The Future Forces

 

Structures:

Construction Yard
Prerequisite: N/A - Unbuildable
Cost: $3000 (Unbuildable)
Primary Usage: Structure Production
This structure is the Construction Yard, used to build other structures. It is similar in design to Yuri's Construction Yard, though it has been recoloured and some of the details have been removed. If you are attacking a Future Forces base, this should be one of your prime targets. It can be undeployed into an MCV like the other Construction Yards.
Asset is a recoloured version of Westwood art

 

Chrono Reactor
Prerequisite: Conyard
Cost: $850
Primary Usage: Power Production
This is the F.F. Power Plant. It produces power using a microscopic hole in space-time. Use caution with vehicles near these structures, when destroyed, a burst of electromagnetic energy is released by the collapsing microfracture, disabling any electronic equipment in the vicinity. They produce slightly more power than an Allied Power Plant, but cost slightly more too.
Asset made by: Detail, cameo by me

 

Ore Refinery
Prerequisite: Chrono Reactor
Cost: $2000
Primary Usage: Ore Processing
And where would any side be without its resource structure. This is the F.F. Ore Refinery. It is very similar in look to the Allied Refinery. It comes free with one Stealth Miner, which will automatically begin harvesting procedures
Asset by: MooMan65, cameo by me.

 

Barracks
Prerequisite: Chrono Reactor
Cost: $600
Primary Usage: Infantry Production
This is the F.F. Barracks. Like all the other Barracks, it trains infantry. Nothing special here.
Asset by: The I Man, cameo by me.

 

War Factory
Prerequisites: Ore Refinery, Barracks
Cost: $2000
Primary Usage: Vehicle Production
The F.F. War Factory is based on one of the proposed designs for the present Allied War Factory. It functions in the same way, making vehicles.
Asset by MooMan65, cameo by me

 

Air Pad
Prerequisite: Ore Refinery
Cost: $1000
Primary Usage: Aircraft Production, Radar, Map Reveal
The Future Forces Air Pad is slightly more advanced than the Allied Air Force Command. As well as providing aircraft production and radar capabilities, the Air Pad also has a delayed Spy Satellite ability, which will reveal the map after eight minutes, normally about the time an Allied player would build a SpySat Uplink.
Asset made by Clazzy, cameo by me

 

Naval Yard
Prerequisites: Chrono Reactor, Ore Refinery
Cost: $1000
Primary Usage: Naval Unit Production
This almost proves the Future Forces are related in some way to the Allies. Their Naval Shipyard is identical in every way to the Allied one, except of course in the ships that it produces.
Asset made by: Westwood

 

Service Depot
Prerequisites: War Factory
Cost: $800
Primary Usage: Vehicle Repair
The F.F. Service Depot functions in the same way as the Allied, Soviet and Antarctic Legion equivalents. It repairs vehicles and removes attached Terror Drones. It also comes with the ability to generate an Emergency Repair wave, and can be upgraded with an Infantry Repair ability.
Asset made by: Windsk, cameo by me

 

Battle Lab
Prerequisites: War Factory, Air Pad
Cost: $2000
Primary Usage: Unlocks Advanced Technology
The F.F. Battle Lab works in the same way as the Allied, Soviet and Yuri ones. It unlocks advanced technology, and comes with the Force Shield ability when super weapons are available.
Asset made by: MooMan65, fixed by Speeder, cameo by me.

 

Armory
Prerequisite: Battle Lab
Cost: $2500 - no cash refund
Primary Usage: Infantry Promotion
Can only be built once per battle. Disappears from sidebar when built.
This structure functions in the same fashion as Yuri's armory. Any infantry unit that can be sent in will emerge with Elite rank. It can be used a total of 15 times, then can either be used as a Barracks exit or can be sold. Only one can be built per battle - once you build one, it's gone from your sidebar.
Asset made by: ArgCmdr, cameo by me

 

Chrono Lab ('new' to Beta 3.0)
Prerequisite: Battle Lab
Cost: $2000
Primary Usage: Upgrade Prerequisite
The Chrono Lab is one of two tech options you have after constructing a Battle Lab. Whichever option you choose affects your minor super weapon. The Chrono Lab unlocks the Deployable Chrono Legionnaire, and the Chrono Sphere Upgrade. Both advanced tech labs unlock the Future Forces' upgrades. However, if you build one, you can't build the other.
Asset made by: Carnivean and The I Man, remapped by and cameo made by me.

 

Stealth Lab (new to Beta 3.0)
Prerequisite: Battle Lab
Cost: $2000
Primary Usage: Upgrade Prerequisite
The Stealth Lab is one of two tech options you have after constructing a Battle Lab. Whichever option you choose affects your minor super weapon. The Stealth Lab unlocks the Stealth Commando, and the Cloaking Field Upgrade. Both advanced tech labs unlock the Future Forces' upgrades.
Asset is a modified Westwood asset. Cameo by me.

 

Armory:

Walls
Prerequisite: Barracks
Cost: $100
Primary Usage: Barrier
The F.F walls are almost identical to the Allied Walls, except they have a coloured section at the top of each wall hub.
Asset made by: Angelf**k, cameo by me

 

Pillbox
Prerequisite: Barracks
Cost: $600
Primary Usage: Anti-Personnel / Light Unit defense
Armament: 3-Burst Medium Energy Rifle
This is the Future Forces' basic defense system. It fires a type of rapid-fire energy weapon which, while it does damage superior to that of the Allied Pillbox, is rather inaccurate.
Asset made by Xgamer, cameo by me

 

Plasma Patriot
Prerequisite: Barracks
Cost: $1000
Primary Usage: Anti-Aircraft defense
Armament: Light Anti-Aircraft Plasma Torpedoes
This is the Future Forces' A.A. defense system. It fires a type of torpedo composed of pure plasma, held together in a magnetic field which is rather effective against aircraft while in groups.
Asset made by Westwood, cameo by me

 

Laser Cannon
Prerequisite: Air Pad
Cost: $1500
Primary Usage: Advanced Base Defense
Armament: Comet Laser Type 2
This advanced defense system seems to be the physical realisation of a prototype design Allied scientists recently created for a new type of Prism Tower. However, the Future Forces seem to have made one flaw in their design, their towers are unable to network with each other.
Asset made by Gamemate, cameo by me

 

Guardian Outpost
Prerequisite: Battle Lab
Cost: $1500
Primary Usage: Sensor Array, Drop Pod Control
Armament: Long Range Scanner
This structure provides sensor capabilities over a wide area. If an enemy unit enters its radius, it will sound an audible alarm to alert the main base of the enemy presence. It also provides access to Drop Pods launched from any friendly vessel at high altitude or in orbit. These will attempt to drop 5 Soldiers and 2 Jumpjet Troopers to any accessible location.
Asset made by Medalmonkey, cameo by me

 

 

Drop Pods
Prerequisite: Guardian Outpost
Recharge Time: 6 minutes
Primary Usage: Infantry Reinforcements
This power sends 5 Soldiers and 3 Jumpjet Troopers to the designated location on the battlefield via drop pods from orbiting vessels, stations or friendlies in the upper atmosphere. However, due to VK's total unwillingness to correct key flaws in the Drop Pod system he coded in the RockPatch, and complete ignorance of the problems, the infantry may not always appear.
Drop Pods by ArgCmdr, cameo by me based on a cameo by ArgCmdr

 

Ion Cannon Uplink
Prerequisite: Battle Lab
Cost: $5000
Primary Usage: Super Weapon Structure
This structure gives the Future Forces player access to their major super weapon - the Ion Cannon - a particle beam fired from an orbital satellite.
Asset made by The I Man, cameo by me

 

Ion Cannon
Prerequisite: Ion Cannon Uplink
Recharge Time: 10 minutes
Primary Usage: Base Decimation
The Ion Cannon is a particle beam fired from a Future Forces satellite orbiting the Earth.

The Ion Cannon beam will cause damage across a medium sized radius. (Uses new animations by Purple Light).

Animations made by Purple Light, cameo by me.

 

Infantry:

Soldier
Prerequisite: Barracks
Cost: $250
Primary Usage: Anti-Personnel assault / support
Armament: Light Energy Rifle
These are the grunts of the Future Forces army. They are armed with energy rifles, and cost slightly more than a G.I.
Asset made by ArgCmdr, cameo by me using a picture found on Google Image Search.

 

Engineer
Prerequisite: Barracks
Cost: $500
Primary Usage: Capture and Repair
Armament: Bomb Defusal Kit
The Future Forces also rely on Engineer units identical to the Allies', Soviets' and Yuri's. They perform exactly the same functions - capturing buildings, repairing buildings, defusing Ivan bombs.
Asset made by Westwood.

 

Attack Dog
Prerequisite: Barracks
Cost: $200
Primary Usage: Anti-Personnel, Spy Detection
Armament: Teeth
The FF still utilise Attack Dogs. They work just like their Allied and Soviet equivalents, they kill infantry and spies, and do it very well.
Asset made by The I Man, cameo by ArgCmdr

 

Jumpjet Trooper
Prerequisites: Barracks, Air Pad
Cost: $600
Primary Usage: Aerial Assault
Armament: Suit-mounted Machine Gun
The Future Forces Jumpjet Trooper is similar to the Allied Rocketeer, except that, unlike its Allied counterpart, the Jumpjet Trooper is capable of landing and running short distances on the ground.
Asset made by Westwood.

 

Operative
Prerequisites: Barracks, Battle Lab
Cost: $1000
Primary Usage: Vehicle Hijacking
This unarmed soldier is capable of hijacking enemy vehicles, bringing them under your control.
Asset made by: Dethro. Cameo by me.

 

Spy
Prerequisites: Barracks, Battle Lab
Cost: $1000
Primary Usage: Infiltration
Armament: Disguise Kit
This spy is identical to the Allied Spy, it disguises, it infiltrates, you get a bonus. Yadda yadda yadda...
Asset made by: Westwood. Cameo from Red Alert 1

 

Sergeant Cole
Prerequisites: Barracks, Battle Lab
Cost: $1500
Primary Usage: Hero Infantry
Armament: Plasma Torpedoes, Ion Torpedoes
This is the Future Forces Hero Infantry. Sergeant Cole is the Future Forces' best jumpjet commando. He is armed with a plasma torpedo launcher, which can also be switched to an ionic payload for use against buildings. Like all other hero units, he can't be squashed or mind controlled, but unlike other hero units, he can fly. He can also land and run short distances on the ground.
Asset made by: Chrono Loony, cameo by me.

 

Deployable Chrono Legionnaire
Prerequisites: Barracks, Chrono Lab
Cost: $1500
Primary Usage: Advanced Infantry
Armament: Neutron Rifle, Neutron Cannon
This variant of the Allied Chrono Legionnaire is capable of deploying like a G.I. or Guardian G.I.. When deployed, this Chrono Legionnaire fires a much stronger neutron weapon. He can also deploy while phasing in, in order to be ready for whatever awaits him.
Asset made by: Dethro, cameo by Dethro.

 

Vehicles:

Stealth Miner
Prerequisite: War Factory
Cost: $1550
Primary Usage: Ore Harvesting
This is the Future Forces Ore Miner. Unlike the other four types of mining vehicle, this one is equipped with a stealth field generator, which cloaks the miner. Due to this equipment, it costs slightly more than the other miners, and carries slightly less ore in total, but is faster than the other miners.
Asset made by: Napalm, cameo by me.

 

Stingray Light Tank
Prerequisite: War Factory
Cost: $800
Primary Usage: Main Battle Tank
Armament: Modified 120mm Cannon
The Stingray Tank is the Future Forces' main battle tank. It has the speed of a Grizzly Tank, and the firepower of a Rhino Tank, however, its turret is fixed, so it is incapable of 'drive-by' manoeuvres like a Grizzly or Rhino.
Asset made by: T34 Sam, cameo by me.

 

Armoured Personnel Carrier
Prerequisite: War Factory
Cost: $800
Primary Usage: Infantry Transport
Armament: 75mm Light AT Cannon
The A.P.C. is a light vehicle capable of carrying 5 infantry units across land. It is armed with a light anti-tank cannon for defense, providing the same amount of firepower as an Allied Scout Tank
Asset made by: me2 (I renormalised it), cameo by me.

 

Plasma Patriot Tank
Prerequisites: War Factory, Air Pad
Cost: $500
Primary Usage: Anti-Air Assault
Armament: Light Anti-Aircraft Plasma Torpedoes (7-burst)
The Plasma Patriot Tank is the ultimate anti-air weapon. It fires a burst of 7 plasma torpedoes at any enemy aircraft within its range. It can't attack anything on the ground however.
Asset made by: ArgCmdr, cameo by me.

 

Hover Prism Tank
Prerequisites: War Factory, Battle Lab
Cost: $1400
Primary Usage: Artillery unit
Armament: Comet1 Laser
This is the Future Forces' long range attack unit. It is equipped with a hover-lift generator, capable of lifting the unit off the ground, so it can travel across water. Its firepower consists of a Comet 1 Cannon - the same type used on Allied Prism Tanks. Upon reaching Elite rank it becomes equipped with a Comet 2 Cannon. Like Allied Prism Tanks it is also rather slow and is rather weak armoured.
Asset made by: TheGuardian, cameo by me.

 

Mobile Construction Vehicle
Prerequisites: War Factory, Service Depot
Cost: $3000
Primary Usage: Deployment to Construction Yard
This is the Future Forces MCV. It deploys into the F.F. Construction Yard. There isn't anything else to say, no fancy features.
Asset made by: xpp np ruphus, cameo by me.

 

Python Transport Helicopter
Prerequisite: War Factory
Cost: $1200
Primary Usage: Transport Helicopter
Armament: Repeating Light Energy Rifle
This is the Future Forces' transport helicopter. It is capable of carrying 6 infantry, or two heavy infantry (e.g. Brutes). It is armed with a small repeating energy rifle, but is best kept out of the crossfire due to its weak armour.
Asset made by: Tresbourre, cameo by me.

 

Navy:

Amphibious Transport
Prerequisite: Naval Yard
Cost: $900
Primary Usage: Transport
This is the Future Forces' amphibious transport unit. It is capable of carrying 12 infantry, 6 heavy infantry, 4 tanks or 2 heavy vehicles. It can traverse water or land, but it is unarmed and weakly armoured.
Asset made by: TheGuardian, cameo by me.

 

Hydrofoil
Prerequisite: Naval Yard
Cost: $700
Primary Usage: Basic Anti-Naval Unit
Armament: Twin AT Missile Launchers
This is the Future Forces' main naval unit. It is a rather weak vessel armed with twin missile launchers. It's not bad against surface units, but is unable to detect and attack submarine units.
Asset made by: Chriz, cameo by me.

 

Cyclone Attack Sub
Prerequisite: Naval Yard
Cost: $700
Primary Usage: Submarine Unit
Armament: Torpedo Launcher
This is the Future Forces' submarine unit. It is capable of attacking and destroying any naval unit, but is very susceptible to anti-submarine units such as the Osprey helicopter.
Asset made by: Cyborg88, cameo by me.

 

Avenger Cruiser
Prerequisites: Naval Yard, Air Pad
Cost: $1200
Primary Usage: Anti-Aircraft Unit
Armament: Twin 'Avenger' Lasers
This is the Future Forces' anti-aircraft naval unit. It is armed with twin 'Avenger' laser cannons, capable of easily frying enemy aircraft that enter their range.
Asset made by me, cameo by me.

 

Storm Foil
Prerequisites: Naval Yard, Battle Lab
Cost: $1400
Primary Usage: Naval Long Range Support Unit
Armament: Chemical Artillery
Rather than use a remote air platform, or missile launcher, the Future Forces have gone with the classic "just bomb 'em" approach. The Storm Foil is a heavily modified variant of the Hydrofoil design that fires three chemical shells from its cannons. These shells alone do little damage, and are rather inaccurate, often missing their targets. However, the shells release clouds of Aceon gas, capable of dissolving units, infantry and structures alike. The gas will dissipate after a short period however.
Modified version of an asset by Chriz, cameo by me.

 

Air Force:

Laser Fighter
Prerequisite: Air Pad
Cost: $1000
Primary Usage: Aerial Support Unit
Armament: Energy Cannon
The name of this aircraft is rather misleading, it is not actually armed with 'lasers' as such, but instead has a high-powered energy cannon, like a more powerful version of the Soldier's weapon. This cannon strafes the area around the designated target. It is very powerful against infantry, and can do reasonable damage to vehicles and structures.
Asset made by: Napalm, cameo by me.

 

Banshee Bomber
Prerequisite: Air Pad, Battle Lab
Cost: $1500
Primary Usage: Bomber Aircraft
Armament: Proton Torpedo Launcher
Every Tiberian Sun Nod player's favourite aircraft. The Banshee Bomber carries three payloads of proton torpedoes. The torpedoes are very effective against enemy vehicles and structures. Unlike the Laser Fighter, the Banshee does not strafe the area, but rather its torpedoes actually home in on their targets.
Asset made by: Westwood, cameo by me.