The Future Forces

| 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. | |
| 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. | |
| 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. | |
| 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. | |
| 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. | |
| 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. | |