Gen 3:
Land Units:
Laser Cyborgs: 11A, 13D: $26,000.
Description: With their incredibly high reflexes and tactics, these cyborgs can wipe the floor with other laser-based units, and can even take on enemies with better weaponry than themselves.
REQUIRES CYBORGS TO BUILD.
REQUIRES LASER WEAPONRY AND ADVANCED ALLOYS TO BUILD. (Needless to say, it is not affected by either.)
Gen. 2:
Land Units:
Laser Fanatics: 12A, 8D: $18,000.
Description: The same fanatics as the previous generation, but equipped with much better weapons and armour, allowing them to take more risks, and to kill more enemies in the name of your country.
Special: Ignores effectiveness when choosing targets.
REQUIRES FANATICISM TO BUILD.
REQUIRES LASER WEAPONRY AND ADVANCED ALLOYS TO BUILD. (Needless to say, it is not affected by either.)
Laser Fortress: 17A, 20D: $75,000.
Description: With lighter armour, the Laser Fortress can afford to be even bigger and more deadly. Its large amounts of laser weaponry mounted upon a BATTLESHIP-like frame enable it to decimate any enemies, but its track-based movements limits its effectiveness. A highly focus laser helps when ICBMs are incoming.
Special: Can't move into enemy territory. Adds +5% ICBM defence to the country it is in.
REQUIRES FORTRESSES TO BUILD.
REQUIRES LASER WEAPONRY AND ADVANCED ALLOYS TO BUILD. (Needless to say, it is not affected by either.)
Cyborgs: 8A, 9D. $16,000
Description: With their cybernetic implants, these units of INFANTRY are much better than previous units, having higher reflexes. With improved communication and tactics, these cyborgs show the next generation of warfare.
REQUIRES CYBORGS TO BUILD
Laser Rifles: 9A, 8D. $15,000.
With synergy between new advanced alloys and laser weaponry, new, better units can be designed. Case in point is the newest form of INFANTRY, laser rifles. Their highly accurate and deadly weaponry allow then to dominate in longer ranges, while their vastly improved armour helps them in close combat.
REQUIRES LASER WEAPONRY AND ADVANCED ALLOYS TO BUILD. (Needless to say, it is not affected by either.)
Laser Resistance Troopers: 9A, 11D. $24,000.
Description: Resistance troopers, equipped with laser weaponry. With highly accurate laser rifles, these INFANTRY are much more effective at harassing enemy troops and facilities.
Special: Instead of attacking, this unit can move into enemy countries. A country that this unit is in counts as an enemy territory for moving troops, and loses $5,000 in revenue a turn. When a resistance trooper moves into an enemy country, or remains in one, every enemy unit in that country has a 25% chance to detect and attack the resistance trooper.
Laser Battery: 12A, 9D. $37,000
Using laser weaponry in an ARTILLERY role involves finding high ground to blast your enemies from. Light but powerful trucks can carry a battery to these locations, while powerful laser guns blow away both enemies and obstructions.
REQUIRES LASER WEAPONRY AND ADVANCED ALLOYS TO BUILD. (Needless to say, it is not affected by either.)
Laser Half-Tracks: 10A, 12D. $30,000
Improved alloys allow for better and lighter armours, allowing LIGHT ARMOUR to lose part of their tracks, increasing their speed and manoeuvrability. Half-track vehicles can scoot across the battlefield, engaging enemies with their mounted laser guns.
REQUIRES LASER WEAPONRY AND ADVANCED ALLOYS TO BUILD. (Needless to say, it is not affected by either.)
Laser Tanks: 16A, 15D. $50,000
With tough armour and several laser guns, this unit of HEAVY ARMOUR is ready to take on anything. A powerful engine allows it to literally run circles around previous generations of tanks.
REQUIRES LASER WEAPONRY AND ADVANCED ALLOYS TO BUILD. (Needless to say, it is not affected by either.)
Air Units:
Interceptor: 11A, 8D. $30,000
The Interceptor is designed for long range combat, with two turret-mounted laser cannons and an engine that pushes the limits of what an aircraft can achieve. Hit and run tactics allow the Interceptor to take down light targets, but it doesn't have the stamina to tackle stronger units.
REQUIRES LASER WEAPONRY AND ADVANCED ALLOYS TO BUILD. (Needless to say, it is not affected by either.)
Laser Weapons Platform: 16A, 8D. $45,000
Weapons Platforms fill the niche occupied by BOMBERS. Several powerful guns mounted at the bottom of the craft allow for intense but precise bombardment, while point defences helps to defend against other aircraft.
REQUIRES LASER WEAPONRY AND ADVANCED ALLOYS TO BUILD. (Needless to say, it is not affected by either.)
Laser Gunship: 11A, 11D. $37,000
Lighter armours allow GUNSHIPS to move faster than even before. Large amounts of small laser cannons allow this helicopter to lay down a withering hail of fire.
REQUIRES LASER WEAPONRY AND ADVANCED ALLOYS TO BUILD. (Needless to say, it is not affected by either.)
Sea Units:
Laser Gunboat: 12A, 10D. $38,000
Fulfilling the same anti-submarine role as DESTROYERS, this gunboat has several laser cannons placed underwater. Thus accuracy is maintained when targeting submarines, since the rippling of the ocean's waves helps to distort laser blasts if the laser cannon is located above water.
REQUIRES LASER WEAPONRY AND ADVANCED ALLOYS TO BUILD. (Needless to say, it is not affected by either.)
Laser Frigate: 15A, 15D. $68,000
This FRIGATE is loaded with laser cannons of different strengths. When aircraft attack, this ship can cover the skies with deadly laser beams.
REQUIRES LASER WEAPONRY AND ADVANCED ALLOYS TO BUILD. (Needless to say, it is not affected by either.)
Laser Battleship: 22A, 20D. $90,000
The pride of any fleet, this battleship may look similar to older models, but is actually covered in several additional layers of armour. Several powerful laser cannons allow it to easily dismember other ships, but swarming aircraft can give it problems.
REQUIRES LASER WEAPONRY AND ADVANCED ALLOYS TO BUILD. (Needless to say, it is not affected by either.)
Laser Submarine: 12A, 8D. $30,000
This laser submarine only boasts several small laser cannons. To help maintain secrecy, it uses torpedoes loaded with a one-use laser cannon. When the cannon fires, the submarine is already far away from the target.
REQUIRES LASER WEAPONRY AND ADVANCED ALLOYS TO BUILD. (Needless to say, it is not affected by either.)
Gen. 1:
Land Units:
Fortress: 14A, 16D: $50,000.
Description: Perhaps the largest land vehicle ever made, the Fortress easily rivals a BATTLESHIP in size and firepower. It moves on large, specially designed tracks, which prevent it from moving into enemy territory, but allow it to move its massive bulk throughout the country. It is armed with several missiles, to aid in the destruct of ICBMs.
Special: Can't move into enemy territory. Adds +5% ICBM defence to the country it is in.
REQUIRES FORTRESSES TO BUILD.
Infantry: 6A, 5D. $10,000.
Description: Using the first break-through of advanced alloys for protection, and a low-friction coating on their projectiles, these units of INFANTRY are in every way superior to conventional, modern day infantry.
Resistance Troopers: 6A, 7D. $16,000
Description: Elite INFANTRY trained in the art of guerrilla warfare. Unlike regular infantry, resistance troopers have fewer officers, to prevent the regiment from being crippled due to their loses.
Special: Instead of attacking, this unit can move into enemy countries. A country that this unit is in counts as an enemy territory for moving troops, and loses $5,000 in revenue a turn. When a resistance trooper moves into an enemy country, or remains in one, every enemy unit in that country has a 25% chance to detect and attack the resistance trooper.
Fanatics: 8A, 5D, $12,000
Description: A unit of INFANTRY that is willing to die for your country, their enthusiasm, and a large amount of heavy weaponry, allow them to easily crush other units of infantry. However, their desire to kill is so high that they will ignore battle commands, instead attacking the first enemy they come across.
Special: Ignores effectiveness when choosing targets.
REQUIRES FANATICISM TO BUILD.
Paratroopers: 7A, 6D. $15,000
Description: Elite INFANTRY, deployed in special stealth gliders. With no electrical components or hot jet engines, the only way to spot these gliders is through a visual. This makes deploying paratroopers much more safe, with fewer causalities before they hit the ground. The gliders are deployed into position by special aircraft, before being cut off and left to silently glide down.
Special: Moves as an air unit.
Can't attack on the first turn, but can only be attack by ARTILLERY and FIGHTERS on the enemy's turn. Defends as normal.
REQUIRES PARATROOPERS TO BUILD.
Swiss Guards (Light): 7A, 8D. $20,000
Description: Some of the most elite INFANTRY of the Vatican, these Swiss Guards are only partially equipped with their full gear, either due to unavailability or cost. Despite these limitations, the Swiss Guard are still very deadly.
Special: As guards, they get +1 attack and +1 defence when they are being attacked. When they are attacking, they get no bonuses.
REQUIRES SWISS GUARDS LIGHT TO BUILD.
Artillery: 8A, 6D. $25,000.
Description: Advanced radar techniques and a low-friction coating allows this unit of ARTILLERY to preform much better than before, and are designed for use in both anti-armour and anti-aircraft roles.
Light Armour: 8A, 8D. $20,000.
Description: With a layer of the low-friction coating on all its movable parts, LIGHT ARMOUR is faster than ever, easily reaching speeds of a civilian vehicle.
Gas Tanks: 16A, 6D. $55,000
Description: Deploying enough nerve gas to destroy an entire country is really hard. For easier (and safer) use, LIGHT ARMOUR equipped with tanks of nerve gas can be used to take out entire divisions or even armies. Of course, having to store enough nerve gas means that an amour-piercing round becomes even more dangerous.
Special: May attack twice in a round, provided that the first attack is successful.
REQUIRES NERVE GAS
Heavy Armour: 12A, 12D. $35,000.
Description: The strongest advanced alloys wedged between two plates of steel provide protection to HEAVY ARMOUR, and the decreased weight allows it to pack larger and deadlier guns.
Air Units:
Fighter: 8A, 5D. $20,000
Description: A coating of a low-friction substance and the most powerful jet engines made allow this FIGHTER to reach impressive speeds. A mini-gun on its nose and various missile types enables it to dominate the skies, and to preform hit and run attacks on ground targets.
Bomber: 12A, 5D. $30,000
Description: This BOMBER is designed to deliver the most damage possible as quickly as possible. Advanced radar techniques enables it to easily bomb target sites, delivering its payload before the target can even react. With a fighter escort, it can safely and easily destroy most land based enemies.
Aerial Deployment Units: 18A, 4D. $60,000
Description: While gas attacks using shells or bombs are nothing new, the potency of nerve gas means that large-scale raids by these BOMBER units are devastating. However, if a tank ruptures before the gas can be deployed, the entire unit is usually lost.
Special: May attack twice in a round, provided that the first attack is successful.
REQUIRES NERVE GAS
Gunship: 8A, 8D. $25,000
Description: This GUNSHIP is a helicopter armed with a turret-mounted mini-gun and air-to-ground missiles. Advanced computer systems allows it to take off almost instantly, decreasing any damaged received due to a surprise ground assault.
Scout Plane: 0A, 10D. $15,000
Description: An advanced scout plane, which uses the base of a FIGHTER and a radar absorbing layer to stay out of trouble, while it uses its advanced sensors to scout the enemy. Requires Scout Plane Technology to build.
Sea Units:
Destroyer: 8A, 8D. $25,000
Description: A low-friction hull allows this DESTROYER to quietly slip through the waters. It is designed for escort duty and to take out enemy submarines, though it has several guns for defence. Start depth charges allows it to quickly take out enemy submarines, while an advanced radar system allows it to quickly find them.
Frigate: 12A, 12D, $45,000
Description: While not armed with the fire-power of a battleship, this FRIGATE can hold its own, with a sandwich of steel and advanced alloys protecting it. Automated anti-aircraft systems allows it to suppress any enemy air-support, while it pounds away with its low-friction rounds.
Battleship: 18A, 18D, $60,000
Description: This BATTLESHIP is the largest ship ever designed. It was designed for bombardment with its large array of guns, while a missile bay launches various war-heads. With adequate frigate and destroyer support, it can destroy almost anything.
Submarine: 8A, 6D, $20,000
Description: A low-friction coating ensures that this submarine is the quietest one built, and its shape helps to deflect radar waves. A full load of torpedoes is more than enough to destroy an enemy fleet, quickly and quietly.