ALLIED STRUCTURES


Allied Construction Yard Allied Power Plant Allied Barracks Allied Ore Refinery Allied War Factory Allied Airfield Allied Runway Allied Radar Allied Shipyard Allied Service Depot Allied Arsenal Allied Battle Lab Allied Ore Purifier Allied Gap Generator Allied Spy Satellite Allied Pill Box Allied Patriot Missile Allied Naval Gun Turret Allied Prism Tower Allied Chronosphere Allied Weather Controller


Allied Construction Yard

Allied Construction Yard

Building construction facility and the heart of every base. Deployed via an Allied Mobile Construction Vehicle.

TIP: The first instance of Emergency Power is available straight away and can be used    when first deploying the MCV to bypass building a Power Plant.




Emergency Power
  • Grants the user 300 power for 36 seconds at no cost, 4 minute cooldown.




  • HP: 1400
  • Cost: 2500 (MCV)
  • Armor: Fortified
  • Role: Production
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: MCV
  • Primary Weapon: N/A
  • Secondary Weapon: N/A




Power Plant

Allied Power Plant

Main power source of the Allied nations.


TIP: Can be infiltrated by spies to shut down enemy power for 70 seconds.
   Power plant armor is weak to almost all weapon/damage types.




  • HP: 1050
  • Cost: 800
  • Armor: Power Plant
  • Role: Power Supply
  • Upgrades: N/A
  • Power: +200
  • Prerequisite: Allied Construction Yard
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
Barracks

Allied Barracks

Infantry training facility.


TIP: Infiltrating this structure allows the user to train veteran infantry.
   This structure is affected by production bonuses of the same type.



  • HP: 700
  • Cost: 500
  • Armor: Wood
  • Role: Infantry Training
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: Allied Construction Yard
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
Ore Refinery

Allied Ore Refinery

Primary resource destination structure for the Allied forces. Ore Miners return to refineries with ore which then converted to cash.



TIP: Can be infiltrated by spies to steal up to 33% of the enemy's total funds.



  • HP: 1400
  • Cost: 2000
  • Armor: Wood
  • Role: Resource
  • Upgrades: N/A
  • Power: -40
  • Prerequisite: Allied Construction Yard
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
War Factory

Allied Power Plant

Vehicle production facility.


TIP: Infiltrating this structure allows the user to build veteran vehicles.
   This structure is affected by production bonuses of the same type.





Ambulance
  • Delivers an ambulance at your War Factory.
  • Costs $600.




TOW Upgrade
  • New humvees are equipped with a tow missile.
  • Costs $2000.




  • HP: 1400
  • Cost: 800
  • Armor: Factory
  • Role: Vehicle Production
  • Upgrades: N/A
  • Power: -50
  • Prerequisite: Allied Con. Yard, Barracks, Refinery
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
Airfield

Allied Airfield

Aircraft production facility. Also an auxiliary requirement structure for airborne type support powers.


TIP: Infiltrating this structure allows the user to build veteran aircraft.
   This structure is affected by production bonuses of the same type.


  • HP: 1400
  • Cost: 1000
  • Armor: Wood
  • Role: Aircraft Production, Reload/Sell
  • Upgrades: N/A
  • Power: -50
  • Prerequisite: Allied Con. Yard, Ore Refinery
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
Runway

Allied Runway

Aircraft production facility.


TIP: Cannot be infiltrated by enemy spies.
   This structure is affected by production bonuses of the same type.


  • HP: 910
  • Cost: 750
  • Armor: Wood
  • Role: Aircraft Production, Reload/Sell
  • Upgrades: N/A
  • Power: -25
  • Prerequisite: Allied Airfield
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
Radar Tower

Allied Radar

Radar facility, provides a minimap view of the battlefield. Also a hub for support powers and early upgrades for the Allied forces.

TIP: Infiltrating this structure resets the enemy's cleared fog and allows you to see future scouting.
   Can be shut down by Radar Jamming units and support powers



Airstrike
  • Calls in 2 A10s to bombard the target area on a 5 min cooldown
  • Costs $750 and requires an Airfield.


Paradrop
  • Drops 3 Rangers, 2 Guardian GIs, 1 Humvee and 1 Bullfrog at the target location. 5 min cooldown.
  • Costs $1600


Tempest Pike
  • Deploys a defensive weather tower at the target location. 4 min cooldown.
  • Costs $700 and is not available to America


Sonar Scan
  • Reveals submerged and/or cloaked units where targeted. 3 min cooldown.













  • HP: 1050
  • Cost: 1250
  • Armor: Wood
  • Role: Radar/Support
  • Upgrades: 2
  • Power: -75
  • Prerequisite: Allied Con. Yard, Ore Refinery
  • Primary Weapon: N/A
  • Secondary Weapon: N/A




Shipyard

Allied Shipyard

Vessel production facility.


TIP: Cannot be infiltrated nor captured.
   This structure is affected by production bonuses of the same type.




  • HP: 1400
  • Cost: 1500
  • Armor: Fortified
  • Role: Vessel Production and Repair
  • Upgrades: N/A
  • Power: -40
  • Prerequisite: Allied Con. Yard, Ore Refinery
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
Service Depot

Allied Service Depot

Unit repair facility.


TIP: Periodically repairs vehicles around it.
   Repair aura does not remove Terror Drones, units must be placed in the depot instead.



  • HP: 1500
  • Cost: 1000
  • Armor: Wood
  • Role: Unit Repair
  • Upgrades: N/A
  • Power: -40
  • Prerequisite: Allied Con. Yard, War Factory
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
Allied Arsenal

Allied Arsenal

Allied Tier 2 tech structure.

Allows the owner to build Tier 2 units, infantry and structures.







Spectrum Shield
  • Upgrades Laser Tanks, Prism Tanks and Prism Defenders with 20% HP shields.
  • Costs $2000.




Air Superiority
  • All F22-Raptors are built at veteran rank.
  • Costs $2500.




  • HP: 1050
  • Cost: 1750
  • Armor: Wood
  • Role: Tier 2 Tech
  • Upgrades: 1
  • Power: -150
  • Prerequisite: Con Yard, Radar, Barracks, Refinery, War Factory
  • Primary Weapon: N/A
  • Secondary Weapon: N/A




Allied Battle Lab

Allied Arsenal

Allied Tier 3 tech structure.

Allows the owner to build Tier 3 units, infantry and structures.







B-2 Shard Bomber
  • Calls in a Prism Bomber to bombard the target area.
  • Costs $1400 and has a 7 minute cooldown.
  • Strong against infantry and vehicles.






  • HP: 1400
  • Cost: 3500
  • Armor: Wood
  • Role: Tier 3 Tech
  • Upgrades: N/A
  • Power: -300
  • Prerequisite: Con Yard, Radar, Arsenal, War Factory
  • Primary Weapon: N/A
  • Secondary Weapon: N/A




Ore Processor

Allied Ore Purifier

Resource tech structure.

Increases all incoming income cash by 25%.







  • HP: 1400
  • Cost: 3000
  • Armor: Fortified
  • Role: Resource
  • Upgrades: N/A
  • Power: -250
  • Prerequisite: Allied Battle Lab
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
Gap Generator

Allied Gap Generator

Shrouds a portion of the map around itself to enemy radars and vision.


TIP: Deploying the Gap Generator doubles its radius but also doubles its power consumption.





  • HP: 700
  • Cost: 1500
  • Armor: Wood
  • Role: Map Conceal
  • Upgrades: N/A
  • Power: -100
  • Prerequisite: Allied Battle Lab
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
Spy Satellite

Allied Spy Satellite

Reconnaissance support structure that provides the owner with full map vision.


TIP: Cannot be infiltrated nor shut down by power outages.
   Its destruction will obscure the entire map.





GPS Scrambler
  • Shuts down enemy radar facilities for 1 minute. Does not affect other Spy Satellites
  • Costs $1000, 4 minute cooldown.




  • HP: 1400
  • Cost: 1500
  • Armor: Wood
  • Role: Map Reveal
  • Upgrades: N/A
  • Power: -100
  • Prerequisite: Allied Battle Lab
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
Pill Box

Allied Pill Box

Basic anti infantry defense.


TIP: 1x1 Defensive structures take additional damage from most weapon/damage types.



  • HP: 420
  • Cost: 500
  • Armor: 1x1 Defense
  • Role: Anti Infantry
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: Allied Construction Yard
  • Primary Weapon: 30 Damage, 20 ROF, 6.5 Range
  • Secondary Weapon: N/A






VS INFANTRY
VS VEHICLES
VS STRUCTURES
VS AIRCRAFT

Patriot Missiles

Allied Patriot Missiles

Anti air base defense.


TIP: 1x1 Defensive structures take additional damage from most weapon/damage types.



  • HP: 560
  • Cost: 750
  • Armor: 1x1 Defense
  • Role: Anti Air
  • Upgrades: N/A
  • Power: -30
  • Prerequisite: Allied Construction Yard
  • Primary Weapon: 80 Damage, 60 ROF, 14 Range
  • Secondary Weapon: N/A






VS INFANTRY
VS VEHICLES
VS STRUCTURES
VS AIRCRAFT

Naval Gun Turret

Allied Power Plant

Anti armor naval defense.


TIP: 1x1 Defensive structures take additional damage from most weapon/damage types.
   Can only be placed in water.





  • HP: 910
  • Cost: 1000
  • Armor: 1x1 Defense
  • Role: Anti Armor
  • Upgrades: N/A
  • Power: -30
  • Prerequisite: Allied Shipyard
  • Primary Weapon: 100 Damage, 50 ROF, 8 Range
  • Secondary Weapon: N/A






VS INFANTRY
VS VEHICLES
VS STRUCTURES
VS AIRCRAFT

Prism Tower

Allied Power Plant

High powered anti ground base defense.


TIP: 1x1 Defensive structures take additional damage from most weapon/damage types.
   Can be powered up by German Prism Defenders for +20% damage.
   Can link with up to 3 other Prism Towers and deal extra damage.



  • HP: 840
  • Cost: 1200
  • Armor: 1x1 Defense
  • Role: Anti Ground
  • Upgrades: N/A
  • Power: -50
  • Prerequisite: Allied Construction Yard, Arsenal
  • Primary Weapon: 120 Damage, 40 ROF, 9 Range
  • Linked Weapon: 216 Damage, 60 ROF, 10 Range






VS INFANTRY
VS VEHICLES
VS STRUCTURES
VS AIRCRAFT

Chronosphere

Allied Power Plant

Allied forces' support Superweapon.


TIP: Can be used on naval units





Chronosphere
  • Shifts a small group of infantry and/or vehicles to the target location.
  • 7 minute cooldown.




  • HP: 1150
  • Cost: 3000
  • Armor: Fortified
  • Role: Support
  • Upgrades: N/A
  • Power: -250
  • Prerequisite: Allied Battle Lab
  • Primary Weapon: N/A
  • Secondary Weapon: N/A



Weather Control Device

Allied Power Plant

The Allied offensive Superweapon. Summons a lightning storm at the target location.


TIP: Has a small delay between casting and the storm's summoning.





Lightning Storm
  • Summons a lightning storm to deal massive damage.
  • 11 minute cooldown.




  • HP: 1500
  • Cost: 6000
  • Armor: Fortified
  • Role: Superweapon
  • Upgrades: N/A
  • Power: -350
  • Prerequisite: Allied Battle Lab
  • Primary Weapon: N/A
  • Secondary Weapon: N/A






VS INFANTRY
VS VEHICLES
VS STRUCTURES
VS AIRCRAFT