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Structure
» Turbine
» Flak Turret
» Radar Tower
» Copter Station
» Mammoth Turbine
» Hazard Beacon
» Cloaking Device
» FTA Scrambler
» Farseer Cannon
» Farseer Uplink
» Apostle
» Transport Gate
» Quantum Gate

Turbine

Turbines are the primary source of electrical power for the Free Trade Alliance. Each Turbine will provide 300 power, so several will be needed to run a base with all the structural advances. It should be noted that Turbines are weak and easily destroyed by Turbine Copters. Defending them with more than a couple Advocates is preferable.

Cost: 600 Build Time: 15s
Power Output: +300 Tech Req: FTA Collector
Allows: Blade Scout, Flak Turret, Radar Tower Class: Power facility
Function: Power generation Armor: 400
Good For: Providing power Speed: 0 (stationary)
Counter With: Turbine copters and offensive units Damage Yeild: N/A
Primary Weapon: N/A Hover Distance: 0 (ground)
Secondary Weapon: N/A Can Deploy: No
 

Flak Turret

Flak turrets provide standard base defense against enemy forces. They can target high flying units and missles making them a prime choice for defense against bombers and LRMs. Flak turrets do consume power and are susceptible to outages. Use them sparingly.

Cost: 500 Build Time: 20s
Power Consumed: -200 Tech Req: Turbine
Allows: N/A Class: Turret
Function: Defends against LRMs and enemy units Armor: 550
Good Against: High flying units, LRMs Speed: 0 (stationary)
Counter With: Bombers, cruisers, and swarms offensive units Damage Yeild: 40
Primary Weapon: Twin flak guns Hover Distance: 0 (ground)
Secondary Instrument: N/A Can Deploy: No
 

Radar Tower

A Radar Tower allows foreign and domestic units and structures to be seen in the radar screen. Radar will keep troops from having to fly blind, and provide instant knowledge of where new units are on the screen. Radar Towers also serve to allow the creation of several new units, including Interceptor's, Da Vinci's, and Turbine Copters once a Copter Station is built.

Cost: 1000 Build Time: 30s
Power Consumed: -400 Tech Req: Turbine
Allows: Interceptor, Da Vinci, Advocate, Copter Station Class: Radar facility
Function: Allows radar Armor: 400
Good For: Lack of radar facility Speed: 0 (stationary)
Counter With: Any offensive unit Damage Yeild: N/A
Primary Weapon: N/A Hover Distance: 0 (ground)
Secondary Instrument: N/A Can Deploy: No
Max Allowed: 1
 

Copter Station

The Copter Station is a necessary structure for Turbine Copters to reload at. Placing the Copter Station close to the enemy base is advised, as it will allow Turbine Copters to make more frequent runs and reload faster. However, do not leave the Copter Station undefended. Turbine Copters alone will not guarantee the station's safety. If the Copter Station is lost, the Turbine Copters will be left defenseless after they drop their bombs.

Cost: 1500 Build Time: 20s
Power Consumption: 0 Tech Req: Radar Tower
Allows: Turbine Copter Class: Reloading station
Function: Ammunition replenishment for Turbine Copters Armor: 200
Good Against: Friendly Turbine Copters Speed: 0 (stationary)
Counter With: Any offensive unit Damage Yield: N/A
Primary Weapon: N/A Hover Distance: 0 (ground)
Secondary Weapon: N/A Can Deploy: No
 

Mammoth Turbine

The mammoth turbine is an ultra-powerful turbine made for the sole purpose to guarantee that you will not have a power deficit any time soon. The mammoth turbine requires hazardous materials to generate its awesome power, so do not let it get destroyed! Once it takes enough damage, these hazard materials will seep out and damage or destroy your nearby units and structures.

Cost: 2500 Build Time: 35s
Power Supplied: 1500 Tech Req: Radar Tower
Allows: Hazard Beacon, Hazard Copter Cloaking Device Class: Major Power Facility
Function: Generating power Armor: 1000
Good Against: Lack of power Speed: 0 (stationary)
Counter With: Any offensive unit Damage Yield: N/A
Primary Weapon: N/A Hover Distance: 0 (ground)
Secondary Weapon: N/A Can Deploy: No
Max Allowed: 2
 

Hazard Beacon

The hazard beacon is an automatically cloaked trap that once deployed will await either the approach of enemy troops or manual detonation. Once the beacon is detonated it will release a cloud of hazardous materials in the viscinity, damaging all units nearby and possibly destroying some of the weaker types.

Cost: 500 Build Time: 15s
Power Consumption: -100 (deployed) Tech Req: Mammoth Turbine
Allows: N/A Class: Trap
Function: Enemy ambush and engine disruption Armor: 100
Good Against: Slow moving units Speed: 0 (stationary)
Counter With: Any offensive unit Damage Yield: N/A
Primary Weapon: Hazard materials Hover Distance: 0 (ground)
Secondary Weapon: N/A Can Deploy: Yes
 

Cloaking Device

Cloaks can hide a base and friendly units from enemy sight. When the enemy travels near the cloak, it gives a chance to catch the enemy on unawares and surprise them with the base's true strength. Cloaks are among the more expensive structures of the FTA and consumes a lot of power. They should be used sparingly and carefully.

Cost: 2500 Build Time: 35s
Power Consumption: -300 Tech Req: Radar Tower
Allows: N/A Class: Cloak
Function: Concealing friendly units and structures Armor: 400
Good Against: Non-reconnaissance enemy units Speed: 0 (stationary)
Counter With: BC-45 or a unit that enters the Cloak Damage Yield: N/A
Primary Weapon: N/A Hover Distance: 0 (ground)
Secondary Weapon: N/A Can Deploy: Yes
 

FTA Scrambler

The FTA Scrambler will block all SDF scanning frequencies in the sector it is built in. Although the Scrambler itself does nothing, it is required to keep the SDF out of your hair while you build some of the more black listed weapons. The negative effect is that the SDF may grow suspicious of sectors it has lost information on and may send a scout to investigate. If you spot one, destroy it immediately. You do not want it reporting your actions back to base.

Cost: 1500 Build Time: 20s
Power Consumption: -300 Tech Req: Radar Tower
Allows: Farseer Cannon, Apostle, Transport Gate, Quantum Gate Class: Scrambler
Function: Scientific advancement and incursion prevention Armor: 300
Good For: Building mega weapons Speed: 0 (stationary)
Counter With: Any offensive unit Damage Yield: N/A
Primary Weapon: N/A Hover Distance: 0 (ground)
Secondary Weapon: N/A Can Deploy: No
Max Allowed: 1
 

Farseer Cannon

The farseer cannon fires a single ultra powered shot that can hit any structure or low flying unit in the sector. Due to the power it takes to accumulate and fire this shot, the farseer cannon takes a long time to reload, but it is still an effective way to criple the enemy base without putting any of your units in immediate danger.

Cost: 3500 Build Time: 45s
Power Consumption: -700 Tech Req: FTA Scrambler
Allows: Farseer Uplink Class: Super-weapon
Function: Long range super-weapon Armor: 800
Good Against: Structures and slow moving units Speed: 0 (stationary)
Counter With: Bombers and cruisers Damage Yield: 200
Primary Weapon: Long-range plasma bomb Hover Distance: 0 (ground)
Secondary Weapon: N/A Can Deploy: No
Max Allowed: 1
 

Farseer Uplink

A farseer uplink will allow you to synchronize the shots from all FTA farseer cannons in nearby sectors into a focused area. The impact of such a blast can devestate an enemy base. It is highly advised that you take advantage of this cooperation among commanders any time it presents itself. However, there are likely to be other uplinks nearby and fighting adjacent sectors, so a 3 minute waiting period is required between calling in strikes.

Cost: 4000 Build Time: 50s
Power Consumption: -800 Tech Req: Farseer Cannon
Allows: N/A Class: Mega-weapon
Function: Long range mega-weapon/font> Armor: 1000
Good Against: Structures and slow moving units Speed: 0 (stationary)
Counter With: Bombers and cruisers Damage Yield: 250+
Primary Weapon: Long-range plasma bomb Hover Distance: 0 (ground)
Secondary Weapon: N/A Can Deploy: No
Max Allowed: 1
 

Apostle

Nuclear bombs were by far the most devestating of all the weapons used on Earth during the Last Great War. For this reason, their usage and possesion was banned throughout the Earth and outlaying settlements. If you are lucky enough to get your hands on one of these, think wisely before using it.

Cost: 5000 Build Time: 60s
Power Consumption: -1000 Tech Req: FTA Scrambler
Allows: Apostle Missle Class: Mega-weapon
Function: Outlawed mega weapon Armor: 1200
Good Against: All but very high flying units Recharge Time: 5 min
Counter With: Bombers and cruisers Damage Yield: 1200+
Primary Weapon: Apostle missle Hover Distance: 0 (ground)
Secondary Weapon: N/A Can Deploy: No
Max Allowed: 1
 

Transport Gate

Transport gates are a quick way to transport units between nearby sectors. Do not allow them to be destroyed though, as you may find your main force cut off from your base if you do.

Cost: 2500 Build Time: 30s
Power Consumption: -500 Tech Req: FTA Scrambler
Allows: N/A Class: Warp gate
Function: Transport between sectors Armor: 800
Good Against: Need for sector transport Speed: 0 (stationary)
Counter With: Bombers and offense units Damage Yield: N/A
Primary Weapon: N/A Hover Distance: 0 (ground)
Secondary Weapon: N/A Can Deploy: Yes
Max Allowed: 1
 

Quantum Gate

Among all the structures that can be built, the Quantum Gate is the most valuable. A Quantum Gate will grant units safe passage into the future and back to the present. What makes the Quantum Gate so valuable is that when the Drop-Ship is sent through the gate into the future, more advanced units can be built in the future and sent back to the present. Quantum Gates work both ways, as units can be sent to the future and back to the past. Keep the Quantum Gate well protected, as it is not only expensive, it can also leave units stranded in another time period if destroyed.

Cost: 2500 Build Time: 30s
Power Consumption: -500 Tech Req: FTA Scrambler
Allows: N/A Class: Time machine
Function: Time travel Armor: 800
Good Against: Need for temporal transport Speed: 0 (stationary)
Counter With: Bombers and offense units Temporal Distance: 50yrs
Primary Weapon: N/A Hover Distance: 0 (ground)
Secondary Weapon: N/A Can Deploy: Yes
Max Allowed: 1
 


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