The Future Forces

Upgrades:
| Electromagnetic Generator |
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| Prerequisites: Advanced Lab, Chrono Reactor | |
| Cost: $500 | |
| Primary Usage: Emergency Power | |
| This is an upgrade that can be applied to the Chrono Reactor to boost its EM capablilities. This provides a large amount of power, but slowly begins to destroy the reactor from inside. This can be used as a demo-trap-like upgrade if needed, or if you need some emergency power and are willing to sacrafice a reactor for it. If you keep repairing the reactor and maybe use an engineer, you can get 3 more built before it goes up. | |
| Upgrades building: Chrono Reactor | |
| Advanced Blasters Upgrade |
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| Prerequisites: Advanced Lab, Pillbox, Chrono Reactor | |
| Cost: $400 | |
| Primary Usage: Anti-Personnel Base Defense | |
| Armament: Rapid-burst Heavy Energy Rifle | |
| This upgrade will provide the F.F. Pillbox with a better energy weapon, which fires more rapidly, and does more damage. It is slightly more inaccurate though. The range of the weapon is also boosted. | |
| Upgrades Building: Pillbox | |
| Supercomet Lasers Upgrade |
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| Prerequisites: Advanced Lab, Laser Cannon, Chrono Reactor | |
| Cost: $1000 | |
| Primary Usage: Advanced Base Defense | |
| Armament: SuperComet Laser Type 3 | |
| This is an upgrade that can be applied to the Laser Cannon to increase its weapon damage, and enable the laser to bounce to other targets, like an elite Prism Tank. This will also remove the need for the power-up delay, although there will be a cooldown time before the weapon can fire again. The range of fire will also gain a boost from this upgrade. | |
| Upgrades building: Laser Cannon | |
| Advanced Torpedoes Upgrade |
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| Prerequisites: Advanced Lab, Plasma Patriot, Air Pad | |
| Cost: $900 | |
| Primary Usage: Advanced Anti-Air Defense | |
| Armament: Heavy Anti-Aircraft Dual Fire Plasma Torpedoes | |
| This is an upgrade that can be applied to the Plasma Patriot. It will provide it with a new torpedo weapon which will fire two torpedoes simultaneously, which will cause a lot more damage to enemy aircraft than normal. The range of fire will also be slightly increased. | |
| Upgrades Building: Plasma Patriot | |
| Infantry Repair |
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| Prerequisites: Advanced Lab, Service Depot, Battle Lab | |
| Cost: $900 | |
| Primary Usage: Healing Infantry | |
| This provides your Service Depot with the Infantry Repair super weapon, capable of generating a repair wave that heals infantry rather than vehicles and structures. | |
| Upgrades Building: Service Depot | |
| Chrono Sphere Upgrade |
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| Prerequisite: Chrono Lab | |
| Cost: $2000 | |
| Primary Usage: Super Weapon | |
| This upgrade will give the Chrono Lab Chrono Sphere functionality, enabling it to use the super weapon. | |
| Upgrades Building: Chrono Lab | |
| Cloak Generator Upgrade |
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| Prerequisite: Stealth Lab | |
| Cost: $2000 | |
| Primary Usage: Super Weapon | |
| This upgrade will give the Stealth Lab Cloaking Field functionality, enabling it to use the super weapon. | |
| Upgrades Building: Stealth Lab | |
| Cloaking Field |
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| Prerequisite: Cloak Generator Upgrade | |
| Recharge Time: 6 minutes | |
| Primary Usage: Stealth | |
| The Cloaking Field will grant a permanent stealth ability to anything within a 3x3 radius. Be warned though, the stealth effect is not retained when firing or under attack, and there will be a minor delay while the unit or structure unstealths. Likewise, certain units and structures can detect stealthed units. However, 9 vehicles can be simulaneously cloaked and moved across the map. | |
| Animations and cameo by me. | |
| Threat Logic Upgrade |
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| Prerequisites: Advanced Lab, Battle Lab | |
| Cost: $2000 | |
| Primary Usage: Threat Rating Upgrade | |
| This upgrade improves your units' logic capabilities, making them more aware to threats around them, and they will logically react in that manner. The upgrade appears as a small plug-in node at the left of the lab. | |
| Based on original TS Threat Rating Node, upgrades Battle Lab | |