ASIAN STRUCTURES


Asian Construction Yard Nuclear Plant Asian Barracks Asian Ore Refinery Asian War Factory Asian Airfield Asian Runway Radar Tower Asian Shipyard Research Facility Battle Lab Reactor Upgrade Gatling Gun AA Gatling Gun Bunker SSM Launcher Speaker Tower Hack Center Neutron Launcher


Asian Construction Yard

Asian Construction Yard

Building construction facility and the heart of every base. Deployed via an East Asian MCV.









Emergency Repair
  • Repairs vehicles over time in an area. Initial use is instant with no cooldown, 4 minutes thereafter.




  • 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




Nuclear Plant

Nuclear Plant

Main power source of Asia.


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: 1000
  • Cost: 700
  • Armor: Power Plant
  • Role: Power Supply
  • Upgrades: Reactor Upgrade
  • Power: +175
  • Prerequisite: Construction Yard
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
Barracks

Asian 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: Construction Yard
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
Ore Refinery

Asian Ore Refinery

Primary resource destination structure for the 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: Construction Yard
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
War Factory

Asian War Factory

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.




  • HP: 1400
  • Cost: 2000
  • Armor: Factory
  • Role: Vehicle Production
  • Upgrades: N/A
  • Power: -50
  • Prerequisite: Con. Yard, Barracks, Refinery
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
Airfield

Asian 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.





MIG Armor Upgrade
  • Increased MIG HP by 20%.
  • Costs $1500.




  • HP: 1400
  • Cost: 1000
  • Armor: Wood
  • Role: Aircraft Production, Reload/Sell
  • Upgrades: N/A
  • Power: -30
  • Prerequisite: Con. Yard, Ore Refinery
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
Runway

Asia 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: -30
  • Prerequisite: Airfield
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
Radar Tower

Radar Tower

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





Artillery Barrage
  • Launch an artillery strike at the targeted area on a 4 minute cooldown.




Bunker Mines
  • Deploys mines around an allied bunker.
  • Costs $400.





Neutron Mines
  • Deploys neutron mines around an allied bunker.
  • Costs $400.




Advanced Training
  • Allows the player to train veteran rank Minigunners.
  • Costs $1200.




  • HP: 1050
  • Cost: 1250
  • Armor: Wood
  • Role: Radar/Support
  • Upgrades: N/A
  • Power: -100
  • Prerequisite: Con. Yard, Ore Refinery
  • Primary Weapon: N/A
  • Secondary Weapon: N/A




Shipyard

Asian 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: Con. Yard, Ore Refinery
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
Research Facility

Research Facility

Asian Tier 2 tech structure.

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







Chaingun Upgrade
  • Increases ROF of gatling weapons by 34%.
  • Costs $1500.




Black Napalm
  • Increases the damage of all flame based weapons by 25%.
  • Costs $750 on a 4 minute cooldown. Effect lasts 15 seconds.





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




Asian Battle Lab

Asian Battle Lab

Asian Tier 3 tech structure.

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







Forceshield
  • Deploys a forceshield at the target location, preventing affected buildings from taking damage.
  • Has a 6 minute cooldown.
  • Powers down the user's base for 40 seconds.




Auto Loader
  • Allows Battlemaster Tanks to fire twice every round.
  • Costs $2000.




Kamikaze Dive
  • Spawned KAIT50s will suicide at the targeted location, damaging the area and parachuting Tank Busters.
  • Costs $1000.




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




Reactor Upgrade

Reactor Upgrade

An upgrade for existing reactors, allowing for more power output.








  • HP: N/A
  • Cost: 300
  • Armor: N/A
  • Role: Power
  • Upgrades: N/A
  • Power: +100
  • Prerequisite: Nuclear Reactor, Radar
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
Bunker

Bunker

Fortified anti-ground defense.


TIP: Look at the opponent's army and use different infantry combinations accordingly.





  • HP: 560
  • Cost: 1100
  • Armor: Concrete
  • Role: Support
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: Barracks
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
Gatling Gun

Gatling Gun

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: Construction Yard
  • Primary Weapon: 30 Damage, 20 ROF, 6 Range [22DPS]
  • Secondary Weapon: N/A






VS INFANTRY
VS VEHICLES
VS STRUCTURES
VS AIRCRAFT

Anti-Air Gatling Gun

Anti Air Gatling Gun

Anti-Air defense.


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





  • HP: 525
  • Cost: 750
  • Armor: 1x1 Defense
  • Role: Anti Armor
  • Upgrades: N/A
  • Power: -30
  • Prerequisite: Construction Yard
  • Primary Weapon: 100 Damage, 50 ROF, 8 Range [30DPS]
  • Secondary Weapon: N/A






VS INFANTRY
VS VEHICLES
VS STRUCTURES
VS AIRCRAFT

Speaker Tower

Speaker Tower

Propaganda base defense.
Buffs nearby allied units.

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




  • HP: 700
  • Cost: 750
  • Armor: 1x1 Defense
  • Role: Support
  • Upgrades: N/A
  • Power: -30
  • Prerequisite: Construction Yard, Battle Lab
  • Primary Weapon: Motivational Propaganda
  • Secondary Weapon: N/A



SSM Launcher

SSM Launcher

High powered anti ground base defense.









  • HP: 840
  • Cost: 1200
  • Armor: 1x1 Defense
  • Role: Anti Ground
  • Upgrades: N/A
  • Power: -50
  • Prerequisite: Research Facility
  • Primary Weapon: 120 Damage, 40 ROF, 9 Range [45DPS]






VS INFANTRY
VS VEHICLES
VS STRUCTURES
VS AIRCRAFT

Hack Center

Hack Center

Asian support superweapon.



TIP: There is a delay between the activation and the actual EMP bombing.





EMP Bomb
  • EMPs targets in an area.
  • 7 minute cooldown.




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



Neutron Launcher

Neutron Launcher

The Asian offensive Superweapon. Launches a neutron missile towards the target location.


TIP: The missile has the potential to kill the drivers of tanks, use this to your advantage.






Neutron Bomb
  • Deals heavy damage at the targeted area.
  • 9 minute cooldown.




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






VS INFANTRY
VS VEHICLES
VS STRUCTURES
VS AIRCRAFT