The galaxy has been thrown into complete disarray by the appearance of Tiberium and the task to bring it back into balance falls to you, Commander.

Post news Report RSS Peacekeepers Structure & Unit List

An exhaustive list of all structures and units the player will have access to when playing with the Republic Peacekeepers.

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I'm going to be making a series of blogs that detail the respective factions' structures, units, doctrines and combat philosophies, starting with the Republic Peacekeepers! Specific units' abilities, research and support powers will be detailed later.

Legend:

  • Name (#) = Tier #
  • Name = Heroic Unit/Unique Structure

The Peacekeepers are a token military force assembled by the Senate in the wake of the Tiberium Cataclysm in order to quell the widespread instability in the Yellow and Red Sectors. As they only wish to kill as an absolute last resort, most of their equipment is made to temporarily incapacitate enemy units with stun blasters and ion cannons, but the enemy scarcely gives them another option than to take profit of their being incapacitated and destroy them before they can cause more harm.

Main structures:

  • Construction Yard (0) - Base construction
  • Geothermal Plant (1) - Base power
  • Refinery (1) - Processes collected Tiberium, adds 5000 to max. income
  • Barracks (1) - Infantry production
  • War Factory (1) - Vehicle production
  • Comm Station (1) - Unlocks map display and Tier 2 structures
  • Airbase (2) - Aircraft production
  • Military Academy (2) - Infantry research, unlocks Tier 2 infantry
  • Requisitions Bureau (2) - Advanced research, unlocks Tier 3 units and structures
  • Republic Embassy (3) - Advanced research, produces Senate Guard and Jedi Knight
  • Crane (1) - Additional construction queue

Support structures:

  • Blaster Turret (1) - Anti-infantry base defense
  • Laser Turret (1) - Anti-vehicle base defense
  • Missile Turret (2) - Anti-aircraft base defense
  • Silo (1) - Tiberium containment structure, adds 2000 to max. income
  • Ion Cannon (3) - Advanced anti-vehicle base defense
  • Ion Pulse Generator (3) - Superweapon, releases an ionic discharge that causes great damage to vehicles, aircraft and structures in the area of effect, but leaves infantry unharmed
  • Settler (1) - Base expansion vehicle, deploys into a Prefab Outpost

Infantry:

  • Security Squad (1) - Anti-infantry
  • Demolition Crew (1) - Anti-vehicle/aircraft
  • Engineer (1) - Unarmed, captures and repairs structures and bridges
  • Smoke Squad (2) - Anti-infantry, can clear garrison
  • Astromech Droid (2) - Repairs damaged vehicles
  • Field Medic (2) - Provides first aid to wounded infantry
  • Secret Agent (3) - Anti-infantry, stealth
  • Senate Guard (3) - Melee, anti-infantry
  • Jedi Knight (3) - Melee, anti-infantry/vehicle, detects stealth

Vehicles:

  • RS-13 Scout Speeder (1) - Anti-infantry
  • RT-7 Hovertank (1) - Anti-vehicle
  • RM-9 Missile Platform (2) - Anti-vehicle/aircraft, detects stealth
  • Harvester (1) - Unarmed, collects Tiberium
  • RX-5 Mobile Shield Projector (2) - Projects a deflector shield around the targeted vehicle, but needs to be deployed and has a limited range
  • RF-8 Mobile Fortress (3) - Anti-vehicle/aircraft/structure

Aircraft:

  • Z-75 Dagger Interceptor (2) - Anti-aircraft, detects stealth
  • H-15 Hammer Bomber (2) - Anti-vehicle/structure, can change loadout to EMP bombs
  • VT-700 Thranta Gunship (2) - Anti-infantry, transports infantry
  • FT-400 Bantha Carrier (2) ) Unarmed, transports single vehicles
  • Republic Anchor (3) - Boosts infantry morale in a large radius
  • Planetary Deployment Vehicle (2) - Deploys into a Construction Yard

So that's it for the Peacekeepers for now. Next will be the Black Sun Syndicate!


Edit: Changed the name of the Republic Academy to Military Academy and the Senate Guard is now trained at the Republic Embassy, on the suggestions of ThaneWulfgharn.

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