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- Prereq: Airforce Command HQ
- Armor: N/A
- Cost: 500
- Purpose: Paradrop
The Radar Plug is the American's answer to the changes made to the Airforce Command HQ. Instead of automatically acquiring a Paradrop superweapon upon constructing an AFC HQ, the Americans require one of these. Simply build one and place it on the AFC HQ for the familiar paradrop superweapon.
AirbornePrereq: Radar Plug
Recharge Time: 4 Minutes
The American paradrop continues to work in the same, familiar manner as the tech paradrop. However, because of budget restrictions, the American paradrop only has six GIs, instead of the usual eight. However, it does stack with the tech paradrop.
- Prereq: War Factory, Battle Lab
- Armor: Heavy
- Cost: 2500
- Weapon: 140mm Cannon | .50 Caliber Machine Guns
- Range: Medium | Medium
- Purpose: Anti-Tank | Anti-Structure
Large and in charge, the American Abrams Tank is devastation on treads. It packs the mightiest cannon on the battlefield, even outdoing the mighty Apocalypse Tank. The shells rip through vehicles and structures with ease, but that's not where the power ends. The Abrams Tank also packs machine gun ports to attack squads of infantry and Terror Drones.
- Prereq: Barracks, Airforce Command HQ
- Armor: Flak
- Cost: 800
- Weapon: Scoped Sniper Rifle
- Range: Very Long
- Purpose: Anti-Infantry
The British Sniper is a well trained infantry killing machine. While he was already a nightmare for enemy infantry, he made ridiculous decision like retaliating against a tank and ignoring the fifty infantry behind it. Well, this has all changed and the Sniper no longer targets vehicles at all. He can even go into a prone position to further increase his firing range.
- Prereq: War Factory, Battle Lab
- Armor: Heavy
- Cost: 2500
- Weapon: Avenger Comet
- Range: Long
- Purpose: Anti-Aircraft
The British have taken prism technology to new heights with their new Avenger. The British Avenger is a superb anti-air vehicle that will knock any aircraft out of the sky in mere seconds. While packing a strong defensive weapon, the Avenger has no ground attack ability and has armor that's no more durable than a Prism Tank.
- Prereq: Airforce Command HQ, Construction Yard
- Armor: Steel
- Cost: 2000
- Weapon: 200mm Ballistic Cannon
- Range: Long
- Purpose: Base Defense
The French Grand Cannon is a long-range base defender. A single shell is enough to decimate
most infantry and light vehicles suffer heavy damage. Heavily armored tanks fare a little
bit better, but not much, going down easily with repeated strikes. The Grand Cannon hasn't
changed much, except that it rotates faster. However, this means its armor has suffered,
making it somewhat easier to destroy.
Graphical Enhancement: Fires from the correct spot and infantry have a proper death
animation from the warhead.
- Prereq: War Factory, Battle Lab
- Armor: Heavy
- Cost: 2500
- Weapon: Fragmentation Rockets
- Range: Medium-Long
- Purpose: Long-Range Assault
Like its chrono-based cousins, the Chrono MLRS zips about with little delay, but still requires that 'phase-in' time. But instead of packing a temporal displacement weapon, the MLRS packs a missile launcher near the rear of the vehicle. And the missile it fires is special in itself as it fragments upon striking an infantry or vehicle, spraying the area with smaller missiles.
- Prereq: War Factory, Airforce Command HQ
- Armor: Heavy
- Cost: 1000
- Weapon: 105mm AP Cannon
- Range: Medium
- Purpose: Anti-Tank
The German Tank Destroyer is quite adept at eating through enemy vehicles. The shell inflicted massive amounts of damage, even able to destroy light vehicles, such as Flak Tracks, in one volley. However, it had no turret making it cumbersome to use in some situations. This has been changed so the Tank Destroyer now has a turret, allowing to engage in tank combat in a similar manner to the Grizzly Tank. It even has better damage on structure targets, and tank-like damage on infantry. However, the improvements have also forced the price up to 1000 (versus 900 previously).
- Prereq: War Factory, Battle Lab
- Armor: Heavy
- Cost: 2500
- Weapon: 115mm Cannon
- Range: Medium | Medium
- Purpose: Anti-Tank | Anti-Structure
The Panther Tank fires two very distinct tank shells. There's the usual weapon, which is excellent against armor columns but not quite as effective against infantry. However, the Panther uses special ammunition against structure targets that is much more explosive; the Panther's specialized shells can shatter most structures only a few rounds.
- Prereq: Airforce Command HQ
- Armor: Heavy
- Cost: 1200
- Weapon: Advanced Maverick Missiles
- Range: Medium-Long
- Purpose: Unit Assault
Masters of the sky indeed, the Korean Black Eagle is superior to the Harrier. It's faster, has more armor, does more damage and hits harder. It has also received the same benefits as the Allied Harrier, meaning that it is a vicious tank hunter and has extra splash damage, but is also less effective against structures. However, damage on structures is still above that of the Harrier.
- Prereq: War Factory, Battle Lab
- Armor: Heavy
- Cost: 2500
- Weapon: 105mm Cannon | Firehawk Comet
- Range: Medium | Medium-Long
- Purpose: Anti-Tank | Anti-Aircraft
Despite being masters of the sky, the Koreans developed a new ground combat vehicle. While being a standard tank in design, the Korean Firehawk comes packed with anti-air lasers, similar to those used on the British Avenger. While not as strong, Firehawks are able to down heavy aircraft quite easily but due to cumbersome controls, they are unable to fire upon Rocketeers or Soviet rockets. The Firehawk's tank cannon performs like any standard tank, dealing good damage against armored targets and not so well against infantry.
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