Red Alert facts


Facts about Red Alert and Red Alert: The Aftermath.


Units

Name Info
   
V2 Rocket
  • Code Name: V2RL
  • Prerequisite: WEAP+DOME
  • Primary Weapon: SCUD Launcher
  • Strength: 150
  • Armor: Light
  • Tech Level: 4
  • Sight Radius: 5
  • Movement Speed: 7
  • Owner: Soviet
  • Cost: 700
  • Rate Of Turn: 5
  • Mobility: Tracked
  • Crewed
Light Tank
  • Code Name: 1TNK
  • Prerequisite: WEAP
  • Primary Weapon: 75mm Cannon
  • Strength: 300
  • Armor: Heavy
  • Tech Level: 4
  • Sight Radius: 4
  • Movement Speed: 9
  • Owner: Allies
  • Cost: 700
  • Rate Of Turn: 5
  • Mobility: Tracked
  • Crewed
Heavy Tank
  • Code Name: 3TNK
  • Prerequisite: WEAP
  • Primary Weapon: 105mm Cannon
  • Secondary Weapon: 105mm Cannon
  • Strength: 400
  • Armor: Heavy
  • Tech Level: 4
  • Sight Radius: 5
  • Movement Speed: 7
  • Owner: Soviet
  • Cost: 950
  • Rate Of Turn: 5
  • Mobility: Tracked
  • Crewed
Medium Tank
  • Code Name: 2TNK
  • Prerequisite: WEAP
  • Primary Weapon: 90mm Cannon
  • Strength: 400
  • Armor: Heavy
  • Tech Level: 6
  • Sight Radius: 5
  • Movement Speed: 8
  • Owner: Allies
  • Cost: 800
  • Rate Of Turn: 5
  • Mobility: Tracked
  • Crewed
Mammoth Tank
  • Code Name: 4TNK
  • Prerequisite: WEAP+STEK
  • Primary Weapon: 120mm Cannon
  • Secondary Weapon: Mammoth Tusk Missiles
  • Strength: 600
  • Armor: Heavy
  • Tech Level: 10
  • Sight Radius: 6
  • Movement Speed: 4
  • Owner: Soviet
  • Cost: 1700
  • Rate Of Turn: 5
  • Mobility: Tracked
  • Self Healing
  • Crewed
Radar Jammer
  • Code Name: MRJ
  • Prerequisite: WEAP+DOME
  • Strength: 110
  • Armor: Light
  • Tech Level: 12
  • Sight Radius: 7
  • Movement Speed: 9
  • Owner: Allies
  • Cost: 600
  • Rate Of Turn: 5
  • Mobility: Tracked
  • Crewed
Mobile Gap Generator
  • Code Name: MGG
  • Prerequisite: WEAP+ATEK
  • Strength: 110
  • Armor: Light
  • Tech Level: 11
  • Sight Radius: 4
  • Movement Speed: 9
  • Owner: Allies
  • Cost: 600
  • Rate Of Turn: 5
  • Crewed
Artillery
  • Code Name: ARTY
  • Prerequisite: WEAP
  • Primary Weapon: 155mm Artillery Cannon
  • Strength: 75
  • Armor: Light
  • Tech Level: 8
  • Sight Radius: 5
  • Movement Speed: 6
  • Owner: Allies
  • Cost: 600
  • Rate Of Turn: 2
  • Mobility: Tracked
  • Crewed
Ore Truck
  • Code Name: HARV
  • Prerequisite: WEAP+PROC
  • Strength: 600
  • Armor: Heavy
  • Tech Level: 1
  • Sight Radius: 4
  • Movement Speed: 6
  • Owner: Both
  • Cost: 1400
  • Rate Of Turn
  • Mobility: Tracked
  • Crewed
  • Self Healing
Mobile Construction Vehicle
  • Code Name: MCV
  • Prerequisite: WEAP+FIX
  • Strength: 600
  • Armor: Light
  • Tech Level: 11
  • Sight Radius: 4
  • Movement Speed: 6
  • Owner: Both
  • Cost: 2500
  • Rate Of Turn: 5
  • Mobility: Wheeled
  • Crewed
Ranger
  • Code Name: JEEP
  • Prerequisite: WEAP
  • Primary Weapon: M60 Machine Gun
  • Strength: 150
  • Armor: Light
  • Tech Level: 3
  • Sight Radius: 6
  • Movement Speed: 10
  • Owner: Allies
  • Cost: 600
  • Rate Of Turn: 10
  • Mobility: Wheeled
  • Crewed
APC
  • Code Name: APC
  • Prerequisite: WEAP+TENT
  • Primary: M60 Machine Gun
  • Strength: 200
  • Armor: Heavy
  • Tech Level: 5
  • Sight Radius: 5
  • Movement Speed: 10
  • Owner: Allies
  • Cost: 800
  • Rate Of Turn: 5
  • Mobility: Tracked
  • Capacity: 5 Infantry Units
Mine Layer
  • Code Name: MNLY
  • Prerequisite: WEAP+FIX
  • Primary Weapon: Land Mines
  • Strength: 100
  • Armor: Heavy
  • Tech Level: 3
  • Sight Radius: 5
  • Movement Speed: 9
  • Owner: Both
  • Cost: 800
  • Rate Of Turn: 5
  • Mobility: Tracked
  • Capacity: 5 Land Mines
  • Crewed
Supply Truck
  • Code Name: TRUK
  • Strength: 110
  • Armor: Light
  • Owner: Both
  • Tech Level: 0
  • Sight Radius: 3
  • Movement Speed: 10
  • Cost: 500
  • Rate Of Turn: 5
  • Capacity: 1 Infantry Unit
  • Mobility: Wheeled
Submarine
  • Code Name: SS
  • Prerequisite: SPEN
  • Primary Weapon: Torpedo Launcher
  • Strength: 120
  • Armor: Light
  • Tech Level: 5
  • Sight Radius: 6
  • Movement Speed: 6
  • Owner: Soviet
  • Cost: 950
  • Rate Of Turn: 7
  • Mobility: Naval
  • Cloakable
Destroyer
  • Code Name: DD
  • Prerequisite: SYRD
  • Primary Weapon: Stinger Rockets
  • Secondary Weapon: Depth Charge Launcher
  • Strength: 400
  • Armor: Heavy
  • Tech Level: 7
  • Sight Radius: 6
  • Movement Speed: 6
  • Owner: Allies
  • Cost: 1000
  • Rate Of Turn: 7
  • Sub Detector
Cruiser
  • Code Name: CA
  • Prerequisite: SYRD+ATEK
  • Primary Weapon: 8inch Artillery Cannon
  • Secondary Weapon: 8inch Artillery Cannon
  • Strength: 700
  • Armor: Heavy
  • Tech Level: 10
  • Sight Radius: 7
  • Movement Speed: 4
  • Owner: Allies
  • Cost: 2000
  • Rate Of Turn: 5
  • Sub Detector
Transport
  • Code Name: LST
  • Prerequisite: SYRD or SPEN
  • Strength: 350
  • Armor: Heavy
  • Tech Level: 3
  • Sight Radius: 6
  • Movement Speed: 14
  • Owner: Both
  • Cost: 700
  • Rate Of Turn: 10
  • Capacity: 5 Ground Units
Gun Boat
  • Code Name: PT
  • Prerequisite: SYRD
  • Primary Weapon: 2inch On-board Cannon
  • Secondary Weapon: Depth Charge Launcher
  • Strength: 200
  • Armor: Heavy
  • Tech Level: 5
  • Sight Radius: 7
  • Movement Speed: 9
  • Owner: Allies
  • Cost: 500
  • Rate Of Turn: 7
  • Mobility: Naval
  • Sub Detector
Attack Dog
  • Code Name: DOG
  • Prerequisite: KENN
  • Primary Weapon: Dog Jaw
  • Strength: 12
  • Armor: None
  • Tech Level: 3
  • Sight Radius: 5
  • Movement Speed: 4
  • Owner: Soviet:
  • Cost: 200
  • Guard Range: 7
  • Mobility: Foot
  • Dog Logic
Rifle Infantry
  • Code Name: E1
  • Prerequisite: TENT or BARR
  • Primary Weapon: Hand Held Machine Gun
  • Strength: 50
  • Armor: None
  • Tech Level: 1
  • Sight Radius: 4
  • Movement Speed: 4
  • Owner: Both
  • Cost: 100
  • Mobility: Foot
Grenadier
  • Code Name: E2
  • Prerequisite: TENT or BARR
  • Primary Weapon: Grenade
  • Strength: 50
  • Armor: None
  • Tech Level: 1
  • Sight Radius: 4
  • Movement Speed: 5
  • Owner: Soviet
  • Cost: 160
  • Explodes
Rocket Soldier
  • Code Name: E3
  • Prerequisite: TENT or BARR
  • Primary Weapon: Red Eye SAM Missile
  • Secondary Weapon: Dragon Rockets
  • Strength: 45
  • Armor: None
  • Tech Level: 2
  • Sight Radius: 4
  • Movement Speed: 3
  • Owner: Allies
  • Cost: 300
  • Owned by all in multiplay
Flamethrower
  • Code Name: E4
  • Prerequisite: TENT+STEK or BARR+STEK
  • Primary Weapon: Hand Held Flamethrower
  • Strength: 40
  • Armor: None
  • Tech Level: 6
  • Sight Radius: 4
  • Movement Speed: 3
  • Owner: Soviet
  • Cost: 300
  • Explodes
Engineer
  • Code Name: E6
  • Prerequisite: TENT or BARR
  • Strength: 25
  • Armor: None
  • Tech Level: 5
  • Sight Radius: 4
  • Movement Speed: 4
  • Owner: Both
  • Cost: 500
  • Infiltrates
Spy
  • Code Name: SPY
  • Prerequisite: TENT+DOME or BARR+DOME
  • Strength: 25
  • Armor: None
  • Tech Level: 6
  • Sight Radius: 5
  • Movement Speed: 4
  • Owner: Allies
  • Cost: 500
  • Infiltrates
Thief
  • Code Name: THF
  • Prerequisite: TENT+ATEK or BARR+ATEK
  • Strength: 25
  • Armor: None
  • Tech Level: 11
  • Sight Radius: 5
  • Movement Speed: 4
  • Owner: Allies
  • Cost: 500
  • Infiltrates
Tanya
  • Code Name: E7
  • Prerequisite: TENT+ATEK or BARR+STEK
  • Primary Weapon: Colt '45
  • Secondary Weapon: Colt '45
  • Strength: 100
  • Armor: None
  • Tech Level: 11
  • Sight Radius: 6
  • Movement Speed: 5
  • Owner: Both
  • Cost: 1200
  • Infiltrates
  • C4 Explosive Packs
Medic
  • Code Name: MEDI
  • Prerequisite: TENT or BARR
  • Primary Weapon: Medical Kit
  • Strength: 80
  • Armor: None
  • Tech Level: 2
  • Sight Radius: 3
  • Movement Speed: 4
  • Owner: Allies
  • Cost: 800
  •  
Civilians, General, Chan, Delphi and Einstein
  • Code Name: C#, GNRL, CHAN, DELPHI or EINSTEIN
  • Primary Weapon: 10 Round Pistol or None
  • Strength: 25, GNRL: 80
  • Armor: None
  • Tech Level: 0
  • Sight Radius: 2, GNRL: 3
  • Movement Speed: 5
  • Owner: Both
  • Cost: 0
  • Mobility: Foot
  • GNRL: Infiltrates
  • All Except GNRL: Run around
Badger Bomber
  • Code Name: BADR
  • Prerequisite: AFLD
  • Primary Weapon: Parachute Bombs
  • Strength: 60
  • Armor: Light
  • Tech Level: 0
  • Sight Radius: 0
  • Movement Speed: 16
  • Owner: Soviet
  • Cost: 10
  • Rate Of Turn: 5
  • Capacity: 5 Infantry Units and 5 Parachute Bombs
  • Mobility: Air
Spy Plane
  • Code Name: U2
  • Prerequisite: AFLD
  • Primary Weapon: Snapshot Camera
  • Strength: 2000
  • Armor: Heavy
  • Tech Level: 0
  • Sight Radius: 0
  • Movement Speed: 40
  • Owner: Soviet
  • Cost: 10
  • Rate Of Turn: 7
Mig
  • Code Name: MIG
  • Prerequisite: AFLD
  • Primary Weapon: Heat Seeking Missiles
  • Secondary Weapon: Heat Seeking Missiles
  • Strength: 50
  • Armor: Light
  • Tech Level: 10
  • Sight Radius: 0
  • Movement Speed: 20
  • Owner: Soviet
  • Cost: 1200
  • Rate Of Turn: 5
  • Capacity: 3 Missiles
  • Guard Range: 30
Yak
  • Code Name: YAK
  • Prerequisite: AFLD
  • Primary Weapon: Rapid Fire Chaingun
  • Secondary Weapon: Rapid Fire Chaingun
  • Strength: 60
  • Armor: Light
  • Tech Level: 5
  • Sight Radius: 0
  • Movement Speed: 16
  • Owner: Soviet
  • Cost: 800
  • Rate Of Turn: 5
  • Mobility: Air
  • Capacity: 15 Chaingun Salvos
  • Guard Range: 30
  • Crewed
Chinook Helicopter
  • Code Name: TRAN
  • Prerequisite: HPAD
  • Strength: 90
  • Armor: Light
  • Tech Level: 11
  • Sight Radius: 0
  • Movement Speed: 12
  • Owner: Soviet
  • Cost: 1200
  • Mobility: Air
  • Rate Of Turn: 5
  • Capacity: 5 Infantry Units
Longbow
  • Code Name: HELI
  • Prerequisite: HPAD
  • Primary Weapon: Hellfire Rockets
  • Secondary Weapon: Hellfire Rockets
  • Strength: 225
  • Armor: Heavy
  • Tech Level: 9
  • Sight Radius: 0
  • Movement Speed: 16
  • Owner: Allies
  • Cost: 1200
  • Rate Of Turn: 4
  • Capacity: 6 Rockets
  • Guard Range: 30
  • Crewed
Hind
  • Code Name: HIND
  • Prerequisite: HPAD
  • Primary Weapon: Rapid Fire Chaingun
  • Strength: 225
  • Armor: Heavy
  • Tech Level: 9
  • Sight Radius: 0
  • Movement Speed: 12
  • Owner: Soviet
  • Cost: 1200
  • Rate Of Turn: 4
  • Capacity: 12 Chaingun Salvos
  • Guard Range: 30
  • Crewed

 


Structures

Name Info
   
Iron Curtain
  • Code Name: IRON
  • Prerequisite: STEK
  • Strength: 400
  • Armor: Wood
  • Tech Level: 12
  • Sight Radius: 10
  • Owner: Soviet
  • Cost: 2800
  • Power Usage: 200
  • Power needed to operate
  • Capturable
  • Crewed
Forward Command Post
  • Code Name: FCOM
  • Strength: 400
  • Armor: Wood
  • Tech Level: 0
  • Sight Radius: 10
  • Owner: Soviet
  • Cost: 0
  • Power Usage: 200
  • Capturable
  • Crewed
  • Sand bib at the bottom
Allied Tech Center
  • Code Name: ATEK
  • Prerequisite: WEAP+DOME
  • Strength: 400
  • Armor: Wood
  • Tech Level: 10
  • Sight Radius: 10
  • Owner: Allies
  • Cost: 1500
  • Power Usage: 200
  • Sand bib at the bottom
  • Capturable
  • Crewed
Chronosphere
  • Code Name: PDOX
  • Prerequisite: ATEK
  • Strength: 400
  • Armor: Wood
  • Tech Level: 12
  • Sight Radius: 10
  • Owner: Allies
  • Cost: 2800
  • Power Usage: 200
  • Power needed to operate
  • Capturable
  • Crewed
War Factory
  • Code Name: WEAP
  • Prerequisite: PROC
  • Strength: 1000
  • Armor: Light
  • Tech Level: 3
  • Sight Radius: 4
  • Owner: Both
  • Cost: 2000
  • Power usage: 30
  • Sand bib at the bottom
  • Capturable
  • Crewed
Naval Yard
  • Code Name: SYRD
  • Prerequisite: POWR
  • Strength: 1000
  • Armor: Light
  • Tech Level: 3
  • Sight Radius: 4
  • Owner: Allies
  • Cost: 650
  • Power Usage: 30
  • Adjacency Distance: 8
  • Water Bound
  • Capturable
Sub Pen
  • Code Name: SPEN
  • Prerequisite: POWR
  • Strength: 1000
  • Armor: Light
  • Tech Level: 3
  • Sight Radius: 4
  • Owner: Soviet
  • Cost: 650
  • Power Usage: 30
  • Adjacency Distance: 8
  • Water Bound
  • Capturable
Pillbox
  • Code Name: PBOX
  • Prerequisite: TENT
  • Primary Weapon: Vulcan Chaingun
  • Strength: 400
  • Armor: Wood
  • Tech Level: 2
  • Sight Radius: 5
  • Owner: Allies
  • Cost: 400
  • Power Usage: 15
  • Sub Detector
  • Crewed
Camo Pillbox
  • Code Name: HBOX
  • Prerequisite: TENT
  • Primary Weapon: Vulcan Chaingun
  • Strength: 600
  • Armor: Wood
  • Tech Level: 3
  • Sight Radius: 5
  • Owner: Allies
  • Cost: 600
  • Power Usage: 15
  • Sub Detector
  • Crewed
Tesla Coil
  • Code Name: TSLA
  • Prerequisite: WEAP
  • Primary Weapon: Lightning Bolt Discharger
  • Strength: 400
  • Armor: Heavy
  • Tech Level: 7
  • Sight Radius: 8
  • Owner: Soviet
  • Cost: 1500
  • Power Usage: 150
  • Capacity: 3 Lightning Charges
  • Power needed to operate
  • Sub Detector
  • Crewed
Turret
  • Code Name: GUN
  • Prerequisite: TENT
  • Primary Weapon: Long Range 105mm Cannon
  • Strength: 400
  • Armor: Heavy
  • Tech Level: 4
  • Sight Radius: 6
  • Owner: Allies
  • Cost: 600
  • Power Usage: 40
  • Rate Of Turn: 12
  • Sub Detector
  • Crewed
Anti-Aircraft Gun
  • Code Name: AGUN
  • Prerequisite: DOME
  • Primary Weapon: ZSU-23 AA-Gun
  • Secondary Weapon: ZSU-23 AA-Gun
  • Strength: 400
  • Armor: Heavy
  • Tech Level: 5
  • Sight Radius: 6
  • Owner: Allies
  • Cost: 600
  • Power Usage: 50
  • Rate Of Turn: 15
  • Crewed
  • Power needed to operate
Flame Tower
  • Code Name: FTUR
  • Prerequisite: BARR
  • Primary Weapon: Fireball Launcher
  • Strength: 400
  • Armor: Heavy
  • Tech Level: 2
  • Sight Radius: 6
  • Owner: Soviet
  • Cost: 600
  • Power Usage: 20
  • Crewed
  • Sub Detector
Construction Yard
  • Code Name: FACT
  • Prerequisite: MCV
  • Strength: 1000
  • Armor: Heavy
  • Tech Level: 0
  • Sight Radius: 5
  • Owner: Both
  • Cost: 2500
  • Power Usage: 0
  • Sand bib at the bottom
  • Capturable
  • Crewed
Ore Refinery
  • Code Name: PROC
  • Prerequisite: POWR
  • Strength: 900
  • Armor: Wood
  • Tech Level: 1
  • Sight Radius: 6
  • Owner: Both
  • Cost: 2000
  • Power Usage: 30
  • Ore Storage: 2000
  • Sand bib at the bottom
  • Capturable
  • Crewed
Ore Silo
  • Code Name: SILO
  • Prerequisite: PROC
  • Strength: 300
  • Armor: Wood
  • Tech Level: 1
  • Sight Radius: 4
  • Owner: Both
  • Cost: 150
  • Power Usage: 10
  • Ore Storage: 1500
  • Capturable
Helipad
  • Code Name: HPAD
  • Prerequisite: DOME
  • Strength: 800
  • Armor: Wood
  • Tech Level: 9
  • Sight Radius: 5
  • Owner: Both
  • Cost: 1500
  • Power Usage: 10
  • Sand bib at the bottom
  • Capturable
  • Crewed
Radar Dome
  • Code Name: DOME
  • Prerequisite: PROC
  • Strength: 1000
  • Armor: Wood
  • Tech Level: 3
  • Sight Radius: 10
  • Owner: Both
  • Cost: 1000
  • Power Usage: 40
  • Sand bib at the bottom
  • Power needed to operate
  • Capturable
  • Sub Detector
  • Crewed
Gap Generator
  • Code Name: GAP
  • Prerequisite: ATEK
  • Strength: 1000
  • Armor: Wood
  • Tech Level: 10
  • Sight Radius: 10
  • Owner: Allies
  • Cost: 500
  • Power Usage: 60
  • Power needed to operate
  • Capturable
  • Crewed
SAM Site
  • Code Name: SAM
  • Prerequisite: DOME
  • Primary Weapon: Rapid Fire Surface-to-Air Missile
  • Strength: 400
  • Armor: Heavy
  • Tech Level: 9
  • Sight Radius: 5
  • Owner: Soviet
  • Cost: 750
  • Power Usage: 20
  • Rate Of Turn: 30
  • Crewed
Missile Silo
  • Code Name: MSLO
  • Prerequisite: STEK or ATEK
  • Strength: 400
  • Armor: Heavy
  • Tech Level: 13
  • Sight Radius: 5
  • Owner: Both
  • Cost: 2500
  • Power Usage: 100
  • Crewed
Airfield
  • Code Name: AFLD
  • Prerequisite: DOME
  • Strength: 1000
  • Armor: Heavy
  • Tech Level: 5
  • Sight Radius: 7
  • Owner: Soviet
  • Cost: 600
  • Power Usage: 30
  • Capturable
  • Crewed
Power Plant
  • Code Name: POWR
  • Prerequisite: FACT
  • Strength: 400
  • Armor: Wood
  • Tech Level: 1
  • Sight Radius: 4
  • Owner: Both
  • Cost: 300
  • Power Production: 100
  • Sand bib at the bottom
  • Capturable
  • Crewed
Advanced Power Plant
  • Code Name: APWR
  • Prerequisite: POWR
  • Strength: 700
  • Armor: Wood
  • Tech Level: 8
  • Sight Radius: 4
  • Owner: Both
  • Cost: 500
  • Power Production: 200
  • Sand bib at the bottom
  • Capturable
  • Crewed
Soviet Tech Center
  • Code Name: STEK
  • Prerequisite: WEAP+DOME
  • Strength: 600
  • Armor: Wood
  • Tech Level: 6
  • Sight Radius: 4
  • Cost: 1500
  • Power Usage: 100
  • Sand bib at the bottom
  • Capturable
  • Crewed
Hospital
  • Code Name: HOSP
  • Strength: 400
  • Armor: Wood
  • Tech Level: 0
  • Sight Radius: 4
  • Owner: Both
  • Cost: 0
  • Power Usage: 20
  • Sand bib at the bottom
  • Capturable
  • Crewed
Bio-research Lab
  • Code Name: BIO
  • Armor: Wood
  • Tech Level: 0
  • Sight Radius: 4
  • Owner: Both
  • Cost: 0
  • Power Usage: 40
  • Sand bib at the bottom
  • Crewed
Soviet Barracks
  • Code Name: BARR
  • Prerequisite: POWR
  • Strength: 800
  • Arnor: Wood
  • Tech Level: 1
  • Sight Radius: 5
  • Owner: Soviet
  • Cost: 300
  • Power Usage: 20
  • Sand bib at the bottom
  • Capturable
  • Crewed
Allied Barracks
  • Code Name: TENT
  • Prerequisite: POWR
  • Strength: 800
  • Armor: Wood
  • Tech Level: 1
  • Sight Radius: 5
  • Owner: Allies
  • Cost: 300
  • Power Usage: 20
  • Sand bib at the bottom
  • Capturable
  • Crewed
Kennel
  • Code Name: KENN
  • Prerequisite: BARR
  • Strength: 400
  • Armor: Wood
  • Tech Level: 3
  • Sight Radius: 4
  • Owner: Soviet
  • Cost: 200
  • Power Usage: 10
Service Depot
  • Code Name: FIX
  • Prerequisite: WEAP
  • Strength: 800
  • Armor: Wood
  • Tech Level: 3
  • Sight Radius: 5
  • Owner: Both
  • Cost: 1200
  • Power Usage: 30
  • Capturable
  • Crewed
Sandbags
  • Code Name: SBAG
  • Strength: 1
  • Armor: None
  • Tech Level: 2
  • Sight Radius: 0
  • Owner: Allies
  • Cost: 25
  • Adjacency Distance: 1
  • Not Repairable
Concrete Wall
  • Code Name: BRIK
  • Strength: 1
  • Armor: None
  • Tech Level: 8
  • Sight Radius: 0
  • Owner: Both
  • Cost: 100
  • Adjacency Distance: 1
  • Not Repairable
Wire Fence
  • Code Name: FENC
  • Strength: 1
  • Armor: None
  • Tech Level: 2
  • Sight Radius: 0
  • Owner: Soviet
  • Cost: 25
  • Adjacency Distance: 1
  • Not Repairable
"3-Dome Tech Center"
  • Strength: 400
  • Armor: Wood
  • Sand bib at the bottom
  • Capturable
Chain Link Fence
  • Code Name: CYCL
  • Strength: 1
  • Armor: None
  • Tech Level: 2
  • Sight Radius: 0
  • Owner: Allies
  • Cost: 75
  • Adjacency Distance: 1
  • Not Repairable
 
  • Code Name: BARB
  • Strength: 1
  • Armor: Wood
  • Sight Radius: 0
  • Owner: Allies
  • Cost: 25
  • Adjacency Distance: 1
  • Not Repairable
Wood Fence
  • Code Name: WOOD
  • Strength: 1
  • Adjacency Distance: 1
  • Sight Radius: 0
  • Not Repairable
Barrels
  • Code Name: BARL or BRL3
  • Strength: 10
  • Adjacency Distance: 0
Anti-Vehicle Mine
  • Code Name: MINV
  • Strength: 1
  • Adjacency Distance: 0
  • Owner: Allies
  • Not Repairable
  • Invisible
Anti-Personnel Mine
  • Code Name: MINP
  • Strength: 1
  • Adjacency Distance: 0
  • Owner: Soviet
  • Not Repairable
  • Invisible
Fake Construction Yard
  • Code Name: FACF
  • Image: FACT
  • Owner: Allies
  • Tech Level: 1
  • Strength: 30
  • Cost: 50
  • Sight Radius: 4
  • Power Usage: 2
  • Sand bib at the bottom
  • Capturable
Fake War Factory
  • Code Name: WEAF
  • Image: WEAP
  • Owner: Allies
  • Tech Level: 3
  • Cost: 50
  • Strength: 30
  • Sight Radius: 4
  • Power Usage: 2
  • Sand bib at the bottom
  • Capturable
Fake Naval Yard
  • Code Name: SYRF
  • Prerequisite: POWR
  • Image: SYRD
  • Strength: 30
  • Tech Level: 3
  • Sight Radius: 4
  • Cost: 30
  • Owner: Allies
  • Power Usage: 2
  • Water Bound
  • Capturable
  • Adjacency Distance: 8
Fake Sub Pen
  • Code Name: SPEF
  • Image: SPEN
  • Strength: 30
  • Tech Level: 0
  • Sight Radius: 4
  • Cost: 50
  • Owner: Soviet
  • Power Usage: 2
  • Water Bound
  • Capturable
  • Adjacency Distance: 8
Fake Radar Dome
  • Code Name: DOMF
  • Prerequisite: PROC
  • Image: DOME
  • Strength: 30
  • Sight Radius: 4
  • Tech Level: 3
  • Cost: 50
  • Owner: Allies
  • Power Usage: 2
  • Sand bib at the bottom
  • Capturable
Civilian Buildings
  • Code Name: V##
  • Strength: 400
  • Armor: Wood
  • Not Repairable
  • V01: Capturable

 


Weapons

Name Info
   
Colt '45
  • Code Name: Colt45
  • Damage: 50
  • Rate Of Fire: 5
  • Range: 5.75
  • Projectile: Invisible
  • Projectile Speed: 100
  • Warhead: Anti-Infantry
  • Sound: GUN5
ZSU-23 AA-Gun
  • Code Name: ZSU-23
  • Damage: 25
  • Rate Of Fire: 10
  • Range: 6
  • Projectile: Invisible AA
  • Projectile Speed: 100
  • Warhead: Armor Piercing
  • Firing Animation: GUNFIRE
  • Sound: AACANON3
Vulcan Chaingun
  • Code Name: Vulcan
  • Damage: 40
  • Rate Of Fire
  • Range: 5
  • Projectile: Invisible
  • Projectile Speed: 100
  • Warhead: Small Arms
  • Sound: GUN13
  • Firing Animation: MINIGUN
  •  
Heat Seeking Missile
  • Code Name: Maverick
  • Damage: 50
  • Rate Of Fire: 3
  • Range: 6
  • Projectile: Inaccurate Rocket
  • Projectile Speed: 30
  • Warhead: Armor Piercing
  • Sound: MISSILE7
Snapshot Camera
  • Code Name: Camera
  • Damage: 0
  • Rate Of Fire: 10
  • Range: 2.75
  • Projectile: Invisible
  • Projectile Speed: 100
  • Warhead: Maximum Effect
  • Reveal area around firer
Fireball Launcher
  • Code Name: FireballLauncher
  • Damage: 125
  • Rate Of Fire
  • Range: 4
  • Projectile: Fireball
  • Projectile Speed: 12
  • Warhead: Fire
Hand Held Flamethrower
  • Code Name: Flamer
  • Damage: 70
  • Rate Of Fire: 50
  • Range: 3.5
  • Projectile: Fireball
  • Projectile Speed: 12
  • Warhead: Fire
Sniper Rifle
  • Code Name: Sniper
  • Damage: 100
  • Rate Of Fire: 5
  • Range: 3.75
  • Projectile: Invisible
  • Projectile Speed: 100
  • Warhead: Anti-Infantry
  • Sound: SILENCER
Rapid Fire Chaingun
  • Code Name: ChainGun
  • Damage: 40
  • Rate Of Fire: 3
  • Range: 5
  • Projectile: Invisible
  • Projectile Speed: 100
  • Warhead: Small Arms
  • Sound: GUN13
  • Firing Animation: MINIGUN
10-Round Pistol
  • Code Name: Pistol
  • Damage: 1
  • Rate Of Fire: 7
  • Range: 1.75
  • Projectile: Invisible
  • Projectile Speed: 100
  • Warhead: Small Arms
  • Sound: GUN27
Hand Held Machine Gun
  • Code Name: M1Carbine
  • Damage: 15
  • Rate Of Fire: 20
  • Range: 3
  • Projectile: Invisible
  • Projectile Speed: 100
  • Warhead: Small Arms
  • Sound: GUN11
Dragon Rockets
  • Code Name: Dragon
  • Damage: 35
  • Rate Of Fire: 50
  • Range: 5
  • Projectile: Inaccurate Rocket
  • Projectile Speed: 25
  • Warhead: Armor Piercing
  • Sound: MISSILE6
Hellfire Rockets
  • Code Name: Hellfire
  • Damage: 40
  • Rate Of Fire: 60
  • Range: 4
  • Projectile: Inaccurate Rocket
  • Projectile Speed: 30
  • Warhead: Armor Piercing
  • Sound: MISSILE6
Grenade
  • Code Name: Grenade
  • Damage: 50
  • Rate Of Fire: 60
  • Range: 4
  • Projectile: Lobbed Bomb
  • Projectile Speed: 5
  • Warhead: High Explosive
75mm Cannon
  • Damage: 25
  • Rate Of Fire
  • Range: 4
  • Projectile: Cannon Shell
  • Projectile Speed: 40
  • Warhead: Armor Piercing
  • Sound: CANNON2
  • Firing Animation: GUNFIRE
90mm Cannon
  • Code Name: 90mm
  • Damage: 30
  • Rate Of Fire: 50
  • Range: 4.75
  • Projectile: Cannon Shell
  • Projectile Speed: 40
  • Warhead: Armor Piercing
  • Sound: CANNON1
  • Firing Animation: GUNFIRE
105mm Cannon
  • Code Name: 105mm
  • Damage: 30
  • Rate Of Fire: 70
  • Range: 4.75
  • Projectile: Cannon Shell
  • Projectile Speed: 40
  • Warhead: Armor Piercing
  • Sound: CANNON1
  • Firing Animation: GUNFIRE
120mm Cannon
  • Code Name: 120mm
  • Damage: 40
  • Rate Of Fire: 80
  • Range: 4.75
  • Projectile: Cannon Shell
  • Projectile Speed: 40
  • Warhead: Armor Piercing
  • Sound: CANNON1
  • Firing Animation: GUNFIRE
Long Range 105mm Cannon
  • Code Name: TurretGun
  • Damage: 40
  • Rate Of Fire: 50
  • Range: 6
  • Projectile: Cannon Shell
  • Projectile Speed: 40
  • Warhead: Armor Piercing
  • Sound: TURRET1
  • Firing Animation: GUNFIRE
Mammoth Tusk Missiles
  • Code Name: MammothTusk
  • Damage: 75
  • Rate Of Fire: 80
  • Range: 5
  • Projectile: Inaccurate Missile
  • Projectile Speed: 30
  • Warhead: High Explosive
  • Sound: MISSILE6
  • Fire Bursts: 2
155mm Artillery Cannon
  • Code Name: 155mm
  • Damage: 150
  • Rate Of Fire: 65
  • Range: 6
  • Projectile: Arcing Shell
  • Projectile Speed: 12
  • Warhead: High Explosive
  • Sound: TANK5
  • Firing Animation: GUNFIRE
M60 Machine Gun
  • Code Name: M60mg
  • Damage: 15
  • Rate Of Fire: 20
  • Range: 4
  • Projectile: Invisible
  • Projectile Speed: 100
  • Warhead: Small Arms
  • Sound: PILLBOX1
  • Firing Animation: MINIGUN
Napalm Bombs
  • Code Name: Napalm
  • Damage: 100
  • Rate Of Fire: 20
  • Range: 4.5
  • Projectile: Bomblet
  • Projectile Speed: 5
  • Warhead: Fire
Lightning Bolt Discharger
  • Code Name: TeslaZap
  • Damage: 100
  • Rate Of Fire: 120
  • Range: 8.5
  • Projectile: Invisible
  • Projectile Speed
  • Warhead: Maximum Effect
  • Sound: TESLA1
  • Charges before firing
Rapid Fire Surface-to-Air Missile
  • Code Name: Nike
  • Damage: 50
  • Rate Of Fire: 20
  • Range: 7.5
  • Projectile: Anti-Aircraft Missile
  • Projectile Speed: 50
  • Warhead: Armor Piercing
  • Sound: MISSILE1
  • Firing Animation: SAMFIRE
Red Eye SAM Missile
  • Code Name: RedEye
  • Damage: 50
  • Rate Of Fire: 50
  • Range: 7.5
  • Projectile: Anti-Aircraft Missile
  • Projectile Speed: 50
  • Warhead: Armor Piercing
  • Sound: MISSILE1
  • Firing Animation: SAMFIRE
8inch Artillery Cannon
  • Code Name: 8inch
  • Damage: 500
  • Rate Of Fire: 160
  • Range: 22
  • Projectile: Arcing Shell
  • Projectile Speed: 6
  • Warhead: High Explosive
  • Sound: TURRET1
  • Firing Animation: GUNFIRE
  • Supress fire if chance of hitting friendly target
Stinger Rockets
  • Code Name: Stinger
  • Damage: 30
  • Rate Of Fire: 60
  • Range: 9
  • Projectile: Laserguided Missile
  • Projectile Speed: 20
  • Warhead: Armor Piercing
  • Sound: MISSILE6
  • Fire Bursts: 2
  • When firing at aircraft: Projectile Speed X1.5
Torpedo Launcher
  • Code Name: TorpTube
  • Damage: 90
  • Rate Of Fire: 60
  • Range: 9
  • Projectile: Torpedo
  • Projectile Speed: 15
  • Warhead: Armor Piercing
  • Sound: TORPEDO1
2inch On-board Cannon
  • Code Name: 2inch
  • Damage: 25
  • Rate Of Fire: 60
  • Range: 5.5
  • Projectile: Cannon Shell
  • Projectile Speed: 25
  • Warhead: Armor Piercing
  • Sound: CANNON2
  • Firing Animation: GUNFIRE
Depth Charge Launcher
  • Code Name: DepthCharge
  • Damage: 80
  • Rate Of Fire: 60
  • Range: 5
  • Projectile: Anti-Sub Bomb
  • Projectile Speed: 5
  • Warhead: Armor Piercing
Parachute Bomb
  • Code Name: ParaBomb
  • Damage: 300
  • Rate Of Fire
  • Range: 4.5
  • Projectile: Parachute
  • Projectile Speed: 5
  • Warhead: High Explosive
  • Sound: CHUTE1
Dog Jaw
  • Code Name: DogJaw
  • Damage: 100
  • Rate of Fire: 10
  • Range: 2.2
  • Projectile: Jumping Dog
  • Projectile Speed: 20
  • Warhead: Organic
  • Sound: DOGG5P
Medical Kit
  • Code Name: Heal
  • Heal: 50
  • Rate Of Fire: 80
  • Range: 1.83
  • Projectile: Invisible
  • Projectile Speed: 100
  • Warhead: Organic
  • Sound: HEAL2
SCUD Launcher
  • Code Name: SCUD
  • Damage: 600
  • Rate Of Fire: 400
  • Range: 10
  • Projectile: Free Rocket Over Ground
  • Projectile Speed: 25
  • Warhead: High Explosive
  • Sound: MISSILE1

 


Projectiles

Name Info
   
Invisible
  • Code Name: Invisible
  • Invisible
  • Image: None
Jumping Dog
  • Code Name: LeapDog
  • Image: DOGBULLT
  • Translucent colours in artwork
  • Rotation Specific Imagery
  • Blows Up When Near Target
  • Rate Of Turn: 20
Cannon Shell
  • Code Name: Cannon
  • Image: 120mm
Invisible AA
  • Code Name: Ack
  • Image: None
  • Invisible
  • Anti-Aircraft
  • Non Ground
Torpedo
  • Code Name: Torpedo
  • Under Water
  • Image: MISSILE
  • Rotation Specific Imagery
  • Anti-Submarine
Free Rocket Over Ground
  • Code Name: FROG
  • Arming Delay: 10
  • Flies over walls
  • No shadow
  • Blows up when near target
  • Smoke Puffs
  • Can run out of fuel
  • Inaccurate
  • Image: V2
  • Rotation Specific Imagery
Inaccurate Rocket
  • Code Name: HeatSeeker
  • Arming Delay: 2
  • Flies over walls
  • No shadow
  • Blows up when near target
  • Smoke Puffs
  • Can run out of fuel
  • Inaccurate
  • Anti-Aircraft
  • Image: DRAGON
  • Rate Of Turn: 5
  • Rotation specific imagery
  • Translucent colours
Laserguided Missile
  • Code Name: LaserGuided
  • Arming Delay: 3
  • Flies over walls
  • No shadow
  • Blows up when near target
  • Smoke Puffs
  • Can run out of fuel
  • Anti-Aircraft
  • Image: DRAGON
  • Rate Of Turn: 20
  • Rotation Specific Imagery
  • Translucent Colours
Anti-Aircraft Missile
  • Code Name: AAMissile
  • Arming Delay: 3
  • Flies Over Walls
  • No Shadow
  • Blows Up When Near Target
  • Smoke Puffs
  • Can Run Out Of Fuel
  • Anti-Aircraft
  • Non Ground
  • Image: MISSILE
  • Rate Of Turn: 20
  • Rotation Specific Imagery
  • Translucent Colours
Lobbed Bomb
  • Code Name: Lobbed
  • Flies over walls
  • Flies in arcing trajectory
  • Inaccurate
  • Image: BOMB
  • Animation Frames: 8
  • Translucent Colours
Anti-Sub Bomb
  • Code Name: Catapult
  • Flies over walls
  • Flies in arcing trajectory
  • Inaccurate
  • Image: BOMB
  • Animation Frames: 8
  • Anti Submarine
  • Non Ground
  • Translucent Colours
Bomblet
  • Code Name: Bomblet
  • Arming Delay: 24
  • Range Limit: 24
  • Flies over walls
  • Drops from plane
  • Image: BOMBLET
  • Animation Frames: 6
  • Translucent Colours
Arcing Shell
  • Code Name: Ballistic
  • Flies over walls
  • Flies in arcing trajectory
  • Inaccurate
  • Image: 120mm
Parachute
  • Code Name: Parachute
  • Arming Delay: 24
  • Range Limit: 24
  • Flies over walls
  • Drops from plane
  • Parachuted
  • Image: PARABOMB
GPS Satellite
  • Code Name: GPSSatellite
  • Bigger than normal
  • Flies over walls
  • Image: SPUTNIK
  • Animation Frames: 4
Nuclear Missile Flying Up
  • Code Name: NukeUp
  • Bigger than normal
  • Flies over walls
  • Image: ATOMICUP
  • Animation Frames: 4
Nuclear Missile Flying Down
  • Code Name: NukeDown
  • Bigger than normal
  • Flies over walls
  • Image: ATOMICDN
  • Animation Frames: 4
Fireball
  • Code Name: Fireball
  • Smoke Puffs
  • Image: FB1
  • Animation Frames: 8

 


Warheads

 

Name Info
   
Small Arms
  • Code Name: SA
  • Damage Halved Per: 3 pixels
  • Armor None: 100%
  • Armor Wood: 50%
  • Armor Light: 60%
  • Armor Heavy: 25%
  • Armor Concrete: 25%
  • Explosion: Sand Distortion
  • Infantry Death Type: Twirl Die
High Explosive
  • Code Name: HE
  • Damage Halved Per: 6 Pixels
  • Destroys Walls
  • Destroys Wood Walls
  • Armor None: 90%
  • Armor Wood: 75%
  • Armor Light: 60%
  • Armor Heavy: 25%
  • Armor Concrete: 100%
  • Explosion: Flamy or Big
  • Infantry Death Type: Explodes
Armor Piercing
  • Code Name: AP
  • Damage Halved Per: 3 Pixels
  • Destroys Walls
  • Destroys Wood Walls
  • Armor None: 30%
  • Armor Wood: 75%
  • Armor Light: 75%
  • Armor Heavy: 100%
  • Armor Concrete: 50%
  • Explosion: Small or Big
  • Infantry Death Type: Flying Death
Fire
  • Code Name: Fire
  • Damage Halved Per: 8 Pixels
  • Destroys Wood Walls
  • Armor None: 90%
  • Armor Wood: 100%
  • Armor Light: 60%
  • Armor Heavy: 25%
  • Armor Concrete: 50%
  • Explosion: Big or Flame
  • Infantry Death Type: Burn Death
Anti-Infantry
  • Code Name: HollowPoint
  • Damage Halved Per: 1 Pixel
  • Armor None: 100%
  • Armor Wood: 5%
  • Armor Light: 5%
  • Armor Heavy: 5%
  • Armor Concrete: 5%
  • Explosion: Sand Distortion
  • Infantry Death Type: Twirl Die
Maximum Effect
  • Code Name: Super
  • Damage Halved Per: 1 Pixel
  • Armor None: 100%
  • Armor Wood: 100%
  • Armor Light: 100%
  • Armor Heavy: 100%
  • Armor Concrete: 100%
  • Explosion: None
  • Infantry Death Type: Electro
Organic
  • Damage Halved Per: 0 Pixels
  • Armor None: 100%
  • Armor Wood: 0%
  • Armor Light: 0%
  • Armor Heavy: 0%
  • Armor Concrete: 0%
  • Explosion: None
  • Infantry Death Type: Instant Die
Nuclear
  • Code Name: Nuke
  • Damage Halved Per: 6 Pixels
  • Destroys Walls
  • Destroys Wood Walls
  • Armor None: 90%
  • Armor Wood: 100%
  • Armor Light: 60%
  • Armor Heavy: 25%
  • Armor Concrete: 50%
  • Explosion: Nuke
  • Infantry Death Type: Burn Death

 


Aftermath

Units

Name Info
   
Phase Transport
  • Code Name: STNK
  • Prerequisite: WEAP+ATEK or WEAP+STEK
  • Primary Weapon: Armor Piercing Rockets
  • Strength: 200
  • Armor: Heavy
  • Tech Level: 0
  • Sight Radius: 5
  • Movement Speed: 10
  • Owner: Both
  • Cost: 800
  • Rate Of Turn: 5
  • Mobility: Tracked
  • Capacity: 1 Infantry Unit
  • Cloakable
Helicarrier
  • Code Name: CARR
  • Prerequisite: HPAD+ATEK or HPAD+STEK
  • Strength: 350
  • Primary Weapon: Air Assault
  • Armor: Heavy
  • Tech Level: 0
  • Sight Radius: 6
  • Movement Speed: 6
  • Owner: Both
  • Cost: 1200
  • Rate Of Turn: 7
  • Capacity: 5 Helicopters
Chrono Tank
  • Code Name: CTNK
  • Prerequisite: WEAP+ATEK
  • Primary Weapon: Armor Piercing Missile
  • Strength: 350
  • Armor: Light
  • Tech Level: 12
  • Sight Radius: 5
  • Movement Speed: 5
  • Owner: Allies
  • Cost: 2400
  • Rate Of Turn: 5
  • Mobility: Tracked
Tesla Tank
  • Code Name: TTNK
  • Prerequisite: WEAP+TSLA
  • Primary Weapon: Tank-Mounted Lightning Bolt Discharger
  • Strength: 110
  • Armor: Light
  • Tech Level: 8
  • Sight Radius: 7
  • Movement Speed: 8
  • Owner: Soviet
  • Cost: 1500
  • Rate Of Turn: 5
  • Mobility: Tracked
  • Crewed
Demolition Truck
  • Code Name: DTRK
  • Prerequisite: WEAP+MSLO
  • Primary Weapon: Self-destruction Nuclear Bomb
  • Strength: 110
  • Armor: Light
  • Tech Level: 13
  • Sight Radius: 3
  • Movement Speed: 8
  • Owner: Both
  • Cost: 2400
  • Rate Of Turn: 5
  • Mobility: Wheeled
  • Explodes
M.A.D. Tank
  • Code Name: QTNK
  • Prerequisite: WEAP+STEK
  • Strength: 300
  • Armor: Heavy
  • Tech Level: 10
  • Sight Radius: 6
  • Movement Speed: 3
  • Owner: Soviet
  • Cost: 2300
  • Rate Of Turn: 5
  • Mobility: Tracked
Missile Sub
  • Code Name: MSUB
  • Prerequisite: SPEN+STEK
  • Primary Weapon: Long-Range Submarine Missile
  • Strength: 150
  • Armor: Light
  • Tech Level: 9
  • Sight Radius: 6
  • Movement Speed: 5
  • Owner: Soviet
  • Cost: 1650
  • Rate Of Turn: 7
  • Cloakable
Shock Trooper
  • Code Name: SHOK
  • Prerequisite: BARR+TSLA
  • Primary Weapon: Hand-Held Lightning Bolt Discharger
  • Strength: 80
  • Armor: None
  • Tech Level: 7
  • Sight Radius: 4
  • Movement Speed: 3
  • Owner: Soviet
  • Cost: 900
  • Not Crushable
Mechanic
  • Code Name: MECH
  • Prerequisite: TENT+FIX
  • Primary Weapon: Vehicle Repair
  • Strength: 60
  • Armor: None
  • Tech Level: 7
  • Sight Radius: 3
  • Movement Speed: 4
  • Owner: Allies
  • Cost: 950

 


Weapons

Name Info
   
Air Assault
  • Code Name: AirAssault
  • Damage: 0
  • Rate Of Fire: 60
  • Range: 127
  • Projectile: Invisible
  • Projectile Speed: 100
  • Warhead: Maximum Effect
Hand-Held Lightning Bolt Discharger
  • Code Name: PortaTesla
  • Damage: 45
  • Rate Of Fire: 70
  • Range: 3.5
  • Projectile: Invisible
  • Projectile Speed: 100
  • Warhead: Maximum Effect
  • Sound: SHKTROP1
  • Charges before firing
Tank-Mounted Lightning Bolt Discharger
  • Code Name: TTankZap
  • Damage: 100
  • Rate Of Fire: 120
  • Range: 7
  • Projectile: Invisible
  • Projectile Speed: 100
  • Warhead: Maximum Effect
  • Sound: TESLA1
  • Charges before firing
Vehicle Repair
  • Code Name: GoodWrench
  • Heal: 100
  • Rate Of Fire: 80
  • Range: 1.83
  • Projectile: Invisible
  • Projectile Speed: 100
  • Warhead: Mechanical
  • Sound: FIXIT1
Long-Range Submarine Missile
  • Code Name: SubSCUD
  • Damage: 400
  • Rate Of Fire: 120
  • Range: 14
  • Projectile: Inaccurate Rocket
  • Projectile Speed: 20
  • Warhead: High Explosive
  • Sound: MISSILE6
  • Fire Bursts: 2
Armor Piercing Missile
  • Code Name: APTusk
  • Damage: 75
  • Rate Of Fire: 80
  • Range: 5
  • Projectile: Inaccurate Rocket
  • Projectile Speed: 30
  • Warhead: Armor Piercing
  • Sound: MISSILE6
  • Fire Bursts: 2
Self-destruction Nuclear Bomb
  • Code Name: Democharge
  • Damage: 500
  • Projectile: Invisible
  • Projectile Speed: 100
  • Range: 1.75
  • Warhead: Nuclear
  • Rate Of Fire: 80

 

 


Warheads

Name Info
   
Mechanical
  • Damage Halved Per: 0 Pixels
  • Armor None: 100%
  • Armor Wood: 100%
  • Armor Light: 100%
  • Armor Heavy: 100%
  • Armor Concrete: 100%
  • Explosion: None
  • Infantry Death Type: Instant Die



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