Allied battle lab

## Battle Lab

Allied Battle Lab

The **Allied Battle Lab** was an advanced technology structure deployed in most major Allied bases during the Third World War and the Psychic Dominator Disaster.

## Background

An improvement on the last war's Tech Center design, it allowed Allied commanders to deploy high-tier units from their facilities. These structures were required to provide the commander with the appropriate clearance levels as well as the capability of performing computer simulations that allowed for much better and more accurate predictions of the performance of the systems involved.

During the Psychic Dominator Disaster, Allied scientists made a breakthrough in defensive technology, which resulted in the Force Shield. It made certain structures completely invulnerable to all forms of attack, and was therefore not unlike the Soviet Iron Curtain Device, though the protective shield drained the base's entire power supply when in use and required extensive charging.

## Game Building

The Battle Lab is available only if the commander owns an Air Force Command Headquarters and a War Factory. The structure itself is rather weak and prone to being destroyed if proper measures to protect it are not taken.

The Allied Battle Lab is the only way to unlock the Allies' Tier 3, and best, technologies.

#### Structures

Increases resource outcome by 25%

Intelligence gathering structure, reveals entire map

Radar jamming structure, covers surrounding radius in shroud

Support superweapon (Chronoshift), teleports groups of units across the battlefield

Offensive superweapon (Lightning Storm), summons a destructive lightning storm at battlefield area

#### Infantry

Infiltration unit, can disguise as enemy infantry, and infiltrate enemy buildings for certain effects

Elite support infantry, can teleport anywhere, and is uncrushable

Commando, can instantly kill infantry, swim, and plant C4 explosives on buildings and ships; immune to mind control in Yuri's Revenge

#### Vehicles

Advanced support tank, disguises as a tree when idle

Advanced artillery vehicle

Heavy assault personnel carrier, can transport up to 5 infantry units and crush vehicles and walls

#### Ships

Anti-ship support unit, submerged when not attacking, detects submerged units, and can free friendly ships from Giant Squid attacks

Heavy bombardment ship, deploys up to three Hornets in combat

#### Support Powers

Causes friendly buildings around a targeted area to become invulnerable, but temporarily shuts down the base's power

### Infiltration

Due to changes in game design, the Allied Battle Lab returns different results if infiltrated when playing *Red Alert 2* or *Yuri's Revenge*.

#### Red Alert 2

Elite infantry, can teleport anywhere, is uncrushable, can instantly kill most infantry, and can plant C4 explosives on buildings

Demolitions specialist, can teleport anywhere, is uncrushable, and can plant timed explosives on units and buildings

The player must also own a barracks of the infiltrated Battle Lab's faction in *Red Alert 2*; therefore, the player must own an Allied Barracks to train Chrono Commandos and a Soviet Barracks to train Chrono Ivans.

#### Yuri's Revenge

Elite infantry, can teleport anywhere, is uncrushable, can instantly kill most infantry, and can plant C4 explosives on buildings

## Gallery

* With other Battle Labs
* Buildup animation
* In a snow theater

### Cameos

Pre-release cameos, in order: alpha, beta.

## Trivia

* Amusingly, the Allied Battle Lab's height makes it a formidable obstruction to Soviet Kirov Airships, and even Allied Rocketeers to a certain extent, due to how they are forced to traverse its full height before being able to go past it. Both units can easily destroy it, however, and given its high cost, power drain, weak armor, and strategic importance, such a tactic is hardly practical.

## See also

* Soviet battle lab, Soviet counterpart
* Yuri battle lab, Yuri counterpart