Factories
Static Weapons - Lotus - Stinger - Newton - Stardust - Faraday - Gauss - Defender - Screamer - Razor's Kiss - Cobra - Hacksaw - Chainsaw - Urchin - Silencer - Annihilator - Doomsday Machine - Behemoth - Big Bertha
Cloaky Bot Factory - Rector - Glaive - Scythe - Rocko - Warrior - Zeus - Hammer - Sharpshooter - Jethro - Tick - Eraser
Shield Bot Factory - Convict - Bandit - Rogue - Thug - Outlaw - Felon - Racketeer - Vandal - Roach - Dirtbag - Aspis
Jumpjet/Specialist Plant - Freaker - Puppy - Pyro - Moderator - Jack - Sumo - Firewalker - Archangel - Skuttle
Spider Factory - Weaver - Flea - Venom - Hermit - Recluse - Crabe - Tarantula - Infiltrator
Light Vehicle Factory - Mason - Dart - Slasher - Scorcher - Leveler - Ravager - Dominatrix - Wolverine - Merl
Heavy Tank Factory - Welder - Kodachi - Panther - Banisher - Reaper - Goliath - Pillager - Tremor - Copperhead
Hovercraft Platform - Quill - Scrubber - Scalpel - Halberd - Mace - Penetrator - Flail
Amphibious Operations Plant - Clam - Duck - Archer - Buoy - Scallop - Grizzly - Angler - Djinn
Airplane Plant - Crane - Avenger - Vamp - Phoenix - Shadow - Stiletto - Licho - Vulture
Gunship Plant - Crane - Blastwing - Gnat - Banshee - Rapier - Brawler - Black Dawn - Krow - Valkyrie - Vindicator
Shipyard - Mariner - Skeeter - Typhoon - Hunter - Snake - Crusader - Enforcer - Serpent - Shredder - Surfboard
Strider Hub - Ultimatum - Scorpion - Dante - Catapult - Bantha - Jugglenaut - Detriment - Leviathan - Reef - Warlord
Missile Silo - Eos - Quake - Shockley - Inferno
Other Structures - Metal Extractor - Solar Collector - Fusion Reactor - Singularity Reactor - Wind/Tidal Generator - Geothermal Powerplant - Storage - Energy Transmission Pylon - Caretaker - Air Repair/Rearm Pad - Radar Tower - Advanced Radar Tower - Sonar Station - Aegis - Sneaky Pete - Protector - Starlight - Disco Rave Party - Zenith - Athena
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
Rector - Cloaking Construction Bot, Builds at 5 m/s [ ^ ]The Rector packs a short-ranged jammer and a cloaking device for stealthy expansion and base maintenance.
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1.9
Glaive - Light Raider Bot [ ^ ]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.
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3.8
Pulse MG
Damage 34.02 Reloadtime 0.31 Damage/second 110 Range 185
Morphs to: Warrior (3 Rank, 10s), Scythe (3 Rank, 10s)
Scythe - Cloaking Raider Bot [ ^ ]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.
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3
Blade
Damage 200 Reloadtime 1.4 Damage/second 143 Range 100
Rocko - Skirmisher Bot (Direct-Fire) [ ^ ]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.
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2.1
Rocket
Damage 180 Reloadtime 3.8 Damage/second 47 Range 440
Morphs to: Recluse (3 Rank, 20s)
Warrior - Riot Bot [ ^ ]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.
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1.71
Heavy Pulse MG
Damage 110.1 Reloadtime 0.52 Damage/second 212 Range 270
Morphs to: Zeus (3 Rank, 20s)
Zeus - Assault/Battle Walker [ ^ ]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.)
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1.7
Lightning Gun
Damage 240 + 600 (P) Reloadtime 2.2 Damage/second 109 + 273 (P) Range 280
Morphs to: Crabe (3 Rank, 20s)
Hammer - Light Artillery/Skirmisher Bot [ ^ ]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.
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1.62
Light Plasma Cannon
Damage 150 Reloadtime 6 Damage/second 25 Range 820
Sharpshooter - Sniper Walker (Skirmish/Anti-Heavy) [ ^ ]The Sharpshooter'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 Sharpshooter is by sweeping the area with many cheap units.
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1.7
Pulsed Particle Projector
Damage 1 500 Reloadtime 15 Damage/second 100 Range 700
Jethro - Anti-air Bot [ ^ ]Fast and fairly sturdy for its price, the Jethro is good budget mobile anti-air. Defenseless vs. land forces.
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2.9
Anti-Air Laser
Damage 20.9 Reloadtime 0.3 Damage/second 70 Range 700
Morphs to: Archangel (3 Rank, 20s)
Tick - All-Terrain EMP Crawling Bomb [ ^ ]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.
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4.2
Eraser - Cloaker/Jammer Walker [ ^ ]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.
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1.9
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 - Construction/Shield Support bot, Builds at 5 m/s [ ^ ]The Convict is a fairly standard construction bot with a twist: a light shield to defend itself and support allied shieldbots.
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2
Energy Shield
Damage Reloadtime Damage/second Range
Bandit - Medium-Light Raider Bot [ ^ ]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.
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3.15
Laser Blaster
Damage 12.213 Reloadtime 0.107 Damage/second 114 Range 240
Morphs to: Outlaw (3 Rank, 10s), Pyro (3 Rank, 10s)
Rogue - Skirmisher Bot (Indirect Fire) [ ^ ]The Rogue's arcing missiles 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.
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1.95
Heavy Rocket
Damage 280 Reloadtime 7 Damage/second 40 Range 530
Morphs to: Moderator (3 Rank, 15s)
Thug - Shielded Assault Bot [ ^ ]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.
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1.925
Light Plasma Cannon
Damage 170 Reloadtime 4 Damage/second 43 Range 280
Energy Shield
Damage Reloadtime Damage/second Range
Morphs to: Jack (3 Rank, 20s)
Outlaw - Riot Bot [ ^ ]The Outlaw emits an electromagnetic disruption pulse in a wide circle around it that damages and slows enemy units. Friendly units are unaffected.
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1.5
Disruptor Pulser
Damage 75 Reloadtime 0.9 Damage/second 83 Range 300
Morphs to: Jack (3 Rank, 20s)
Felon - Shielded Skirmisher [ ^ ]The Felon draws energy from its shield, discharging it in accurate bursts. Link it to other shields to increase its rate of fire.
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1.5
Shield Gun
Damage 100 Reloadtime 0.15 Damage/second 667 Range 450
Energy Shield
Damage Reloadtime Damage/second Range
Racketeer - EMP Artillery [ ^ ]The Racketeer launches long range EMP missiles that can stun key enemy defenses before assaulting them. Since its missiles do not track or even lead, it is only useful against enemy units that are standing still. Only one Racketeer is needed to keep a target stunned, so pick a different target for each Racketeer. It is excellent at depleting the energy of enemy shields.
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1.8
EMP Cruise Missile
Damage 1 500 (P) Reloadtime 5 Damage/second 300 (P) Range 940
Morphs to: Firewalker (3 Rank, 20s)
Vandal - Anti-air Bot [ ^ ]The Vandal is a cheap, hardy and reliable dedicated anti-air bot. Defenseless vs. land forces.
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2.7
Homing Missiles
Damage 70 Reloadtime 2 Damage/second 35 Range 850
Morphs to: Archangel (3 Rank, 20s)
Roach - Crawling Bomb [ ^ ]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.
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4
Dirtbag - Box of Dirt [ ^ ]The Dirtbag is an unarmed unit whose sole purpose is to die - leaving a mound that obstructs enemy movement, effective against vehicles. It also doubles as an expendable scout.
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2.5
Aspis - Linkable Shield Walker [ ^ ]
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2.05
Energy Shield
Damage Reloadtime Damage/second Range
Morphs to: Aegis (30s)
Jumpjet/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 7.5 m/s [ ^ ]Fast and capable of jumping over short distances or heights, the Freaker is the ideal constructor for rapid expansion.
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2.25
Puppy - Walking Missile [ ^ ]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.
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3.5
Legless Puppy
Damage 410 Reloadtime 1 Damage/second 410 Range 155
Pyro - Raider/Riot Jumper [ ^ ]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.
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3
Flamethrower
Damage 8.5 Reloadtime 0.16 Damage/second 53 Range 260
Moderator - Slowbeam Walker [ ^ ]The Moderator's slow-ray reduces enemy speed and rate of fire by up to 50%. Though doing no damage themselves, Moderators are effective against almost all targets.
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2
Slowing Beam
Damage 178 Reloadtime 1 Damage/second 178 Range 600
Jack - Melee Assault Jumper [ ^ ]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.
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1.81
Spike
Damage 300 Reloadtime 1 Damage/second 300 Range 125
Morphs to: Sumo (3 Rank, 20s)
Sumo - Jumping Assault/Riot Walker [ ^ ]The Sumos heatray is immensely powerful at point blank, but unfortunately it gradually dissipates as it travels and loses most of its power at long range. The heat ray's high rate of fire makes it ideal to fight large swarms of cheap units. Remarkably, the Sumo can even jump into the air and stomp on units.
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1.2
Heat Ray
Damage 50 Reloadtime 0.1 Damage/second 500 Range 430
Heat Ray
Damage 50 Reloadtime 0.1 Damage/second 500 Range 430
Sumo Landing
Damage 1 000 Reloadtime 13 Damage/second 77 Range 5
Morphs to: Dante (3 Rank, 45s)
Firewalker - Fire Support Walker (Artillery/Skirmish) [ ^ ]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.
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1.9
Napalm Mortar
Damage 160 Reloadtime 12 Damage/second 13 Range 900
Archangel - Heavy Anti-Air Jumper [ ^ ]The Archangel packs twin AA lasers and an autocannon for slaying enemy aircraft rapidly.
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2.017
Anti-Air Laser Battery
Damage 18.8 Reloadtime 0.1 Damage/second 188 Range 820
Anti-Air Autocannon
Damage 9 Reloadtime 0.1 Damage/second 90 Range 1 040
Skuttle - Cloakable Anti-Heavy Bomb [ ^ ]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.
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1.5225
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, Cudgel, Crabe
Weaver - Construction Spider, Builds at 7.5 m/s [ ^ ]The Weaver is a constructor that can climb over any obstacle and build defenses on high ground.
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1.8
Flea - Ultralight Scout Spider [ ^ ]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.
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4.8
Micro Laser
Damage 9.38 Reloadtime 0.25 Damage/second 38 Range 140
Morphs to: Glaive (3 Rank, 10s)
Venom - Riot EMP Spider [ ^ ]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. Works well in tandem with the Recluse to keep enemies from closing range with the fragile skirmisher.
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2.7
Electro-Stunner
Damage 600 (P) Reloadtime 1.75 Damage/second 343 (P) Range 240
Hermit - All Terrain Assault Bot [ ^ ]The Hermit can take an incredible beating, and is useful as a shield for the weaker, more-damaging Recluses.
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1.7
Light Plasma Cannon
Damage 140 Reloadtime 3 Damage/second 47 Range 350
Recluse - Skirmisher Spider (Indirect Fire) [ ^ ]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.
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1.6
Rocket Volley
Damage 405 Reloadtime 4 Damage/second 101 Range 540
Crabe - Heavy Riot/Skirmish Spider - Curls into Armored Form When Stationary [ ^ ]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.
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1.35
Heavy Plasma Cannon
Damage 600 Reloadtime 4 Damage/second 150 Range 600
Morphs to: Dante (3 Rank, 45s), Catapult (3 Rank, 45s)
Tarantula - Anti-Air Spider [ ^ ]An all-terrain AA unit that supports other spiders against air with its medium-range missiles.
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2.3
Missiles
Damage 220 Reloadtime 2 Damage/second 110 Range 1 000
Infiltrator - Spy, Anti-Heavy [ ^ ]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.
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2.55
Electro-Stunner
Damage 8 000 (P) Reloadtime 35 Damage/second 229 (P) Range 100
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: Weasel, Scorcher, Ravager, Leveler, Slasher
Mason - Construction Vehicle, Builds at 5 m/s [ ^ ]Highly mobile and capable of taking a beating, the Mason can quickly expand over a large area.
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2.4
Dart - Raider/Scout Vehicle [ ^ ]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.
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5.09
Laser
Damage 55 Reloadtime 1 Damage/second 55 Range 180
Morphs to: Scorcher (3 Rank, 10s)
Slasher - Ranged Support/AA Truck (must stop to fire) [ ^ ]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 crawling bombs. It is able to hit both air and land, allowing you to counter an enemy who is using both. Cannot fire over terraform walls, and does poorly if an enemy is allowed to close range. Unlike normal skirmishers, the Slasher cannot fire while moving.
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2.5
Homing Missiles
Damage 32 Reloadtime 0.75 Damage/second 43 Range 600
Morphs to: Copperhead (3 Rank, 20s)
Scorcher - Raider Vehicle [ ^ ]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. Its regeneration dramatically decreases its losses vs inferior opposition- it is impossible to kill the scorcher with attrition. Though able to hold its own in combat, it is no match for anti-swarm or riot units or defenses.
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3.7
Heat Ray
Damage 30.1 Reloadtime 0.1 Damage/second 301 Range 310
Morphs to: Ravager (3 Rank, 10s), Kodachi (3 Rank, 10s)
Leveler - Riot Vehicle [ ^ ]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 it's name the Leveler's cannon flattens terrain to enable allied vehicles passage over harsh terrain.
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2
Impulse Cannon
Damage 220 Reloadtime 2 Damage/second 110 Range 290
Morphs to: Banisher (3 Rank, 20s)
Ravager - Assault Vehicle [ ^ ]Expensive and powerful, the Ravager is capable of holding its own against most opposition. Though its manueverability 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 corpses, other tanks, etc. Vulnerable to crawling bombs when in swarms.
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2.95
Light Plasma Cannon
Damage 210 Reloadtime 2 Damage/second 105 Range 320
Morphs to: Reaper (3 Rank, 20s)
Dominatrix - Capture Vehicle [ ^ ]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 8 seconds. If a Dominatrix is destroyed all units it controls are freed.
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2.2
Capture Ray
Damage 10 Reloadtime 0.1 Damage/second 100 Range 450
Wolverine - Artillery Minelayer Vehicle [ ^ ]The Wolverine lays mines which are fairly effective but have a limited lifespan (30s) 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.
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2.5
Light Mine Artillery
Damage 20 Reloadtime 5 Damage/second 4 Range 800
Merl - Mobile Cruise Missile Launcher [ ^ ]The Merl fires vertically a high damage, high accuracy 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 Merl to kill specific buildings.
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2.25
Cruise Missile
Damage 800 Reloadtime 10 Damage/second 80 Range 1 400
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 [ ^ ]Armed with a small defensive tower, the Welder can defend itself against light enemy attacks.
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2.1
Mini Laser
Damage 9.38 Reloadtime 0.25 Damage/second 38 Range 220
Kodachi - Raider Tank [ ^ ]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.
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3.65
Flame Bomb
Damage 120 Reloadtime 6 Damage/second 20 Range 225
Flame Bomb
Damage 80 Reloadtime 6 Damage/second 13 Range 0
Panther - Lightning Assault/Raider Tank [ ^ ]The Panther is a high-tech raider. Its main 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.
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3.9
Lightning Gun
Damage 160 + 800 (P) Reloadtime 2.5 Damage/second 64 + 320 (P) Range 250
Banisher - Heavy Riot Support Tank [ ^ ]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. The exposed Banisher is easily rushed by assault units or even raiders, so protect yours with screening units. Unlike other riot units, the Banisher has 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.
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2.3
Heavy Missile
Damage 650 Reloadtime 4 Damage/second 163 Range 460
Reaper - Assault Tank [ ^ ]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.
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2.45
Medium Plasma Cannon
Damage 640 Reloadtime 4 Damage/second 160 Range 360
Morphs to: Goliath (3 Rank, 20s)
Goliath - Very Heavy Tank Buster [ ^ ]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 light flamethrower which quickly cooks anything that invades the Golly's privacy. However, it turns like a tub of water, and its short range makes it easy prey for advanced skirmishers, or air attacks. The heavy main cannon can shake walls down so it is somewhat able to spearhead assaults against areas with terraformed fortifications.
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2.05
Tankbuster Cannon
Damage 1 000 Reloadtime 3.5 Damage/second 286 Range 450
Flamethrower
Damage 5 Reloadtime 0.16 Damage/second 31 Range 280
Pillager - General-Purpose Artillery [ ^ ]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.
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2.7
Plasma Artillery
Damage 600 Reloadtime 7 Damage/second 86 Range 1 180
Morphs to: Tremor (3 Rank, 20s)
Tremor - Heavy Saturation Artillery Tank [ ^ ]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 also pulverizes shields in seconds.
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1.7
Rapid-Fire Plasma Artillery
Damage 200 Reloadtime 0.36 Damage/second 556 Range 1 400
Copperhead - Flak Tank [ ^ ]The Copperhead's flak cannon makes quick work of enemy gunships, and is also fairly effective against planes.
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3.2
Flak Cannon
Damage 100 Reloadtime 0.4 Damage/second 250 Range 900
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: Halberd, Mace, Penetrator
Quill - Construction Hovercraft, Builds at 5 m/s [ ^ ]The Hovercon allows smooth expansion across both land and sea. It can also detect submarines that get too close.
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2.8
Scrubber - Fast Attack Hovercraft [ ^ ]The Scrubber is the hover plant's scout. It provides a cheap, disposable method of getting intel, and can also hit economic targets of oppurtunity.
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4.8
Gauss Cannon
Damage 90 Reloadtime 3 Damage/second 30 Range 220
Morphs to: Halberd (3 Rank, 10s), Mace (3 Rank, 15s)
Scalpel - Skirmisher Hover (Anti-Heavy) [ ^ ]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.
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2.1
Heavy Missile Battery
Damage 660 Reloadtime 10 Damage/second 66 Range 450
Morphs to: Penetrator (3 Rank, 20s)
Halberd - Blockade Runner Hover [ ^ ]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.
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3.2
Direct Energy Weapon
Damage 150 Reloadtime 1.2 Damage/second 125 Range 200
Mace - Riot Hover [ ^ ]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.
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2.2
High Intensity Laserbeam
Damage 35 Reloadtime 0.1 Damage/second 350 Range 355
Penetrator - Mobile Tachyon Accelerator (Artillery/Anti-Heavy) [ ^ ]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.
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2.4
Tachyon Accelerator
Damage 3 000 Reloadtime 20 Damage/second 150 Range 1 020
Flail - AA Hover [ ^ ]The Flail launches a single large, short-medium range SAM that does heavy damage.
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3.54
Medium SAM
Damage 412.5 Reloadtime 5 Damage/second 83 Range 800
Amphibious Operations Plant
Produces Amphibious Bots and Subs, Builds at 10 m/s
The Amphibious Operations Plant builds amphibious bots and submarines (when underwater), providing an alternative approach to land/sea warfare.
Clam - Amphibious Construction/Resurrection Bot, Builds at 7.5 m/s [ ^ ]The Clam is a sturdy constructor that can build, reclaim or resurrect in the deep sea as well as it does on land.
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1.7
Duck - Amphibious Raider Bot (Sea) [ ^ ]The Duck is the basic underwater raider. Armed with short ranged torpedoes, it uses it's (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.
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2.7
Torpedo Projector
Damage 300 Reloadtime 3 Damage/second 100 Range 240
Torpedo
Damage 300 Reloadtime 3 Damage/second 100 Range 240
Archer - Amphibious Raider/Skirmish Bot (Land) [ ^ ]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.
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2.3
Water Cannon
Damage 10.8 Reloadtime 0.1 Damage/second 108 Range 400
Buoy - Inflatable Amphibious Bot [ ^ ]The Buoy works around it's 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.
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1.5
Disruption Cannon
Damage 150 Reloadtime 1.8 Damage/second 83 Range 450
Scallop - Amphibious Riot Bot (Land), Skirmish Bot (Sea) [ ^ ]A flexible unit, the Scallop is armed with torpedoes for underwater use and a quadruple shotgun when on land. It is the closest thing there is to a mainline torpedo unit that can stand up to armed ships. That is not to say it is good against them.
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1.4
Flechette
Damage 198 Reloadtime 0.9 Damage/second 220 Range 280
Torpedo Launcher
Damage 130 Reloadtime 2 Damage/second 65 Range 460
Grizzly - Heavy Amphibious Assault Walker [ ^ ]The Grizzly is a classic assault unit - relatively slow, clumsy and next to unstoppable. Its weapon is a high power laser beam.
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1.6
High-Energy Laserbeam
Damage 1 500 Reloadtime 6 Damage/second 250 Range 600
Angler - Amphibious AA Bot [ ^ ]Angler is amphibious AA designed to counter the factory's nemesis - Shadow. Two of them together can float to the surface and kill a single Shadow.
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1.6
Missile Pack
Damage 640 Reloadtime 8 Damage/second 80 Range 800
Djinn - Amphibious Teleport Bridge [ ^ ]Djinn excels at moving large land based armies across bodies of water. When deployed it teleports units from around it's pre-placed static beacon to it's present location. This is one way so ensure the destination is safe.
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1.4
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.
Crane - Construction Aircraft, Builds at 4 m/s [ ^ ]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.
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Avenger - Multirole Stealth Fighter [ ^ ]The Avenger can hit both land and air. It protects well against air units, but enemy AA and air superiority fighters will kill it quickly. In numbers it can harass land units.
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13
Mini Laser Blaster
Damage 7.2 Reloadtime 0.2 Damage/second 36 Range 700
Guided Missiles
Damage 160 Reloadtime 4.5 Damage/second 36 Range 530
Vamp - Air Superiority Fighter [ ^ ]The Vamp specializes in bringing down anything else that flies. It is sturdy enough to take limited AA fire, although it has no ground attack capability.
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Anti-Air Laser Battery
Damage 13.5 Reloadtime 0.1 Damage/second 135 Range 800
Phoenix - Napalm Bomber [ ^ ]The Phoenix's napalm bombs decimate large clumps of units and light structures.
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10
Napalm Bombs
Damage 375 Reloadtime 10 Damage/second 38 Range 500
Shadow - Precision Bomber [ ^ ]The Shadow 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.
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8.8
Stiletto - Stealth EMP Lightning Bomber [ ^ ]Fast stealthy bomber armed with a lightning generator that paralyzes units in a wide area under it.
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10
BombLightning
Damage 120 000 (P) Reloadtime 10 Damage/second 12 000 (P) Range 730
Licho - Singularity Bomber [ ^ ]The Licho 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.
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9
Implosion Bomb
Damage 2 500 Reloadtime 8 Damage/second 313 Range 500
Vulture - Stealth Radar/Sonar Plane [ ^ ]The Vulture provides an unparalleled means for deep scouting, and can locate underwater targets with its sonar.
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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 [ ^ ]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.
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6
Blastwing - Bomb Drone [ ^ ]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.
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8.2
Gnat - Light Paralyzer Drone [ ^ ]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.
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8
Light Electro-Stunner
Damage 320 (P) Reloadtime 1.2 Damage/second 267 (P) Range 200
Banshee - Raider Gunship [ ^ ]The Banshee is a light gunship. Its high speed and good upfront 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, so like any raider, the Banshee should avoid riots and static defense.
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6.5
Light Laserbeam
Damage 6.3 Reloadtime 0.11 Damage/second 57 Range 240
Rapier - Multi-Role/AA Gunship [ ^ ]The Rapier is a light combat gunship. Its missiles are accurate and hit air, and it is good against small targets and defending against other raiders.
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4
Light Homing Missiles
Damage 200 Reloadtime 4 Damage/second 50 Range 340
Brawler - Assault Gunship [ ^ ]The Brawler is an assault gunship that flies out of the reach of most ground mobiles. It has enough armor to survive limited anti-air fire, and its twin EMGs chew through composite armor as if it were paper.
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4
Heavy Pulse MG
Damage 86.4 Reloadtime 0.45 Damage/second 192 Range 600
Black Dawn - Riot/Skirmish Gunship [ ^ ]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.
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4.5
Rocket Salvo
Damage 1 760 Reloadtime 9 Damage/second 196 Range 300
Krow - Flying Fortress [ ^ ]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 - including fighters - with its three laser cannons. However, its real power lies in the carpet bombs which it can drop under it to create a wide swathe of destruction.
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3.4
Valkyrie - Air Transport [ ^ ]The Valkyrie the basic air transport. It's used 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.
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10.7
Vindicator - Armed Heavy Air Transport [ ^ ]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.
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8
Light Laser Blaster
Damage 10 Reloadtime 0.2 Damage/second 50 Range 100
Light Laser Blaster
Damage 10 Reloadtime 0.2 Damage/second 50 Range 100
Shipyard
Produces Ships, Builds at 10 m/s
Mariner - Construction Ship, Builds at 10 m/s [ ^ ]Although expensive, the Construction Ship boasts extremely high nano power, combined with tough armor and good speed.
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2.5
Skeeter - Patrol Boat (Scout/Raider) [ ^ ]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.
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Light Missile
Damage 130 Reloadtime 3 Damage/second 43 Range 350
Morphs to: Typhoon (3 Rank, 10s)
Typhoon - Corvette (Assault/Raider) [ ^ ]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.
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3.5
Medium Pulse MG
Damage 40 Reloadtime 0.4 Damage/second 100 Range 270
Medium Pulse MG
Damage 40 Reloadtime 0.4 Damage/second 100 Range 270
Morphs to: Crusader (3 Rank, 10s)
Hunter - Torpedo Frigate [ ^ ]The Torpedo Frigate is a (relatively) cheap countermeasure to subs, though it can also attack surface targets.
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3.4
Torpedo
Damage 360 Reloadtime 2.6 Damage/second 138 Range 430
Snake - Submarine [ ^ ]Expensive, stealthy, and fragile, this Submarine can quickly sink anything it can hit. The Submarine cannot shoot behind itself, and its turn rate is poor, so positioning is key. Watch out for anything with anti-sub weaponry, especially Hunters.
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2.9
Torpedo
Damage 450 Reloadtime 3 Damage/second 150 Range 500
Morphs to: Serpent (3 Rank, 45s)
Crusader - Destroyer (Fire Support/Semi-Antisub) [ ^ ]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.
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3
Plasma Cannon
Damage 250 Reloadtime 2 Damage/second 125 Range 750
Depth Charge
Damage 165 Reloadtime 3 Damage/second 55 Range 300
Morphs to: Enforcer (3 Rank, 20s)
Enforcer - Missile Cruiser (Skirmisher/Riot Support) [ ^ ]This light cruiser packs a powerful, long-range missile, useful for bombarding sea and shore targets and destroying aircraft. Beware of subs and Corvettes.
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2.8
Heavy Multi-Role Guided Missile
Damage 1 350 Reloadtime 7.2 Damage/second 188 Range 600
Morphs to: Warlord (3 Rank, 45s)
Serpent - Sniper Submarine [ ^ ]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.
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2.85
Long Range Torpedo
Damage 1 100 Reloadtime 6 Damage/second 183 Range 1 050
Shredder - Anti-Air Frigate [ ^ ]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.
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2.84
Anti-Air Laser
Damage 18.8 Reloadtime 0.12 Damage/second 157 Range 1 040
Anti-Air Laser
Damage 18.8 Reloadtime 0.12 Damage/second 157 Range 1 040
Surfboard - Transport Platform [ ^ ]The Surfboard serves as a naval transport and firing platform--that is, any unit on the Surfboard can fire off of it.
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3
Strider Hub
Constructs Striders, Builds at 10 m/s
The Strider Hub deploys striders, the "humoungous 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 - Disintegrator Walker (Anti-Strider) [ ^ ]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.
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1.45
Disintegrator
Damage 1 200 Reloadtime 1.5 Damage/second 800 Range 250
Scorpion - Heavy Ranged Support/Battle Spider [ ^ ]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.
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1.3
Lightning Gun
Damage 360 + 1 080 (P) Reloadtime 2 Damage/second 180 + 540 (P) Range 470
Multi-Stunner
Damage 20 000 (P) Reloadtime 30 Damage/second 667 (P) Range 470
Auto Particle Beam
Damage 60 Reloadtime 0.33 Damage/second 182 Range 420
Auto Particle Beam
Damage 60 Reloadtime 0.33 Damage/second 182 Range 420
Dante - Assault/Riot Strider [ ^ ]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.
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1.75
Napalm Rockets
Damage 240 Reloadtime 2 Damage/second 120 Range 460
Heat Ray
Damage 98 Reloadtime 0.1 Damage/second 980 Range 430
Napalm Rocket Salvo
Damage 2 400 Reloadtime 20 Damage/second 120 Range 460
Flamethrower
Damage 15 Reloadtime 0.16 Damage/second 94 Range 340
Morphs to: Bantha (3 Rank, 90s)
Catapult - Heavy Rocket Artillery Strider [ ^ ]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.
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1.8
Long-Range Rocket Battery
Damage 8 800 Reloadtime 30 Damage/second 293 Range 1 450
Bantha - Heavy Standoff Strider [ ^ ]The Bantha is an even heavier solution to a particularly uncrackable defense line, with a tachyon projector and cruise missiles for stand-off engagements, lightning hand cannons for general purpose combat, and plenty of armor. Beware though, for it is defenseless against air and cannot be used effectively on its own.
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1.72
Tachyon Accelerator
Damage 3 000 Reloadtime 10 Damage/second 300 Range 950
Lightning Cannon
Damage 320 + 960 (P) Reloadtime 1 Damage/second 320 + 960 (P) Range 465
Super Tachyon Accelerator
Damage 8 000 Reloadtime 30 Damage/second 267 Range 1 050
Heavy Rockets
Damage 850 Reloadtime 2.75 Damage/second 309 Range 950
Morphs to: Detriment (3 Rank, 180s)
Jugglenaut - Heavy Assault Strider [ ^ ]The Jugglenaut is the big daddy to the Sumo. Where its smaller cousin sported the exotic heatray, the Jugg is even more bizzare with its three gravity guns complementing a standard laser cannon. This beast is slow and expensive, but seemingly impervious to enemy fire.
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0.8325
Heavy Laser Blaster
Damage 40 Reloadtime 0.17 Damage/second 235 Range 430
Attractive Gravity
Damage Reloadtime 0.2 Damage/second Range 550
Psychic Tank Float
Damage Reloadtime 40 Damage/second Range 550
Attractive Gravity
Damage Reloadtime 0.2 Damage/second Range 550
Attractive Gravity
Damage Reloadtime 0.2 Damage/second Range 550
Morphs to: Detriment (3 Rank, 180s)
Detriment - Ultimate Assault Strider [ ^ ]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.
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1.626
Gauss Battery
Damage 600 Reloadtime 1.2 Damage/second 500 Range 600
Anti-Air Laser Battery
Damage 22.5 Reloadtime 0.1 Damage/second 225 Range 820
Medium-Range Missiles
Damage 850 Reloadtime 1.55 Damage/second 548 Range 925
Leviathan - Tactical Nuke/Anti Nuke Missile Sub, Drains 6.25 m/s, 80 second stockpile [ ^ ]The Leviathan provides both a hidden defense against enemy nuclear missiles and a standoff precision strike weapon. It has no defense against direct attacks and should avoid contact with the enemy.
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2.79
Anti-Nuke Missile
Damage 1 500 Reloadtime 12 Damage/second 125 Range 3 000
Tactical Nuke
Damage 3 500 Reloadtime 1 Damage/second 3 500 Range 3 000
Reef - Aircraft Carrier (Bombardment) & Anti-Nuke [ ^ ]The most versatile ship on the high seas, the carrier serves several functions. It is equpped 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.
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2.75
Cruise Missile
Damage 900 Reloadtime 6 Damage/second 150 Range 1 550
Anti-Nuke Missile
Damage 1 500 Reloadtime 12 Damage/second 125 Range 3 500
Warlord - Battleship (Bombardment) [ ^ ]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.
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2.7
Long-Range Plasma Battery
Damage 1 500 Reloadtime 10 Damage/second 150 Range 1 400
Long-Range Plasma Battery
Damage 1 500 Reloadtime 10 Damage/second 150 Range 1 400
Long-Range Plasma Battery
Damage 1 500 Reloadtime 10 Damage/second 150 Range 1 400
Missile Silo
Produces 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 [ ^ ]A long-range precision strike weapon. The Eos' blast radius is small, but lethal.
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Tactical Nuke
Damage 3 500 Reloadtime 10 Damage/second 350 Range 3 500
Quake - Seismic Missile [ ^ ]The Quake creates a powerful seismic shockwave that smooths a wide area of terrain, while causing minimal harm to units.
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Seismic
Damage 20 Reloadtime 10 Damage/second 2 Range 6 000
Shockley - EMP missile [ ^ ]The Shockley disables units in a small area for up to 45 seconds.
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EMP Missile
Damage 30 000 (P) Reloadtime 3 Damage/second 10 000 (P) Range 3 500
Inferno - Napalm Missile [ ^ ]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.
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Napalm Missile
Damage 150 Reloadtime 10 Damage/second 15 Range 3 500
Static Weapons
Lotus - Light Laser Tower [ ^ ]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.
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Laserbeam
Damage 9.4 Reloadtime 0.1 Damage/second 94 Range 460
Morphs to: Stardust (3 Rank, 30s), Newton (3 Rank, 30s)
Stinger - High-Energy Laser Tower [ ^ ]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.
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High-Energy Laserbeam
Damage 850 Reloadtime 4.5 Damage/second 189 Range 620
Morphs to: Annihilator (3 Rank, 90s), Doomsday Machine (3 Rank, 90s)
Newton - Gravity Turret - On to Repulse, Off to Attract [ ^ ]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.
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Repulsive Gravity
Damage Reloadtime 0.2 Damage/second Range 440
Attractive Gravity
Damage Reloadtime 0.2 Damage/second Range 460
Stardust - Anti-Swarm Turret [ ^ ]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.
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Pulse Autocannon
Damage 45 Reloadtime 0.12 Damage/second 375 Range 410
Morphs to: Gauss (3 Rank, 60s)
Faraday - EMP Weapon [ ^ ]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.
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Electro-Stunner
Damage 1 000 (P) Reloadtime 2.8 Damage/second 357 (P) Range 460
Gauss - Ambush Gauss Turret [ ^ ]The Gauss is a compact, resilent turret with a medium-range gauss cannon. When popped down, it receives a quarter of incoming damage, making it a good choice when the enemy is using artillery.
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Light Gauss Cannon
Damage 160 Reloadtime 2 Damage/second 80 Range 560
Morphs to: Doomsday Machine (3 Rank, 75s)
Defender - Light Missile Tower (AA/Skirmish) [ ^ ]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.
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Homing Missiles
Damage 105 Reloadtime 1.2 Damage/second 88 Range 610
Morphs to: Razor's Kiss (3 Rank, 30s), Hacksaw (3 Rank, 30s)
Screamer - Very Long-Range AA Missile Tower, 20 second stockpile [ ^ ]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 at the cost of 80 resources, but this is well worth the price, for a quick salvo of missiles will wipe out almost any air attack without fuss.
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Advanced AA Missile
Damage 1 750 Reloadtime 1.8 Damage/second 972 Range 2 400
Razor's Kiss - Hardened Anti-Air Laser [ ^ ]The Razor's Kiss 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.
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Anti-Air Laser
Damage 16.38 Reloadtime 0.1 Damage/second 164 Range 1 040
Morphs to: Cobra (3 Rank, 60s)
Cobra - Anti-Air Flak Gun [ ^ ]The Cobra is a flak cannon with good AoE and a high damage output, letting it swiftly cut enemy gunships to ribbons.
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Flak Cannon
Damage 145 Reloadtime 0.5 Damage/second 290 Range 1 000
Morphs to: Screamer (3 Rank, 75s)
Hacksaw - SAM Tower (Anti-Bomber) [ ^ ]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.
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Homing Missiles
Damage 1 300 Reloadtime 13 Damage/second 100 Range 850
Morphs to: Chainsaw (3 Rank, 75s)
Chainsaw - Long-Range AA Missile Battery [ ^ ]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.
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Long-Range SAM
Damage 250 Reloadtime 1 Damage/second 250 Range 1 800
Morphs to: Screamer (3 Rank, 60s)
Urchin - Torpedo Launcher [ ^ ]This Torpedo Launcher provides defense against both surface and submerged vessels. Remember to build sonar so that the Torpedo Launcher can hit submerged targets. The Torpedo Launcher cannot hit hovercraft.
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2 050
Torpedo Launcher
Damage 360 Reloadtime 2 Damage/second 180 Range 600
Silencer - Nuclear ICBM Launcher, Drains 18 m/s, 3 minute stockpile [ ^ ]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.
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5 560
Strategic Nuclear Missile
Damage 11 500 Reloadtime 5 Damage/second 2 300 Range 72 000
Annihilator - Tachyon Accelerator - Requires 50 Power [ ^ ]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.
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7 000
Tachyon Accelerator
Damage 4 000 Reloadtime 8 Damage/second 500 Range 1 250
Doomsday Machine - Medium Range Defense Fortress - Requires 50 Power (Main Gun) [ ^ ]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.
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Heavy Plasma Cannon
Damage 1 200 Reloadtime 3 Damage/second 400 Range 700
Heat Ray
Damage 105 Reloadtime 0.1 Damage/second 1 050 Range 430
Behemoth - Plasma Battery - Requires 50 Power [ ^ ]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.
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Long-Range Plasma Battery
Damage 1 800 Reloadtime 10 Damage/second 180 Range 1 850
Big Bertha - Strategic Plasma Cannon [ ^ ]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.
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4 200
Very Heavy Plasma Cannon
Damage 2 000 Reloadtime 7 Damage/second 286 Range 6 200
Other Structures
Metal Extractor - Extracts Metal [ ^ ]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.
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400
Solar Collector - Produces Energy (2) [ ^ ]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, which reduces incoming damage to a quarter and offers excellent protection against raiders.
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Fusion Reactor - Produces Energy (35) [ ^ ]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.
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Singularity Reactor - Produces Energy (225) - HAZARDOUS [ ^ ]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 resulting release of energy is equivalent to a nuclear explosion. An entire continent on which this is built should be considered unsafe ground.
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4 000
Wind/Tidal Generator - Produces Energy [ ^ ]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.
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130
Geothermal Powerplant - Produces Energy (25) [ ^ ]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.
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1 750
Morphs to: Moho Geothermal Powerplant (90s)
Storage - Stores Metal and Energy (500) [ ^ ]
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700
Energy Transmission Pylon - Extends overdrive grid [ ^ ]
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1 000
Caretaker - Nanoturret, Builds at 10 m/s [ ^ ]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.
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500
Air Repair/Rearm Pad - Repairs and Rearms Aircraft [ ^ ]The Air Repair/Rearm Pad repairs up to four aircraft at a time. It also refuels/rearms bombers.
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1 860
Radar Tower - Early Warning System [ ^ ]The Radar tower provides early warning of enemy units and their movements over a moderate distance at virtually no cost. Radar Towers cost no energy to operate, but will automatically shut down if your energy supplies stall.
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81
Advanced Radar Tower - Long-Range Radar, decreases radar wobble [ ^ ]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 - it works globally and affects all allied radars. Building one or two can be of great help, at a price.
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330
Sonar Station - Locates Water Units [ ^ ]The docile Sonar Station provides one of the few means of locating underwater targets.
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250
Aegis - Light Shield Device [ ^ ]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 gauss shells, flame, or very powerful weapons.
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Energy Shield
Damage Reloadtime Damage/second Range
Morphs to: Aspis (30s)
Sneaky Pete - Cloaker/Jammer Tower [ ^ ]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.
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712
Morphs to: Eraser (30s)
Protector - Anti-Nuke System [ ^ ]The Protector automatically intercepts enemy nuclear ICBMs aimed within its coverage radius.
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3 300
Anti-Nuke Missile
Damage 1 500 Reloadtime 6 Damage/second 250 Range 4 000
Starlight - Planetary Energy Chisel [ ^ ]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.
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12 000
Craterpuncher
Damage 3 000 Reloadtime 20 Damage/second 150 Range 9 000
Groovecutter
Damage 100 Reloadtime 0.03 Damage/second 3 333 Range 9 000
Disco Rave Party - Rainbow Surprise Superweapon [ ^ ]The Disco Rave Party throws six different party shots at your enemy for a different surprise each time. Fun for the whole family!
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16 000
Red Killer
Damage 3 000 Reloadtime 1 Damage/second 3 000 Range 6 200
Orange Roaster
Damage 300 Reloadtime 1 Damage/second 300 Range 6 200
Yellow Slammer
Damage Reloadtime 1 Damage/second Range 6 200
Green Stamper
Damage 400 Reloadtime 1 Damage/second 400 Range 6 200
Blue Shocker
Damage 7 000 (P) Reloadtime 1 Damage/second 7 000 (P) Range 6 200
Violet Slugger
Damage 450 Reloadtime 1 Damage/second 450 Range 6 200
Zenith - Meteor Controller [ ^ ]The Zenith summons down meteorites from the sky, which break things they hit and also provide a reclaimable source of metal.
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12 000
Meteor
Damage 1 000 Reloadtime 0.7 Damage/second 1 429 Range 9 000
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.
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9.17

