| Turbine |
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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.
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Cost: 600
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Build Time: 15s
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Power Output: +300
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Tech Req: FTA Collector
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Allows: Blade Scout, Flak Turret, Radar Tower
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Class: Power facility
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Function: Power generation
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Armor: 400
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Good For: Providing power
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Speed: 0 (stationary)
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Counter With: Turbine copters and offensive units
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Damage Yeild: N/A
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Primary Weapon: N/A
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Hover Distance: 0 (ground)
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Secondary Weapon: N/A
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Can Deploy: No
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| Flak Turret |
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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.
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Cost: 500
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Build Time: 20s
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Power Consumed: -200
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Tech Req: Turbine
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Allows: N/A
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Class: Turret
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Function: Defends against LRMs and enemy units
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Armor: 550
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Good Against: High flying units, LRMs
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Speed: 0 (stationary)
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Counter With: Bombers, cruisers, and swarms offensive units
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Damage Yeild: 40
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Primary Weapon: Twin flak guns
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Hover Distance: 0 (ground)
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Secondary Instrument: N/A
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Can Deploy: No
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| Radar Tower |
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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.
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Cost: 1000
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Build Time: 30s
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Power Consumed: -400
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Tech Req: Turbine
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Allows: Interceptor, Da Vinci, Advocate, Copter Station
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Class: Radar facility
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Function: Allows radar
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Armor: 400
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Good For: Lack of radar facility
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Speed: 0 (stationary)
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Counter With: Any offensive unit
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Damage Yeild: N/A
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Primary Weapon: N/A
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Hover Distance: 0 (ground)
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Secondary Instrument: N/A
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Can Deploy: No
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Max Allowed: 1
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| Copter Station |
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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.
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Cost: 1500
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Build Time: 20s
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Power Consumption: 0
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Tech Req: Radar Tower
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Allows: Turbine Copter
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Class: Reloading station
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Function: Ammunition replenishment for Turbine Copters
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Armor: 200
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Good Against: Friendly Turbine Copters
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Speed: 0 (stationary)
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Counter With: Any offensive unit
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Damage Yield: N/A
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Primary Weapon: N/A
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Hover Distance: 0 (ground)
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Secondary Weapon: N/A
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Can Deploy: No
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| Mammoth Turbine |
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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.
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Cost: 2500
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Build Time: 35s
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Power Supplied: 1500
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Tech Req: Radar Tower
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Allows: Hazard Beacon, Hazard Copter
Cloaking Device
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Class: Major Power Facility
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Function: Generating power
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Armor: 1000
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Good Against: Lack of power
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Speed: 0 (stationary)
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Counter With: Any offensive unit
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Damage Yield: N/A
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Primary Weapon: N/A
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Hover Distance: 0 (ground)
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Secondary Weapon: N/A
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Can Deploy: No
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Max Allowed: 2
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| Hazard Beacon |
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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.
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Cost: 500
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Build Time: 15s
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Power Consumption: -100 (deployed)
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Tech Req: Mammoth Turbine
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Allows: N/A
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Class: Trap
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Function: Enemy ambush and engine disruption
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Armor: 100
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Good Against: Slow moving units
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Speed: 0 (stationary)
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Counter With: Any offensive unit
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Damage Yield: N/A
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Primary Weapon: Hazard materials
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Hover Distance: 0 (ground)
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Secondary Weapon: N/A
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Can Deploy: Yes
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| Cloaking Device |
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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.
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Cost: 2500
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Build Time: 35s
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Power Consumption: -300
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Tech Req: Radar Tower
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Allows: N/A
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Class: Cloak
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Function: Concealing friendly units and structures
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Armor: 400
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Good Against: Non-reconnaissance enemy units
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Speed: 0 (stationary)
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Counter With: BC-45 or a unit that enters the Cloak
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Damage Yield: N/A
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Primary Weapon: N/A
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Hover Distance: 0 (ground)
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Secondary Weapon: N/A
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Can Deploy: Yes
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| FTA Scrambler |
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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.
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Cost: 1500
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Build Time: 20s
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Power Consumption: -300
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Tech Req: Radar Tower
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Allows: Farseer Cannon, Apostle, Transport Gate, Quantum Gate
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Class: Scrambler
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Function: Scientific advancement and incursion prevention
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Armor: 300
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Good For: Building mega weapons
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Speed: 0 (stationary)
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Counter With: Any offensive unit
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Damage Yield: N/A
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Primary Weapon: N/A
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Hover Distance: 0 (ground)
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Secondary Weapon: N/A
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Can Deploy: No
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Max Allowed: 1
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| Farseer Cannon |
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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.
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Cost: 3500
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Build Time: 45s
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Power Consumption: -700
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Tech Req: FTA Scrambler
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Allows: Farseer Uplink
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Class: Super-weapon
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Function: Long range super-weapon
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Armor: 800
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Good Against: Structures and slow moving units
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Speed: 0 (stationary)
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Counter With: Bombers and cruisers
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Damage Yield: 200
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Primary Weapon: Long-range plasma bomb
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Hover Distance: 0 (ground)
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Secondary Weapon: N/A
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Can Deploy: No
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Max Allowed: 1
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| Farseer Uplink |
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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.
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Cost: 4000
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Build Time: 50s
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Power Consumption: -800
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Tech Req: Farseer Cannon
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Allows: N/A
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Class: Mega-weapon
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Function: Long range mega-weapon/font>
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Armor: 1000
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Good Against: Structures and slow moving units
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Speed: 0 (stationary)
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Counter With: Bombers and cruisers
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Damage Yield: 250+
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Primary Weapon: Long-range plasma bomb
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Hover Distance: 0 (ground)
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Secondary Weapon: N/A
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Can Deploy: No
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Max Allowed: 1
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| Apostle |
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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.
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Cost: 5000
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Build Time: 60s
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Power Consumption: -1000
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Tech Req: FTA Scrambler
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Allows: Apostle Missle
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Class: Mega-weapon
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Function: Outlawed mega weapon
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Armor: 1200
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Good Against: All but very high flying units
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Recharge Time: 5 min
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Counter With: Bombers and cruisers
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Damage Yield: 1200+
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Primary Weapon: Apostle missle
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Hover Distance: 0 (ground)
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Secondary Weapon: N/A
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Can Deploy: No
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Max Allowed: 1
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| Transport Gate |
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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.
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Cost: 2500
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Build Time: 30s
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Power Consumption: -500
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Tech Req: FTA Scrambler
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Allows: N/A
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Class: Warp gate
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Function: Transport between sectors
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Armor: 800
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Good Against: Need for sector transport
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Speed: 0 (stationary)
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Counter With: Bombers and offense units
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Damage Yield: N/A
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Primary Weapon: N/A
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Hover Distance: 0 (ground)
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Secondary Weapon: N/A
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Can Deploy: Yes
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Max Allowed: 1
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| Quantum Gate |
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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.
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Cost: 2500
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Build Time: 30s
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Power Consumption: -500
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Tech Req: FTA Scrambler
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Allows: N/A
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Class: Time machine
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Function: Time travel
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Armor: 800
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Good Against: Need for temporal transport
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Speed: 0 (stationary)
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Counter With: Bombers and offense units
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Temporal Distance: 50yrs
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Primary Weapon: N/A
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Hover Distance: 0 (ground)
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Secondary Weapon: N/A
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Can Deploy: Yes
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Max Allowed: 1
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