Manual:ShockWave/Factions/GLA/Structures
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Contents |
Command Center
The Command Center is the center of the GLA's guerrilla operations. It is adequately manned and can train new Workers to help in times of need. Generals abilities can also be called in from here (see Generals abilities for more information). |
Supply Stash
The Supply Stash is where the Workers drop off the gathered supplies. When built, a single Worker is provided for free, and additional Workers can be trained here as well. |
Barracks
The Barracks is where GLA infantry are trained. Injured soldiers and workers can return here to receive medical treatment. |
Arms Dealer
The Arms Dealer is responsible for producing the GLA's stolen vehicles. Damaged vehicles can return here to receive repairs. |
Airpad
The Airpad produces Balloons, as well as several vehicles that can be called in via air drop. Damaged balloons can land near the Airpad to receive repairs. |
Palace
The Palace houses important upgrades, and can be garrisoned by six infantry units for added defense. |
Black Market
The Black Market grants access to advanced upgrades, and generates $20 every two seconds through illegal arms sale. |
Scud Storm
The Scud Storm is the GLA superweapon, and is equipped with 9 Scud missiles that can be fired at any target. Scud Storm
When launched, the Scud Storm will fire 9 missiles onto the target, which randomly strike anything in a wide area. These missiles not only explode with devastating force, but also leave behind deadly clouds of toxin that will damage any vehicles and kill any infantry that try to enter the target area after the attack. |
Stinger Site
The Stinger Site is a simple defensive structure consisting of some rudimentary camouflage and sandbag fortifications. It is manned by three soldiers with stinger missile launchers, which can put serious hurt on vehicles and aircraft alike. While careful deployment of Stinger Sites around the battlefield can make a huge difference, anti-infantry weapons can kill the soldiers in the Stinger Site, rendering it harmless until the fallen soldiers are replaced. Replacement of stinger soldiers happens automatically, but takes time. Camo Netting
Upgrades the Stinger Site with Camo Netting, rendering it invisible to enemy forces until it fires. |
Tunnel Network
This cave entrance leads to vast network of tunnels which are used to relocate troops from one entrance to another in an instant. It comes with a machine gun turret for self-defense, and two RPG Troopers are provided to guard the tunnel free of charge. Camo Netting
Upgrades the Tunnel Network with Camo Netting, rendering it invisible to enemy forces until it fires. Free Fire mode
Orders the Tunnel Network to attack any nearby enemy units at will, revealing itself whenever it does. Hold Fire mode
Orders the Tunnel Network to hold fire and stay hidden. |
Junk Bunker
The Junk Bunker is a sturdy structure that allows up to six soldiers to garrison it and fire from within. The soldiers are not fully protected and may be killed by both large explosions and toxins or radiation penetrating the bunker. |
Demo Trap
A stealthed barrel filled with explosives. The Demo Trap can be set to be detonated manually or automatically if an enemy comes near it. Proximity FuseActivates the Demo Trap's proximity fuse. It will detonate once an enemy unit gets near it, or by pushing the 'Detonate!' button. Manual ControlActivates the Demo Trap's manual detonator. It will only detonate by pushing the 'Detonate!' button. Detonate!The Demo Trap detonates immediately. |
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