The Company of Answers
The Company of Answers seek to provide solutions for their customers in all walks of life. With state of the art medical and research
facilities, the Company has been at the forefront of innovation for decades. Recently the Company has been expanding its vision to
include security matters, requisitioning advanced weaponry and hiring ex-military troops. Although they have yet to see any real combat
the Company of Answers is sure to play a key part in the upcoming conflict.
Construction Yard
Cost: $5000
Role: Base Construction
The Construction Yard is the foundation of a base and allows the construction of other Company of Answers buildings. The most vital structure of a base; it must be protected at all costs. Destruction or seizure of the Construction Yard will shut down further base expansion.
Advanced Power Plant
Cost: $500
Role: Generates 150 Power
The Advanced Power Plant provides power to other Company of Answers buildings more effectively than other factions' equivalent Power Plants. Due to their fragile nature, Advanced Power Plants should be placed in safe locations, as power output is directly proportional to the building's condition.
Barracks
Cost: $300
Role: Produces Infantry
This structure is a field training centre for Company of Answers security personnel and mercenaries. Building multiple Barracks will increase the rate at which infantry are produced.
Guard Tower
Cost: $600
Role: Base Defence
Equipped with a high-velocity machine gun the Guard Tower is a potent defence against infantry and light vehicles. The Guard Tower fires in a distinct double-burst pattern before reloading.
SAM Site
Cost: $750
Role: Anti-Air Defence
Fires surface-to-air missiles at airborne enemy units. While the launcher is recessed into the ground the site's armour keeps it well protected from enemy attacks. While firing, the vulnerable missile launcher is exposed and easily damaged.
Technology Centre
Cost: $1500
Role: Tech Structure
Stores blueprints and architect's plans for advanced military technology, such as the Communications Centre or Repair Facility. Constructing this building grants access to the aforementioned structures.
Communications Centre
Cost: $1000
Role: Base Radar & Communication
Allows the use of the radar screen as long as there is sufficient power. The radar screen allows for long-range views of the battlefield and for commanding units over great distances.
Helipad
Cost: $600
Role: Produces Helicopters
This strucure constructs and reloads Company helicopters. A Helipad can be set as primary to determine where additional helicopters will spawn. Building multiple Helipads will decrease the amount of time it takes to construct a helicopter.
Repair Facility
Cost: $1000
Role: Repairs Vehicles
The repair facility allows the repair of damaged units. Moving a vehicle onto the repair pad will begin the repair process. Note that repairs drain credits over time and that damage to the repair facility will lower the pace of repairs.
Airstrike Centre
Cost: $1500
Role: Airstrike
Constructing the Airstrike Centre grants access to the Airstrike superweapon, which calls in several A-10 Warthogs to carpet bomb an area with napalm.
Wooden Fence
Cost: $50
Role: Base Defence
Used to deter the enemy from advancing. Only explosive weapons such as grenades, missiles, and shells can destroy Wooden Fences. Any hit from any explosive weapon will destroy a section of Wooden Fence.
Minigunner
Cost: $100
Role: Basic Infantry
Minigunners are basic infantry units equipped with short range rifles. En masse this unit becomes cost-effective against slow-moving armoured units such as tanks. When engaging such targets Minigunners must keep moving or the tanks will run over them.
Navy SEAL
Cost: $300
Role: Elite Infantry
Elite former Navy SEAL operatives, these mercenaries are the best of the best. They are fast moving, hard hitting and effective against all unit types. SEALs perform best when they can make use of their range, which is longer than most other infantry.
Bazooka
Cost: $300
Role: Anti-Tank & Anti-Air
These infantry units are slower and easier to kill than other infantry, but can tear through armour faster than any other infantry unit. Bazookas can also fire against airborne enemies. Most effective as a support unit in diverse groups.
Engineer
Cost: $500
Role: Captures Buildings
Engineers are used to seize control of enemy buildings. Since they carry no weapons, they are extremely vulnerable on the battlefield and must be directed very carefully. Escorts and transport units such as the Chinook are commonly used to protect the Engineers as they close on enemy buildings.
Longbow
Cost: $700
Role: Anti-Tank Air Superiority
Fast and highly mobile, the Apache Longbow is equipped with a salvo of six armour-piercing rockets. Best used against enemy armour; the helicopter can also be effective against structures when used in groups. After firing its rockets, it must return to a helipad for reloading.
Phoenix
Cost: $1300
Role: Airborne Siege
This revolutionary helicopter uses twin tilt-turbines to fly, resulting in a hybrid of helicopter and jet propelled bomber. Equipped with a salvo of four napalm missiles, the Phoenix's incredible range allows it to level enemy bases in moments without fear of reprisal. SAM Sites are the notable exception—they can strike down Phoenixes mid-flight and send them crashing back down to earth.
Role: Airborne Siege
This revolutionary helicopter uses twin tilt-turbines to fly, resulting in a hybrid of helicopter and jet propelled bomber. Equipped with a salvo of four napalm missiles, the Phoenix's incredible range allows it to level enemy bases in moments without fear of reprisal. SAM Sites are the notable exception—they can strike down Phoenixes mid-flight and send them crashing back down to earth.
Chinook Transport Helicopter
Cost: $1500
Role: Airborne Transport
Provides field transportation for all infantry, rapidly deploying new troops into, or out of battle. This unit is basically an aerial version of the APC without the weapon.