Unit Guide

Revision: Sat 03/04/2017


Factories
Cloaky Bot Factory - Conjurer - Glaive - Scythe - Rocko - Warrior - Zeus - Hammer - Spectre - Gremlin - Tick - Eraser
Shield Bot Factory - Convict - Dirtbag - Bandit - Rogue - Thug - Outlaw - Felon - Racketeer - Vandal - Roach - Aspis
Jump/Specialist Plant - Freaker - Puppy - Pyro - Placeholder - Moderator - Jack - Sumo - Firewalker - Archangel - Skuttle
Spider Factory - Weaver - Flea - Hermit - Venom - Redback - Recluse - Crabe - Tarantula - Infiltrator
Light Vehicle Factory - Mason - Dart - Scorcher - Slasher - Leveler - Ravager - Dominatrix - Wolverine - Impaler - Crasher
Heavy Tank Factory - Welder - Kodachi - Panther - Banisher - Reaper - Goliath - Pillager - Tremor - Copperhead
Hovercraft Platform - Quill - Dagger - Scalpel - Halberd - Claymore - Mace - Penetrator - Flail
Amphibious Bot Plant - Conch - Duck - Archer - Buoy - Scallop - Grizzly - Angler - Djinn
Airplane Plant - Crane - Swift - Hawk - Raven - Phoenix - Thunderbird - Wyvern - Vulture
Gunship Plant - Crane - Blastwing - Gnat - Banshee - Rapier - Brawler - Black Dawn - Krow - Trident - Valkyrie - Vindicator
Shipyard - Mariner - Skeeter - Snake - Typhoon - Hunter - Enforcer - Crusader - Serpent - Shredder - Surfboard
Athena - Conjurer - Flea - Bandit - Halberd - Scythe - Moderator - Recluse - Panther - Zeus - Spectre - Impaler - Infiltrator - Gremlin - Aspis - Eraser - Djinn - Ultimatum
Missile Silo - Eos - Quake - Shockley - Inferno
Strider Hub - Ultimatum - Scorpion - Dante - Catapult - Funnelweb - Bantha - Detriment - Leviathan - Reef - Warlord
Static Weapons - Aegis - Defender - Lotus - Newton - Faraday - Stardust - Stinger - Gauss - Annihilator - Doomsday Machine - Urchin - Razor - Hacksaw - Chainsaw - Cobra - Screamer - Protector - Behemoth - Big Bertha - Silencer - Starlight - Disco Rave Party - Zenith

Other Structures - Metal Extractor - Solar Collector - Fusion Reactor - Singularity Reactor - Wind/Tidal Generator - Geothermal Generator - Storage - Energy Pylon - Caretaker - Air Repair/Rearm Pad - Radar Tower - Advanced Radar - Sonar Station - Sneaky Pete

Factories

Cloaky Bot Factory

Produces Cloaky Robots, Builds at 10 m/s



Emphasizing guile over brute force, the Cloaky Bot Factory makes good use of stealth, mobility and EMP weapons to strike at the enemy's weak points. Key units: Glaive, Rocko, Warrior, Zeus, Hammer
Conjurer - Cloaked Construction Bot, Builds at 5 m/s      [ ^ ]
Cost 140
Health Points 450
Sight Distance 375
Speed 1.9
More Stats
The Conjurer packs a short-ranged jammer and a cloaking device for stealthy expansion and base maintenance.

Glaive - Light Raider Bot      [ ^ ]
Weapon Pulse MG
Damage 36 (12 x 3)
Reloadtime 0.31
Damage/second 116
Range 185
Area of Effect 8
Cost 65
Health Points 200
Sight Distance 500
Speed 3.8
More Stats
Light and cheap, the Glaive makes short work of enemy skirmishers, artillery and economy, but should avoid and outmanouver riot units and defenses, where it is not as strong. Damaged Glaives regenerate when out of combat.

Scythe - Cloaked Raider Bot      [ ^ ]
Weapon Blade
Damage 200.1
Reloadtime 1.4
Damage/second 143
Range 100
Area of Effect 8
Cost 250
Health Points 820
Sight Distance 425
Speed 3
More Stats
The Scythe isn't particularly tough in a stand-up fight, but its cloaking device lets it slip past enemy defenses to stab at the enemy's economy. Damaged Scythes can quickly regenerate when out of combat.

Rocko - Skirmisher Bot (Direct-Fire)      [ ^ ]
Weapon Rocket
Damage 180
Reloadtime 3.8
Damage/second 47
Range 455
Area of Effect 48
Cost 90
Health Points 350
Sight Distance 523
Speed 2.2
More Stats
The Rocko's low damage, low speed unguided rockets are redeemed by their range. They are most effective in a line formation, firing at maximum range and kiting the enemy. Counter them by attacking them with fast units which can close range and dodge their missiles.

Warrior - Riot Bot      [ ^ ]
Weapon Heavy Pulse MG
Damage 127.8 (42.6 x 3)
Reloadtime 0.52
Damage/second 246
Range 270
Area of Effect 96
Cost 220
Health Points 880
Sight Distance 330
Speed 1.71
More Stats
The Warrior's devastating heavy Energy Machine Gun is effective versus most enemy units, in particular raiders. It performs poorly versus static defense, so do not use it as an assault unit. Counter by staying out of their range, as they are slow.

Zeus - Lightning Assault Bot      [ ^ ]
Weapon Lightning Gun
Damage 240.0 + 600 (P)
Reloadtime 2.2
Damage/second 109 + 273 (P)
Range 280
Area of Effect 8
Cost 350
Health Points 2 400
Sight Distance 325
Speed 1.7
More Stats
Slowly and steadily, groups of Zeuses can shrug off heavy fire as they make their way towards enemy fortifications, until they can field their short-range lightning cannon, which damages and stuns entrenched foes. Counter with anything that can reliably kite it, making sure that you don't get paralyzed (in which case you are as good as dead.)

Hammer - Light Artillery Bot      [ ^ ]
Weapon Light Plasma Cannon
Damage 150.1
Reloadtime 6
Damage/second 25
Range 840
Area of Effect 16
Cost 130
Health Points 350
Sight Distance 660
Speed 1.62
More Stats
The Hammer has a long range plasma cannon that allows indirect fire over obstacles, and outranges static defenses up to heavy laser towers. Although effective versus mobile units, it should be guarded in order to prevent raiders and other fast units from closing range.

Spectre - Cloaked Skirmish/Anti-Heavy Artillery Bot      [ ^ ]
Weapon Pulsed Particle Projector
Damage 1 500.1
Reloadtime 18
Damage/second 83
Range 700
Area of Effect 16
Cost 750
Health Points 560
Sight Distance 400
Speed 1.45
More Stats
The Spectre's energy rifle inflicts heavy damage to a single target. It can fire while cloaked; however its visible round betrays its position. It requires quite a bit of energy to keep cloaked, especially when moving. The best way to locate a Spectre is by sweeping the area with many cheap units.

Gremlin - Cloaked Anti-Air Bot      [ ^ ]
Weapon Anti-Air Laser
Damage 18.4
Reloadtime 0.3
Damage/second 61
Range 700
Area of Effect 12
Cost 150
Health Points 550
Sight Distance 660
Speed 2.9
More Stats
Fast and fairly sturdy for its price, the Gremlin is good budget mobile anti-air. It can cloak, allowing it to provide unexpected anti-air protection or escape ground forces it's defenseless against.

Tick - All Terrain EMP Bomb (Burrows)      [ ^ ]
Explosion EMP Explosion
Damage 2 000
Area of Effect 352
Stun Time 16
Cost 120
Health Points 50
Sight Distance 240
Speed 4.2
More Stats
The Tick relies on its speed and small size to dodge inaccurate weapons, especially those of assaults and many skirmishers. It can paralyze heavy units or packs of lighter raiders which cannot kill it before it is already in range. Warriors or Glaives can then eliminate the helpless enemies without risk. Counter with defenses or single cheap units to set off a premature detonation. This unit cloaks when otherwise idle.

Eraser - Area Cloaker/Jammer Walker      [ ^ ]
Cost 600
Health Points 600
Sight Distance 400
Speed 1.9
More Stats
The Eraser has a jamming device to conceal your units' radar returns. It also has a small cloak shield to hide friendly nearby units from enemy sight.

Morphs to: Sneaky Pete (30s)

Shield Bot Factory

Produces Tough Robots, Builds at 10 m/s



The Shield Bot Factory is tough yet flexible. Its units are built to take the pain and dish it back out, without compromising mobility. Clever use of unit combos is well rewarded. Key units: Bandit, Thug, Outlaw, Rogue, Racketeer
Convict - Shielded Construction Bot, Builds at 5 m/s      [ ^ ]
Weapon Energy Shield
Power 900
Regeneration 9
Energy to Regen 0
Radius 80
Cost 140
Health Points 650
Sight Distance 375
Speed 2
More Stats
The Convict is a fairly standard construction bot with a twist: a light shield to defend itself and support allied shieldbots.

Dirtbag - Box of Dirt      [ ^ ]
Explosion
Weapon Headbutt
Damage 36
Reloadtime 2
Damage/second 18
Range 50
Area of Effect
Cost 30
Health Points 600
Sight Distance 300
Speed 2.5
More Stats
The Dirtbag exists to block enemy movement and generally get in the way. They are so dedicated to this task that they release their dirt payload upon death to form little annoying mounds. While waiting for their fate Dirtbags enjoy headbutting and scouting.

Bandit - Medium-Light Raider Bot      [ ^ ]
Weapon Laser Blaster
Damage 9.53
Reloadtime 0.1
Damage/second 95
Range 245
Area of Effect 8
Cost 75
Health Points 250
Sight Distance 500
Speed 3
More Stats
The Bandit outranges and is somewhat tougher than the Glaive, but still not something that you hurl against entrenched forces. Counter with riot units and LLTs.

Rogue - Skirmisher Bot (Indirect Fire)      [ ^ ]
Weapon Heavy Rocket
Damage 280
Reloadtime 7
Damage/second 40
Range 530
Area of Effect 75
Cost 120
Health Points 570
Sight Distance 583
Speed 1.95
More Stats
The Rogue's arcing rockets have a low rate of fire, but do a lot of damage, making it very good at dodging in and out of range of enemy units or defense, or in a powerful initial salvo. Counter them by attacking them with fast units, or crawling bombs when massed.

Thug - Shielded Assault Bot      [ ^ ]
Weapon Light Plasma Cannon
Damage 170
Reloadtime 4
Damage/second 43
Range 280
Area of Effect 36
Weapon Energy Shield
Power 1250
Regeneration 16
Energy to Regen 0
Radius 80
Cost 180
Health Points 960
Sight Distance 420
Speed 1.925
More Stats
Weak on its own, the Thug makes an excellent screen for Outlaws and Rogues. The linking shield gives Thugs strength in numbers, but can be defeated by AoE weapons or focus fire.

Outlaw - Riot Bot      [ ^ ]
Weapon Disruptor Pulser
Damage 20
Reloadtime 0.95
Damage/second 21
Range 300
Area of Effect 550
Cost 250
Health Points 1 050
Sight Distance 347
Speed 1.9
More Stats
The Outlaw emits an electromagnetic disruption pulse in a wide circle around it that damages and slows enemy units. Friendly units are unaffected.

Felon - Shielded Riot/Skirmisher Bot      [ ^ ]
Weapon Shield Gun
Damage 108.4
Reloadtime 0.15
Damage/second 723
Range 430
Area of Effect 8
Weapon Energy Shield
Power 1200
Regeneration 18
Energy to Regen 0
Radius 120
Cost 620
Health Points 1 400
Sight Distance 520
Speed 1.5
More Stats
The Felon draws energy from its shield, discharging it in accurate bursts. Link it to other shields to increase its rate of fire.

Racketeer - Disarming Artillery      [ ^ ]
Weapon EMP Cruise Missile
Damage 1 500
Reloadtime 5
Damage/second 300
Range 940
Area of Effect 24
Cost 350
Health Points 950
Sight Distance 325
Speed 1.8
More Stats
The Racketeer launches long range missiles that can disarm key enemy defenses or units before assaulting them. Only one Racketeer is needed to keep a target disarmed, so pick a different target for each Racketeer. It is excellent at depleting the energy of enemy shields and rendering large units harmless.

Vandal - Anti-Air Bot      [ ^ ]
Weapon Homing Missiles
Damage 72
Reloadtime 2
Damage/second 36
Range 880
Area of Effect 48
Cost 90
Health Points 650
Sight Distance 660
Speed 2.7
More Stats
The Vandal is a cheap, hardy and reliable dedicated anti-air bot. Defenseless vs. land forces.

Roach - Crawling Bomb (Burrows)      [ ^ ]
Explosion Explosion
Damage 1 200.8
Area of Effect 384
Cost 160
Health Points 60
Sight Distance 240
Speed 4
More Stats
This fast-moving suicide unit is very good against massed units, particularly assault tanks. It features a cloaking device which is automatically activated once the unit stands still, effectifely turning it into a mine. Chain explodes terribly, so best not to mass it. Counter with defenders and missile trucks, or single cheap units to set off a premature detonation.

Aspis - Area Shield Walker      [ ^ ]
Weapon Energy Shield
Power 3600
Regeneration 50
Energy to Regen 12
Radius 350
Cost 600
Health Points 700
Sight Distance 300
Speed 2.05
More Stats
The Aspis protects surrounding units with its area shield by destroying enemy projectiles and will automatically connect to other shield-equipped units to share charge. The area shield will not stop units and only intercepts projectiles on its perimeter, so enemies can get under the shield and shoot at the units inside. Recharging and maintaining area shields costs energy.

Morphs to: Aegis (30s)

Jump/Specialist Plant

Produces Jumpjets and Special Walkers, Builds at 10 m/s



The esoteric Jumpjet/Specialist Plant offers unique tactical options for rapidly closing the distance in a knife fight, or getting over hills and rivers to cut a path through enemy lines. Key units: Pyro, Moderator, Jack, Firewalker, Sumo
Freaker - Jumpjet Constructor, Builds at 5 m/s      [ ^ ]
Weapon Slowing Beam
Damage 180
Reloadtime 2
Damage/second 90
Range 320
Area of Effect 8
Cost 160
Health Points 550
Sight Distance 375
Speed 2.1
More Stats
Fast and capable of jumping over short distances or heights, the Freaker is the ideal constructor for rapid expansion. Armed with a light slowbeam, it can also provide combat support.

Puppy - Walking Missile      [ ^ ]
Weapon Legless Puppy
Damage 410.1
Reloadtime 1
Damage/second 410
Range 170
Area of Effect 40
Cost 50
Health Points 80
Sight Distance 425
Speed 3.5
More Stats
This fast-moving suicide unit is good for raiding and sniping lightly-armored targets. When standing next to wreckages, it automatically draws metal from them to replicate itself, grey goo style.

Pyro - Raider/Riot Jumper      [ ^ ]
Explosion
Weapon Flamethrower
Damage 8.5
Reloadtime 0.16
Damage/second 53
Range 280
Area of Effect 64
Cost 220
Health Points 620
Sight Distance 420
Speed 3
More Stats
The Pyro is a cheap, fast walker with a flamethrower. The flamethrower deals increased damage to large units and can hit multiple targets at the same time. When killed, the Pyro sets surrounding units on fire. Additionally, Pyros also come with jetpacks, allowing them to jump over obstacles or get the drop on enemies.

Placeholder - Black Hole Launcher      [ ^ ]
Weapon Black Hole Launcher
Damage
Reloadtime 14
Damage/second
Range 475
Area of Effect 300
Cost 250
Health Points 900
Sight Distance 605
Speed 2
More Stats
The Placeholder is a support unit. Its projectiles create a vacuum that sucks in nearby units, clustering and holding them in place to help finish them off.

Moderator - Distruptor Skirmisher Walker      [ ^ ]
Weapon Disruptor Pulse Beam
Damage 500.1
Reloadtime 10
Damage/second 50
Range 420
Area of Effect 32
Cost 240
Health Points 450
Sight Distance 660
Speed 1.9
More Stats
The Moderator's disruptor beam reduces enemy speed and rate of fire by up to 50% in addition to dealing damage, making it effective against almost all targets.

Jack - Melee Assault Jumper      [ ^ ]
Weapon Spike
Damage 300.1
Reloadtime 1
Damage/second 300
Range 125
Area of Effect 8
Cost 600
Health Points 5 000
Sight Distance 350
Speed 1.81
More Stats
The Jack is a melee assault walker with jumpjets. A few Jacks can easily level most fortification lines. Its small range and very low speed make it very vulnerable to skirmishers.

Sumo - Heavy Riot Jumper - On to Repulse, Off to Attract      [ ^ ]
Weapon Attractive Gravity
Damage (0.001 x 6)
Reloadtime 0.2
Damage/second
Range 460
Area of Effect 8
Weapon Attractive Gravity
Damage (0.001 x 6)
Reloadtime 0.2
Damage/second
Range 460
Area of Effect 8
Weapon Repulsive Gravity
Damage (0.001 x 6)
Reloadtime 0.2
Damage/second
Range 440
Area of Effect 8
Weapon Repulsive Gravity
Damage (0.001 x 6)
Reloadtime 0.2
Damage/second
Range 440
Area of Effect 8
Weapon Sumo Landing
Damage 1 001.1
Reloadtime 13
Damage/second 77
Range 5
Area of Effect 340
Cost 1 700
Health Points 13 500
Sight Distance 480
Speed 1.15
More Stats
The Sumo's impressive armor makes it a near-unstoppable sphere of death. It stomps on enemy units to break up their formation and can toss the survivors around with its Gravity Beams. Its stomp is the only way it can damage buildings.

Firewalker - Saturation Artillery Walker      [ ^ ]
Weapon Napalm Mortar
Damage 800 (80 x 10)
Reloadtime 12
Damage/second 67
Range 900
Area of Effect 128
Cost 900
Health Points 1 250
Sight Distance 660
Speed 2.1
More Stats
The Firewalker's medium range mortars immolate a small area, denying use of that terrain for brief periods of time. The bot itself is somewhat clumsy and slow to maneuver.

Archangel - Heavy Anti-Air Jumper      [ ^ ]
Weapon Anti-Air Laser Battery
Damage 16.36
Reloadtime 0.1
Damage/second 164
Range 820
Area of Effect 12
Weapon Anti-Air Autocannon
Damage 7.8
Reloadtime 0.1
Damage/second 78
Range 1 040
Area of Effect 8
Cost 550
Health Points 1 500
Sight Distance 660
Speed 2.017
More Stats
The Archangel packs twin anti-air lasers and an autocannon for slaying enemy aircraft rapidly. It can also jump to quickly access high ground or to escape.

Skuttle - Cloaked Jumping Anti-Heavy Bomb      [ ^ ]
Explosion Explosion
Damage 8 007.1
Area of Effect 180
Cost 550
Health Points 250
Sight Distance 280
Speed 1.5225
More Stats
This slow-moving, expensive cloaked unit can jump on to enemy units and blast even a heavy tank straight to hell. Counter with swarms of cheap screening units. Be careful of its very small explosion radius when using it.

Spider Factory

Produces Spiders, Builds at 10 m/s



Optimized for rough terrain, the Spider Factory relies primarily on range and maneuverability rather than brute force. Key units: Flea, Recluse, Hermit, Crabe
Weaver - Construction Spider, Builds at 7.5 m/s      [ ^ ]
Cost 200
Health Points 820
Sight Distance 380
Speed 1.8
More Stats
The Weaver is a constructor that can climb over any obstacle and build defenses on high ground. It is also equipped with a short range radar.

Flea - Ultralight Scout Spider (Burrows)      [ ^ ]
Weapon Micro Laser
Damage 10.57
Reloadtime 0.25
Damage/second 42
Range 140
Area of Effect 8
Cost 20
Health Points 40
Sight Distance 560
Speed 4.8
More Stats
The Flea can hide in inaccessible locations where its sophisticated sensor suite allows it to see further than it can be seen. It can be used in small groups to effectively raid mexes early on, and in maps with tall cliffs can attack from unexpected angles. It does very little damage and dies to any form of opposition.

Hermit - All Terrain Assault Bot      [ ^ ]
Weapon Light Plasma Cannon
Damage 141
Reloadtime 2.6
Damage/second 54
Range 350
Area of Effect 36
Cost 160
Health Points 1 400
Sight Distance 420
Speed 1.7
More Stats
The Hermit can take an incredible beating, and is useful as a shield for the weaker, more-damaging Recluses.

Venom - Lightning Riot Spider      [ ^ ]
Weapon Electro-Stunner
Damage 18.0 + 600.5 (P)
Reloadtime 1.75
Damage/second 10 + 343 (P)
Range 240
Area of Effect 160
Cost 200
Health Points 750
Sight Distance 440
Speed 2.7
More Stats
The Venom is an all-terrain unit designed to paralyze enemies so other units can easily destroy them. It moves particularly fast for a riot unit and in addition to paralysis it does a small amount of damage. Works well in tandem with the Recluse to keep enemies from closing range with the fragile skirmisher.

Redback - Riot Spider      [ ^ ]
Weapon Auto Particle Beam
Damage 60.01
Reloadtime 0.33
Damage/second 182
Range 300
Area of Effect
Cost 280
Health Points 900
Sight Distance 366
Speed 1.7
More Stats
A rapid fire spider which excels at picking off fast units.

Recluse - Skirmisher Spider (Indirect Fire)      [ ^ ]
Weapon Rocket Volley
Damage 405 (135 x 3)
Reloadtime 4
Damage/second 101
Range 540
Area of Effect 48
Cost 280
Health Points 650
Sight Distance 594
Speed 1.6
More Stats
An all terrain missile launching unit. Climb walls with this spider walker and take your enemy by surprise. The unguided rockets cannot hit a rapidly jinking target, but they have a fairly long range.

Crabe - Heavy Riot/Skirmish Spider - Curls into Armored Form When Stationary      [ ^ ]
Weapon Heavy Plasma Cannon
Damage 600.5
Reloadtime 4
Damage/second 150
Range 600
Area of Effect 200
Cost 1 600
Health Points 4 000
Sight Distance 660
Speed 1.35
More Stats
The Crabe's huge shells obliterate large swarms of cheap units, and can also outrange basic defenses. When it stops walking, Crabe curls up into armored form reducing incoming damage to a third. The Crabe's main weakness is its lack of mobility.

Tarantula - Anti-Air Spider      [ ^ ]
Weapon Missiles
Damage 220.5
Reloadtime 1.9
Damage/second 116
Range 1 000
Area of Effect 48
Cost 400
Health Points 1 200
Sight Distance 660
Speed 2.3
More Stats
An all-terrain AA unit that supports other spiders against air with its medium-range missiles.

Infiltrator - Cloaked Scout/Anti-Heavy      [ ^ ]
Weapon Electro-Stunner
Damage 8 000.1 (P)
Reloadtime 35
Damage/second 229 (P)
Range 100
Area of Effect 8
Cost 280
Health Points 270
Sight Distance 550
Speed 2.55
More Stats
The Infiltrator is useful in two ways. Firstly it is an excellent scout, and very difficult to detect. It can penetrate deep into enemy lines. It also has the capacity to shoot a paralyzing bolt that will freeze any one target, good against heavy enemies and enemy infrastructure.

Light Vehicle Factory

Produces Wheeled Vehicles, Builds at 10 m/s



A traditional favourite, the Vehicle Plant is the ideal blitzkrieg fac with its fast, highly aggressive units. Those units that lack speed make up for it with copious firepower. Key Units: Dart, Scorcher, Ravager, Leveler, Slasher
Mason - Construction Vehicle, Builds at 5 m/s      [ ^ ]
Cost 140
Health Points 900
Sight Distance 255
Speed 2.4
More Stats
Highly mobile and capable of taking a beating, the Mason can quickly expand over a large area.

Dart - Raider/Scout Vehicle      [ ^ ]
Weapon Laser
Damage 55
Reloadtime 1
Damage/second 55
Range 180
Area of Effect 8
Cost 40
Health Points 120
Sight Distance 580
Speed 5.09
More Stats
Cheap and fast, the Dart is deadly in the first minutes of the game if your opponent is caught off-guard. Use missile towers, LLTs or any quick units to stop them.

Scorcher - Raider Vehicle      [ ^ ]
Weapon Heat Ray
Damage 31.4
Reloadtime 0.1
Damage/second 314
Range 270
Area of Effect 20
Cost 130
Health Points 420
Sight Distance 400
Speed 3.7
More Stats
Capable of taking damage and dishing it out, the Scorcher is a versatile unit that remains very useful for more than just raiding, though it pays the price in manueverability and in cost. Though able to hold its own in combat, it is no match for anti-swarm and riot units or defenses. The Scorcher's heatray deals more damage up close.

Slasher - Deployable Missile Vehicle (must stop to fire)      [ ^ ]
Weapon Homing Missiles
Damage 40
Reloadtime 0.75
Damage/second 53
Range 600
Area of Effect 48
Cost 140
Health Points 560
Sight Distance 660
Speed 2.8
More Stats
Keep the Slasher at maximum range to harass the opponent's units. The Slasher's missiles track, so they are ideal to kill fast-moving raiders and crawling bombs. It is able to hit air, but is only really useful against fighters. Cannot fire over obstacles, and does poorly if enemies, particularly assault units, are allowed to close range. Unlike skirmishers, the Slasher cannot fire while moving.

Leveler - Riot Vehicle      [ ^ ]
Weapon Impulse Cannon
Damage 220.2
Reloadtime 1.8
Damage/second 122
Range 290
Area of Effect 144
Cost 240
Health Points 1 100
Sight Distance 347
Speed 2.2
More Stats
The Leveler's riot cannon is effective at destroying swarms of raiders and halting enemy advances. The projectile does not arc, so Levelers should avoid clumping and be arranged in a line formation wherever possible. Due to their lack of speed and range, most skirmishers are effective against them. True to its name the Leveler's cannon flattens terrain to enable allied vehicles passage over harsh terrain.

Ravager - Assault Vehicle      [ ^ ]
Weapon Light Plasma Cannon
Damage 210
Reloadtime 2
Damage/second 105
Range 320
Area of Effect 32
Cost 250
Health Points 1 850
Sight Distance 385
Speed 2.95
More Stats
Expensive and powerful, the Ravager is capable of holding its own against most opposition. Though its maneuverability is terrible, its strength is when moving at a considerable top speed in a straight line. Due to this, it is almost impossible to skirmish using raiders. In combat, you should attempt to keep travelling forward and not turn too suddenly, so as to maintain top speed. Circling your target at the edge of your range is a good tactic. An arcing projectile allows it to shoot over wreckage, other tanks, etc. Vulnerable to crawling bombs when in swarms.

Dominatrix - Capture Vehicle      [ ^ ]
Weapon Capture Ray
Damage 2.6
Reloadtime 0.033
Damage/second 79
Range 450
Area of Effect
Cost 420
Health Points 820
Sight Distance 550
Speed 2.2
More Stats
The Dominatrix captures enemies, turning them against their former allies. Multiple Dominatrix can capture a single target faster, although only one becomes the controller. After taking control of a unit the Dominatrix cannot fire for 12 seconds. If a Dominatrix is destroyed all units it controls are freed.

Wolverine - Artillery Minelayer Vehicle      [ ^ ]
Weapon Light Mine Artillery
Damage 20
Reloadtime 5.5
Damage/second 4
Range 730
Area of Effect 96
Cost 260
Health Points 450
Sight Distance 660
Speed 2.5
More Stats
The Wolverine lays mines which are fairly effective but have a limited lifespan from a distance (rather haphazardly). The Wolverine outranges most defenses comfortably, but is lightly armored and cannot flee easily so keep it screened with friendly units, possibly assisted by your own mines.

Impaler - Precision Artillery Vehicle      [ ^ ]
Weapon Kinetic Missile
Damage 800.1
Reloadtime 10
Damage/second 80
Range 1 500
Area of Effect 24
Cost 700
Health Points 1 100
Sight Distance 660
Speed 2.25
More Stats
The Impaler fires vertically a high damage, high accuracy kinetic missile at long range. Its high arc makes it able to fire over any obstacle, however that makes the flight time so high that it's useless against moving targets. Use the Impaler to kill specific buildings.

Crasher - Fast Anti-Air Vehicle      [ ^ ]
Weapon Heavy Missile
Damage 290.1
Reloadtime 4
Damage/second 73
Range 730
Area of Effect 32
Cost 220
Health Points 900
Sight Distance 660
Speed 3.7
More Stats
The Crasher is a speedy solution to enemy bomber attacks, and also works well against gunships.

Heavy Tank Factory

Produces Heavy and Specialized Vehicles, Builds at 10 m/s



The Heavy Tank Factory is the ultimate in brute force methods - nothing gets the job done quite like a sustained artillery barrage followed by a decisive push with the largest tanks in the field. Key units: Pillager, Reaper, Banisher, Goliath
Welder - Armed Construction Tank, Builds at 7.5 m/s      [ ^ ]
Weapon Mini Laser
Damage 10
Reloadtime 0.23333333333333
Damage/second 43
Range 220
Area of Effect 8
Cost 250
Health Points 1 900
Sight Distance 280
Speed 2.1
More Stats
Armed with a small defensive tower, the Welder can defend itself against light enemy attacks.

Kodachi - Raider Tank      [ ^ ]
Weapon Flame Bomb
Damage 120
Reloadtime 6
Damage/second 20
Range 225
Area of Effect 192
Cost 180
Health Points 750
Sight Distance 600
Speed 3.65
More Stats
The diminutive Kodachi is a unique raider. Its small yet agile chassis has enough armor and speed to get it close enough to fire its weapon, a napalm bomb. The Kodachi should run in, get a shot off, and withdraw before it takes significant damage. Damaged Kodachis regenerate out of combat.

Panther - Lightning Assault/Raider Tank      [ ^ ]
Weapon Lightning Gun
Damage 190.0 + 500 (P)
Reloadtime 3
Damage/second 63 + 167 (P)
Range 260
Area of Effect 8
Cost 300
Health Points 1 100
Sight Distance 450
Speed 3.4
More Stats
The Panther is a high-tech raider. Its weapon, a lightning gun, deals mostly paralyze damage. This way, the Panther can disable turrets, waltz through the defensive line, and proceed to level the economic heart of the opponent's base. When killed, it sets off an EMP explosion that can stun surrounding raiders.

Banisher - Heavy Riot Support Tank      [ ^ ]
Weapon Heavy Missile
Damage 440.5
Reloadtime 2.3
Damage/second 192
Range 340
Area of Effect 160
Cost 520
Health Points 1 650
Sight Distance 400
Speed 2.3
More Stats
Remarkably mobile for a riot platform, the Banisher packs twin high-velocity fragmentation missiles that are devastating to light units and aircraft alike, although they have limited range. Like other riot units, the Banisher does not have the range and speed to hold its own against most skirmishers. The missile is quite effective at flattening terrain so it is particularly useful at knocking down walls that Welders cannot reach.

Reaper - Assault Tank      [ ^ ]
Weapon Medium Plasma Cannon
Damage 640 (320 x 2)
Reloadtime 4
Damage/second 160
Range 360
Area of Effect 32
Cost 850
Health Points 6 800
Sight Distance 506
Speed 2.45
More Stats
A heavy duty battle tank. The Reaper excels at absorbing damage in pitched battles, but its low rate of fire means it is not so good at dealing with swarms, and its heavy armor comes at the price of manuverability.

Goliath - Very Heavy Tank Buster      [ ^ ]
Weapon Tankbuster Cannon
Damage 1 000
Reloadtime 3.5
Damage/second 286
Range 450
Area of Effect 32
Weapon Slowing Beam
Damage 600
Reloadtime 1
Damage/second 600
Range 350
Area of Effect 8
Cost 2 200
Health Points 12 000
Sight Distance 540
Speed 2.05
More Stats
The Goliath is the single heaviest tank on the field. Its main gun is a hefty cannon designed to smash lesser tanks into oblivion, while mounted on the turret is a short-range slowgun to prevent quicker foes escaping its grasp. However, it turns like a tub of water, its short range makes it easy prey for advanced skirmishers or air attacks, and its slow rate of fire makes it vulnerable to massed raider attacks. The heavy main cannon can shake walls down so it is somewhat able to spearhead assaults against areas with terraformed fortifications.

Pillager - General-Purpose Artillery      [ ^ ]
Weapon Plasma Artillery
Damage 600.5
Reloadtime 7
Damage/second 86
Range 1 180
Area of Effect 96
Cost 700
Health Points 840
Sight Distance 660
Speed 2.7
More Stats
The heavy, long-ranging gun of the Pillager makes it the unit of choice for standoff shelling of enemy mobiles or structures. As always, it should be wary of anything that gets close to it.

Tremor - Heavy Saturation Artillery Tank      [ ^ ]
Weapon Rapid-Fire Plasma Artillery
Damage 135
Reloadtime 0.36
Damage/second 375
Range 1 300
Area of Effect 160
Cost 1 500
Health Points 2 045
Sight Distance 660
Speed 1.7
More Stats
The principle behind the Tremor is simple: flood an area with enough shots, and you'll hit something at least once. Slow, clumsy, vulnerable and extremely frightening, the Tremor works best against high-density target areas, where its saturation shots are most likely to do damage. It pulverizes shields in seconds and its shells smooth terrain.

Copperhead - Flak Anti-Air Tank      [ ^ ]
Weapon Flak Cannon
Damage 81.5
Reloadtime 0.4
Damage/second 204
Range 900
Area of Effect 64
Cost 550
Health Points 1 200
Sight Distance 660
Speed 3.2
More Stats
The Copperhead's flak cannon makes quick work of enemy gunships, and is also fairly effective against planes.

Hovercraft Platform

Produces Hovercraft, Builds at 10 m/s



The Hovercraft Platform is fast and deadly, offering the ability to cross sea and plains alike and outmaneuver the enemy. Key units: Dagger, Halberd, Scalpel, Mace, Penetrator
Quill - Construction Hovercraft, Builds at 5 m/s      [ ^ ]
Cost 150
Health Points 800
Sight Distance 325
Speed 2.8
More Stats
The Quill allows smooth expansion across both land and sea.

Dagger - Fast Attack Hovercraft      [ ^ ]
Weapon Gauss Cannon
Damage 110.1
Reloadtime 3
Damage/second 37
Range 210
Area of Effect 16
Cost 85
Health Points 300
Sight Distance 500
Speed 4.8
More Stats
The Dagger is the hover plant's scout. It provides a cheap, disposable method of getting intel, and can also hit economic targets of opportunity. Its light Gauss gun can also hit underwater targets.

Scalpel - Skirmisher/Anti-Heavy Hovercraft      [ ^ ]
Weapon Heavy Missile Battery
Damage 622 (311 x 2)
Reloadtime 10
Damage/second 62
Range 450
Area of Effect 96
Cost 220
Health Points 680
Sight Distance 495
Speed 2.1
More Stats
Use the Scalpel for hit-and-run attacks. Has a long reload time and not too many hit points, and should always be kept at range with the enemy. An arcing projectile allows it to shoot over obstacles and friendly units.

Halberd - Blockade Runner Hover      [ ^ ]
Weapon Direct Energy Weapon
Damage 150.1
Reloadtime 1.2
Damage/second 125
Range 200
Area of Effect 48
Cost 240
Health Points 1 250
Sight Distance 385
Speed 3.2
More Stats
The Halberd buttons down into its armored hull when not firing, offering 4x damage resistance. Its slow, short-ranged weapon is unsuitable for use against highly mobile targets.

Claymore - Anti-Sub Hovercraft      [ ^ ]
Weapon Depth Charge
Damage 900.5
Reloadtime 8
Damage/second 113
Range 270
Area of Effect 290
Cost 330
Health Points 1 350
Sight Distance 385
Speed 3.3
More Stats
The somewhat suicidal Claymore is armed with a heavy depthcharge launcher and has no qualms about dropping it on land.

Mace - Riot Hover      [ ^ ]
Weapon High Intensity Laserbeam
Damage 29.68
Reloadtime 0.1
Damage/second 297
Range 345
Area of Effect 8
Cost 400
Health Points 1 200
Sight Distance 407
Speed 2.1
More Stats
The Mace is a mobile laser tower. Its high firepower is useful for killing light enemy units. It is perfectly accurate and is good against gunships and fast units. However, its thin armor makes it vulnerable when targetted directly, especially by skirmishers.

Penetrator - Anti-Heavy Artillery Hovercraft      [ ^ ]
Weapon Tachyon Accelerator
Damage 3 000.5 (600.1 x 5)
Reloadtime 20
Damage/second 150
Range 1 020
Area of Effect 20
Cost 1 000
Health Points 1 000
Sight Distance 660
Speed 2.4
More Stats
The Penetrator's weapon, nicknamed 'the Blue Laser of Death', has the power and accuracy to skewer most units with a single shot. Use it against high armor units, but keep it behind the front lines - it has light armor and can't run from danger.

Flail - Anti-Air Hovercraft      [ ^ ]
Weapon Medium SAM
Damage 375
Reloadtime 5
Damage/second 75
Range 800
Area of Effect 64
Cost 300
Health Points 1 300
Sight Distance 660
Speed 3.54
More Stats
The Flail launches a single large, short-medium range SAM that does heavy damage.

Amphibious Bot Plant

Produces Amphibious Bots, Builds at 10 m/s



The Amphibious Operations Plant builds the slow but sturdy amphibious bots, providing an alternative approach to land/sea warfare. Units from this factory typically regenerate while submerged.
Conch - Amphibious Construction Bot, Builds at 7.5 m/s      [ ^ ]
Cost 180
Health Points 850
Sight Distance 375
Speed 1.7
More Stats
The Conch is a sturdy constructor that can build or reclaim in the deep sea as well as it does on land.

Duck - Amphibious Raider Bot (Anti-Sub)      [ ^ ]
Weapon Torpedo
Damage 230 (115 x 2)
Reloadtime 4
Damage/second 58
Range 250
Area of Effect 32
Weapon Torpedo
Damage 230 (115 x 2)
Reloadtime 4
Damage/second 58
Range 150
Area of Effect 32
Cost 80
Health Points 340
Sight Distance 500
Speed 2.8
More Stats
The Duck is the basic underwater raider. Armed with short ranged torpedoes, it uses its (relatively) high speed to harass sea targets that cannot shoot back, though it dies to serious opposition. On land it can launch the torpedoes a short distance as a decent short ranged anti-heavy weapon.

Archer - Amphibious Raider/Riot Bot      [ ^ ]
Weapon Water Cutter
Damage 1.3
Reloadtime 0.1
Damage/second 13
Range 300
Area of Effect 128
Cost 200
Health Points 820
Sight Distance 500
Speed 2.5
More Stats
The Archer uses a powerful water cutting jet to hit enemies. While the water cannon loses firepower and range as its water tank empties, it can be refilled by standing in a body of water. Archers can float to surface in order to fight naval units.

Buoy - Heavy Amphibious Skirmisher Bot      [ ^ ]
Weapon Disruption Cannon
Damage 150.1
Reloadtime 1.8
Damage/second 83
Range 450
Area of Effect 32
Cost 300
Health Points 1 250
Sight Distance 500
Speed 1.4
More Stats
The Buoy works around its inability to shoot while submerged by floating to the surface of the sea. Here it can fire a decently ranged cannon with slow damage. It is unable to move while floating.

Scallop - Amphibious Riot Bot (Anti-Sub)      [ ^ ]
Weapon Flechette
Damage 234 (26 x 9)
Reloadtime 0.8
Damage/second 293
Range 300
Area of Effect 32
Weapon Undersea Charge Launcher
Damage 180.2 (90.1 x 2)
Reloadtime 1.4
Damage/second 129
Range 230
Area of Effect 100
Cost 280
Health Points 1 100
Sight Distance 430
Speed 1.5
More Stats
A typical riot unit, the Scallop is armed with impact explosives for underwater use and a quadruple shotgun when on land.

Grizzly - Heavy Amphibious Assault Walker      [ ^ ]
Weapon High-Energy Laserbeam
Damage 1 514.0 (302.8 x 5)
Reloadtime 6
Damage/second 252
Range 600
Area of Effect 14
Cost 2 000
Health Points 9 000
Sight Distance 660
Speed 1.6
More Stats
The Grizzly is a classic assault unit - relatively slow, clumsy and next to unstoppable. Its weapon is a high power laser beam with high range and damage, ineffective against swarmers and fast aircraft but not much else. While its weapon cannot fire underwater, the Grizzly can float to surface in order to shoot.

Angler - Amphibious Anti-Air Bot      [ ^ ]
Weapon Missile Pack
Damage 600.4 (150.1 x 4)
Reloadtime 12
Damage/second 50
Range 600
Area of Effect 48
Cost 200
Health Points 1 100
Sight Distance 660
Speed 1.6
More Stats
Angler is amphibious anti-air bot designed to counter the factory's nemesis - Raven. Two of them together can float to the surface and kill a single Raven.

Djinn - Amphibious Teleport Bridge      [ ^ ]
Cost 800
Health Points 2 600
Sight Distance 300
Speed 2.5
More Stats
Djinn excels at moving large land based armies across bodies of water. When deployed it teleports units from around its pre-placed static beacon to its present location. The teleportation is one-way, so ensure the destination is safe.

Airplane Plant

Produces Airplanes, Builds at 10 m/s



The Airplane Plant offers a variety of fixed-wing aircraft to suit your needs. Choose between multirole fighters that can double as light attackers or specialized interceptors, and between precision bombers for taking down specific targets or their saturation counterparts for destroying swarms. The plant also comes bundled with one rearm pad.
Crane - Construction Aircraft, Builds at 4 m/s      [ ^ ]
Cost 220
Health Points 240
Sight Distance 380
Speed 6
More Stats
The Crane flies quickly over any terrain, but is fragile to any AA. Though it has relatively poor nano power compared to other constructors, it is able to build in many hard to reach places and expand an air players territory in a nonlinear fashion. Due to its mobility, it is ideal for reclaiming wrecks and other repetetitive tasks.

Swift - Multi-role Fighter      [ ^ ]
Weapon Mini Laser Blaster
Damage 7.1
Reloadtime 0.2
Damage/second 35
Range 700
Area of Effect 8
Weapon Guided Missiles
Damage 135
Reloadtime 5.2
Damage/second 26
Range 530
Area of Effect 48
Cost 150
Health Points 300
Sight Distance 520
Speed 13
More Stats
The Swift can hit both land and air. It is effective against air units with its guided missiles and lasers, but enemy AA and air superiority fighters will kill it quickly. In numbers, it can harass land units and is suitable for raiding. Perhaps most notably, they are equipped with afterburner jets that can be used to give the Swift a massive speed boost, allowing them to execute incredible combat and evasive maneuvers.

Hawk - Air Superiority Fighter      [ ^ ]
Weapon Anti-Air Laser Battery
Damage 9.6
Reloadtime 0.1
Damage/second 96
Range 800
Area of Effect 12
Cost 300
Health Points 1 000
Sight Distance 750
Speed 7.6
More Stats
The Hawk specializes in bringing down anything else that flies. It is sturdy enough to take limited AA fire, although it has no ground attack capability.

Raven - Precision Bomber      [ ^ ]
Weapon Guided Bomb
Damage 800.1
Reloadtime 5
Damage/second 160
Range 150
Area of Effect 32
Cost 300
Health Points 1 000
Sight Distance 660
Speed 7.8
More Stats
The Raven drops a single high damage, low AoE bomb. Cost for cost, nothing quite matches it for taking out that antinuke or Reaper, but you should look elsewhere for something to use against smaller mobiles.

Phoenix - Saturation Napalm Bomber      [ ^ ]
Weapon Napalm Bombs
Damage 375 (25 x 15)
Reloadtime 10
Damage/second 38
Range
Area of Effect 216
Cost 360
Health Points 650
Sight Distance 660
Speed 8
More Stats
The Phoenix's napalm bombs decimate large clumps of units and light structures.

Thunderbird - Disarming Lightning Bomber      [ ^ ]
Weapon Lightning
Damage 54 000 (675 x 80)
Reloadtime 10
Damage/second 5 400
Range 730
Area of Effect 192
Cost 550
Health Points 1 000
Sight Distance 660
Speed 9
More Stats
Fast bomber armed with a lightning generator that disarms units in a wide area under it.

Wyvern - Singularity Bomber      [ ^ ]
Weapon Implosion Bomb
Damage 2 000.1
Reloadtime 8
Damage/second 250
Range 500
Area of Effect 192
Cost 2 000
Health Points 2 360
Sight Distance 660
Speed 9
More Stats
The Wyvern drops a single powerful bomb that can send units flying. It is sturdy enough to penetrate moderate AA and escape to repair, but should not be used recklessly - it's too expensive for that.

Vulture - Area Jammer, Radar/Sonar Plane      [ ^ ]
Cost 340
Health Points 950
Sight Distance 1 400
Speed 12
More Stats
The Vulture provides an unparalleled means for deep scouting, and can locate underwater targets with its sonar. It is also equipped with an area jammer, which prevents radar from working in the area underneath.

Gunship Plant

Produces Gunships, Builds at 10 m/s



The Gunship Plant is designed for close air support. It includes a selection of transports for hauling land units around, and combat gunships which can perform a variety of offensive or defensive roles.
Crane - Construction Aircraft, Builds at 4 m/s      [ ^ ]
Cost 220
Health Points 240
Sight Distance 380
Speed 6
More Stats
The Crane flies quickly over any terrain, but is fragile to any AA. Though it has relatively poor nano power compared to other constructors, it is able to build in many hard to reach places and expand an air players territory in a nonlinear fashion. Due to its mobility, it is ideal for reclaiming wrecks and other repetetitive tasks.

Blastwing - Flying Bomb (Burrows)      [ ^ ]
Explosion Blastwing Explosion
Damage 80
Area of Effect 256
Cost 55
Health Points 100
Sight Distance 380
Speed 8.2
More Stats
The Blastwing does only a small amount of damage, suitable for taking out mexes, solars, LLTs, wind farms and nanotowers, though it can offer a more fomidible punch en-masse. Be mindful of the speed and direction it is travelling, as much of the damage done by it is directional shrapnel that will continue on the trajectory of the bomb after it dies. In this way, you can spray an enemy with shards of metal even if your blastwing dies before it is in range. Do not pack them too tightly, as they can chain explode. Cloaks when landed.

Gnat - Anti-Heavy EMP Drone      [ ^ ]
Weapon Light Electro-Stunner
Damage 600 (P)
Reloadtime 1.2
Damage/second 500 (P)
Range 80
Area of Effect 8
Cost 90
Health Points 350
Sight Distance 380
Speed 7.5
More Stats
The Gnat can be used to paralyze enemy units. It makes an excellent defensive unit, and when combined with banshees or other units can halt the enemy to give you time to kill him. Offensively it can paralyze even heavily fortified areas, but dies relatively easily to defenders.

Banshee - Raider Gunship      [ ^ ]
Weapon Light Laserbeam
Damage 6.83
Reloadtime 0.11
Damage/second 62
Range 240
Area of Effect 8
Cost 220
Health Points 860
Sight Distance 500
Speed 6.5
More Stats
The Banshee is a light gunship. Its high speed and decent damage makes it excellent for quickly taking out enemy economy or inaccurate units like assaults. However, it flies close to the ground and has a short range, meaning even other raiders can engage it on an equal footing. Like any raider, the Banshee should avoid riots and static defense.

Rapier - Multi-Role Support Gunship      [ ^ ]
Weapon Disruptor Missiles
Damage 200.1
Reloadtime 5
Damage/second 40
Range 360
Area of Effect 16
Cost 300
Health Points 1 100
Sight Distance 550
Speed 3.9
More Stats
The Rapier is a light combat gunship. While its missiles are not the most damaging thing around, they are quite accurate and their disruption warheads slow down their targets.

Brawler - Fire Support Gunship      [ ^ ]
Weapon Heavy Pulse MG
Damage 77.2 (19.3 x 4)
Reloadtime 0.45
Damage/second 172
Range 650
Area of Effect 40
Cost 760
Health Points 2 800
Sight Distance 600
Speed 3.3
More Stats
The Brawler is a fire support gunship that flies out of the reach of most ground mobiles. It is tough enough to survive limited anti-air fire, and its twin EMGs chew through units stupid enough to stay put.

Black Dawn - Heavy Raider/Assault Gunship      [ ^ ]
Weapon Rocket Salvo
Damage 1 764.0 (220.5 x 8)
Reloadtime 9
Damage/second 196
Range 300
Area of Effect 96
Cost 900
Health Points 3 400
Sight Distance 585
Speed 4.5
More Stats
The Black Dawn fires a volley of unguided rockets. It has high HP and a huge damage output, but is expensive and inaccurate, especially vs moving targets. It is best for taking on clumps of base structures, slow moving or stationary units. The Black Dawn should disengage between volleys to minimize damage taken.

Krow - Flying Fortress      [ ^ ]
Weapon Laserbeam
Damage 37.8
Reloadtime 0.2
Damage/second 189
Range 450
Area of Effect 8
Weapon Laserbeam
Damage 37.8
Reloadtime 0.2
Damage/second 189
Range 450
Area of Effect 8
Weapon Laserbeam
Damage 37.8
Reloadtime 0.2
Damage/second 189
Range 450
Area of Effect 8
Weapon Cluster Bomb
Damage 18 750 (250 x 75)
Reloadtime 30
Damage/second 625
Range 10
Area of Effect 128
Cost 4 500
Health Points 16 000
Sight Distance 633
Speed 3.3
More Stats
The Krow may be expensive and ponderous, but its incredible armor allows it do fly into all but the thickest anti-air defenses and engage enemies with its three laser cannons. Best of all, it can drop a large spread of carpet bombs that devastates anything under it.

Trident - Anti-Air Gunship      [ ^ ]
Weapon Homing Missiles
Damage 200.1
Reloadtime 1.2
Damage/second 167
Range 750
Area of Effect 48
Cost 270
Health Points 900
Sight Distance 660
Speed 3.8
More Stats
The Trident is a slow gunship that cuts down enemy aircraft with missiles. It is much slower than other gunships, so it is much easier to kill the Trident with ground units than with planes.

Valkyrie - Air Transport      [ ^ ]
Cost 80
Health Points 300
Sight Distance 300
Speed 10.7
More Stats
The Valkyrie is the basic air transport. It is ideal to ferry units to the front or make a drop deep behind enemy lines, but should not be used to land in areas with any kind of AA cover.

Vindicator - Armed Heavy Air Transport      [ ^ ]
Weapon Light Laser Blaster
Damage 10
Reloadtime 0.2
Damage/second 50
Range 100
Area of Effect 8
Weapon Light Laser Blaster
Damage 10
Reloadtime 0.2
Damage/second 50
Range 100
Area of Effect 8
Weapon Anti-Air Laser
Damage 20
Reloadtime 0.4
Damage/second 50
Range 100
Area of Effect 12
Cost 500
Health Points 1 100
Sight Distance 660
Speed 8
More Stats
The Vindicator can haul any land unit in the game. Its twin laser guns and automated cargo ejection system make it ideal for drops into hot LZs.

Shipyard

Produces Ships, Builds at 10 m/s



Shipyard is where both ships and submarines are built. Other waterborne units such as hovercraft and amphibious bots have separate factories.
Mariner - Construction Ship, Builds at 7.5 m/s      [ ^ ]
Cost 200
Health Points 1 400
Sight Distance 325
Speed 2.5
More Stats
Although expensive, the Construction Ship boasts extremely high nano power, combined with tough armor and good speed.

Skeeter - Disarming Scout Boat      [ ^ ]
Weapon Light Disarm Missile
Damage 45.1
Reloadtime 2
Damage/second 23
Range 260
Area of Effect 8
Cost 70
Health Points 240
Sight Distance 800
Speed 5.2
More Stats
Cheap, fast, and fragile, this Patrol Boat is good as a raider and spotting for longer-ranged ships. It lacks the firepower or armor for brawling.

Snake - Raider Submarine      [ ^ ]
Weapon Torpedo
Damage 350.1
Reloadtime 5.5
Damage/second 64
Range 220
Area of Effect 16
Cost 210
Health Points 600
Sight Distance 360
Speed 4.0
More Stats
Stealthy, fast, and fragile, this Submarine can quickly strike unprotected targets. Slow damage allows it to effectively kill lone units. Watch out for anything with anti-sub weaponry, especially Hunters.

Typhoon - Assault/Raider Corvette      [ ^ ]
Weapon Medium Pulse MG
Damage 52 (13 x 4)
Reloadtime 0.4
Damage/second 130
Range 280
Area of Effect 36
Weapon Medium Pulse MG
Damage 52 (13 x 4)
Reloadtime 0.4
Damage/second 130
Range 280
Area of Effect 36
Cost 320
Health Points 2 200
Sight Distance 429
Speed 3.0
More Stats
The Typhoon is a brawler, combining high speed, decent armor, and strong firepower at a low cost--for a ship. Use corvette packs against anything on the surface, but watch out for submarines.

Hunter - Torpedo Riot Frigate      [ ^ ]
Weapon Concussion Torpedo
Damage 186 (62 x 3)
Reloadtime 2.2
Damage/second 85
Range 350
Area of Effect 160
Cost 350
Health Points 1 200
Sight Distance 390
Speed 2.2
More Stats
The Hunter is a mobile anti-submarine unit. It boasts a massive area of effect.

Enforcer - Skirmisher/Artillery Missile Cruiser      [ ^ ]
Weapon Heavy 4x Guided Missile
Damage 880 (220 x 4)
Reloadtime 5.5
Damage/second 160
Range 690
Area of Effect 128
Cost 800
Health Points 2 800
Sight Distance 700
Speed 2.4
More Stats
This cruiser packs powerful, long-range missiles, useful for bombarding sea and shore targets. Beware of subs and Corvettes.

Crusader - Artillery Destroyer, Light Anti-Sub      [ ^ ]
Weapon Plasma Cannon
Damage 600.5
Reloadtime 4
Damage/second 150
Range 1 000
Area of Effect
Weapon Depth Charge
Damage 180
Reloadtime 3
Damage/second 60
Range 260
Area of Effect 128
Cost 550
Health Points 1 600
Sight Distance 660
Speed 1.7
More Stats
This Destroyer packs a powerful, long-range main cannon, useful for bombarding fixed emplacements and shore targets, as well as a depth charge launcher for use against submarines. Beware of aircraft and Corvettes--the Destroyer's weapons have trouble hitting fast-moving targets.

Serpent - Precise Artillery/Anti-Heavy Submarine      [ ^ ]
Weapon Long Range Torpedo
Damage 900.5
Reloadtime 8
Damage/second 113
Range 900
Area of Effect 16
Cost 1 000
Health Points 1 000
Sight Distance 660
Speed 1.8
More Stats
The Serpent is truly a nightmare, for its long-range, deadly accurate, high lethality heavy torpedoes can sink almost any ship in a few shots. It is however extremely expensive and not particularly agile.

Shredder - Anti-Air Frigate      [ ^ ]
Weapon Anti-Air Laser
Damage 12.7
Reloadtime 0.1
Damage/second 127
Range 1 040
Area of Effect 8
Weapon Anti-Air Laser
Damage 12.7
Reloadtime 0.1
Damage/second 127
Range 1 040
Area of Effect 8
Cost 400
Health Points 1 900
Sight Distance 660
Speed 2.84
More Stats
With its powerful twin anti-air laser batteries, the anti-air frigate protects your fleet from aerial attackers. As always, it is useless against targets that aren't airborne.

Surfboard - Transport Platform      [ ^ ]
Cost 220
Health Points 1 200
Sight Distance 325
Speed 3.3
More Stats
The Surfboard serves as a naval transport and firing platform--that is, any unit on the Surfboard can fire off of it.

Athena

Airborne SpecOps Engineer, Builds at 7.5 m/s



The Athena is the pinnacle of stealth strike capability. Equipped with a cloaking device and a radar jammer, it can slip through enemy lines to assemble squads of raiders, inflicting havoc on the opposition's logistics. The Athena can also resurrect wrecks on the battlefield while cloaked, adding them to your army.
Conjurer - Cloaked Construction Bot, Builds at 5 m/s      [ ^ ]
Cost 140
Health Points 450
Sight Distance 375
Speed 1.9
More Stats
The Conjurer packs a short-ranged jammer and a cloaking device for stealthy expansion and base maintenance.

Flea - Ultralight Scout Spider (Burrows)      [ ^ ]
Weapon Micro Laser
Damage 10.57
Reloadtime 0.25
Damage/second 42
Range 140
Area of Effect 8
Cost 20
Health Points 40
Sight Distance 560
Speed 4.8
More Stats
The Flea can hide in inaccessible locations where its sophisticated sensor suite allows it to see further than it can be seen. It can be used in small groups to effectively raid mexes early on, and in maps with tall cliffs can attack from unexpected angles. It does very little damage and dies to any form of opposition.

Bandit - Medium-Light Raider Bot      [ ^ ]
Weapon Laser Blaster
Damage 9.53
Reloadtime 0.1
Damage/second 95
Range 245
Area of Effect 8
Cost 75
Health Points 250
Sight Distance 500
Speed 3
More Stats
The Bandit outranges and is somewhat tougher than the Glaive, but still not something that you hurl against entrenched forces. Counter with riot units and LLTs.

Halberd - Blockade Runner Hover      [ ^ ]
Weapon Direct Energy Weapon
Damage 150.1
Reloadtime 1.2
Damage/second 125
Range 200
Area of Effect 48
Cost 240
Health Points 1 250
Sight Distance 385
Speed 3.2
More Stats
The Halberd buttons down into its armored hull when not firing, offering 4x damage resistance. Its slow, short-ranged weapon is unsuitable for use against highly mobile targets.

Scythe - Cloaked Raider Bot      [ ^ ]
Weapon Blade
Damage 200.1
Reloadtime 1.4
Damage/second 143
Range 100
Area of Effect 8
Cost 250
Health Points 820
Sight Distance 425
Speed 3
More Stats
The Scythe isn't particularly tough in a stand-up fight, but its cloaking device lets it slip past enemy defenses to stab at the enemy's economy. Damaged Scythes can quickly regenerate when out of combat.

Moderator - Distruptor Skirmisher Walker      [ ^ ]
Weapon Disruptor Pulse Beam
Damage 500.1
Reloadtime 10
Damage/second 50
Range 420
Area of Effect 32
Cost 240
Health Points 450
Sight Distance 660
Speed 1.9
More Stats
The Moderator's disruptor beam reduces enemy speed and rate of fire by up to 50% in addition to dealing damage, making it effective against almost all targets.

Recluse - Skirmisher Spider (Indirect Fire)      [ ^ ]
Weapon Rocket Volley
Damage 405 (135 x 3)
Reloadtime 4
Damage/second 101
Range 540
Area of Effect 48
Cost 280
Health Points 650
Sight Distance 594
Speed 1.6
More Stats
An all terrain missile launching unit. Climb walls with this spider walker and take your enemy by surprise. The unguided rockets cannot hit a rapidly jinking target, but they have a fairly long range.

Panther - Lightning Assault/Raider Tank      [ ^ ]
Weapon Lightning Gun
Damage 190.0 + 500 (P)
Reloadtime 3
Damage/second 63 + 167 (P)
Range 260
Area of Effect 8
Cost 300
Health Points 1 100
Sight Distance 450
Speed 3.4
More Stats
The Panther is a high-tech raider. Its weapon, a lightning gun, deals mostly paralyze damage. This way, the Panther can disable turrets, waltz through the defensive line, and proceed to level the economic heart of the opponent's base. When killed, it sets off an EMP explosion that can stun surrounding raiders.

Zeus - Lightning Assault Bot      [ ^ ]
Weapon Lightning Gun
Damage 240.0 + 600 (P)
Reloadtime 2.2
Damage/second 109 + 273 (P)
Range 280
Area of Effect 8
Cost 350
Health Points 2 400
Sight Distance 325
Speed 1.7
More Stats
Slowly and steadily, groups of Zeuses can shrug off heavy fire as they make their way towards enemy fortifications, until they can field their short-range lightning cannon, which damages and stuns entrenched foes. Counter with anything that can reliably kite it, making sure that you don't get paralyzed (in which case you are as good as dead.)

Spectre - Cloaked Skirmish/Anti-Heavy Artillery Bot      [ ^ ]
Weapon Pulsed Particle Projector
Damage 1 500.1
Reloadtime 18
Damage/second 83
Range 700
Area of Effect 16
Cost 750
Health Points 560
Sight Distance 400
Speed 1.45
More Stats
The Spectre's energy rifle inflicts heavy damage to a single target. It can fire while cloaked; however its visible round betrays its position. It requires quite a bit of energy to keep cloaked, especially when moving. The best way to locate a Spectre is by sweeping the area with many cheap units.

Impaler - Precision Artillery Vehicle      [ ^ ]
Weapon Kinetic Missile
Damage 800.1
Reloadtime 10
Damage/second 80
Range 1 500
Area of Effect 24
Cost 700
Health Points 1 100
Sight Distance 660
Speed 2.25
More Stats
The Impaler fires vertically a high damage, high accuracy kinetic missile at long range. Its high arc makes it able to fire over any obstacle, however that makes the flight time so high that it's useless against moving targets. Use the Impaler to kill specific buildings.

Infiltrator - Cloaked Scout/Anti-Heavy      [ ^ ]
Weapon Electro-Stunner
Damage 8 000.1 (P)
Reloadtime 35
Damage/second 229 (P)
Range 100
Area of Effect 8
Cost 280
Health Points 270
Sight Distance 550
Speed 2.55
More Stats
The Infiltrator is useful in two ways. Firstly it is an excellent scout, and very difficult to detect. It can penetrate deep into enemy lines. It also has the capacity to shoot a paralyzing bolt that will freeze any one target, good against heavy enemies and enemy infrastructure.

Gremlin - Cloaked Anti-Air Bot      [ ^ ]
Weapon Anti-Air Laser
Damage 18.4
Reloadtime 0.3
Damage/second 61
Range 700
Area of Effect 12
Cost 150
Health Points 550
Sight Distance 660
Speed 2.9
More Stats
Fast and fairly sturdy for its price, the Gremlin is good budget mobile anti-air. It can cloak, allowing it to provide unexpected anti-air protection or escape ground forces it's defenseless against.

Aspis - Area Shield Walker      [ ^ ]
Weapon Energy Shield
Power 3600
Regeneration 50
Energy to Regen 12
Radius 350
Cost 600
Health Points 700
Sight Distance 300
Speed 2.05
More Stats
The Aspis protects surrounding units with its area shield by destroying enemy projectiles and will automatically connect to other shield-equipped units to share charge. The area shield will not stop units and only intercepts projectiles on its perimeter, so enemies can get under the shield and shoot at the units inside. Recharging and maintaining area shields costs energy.

Morphs to: Aegis (30s)
Eraser - Area Cloaker/Jammer Walker      [ ^ ]
Cost 600
Health Points 600
Sight Distance 400
Speed 1.9
More Stats
The Eraser has a jamming device to conceal your units' radar returns. It also has a small cloak shield to hide friendly nearby units from enemy sight.

Morphs to: Sneaky Pete (30s)
Djinn - Amphibious Teleport Bridge      [ ^ ]
Cost 800
Health Points 2 600
Sight Distance 300
Speed 2.5
More Stats
Djinn excels at moving large land based armies across bodies of water. When deployed it teleports units from around its pre-placed static beacon to its present location. The teleportation is one-way, so ensure the destination is safe.

Ultimatum - Cloaked Anti-Heavy/Anti-Strider Walker      [ ^ ]
Weapon Disintegrator
Damage 1 200
Reloadtime 1.5
Damage/second 800
Range 250
Area of Effect 48
Cost 2 000
Health Points 2 000
Sight Distance 500
Speed 1.45
More Stats
The Ultimatum packs only one weapon: a disintegrator gun that can vaporize a heavy tank in one blast. It is best used for sneaking up to enemy heavy striders and inflicting serious damage or destruction with a few shots. Defense against it is achieved by screening your heavyweights with lighter units.

Missile Silo

Produces Tactical Missiles, Builds at 10 m/s



The Missile Silo constructs and holds up to four different cruise missiles, each with a unique warhead. It offers excellent standoff strike capability for offensive and defensive purposes.
Eos - Tactical Nuke      [ ^ ]
Explosion
Weapon Tactical Nuke
Damage 3 502.5
Reloadtime 10
Damage/second 350
Range 3 500
Area of Effect 192
Cost 600
Health Points 1 000
Sight Distance 0
More Stats
A long-range precision strike weapon. The Eos' blast radius is small, but lethal.

Quake - Seismic Missile      [ ^ ]
Explosion
Weapon Seismic Missile
Damage 20
Reloadtime 10
Damage/second 2
Range 6 000
Area of Effect 512
Cost 400
Health Points 1 000
Sight Distance 0
More Stats
The Quake creates a powerful seismic shockwave that smooths a wide area of terrain, while causing minimal harm to units.

Shockley - EMP missile      [ ^ ]
Explosion
Weapon EMP Missile
Damage 30 003.1 (P)
Reloadtime 3
Damage/second 10 001 (P)
Range 3 500
Area of Effect 280
Cost 600
Health Points 1 000
Sight Distance 0
More Stats
The Shockley disables units in a small area for up to 45 seconds.

Inferno - Napalm Missile      [ ^ ]
Explosion
Weapon Napalm Missile
Damage 151
Reloadtime 10
Damage/second 15
Range 3 500
Area of Effect 512
Cost 500
Health Points 1 000
Sight Distance 0
More Stats
The Inferno is a large AoE fire weapon. Its direct damage is modest, but the cloud of fire it creates lasts for a very long time.

Strider Hub

Constructs Striders, Builds at 10 m/s



The Strider Hub deploys striders, the "humongous mecha" that inspire awe and fear on the battlefield. Unlike a normal factory, the hub is only required to start a project, not to finish it.
Ultimatum - Cloaked Anti-Heavy/Anti-Strider Walker      [ ^ ]
Weapon Disintegrator
Damage 1 200
Reloadtime 1.5
Damage/second 800
Range 250
Area of Effect 48
Cost 2 000
Health Points 2 000
Sight Distance 500
Speed 1.45
More Stats
The Ultimatum packs only one weapon: a disintegrator gun that can vaporize a heavy tank in one blast. It is best used for sneaking up to enemy heavy striders and inflicting serious damage or destruction with a few shots. Defense against it is achieved by screening your heavyweights with lighter units.

Scorpion - Cloaked Infiltration Strider      [ ^ ]
Weapon Lightning Gun
Damage 360.0 + 1 080 (P)
Reloadtime 2
Damage/second 180 + 540 (P)
Range 470
Area of Effect 8
Weapon Multi-Stunner
Damage 20 020 (P)
Reloadtime 30
Damage/second 667 (P)
Range 470
Area of Effect 160
Weapon Auto Particle Beam
Damage 60
Reloadtime 0.33
Damage/second 182
Range 420
Area of Effect
Weapon Auto Particle Beam
Damage 60
Reloadtime 0.33
Damage/second 182
Range 420
Area of Effect
Cost 3 000
Health Points 12 000
Sight Distance 440
Speed 1.3
More Stats
The Scorpion paralyzes enemies with its lightning sting and then chews them up with its particle beam claws. Its tough carapace shrugs off most enemy fire, and can also turn the Scorpion transparent.

Dante - Assault/Riot Strider      [ ^ ]
Weapon Napalm Rockets
Damage 241.6 (120.8 x 2)
Reloadtime 2
Damage/second 121
Range 460
Area of Effect 228
Weapon Heat Ray
Damage 98 (49 x 2)
Reloadtime 0.1
Damage/second 980
Range 430
Area of Effect 20
Weapon Napalm Rocket Salvo
Damage 2 416.0 (120.8 x 20)
Reloadtime 20
Damage/second 121
Range 460
Area of Effect 228
Weapon Flamethrower
Damage 15
Reloadtime 0.16
Damage/second 94
Range 340
Area of Effect 96
Cost 3 500
Health Points 11 000
Sight Distance 600
Speed 1.75
More Stats
The Dante is a heavy combat unit that specializes in getting close and melting its target. Its flamethrower and twin heatrays aren't extraordinary, but its incendiary rockets can be fired in a salvo of twenty that devastates a wide swath of terrain.

Catapult - Heavy Saturation Artillery Strider      [ ^ ]
Weapon Long-Range Rocket Battery
Damage 8 820.0 (220.5 x 40)
Reloadtime 30
Damage/second 294
Range 1 450
Area of Effect 128
Cost 3 500
Health Points 4 000
Sight Distance 660
Speed 1.8
More Stats
The Catapult is an MLRS strider. It can launch a volley of rockets that guarantees the destruction of almost anything in the target area, then quickly retreat behind friendly forces.

Funnelweb - Drone/Shield Support Strider      [ ^ ]
Weapon Energy Shield
Power 3600
Regeneration 50
Energy to Regen 12
Radius 350
Cost 4 500
Health Points 11 000
Sight Distance 650
Speed 1.5
More Stats
The slow all-terrain Funnelweb features an area shield and a powerful drone complement.

Bantha - Ranged Support Strider      [ ^ ]
Weapon Tachyon Accelerator
Damage 3 000.5 (600.1 x 5)
Reloadtime 10
Damage/second 300
Range 950
Area of Effect 20
Weapon Lightning Cannon
Damage 320.0 + 960 (P)
Reloadtime 1
Damage/second 320 + 960 (P)
Range 465
Area of Effect 8
Weapon EMP Missiles
Damage 15 000 (P)
Reloadtime 30
Damage/second 500 (P)
Range 1 200
Area of Effect 128
Cost 10 500
Health Points 36 000
Sight Distance 720
Speed 1.72
More Stats
The Bantha is an even heavier solution to a particularly uncrackable defense line, with a tachyon projector and EMP missiles for stand-off engagements, lightning hand cannons for general purpose combat, and a good deal of armor. Beware though, for it is defenseless against air and cannot be used effectively on its own.

Detriment - Ultimate Assault Strider      [ ^ ]
Weapon Gauss Battery
Damage 480 (160 x 3)
Reloadtime 1.2
Damage/second 400
Range 600
Area of Effect 16
Weapon Anti-Air Laser Battery
Damage 20.5
Reloadtime 0.1
Damage/second 205
Range 820
Area of Effect 12
Weapon Medium-Range Missiles
Damage 851
Reloadtime 1.55
Damage/second 549
Range 925
Area of Effect 160
Weapon High-Energy Laserbeam
Damage 1 800 (300 x 6)
Reloadtime 6
Damage/second 300
Range 600
Area of Effect 14
Cost 24 000
Health Points 85 800
Sight Distance 910
Speed 1.2
More Stats
The Detriment is the single heaviest strider in the field. It can defend itself against air attacks or use its rockets to hit distant targets, but the real meat lies in the massive gauss guns designed for one purpose - to kill other heavy units quickly and efficiently. Remember - the wise commander sends his Detriment out with adequate escorts against light unit swarms and air assaults.

Leviathan - Tactical Nuke Missile Sub, Drains 6.25 m/s, 90 second stockpile      [ ^ ]
Weapon Tactical Nuke
Damage 3 500
Reloadtime 1
Damage/second 3 500
Range 3 000
Area of Effect 256
Cost 3 000
Health Points 3 000
Sight Distance 660
Speed 2.79
More Stats
The Leviathan provides a standoff precision strike weapon in the form of tactical missiles. It has no defense against direct attacks and should avoid contact with the enemy.

Reef - Aircraft Carrier (Bombardment) & Anti-Nuke      [ ^ ]
Weapon Cruise Missile
Damage 902
Reloadtime 6
Damage/second 150
Range 1 550
Area of Effect 96
Cost 3 500
Health Points 7 500
Sight Distance 1 105
Speed 2.75
More Stats
The most versatile ship on the high seas, the carrier serves several functions. It is equipped with cruise missiles for long range bombardment. Its anti-missile system safeguards the fleet from the threat of nuclear missiles, and it also serves as a mobile repair base for friendly aircraft. Perhaps most notably, the carrier provides its own complement of surface attack drones to engage targets.

Warlord - Heavy Artillery Battleship      [ ^ ]
Weapon Long-Range Plasma Battery
Damage 1 503.3 (501.1 x 3)
Reloadtime 10
Damage/second 150
Range 1 400
Area of Effect 96
Weapon Long-Range Plasma Battery
Damage 1 503.3 (501.1 x 3)
Reloadtime 10
Damage/second 150
Range 1 400
Area of Effect 96
Weapon Long-Range Plasma Battery
Damage 1 503.3 (501.1 x 3)
Reloadtime 10
Damage/second 150
Range 1 400
Area of Effect 96
Cost 3 800
Health Points 12 000
Sight Distance 660
Speed 2.2
More Stats
A single salvo from one of these will pummel almost any surface target into submission. The psychological effects of the muzzle flash and the ship recoiling in the water are impressive enough, to say nothing of the effects of a direct hit. Be warned--battleships are not meant to be used on their own, lacking in anti-air and anti-submarine protection as they are.

Static Weapons & Defense

Aegis - Area Shield      [ ^ ]
Weapon Energy Shield
Power 3600
Regeneration 50
Energy to Regen 9
Radius 350
Cost 525
Health Points 900
Sight Distance 200
More Stats
The Aegis protects a modest area with its bubble shield that stops incoming projectiles (but not AoE effects). The shield has a significant energy upkeep and does not block very powerful weapons.

Morphs to: Aspis (30s)
Defender - Light Missile Tower      [ ^ ]
Weapon Homing Missiles
Damage 104
Reloadtime 1.2
Damage/second 87
Range 610
Area of Effect 8
Cost 80
Health Points 300
Sight Distance 660
More Stats
The Defender is a light multi-purpose missile tower. It is good for sniping units from a distance, providing some degree of anti-air protection, and skirmishing enemy LLTs from outside their range. However, it breaks when you sneeze on it.

Lotus - Light Laser Tower      [ ^ ]
Weapon Laserbeam
Damage 7.15
Reloadtime 0.1
Damage/second 72
Range 460
Area of Effect 8
Cost 90
Health Points 785
Sight Distance 520
More Stats
The Lotus is a basic turret. A versatile, solid anti-ground weapon, it does well versus scouts as well as being able to take on one or two raiders. Falls relatively easily to skirmishers, artillery or assault units unless supported.

Newton - Gravity Turret - On to Repulse, Off to Attract      [ ^ ]
Weapon Repulsive Gravity
Damage (0.001 x 6)
Reloadtime 0.2
Damage/second
Range 440
Area of Effect 8
Weapon Attractive Gravity
Damage (0.001 x 6)
Reloadtime 0.2
Damage/second
Range 460
Area of Effect 8
Cost 200
Health Points 2 000
Sight Distance 506
More Stats
The Newton is armed with an experimental graviton projector. This weapon does virtually no damage directly, but can push units toward or away from the Newton. You can use it on your own units as well, but beware of friendly fire.

Faraday - EMP Turret      [ ^ ]
Weapon Electro-Stunner
Damage 1 000 (P)
Reloadtime 2.8
Damage/second 357 (P)
Range 460
Area of Effect 160
Cost 200
Health Points 1 000
Sight Distance 506
More Stats
The Faraday is a powerful EMP tower. It has high damage and area of effect. Greatly amplifies the effect of other towers, but virtually useless on its own. When closed damage received is reduced to a quarter. Be careful of its splash damage though, as it can paralyze your own units if they are too close to the enemy.

Stardust - Anti-Swarm Turret      [ ^ ]
Weapon Pulse Autocannon
Damage 45
Reloadtime 0.12
Damage/second 375
Range 410
Area of Effect 96
Cost 220
Health Points 1 500
Sight Distance 451
More Stats
The Stardust sports a powerful autocannon. While it has a short range and is thus even more vulnerable to skirmishers than the LLT, its high rate of fire and AoE allow it to quickly chew up swarms of lighter units.

Stinger - High-Energy Laser Tower      [ ^ ]
Weapon High-Energy Laserbeam
Damage 850.5 (170.1 x 5)
Reloadtime 4.5
Damage/second 189
Range 620
Area of Effect 14
Cost 420
Health Points 2 475
Sight Distance 660
More Stats
The Stinger is a medium laser turret. Its three rotating laser guns can kill almost any small unit, but its low rate of fire makes it vulnerable to swarms when unassisted.

Gauss - Gauss Turret, 20 health/s when closed      [ ^ ]
Weapon Light Gauss Cannon
Damage 200.1
Reloadtime 2
Damage/second 100
Range 560
Area of Effect 16
Cost 400
Health Points 3 000
Sight Distance 660
More Stats
The Gauss is a compact, resilent turret with a medium-range gauss cannon. When popped down, it recieves a quarter of incoming damage as well as small amount of health regeneration. It can also attack underwater targets.

Annihilator - Tachyon Projector - Requires 50 Power      [ ^ ]
Weapon Tachyon Accelerator
Damage 4 000.5 (800.1 x 5)
Reloadtime 10
Damage/second 400
Range 1 200
Area of Effect 20
Cost 2 200
Health Points 6 000
Sight Distance 780
More Stats
Inside the heavily armored shell of the Annihilator lies the devastating Tachyon Accelerator. This fearsome weapon is capable of delivering pinpoint damage at extreme ranges, provided you keep it connected to a power source. Remember that the Annihilator is strictly a support weapon; leave it unguarded and it will be swamped with raiders. When under attack by long range artillery or bombers the main gun can retract to reduce incoming damage to a quarter.

Doomsday Machine - Medium Range Defense Fortress - Requires 50 Power (Main Gun)      [ ^ ]
Weapon Heavy Plasma Cannon
Damage 1 201
Reloadtime 3
Damage/second 400
Range 650
Area of Effect 192
Weapon Heat Ray
Damage 102.2 (51.1 x 2)
Reloadtime 0.1
Damage/second 1 022
Range 430
Area of Effect 20
Cost 1 200
Health Points 10 000
Sight Distance 780
More Stats
Armed with a heavy plasma cannon and a Heat Ray, the Doomsday Machine forms a focal defense point against enemy assault pushes. It can bunker down to survive attack by long-range artillery or air attacks to reduce incoming damage to a quarter, although it cannot fire its weapons while doing so.

Urchin - Torpedo Launcher      [ ^ ]
Weapon Torpedo Launcher
Damage 190
Reloadtime 3.2
Damage/second 59
Range 590
Area of Effect 64
Cost 120
Health Points 1 000
Sight Distance 660
More Stats
This Torpedo Launcher provides defense against both surface and submerged vessels.

Razor - Hardened Anti-Air Laser      [ ^ ]
Weapon Anti-Air Laser
Damage 14.9
Reloadtime 0.1
Damage/second 149
Range 1 040
Area of Effect 8
Cost 280
Health Points 3 000
Sight Distance 660
More Stats
The Razor is a hardy anti-air turret. Its high hit points and 4x armour bonus when closed makes it very hard for the enemy to dislodge.

Hacksaw - Burst Anti-Air Turret      [ ^ ]
Weapon Homing Missiles
Damage 1 050.2 (525.1 x 2)
Reloadtime 15
Damage/second 70
Range 420
Area of Effect 24
Cost 220
Health Points 580
Sight Distance 500
More Stats
The Hacksaw's twin missiles can drop even the most heavily armored bomber in one pair of hits, but take a considerable amount of time to reload, making them less than ideal against light targets.

Chainsaw - Long-Range Anti-Air Missile Battery      [ ^ ]
Weapon Long-Range SAM
Damage 225.1
Reloadtime 1
Damage/second 225
Range 1 800
Area of Effect 24
Cost 900
Health Points 2 500
Sight Distance 702
More Stats
The Chainsaw is a long range anti-air turret, dealing out massive damage, able to knock bombers out of the sky very quickly. It can't take very much damage in return, though, and does poorly when attacked directly.

Cobra - Anti-Air Flak Gun      [ ^ ]
Weapon Flak Cannon
Damage 132
Reloadtime 0.5
Damage/second 264
Range 1 000
Area of Effect 128
Cost 500
Health Points 3 000
Sight Distance 660
More Stats
The Cobra is a flak cannon with good AoE and a high damage output, letting it swiftly cut enemy gunships to ribbons.

Screamer - Very Long-Range Anti-Air Missile Tower      [ ^ ]
Weapon Advanced Anti-Air Missile
Damage 1 601.5
Reloadtime 1.8
Damage/second 890
Range 2 400
Area of Effect 240
Cost 2 400
Health Points 1 570
Sight Distance 660
More Stats
The Screamer is an extremely long-ranging first strike anti-air weapon that sends a clear message to enemy aircraft - can't go here, sonny. Each shot must be stockpiled for 20 seconds, but is well worth the time, for a quick salvo of missiles will wipe out almost any air attack without fuss.

Protector - Strategic Nuke Interception System      [ ^ ]
Cost 3 000
Health Points 3 300
Sight Distance 660
More Stats
The Protector automatically intercepts enemy nuclear ICBMs aimed within its coverage radius.

Behemoth - Plasma Artillery Battery - Requires 50 Power      [ ^ ]
Weapon Long-Range Plasma Battery
Damage 1 803 (601 x 3)
Reloadtime 10
Damage/second 180
Range 1 850
Area of Effect 192
Cost 2 500
Health Points 3 750
Sight Distance 660
More Stats
The Behemoth offers long-range artillery/counter-artillery capability, making it excellent for area denial. It is not designed as a defense turret, and will go down if attacked directly.

Big Bertha - Strategic Plasma Cannon      [ ^ ]
Weapon Very Heavy Plasma Cannon
Damage 2 002.4
Reloadtime 7
Damage/second 286
Range 6 200
Area of Effect 192
Cost 5 000
Health Points 4 800
Sight Distance 660
More Stats
The Bertha is a massive cannon that fires high-energy plasmoids across the map. Used appropriately, it can effectively suppress enemy operations from the safety of your base. Do not expect it to win battles alone for you, however.

Silencer - Strategic Nuclear Launcher, Drains 18 m/s, 3 minute stockpile      [ ^ ]
Weapon Strategic Nuclear Missile
Damage 11 501.1
Reloadtime 5
Damage/second 2 300
Range 72 000
Area of Effect 1 920
Cost 8 000
Health Points 5 000
Sight Distance 660
More Stats
The Silencer launches devastating nuclear missiles that can obliterate entire bases. However, it is easily defeated by enemy anti-nuke systems, which must be removed from the desired target area beforehand.

Starlight - Planetary Energy Chisel      [ ^ ]
Weapon Craterpuncher
Damage 180
Reloadtime 20
Damage/second 9
Range 9 000
Area of Effect 140
Weapon Groovecutter
Damage 180
Reloadtime 20
Damage/second 9
Range 9 000
Area of Effect 140
Cost 40 000
Health Points 10 000
Sight Distance 660
More Stats
This large scale tool is used to shape terrain for terraforming projects. Also useful as a cleanser of obstacles such as pesky enemy units and bases.

Disco Rave Party - Rainbow Surprise Superweapon      [ ^ ]
Weapon Red Killer
Damage 3 002.1
Reloadtime 1
Damage/second 3 002
Range 7 500
Area of Effect 192
Weapon Orange Roaster
Damage 300.9
Reloadtime 1
Damage/second 301
Range 7 500
Area of Effect 640
Weapon Yellow Slammer
Damage 801.1
Reloadtime 1
Damage/second 801
Range 7 500
Area of Effect 384
Weapon Green Stamper
Damage 401.1
Reloadtime 1
Damage/second 401
Range 7 500
Area of Effect 384
Weapon Blue Shocker
Damage 12 003 (P)
Reloadtime 1
Damage/second 12 003 (P)
Range 7 500
Area of Effect 320
Weapon Violet Slugger
Damage 450.1
Reloadtime 1
Damage/second 450
Range 7 500
Area of Effect 720
Cost 32 000
Health Points 16 000
Sight Distance 660
More Stats
The Disco Rave Party throws six different party shots at your enemy for a different surprise each time. Fun for the whole family!

Zenith - Meteor Controller      [ ^ ]
Weapon Meteor
Damage 1 000
Reloadtime 0.7
Damage/second 1 429
Range 9 000
Area of Effect 240
Cost 30 000
Health Points 12 000
Sight Distance 660
More Stats
The Zenith collects meteorites from the sky (up to 500), which it can send anywhere to break things or provide a small reclaimable source of metal.

Other Structures

Metal Extractor - Produces Metal      [ ^ ]
Cost 75
Health Points 400
Sight Distance 273
More Stats
The metal extractor is the primary means of getting metal. If you have excess energy, metal extractors will automatically use it to extract more metal.

Solar Collector - Produces Energy (2)      [ ^ ]
Cost 70
Health Points 500
Sight Distance 273
More Stats
Solar collectors are the least cost-efficient of the energy structures, but they are also the most reliable and sturdy. When attacked, solars will curl up into armored form for 8 seconds, which reduces incoming damage to a quarter and offers excellent protection against raiders.

Fusion Reactor - Produces Energy (35)      [ ^ ]
Cost 1 000
Health Points 2 200
Sight Distance 273
More Stats
Fusion reactors provide a good amount of steady energy output at a fair price. They are attractive targets and not very well-armored, so keep them well-protected. When killed, fusion reactors will cause heavy damage to nearby units.

Singularity Reactor - Produces Energy (225) - HAZARDOUS      [ ^ ]
Explosion
Cost 4 000
Health Points 4 000
Sight Distance 273
More Stats
The Singularity Reactor generates massive amount of energy using a controlled black hole - which is about as safe as it sounds. When the reactor is destroyed, the black hole implodes violently, dragging units inside. An entire continent on which this is built should be considered unsafe ground.

Wind/Tidal Generator - Produces Energy      [ ^ ]
Cost 35
Health Points 130
Sight Distance 273
More Stats
Wind generators produce a variable amount of energy, depending on altitude and wind speed. They are extremely fragile and chain explode when bunched, so consider their placement carefully. When placed in water, they become somewhat more sturdy tidal generators with a good, constant output.

Geothermal Generator - Produces Energy (25)      [ ^ ]
Cost 500
Health Points 1 750
Sight Distance 273
More Stats
Geothermal plants are highly efficient energy sources that can only be built on geovents on the map. They explode quite violently when destroyed, so avoid placing anything directly adjacent.

Morphs to: Advanced Geothermal (90s)
Storage - Stores Metal and Energy (500)      [ ^ ]
Cost 100
Health Points 700
Sight Distance 273
More Stats
Storages act as a buffer when one expects a big influx of metal, such as reclaiming a vast wreckage field. However, longer periods of increased metal income are better dealt with by acquiring more buildpower.

Energy Pylon - Extends overdrive grid      [ ^ ]
Cost 200
Health Points 1 000
Sight Distance 273
More Stats
Energy Transmission Pylons help extend energy grids and connect more Extractors or energy sources. This in turn helps Extractors overdrive, producing more metal. Pylons can also provide a fast way to power defenses that rely on the energy grid. Note that over short distances or in low-energy situations using energy producers like solar collectors to connect grids can be a more cost efficient alternative.

Caretaker - Static Constructor, Builds at 10 m/s      [ ^ ]
Cost 220
Health Points 500
Sight Distance 380
More Stats
The most cost-effective source of buildpower, the Caretaker is ideal for increasing the output of factories or automatically repairing nearby defenses. It cannot start any construction projects itself, however.

Air Repair/Rearm Pad - Repairs and Rearms Aircraft, repairs at 2.5 e/s per pad      [ ^ ]
Cost 350
Health Points 1 860
Sight Distance 273
More Stats
The Air Repair/Rearm Pad repairs up to four aircraft at a time. It also refuels/rearms bombers.

Radar Tower - Early Warning System      [ ^ ]
Cost 55
Health Points 80
Sight Distance 800
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The Radar tower provides early warning of enemy units and their movements over a moderate distance at virtually no cost. It has a very small but steady energy cost and will automatically shut down if you run out of energy. Radar coverage is blocked by terrain such as mountains.

Advanced Radar - Long-Range Radar, Halves Radar Wobble      [ ^ ]
Cost 500
Health Points 330
Sight Distance 800
More Stats
The advanced Radar Tower has a considerably greater range than the basic version. In addition each advanced radar tower halves the radar wobble of units. This works globally and affects all allied radars. Building one or two can be of great help, at a price.

Sonar Station - Locates Water Units      [ ^ ]
Cost 450
Health Points 750
Sight Distance 640
More Stats
The docile Sonar Station provides one of the few means of locating underwater targets.

Sneaky Pete - Area Cloaker/Jammer      [ ^ ]
Cost 420
Health Points 700
Sight Distance 250
More Stats
Jammers such as this intefere with enemy radar waves, concealing your units' radar returns. Sneaky Pete is also equipped with a cloak shield to hide nearby units from enemy sight.

Morphs to: Eraser (30s)