Project Phantom Logo

Neutral Objects

Capturable Structures

  • Oil Derrick
  • Power Plant
  • Airfield
  • Machine Workshop
  • (Field) Hospital
  • Satellite Uplink
  • Missile Silo

Support Powers

  • Paradrop
  • EM Pulse
  • Sensor Probe
  • Missile Strike

Capturable & Garrisonable Defenses

  • HMG Turret
  • Gun Turret
  • Missile Turret
  • Fortress Cannon
  • Missile Bunker
  • Artillery Emplacement
  • Sensor Tower
  • Watchtower
  • Concrete Bunker

Capturable Structures

Oil Derrick

Purpose: Additional Income Provision
Oil Derrick
  • Cost: N/A ($1000)
  • Prerequisite: N/A
  • Hitpoints: 2000
  • Armor Type: Light Structure
  • Power: 0

Oil Derricks found on the battlefield can be captured by an engineer for gathering extra funds over the time for your war effort. Initial captor of a neutral Oil Derrick receives a bonus amount of funds as well. Another thing of a note is, that should Oil Derrick get destroyed, any oil currently in it's storage will be set ablaze, resulting in a violent explosion that damages everything nearby.

Oil Derrick

Additional Information:

  • Provides $1000 to first player to capture a neutral one.
  • Provides $100 every 10 in-game seconds.

Power Plant

Purpose: Power Production
Power Plant
  • Cost: N/A ($1000)
  • Prerequisite: N/A
  • Hitpoints: 2000
  • Armor Type: Light Structure
  • Power: +400

Power Plants, as their name would imply, provide power to their current owner for upkeep of the many of their base structures. Unlike all other power generator structures employed by any of the factions, these ones employ additional countermeasures towards sabotage attempts, making it impossible to use espionage infantry to sabotage them.

Power Plant

Additional Information:

  • Cannot be sabotaged by espionage infantry or Oblivion Drones.
  • In Scavengers game mode this is turned into an Oil Derrick.

Airfield

Purpose: Reinforcement Provision
Airfield
  • Cost: N/A ($1500)
  • Prerequisite: N/A
  • Hitpoints: 2000
  • Armor Type: Heavy Structure
  • Power: 0

Airfields, normally used by civilian and other such air traffic can be captured to allow delivery of reinforcements to the battlefield via air transport routes.

Airfield

Additional Information:

Support Power: Paradrop

Paradrop
  • Recharge Time: 5:00
  • Cost: $1200
  • Powered: No

Delivers a group of infantry via air transport to desired location on the battlefield. Infantry delivered depends on faction.

Machine Workshop

Purpose: Automatic Vehicle Repair
Machine Workshop
  • Cost: N/A ($2000)
  • Prerequisite: N/A
  • Hitpoints: 2000
  • Armor Type: Heavy Structure
  • Power: 0

A facility with necessary equipment to perform repairs on various sorts of vehicles. Capturing Machine Workshop allows ground, air & naval vehicles to automatically repair themselves. The more Machine Workshops owned by a single commander, faster their vehicles repair themselves.

Machine Workshop

Additional Information:

  • Grants auto-repair to vehicles at rate of 4 hitpoints per in-game second.
  • If Build Off Tech Buildings is enabled and in missions, other structures can be built off this one.

(Field) Hospital

Purpose: Automatic Infantry Healing
(Field) Hospital
  • Cost: N/A ($2000)
  • Prerequisite: N/A
  • Hitpoints: 2000
  • Armor Type: Heavy Structure
  • Power: 0

Capturing Hospitals allow infantry to heal themselves automatically. Field Hospitals do not differ from the regular civilian Hospitals in any other way than the building footprint being different and being usually found outside urban areas. The more (Field) Hospitals a commander has captured, the faster their infantry are able to heal themselves.

(Field) Hospital

Additional Information:

  • Grants auto-heal to infantry at rate of 4 hitpoints per in-game second.
  • If Build Off Tech Buildings is enabled and in missions, other structures can be built off this one.

Satellite Uplink

Purpose: Support Power Provision
Satellite Uplink
  • Cost: N/A ($2000)
  • Prerequisite: N/A
  • Hitpoints: 2000
  • Armor Type: Heavy Structure
  • Power: -100

A building equipped with various sophisticated communications equipment, Satellite Uplink allows the one who captures it to gain access to gain access to a military-grade satellite with EMP strike and advanced reconnaissance capabilities, provided enough power is available to keep the Uplink online.

Satellite Uplink

Additional Information:

Support Power: EM Pulse

EM Pulse
  • Recharge Time: 8:00
  • Affects Players: All
  • Area of Effect: 3.5-Cell Radius
  • Powered: Yes

Activates a satellite-based electromagnetic pulse weapon on targeted area, disabling any vehicles caught within for 30 in-game seconds.

Support Power: Sensor Probe

Sensor Probe
  • Recharge Time: 7:00
  • Affects Players: Enemies
  • Area of Effect: Full Map
  • Powered: Yes

A satellite-based recon scan reveals all enemy cloaked units on the battlefield for duration of 60 in-game seconds.

Missile Silo

Purpose: Support Power Provision
Missile Silo
  • Cost: N/A ($3000)
  • Prerequisite: N/A
  • Hitpoints: 2000
  • Armor Type: Heavy Structure
  • Power: -200

An abandoned missile launch facility that can be brought back to function by capturing it, allowing use of it's reserve of tactical missiles against your enemies, provided enough base power can be supplied to it.

Missile Silo

Additional Information:

Support Power: Missile Strike

Missile Strike
  • Recharge Time: 8:00
  • Affects Players: All
  • Area of Effect: 10-Cell Radius
  • Powered: Yes

A tactical missile with high-explosive warhead is launched to the targeted position, inflicting heavy damage to most types of targets within the blast radius.

Capturable & Garrisonable Defenses

HMG Turret

Purpose: Anti-Infantry Base Defense
HMG Turret
  • Cost: N/A ($1000)
  • Prerequisite: N/A
  • Hitpoints: 3000
  • Armor Type: Advanced Defense
  • Power: 0
    Weapons:
  • Heavy Machine Gun (x2)
    • Range: 6.5

A powerful anti-infantry defense turret that can be captured by an engineer, equipped with dual heavy machine guns which mow down enemy soldiers approaching it. Unlike some more advanced defenses, HMG Turret requires no external power source.

HMG Turret

Additional Information:

  • Can gain experience.

Gun Turret

Purpose: Anti-Armor Base Defense
Gun Turret
  • Cost: N/A ($1000)
  • Prerequisite: N/A
  • Hitpoints: 3000
  • Armor Type: Advanced Defense
  • Power: 0
    Weapons:
  • AP Cannon
    • Range: 7.5 · Area of Effect: 0.5

An anti-armor defense turret that can be captured to allow it to blast through enemy armoured units within it's firing radius. Unlike some more advanced defenses, Gun Turret requires no external power source.

Gun Turret

Additional Information:

  • Can gain experience.

Missile Turret

Purpose: Anti-Aircraft Base Defense
Missile Turret
  • Cost: N/A ($1000)
  • Prerequisite: N/A
  • Hitpoints: 3000
  • Armor Type: Advanced Defense
  • Power: 0
    Weapons:
  • Heat-Seeker Missile (x4)
    • Range: 14 · Area of Effect: 0.5

Long-range heat-seeker missile launcher designed to deal with aerial threats that can be captured to allow it's use against your enemies' aircraft. Unlike some more advanced defenses, Missile Turret requires no external power source.

Missile Turret

Additional Information:

  • Can gain experience.

Fortress Cannon

Purpose: Advanced Base Defense
Fortress Cannon
  • Cost: N/A ($2000)
  • Prerequisite: N/A
  • Hitpoints: 5000
  • Armor Type: Advanced Defense
  • Power: -25
    Weapons:
  • Heavy-Duty AP Cannon (x2)
    • Range: 13 (Minimum: 4) · Area of Effect: 1.0

A fortified turret with a pair of heavy duty armor-piercing cannons that pose a threat to any enemy armored units and infantry. Fortress Cannon, however, requires some base power to function and cannot fire on targets that have moved too close to it.

Fortress Cannon

Additional Information:

  • Can gain experience.

Missile Bunker

Purpose: Advanced Anti-Aircraft Base Defense
Missile Bunker
  • Cost: N/A ($2000)
  • Prerequisite: N/A
  • Hitpoints: 5000
  • Armor Type: Advanced Defense
  • Power: -25
    Weapons:
  • Surface-to-Air Missile
    • Range: 20 · Area of Effect: 1.5

A durable bunker-esque structure with a surface-to-air missile launcher built into it, capable of heavily damaging and destroying even the heaviest of aircraft. The missiles take time to track targets and accelerate to full speed, so faster aircraft in particular might be able to avoid them altogether. In addition, Missile Bunker requires an amount of base power to operate the missile launcher.

Missile Bunker

Additional Information:

Artillery Emplacement

Purpose: Long-Range Base Defense
Artillery Emplacement
  • Cost: N/A ($3000)
  • Prerequisite: N/A
  • Hitpoints: 5000
  • Armor Type: Advanced Defense
  • Power: -50
    Weapons:
  • Long-Range Artillery Cannon (x3)
    • Range: 28 (Minimum: 12) · Area of Effect: 2.0

An artillery installation that fires powerful payloads over very long distances, capable of annihilating enemy forces from afar. Artillery Emplacement comes with substantial base power requirements and a rather large minimum firing range.

Artillery Emplacement

Additional Information:

  • Can gain experience.

Sensor Tower

Purpose: Long-Range Base Defense
Sensor Tower
  • Cost: N/A ($2000)
  • Prerequisite: N/A
  • Hitpoints: 5000
  • Armor Type: Advanced Defense
  • Power: -25

A tower-like structure with an observation deck and various sensor equipment that allows revealing large radius of unknown terrain around itself as well as expose any enemy cloaked units around itself if captured and powered up.

Sensor Tower

Additional Information:

  • Reveals shroud in 20-cell radius around itself.
  • Decloaks enemy units in 20 cell radius around itself.

Watchtower

Purpose: Garrisonable Structure
Watchtower
  • Cost: N/A ($500)
  • Prerequisite: N/A
  • Hitpoints: 1500
  • Armor Type: Heavy Structure
  • Power: 0

Watchtowers are tall structures designed as observation and guard posts. Garrisoning one with infantry allows provides for decent view around the tower as well as providing some defense. Unlike many other types of garrisons, Watchtowers can be repaired by normal base maintenance.

Watchtower

Additional Information:

  • Can be garrisoned by up to 4 infantry.
  • Garrisoned infantry can't be hit by anti-garrison weapons.

Concrete Bunker

Purpose: Garrisonable Structure
Concrete Bunker
  • Cost: N/A ($1000)
  • Prerequisite: N/A
  • Hitpoints: 2500
  • Armor Type: Heavy Structure

Fortified concrete bunkers that can withstand large amounts of enemy fire before crumbling. Garrisoning one with infantry allows them to defend the position against enemy while offering them a decent protection. Unlike many other types of garrisons, Concrete Bunkers can be repaired by normal base maintenance.

Concrete Bunker

Additional Information:

  • Can be garrisoned by up to 8 infantry.
  • Garrisoned infantry can't be hit by anti-garrison weapons.