|
Cameo |
Prerequisite |
Description |
|
War
Factory |
Classification:
Support
The Supply Truck allows for donations of resources between allies.
Deploy the truck to create a crate that can be picked up by the
first person to run over the crate with a unit. Be warned, as
if the truck is destroyed, all cash used to create it will be
wasted.
|
Cost: |
3000 |
|
Cameo |
Prerequisite |
Description |
|
War
Factory |
Classification:
Support
The Detector is a small, unmanned mobile unit that does just what
it says: detects cloaked units and unseen hazards. Such things
as landmines can be spotted and therefore easily avoided. Be advised
that this does not destroy the mine, merely reveal it to plain
view.
|
Cost: |
800 |
|
Cameo |
Prerequisite |
Description |
|
War
Factory |
Classification:
Main Battle Tank
The Marauder Tank uses only light armour, but is fitted much better
than its predecessor, the grizzly. It is armed with a hyper-velocity
cannon that is capable of smashing through armour columns.
|
Cost: |
800 |
|
Cameo |
Prerequisite |
Description |
|
War
Factory |
Classification:
Armoured Fighting Vehicle/Mobile Anti-Aircraft Vehicle
The Pulverizer tank is the newest breed of anti-infantry vehicles.
Equipped with heavy assault cannons firing energy rounds just
like that of the Guardian and Pillbox, the Pulverizer makes incredibly
short work of enemy infantry (Note: It is particularly effective
against robotic infantry). It can also attack aerial units.
|
Cost: |
850 |
|
Cameo |
Prerequisite |
Description |
|
War
Factory |
Classification:
Battlefield Repair Unit
Regenerator units are fitted with the latest automated repair
mechanisms designed solely with keeping our forces alive in mind.
It fires a Repair Beam which quickly revitalises the armour of
any damaged vehicle on the field. As an added set of bonuses,
it can heal at a short range, and can also repair ‘on the
fly’, meaning that while it and a damaged unit are moving,
the Regenerator can be fixing up the armour of the other unit.
It also automatically scouts around itself for damaged units to
repair. They are very useful when kept close to front-line units.
|
Cost: |
1000 |
|
Cameo |
Prerequisite |
Description |
|
Radar |
Classification:
Advanced Teleporting Ambush Unit
A tank able to flit around the battlefield with its chronoshifting
technology. The Chrono tank is fitted with light rockets, able
to deal damage to anything that it comes across. Perfect for securing
positions quickly, due to the fact it does not need to traverse
terrain to get there. However, it does need to phase back in after
each shift.
|
Cost: |
800 |
|
Cameo |
Prerequisite |
Description |
|
Radar |
Classification:
Heavy Artillery
This heavy artillery unit fires a massive stream of energy,
capable of pulverising structures and bunched-up armour columns
in a brilliant display of energy.
|
Cost: |
1050 |
|
Cameo |
Prerequisite |
Description |
|
Radar |
Classification:
Teleporting Personnel Carrier
This teleporting personnel carrier allows quick securing of positions
by chrono-teleporting up to five infantry to a desired location.
Despite the ‘phase-in’ time, it can easily be used
to gain ground without even traversing it, due to the stasis field
used to prevent infantry from being affected by the ‘phase-in’,
and are ready for action as soon as the teleport is completed.
|
Cost: |
1500 |
|
Cameo |
Prerequisite |
Description |
|
Radar |
Classification:
Attack Helicopter
This highly advanced attack helicopter is armed with a powerful
photon cannon capable of slashing through both enemy aircraft
hulls and also frying ground forces. A very nimble vehicle, it
is highly vulnerable to AA attack due to its thin-skinned hull.
|
Cost: |
1400 |
|
Cameo |
Prerequisite |
Description |
|
Tech |
Classification:
Siege Aircraft
This is the AL's most formidable air based artillery for sieging enemy
bases with its massive energy charges and of course dealing heavy
damage to any ground units it encounters but unfortunately it lacks
means to engage in air to air combat so it is best to be escorted by comanche choppers.
|
Cost: |
1800 |
|
Cameo |
Prerequisite |
Description |
|
Tech |
Classification:
Advanced Ambush Unit
This is the latest and greatest advancement since the abandoned
Mirage technology. The Illusion Tank is capable of becoming completely
invisible. It fires a powerful railgun weapon. Beware, firing
makes it reveal itself to the enemy, so it is best used close
to friendly support.
|
Cost: |
1000 |
|
Cameo |
Prerequisite |
Description |
|
Tech |
Classification:
Mobile Weather Invocation Device
A whole new meaning for the phrase ‘Rolling Thunder’,
the Stormbringer is capable of unleashing Heaven’s wrath
upon enemy units and bases, causing a mini-thunder cloud to form
above it, and striking it with a lethal dose of lightning. It
is fiendishly effective, but requires a long charge time before
it can be utilised again. |
Cost: |
1600 |
|
Cameo |
Prerequisite |
Description |
|
Tech |
Classification:
Advanced Anti-Tank Weapon
Useless against structures, the Chrono Prison can be used to erase
infantry and tanks from time much faster than the Chrono Legionnaire.
It requires a recharge time before it can fire again, but the
ability to negate enemy armour battalions instantly is most definitely
a force to be reckoned with.
|
Cost: |
2000 |
|
Cameo |
Prerequisite |
Description |
|
Tech |
Classification:
Heavy Tank
‘Outnumbered’ is a meaningless word with the Decimator
at your side. Equipped with TRIPLE pulse cannons, the Decimator
lives up completely to its name, going through enemy forces the
way a whale goes through plankton.
|
Cost: |
1500 |
|
|
|