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CNC Guild - Version 2 || Red Alert 2 - Structures
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Red
Alert 2 - Structures |
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Construction Yard |
Information |
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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 |
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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): |
800 |
Barracks |
Information |
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The barracks
is the focal point for prepping and deployment of infantry, training
center for allied troops. |
Cost
(in credits): |
500 |
War Factory |
Information |
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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 |
Airforce HQ |
Information |
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The airforce
HQ provides information on the scouted areas, showing if there is
any presence on them. They can be called the commander´s eyes.
They also give aircraft construction ability. |
Cost
(in credits): |
1000 |
Ore Refinery |
Information |
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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 |
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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): |
800 |
Pillbox |
Information |
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The pilbox is
a precarious yet cheaply effective base defense, whose objective
is principally personnel.
Weapon: Machine gun |
Cost
(in credits): |
500 |
Prism Tower |
Information |
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These towers
fire a sun reflection beam that can toast infantry and tanks in
short time. They can also overpower the beam by combining their
firepower.
Weapon: Prism beam |
Cost
(in credits): |
1500 |
Patriot Missiles |
Information |
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This is the Allies´
AA Structure: It fires a slow but powerful missile against aircraft. |
Cost
(in credits): |
1000 |
Naval Yard |
Information |
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This facility
is a Naval War Factory, vulgarly speaking, as it allows production
of naval units. |
Cost
(in credits): |
1000 |
Battle Lab |
Information |
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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 |
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The Gap Generator
obscures a certain area around itself, enemy radars cant unreveal
what is nearby them. The perefect hideout. |
Cost
(in credits): |
1500 |
Chronosphere |
Information |
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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): |
2500 |
Weather Control Device |
Information |
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The WCD is the
Allies primary superweapon: When loaded it can unload a tremendous
storm upon the enemy. |
Cost
(in credits): |
5000 |
Spy Satelite |
Information |
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The Satelite
Uplink reveals all the map when deployed. |
Cost
(in credits): |
1500 |
Ore Purifier |
Information |
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The purifier
generates an extra income of 25% per ore loadout |
Cost
(in credits): |
2500 |
Allied Walls |
Information |
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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): |
250 |
Grand Cannon |
Information |
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This giant cannon
has massive strength, and massive range. Of course, massive firepower
too.
FRENCH SPECIAL STRUCTURE |
Cost
(in credits): |
2000 |
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): |
500 |
Nuclear Reactor |
Information |
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This structure
provides more energy than the Tesla Reactor- The increase in cost
is offset by its ability to produce greater amounts of energy. Upon
destruction, they will set off a small nuclear explosion. |
Cost
(in credits): |
1000 |
Barracks |
Information |
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The barracks
is the focal point for prepping and deployment of infantry, training
center for soviet troops. |
Cost
(in credits): |
500 |
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 Tower |
Information |
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The radar tower
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 |
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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): |
1000 |
Sentry Gun |
Information |
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The Antipersonnel
defense for soviets is nothing more and nothing less than a bullet
spitting turret.
Weapon: Machine Gun |
Cost
(in credits): |
500 |
Tesla Coil |
Information |
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The Anti Armor
defense for soviets, uses electrical charges to dismantle enemy
troops and tanks.
Weapon: Electrical Ray |
Cost
(in credits): |
1500 |
Flak Cannon |
Information |
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Flak Cannons
are the soviet AntiAirs,firing fragmentation spread-damaging projectiles. |
Cost
(in credits): |
1000 |
Psychic Radar |
Information |
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This radar device
allows Soviets to know the targets of allied units if this last
one is within this structure´s radius. |
Cost
(in credits): |
1500 |
Naval Yard |
Information |
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This facility
is a Naval War Factory, vulgarly speaking, as it allows production
of naval units. |
Cost
(in credits): |
1000 |
Battle Lab |
Information |
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This Lab enabled
later game units, the most advanced, technologically, as well as
superweapons. |
Cost
(in credits): |
1500 |
Iron Curtain |
Information |
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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): |
2500 |
Nuke Silo |
Information |
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The Missile Silo
is the other soviet superweapon, capable of firing a Nuclear Missile,
or A-Bomb, when fully loaded |
Cost
(in credits): |
5000 |
Cloning Vats |
Information |
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This structure
can produce a clone of every infantry produced at the barracks |
Cost
(in credits): |
2500 |
Soviet Walls |
Information |
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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): |
250 |
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