Coalition Command Center
Purpose: Base Building

- Cost: N/A
- Prerequisite: Deploy from MCV
- Hitpoints: 3000
- Armor Type: Heavy Structure
- Power: +20
- Sight: 10
Heart of any Coalition base, Command Center is where operations of a Coalition base are overseen and construction of further base structures is planned and initiated. It also provides a radar uplink to allow monitoring of the current battlefield. Due to its importance for battle efforts, one should protect it by all costs, especially from enemy engineers and espionage. A backup electricity generator built in the Command Center itself is capable of providing a small amount of power to the base power grid without presence of actual power plants as well.

Additional Information:
- Can be infiltrated to reset radar view and support power recharge time.
- Other structures can be built off this one.
- Can release survivors/passengers upon destruction.
Support Power: Recon Plane

- Recharge Time: 6:00
- Cost: N/A
- Additional Prerequisites: Airstrip
- Powered: Yes
A supersonic reconnaissance jet fitted with cutting-edge countermeasures to prevent it from being targeted by anti-aircraft fire flies over the chosen location and reveals undiscovered portions of the battlefield.
Coalition Fusion Reactor
Purpose: Power Generation

- Cost: $800
- Prerequisite: Command Center
- Hitpoints: 1000
- Armor Type: Light Structure
- Power: +80
- Sight: 7
Advancements in technology throughout the latter half of 20th century allowed scientists in Coalition nations to perfect nuclear fusion for use in power production during mid-2000's. Ever since then, old power generation methods utilizing fossil fuels or nuclear fission have slowly been phased out in favor of fusion power. Coalition military forces are no exception, deriving the power required by structures and defenses in their base installations from fusion reactors built on site, providing now-affordable and risk-free power for all their needs.

Additional Information:
- Can be infiltrated to disable base power for 1 minute.
- Other structures can be built off this one.
- Can release survivors/passengers upon destruction.
Coalition Barracks
Purpose: Infantry Training

- Cost: $500
- Prerequisite: Command Center
- Hitpoints: 1500
- Armor Type: Light Structure
- Power: -10
- Sight: 7
Barracks provides housing and training facilities for Coalition soldiers on the field. It is required for training any Coalition infantry. Facilities from the Barracks are also utilized to allow establishment of Coalition basic base defense structures. Constructing further Barracks' will increase the rate at which infantry can be trained.

Additional Information:
- Can be infiltrated to reveal production.
- Other structures can be built off this one.
- Can release survivors/passengers upon destruction.
Coalition Ore Refinery
Purpose: Resource Collection

- Cost: $2000
- Prerequisite: Command Center
- Hitpoints: 1250
- Armor Type: Heavy Structure
- Power: -10
- Sight: 7
Ore Refinery is a collection and processing facility where rare minerals and metals found by ore miners can be deposited and processed for further use, allowing for further funds to be received, maintaining the base economy in the process.

Additional Information:
- Can be infiltrated to steal 5000 credits.
- Generates credits at rate of 1.5 credits per second.
- Other structures can be built off this one.
- Can release survivors/passengers upon destruction.
Coalition Vehicle Assembly
Purpose: Vehicle Production

- Cost: $2000
- Prerequisite: Command Center, Barracks, Ore Refinery
- Hitpoints: 1250
- Armor Type: Heavy Structure
- Power: -30
- Sight: 7
Coalition has adopted a method of modular design in their battlefield vehicles, which allows for them to be shipped to on site in parts and assembled in special facilities to finish the product. Vehicle Assembly, true to its name, is where this takes place, allowing Coalition commanders to bring their vehicle arsenal on the field. More Vehicle Assemblies established will speed up vehicle production.

Additional Information:
- Can be infiltrated to acquire stolen technology and reveal production.
- Other structures can be built off this one.
- Can release survivors/passengers upon destruction.
Coalition Airstrip
Purpose: Aircraft Production, Technology & Support Power Provision

- Cost: $2000
- Prerequisite: Command Center, Barracks, Ore Refinery
- Hitpoints: 1250
- Armor Type: Heavy Structure
- Power: -30
- Sight: 7
Airstrip serves an important role in Coalition bases. It is where aircraft are built, housed and maintained - up to four per Airstrip. It allows for airborne intel gather and transport to take place, enabling use of recon planes and acquisition of further technology, as well as bringing in reinforcements and coordinating airstrikes.

Additional Information:
- Can be infiltrated to reset support power recharge time and reveal production.
- Other structures can be built off this one.
- Can release survivors/passengers upon destruction.
Support Power: Enforcer Corps

- Recharge Time: 6:00
- Cost: $1500
- Additional Prerequisites: N/A
- Powered: No
Cargo plane transports 5 veteran Enforcers via paradrop at the selected landing zone.
Support Power: Airborne Company

- Recharge Time: 6:00
- Cost: $3500
- Additional Prerequisites: N/A
- Powered: No
A company consisting of 1 Vindicator Tank, 1 Avenger LAWS, 1 Hunter and 2 Defenders are transported via airborne means and delivered to any specific point on the battlefield.
Support Power: Airstrike

- Recharge Time: 6:30
- Cost: N/A
- Additional Prerequisites: Tech Center
- Powered: Yes
Stealth jet unleashes a missile airstrike at targeted area, hitting multiple targets with high firepower.
Coalition Forward Operating Base
Purpose: Base Expansion, Intel Gathering

- Cost: $1500
- Prerequisite: Command Center, Barracks, Ore Refinery
- Hitpoints: 1250
- Armor Type: Heavy Structure
- Power: -40
- Sight: 7
In order to establish better presence on the battlefield, Coalition utilizes small outposts called Forward Operating Bases, or F.O.B's to allow for construction of base structures and defenses further from the main base as well as help Coalition commanders to better track their enemy's movements. All F.O.B's are fitted with reconnaissance equipment to allow them to accurately predict enemy attacks on base structures near them.

Additional Information:
- Reveals enemy attacks on base structures within radius of 8 cells around it.
- Can be constructed much further from already established base structures than other types of structures.
- Other structures can be built off this one.
- Can release survivors/passengers upon destruction.
Coalition Shipyard
Purpose: Naval Vessel Production

- Cost: $1500
- Prerequisite: Command Center, Barracks, Ore Refinery
- Hitpoints: 1750
- Armor Type: Heavy Structure
- Power: -30
- Sight: 7
A battlefield shipyard that allows Coalition to establish presence on seas, or any other sufficiently large body of water. A strategic necessity in areas with large bodies of water. When more Shipyards have been built, vessel construction becomes faster.

Additional Information:
- Cannot be captured.
Coalition Tech Center
Purpose: Technology & Support Power Provision

- Cost: $5000
- Prerequisite: Command Center, Airstrip, Vehicle Assembly
- Hitpoints: 1000
- Armor Type: Heavy Structure
- Power: -80
- Sight: 7
Tech Center is a structure that works in tandem with other base structures such as Barracks and Vehicle Assembly to allow Coalition commanders to utilize the full potential of Coalition weapons arsenal on the field. To name a few, it allows further upgrades on already constructed Coalition base defenses as well as utilization of cutting-edge reconnaissance to temporarily improve accuracy of their own forces' weapon fire.

Additional Information:
- Can be infiltrated to acquire stolen technology and reset support power recharge time.
- Other structures can be built off this one.
- Can release survivors/passengers upon destruction.
Support Power: Designate Targets

- Recharge Time: 6:00
- Cost: N/A
- Additional Prerequisites: N/A
- Powered: Yes
Satellite and plane reconnaissance provides real-time intel on enemy movements making the enemy units in targeted area take roughly 30% more damage from weapons for duration of 30 seconds.
Coalition Strategy Command
Purpose: Technology & Support Power Provision, Defense Price Reduction, Veterancy Bonuses

- Cost: $7500
- Prerequisite: Command Center, Tech Center
- Hitpoints: 1500
- Armor Type: Heavy Structure
- Power: -160
- Sight: 7
An additional support structure to coordinate operations of a Coalition base along with the Command Center. Strategy Command allows for optimization of base functionality to slightly cut costs of base defense structures, and more notably for establishment of advanced training doctrines that will help forces of any Coalition commander who has chosen to implement them to gain upper hand over their enemies much faster than usual.

Additional Information:
- Build Limit: 1.
- Can be infiltrated to steal 7500 credits.
- Can be upgraded with one upgrade out of choice of three to unlock veterancy gain benefits.
- Generates credits at rate of 6 credits per second.
- Cannot be captured.
- Other structures can be built off this one.
- Can release survivors/passengers upon destruction.
Upgrade: Advanced Infantry Training Strategy

- Cost: $1000
- Additional Prerequisites: Command Center
- Power: N/A
When acquired, any subsequently trained infantry start at half the experience required for next veterancy stage.
Upgrade: Advanced Vehicle Crew Training Strategy

- Cost: $1000
- Additional Prerequisites: Command Center
- Power: N/A
When acquired, any subsequently built ground vehicles start at half the experience required for next veterancy stage. Does not apply to experimental vehicles.
Upgrade: Advanced Aircraft Pilot Training Strategy

- Cost: $1000
- Additional Prerequisites: Command Center
- Power: N/A
When acquired, any subsequently built aircraft start at half the experience required for next veterancy stage. Does not apply to experimental aircraft.
Coalition Concrete Wall
Purpose: Passive Base Protection

- Cost: $100
- Prerequisite: Command Center
- Hitpoints: 1000
- Armor Type: Heavy Structure
- Power: N/A
- Sight: 1
Rigid concrete walls reinforced with fortium steel for durability. They offer passive protection from enemy attacks that do not just go over them and are especially useful for protection against enemy engineers and espionage.

Coalition Sentry Turret
Purpose: Anti-Infantry Base Defense

- Cost: $500
- Prerequisite: Command Center, Barracks
- Hitpoints: 900
- Armor Type: Base Defense
- Power: N/A
- Sight: 7
- Weapon(s): Automatic Shotgun
- Weapon Range: 6
A basic base defense turret fitted with an automatic shotgun that can mow down enemy soldiers at close range and in some cases even damage light armor. It probably won't even make a dent on heavily armored vehicles, however.

Additional Information:
- Can be upgraded.
- Can gain experience.
- Cannot be captured.
- Veteran Abilities:
- +50% Hitpoints
- Elite Abilities:
- +50% Firepower
Upgrade: Scattershot

- Cost: $500
- Additional Prerequisites: Command Center, Tech Center
- Power: N/A
Upgrades the automatic shotgun with increased spread and damage.
Coalition Anti-Aircraft Gun
Purpose: Anti-Air Base Defense

- Cost: $1000
- Prerequisite: Command Center, Barracks
- Hitpoints: 900
- Armor Type: Base Defense
- Power: -10
- Sight: 7
- Weapon(s): Flak Guns (x2)
- Weapon Range: 7
For reasons concerning cost efficiency, Coalition has replaced some of the previously used anti-aircraft missile systems with advanced anti-aĆrcraft guns. With state-of-art tracking systems, they are able to gun down hostile aircraft with an impeccable accuracy and a considerable effective range.

Additional Information:
- Can be upgraded.
- Can gain experience.
- Cannot be captured.
- Veteran Abilities:
- +50% Hitpoints
- Elite Abilities:
- +50% Firepower
Upgrade: Velocity Gun

- Cost: $500
- Additional Prerequisites: Command Center, Tech Center
- Power: -10
Upgrades the flak guns with high-velocity cannons with significantly increased damage versus heavier aircraft.
Coalition Laser Cannon
Purpose: Advanced Base Defense

- Cost: $1500
- Prerequisite: Command Center, Airstrip
- Hitpoints: 1500
- Armor Type: Base Defense
- Power: -20
- Sight: 7
- Weapon(s): Laser Cannon
- Weapon Range: 7.5
A result of research into directed energy weapons, Laser Cannons are exactly what they say. Capable of projecting intense beam of laser at their target that will melt through even tank armor and causes severe cuts and burns in soldiers, Laser Cannons are integral part of defense strategy of any Coalition base establishment.

Additional Information:
- Can be upgraded.
- Can gain experience.
- Cannot be captured.
- Veteran Abilities:
- +50% Hitpoints
- Elite Abilities:
- +50% Firepower
Upgrade: Armor-Piercing Laser

- Cost: $750
- Additional Prerequisites: Command Center, Tech Center
- Power: -10
Upgrades the laser cannon with special armor-piercing laser with a blue beam with significantly increased damage versus heavier vehicles.
Coalition Flashbolt Generator
Purpose: Active Base Defense

- Cost: $2000
- Prerequisite: Command Center, Tech Center
- Hitpoints: 1250
- Armor Type: Heavy Structure
- Power: -60
- Sight: 7
Discovery of viability of nuclear fusion for power production was a significant breakthrough for modern science. In aftermath of that discovery, Coalition military scientists attempted to create a plasma weapon. While not an exact success, what resulted was Project Flashbolt and brainchildren of the project's scientists - a weapon utilizing charged particles directed in a flare-like fashion for devastating effect. Generator, being the core of system, literally generates stream of charged particles to eventually funnel into underground conduits and allow to burst through the vents in the grid to generate a barrier unpassable by anything while remaining intact - anything or anyone attempting such while the grid is active will get vaporized.

Additional Information:
- Build Limit: 1.
- Can be infiltrated to reset support power recharge time.
- Cannot be captured.
Support Power: Activate Flashbolt Defense

- Recharge Time: 4:00
- Cost: N/A
- Additional Prerequisites: Flashbolt Defense Grid
- Powered: Yes
Activates the Flashbolt Grid for duration of one minute.
Coalition Flashbolt Defense Grid
Purpose: Active Base Defense

- Cost: $400
- Prerequisite: Command Center, Flashbolt Generator
- Hitpoints: 400
- Armor Type: Trap
- Power: -1 (per segment)
- Sight: 1
A grid consisting of underground conduits for a stream of charged particles and the overland ventilation systems that allow for the particles to burst into air to form a barrier that will vaporize anything that attempts to pass while the grid is active.

Additional Information:
- Cannot be captured.
Coalition Railgun Installation
Purpose: Heavy Base Defense

- Cost: $2500
- Prerequisite: Command Center, Strategy Command
- Hitpoints: 2500
- Armor Type: Adv. Base Defense
- Power: -60
- Sight: 7
- Weapon(s): Railgun
- Weapon Range: 19
A previously experimental technology unsuitable for practical use, railguns became reality on the battlefield when power consumption problems were solved by the advent of nuclear fusion power. Railgun Installations house one of these supremely powerful projectile weapons, capable of flinging magnetically superaccelerated projectiles at enemies over great distances, heavily damaging anything in its path and especially at its impact point and in its immediate vicinity. Only notable drawback of the weapon is its rather considerable minimum range and long rearmament time.

Additional Information:
- Build Limit: 2.
- Can gain experience.
- Cannot be captured.
- Veteran Abilities:
- +50% Hitpoints
- Elite Abilities:
- +50% Firepower
Coalition Missile Launch Facility
Purpose: Superweapon Provision

- Cost: $5000
- Prerequisite: Command Center, Tech Center
- Hitpoints: 1500
- Armor Type: Heavy Structure
- Power: -200
- Sight: 7
Ever since the use of first nuclear warhead in actual combat during World War II, these kind of weapons have been dreaded as weapons of mass destruction and potential source of extinction of the mankind. Coalition considers its hand forced in the matters of dealing with potential threats to its member nations and freely utilizes modern-age fusion-based nuclear weapons in combat if deemed necessary. Missile Launch Facility enables Coalition commanders to arm and launch a nuclear missile strike on enemies, capable of tilting the balance of power by annihilating vast majority of present enemy forces in a single move.

Additional Information:
- Build Limit: 1.
- Can be infiltrated to reset superweapon recharge time.
- Cannot be captured.
- Other structures can be built off this one.
- Can release survivors/passengers upon destruction.
Superweapon: Nuclear Missile Strike

- Recharge Time: 15:00
- Cost: N/A
- Additional Prerequisites: N/A
- Powered: Yes
Nuclear missile attack annihilates area of roughly 17 cells in radius around the impact point, destroying almost everything in the area including airborne units and leaving ground behind irradiated for a while.