|
| |
CNC Guild - Version 2 || Red Alert - Structures
|
Red
Alert - Structures |
|
|
Construction Yard |
Information |
|
The first structure
to be deployed, the construction yard becomes the nucleus of your
base. Protect this asset with extreme prejudice. Without this structure
you cannot build any more structures. |
Cost
(in credits): |
N/A |
Power Plant |
Information |
|
The power plant
is the muscle that allows the rest of your base to move, the heart
that pumps energy into every facet of your base and allows you to
accomplish your mission. |
Cost
(in credits): |
300 |
Adv Power Plant |
Information |
|
This structure
produces half again the energy that a standard power plant can provide.
The increase in cost is offset by its ability to produce greater
amounts of energy. On the other side of the coin it is more susceptible
to damage and the loss could be of greater importance. They will
be a target so guard them well. |
Cost
(in credits): |
600 |
Tent Barracks |
Information |
|
The barracks
is the focal point for prepping and deployment of infantry, training
center for allied troops. |
Cost
(in credits): |
300 |
War Factory |
Information |
|
This structure
allows you to build all the mechanized equipment used by Allied
forces. You will be able to make Rangers and the medium tank almost
immediately. Qualification to produce more advanced units will depend
on successful completion of mission objectives and technological
advances. This factory is expensive and its products are costly. |
Cost
(in credits): |
2000 |
Radar Dome |
Information |
|
The radar dome
provides information on the scouted areas, showing if there is any
presence on them. They can be called the commander´s eyes. |
Cost
(in credits): |
1000 |
Ore Refinery |
Information |
|
The true backbone
of your base, the refinery allows for the collection and refinement
of raw tiberium into the needed materials to build other structures
and units. This structure is a temporary storage place where Allied
Ore Trucks deposit their finds. |
Cost
(in credits): |
2000 |
Service Depot |
Information |
|
The Allied repair
facility powerfully augments your armored forces. Due to the many
expensive components built into modern vehicles, repairing a damaged
vehicle is unquestionably more cost-effective than building a new
one. |
Cost
(in credits): |
1200 |
Pillbox |
Information |
|
The pilbox is
a precarious yet cheaply effective base defense, whose objective
is principally personnel.
Weapon: Machine gun |
Cost
(in credits): |
400 |
Camo Pillbox |
Information |
|
The camouflated
pilbox is a precarious yet cheaply effective base defense, whose
objective is principally personnel. It is harder to spot at the
ye, what makes them strategically important on irregular terrains
Weapon: Machine Gun |
Cost
(in credits): |
600 |
AA-Gun |
Information |
|
The AA Gun is
the Antiair defense for allies, using a low cadency gattling cannon,
to battle out enemy Yaks, MiGs and Hinds |
Cost
(in credits): |
600 |
Turret |
Information |
|
Turrets are the
heavy defenses allies pose on their bases, using a potent 120mm
cannon to skew through armored vehicles. |
Cost
(in credits): |
600 |
Silo |
Information |
|
The harvesting
and production of vast quantities of tiberium would be futile without
someplace to put your resources. The silos allow storage of large
quantities of refined Ore.
Ore Capacity: 1000 credits |
Cost
(in credits): |
150 |
Helipad |
Information |
|
When necessary
you will be entrusted with this costly facility, and you will be
able to manufacture Longbows. |
Cost
(in credits): |
1500 |
Naval Yard |
Information |
|
This facility
is a Naval War Factory, vulgarly speaking, as it allows production
of naval units. |
Cost
(in credits): |
650 |
Tech Center |
Information |
|
This Lab enabled
later game units, the most advanced, technologically, as well as
superweapons and the Spy Satelite |
Cost
(in credits): |
1500 |
Gap Generator |
Information |
|
The Gap Generator
obscures a certain area around itself, enemy radars cant unreveal
what is nearby them. The perefect hideout. |
Cost
(in credits): |
500 |
Chronosphere |
Information |
|
One of the Allied
superweapons, it has the ability of teletransporting units from
one point of the battlefield to another when fully loaded. |
Cost
(in credits): |
2800 |
Missile Silo |
Information |
|
The Missile Silo
is the other allied superweapon, capable of firing a Nuclear Missile,
or A-Bomb, when fully loaded |
Cost
(in credits): |
2500 |
Sandbags |
Information |
|
Sandbags slow
the enemy slightly, as well as provide some cover to your troops. |
Cost
(in credits): |
25 |
Concrete Wall |
Information |
|
Concrete walls
are the best way to keep out even the heaviest of vehicles. Used
in conjuction with your defensive structures and vehicles you can
use this inexpensive option to protect your investments. |
Cost
(in credits): |
100 |
Construction Yard |
Information |
|
The first structure
to be deployed, the construction yard becomes the nucleus of your
base. Protect this asset with extreme prejudice. Without this structure
you cannot build any more structures. |
Cost
(in credits): |
N/A |
Power Plant |
Information |
|
The power plant
is the muscle that allows the rest of your base to move, the heart
that pumps energy into every facet of your base and allows you to
accomplish your mission. |
Cost
(in credits): |
300 |
Adv Power Plant |
Information |
|
This structure
produces half again the energy that a standard power plant can provide.
The increase in cost is offset by its ability to produce greater
amounts of energy. On the other side of the coin it is more susceptible
to damage and the loss could be of greater importance. They will
be a target so guard them well. |
Cost
(in credits): |
600 |
Barracks |
Information |
|
The barracks
is the focal point for prepping and deployment of infantry, training
center for soviet troops. |
Cost
(in credits): |
300 |
Kennel |
Information |
|
This structure
allows production of Attack Dogs |
Cost
(in credits): |
200 |
War Factory |
Information |
|
This structure
allows you to build all the mechanized equipment used by Soviet
forces. Qualification to produce more advanced units will depend
on successful completion of mission objectives and technological
advances. This factory is expensive and its products are costly. |
Cost
(in credits): |
2000 |
Radar Dome |
Information |
|
The radar dome
provides information on the scouted areas, showing if there is any
presence on them. They can be called the commander´s eyes. |
Cost
(in credits): |
1000 |
Ore Refinery |
Information |
|
The true backbone
of your base, the refinery allows for the collection and refinement
of raw tiberium into the needed materials to build other structures
and units. This structure is a temporary storage place where Soviet
Ore Trucks deposit their finds. |
Cost
(in credits): |
2000 |
Service Depot |
Information |
|
The Soviet repair
facility powerfully augments your armored forces. Due to the many
expensive components built into modern vehicles, repairing a damaged
vehicle is unquestionably more cost-effective than building a new
one. |
Cost
(in credits): |
1200 |
Flame Tower |
Information |
|
The Antipersonnel
defense for soviets is nothing more and nothing less than a fire
spitting tower.
Weapon: Flamethrower |
Cost
(in credits): |
600 |
Tesla Coil |
Information |
|
The Anti Armor
defense for soviets, uses electrical charges to dismantle enemy
troops and tanks.
Weapon: Electrical Ray |
Cost
(in credits): |
1500 |
SAM Site |
Information |
|
The SAM Siteis
the Antiair defense for soviets, using surface to air missiles,
to battle out enemy Longbows and Chinooks |
Cost
(in credits): |
750 |
Silo |
Information |
|
The harvesting
and production of vast quantities of tiberium would be futile without
someplace to put your resources. The silos allow storage of large
quantities of refined Ore.
Ore Capacity: 1000 credits |
Cost
(in credits): |
150 |
Helipad |
Information |
|
When necessary
you will be entrusted with this costly facility, and you will be
able to manufacture Hinds. |
Cost
(in credits): |
1500 |
Airfield |
Information |
|
When necessary
you will be entrusted with this costly facility, and you will be
able to manufacture Yaks and MiGs. |
Cost
(in credits): |
600 |
Sub Pen |
Information |
|
This facility
is a Naval War Factory, vulgarly speaking, as it allows production
of naval units. |
Cost
(in credits): |
650 |
Tech Center |
Information |
|
This Lab enabled
later game units, the most advanced, technologically, as well as
superweapons. |
Cost
(in credits): |
1500 |
Iron Curtain |
Information |
|
One of the Soviet
superweapons, this structure is capable of bathing units in Iron
when fully loaded, making them invulnerably for a short while |
Cost
(in credits): |
2800 |
Missile Silo |
Information |
|
The Missile Silo
is the other allied superweapon, capable of firing a Nuclear Missile,
or A-Bomb, when fully loaded |
Cost
(in credits): |
2500 |
Barbed Wire |
Information |
|
Barbed Wire slows
the enemy slightly, as well as provides some cover to your troops. |
Cost
(in credits): |
25 |
Concrete Wall |
Information |
|
Concrete walls
are the best way to keep out even the heaviest of vehicles. Used
in conjuction with your defensive structures and vehicles you can
use this inexpensive option to protect your investments. |
Cost
(in credits): |
100 |
|
|
|
|
|
|