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Coalition Infantry

  • Enforcer
  • Defender
  • Scout
  • Engineer
  • Combat Medic
  • Kommando
  • Neutralizer
  • Agent
  • Juggernaut
  • Blastwave
  • Coldspark
  • Starfire

Enforcer

Purpose: Anti-Infantry, Building Garrisoning
Enforcer
  • Cost: $100
  • Prerequisite: Barracks
  • Hitpoints: 200
  • Armor Type: Standard Infantry
  • Speed: 7
    Weapons:
  • 'WXR-S2' Automatic Shotgun
    • Range: 5 · Area of Effect: 0.5

As part of modernization of Western Coalition's military in 90's to adapt to the current nature of warfare, a new unified training program was adopted across its member nations. And thus Enforcer Corps, the backbone of Coalition's infantry forces was born. Soldiers fitted with modern combat gear, they excel in urban warfare and close combat situations, where their automatic shotguns can deliver decent firepower at short range. They will struggle if sent alone against enemy armor batallions or buildings, however.

  • Strong Against: Infantry
Enforcer

Additional Information:

  • Can get 25% armor strength increase from Heavy Armory Advanced Body Armor upgrade.
  • Can garrison structures.
  • Automatically heals itself over time.

Unit Variant: Phoenix Enforcer

Purpose: Anti-Infantry, Building Garrisoning
Phoenix Enforcer
  • Cost: N/A ($100)
  • Prerequisite: From regular Enforcer /w Phoenix Protocol
  • Hitpoints: 400
  • Armor Type: Standard Infantry
  • Speed: 8
    Weapons:
  • 'WXR-S2B' Burst-Fire Automatic Shotgun
    • Range: 5 · Area of Effect: 0.75

Activation of Phoenix Protocol authorizes members of the Enforcer Corps to acquire new and improved gear. Most notably, the shotgun is now able to fire multiple shots at once and the the body armor has increased durability.

  • Strong Against: Infantry
  • Not Affected By: Mind Control, Crushing
  • Resistant To: Radiation, Toxic Clouds
Phoenix Enforcer

Additional Information:

  • Can get 25% armor strength increase from Heavy Armory Advanced Body Armor upgrade.
  • Can garrison structures.
  • Automatically heals itself over time.

Defender

Purpose: Anti-Armor, Anti-Aircraft, Building Garrisoning
Defender
  • Cost: $200
  • Prerequisite: Barracks
  • Hitpoints: 230
  • Armor Type: Heavy Infantry
  • Speed: 7
    Weapons:
  • 'Stinger' Missile Launcher
    • Range: 6.5 · Area of Effect: 0.5
  • 'Stinger' Missile Launcher (AA)
    • Range: 8.5 · Area of Effect: 0.5

Infantrymen operating missile & rocket launchers has been a staple of warfare for decades. Defender is Coalition's current iteration of this tried and true concept. Armed with a 'Stinger' portable missile launcher, they are capable of destroying both enemy ground and air vehicles with ease, albeit their firing range falls far from that of stationary anti-aircraft weapons.

  • Strong Against: Aircraft, Light & Medium Vehicles
  • Not Affected By: Crushing
Defender

Additional Information:

  • Can get 25% armor strength increase from Heavy Armory Advanced Body Armor upgrade.
  • Can garrison structures.
  • Automatically heals itself over time.

Unit Variant: Phoenix Defender

Purpose: Anti-Armor, Anti-Aircraft, Building Garrisoning
Phoenix Defender
  • Cost: N/A ($200)
  • Prerequisite: From regular Defender /w Phoenix Protocol
  • Hitpoints: 460
  • Armor Type: Heavy Infantry
  • Speed: 8
    Weapons:
  • 'Stinger' Missile Launcher + Laser Targeting
    • Range: 7.5 · Area of Effect: 0.5
  • 'Stinger' Missile Launcher + Laser Targeting (AA)
    • Range: 9.5 · Area of Effect: 0.5

Phoenix Protocol activation grants Defenders access to new & improved gear and training. Their missile launchers now come with laser targeting for additional range & firepower and their protective gear has had improvements made to its durability as well.

  • Strong Against: Aircraft, Vehicles
  • Not Affected By: Mind Control, Crushing
  • Resistant To: Radiation, Toxic Clouds
Phoenix Defender

Additional Information:

  • Can get 25% armor strength increase from Heavy Armory Advanced Body Armor upgrade.
  • Can garrison structures.
  • Automatically heals itself over time.

Scout

Purpose: Anti-Infantry, Scouting
Scout
  • Cost: $100
  • Prerequisite: Barracks
  • Hitpoints: 175
  • Armor Type: Standard Infantry
  • Speed: 9
    Weapons:
  • Close-Range Pistol /w Suppressor
    • Range: 1.5

Scouts, like their name implies, are lightly-equipped infantrymen for the purpose of serving as scouts. They are agile, capable of moving in water and uncovering unrevealed terrain in a quick fashion as well as detecting enemy cloak and disguises. They carry short-range pistols for dealing with any infantry threats but are sitting ducks against any other kind of target.

  • Strong Against: Infantry
  • Not Affected By: Mind Control
Scout

Additional Information:

  • Amphibious.
  • Detects cloaked & submerged units within 5 cells.
  • Detects disguised units within 7 cells.
  • Automatically heals itself over time.

Unit Variant: Phoenix Scout

Purpose: Anti-Infantry, Scouting
Phoenix Scout
  • Cost: N/A ($100)
  • Prerequisite: From regular Scout /w Phoenix Protocol
  • Hitpoints: 350
  • Armor Type: Standard Infantry
  • Speed: 10
    Weapons:
  • Close-Range Pistol /w Suppressor
    • Range: 2.5

Activation of Phoenix Protocol grants several improvements to Scouts. Most notably, they are capable of not only detecting cloaked and diguised enemies but temporarily removing cloak and completely stripping off any disguise.

  • Strong Against: Infantry
  • Not Affected By: Mind Control
  • Resistant To: Radiation, Toxic Clouds
Phoenix Scout

Additional Information:

  • Can temporarily reveal cloaked targets and strip disguised targets of their current disguise.
  • Amphibious.
  • Detects cloaked & submerged units within 5 cells.
  • Detects disguised units within 7 cells.
  • Automatically heals itself over time.

Engineer

Purpose: Building Capturing & Repairing, Bomb Detection & Defusal
Engineer
  • Cost: $500
  • Prerequisite: Barracks
  • Hitpoints: 150
  • Armor Type: Standard Infantry
  • Speed: 6
    Equipment:
  • Bomb Defusal Kit
    • Range: 1.5

Engineers are an essential utility for all military operations. They can repair base structures, detect and remove bombs and capture neutral and enemy structures as well. They can also drive abandoned vehicles. For capturing enemy buildings, multiple engineers may be required if it has not been sufficiently damaged but for neutral structures and vehicles, a single one is enough.

Engineer

Additional Information:

  • Can capture neutral buildings & vehicles and abandoned vehicles.
  • 1-3 engineers are required to capture enemy buildings depending on their current HP (33% / 66% / 100%).
  • Detects Saboteur charges within 7 cells and can remove them at close range.
  • Automatically heals itself over time.

Combat Medic

Purpose: Infantry Healing
Combat Medic
  • Cost: $500
  • Prerequisite: Barracks
  • Hitpoints: 150
  • Armor Type: Standard Infantry
  • Speed: 6
    Weapons:
  • Heal Gun
    • Range: 4

Coalition Combat Medics are an important support for infantry frontlines. They wield special guns that allow them to apply an unique healing solution on wounded soldiers from a short range.

Combat Medic

Additional Information:

  • Automatically heals itself over time.

Unit Variant: Phoenix Medic

Purpose: Infantry Healing
Phoenix Medic
  • Cost: N/A ($500)
  • Prerequisite: From regular Combat Medic /w Phoenix Protocol
  • Hitpoints: 300
  • Armor Type: Standard Infantry
  • Speed: 7
    Weapons:
  • Improved Heal Gun
    • Range: 5 · Area of Effect: 1

Phoenix Protocol activation grants Combat Medics access to certain improvements and additional training. Their heal guns have been upgraded to allow applying healing on multiple infantry at once.

  • Not Affected By: Mind Control
  • Resistant To: Radiation, Toxic Clouds
Phoenix Medic

Additional Information:

  • Automatically heals itself over time.

Kommando

Purpose: Anti-Structure, Garrison Clearing, Building Garrisoning
Kommando
  • Cost: $800
  • Prerequisite: Barracks, Airforce Command
  • Hitpoints: 300
  • Armor Type: Heavy Infantry
  • Speed: 6
    Weapons:
  • 'WRX-G3' Grenade Launcher
    • Range: 8.5 (Minimum: 2) · Area of Effect: 0.5

Coalition heavy infantry specializing in urban warfare operations. Kommandos, despite the weight of their gear have gone through rigorous training to allow them to travel through waters. Armed with grenade launchers, they are capable of dealing with light structures, base defenses and especially enemy garrisons from a reasonable distance. They are also very efficient at coordinating in garrisons, allowing everyone in the same garrisoned building to fire at enemies in more efficient manner for increased damage.

  • Strong Against: Light Structures, Base Defenses, Garrisoned Infantry
  • Not Affected By: Crushing
Kommando

Additional Information:

  • Grenades hit & damage infantry garrisoned inside targeted structures.
  • Increases firepower of weapons fired from building when garrisoned by 5% - this stacks with multiple Kommandos / Phoenix Kommandos.
  • Amphibious.
  • Can garrison structures.
  • Automatically heals itself over time.

Unit Variant: Phoenix Kommando

Purpose: Anti-Structure, Garrison Clearing, Building Garrisoning
Phoenix Kommando
  • Cost: N/A ($800)
  • Prerequisite: From regular Kommando /w Phoenix Protocol
  • Hitpoints: 600
  • Armor Type: Heavy Infantry
  • Speed: 7
    Weapons:
  • 'WRX-G3' Grenade Launcher + Smoke
    • Range: 9.5 (Minimum: 2) · Area of Effect: 0.5

Phoenix Protocol activation grants Kommandos additional equipment and perks. Their grenades come with additional smoke payload that if fired in an enemy garrison will reduce its effective firing range. Their firepower coordination bonus in garrisons is also doubled.

  • Strong Against: Light Structures, Base Defenses, Garrisoned Infantry
  • Not Affected By: Mind Control, Crushing
  • Resistant To: Radiation, Toxic Clouds
Phoenix Kommando

Additional Information:

  • Grenades hit & damage infantry garrisoned inside targeted structures, and reduce their firing range by 2 cells.
  • Increases firepower of weapons fired from building when garrisoned by 10% - this stacks with multiple Kommandos / Phoenix Kommandos.
  • Amphibious.
  • Can garrison structures.
  • Automatically heals itself over time.

Neutralizer

Purpose: Anti-Infantry + Debuff, Building Garrisoning
Neutralizer
  • Cost: $800
  • Prerequisite: Barracks, Airforce Command
  • Hitpoints: 200
  • Armor Type: Standard Infantry
  • Speed: 7
    Weapons:
  • 'WRX-FS2' Sniper Rifle + Dazzler
    • Range: 14

Marksmen with impeccable aim, Neutralizers are dedicated anti-infantry and suppression soldiers. In addition to the bullets, the rifle also has a laser dazzler that can be used to temporarily blind any enemy infantry to reduce their aim and thus effective firepower. They are able to operate the sniper rifle in garrisons, however the dazzler requires a clear line of sight to utilize and is thus unavailable. Neither of them are capable of operation in the cramped firing ports of any vehicle capable of allowing passengers to fire outside.

  • Strong Against: Infantry
Neutralizer

Additional Information:

  • Dazzler halves firepower of targeted infantry for around 7 in-game seconds.
  • Cannot fire weapon in transports.
  • Can garrison structures (sniper rifle only).
  • Automatically heals itself over time.

Unit Variant: Phoenix Neutralizer

Purpose: Anti-Infantry, Building Garrisoning
Phoenix Neutralizer
  • Cost: N/A ($800)
  • Prerequisite: From regular Neutralizer /w Phoenix Protocol
  • Hitpoints: 400
  • Armor Type: Standard Infantry
  • Speed: 8
    Weapons:
  • 'WRX-FSB2' Anti-Materiel Sniper Rifle + Enhanced Dazzler
    • Range: 15

Activation of Phoenix Protocol improves capabilities and weapon of Neutralizers. Not only is the sniper rifle swapped for a considerably more powerful anti-materiel rifle, which due to its advanced nature retains every bit of its anti-personnel capability but is also capable of damaging light vehicles. In addition, the dazzler is more powerful and will also hamper movement of targeted enemies. And at the last, but not least, Neutralizers will be able to camouflage themselves while stationary rendering them invisible to the naked eye.

  • Strong Against: Infantry, Light Vehicles
  • Not Affected By: Mind Control
  • Resistant To: Radiation, Toxic Clouds
Phoenix Neutralizer

Additional Information:

  • Dazzler halves targeted infantry firepower and reduces movement speed by 15% for around 7 in-game seconds.
  • Cloaks when stationary
  • Cannot fire weapon in transports.
  • Can garrison structures (sniper rifle only).
  • Automatically heals itself over time.

Agent

Purpose: Building Infiltration & Sabotage
Agent
  • Cost: $1000
  • Prerequisite: Barracks, Tech Center
  • Hitpoints: 175
  • Armor Type: Standard Infantry
  • Speed: 7
    Equipment:
  • Disguise Kit
    • Range: Full Map

Espionage is a core part of modern warfare. Coalition employs Agents to sabotage enemy buildings and steal information from them. Agents are capable of disguising themselves as enemy infantry, but be careful, enemy scouts and hero infantry will not be fooled by this disguise.

Following is a list of buildings Agent can infiltrate, as well the effects from them:

  • Construction Yard: Resets enemy radar view & cooldown of reveal support power.
  • Power Plants: Takes enemy power out for 1 minute.
  • Ore Refinery: Steals 10% of enemy's owned credits up to maximum of $5000.
  • Tier 2 tech: Resets cooldown of provided support powers and grants one time use of a faction-specific reinforcement power with charge time of 1 minute.
  • Tier 3 tech: Resets cooldown of provided support powers and grants one time use of a faction-specific offensive power with charge time of 1 minute.
  • Tier 4 tech: Resets cooldown of provided support powers and grants ability to view enemy's credit count by selecting the building.
  • Not Affected By: Mind Control, Berserk, Crushing, Firepower Alterations
Agent

Additional Information:

  • Automatically heals itself over time.

Juggernaut

Purpose: Anti-Armor & Robotics, Vehicle & Base Defense Disabling
Juggernaut
  • Cost: $900
  • Prerequisite: Barracks, Tech Center
  • Hitpoints: 400
  • Armor Type: Armored Infantry
  • Speed: 5
    Weapons:
  • Hybrid AT + EMP Charge
    • Range: 6
  • Jammer Wave Emitter
    • Range: 6

Heavily armored infantry armed with timed EMP charges, dedicated to dealing with vehicles and any mechanized infantry susceptible to EMP that Coalition started to deploy once more and more advanced machinery and robotics started to appear on the battlefields. In addition to EMP charges, their backpack also houses a jamming device that can target a power-requiring base defense structure to disable it.

  • Strong Against: Vehicles, Drones & Mechanized Infantry
  • Not Affected By: Crushing, Firepower Alterations
  • Resistant To: Radiation, Toxic Clouds
Juggernaut

Additional Information:

  • Charge weapon disables targeted EMP-susceptible units for 6 in-game seconds.
  • Jammer weapon disables targeted powered base defenses for 6 in-game seconds.
  • Cannot fire jammer weapon in transports.
  • Automatically heals itself over time.

Unit Variant: Phoenix Juggernaut

Purpose: Anti-Armor & Robotics, Anti-Structure, Vehicle & Base Defense Disabling
Phoenix Juggernaut
  • Cost: N/A ($900)
  • Prerequisite: From regular Juggernaut /w Phoenix Protocol
  • Hitpoints: 800
  • Armor Type: Armored Infantry
  • Speed: 6
    Weapons:
  • Hybrid 'Flashbolt' + EMP Charge
    • Range: 7 · Area of Effect: 1
  • Jammer Wave Emitter
    • Range: 7

Phoenix Protocol activation grants Juggernauts additional training and equipment. Namely, their EMP charges now come with a Flashbolt payload for additional damage and chance of residual particle cloud lingering, damaging any enemies that remain in the area even further.

  • Strong Against: Vehicles, Drones & Mechanized Infantry, Base Defenses, Light Structures
  • Not Affected By: Mind Control, Crushing, Firepower Alterations
  • Resistant To: Radiation, Toxic Clouds
Phoenix Juggernaut

Additional Information:

  • Charge weapon disables targeted EMP-susceptible units for 6 in-game seconds.
  • Charge weapon blast has a chance to leave a cloud of charged particles that lingers for a while & damages units.
  • Jammer weapon disables targeted powered base defenses for 6 in-game seconds.
  • Cannot fire jammer weapon in transports.
  • Automatically heals itself over time.

Blastwave

Purpose: Siege
Blastwave
  • Cost: $1500
  • Prerequisite: Barracks, Tech Center
  • Hitpoints: 1250
  • Armor Type: Mechanized Hero Infantry
  • Speed: 5
    Weapons:
  • Shockwave Grenade Launcher
    • Range: 13 (Minimum: 2) · Area of Effect: 2

From the storied halls of West Point to the brutal frontlines of today's wars, Captain Everett Devlin has always been a soldier at the heart - a military prodigy with a deep commitment to duty. Devlin was handpicked by W.A.R.D for Taskforce Nova, an elite unit charged with testing and mastering bleeding-edge military technology in the conflict against the Dominion. Codenamed Blastwave, on the frontlines he wears an advanced exo suit equipped with a shockwave grenade launcher that is exceptionally effective against any structure emplacements, especially so against any base defenses which may find their rate of fire staggered by the impact for a while afterwards. While the exo suit grants him greater than human strength, it also has one glaring weakness in that it is vulnerable to being disabled by EMP or similar weapons.

  • Strong Against: Structures, Base Defenses, Light & Medium Vehicles
  • Not Affected By: Mind Control, Berserk, Warp Weapons, All Crushing
  • Resistant To: Radiation, Toxic Clouds
  • Vulnerable To: EMP
Blastwave

Additional Information:

  • Build Limit: 1 (Shared with Coldspark & Starfire)
  • Weapon reduces rate of fire of base defenses by 25% for 5 in-game seconds.
  • Detects cloaked & submerged units within 7 cells.
  • Detects disguised units within 7 cells.
  • Takes 2 slots in transports. Cannot fire weapon in transports.
  • Automatically heals itself over time.

Coldspark

Purpose: Anti-Unit + Debuff, Area Infantry Protection & Healing
Coldspark
  • Cost: $1500
  • Prerequisite: Barracks, Tech Center
  • Hitpoints: 1000
  • Armor Type: Hero Infantry
  • Speed: 7
    Weapons:
  • Cryo Beam Rifle
    • Range: 8 · Area of Effect: 0.75

Once a military engineer working on the shores of the frigid waters of the North Atlantic, Magnus Olvirsson's life took a darker turn when a Dominion naval assault obliterated an oil rig with several of his closest friends working on board. His path of seeking justice and retribution eventually led him to be recruited by the W.A.R.D for their Taskforce Nova project, for his technical expertise. Many of the Taskforce's operations have been saved by his knowledge, and while he is not the best combatant around he is more than capable of holding his own wearing an advanced combat suit and wielding a self-designed cryo beam rifle, earning him his codename Coldspark, that will also hamper movement of enemies hit by it. Additional technique that can be employed by him is using the rifle to create a shelter of ice that can be used to shield nearby friendly infantry from enemy fire and even allow them to recuperate some of their wounds.

  • Strong Against: Infantry, Vehicles
  • Not Affected By: Mind Control, Berserk, Radiation, Warp Weapons, All Crushing
  • Resistant To: Toxic Clouds
Coldspark

Additional Information:

  • Build Limit: 1 (Shared with Blastwave & Starfire)
  • Weapon halves enemy unit movement speed for around 5 in-game seconds.
  • Cold beam splits off into multiple smaller beams upon impact that can damage further targets.
  • Can deploy to protect non-robotic friendly infantry nearby from direct damage, immobilizing and healing them.
  • Detects cloaked & submerged units within 7 cells.
  • Detects disguised units within 7 cells.
  • Automatically heals itself over time.

Starfire

Purpose: Anti-Unit, Anti-Aircraft
Starfire
  • Cost: $1500
  • Prerequisite: Barracks, Tech Center
  • Hitpoints: 500
  • Armor Type: Flightsuit Hero Infantry
  • Speed: 40 (Flying)
    Weapons:
  • Miniaturized 'Flashbolt' Particle Cannon (x2)
    • Range: 7 · Area of Effect: 0.5

Born in the heart of Berlin and forged in the crucible of aerial combat, Major Nora Rosenfeldt rose through the ranks of the German Air Force with unmatched precision and unparalleled discipline. An ace pilot, she earned nickname 'Starfire' from the fiery trails left by her fighter jet as she tore through the skies and Coalition's enemies. This reputation led her to be scouted by organization known as W.A.R.D for a fresh project of theirs - Taskforce Nova, a group intended to test and utilize advanced technology developed by W.A.R.D against the threat of the Dominion. Rosenfeldt ended up handpicked as the taskforce's field leader, commanding operatives on the battlefield with relentless efficiency and zero hesitation, all while flying up in the skies wearing an advanced flight suit armed with miniaturized 'Flashbolt' particle cannons capable of scorching enemy soldiers and melting through both vehicle and aircraft armor alike.

  • Strong Against: Infantry, Aircraft, Medium & Heavy Vehicles
  • Not Affected By: Mind Control, Berserk, Warp Weapons
Starfire

Additional Information:

  • Build Limit: 1 (Shared with Blastwave & Coldspark)
  • Weapon impact has a chance to leave a cloud of charged particles that lingers for a while and damages units.
  • Detects cloaked & submerged units within 7 cells.
  • Detects disguised units within 7 cells.
  • Automatically heals itself over time.