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Coalition Structures

Structures

  • Coalition Construction Yard
  • Coalition Fusion Reactor
  • Coalition Barracks
  • Coalition Ore Refinery
  • Coalition Shipyard
  • Coalition Air Force Command
  • Coalition Airstrip
  • Coalition Field HQ
  • Coalition Tech Center
  • Coalition Heavy Armory
  • Coalition Concrete Wall
  • Coalition Sentry Turret
  • Coalition Anti-Aircraft Gun
  • Coalition Laser Cannon
  • Coalition EMP Mine
  • Coalition Railgun Installation
  • Coalition Shield Generator
  • Coalition Missile Launch Facility

Support Powers / Superweapons

  • Satellite Scan
  • Enforcer Corps
  • Airborne Company
  • Deliver Cloudpatch Copter
  • Airstrike
  • Jammer Signal
  • Phoenix Protocol
  • EMP Mine
  • Nuclear Missile Strike

Coalition Construction Yard

Purpose: Base Construction, Radar
Coalition Construction Yard
  • Cost: N/A ($4000)
  • Prerequisite: Deploy From Coalition MCV
  • Hitpoints: 3000
  • Armor Type: Heavy Structure
  • Power: +50

The heart of any Coalition base, the Construction Yard is where operations of a Coalition base are overseen and construction of other structures is planned and initiated. It also provides a radar uplink to allow monitoring of the battlefield. Due to its importance, one should protect it at all costs, especially from enemy engineers and espionage. A backup generator built in the Construction Yard itself is capable of providing a small amount of power to the power grid without the need of actual power plants as well.

Coalition Construction Yard

Additional Information:

  • Can be infiltrated to reset owner's radar view and support power timer.
  • Other structures can be built off this one.
  • Can release survivors upon destruction.

Support Power: Satellite Scan

Satellite Scan
  • Recharge Time: 6:00
  • Additional Prerequisites: Air Force Command
  • Powered: No

A Coalition military satellite performs a sweep scan around the targeted location, revealing undiscovered portions of the battlefield.

Coalition Fusion Reactor

Purpose: Power Production
Coalition Fusion Reactor
  • Cost: $800
  • Prerequisite: Construction Yard
  • Hitpoints: 1000
  • Armor Type: Light Structure
  • Power: +200

Advancements in technology throughout the latter half of 20th century allowed scientists in Coalition nations to perfect nuclear fusion for use in electricity generation. Since then, old methods utilizing fossil fuels or nuclear fission have slowly been phased out in favor of fusion power. The Coalition military forces are no exception, getting the power required by structures in their installations from fusion reactors built on-site, providing affordable and risk-free power for all their needs. With additional technology from the Tech Center, Fusion Reactors can also be upgraded for additional power output, for a small price.

Coalition Fusion Reactor

Additional Information:

  • Can be infiltrated to disable owner's base power for 1 minute.
  • Other structures can be built off this one.
  • Can release survivors upon destruction.

Upgrade: Fusion Supercharge

Fusion Supercharge
  • Cost: $300
  • Prerequisite: Tech Center
  • Power: +100

Magnetic containment is upgraded to allow the Fusion Reactor to run in a supercharged mode, allowing for a greater power output.

Coalition Barracks

Purpose: Infantry Training
Coalition Barracks
  • Cost: $500
  • Prerequisite: Construction Yard
  • Hitpoints: 1500
  • Armor Type: Light Structure
  • Power: -25

Coalition Barracks provides housing and training facilities for all of their soldiers on the field and is required to train any Coalition infantry. Facilities from the Barracks are also utilized to allow establishment of basic Coalition defensive structures. Constructing further Barracks will increase the rate at which infantry can be trained.

Coalition Barracks

Additional Information:

  • Other structures can be built off this one.
  • Can release survivors upon destruction.

Coalition Ore Refinery

Purpose: Resource Collection
Coalition Ore Refinery
  • Cost: $2000
  • Prerequisite: Construction Yard
  • Hitpoints: 1500
  • Armor Type: Heavy Structure
  • Power: -25

The Ore Refinery is a collection and processing facility where rare minerals and metals found by ore miners can be deposited and then processed for further use to acquire additional resources, making them crucial for maintaining base economy and funding Coalition war effort.

Coalition Ore Refinery

Additional Information:

  • Can be infiltrated to steal 10% of owner's credits (max. 5000).
  • Other structures can be built off this one.
  • Can release survivors upon destruction.

Coalition Shipyard

Purpose: Naval Vessel Production
Coalition Shipyard
  • Cost: $1500
  • Prerequisite: Construction Yard, Barracks
  • Hitpoints: 2000
  • Armor Type: Heavy Structure
  • Power: -50

A battlefield shipyard that allows the Coalition to establish a presence on seas, or any other sufficiently large body of water, making them a strategic necessity in such locations. When more Shipyards have been built, vessel construction becomes faster.

Coalition Shipyard

Additional Information:

  • Cannot be captured by engineers.

Coalition Air Force Command

Purpose: Aircraft Production, Technology & Support Power Provision
Coalition Air Force Command
  • Cost: $2000
  • Prerequisite: Construction Yard, Barracks
  • Hitpoints: 1500
  • Armor Type: Light Structure
  • Power: -100

The Air Force Command serves an important role in Coalition bases. It is where aircraft are built, housed and maintained - up to four per Air Force Command. It allows for airborne intel gather and transport to take place, enabling use of recon planes in tandem with radar equipment from the Construction Yard, acquisition of further technology and bringing in reinforcements and coordinating airstrikes.

Coalition Air Force Command

Additional Information:

  • Can be infiltrated to gain one-time, free-to-use Airborne Company support power & reset support power timers.
  • Other structures can be built off this one.
  • Can release survivors upon destruction.

Support Power: Enforcer Corps

Enforcer Corps
  • Recharge Time: 6:00
  • Cost: $750
  • Powered: No

A cargo plane transports 5 veteran Enforcers via paradrop at the selected landing zone.

Support Power: Airborne Company

Airborne Company
  • Recharge Time: 7:00
  • Cost: $4000
  • Powered: No

A company consisting of 2 Vindicator Battle Tanks, 2 Kommandos and 4 Defenders are transported via airborne means and delivered to any specific area on the battlefield.

Support Power: Deliver Cloudpatch Copter

Deliver Cloudpatch Copter
  • Recharge Time: 5:00
  • Cost: $1000
  • Powered: No

A single Cloudpatch Repair Copter is instantly delivered near an Air Force Command. If multiple are present, the one built first is chosen.

Coalition Airstrip

Purpose: Aircraft Housing
Coalition Airstrip
  • Cost: $1500
  • Prerequisite: Construction Yard, Air Force Command
  • Hitpoints: 1500
  • Armor Type: Light Structure
  • Power: -50

Airstrips are basically runways equipped with basic facilities for aircraft reloading and maintenance, allowing for housing of up to four aircraft per Airstrip. To build aircraft on Airstrips, a Coalition Air Force Command must be available on the battlefield.

Coalition Airstrip

Additional Information:

  • Cannot be captured by engineers.

Coalition Field HQ

Purpose: Base Expansion, Intel Gathering
Coalition Field HQ
  • Cost: $1500
  • Prerequisite: Construction Yard, Air Force Command
  • Hitpoints: 1000
  • Armor Type: Light Structure
  • Power: -50

In order to establish better presence on the battlefield, the Coalition utilizes small outposts called Field HQs, or F.O.B's to allow for construction of base structures and defenses further from the main base as well as helping Coalition commanders to better track movements of their enemies. All F.O.B's are fitted with reconnaissance equipment to allow them to accurately predict enemy attacks on base structures near them.

Coalition Field HQ

Additional Information:

  • Build Limit: 2
  • 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 upon destruction.

Coalition Tech Center

Purpose: Technology & Support Power Provision
Coalition Tech Center
  • Cost: $5000
  • Prerequisite: Construction Yard, Vehicle Assembly, Air Force Command
  • Hitpoints: 2000
  • Armor Type: Light Structure
  • Power: -200

The Tech Center is a structure that works in tandem with other base structures such as the Barracks and Vehicle Assembly to allow Coalition commanders to utilize the further potential of Coalition weapons arsenal on the field. To name a few, it allows for more Coalition infantry to be trained and vehicles to be built, airstrikes to be coordinated from the Air Force Command as well as utilization of cutting-edge electronic warfare systems to disable enemies' weapons, if only temporarily.

Coalition Tech Center

Additional Information:

  • Can be infiltrated to acquire experimental unit technology & reset support power timers.
  • Other structures can be built off this one.
  • Can release survivors upon destruction.

Support Power: Airstrike

Airstrike
  • Recharge Time: 7:00
  • Affects Players: All
  • Cost: $2000
  • Additional Prerequisites: Air Force Command
  • Powered: Yes

A bomber jet unleashes a missile strike at the targeted area which hits multiple random targets in the area, devastating against infantry and vehicles.

Support Power: Jammer Signal

Jammer Signal
  • Recharge Time: 6:00
  • Affects Players: Enemies
  • Area of Effect: 3-Cell Radius
  • Powered: Yes

A special jamming signal is broadcast at the targeted area, making any enemy vehicles and base defenses caught within the signal broadcast unable to use their weapons for 30 in-game seconds.

Coalition Heavy Armory

Purpose: Technology Provision, Army Upgrades, Support Power Provision
Coalition Heavy Armory
  • Cost: $7500
  • Prerequisite: Construction Yard, Tech Center
  • Hitpoints: 2000
  • Armor Type: Heavy Structure
  • Power: -300

The Heavy Armory is a support building that houses and provides various equipment and supplies used by the rest of the Coalition base structures and their forces. In addition to providing advanced technology to use in construction of new vehicles, Heavy Armory allows for direct upgrades to Coalition arsenal across the battlefield, It also enables activation of the Phoenix Protocol, allowing a selected group of Coalition infantry to use special operations gear and weapons to truly excel in battle against enemy forces. although commanders need to pick and prioritize which parts of their army they wish to improve, as there are not enough resources to support everything simultaneously.

Coalition Heavy Armory

Additional Information:

  • Build Limit: 1
  • Can be infiltrated to view owning player's current credits & reset support power timer.
  • Can be upgraded with 2 upgrades out of 5 possible ones for unit bonuses.
  • Provides $90 every 10 in-game seconds.
  • Other structures can be built off this one.
  • Can release survivors upon destruction.
  • Cannot be captured by engineers.

Support Power: Phoenix Protocol

Phoenix Protocol
  • Recharge Time: 7:30
  • Affects Players: Team
  • Area of Effect: 2.5-Cell Radius
  • Cost: $3000
  • Powered: Yes

Grants special equipment and experimental combat drugs to a selected group of Coalition infantry found in the targeted area, allowing them to become advanced special operations infantry with improved abilities. Having to adjust to the new gear, Phoenix Protocol infantry all start from scratch when it comes to the in-battle experience and promotions. Only works in a vicinity of a friendly Heavy Armory.

Support Power: EMP Mine

EMP Mine
  • Recharge Time: 4:00
  • Cost: $750
  • Powered: No

Deploys a single Coalition EMP Mine at the targeted location. Can only be used within a radius around a friendly Construction Yard or Heavy Armory.

Upgrade: Vindicator Autoloader

Vindicator Autoloader
  • Cost: $500
  • Prerequisite: Construction Yard, Heavy Armory
  • Power: 0

All of the owner's Vindicator Tanks on the battlefield have their weapon rate of fire increased by 25% for as long as the Heavy Armory stays intact.

Upgrade: Enhanced Defense Targeting

Enhanced Defense Targeting
  • Cost: $500
  • Prerequisite: Construction Yard, Heavy Armory
  • Power: 0

All of the owner's Sentry Turrets & Anti-Aircraft Guns on the battlefield have their weapon damage increased by 25% for as long as the Heavy Armory stays intact.

Upgrade: Miner Turbo Boost

Miner Turbo Boost
  • Cost: $500
  • Prerequisite: Construction Yard, Heavy Armory
  • Power: 0

All of the owner's Amphi Miners on the battlefield have their movement speed increased by 15% for as long as the Heavy Armory stays intact.

Upgrade: Avenger Camouflage

Avenger Camouflage
  • Cost: $500
  • Prerequisite: Construction Yard, Heavy Armory
  • Power: 0

All of the owner's Avenger LAWS' on the battlefield have ability to cloak when stationary for as long as the Heavy Armory stays intact.

Upgrade: Advanced Body Armor

Advanced Body Armor
  • Cost: $500
  • Prerequisite: Construction Yard, Heavy Armory
  • Power: 0

All of the owner's Enforcers & Defenders on the battlefield have their armor strength increased by 25% for as long as the Heavy Armory stays intact.

Coalition Concrete Wall

Purpose: Passive Defense
Coalition Concrete Wall
  • Cost: $100
  • Prerequisite: Heavy Armory
  • Hitpoints: 10000
  • Armor Type: Heavy Structure
  • Power: 0

Rigid concrete walls reinforced with fortium steel for extra durability. They offer passive protection from enemy attacks that do not go over them and are especially useful for protection against enemy engineers and espionage.

Coalition Concrete Wall

Coalition Sentry Turret

Purpose: Anti-Infantry Base Defense
Coalition Sentry Turret
  • Cost: $500
  • Prerequisite: Construction Yard, Barracks
  • Hitpoints: 900
  • Armor Type: Basic Defense
  • Power: 0
    Weapons:
  • 'WXR-SX1A' Automatic Shotgun (x2)
    • Range: 6 · Area of Effect: 0.5

A basic base defense turret fitted with an automatic shotgun that can mow down enemy soldiers at close range and even slightly damage light vehicle armor. It probably won't even make a dent on heavily armored vehicles, however.

  • Strong Against: Infantry
Coalition Sentry Turret

Additional Information:

  • Can gain experience.
  • Cannot be captured by engineers.

Coalition Anti-Aircraft Gun

Purpose: Anti-Aircraft Base Defense
Coalition Anti-Aircraft Gun
  • Cost: $1000
  • Prerequisite: Construction Yard, Barracks
  • Hitpoints: 1500
  • Armor Type: Basic Defense
  • Power: -50
    Weapons:
  • High-Velocity Anti-Aircraft Gun (x2)
    • Range: 13 · Area of Effect: 0.5

For reasons concerning cost efficiency, the Coalition has replaced some of the previously used anti-aircraft missile systems with advanced high-velocity anti-aírcraft guns. With state-of-the-art tracking systems, they are able to gun down hostile aircraft with impeccable accuracy and considerable effective range.

  • Strong Against: Aircraft
Coalition Anti-Aircraft Gun

Additional Information:

  • Can gain experience.
  • Cannot be captured by engineers.

Coalition Laser Cannon

Purpose: Anti-Armor Base Defense
Coalition Laser Cannon
  • Cost: $1500
  • Prerequisite: Construction Yard, Air Force Command
  • Hitpoints: 1500
  • Armor Type: Advanced Defense
  • Power: -75
    Weapons:
  • Ion Laser Cannon
    • Range: 7.5 · Area of Effect: 0.75
  • Ion Laser Cannon (upgraded)
    • Range: 8.5 · Area of Effect: 1.5

A result of research into directed energy weapons, Laser Cannons are exactly what the name says. Fitted with a special ion laser beam cannon that is designed to melt through vehicle armor more efficiently while still being quite deadly against infantry, Laser Cannons are an integral part of the defense strategy of any Coalition base establishment. It can also be upgraded with the Hyperbeam modifications to massively increase the capabilities of the laser cannon.

  • Strong Against: Vehicles, Infantry
Coalition Laser Cannon

Additional Information:

  • Can gain experience.
  • Cannot be captured by engineers.

Upgrade: Hyperbeam

Hyperbeam
  • Cost: $350
  • Prerequisite: Construction Yard, Tech Center
  • Power: 0

Augments the Laser Cannon's output capabilities, increasing its weapon range by 1, firepower by 10% and area of effect by 0.75 cells.

Coalition EMP Mine

Purpose: Vehicle Disabling Trap Base Defense
Coalition EMP Mine
  • Cost: N/A ($750)
  • Prerequisite: Delivered /w EMP Mine
  • Hitpoints: 50
  • Armor Type: Trap
  • Power: 0
    Weapons:
  • EM Pulse
    • Area of Effect: 2

A small device concealed from naked eye armed with an electromagnetic pulse with a proximity trigger. Any susceptible enemies approaching it will spring the trap and get their systems disabled for a period of time.

Coalition EMP Mine

Additional Information:

  • When detonated, disables affected EMP-susceptible units for 10 in-game seconds.
  • Cloaked.
  • Cannot be captured by engineers.

Coalition Railgun Installation

Purpose: Advanced Anti-Unit Base Defense
Coalition Railgun Installation
  • Cost: $2500
  • Prerequisite: Construction Yard, Tech Center
  • Hitpoints: 2400
  • Armor Type: Advanced Defense
  • Power: -150
    Weapons:
  • Railgun
    • Range: 15 (Minimum: 6) · Area of Effect: 2.5

A previously experimental technology unsuitable for practical use, railguns became reality on the battlefield when the prevalent 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 super-accelerated projectiles at enemies over considerable distances, damaging anything in its path, general vicinity of impact and especially the dead center of it. The weapon does, however, have a number of drawbacks, including a significant reload time and minimum firing range, allowing for fast units to potentially outmaneuver the railgun weapon and hit the installation from within its blind spot.

  • Strong Against: All Ground Units
Coalition Railgun Installation

Additional Information:

  • Build Limit: 2
  • Can gain experience.
  • Cannot be captured by engineers.

Coalition Shield Generator

Purpose: Building & Vehicle Shielding
Coalition Shield Generator
  • Cost: $2000
  • Prerequisite: Construction Yard, Tech Center
  • Hitpoints: 1500
  • Armor Type: Advanced Defense
  • Power: -100
    Equipment:
  • Shield Generator
    • Area of Effect: 6

The discovery of a method of nuclear fusion viable for power production was a significant breakthrough for modern science. One of the benefits that followed was creation of the experimental Flashbolt technology that utilizes specially charged particles that can either be weaponized or used defensively. Shield Generator is a defensive application of this technology, creating a barrier of these specially charged particles on the surface of nearby base structures and defenses, as well as vehicles, allowing them to be shielded from incoming damage. This however, comes with a moderate cost, both in funds and power consumption, and due to limitations of the technology used, Shield Generators are not able to shield themselves.

Coalition Shield Generator

Additional Information:

  • Build Limit: 2
  • Grants shields to structures, base defenses and vehicles in 6-cell radius around itself.
  • Shields have 500 hitpoints, take 25% of the base damage from all direct damage sources, and are immune to residual damage.
  • Shields regenerate at rate of 5 hitpoints every 3 in-game seconds while in generator's range, outside it they lose 10 hitpoints every 3 in-game seconds. Generator can restore depleted shields after 30 in-game seconds have passed since they depleted.
  • Cannot be captured by engineers.

Coalition Missile Launch Facility

Purpose: Superweapon Provision
Coalition Missile Launch Facility
  • Cost: $5000
  • Prerequisite: Construction Yard, Tech Center
  • Hitpoints: 2000
  • Armor Type: Heavy Structure
  • Power: -600

Ever since the use of the first nuclear warhead in actual combat during World War II, these kinds of weapons have been dreaded as weapons of mass destruction and a potential source of human extinction. Coalition considers its hand forced when dealing with potential threats to its member nations and freely utilizes modern fusion-based nuclear weapons in combat if deemed necessary. The 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 the vast majority of enemy forces in a single move.

Coalition Missile Launch Facility

Additional Information:

  • Build Limit: 1
  • Can be infiltrated to reset superweapon recharge time.
  • Drains $250 every 10 in-game seconds.
  • Other structures can be built off this one.
  • Can release survivors upon destruction.
  • Cannot be captured by engineers.

Superweapon: Nuclear Missile Strike

Nuclear Missile Strike
  • Recharge Time: 15:00
  • Affects Players: All
  • Area of Effect: 18-Cell Radius
  • Cost: $5000
  • Powered: Yes

A nuclear missile annihilates a large area around the impact point, destroying almost everything in vicinity, including airborne units, and irradiating the ground for a while.