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Remnant Construction Yard
The Construction Yard is the centre of a base. It constructs all Remnant Allied buildings.
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Remnant 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.
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Remnant Supply Depot - 2000
Supply Trucks deposit supplies at these Supply Depots. The Supply Depot itself comes with a free Supply Truck. Note that the Keating Konflict's auto-repair does not begin if there are insufficient supplies to construct this building.
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Remnant 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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Remnant Communications Centre - 1000
This structure grants the ability to use the Spy Plane special, as well as providing the mini-map display.
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Remnant 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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Remnant Weapons Factory - 2000
Vehicles and transports are produced by this structure. Multiple Weapons Factories decrease vehicle build times.
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Remnant Repair Depot - 800
Vehicles can be repaired by this structure.
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Remnant Helipad - 1500
Helipads support Apache helicopters. Each Helipad comes with a free Apache, however if the helicopter is destroyed or sold it can be replaced by this structure.
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Remnant Advanced Communications Centre - 1000 - Graphic by ArgCmdr
This structure grants the ability to use the Troop/Tank Drop special, as well as allowing the construction of advanced units and structures. |
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Remnant Nuclear Reactor - 1000
This Nuclear Reactor provides 2000 power. Beware that destruction of the Reactor would result in a highly dangerous nuclear explosion.
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Remnant 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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Bouncing Betty - 400
This dangerous land mine has double the range than standard land mines. The Bouncing Betty delivers a deadly blow to both allied and enemy units.
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Component Tower - 1000
The Component Tower is the Remnant Allies' standard base defence. It is equipped by default with a high velocity machine gun, effective against infantry.
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120mm Turret Upgrade (Component Tower) - 500
This upgrade to the Component Tower replaces the high velocity machine gun with a dangerous armour piercing shell, effective against vehicles.
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S.A.M. Site - 1000
This structure is solely designed to destroy enemy airbourne units, which it does so quickly and effectively.
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Field Command - 5000
The Field Command has many functions. It trains infantry at reduced cost as well as providing the Call To Arms superweapon.
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Tactical Missile Silo - 10000
Upon the infiltration of an enemy Advanced Communications Centre, the Tactical Missile Silo becomes available. It provides the Nuclear Strike superweapon, but will cause a large nuclear 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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MP5 Trooper - 200
This infantry unit, equipped with an MP5, is an effective anti-personnel unit.
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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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Navy SEAL - 800
Navy SEALs carry automatic shotguns and C4 explosives, and are able to traverse over water. They are effective against most unit types, except specialist anti-infantry units such as Snipers.
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Artillery Infantry - 1000 - Graphic by Rommel
Artillery Infantry are powerful, robust units that excel at destroying infantry, vehicles and structures at great range.
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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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A.P.C. - 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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Stridsagn Strike Tank - 1000
The Strike Tank performs double the damage than the Light Tank, but has half the armour.
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Salvaged Medium Tank - 1500
Due to limited resources, Remnant engineers have been forced to construct tanks by piecing together destroyed vehicles. Surprisingly, these Salvaged Tanks are very capable and have the ability to fire at aircraft.
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Abrams Heavy Tank - 2000 - Graphic by Spider-Man_2099
The Abrams Tank is a very powerful offensive machine. Aimed with both a 120mm cannon and a high velocity machine gun; this vehicle is designed for direct frontal assault.
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Paladin Howitzer - 3000 - Graphic by Quaker
The Paladin Howitzer is a powerful artillery unit that can destroy enemy targets without fear of retaliation. The unit performs poorly when facing enemies one-on-one.
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Amphibious Transport - 750
The Amphibious Transport is able to carry 6 infantry, or alternatively 2 vehicles.
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Apache Attack Helicopter - 1000
This helicopter comes free with each Helipad. The Apache is equipped with missile packs that are effective against 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 Catamarran - 2500 - Graphic by Chriz
The SAM Catamarran is a high speed unit that is 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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Destroyer - 5000 - Graphic by Napalm
The largest naval unit available, the Destroyer is able to bombard targets from great ranges. It also has limited anti-air defence in the form of Phalanx guns.
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Spy Plane
This special sends a spy plane to reveal the shroud around a targeted area.
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Troop/Tank Drop
This special sends two paradrop planes to deploy a small force at a targeted area. The force consists of two Sheridan Light Tanks and four Shotgunners.
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Call To Arms
This superweapon converts any Light Infantry, friend or foe, into allied Shotgunners. (Shotgunner graphic credit JustSomeGuy)
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Nuclear Strike
This superweapon causes a Tactical Missile Silo to fire a nuclear missile at the targeted area.
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