaked & submerged units within 7 cells.
- Detects disguised units within 9 cells.
- Cannot fire weapon in transports.
- Automatically heals itself over time.
Rebel Gunner
- Cost: N/A ($100)
- Prerequisite: Delivered /w Mercenary Troops
- Hitpoints: 150
- Armor Type: Standard Infantry
- Speed: 8
- Weapons:
- Assault Rifle
- Range: 6
Mercenary soldiers armed with various variants of the AK family of assault rifles, mostly capable of taking on enemy infantry forces and securing structures as garrisons.
- Strong Against: Infantry
Additional Information:
- Acquires funds equal to 25% of their cost when killing / destroying enemies.
- Can garrison structures.
- Automatically heals itself over time.
Rocket Soldier
- Cost: N/A ($150)
- Prerequisite: Delivered /w Mercenary Troops
- Hitpoints: 200
- Armor Type: Standard Infantry
- Speed: 7
- Weapons:
- RPG Launcher
- Range: 7 · Area of Effect: 0.5
Mercenary soldiers with portable anti-tank rocket launchers to deal with armored vehicles. Rocket Soldiers can also garrison structures for extra protection.
- Strong Against: Vehicles
Additional Information:
- Acquires funds equal to 25% of their cost when killing / destroying enemies.
- Can garrison structures.
- Automatically heals itself over time.
Flame Trooper
- Cost: N/A ($200)
- Prerequisite: Delivered /w Mercenary Troops
- Hitpoints: 250
- Armor Type: Standard Infantry
- Speed: 6
- Weapons:
- Flamethrower
- Range: 5 · Area of Effect: 1.0
Heavily armored troops armed with flamethrowers to incinerate infantry. They can also fortify themselves in buildings to protect themselves from enemy fire while still being able to utilize their flamethrowers. In addition, the flamethrowers are able to clear out enemies from suitably unprotected garrisons, provided they get close enough without being killed first.
- Strong Against: Infantry, Light Structures
- Not Affected By: Residual Fires
Additional Information:
- Acquires funds equal to 25% of their cost when killing / destroying enemies.
- Weapon can kill occupants in most garrisoned structures.
- Can garrison structures.
- Automatically heals itself over time.
Jackal Buggy
- Cost: N/A ($550)
- Prerequisite: Delivered /w Mercenary Motor Squad
- Hitpoints: 350
- Armor Type: Light Vehicle
- Speed: 10
- Weapons:
- Missile Launcher
- Range: 7.5 · Area of Effect: 0.5
A fast, lightly armored vehicle with a makeshift missile launcher pieced together from the parts of various missile launcher systems, making it an excellent choice for hit-and-run attacks on enemy forces, especially on lightly armored vehicles and aircraft.
- Strong Against: Aircraft, Standard Infantry, Light Vehicles
Additional Information:
- Acquires funds equal to 25% of their cost when killing / destroying enemies.
- Automatically repairs itself over time.
Raccoon Tank
- Cost: N/A ($700)
- Prerequisite: Delivered /w Mercenary Motor Squad
- Hitpoints: 500
- Armor Type: Medium Vehicle
- Speed: 7
- Weapons:
- Armor-Piercing Cannon
- Range: 6.5 · Area of Effect: 0.5
A main battle tank no longer in service of any national army, but still used by mercenary combatants. While the tank design, nicknamed Raccoon by the mercenaries is starting to show its age, it's still capable of dealing some punishment due to its agility as well as its armor-piercing shells.
- Strong Against: Vehicles
Additional Information:
- Acquires funds equal to 25% of their cost when killing / destroying enemies.
- Can crush infantry.
- Automatically repairs itself over time.
Crocodile Heavy Tank
- Cost: N/A ($1250)
- Prerequisite: Delivered /w Crocodile Tank
- Hitpoints: 600
- Armor Type: Heavy Vehicle
- Speed: 6
- Weapons:
- HE Cannon
- Range: 7 · Area of Effect: 1.0
Crocodile is a chassis of an armoured personnel carrier combined with a cannon, turret and loading mechanism of a tank. In addition, these hybrid constructs are capable of traversing over any bodies of water with an ease. Due to its already modular nature, upon destroying an enemy vehicle, the crew of the Crocodile can modify its weapon systems using parts salvaged from the debris of the destroyed vehicle. This results in Crocodile's weapon being augmented, until the parts are worn down again the crew is forced to revert to the old weapon systems.
- Strong Against: All Ground Targets
- Not Affected By: All Crushing
Additional Information:
- Weapon is upgraded for 1 in-game minute after destroying a vehicle, giving it extra firepower and ability to damage infantry in garrisons.
- Acquires funds equal to 25% of their cost when killing / destroying enemies.
- Infantry transport. Has 5 slots, size limit of 2. Survivability rate of 66%.
- Amphibious.
- Can crush infantry.
- Automatically repairs itself over time.
Vulture Attack Copter
- Cost: N/A ($1250)
- Prerequisite: Delivered /w Vulture Copter
- Hitpoints: 400
- Armor Type: Medium Aircraft
- Speed: 26 (Flying)
- Weapons:
- Gatling Gun
- Range: 7
- Air-To-Ground Missile (x6)
- Range: 7 · Area of Effect: 1.0
An old Soviet military attack copter adopted by the mercenary forces predominantly in Europe, armed with dual gatling guns and guided anti-tank missiles. The Vulture, despite its aged design sports surprisingly heavy armor combined with decent maneuverability and heavy armament in form of a nose-mounted gatling gun and an array of guided missiles, allowing it to tackle enemy forces not protected by anti-aircraft weapons with deadly efficiency.
- Strong Against: Infantry, Structures, Aircraft
Additional Information:
- Acquires funds equal to 25% of their cost when killing / destroying enemies.
- Automatically repairs itself over time.
Crimson Crown Structures & Units
Crimson Crown Technology Vault
- Cost: N/A ($2000)
- Prerequisite: N/A
- Hitpoints: 4000
- Armor Type: Heavy Structure
- Power: 0
The Crimson Crown, not to mention both their benefactors and clients, have many secrets. Some of which have been stolen from others. Many of which are hidden deep in their data vaults. Breaking into one of these vaults and capturing it allows one to unlock additional technology - namely an experimental vehicle known as the Blackout, to utilize on the battlefield. In addition, it provides a limited access to rest of the Crimson Crown's arsenal through shady black market contracts and allows deployment of prototype Disruptor Towers as long as at least a single command center is present on the battlefield.
Additional Information:
- Combined with any vehicle factory and tier 3 laboratory, allows construction of Blackout Mobile Signal Inhibitor.
- Other structures can be built off this one.
Support Power: Crimson Contract
- Recharge Time: 5:00
- Cost: $2000
- Powered: No
1-3 random Crimson Crown vehicles (maximum of one per type, or multiple at once for infantry of the following: Razer, Reaper, Liquidator, Slayer, Abolisher, Nullifier, Fury, Corrupter, Squall, Tempest & Obliterator) are immediately delivered to a Technology Vault. In case multiple Crimson Crown Technology Vaults are owned, they are delivered next to the one acquired first.
Support Power: Prototype Disruptor Tower
- Recharge Time: 7:00
- Cost: $1500
- Additional Prerequisites: Any command center
- Powered: No
A prototype version of Crimson Crown Disruptor Tower is deployed in the targeted area, making it a blind spot for enemy reconnaissance equipment. The tower is a prototype version with inferior operating radius and will eventually collapse upon itself due to design flaws that are unfixable by standard base maintenance or engineers.
Crimson Crown Ore Refinery
- Cost: N/A ($2000)
- Prerequisite: N/A
- Hitpoints: 2000
- Armor Type: Heavy Structure
- Power: 0
A processing facility for raw minerals and metals used by Crimson Crown. Capturing it allows any ore miners to deposit their collected materials at it, which will then be exchanged for funds. Unlike the ore refineries constructed by any of the other factions, these ones have additional countermeasures against espionage, not allowing for the theft of any materials or funds. Abandoned Ore Miners can often be found in vicinity of these facilities.
Additional Information:
- Cannot be infiltrated by espionage infantry or drained by Oblivion Drones.
- Other structures can be built off this one.
- In Scavengers game mode this is turned into Crimson Crown Ore Storage, that provides $2000 to first player to capture a neutral one and $200 every 10 in-game seconds.
Crimson Crown Security Turret
- Cost: N/A ($1000)
- Prerequisite: N/A
- Hitpoints: 2000
- Armor Type: Advanced Defense
- Power: 0
- Weapons:
- Gatling Gun
- Range: 6.5
An automated gatling gun turret to secure Crimson Crown locations from potential enemy forces. Deadly versus infantry, although prolonged fire can tear through light vehicle armor as well.
- Strong Against: Infantry
Additional Information:
- Can gain experience.
- Cannot be captured by engineers.
Crimson Crown SAM Site
- Cost: N/A ($1000)
- Prerequisite: N/A
- Hitpoints: 3000
- Armor Type: Advanced Defense
- Power: 0
- Weapons:
- Surface-to-Air Missile (x4)
- Range: 14 · Area of Effect: 0.5
A surface-to-air missile launcher system designated to protect Crimson Crown installations from hostile forces. It is capable of effectively destroying aircraft from a long range.
- Strong Against: Aircraft
Additional Information:
- Can gain experience.
- Cannot be captured by engineers.
Crimson Crown Disruptor Tower
- Cost: N/A ($1500)
- Prerequisite: Created /w Prototype Disruptor Tower (prototype variant only)
- Hitpoints: 2000
- Armor Type: Advanced Defense
- Power: 0
An ominous tower that emits a special signal that disrupts communications equipment, essentially creating a large blind spot in its vicinity, covering it from radars and other electronic battlefield surveillance equipment. In addition, it has been fitted with sophisticated sensor equipment to detect enemies concealed from naked eye.
Additional Information:
- Will periodically reshroud map for all enemy players within 25 (regular) / 15 (prototype) cells.
- Detects cloaked & submerged units within 6 cells (regular variant only).
- Cannot be captured by engineers.
Regulator
- Cost: N/A ($400)
- Prerequisite: N/A
- Hitpoints: 225
- Armor Type: Heavy Infantry
- Speed: 7
- Weapons:
- Assault Rifle
- Range: 6.5
- Grenade Launcher
- Range: 6.5 · Area of Effect: 0.5
Crimson Crown's own black-ops troops. The Regulators are equipped with modern battle gear, powerful assault rifles and anti-tank grenade launchers. They are able to deal with both infantry and lightly armored vehicles alike.
- Strong Against: Infantry, Light Vehicles
Additional Information:
- Automatically heals itself over time.
Fury
- Cost: N/A ($800)
- Prerequisite: N/A
- Hitpoints: 300
- Armor Type: Flightsuit Infantry
- Speed: 28 (Flying)
- Weapons:
- Laser Gun (x2)
- Range: 7.5
Western Defense Coalition has researched development of a flight-capable combat suit for soldiers to use in the battle. The gear worn by Crimson Crown's Furies is based on, of course, stolen blueprints of such a suit. They are equipped with two fairly potent laser guns, to fry hostile infantry on the ground or take enemy aircraft out from the skies.
- Strong Against: Infantry, Aircraft
Additional Information:
- Automatically heals itself over time.
Corrupter
- Cost: N/A ($1400)
- Prerequisite: N/A
- Hitpoints: 500
- Armor Type: Heavy Infantry
- Speed: 6
- Weapons:
- Corrupter Gun
- Range: 8 · Area of Effect: 0.5
Various types of combat exoskeletons, power suits and modern battle gear that muds the line between body armor and the former two have became quite prevalent on the battlefields in past few years, at least if either Western Coalition or Eurasian Dominion has been involved. The Crimson Crown Corrupters wear a battle suit that combines elements from those used by both Western Coalition and Eurasian Dominion. While the suit itself offers the person inside a significant degree of protection from damage and hazards, the truly curious aspect of their gear is the weapon. The namesake 'Corrupter Gun' appears to use some sort of electromagnetic pulse or related phenomena to tear apart metallic constructs, making it very good against vehicles and structures but rather ineffective against infantry targets. In addition, it has been seen momentarily immobilizing targets without proper countermeasures against electronic warfare weapons.
- Strong Against: Vehicles, Structures
- Not Affected By: Mind Control, Berserk, Crushing
- Resistant To: Radiation, Toxic Clouds
Additional Information:
- Weapon disables targeted EMP-susceptible units for 2 in-game seconds.
- Detects cloaked & submerged units within 7 cells.
- Detects disguised units within 7 cells.
- Takes 2 slots in transports.
- Automatically heals itself over time.
Crimson Crown Ore Miner
- Cost: N/A ($1500)
- Prerequisite: Capture /w Engineer (Only if abandoned)
- Hitpoints: 1600
- Armor Type: Heavy Vehicle
- Speed: 6
A mineral excavation and collecting vehicle commonly used by Crimson Crown and their clients. Due to the volatile state of the world where conflict and war is a routine, they often end up having to abandon their operations on a whim, and at times must leave their precious equipment behind. For this reason, completely functional Ore Miners can sometimes be found near abandoned mining sites, especially in vicinity of Ore Refineries, able to be put in good use by just a single engineer.
- Not Affected By: Mind Control, Berserk, Crushing, Driver-Killing, Hijacking
- Resistant To: Radiation, Toxic Clouds
Additional Information:
- Can crush infantry.
- Automatically repairs itself over time.
Razer APC
- Cost: N/A ($700)
- Prerequisite: Potentially delivered /w Crimson Contract
- Hitpoints: 500
- Armor Type: Medium Vehicle
- Speed: 7
- Weapons:
- Mounted Machine Gun
- Range: 6.5
A fast, wheeled vehicle used by the Crimson Crown as an armored personnel carrier. A machine gun mounted on the top of the vehicle is able to provide cover fire, mostly against any hostile infantry.
- Strong Against: Infantry
Additional Information:
- Razers found in power-up crates and through Crimson Contract come with 2 Regulators as passengers.
- Infantry transport. Has 4 slots, size limit of 2. Survivability rate of 66%.
- Automatically repairs itself over time.
Reaper Missile System
- Cost: N/A ($900)
- Prerequisite: Potentially delivered /w Crimson Contract
- Hitpoints: 500
- Armor Type: Medium Vehicle
- Speed: 7
- Weapons:
- Missile Launcher
- Range: 7.5 · Area of Effect: 0.5
An anti-aircraft missile system mounted on a light combat vehicle chassis. Despite being mostly useful in engaging airborne targets, the Reaper can use it's missiles to attack ground targets to a variable degrees of success depending on enemy armor strength.
- Strong Against: Aircraft, Light Vehicles
Additional Information:
- Automatically repairs itself over time.
Liquidator Chemical Sprayer
- Cost: N/A ($1200)
- Prerequisite: Potentially delivered /w Crimson Contract
- Hitpoints: 700
- Armor Type: Medium Vehicle
- Speed: 6
- Weapons:
- Chemical Sprayer (x2)
- Range: 5 · Area of Effect: 1.0
An unorthodox weapon that would be forbidden under many international treaties, if such things would be cared about under current world climate. Liquidator sprays dual streams of a corrosive chemical agent on it's target, making a short of work of infantry as well as many construction materials. Vehicle armor designed to counter anti-armor weapons resists this particular chemical compound rather well, for some unknown reason.
- Strong Against: Infantry, Structures
Additional Information:
- Can crush infantry.
- Automatically repairs itself over time.
Slayer Tank
- Cost: N/A ($1500)
- Prerequisite: Potentially delivered /w Crimson Contract
- Hitpoints: 800
- Armor Type: Medium Vehicle
- Speed: 6
- Weapons:
- Target Painter + Armor-Piercing Cannon
- Range: 7 · Area of Effect: 0.5 (cannon only)
A heavy duty main battle tank constructed based on designs for a next-generation main battle tank stolen from a prominent arms manufacturing company. While not particularly fast-moving, the Slayer makes up for that fact by the virtue of durable composite armor as well as a powerful armor-piercing cannon. The tank is also fitted with a laser target painter, which can be used to mark its target for more accurate fire for a short while.
- Strong Against: Vehicles, Base Defenses
Additional Information:
- Target painter decreases target armor by 10% for 3 in-game seconds.
- Can crush infantry.
- Automatically repairs itself over time.
Abolisher Howitzer
- Cost: N/A ($1500)
- Prerequisite: Potentially delivered /w Crimson Contract
- Hitpoints: 400
- Armor Type: Medium Vehicle
- Speed: 5
- Weapons:
- Self-Propelled Howitzer
- Range: 15 (Minimum: 4) · Area of Effect: 1.5
While conventional artillery has been gradually replaced by various types of missile systems by many military forces, Crimson Crown continues to use self-propelled artillery. The Abolisher retains a lot of mobility due to it's peculiar chassis design while still being capable of wrecking buildings from a distance.
- Strong Against: Structures, Light & Medium Vehicles
Additional Information:
- Can crush infantry.
- Automatically repairs itself over time.
Nullifier Device
- Cost: N/A ($2000)
- Prerequisite: Potentially delivered /w Crimson Contract
- Hitpoints: 800
- Armor Type: Heavy Vehicle
- Speed: 5
- Weapons:
- Nullifier Beam
- Range: 12 (Minimum: 2)
A curious device mounted on a large vehicle, the Nullifier is an experimental weapon based on a same signal-jamming technology used in Disruptor Towers. Nullifier's weapon focuses a beam on a single enemy combatant, which disables all of their weapon systems for as long as the beam is directed on them. While useful for support as well as scouting out unseen enemies using sensor systems mounted on the vehicle, the Nullifier is unable to actually harm any hostile forces by itself and the experimental nature of the vehicle renders it bulky and sluggish.
- Not Affected By: Driver-Killing, Crushing
Additional Information:
- Weapon disables target weapons for duration of fire.
- Detects cloaked & submerged units within 7 cells.
- Can crush infantry.
- Automatically repairs itself over time.
Obliterator Assault Tank
- Cost: N/A ($3000)
- Prerequisite: Potentially delivered /w Crimson Contract
- Hitpoints: 2000
- Armor Type: Heavy Vehicle
- Speed: 4
- Weapons:
- Assault Cannon (x6)
- Range: 8 · Area of Effect: 2.0
- Anti-Aircraft Laser Guns (x2)
- Range: 10 · Area of Effect: 0.5
After emergence of Dominion Catastrophe Tanks on the battlefields, several arms manufacturers began contemplating on superheavy tanks of their own, something that previously had been thought to be infeasible in modern warfare. Crimson Crown, faithful to its modus operandi, has procured a set of blueprints for such a tank and with several modifications to the design, created a viable war machine henceforth known as the Obliterator. A tank of mammoth proportions, Obliterator sports two separate triple-cannon barrels with each capable of delivering a high-explosive payloads over long ranges, providing tremendous firepower. There's also a pair of anti-aircraft laser guns mounted on the tank's turret that are capable of providing cover fire against airborne threats, making Obliterator a nigh-unstoppable assault platform.
- Strong Against: All Ground & Air Targets
- Not Affected By: Mind Control, Berserk, EMP, Active Flashbolt Defense, Warp Weapons, Crushing, Driver-Killing, Hijacking
- Resistant To: Radiation, Toxic Clouds
Additional Information:
- Cannot be teleported via Warp Tunnel.
- Can crush most vehicles and infantry.
- Automatically repairs itself over time.
Squall Patrol Craft
- Cost: N/A ($1500)
- Prerequisite: Potentially delivered /w Crimson Contract
- Hitpoints: 700
- Armor Type: Light Aircraft
- Speed: 36 (Flying)
- Weapons:
- Gatling Gun
- Range: 7
- Air-To-Ground Missile (x2)
- Range: 7
An advanced VTOL aircraft based on designs of an unknown origin, the Squall is designed to be a fast-moving gunship capable of dealing with both ground-based as well as airborne threats with a front-mounted heavy machine gun and volleys of heat-seeking anti-armor missiles.
- Strong Against: Infantry, Aircraft, Medium & Heavy Vehicles
Additional Information:
- Automatically repairs itself over time.
Tempest Assault Craft
- Cost: N/A ($2750)
- Prerequisite: Potentially delivered /w Crimson Contract
- Hitpoints: 1400
- Armor Type: Heavy Aircraft
- Speed: 22 (Flying)
- Weapons:
- High-Velocity Cannon (x4) + Laser Cannon (x2)
- Range: 9 · Area of Effect: 0.75
- Jammer Wave
- Area of Effect: 8
A heavy-duty VTOL assault aircraft based on the same technology used for Squall. While nowhere near as mobile as its aforementioned lightweight counterpart, Tempest makes up for it with a considerably tougher armor plating, more powerful armament and a secret ace-in-the-hole. Tempest is armed with four high-velocity assault cannons and two high-output laser cannons that are able to deal with just about any target, be it on the ground or in air. What makes Tempest really stand apart from other gunship-type aircraft on the field is the fact that the craft has been outfitted with a jamming device similar in nature to the ones used by Nullifiers. Whereas Nullifier uses it to jam any weapons and targeting systems it can, the device on Tempest has been optimized for maximum range and output for disabling any anti-aircraft base defences within a wide area around itself.
- Strong Against: All Ground & Air Targets
Additional Information:
- Jammer wave disables anti-aircraft base defence weapons within 8 cells for 20 in-game seconds. Takes 30 in-game seconds to recharge.
- Automatically repairs itself over time.
Blackout Mobile Signal Inhibitor
- Cost: $3000
- Prerequisite: Technology Vault, Any factory, Any tier 3 laboratory
- Hitpoints: 1750
- Armor Type: Experimental Vehicle
- Speed: 5
- Weapons:
- Inhibitor Signal Emitter
- Range: 17 · Area of Effect: 2.5
Being the Crimson Crown's vision of an ultimate mobile electronic warfare weapon, the Blackout performs several different support functions. First and foremost, the signal inhibitor on board the vehicle will jam enemy radar systems as well as prevents enemy support powers and superweapons from being targeted near it. Secondly, it is capable of using a disruption signal emitter to disable all vehicles susceptible to electronic warfare weapons, robotic units as well as base defenses that are powered in the targeted area. In addition, it sports advanced sensor and detection systems to spot out any cloaked hostile targets that would otherwise go by unnoticed. The vehicle itself is very bulky to sustain all of the advanced equipment and their power needs, as well as heavily armored which results in a somewhat hindered mobility. Combined with the fact that it is not capable of directly harming anyone or anything, means that it requires support from other forces.
- Not Affected By: Mind Control, Berserk, EMP, Active Flashbolt Defense, Warp Weapons, Crushing, Driver-Killing, Hijacking, Firepower Alterations
- Resistant To: Radiation, Toxic Clouds
Additional Information:
- Build Limit: 1
- Weapon disables all EMP-susceptible units and powered base defenses within targeted area for duration of fire.
- Disables use of all enemy support powers and superweapons, but not recon powers within 20 cells.
- Jams enemy radars within 20 cells.
- Cannot be teleported via Warp Tunnel.
- Detects cloaked & submerged units within 10 cells.
- Can crush infantry.
- Automatically repairs itself over time.
Excelsus Group Structures & Units
Excelsus Research Lab
- Cost: N/A ($2000)
- Prerequisite: N/A
- Hitpoints: 4000
- Armor Type: Heavy Structure
- Power: 0
Description Not Available
Additional Information:
- Other structures can be built off this one.
- Can release survivors upon destruction.
Support Power: Starlift Carryall
- Recharge Time: 6:00
- Cost: $1500
- Powered: No
A single Starlift Carryall is ordered and delivered near an Excelsus Research Lab. In case multiple Excelsus Research Labs are owned, it is delivered next to the one acquired first.
Support Power: Energy Barrier
- Recharge Time: 6:00
- Cost: $0
- Powered: Yes
An energy barrier fully protects all base structures within 4-cell radius in targeted area for 30 in-game seconds, at the expense of 300 base power being permanently drained during the effect's duration.
Support Power: Material Conversion
- Recharge Time: 6:00
- Cost: $0
- Powered: Yes
Advanced material conversion & synthesis technology is used to allow construction of non-defensive base buildings at 25% reduced cost and 25% increased income from gathered resources for 2 in-game minutes, at the expense of 450 base power being permanently drained during the effect's duration.
Excelsus Power Amplifier
- Cost: N/A ($2000)
- Prerequisite: N/A
- Hitpoints: 2500
- Armor Type: Heavy Structure
- Power: 0
Description Not Available
Additional Information:
- Increases output of all power plants by 20% when owned.
- Other structures can be built off this one.
- In Scavengers game mode this is turned into Excelsus Material Converter, that provides $2000 to first player to capture a neutral one and $200 every 10 in-game seconds.
Excelsus Guardian Tower
- Cost: N/A ($2000)
- Prerequisite: N/A
- Hitpoints: 2000
- Armor Type: Advanced Defense
- Power: -75
- Weapons:
- Protection Field
- Area of Effect: 10.0
Description Not Available
Additional Information:
- Increases armor of ground units in 10-cell radius around itself by 50%
Starlift Carryall
- Cost: N/A ($1500)
- Prerequisite: Delivered /w Starlift Carryall
- Hitpoints: 750
- Armor Type: Heavy Aircraft
- Speed: 20 (Flying)
Description Not Available
Additional Information:
- Can carry and transport a single non-experimental vehicle.
- Automatically repairs itself over time.