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G.R.A.I.L. Construction Yard
The Construction Yard is the centre of a base. It constructs all G.R.A.I.L. buildings.
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G.R.A.I.L. Power Plant - 600
This oil-fired Power Plant provides 150 power. Beware that destruction of the Power Plant would result in a highly dangerous incendiary explosion. Up to a maximum of 4 infantry can garrison inside the Power Plant.
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G.R.A.I.L. Supply Depot - 2000
Supply Trucks deposit supplies at these Supply Depots. The Supply Depot itself comes with a free Supply Truck. Up to a maximum of 6 infantry can garrison inside the Supply Depot.
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G.R.A.I.L. Barracks - 500
Infantry are trained and produced by this structure. It also allows the construction of defences. Multiple Barracks decrease infantry build times.
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G.R.A.I.L. Communications Centre - 1000
This structure grants the ability to use the Airstrike special, as well as providing the mini-map display. Up to a maximum of 4 infantry can garrison inside the Communications Centre.
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G.R.A.I.L. Naval Shipyard - 1000
Ships and naval-based helicopters are produced by this structure. It also can repair damaged naval vessels. Multiple Naval Yards decrease vehicle build times.
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G.R.A.I.L. Weapons Factory - 2000
Vehicles and transports are produced by this structure. Multiple Weapons Factories decrease vehicle build times.
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G.R.A.I.L. Repair Depot - 800
Vehicles can be repaired by this structure.
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G.R.A.I.L. Advanced Communications Centre - 1000
This structure grants the ability to use the Incendiary Airstrike special. Up to a maximum of 6 infantry can garrison inside the Advanced Communications Centre. |
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G.R.A.I.L. Supply Drop Zone - 5000
The Supply Drop Zone calls reinforcement planes to deliver very large amounts of supplies approximately every 5 minutes. The supplies must be manually collected by a Supply Truck.
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Walls - 100
Walls impede enemy movement. They can only be destroyed by explosive weapons.
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Gate - 300 - Graphic by BobingAbout
Gates can be inserted into walls to impede enemies without restricting allied movement. Two orientations are available.
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Land Mine - 200
The land mine is an invisible structure that self-destructs when allied or enemy units pass over it.
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Pillbox - 500
Up to 3 infantry can garrison inside the Pillbox.
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Heavy Weapons Platform - 750
The Heavy Weapons Platform can be garrisoned by vehicles for increased effectiveness. Note that only vehicles that are equipped with turrets can garrison this structure.
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SAM Site - 1000
This structure is solely designed to destroy enemy airbourne units, which it does so quickly and effectively.
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Airstrike Control - 5000
The Airstrike Control allows the use of the Nuclear Airstrike special.
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Multiple Missile Matrix - 10000
Upon the infiltration of an enemy Advanced Communications Centre, the Multiple Missile Matrix becomes available. It provides the Missile Barrage superweapon, but will cause a large explosion upon destruction.
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Light Infantry - 100
This is a very basic infantry unit. The Light Infantry is armed with an assault rifle which is effective against infantry. This unit is vunerable to the Call To Arms superweapon.
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Griffin Troops - 200
This infantry unit, equipped with explosive bullets, is generally more effective than the Light Infantry.
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Bazookaman - 300 - Graphic by Dark_Elf_2001
Bazookamen fire light TOW rockets that devastate enemy vehicles and aircraft. They are the only infantry unit with a proper chance of attacking enemy defences.
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Engineer - 500
Engineers are able to capture enemy structures, in addition to repairing damaged allied structures. Engineers are the only units that can stop buildings from burning down.
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Guard Dog - 200
Guard Dogs are used to protect installations from enemy espionage. They are otherwise ineffective in armed combat.
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Sniper - 600
Snipers are very effective at taking out infantry at extreme ranges. They are best used to counter units such as Navy SEALs. They are useless against vehicles or structures.
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Flamethrower - 600 - Graphic by ZombyDragon
The Flamethrower is a highly effective anti-personnel unit. It is also a capable anti-structure unit.
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Airstrike Infantry - 1000
Airstrike Infantry are equipped with a laser pointer that allows them to direct airstrikes onto enemy structures. They also have a 9mm pistol which is effective against minor infantry threats.
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Spy - 1000
This unit is able to deploy a disguise and travel into enemy bases undetected. The unit can then enter a structure and steal enemy technology (such as superweapons). Note that Guard Dogs can detect Spies.
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Supply Truck - 1000 - Graphic by Raminator
This truck travels to Tech Supply Dumps to collect supplies and then returns to the Supply Depot to store them. They are highly vulnerable to enemy attack, especially from aircraft.
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Humm-Vee - 800 - Graphic by WeeRaby2K
The Humm-Vee is a fast and dangerous vehicle. Its high velocity machine gun is very effective against infantry.
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APC - 1400 - Graphic by HighGround
The APC is able to carry 5 infantry. It is also equipped with a high velocity machine gun, which is effective against infantry.
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Sheridan Light Tank - 1200 - Graphic by Spider-Man_2099
The Light Tank is an able tank that is generally effective against most targets.
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Snowbike / Dirtbike - 1100
G.R.A.I.L. Bikes are lethal fast attack units, equipped with rocket pods. They are effective against all unit types.
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I.F.V. - 1800 - Graphic by Napalm
The I.F.V. is similar to a mobile variant of the Pillbox and also has a high velocity machine gun to defeat enemies. Unlike the Pillbox, the I.F.V. does not limit the range of its garrisoned infantry.
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Tractor Beam - 2000
The Tractor Beam is a specialist anti-tank unit. It is able to pick up enemy vehicles and expose them to anti-aircraft fire. It is an effective unit when deployed in a Heavy Weapons Platform.
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M.L.R.S. - 3000 - Graphic by BobingAbout
The M.L.R.S. fires rockets at long range towards enemies. It is surprisingly accurate, however it can only fire 24 shots before reloading.
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Amphibious Transport - 750
The Amphibious Transport is able to carry 6 infantry, or alternatively 2 vehicles.
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Chinook - 1000
The Chinook is able to carry 5 infantry. It is highly vunerable to anti-aircraft fire.
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Orion - 1200 - Graphic by Daz
The Orion is a specialist helicopter designed to destroy submarines. It is also able to spot enemy land mines. The Orion is unable to fire upon non-submarine threats.
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Patrol Boat - 2000 - Graphic by ArgCmdr
The Patrol Boat is a generic naval unit. It uses an armour piercing shell to attack enemies.
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SAM Support Ship - 2500
The SAM Support Ship is a equipped with surface-to-air missiles. The ship is vunerable to ground-level targets.
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Midget Sub - 2000
The Midget Sub is equipped with torpedoes that can surprise unaware SAM Catamarrans or similar vessels. The sub can fire two torpedoes before reloading.
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M.L.R.S. Bombard Ship - 5000 - Graphic by Me2
The M.L.R.S. Bombard Ship is a powerful siege naval vessel. It launches a swarm of rockets that are effective against ground-based targets. Like its land-based cousin, it fires 24 shots before reloading.
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Airstrike
This special sends three seperate planes to bomb the targeted area.
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Incendiary Airstrike
This special sends four seperate planes to bomb the targeted area using incendiary explosives.
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Nuclear Airstrike
This special sends a single plane to bomb the targeted area using a nuclear explosive.
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Missile Barrage
This superweapon causes a Multiple Missile Matrix to fire a swarm of missiles at the targeted area.
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