Infantry
Missile Defender
Anti-armor infantry. Replaces the Guardian GI. Armed with a Dragon ATGM launcher that deals with tanks. When deployed, Defenders cannot be crushed and fire dual purpose homing missiles which have a longer range that take out ground and aerial targets well. Can also take position in buildings.
Sniper
Advanced anti-infantry rifleman. His sniper rifle can kill most infantries in one shot. Extremely weak against tanks and buildings.
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Rocketeer
Advanced flying infantry. Now armed with dual miniaturized Comet laser cannons that are effective verse most kinds of armor. Cost has increased a bit due to advancements.
Ground Vehicles
Guardian Battle Tank
Standard MBT. Replaces the Grizzly. Has more armor than the Grizzly.
Phalanx Drone
Scout/light anti-infantry unit. Can reveal large areas of shroud and detect cloaked, submerged or subterranean units. Uses an autocannon to take out infantry.
Claymore Howitzer
Light artillery. Kills groups of infantries and demolish structures easily with its cluster shells. Shells explode into several explosions.
Mirage Tank
Advanced battle tank. The new design allows for higher top speed.
Prism Tank
Advanced laser-based artillery. The new design is a lot more heavily armored than the old one. The redesigned gun allows for an increase in firing rate.
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Gladiator
Heavy assault mech. Armed with a pair of AP miniguns and anti-structure missile pod. Immune to psionics, toxins and radiation. Gladiators are directly controlled from the Technology Center. If the Technology Center is destroyed, all Gladiators on field will cease to function.
Aircrafts
Black Eagle
Ground attacker plane. Fires powerful upgraded Maverick 2 air-to-ground missiles that can inflict heavy damage against most ground targets. Switches to improved laser guided Maverick 2 missiles when elite. Uses a powerful gatling gun against groups of infantry. It is also radar invisible. Cannot engage in dogfights with other aircrafts.
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Apollo Fighter
Air superiority fighter. Armed with powerful long range Sidewinder missiles that are used to shoot down other aircrafts easily. The missiles have a long lifespan, allowing them to chase down their target over long distances. Switches to improved laser guided Sidewinders when elite. It is also radar invisible. Cannot engage ground targets.
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Albatross Transport
Air transport. Tougher than the older Nighthawk and can carry six soldiers or three Terror Drones/Brutes. Armed with a machine gun and a 50mm howitzer. It is also radar invisible.
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Comanche
Helicopter gunship. Fires two Mavericks in a burst at ground targets. Switches to improved laser guided Mavericks when elite. It is also radar invisible.
Navy
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Aircraft Carrier
Capital ship. New design allows for higher top speed.
Buildings
Cryo Turret
Light anti-surface base defense. Replaces the Pillbox. Inflicts a good amount of damage to infantry and light vehicles with its cyro beam cannon. It also produces icy mist that damages anyone exposed to it.
Advanced Power Plant
Secondary power source. Provides more power than the standard Power Plant and costs slightly more.
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Support Airpad
Airpad. Holds four aircrafts and provides repairs and munitions. Requires the Airforce Command HQ. Cannot build aircrafts without the Airforce Command HQ.
Support Powers
Para Troopers
Executed from the Airforce Command HQ. Calls in three Century paradrop planes to drop a squad of Para Troopers (three anti-infantry, three anti-armor) and two Airborne Humvees anywhere on the battlefield.
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Spy Satellite
Executed from the Tech Center. Automatically reveals the whole map after every 5 minutes. Also requires any radar installation to keep the map revealed.
Doctrines
"Time Master"
Gain access to advanced chrono technology.
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Jumper Tank
Advanced tank, replaces the Mirage Tank. Uses teleportation to move about the battlefield and is armed with a powerful Chrono Pulse gun. Can teleport into almost anywhere.
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Chrono Prison
Advanced artillery, replaces the Prism Tank. Quickly erases enemy units from long distances. Needs more time to erase buildings.
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Backwarp
Executed from the Strategy Center. Heals any infantry,vehicle or building in a small area.
"White Out"
Gain access to advanced ice-based weapons.
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Cryobat
Advanced flying infantry, replaces the Rocketeer. Fires single ice beams which spread damaging icy mist. When elite, the beams split up into three smaller beams which spread more icy mist.
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Blizzard Frigate
Warship, replaces the Destroyer. Focuses a beam of ice at the target to freeze and rapidly damage it. The beam splits up into two and spread icy mist when elite. Uses regular torpedoes against subs.
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Cryo Orbital Laser
Executed from the Strategy Center. Fires a concentrated cryogenic laser that damages/freezes anything in the target area. Cryogenic residue and large amounts of icy mists are produced in the aftermath.
"Birds of Prey"
Gain access to powerful aircrafts.
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Phoenix
Air superiority fighter, replaces the Apollo Fighter. Extremely fast and agile, allowing it to counter AA missiles. Uses it's 'Starlight' laser emitter to quickly cut through aircraft fuselage. Cannot engage ground targets. It is also radar invisible.
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Vortex
Helicopter gunship, replaces the Comanche. Has the most armor compared to any other non-capital aircraft. It's Concussion missiles can easily suppress groups of ground targets while it's two laser assisted AA missile turrets shoot down any enemy aircrafts within a large range. It is also radar invisible.
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Thermobaric Missile Strike
Executed from the Strategy Center. An Artemis supersonic bomber will launch a 'Silbervogel' cruise missile at the target area. The missile is extremely damaging.
This thread will be updated when new info comes along. All credit goes to the original authors of their respective public assets.