Generator
Heavily shielded, powers all base structures. If destroyed all base structures are rendered unusable and unshielded until the generator is repaired to 20% health. The Generator is also able to slowly self-repair itself to 20% health as long as it's not receiving damage.
Pulse Sensor
Moderately shielded, displays all enemy IFFs within its radius. Destructible.
Heavy Turret
Heavily shielded, attacks all enemies within its range, not able to be player controlled. Destructible.
Two types:
Plasma Turret: Moderate damage, moderate rate of fire, moderate projectile speed, light splash radius, effective against shielded units.
Rocket Turret: Moderate damage, slow rate of fire, fast projectile speed, moderate knockback, moderate splash radius
Medium Turret
Moderate shielding, AI-controlled or player controlled, turret type can be switched by a player when in use. When near the turret a player can take control of the turret, aiming and firing the turret at their discretion. While under player control, the player can switch the turrets weapon mode. After the player disengages from the turret, it resumes being AI-controlled and utilizes the last turret type that was selected by the player. This allows players to quickly adjust the turret configuration to deal with the situation at hand.
Turret types:
Chaingun Mode: Moderate damage, high rate of fire, moderate range, fast projectile speed, less effective against shielded units, weapon can overheat after prolonged use (resulting in a cooldown phase), most effective with short bursts. In AI-Mode, the AI does not use short bursts, so will periodically overheat.
Plasma Mode: Moderate damage, moderate rate of fire, moderate range, moderate projectile speed, light splash radius, effective against shielded units.
ELF Mode: Moderate damage, short range, steady damage against target within range, similar properties to ELF gun, however energy drain is much more effective as is the health drain.
Light Turret
Lightly shielded, attacks all enemies within its range. Destructible. Small size makes it suitable for interior defense.
Light damage, moderate rate of fire, fast projectile speed, short range.
Blast Shield
A energy wall which prevents enemy fire from passing through. It does not restrict enemy movement, only their weapon fire. The shield is one way, so weapon fire can pass through on one side, but not the other. Indestructible, disappears if the Generator is destroyed. The idea of this is to prevent mortar spamming the enemy flagstand or enemy base, as well as avoiding overly effective offensive sniping, but without restricting enemy movement.
Team Shield
A energy wall which prevent enemy movement and weapon fire from bypassing. Has no effect on teammates. Indestructible, disappears if the Generator is destroyed. The idea of this is to prevent rape of specific inventory stations, or access to specific locations of the players base until the generator is destroyed. This way a Spawn player is not zerg rushing your inventory stations.
Inventory Station
Equips the Legionnaire with their chosen layout. One Inventory Station is able to equip three Legionnaires at once. Lightly shielded, destructible.