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Factories

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
Static Weapons - Lotus - Stinger - Newton - Stardust - Faraday - Gauss - Defender - Screamer - Razor's Kiss - Cobra - Hacksaw - Chainsaw - Urchin - Silencer - Annihilator - Doomsday Machine - Behemoth - Big Bertha

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      [ ^ ]
Cost 140
Health Points 450
Speed 1.9
The Rector packs a short-ranged jammer and a cloaking device for stealthy expansion and base maintenance.


Glaive - Light Raider Bot      [ ^ ]
Cost 65
Health Points 190
Speed 3.8
WeaponPulse MG
Damage 34.02
Reloadtime 0.31
Damage/second 110
Range 185
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.

Morphs to: Warrior (3 Rank, 10s), Scythe (3 Rank, 10s)
Scythe - Cloaking Raider Bot      [ ^ ]
Cost 250
Health Points 800
Speed 3
WeaponBlade
Damage 200
Reloadtime 1.4
Damage/second 143
Range 100
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.


Rocko - Skirmisher Bot (Direct-Fire)      [ ^ ]
Cost 90
Health Points 480
Speed 2.1
WeaponRocket
Damage 180
Reloadtime 3.8
Damage/second 47
Range 440
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.

Morphs to: Recluse (3 Rank, 20s)
Warrior - Riot Bot      [ ^ ]
Cost 220
Health Points 880
Speed 1.71
WeaponHeavy Pulse MG
Damage 110.1
Reloadtime 0.52
Damage/second 212
Range 270
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.

Morphs to: Zeus (3 Rank, 20s)
Zeus - Assault/Battle Walker      [ ^ ]
Cost 350
Health Points 2 400
Speed 1.7
WeaponLightning Gun
Damage 240 + 600 (P)
Reloadtime 2.2
Damage/second 109 + 273 (P)
Range 280
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.)

Morphs to: Crabe (3 Rank, 20s)
Hammer - Light Artillery/Skirmisher Bot      [ ^ ]
Cost 130
Health Points 350
Speed 1.62
WeaponLight Plasma Cannon
Damage 150
Reloadtime 6
Damage/second 25
Range 820
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.


Sharpshooter - Sniper Walker (Skirmish/Anti-Heavy)      [ ^ ]
Cost 750
Health Points 560
Speed 1.7
WeaponPulsed Particle Projector
Damage 1 500
Reloadtime 15
Damage/second 100
Range 700
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.


Jethro - Anti-air Bot      [ ^ ]
Cost 150
Health Points 550
Speed 2.9
WeaponAnti-Air Laser
Damage 20.9
Reloadtime 0.3
Damage/second 70
Range 700
Fast and fairly sturdy for its price, the Jethro is good budget mobile anti-air. Defenseless vs. land forces.

Morphs to: Archangel (3 Rank, 20s)
Tick - All-Terrain EMP Crawling Bomb      [ ^ ]
Cost 100
Health Points 50
Speed 4.2
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 - Cloaker/Jammer Walker      [ ^ ]
Cost 600
Health Points 600
Speed 1.9
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 - Construction/Shield Support bot, Builds at 5 m/s      [ ^ ]
Cost 140
Health Points 650
Speed 2
WeaponEnergy Shield
Damage
Reloadtime
Damage/second
Range
The Convict is a fairly standard construction bot with a twist: a light shield to defend itself and support allied shieldbots.


Bandit - Medium-Light Raider Bot      [ ^ ]
Cost 80
Health Points 250
Speed 3.15
WeaponLaser Blaster
Damage 12.213
Reloadtime 0.107
Damage/second 114
Range 240
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.

Morphs to: Outlaw (3 Rank, 10s), Pyro (3 Rank, 10s)
Rogue - Skirmisher Bot (Indirect Fire)      [ ^ ]
Cost 120
Health Points 570
Speed 1.95
WeaponHeavy Rocket
Damage 280
Reloadtime 7
Damage/second 40
Range 530
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.

Morphs to: Moderator (3 Rank, 15s)
Thug - Shielded Assault Bot      [ ^ ]
Cost 180
Health Points 960
Speed 1.925
WeaponLight Plasma Cannon
Damage 170
Reloadtime 4
Damage/second 43
Range 280
WeaponEnergy Shield
Damage
Reloadtime
Damage/second
Range
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.

Morphs to: Jack (3 Rank, 20s)
Outlaw - Riot Bot      [ ^ ]
Cost 250
Health Points 1 050
Speed 1.5
WeaponDisruptor Pulser
Damage 75
Reloadtime 0.9
Damage/second 83
Range 300
The Outlaw emits an electromagnetic disruption pulse in a wide circle around it that damages and slows enemy units. Friendly units are unaffected.

Morphs to: Jack (3 Rank, 20s)
Felon - Shielded Skirmisher      [ ^ ]
Cost 620
Health Points 1 400
Speed 1.5
WeaponShield Gun
Damage 100
Reloadtime 0.15
Damage/second 667
Range 450
WeaponEnergy Shield
Damage
Reloadtime
Damage/second
Range
The Felon draws energy from its shield, discharging it in accurate bursts. Link it to other shields to increase its rate of fire.


Racketeer - EMP Artillery      [ ^ ]
Cost 350
Health Points 950
Speed 1.8
WeaponEMP Cruise Missile
Damage 1 500 (P)
Reloadtime 5
Damage/second 300 (P)
Range 940
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.

Morphs to: Firewalker (3 Rank, 20s)
Vandal - Anti-air Bot      [ ^ ]
Cost 100
Health Points 650
Speed 2.7
WeaponHoming Missiles
Damage 70
Reloadtime 2
Damage/second 35
Range 850
The Vandal is a cheap, hardy and reliable dedicated anti-air bot. Defenseless vs. land forces.

Morphs to: Archangel (3 Rank, 20s)
Roach - Crawling Bomb      [ ^ ]
Cost 160
Health Points 60
Speed 4
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.


Dirtbag - Box of Dirt      [ ^ ]
Cost 20
Health Points 650
Speed 2.5
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.


Aspis - Linkable Shield Walker      [ ^ ]
Cost 550
Health Points 700
Speed 2.05
WeaponEnergy 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      [ ^ ]
Cost 240
Health Points 650
Speed 2.25
Fast and capable of jumping over short distances or heights, the Freaker is the ideal constructor for rapid expansion.


Puppy - Walking Missile      [ ^ ]
Cost 50
Health Points 80
Speed 3.5
WeaponLegless Puppy
Damage 410
Reloadtime 1
Damage/second 410
Range 155
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      [ ^ ]
Cost 220
Health Points 700
Speed 3
WeaponFlamethrower
Damage 8.5
Reloadtime 0.16
Damage/second 53
Range 260
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.


Moderator - Slowbeam Walker      [ ^ ]
Cost 280
Health Points 550
Speed 2
WeaponSlowing Beam
Damage 178
Reloadtime 1
Damage/second 178
Range 600
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.


Jack - Melee Assault Jumper      [ ^ ]
Cost 650
Health Points 5 000
Speed 1.81
WeaponSpike
Damage 300
Reloadtime 1
Damage/second 300
Range 125
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.

Morphs to: Sumo (3 Rank, 20s)
Sumo - Jumping Assault/Riot Walker      [ ^ ]
Cost 1 900
Health Points 12 500
Speed 1.2
WeaponHeat Ray
Damage 50
Reloadtime 0.1
Damage/second 500
Range 430
WeaponHeat Ray
Damage 50
Reloadtime 0.1
Damage/second 500
Range 430
WeaponSumo Landing
Damage 1 000
Reloadtime 13
Damage/second 77
Range 5
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.

Morphs to: Dante (3 Rank, 45s)
Firewalker - Fire Support Walker (Artillery/Skirmish)      [ ^ ]
Cost 1 250
Health Points 1 250
Speed 1.9
WeaponNapalm Mortar
Damage 160
Reloadtime 12
Damage/second 13
Range 900
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      [ ^ ]
Cost 550
Health Points 1 500
Speed 2.017
WeaponAnti-Air Laser Battery
Damage 18.8
Reloadtime 0.1
Damage/second 188
Range 820
WeaponAnti-Air Autocannon
Damage 9
Reloadtime 0.1
Damage/second 90
Range 1 040
The Archangel packs twin AA lasers and an autocannon for slaying enemy aircraft rapidly.


Skuttle - Cloakable Anti-Heavy Bomb      [ ^ ]
Cost 550
Health Points 320
Speed 1.5225
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, Cudgel, Crabe
Weaver - Construction Spider, Builds at 7.5 m/s      [ ^ ]
Cost 200
Health Points 750
Speed 1.8
The Weaver is a constructor that can climb over any obstacle and build defenses on high ground.


Flea - Ultralight Scout Spider      [ ^ ]
Cost 20
Health Points 40
Speed 4.8
WeaponMicro Laser
Damage 9.38
Reloadtime 0.25
Damage/second 38
Range 140
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.

Morphs to: Glaive (3 Rank, 10s)
Venom - Riot EMP Spider      [ ^ ]
Cost 200
Health Points 750
Speed 2.7
WeaponElectro-Stunner
Damage 600 (P)
Reloadtime 1.75
Damage/second 343 (P)
Range 240
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.


Hermit - All Terrain Assault Bot      [ ^ ]
Cost 160
Health Points 1 400
Speed 1.7
WeaponLight Plasma Cannon
Damage 140
Reloadtime 3
Damage/second 47
Range 350
The Hermit can take an incredible beating, and is useful as a shield for the weaker, more-damaging Recluses.


Recluse - Skirmisher Spider (Indirect Fire)      [ ^ ]
Cost 300
Health Points 650
Speed 1.6
WeaponRocket Volley
Damage 405
Reloadtime 4
Damage/second 101
Range 540
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      [ ^ ]
Cost 1 600
Health Points 4 000
Speed 1.35
WeaponHeavy Plasma Cannon
Damage 600
Reloadtime 4
Damage/second 150
Range 600
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.

Morphs to: Dante (3 Rank, 45s), Catapult (3 Rank, 45s)
Tarantula - Anti-Air Spider      [ ^ ]
Cost 400
Health Points 1 200
Speed 2.3
WeaponMissiles
Damage 220
Reloadtime 2
Damage/second 110
Range 1 000
An all-terrain AA unit that supports other spiders against air with its medium-range missiles.


Infiltrator - Spy, Anti-Heavy      [ ^ ]
Cost 280
Health Points 270
Speed 2.55
WeaponElectro-Stunner
Damage 8 000 (P)
Reloadtime 35
Damage/second 229 (P)
Range 100
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: Weasel, Scorcher, Ravager, Leveler, Slasher
Mason - Construction Vehicle, Builds at 5 m/s      [ ^ ]
Cost 140
Health Points 900
Speed 2.4
Highly mobile and capable of taking a beating, the Mason can quickly expand over a large area.


Dart - Raider/Scout Vehicle      [ ^ ]
Cost 40
Health Points 120
Speed 5.09
WeaponLaser
Damage 55
Reloadtime 1
Damage/second 55
Range 180
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.

Morphs to: Scorcher (3 Rank, 10s)
Slasher - Ranged Support/AA Truck (must stop to fire)      [ ^ ]
Cost 125
Health Points 500
Speed 2.5
WeaponHoming Missiles
Damage 32
Reloadtime 0.75
Damage/second 43
Range 600
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.

Morphs to: Copperhead (3 Rank, 20s)
Scorcher - Raider Vehicle      [ ^ ]
Cost 130
Health Points 420
Speed 3.7
WeaponHeat Ray
Damage 30.1
Reloadtime 0.1
Damage/second 301
Range 310
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.

Morphs to: Ravager (3 Rank, 10s), Kodachi (3 Rank, 10s)
Leveler - Riot Vehicle      [ ^ ]
Cost 240
Health Points 1 100
Speed 2
WeaponImpulse Cannon
Damage 220
Reloadtime 2
Damage/second 110
Range 290
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.

Morphs to: Banisher (3 Rank, 20s)
Ravager - Assault Vehicle      [ ^ ]
Cost 250
Health Points 1 850
Speed 2.95
WeaponLight Plasma Cannon
Damage 210
Reloadtime 2
Damage/second 105
Range 320
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.

Morphs to: Reaper (3 Rank, 20s)
Dominatrix - Capture Vehicle      [ ^ ]
Cost 420
Health Points 820
Speed 2.2
WeaponCapture Ray
Damage 10
Reloadtime 0.1
Damage/second 100
Range 450
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.


Wolverine - Artillery Minelayer Vehicle      [ ^ ]
Cost 260
Health Points 380
Speed 2.5
WeaponLight Mine Artillery
Damage 20
Reloadtime 5
Damage/second 4
Range 800
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.


Merl - Mobile Cruise Missile Launcher      [ ^ ]
Cost 700
Health Points 1 100
Speed 2.25
WeaponCruise Missile
Damage 800
Reloadtime 10
Damage/second 80
Range 1 400
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.


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      [ ^ ]
Cost 250
Health Points 1 900
Speed 2.1
WeaponMini Laser
Damage 9.38
Reloadtime 0.25
Damage/second 38
Range 220
Armed with a small defensive tower, the Welder can defend itself against light enemy attacks.


Kodachi - Raider Tank      [ ^ ]
Cost 180
Health Points 750
Speed 3.65
WeaponFlame Bomb
Damage 120
Reloadtime 6
Damage/second 20
Range 225
WeaponFlame Bomb
Damage 80
Reloadtime 6
Damage/second 13
Range 0
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.


Panther - Lightning Assault/Raider Tank      [ ^ ]
Cost 320
Health Points 1 050
Speed 3.9
WeaponLightning Gun
Damage 160 + 800 (P)
Reloadtime 2.5
Damage/second 64 + 320 (P)
Range 250
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.


Banisher - Heavy Riot Support Tank      [ ^ ]
Cost 780
Health Points 1 650
Speed 2.3
WeaponHeavy Missile
Damage 650
Reloadtime 4
Damage/second 163
Range 460
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.


Reaper - Assault Tank      [ ^ ]
Cost 850
Health Points 6 800
Speed 2.45
WeaponMedium Plasma Cannon
Damage 640
Reloadtime 4
Damage/second 160
Range 360
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.

Morphs to: Goliath (3 Rank, 20s)
Goliath - Very Heavy Tank Buster      [ ^ ]
Cost 2 200
Health Points 12 000
Speed 2.05
WeaponTankbuster Cannon
Damage 1 000
Reloadtime 3.5
Damage/second 286
Range 450
WeaponFlamethrower
Damage 5
Reloadtime 0.16
Damage/second 31
Range 280
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.


Pillager - General-Purpose Artillery      [ ^ ]
Cost 700
Health Points 700
Speed 2.7
WeaponPlasma Artillery
Damage 600
Reloadtime 7
Damage/second 86
Range 1 180
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.

Morphs to: Tremor (3 Rank, 20s)
Tremor - Heavy Saturation Artillery Tank      [ ^ ]
Cost 1 500
Health Points 2 045
Speed 1.7
WeaponRapid-Fire Plasma Artillery
Damage 200
Reloadtime 0.36
Damage/second 556
Range 1 400
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.


Copperhead - Flak Tank      [ ^ ]
Cost 550
Health Points 1 200
Speed 3.2
WeaponFlak Cannon
Damage 100
Reloadtime 0.4
Damage/second 250
Range 900
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: Halberd, Mace, Penetrator
Quill - Construction Hovercraft, Builds at 5 m/s      [ ^ ]
Cost 150
Health Points 800
Speed 2.8
The Hovercon allows smooth expansion across both land and sea. It can also detect submarines that get too close.


Scrubber - Fast Attack Hovercraft      [ ^ ]
Cost 85
Health Points 300
Speed 4.8
WeaponGauss Cannon
Damage 90
Reloadtime 3
Damage/second 30
Range 220
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.

Morphs to: Halberd (3 Rank, 10s), Mace (3 Rank, 15s)
Scalpel - Skirmisher Hover (Anti-Heavy)      [ ^ ]
Cost 220
Health Points 680
Speed 2.1
WeaponHeavy Missile Battery
Damage 660
Reloadtime 10
Damage/second 66
Range 450
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.

Morphs to: Penetrator (3 Rank, 20s)
Halberd - Blockade Runner Hover      [ ^ ]
Cost 240
Health Points 1 250
Speed 3.2
WeaponDirect Energy Weapon
Damage 150
Reloadtime 1.2
Damage/second 125
Range 200
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.


Mace - Riot Hover      [ ^ ]
Cost 400
Health Points 1 200
Speed 2.2
WeaponHigh Intensity Laserbeam
Damage 35
Reloadtime 0.1
Damage/second 350
Range 355
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 - Mobile Tachyon Accelerator (Artillery/Anti-Heavy)      [ ^ ]
Cost 1 000
Health Points 1 000
Speed 2.4
WeaponTachyon Accelerator
Damage 3 000
Reloadtime 20
Damage/second 150
Range 1 020
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 - AA Hover      [ ^ ]
Cost 300
Health Points 1 300
Speed 3.54
WeaponMedium SAM
Damage 412.5
Reloadtime 5
Damage/second 83
Range 800
The Flail launches a single large, short-medium range SAM that does heavy damage.


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      [ ^ ]
Cost 210
Health Points 1 300
Speed 1.7
The Clam is a sturdy constructor that can build, reclaim or resurrect in the deep sea as well as it does on land.


Duck - Amphibious Raider Bot (Sea)      [ ^ ]
Cost 200
Health Points 400
Speed 2.7
WeaponTorpedo Projector
Damage 300
Reloadtime 3
Damage/second 100
Range 240
WeaponTorpedo
Damage 300
Reloadtime 3
Damage/second 100
Range 240
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.


Archer - Amphibious Raider/Skirmish Bot (Land)      [ ^ ]
Cost 260
Health Points 800
Speed 2.3
WeaponWater Cannon
Damage 10.8
Reloadtime 0.1
Damage/second 108
Range 400
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.


Buoy - Inflatable Amphibious Bot      [ ^ ]
Cost 300
Health Points 1 250
Speed 1.5
WeaponDisruption Cannon
Damage 150
Reloadtime 1.8
Damage/second 83
Range 450
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.


Scallop - Amphibious Riot Bot (Land), Skirmish Bot (Sea)      [ ^ ]
Cost 350
Health Points 1 210
Speed 1.4
WeaponFlechette
Damage 198
Reloadtime 0.9
Damage/second 220
Range 280
WeaponTorpedo Launcher
Damage 130
Reloadtime 2
Damage/second 65
Range 460
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.


Grizzly - Heavy Amphibious Assault Walker      [ ^ ]
Cost 2 000
Health Points 10 000
Speed 1.6
WeaponHigh-Energy Laserbeam
Damage 1 500
Reloadtime 6
Damage/second 250
Range 600
The Grizzly is a classic assault unit - relatively slow, clumsy and next to unstoppable. Its weapon is a high power laser beam.


Angler - Amphibious AA Bot      [ ^ ]
Cost 220
Health Points 1 100
Speed 1.6
WeaponMissile Pack
Damage 640
Reloadtime 8
Damage/second 80
Range 800
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.


Djinn - Amphibious Teleport Bridge      [ ^ ]
Cost 800
Health Points 2 600
Speed 1.4
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.


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      [ ^ ]
Cost 220
Health Points 180
Speed 6
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.


Avenger - Multirole Stealth Fighter      [ ^ ]
Cost 150
Health Points 260
Speed 13
WeaponMini Laser Blaster
Damage 7.2
Reloadtime 0.2
Damage/second 36
Range 700
WeaponGuided Missiles
Damage 160
Reloadtime 4.5
Damage/second 36
Range 530
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.


Vamp - Air Superiority Fighter      [ ^ ]
Cost 300
Health Points 975
Speed 10
WeaponAnti-Air Laser Battery
Damage 13.5
Reloadtime 0.1
Damage/second 135
Range 800
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.


Phoenix - Napalm Bomber      [ ^ ]
Cost 320
Health Points 660
Speed 10
WeaponNapalm Bombs
Damage 375
Reloadtime 10
Damage/second 38
Range 500
The Phoenix's napalm bombs decimate large clumps of units and light structures.


Shadow - Precision Bomber      [ ^ ]
Cost 450
Health Points 1 200
Speed 8.8
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.


Stiletto - Stealth EMP Lightning Bomber      [ ^ ]
Cost 600
Health Points 1 100
Speed 10
WeaponBombLightning
Damage 120 000 (P)
Reloadtime 10
Damage/second 12 000 (P)
Range 730
Fast stealthy bomber armed with a lightning generator that paralyzes units in a wide area under it.


Licho - Singularity Bomber      [ ^ ]
Cost 2 000
Health Points 2 600
Speed 9
WeaponImplosion Bomb
Damage 2 500
Reloadtime 8
Damage/second 313
Range 500
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.


Vulture - Stealth Radar/Sonar Plane      [ ^ ]
Cost 340
Health Points 850
Speed 11
The Vulture provides an unparalleled means for deep scouting, and can locate underwater targets with its sonar.


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 180
Speed 6
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 - Bomb Drone      [ ^ ]
Cost 55
Health Points 100
Speed 8.2
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 - Light Paralyzer Drone      [ ^ ]
Cost 70
Health Points 120
Speed 8
WeaponLight Electro-Stunner
Damage 320 (P)
Reloadtime 1.2
Damage/second 267 (P)
Range 200
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      [ ^ ]
Cost 220
Health Points 860
Speed 6.5
WeaponLight Laserbeam
Damage 6.3
Reloadtime 0.11
Damage/second 57
Range 240
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.


Rapier - Multi-Role/AA Gunship      [ ^ ]
Cost 300
Health Points 1 100
Speed 4
WeaponLight Homing Missiles
Damage 200
Reloadtime 4
Damage/second 50
Range 340
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.


Brawler - Assault Gunship      [ ^ ]
Cost 850
Health Points 2 800
Speed 4
WeaponHeavy Pulse MG
Damage 86.4
Reloadtime 0.45
Damage/second 192
Range 600
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.


Black Dawn - Riot/Skirmish Gunship      [ ^ ]
Cost 900
Health Points 3 400
Speed 4.5
WeaponRocket Salvo
Damage 1 760
Reloadtime 9
Damage/second 196
Range 300
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      [ ^ ]
Cost 5 000
Health Points 17 500
Speed 3.4
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.


Valkyrie - Air Transport      [ ^ ]
Cost 80
Health Points 300
Speed 10.7
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.


Vindicator - Armed Heavy Air Transport      [ ^ ]
Cost 500
Health Points 1 100
Speed 8
WeaponLight Laser Blaster
Damage 10
Reloadtime 0.2
Damage/second 50
Range 100
WeaponLight Laser Blaster
Damage 10
Reloadtime 0.2
Damage/second 50
Range 100
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




Mariner - Construction Ship, Builds at 10 m/s      [ ^ ]
Cost 250
Health Points 1 850
Speed 2.5
Although expensive, the Construction Ship boasts extremely high nano power, combined with tough armor and good speed.


Skeeter - Patrol Boat (Scout/Raider)      [ ^ ]
Cost 100
Health Points 500
Speed 5.5
WeaponLight Missile
Damage 130
Reloadtime 3
Damage/second 43
Range 350
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.

Morphs to: Typhoon (3 Rank, 10s)
Typhoon - Corvette (Assault/Raider)      [ ^ ]
Cost 320
Health Points 2 200
Speed 3.5
WeaponMedium Pulse MG
Damage 40
Reloadtime 0.4
Damage/second 100
Range 270
WeaponMedium Pulse MG
Damage 40
Reloadtime 0.4
Damage/second 100
Range 270
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.

Morphs to: Crusader (3 Rank, 10s)
Hunter - Torpedo Frigate      [ ^ ]
Cost 450
Health Points 1 600
Speed 3.4
WeaponTorpedo
Damage 360
Reloadtime 2.6
Damage/second 138
Range 430
The Torpedo Frigate is a (relatively) cheap countermeasure to subs, though it can also attack surface targets.


Snake - Submarine      [ ^ ]
Cost 600
Health Points 1 400
Speed 2.9
WeaponTorpedo
Damage 450
Reloadtime 3
Damage/second 150
Range 500
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.

Morphs to: Serpent (3 Rank, 45s)
Crusader - Destroyer (Fire Support/Semi-Antisub)      [ ^ ]
Cost 700
Health Points 3 300
Speed 3
WeaponPlasma Cannon
Damage 250
Reloadtime 2
Damage/second 125
Range 750
WeaponDepth Charge
Damage 165
Reloadtime 3
Damage/second 55
Range 300
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.

Morphs to: Enforcer (3 Rank, 20s)
Enforcer - Missile Cruiser (Skirmisher/Riot Support)      [ ^ ]
Cost 1 200
Health Points 4 800
Speed 2.8
WeaponHeavy Multi-Role Guided Missile
Damage 1 350
Reloadtime 7.2
Damage/second 188
Range 600
This light cruiser packs a powerful, long-range missile, useful for bombarding sea and shore targets and destroying aircraft. Beware of subs and Corvettes.

Morphs to: Warlord (3 Rank, 45s)
Serpent - Sniper Submarine      [ ^ ]
Cost 2 000
Health Points 2 300
Speed 2.85
WeaponLong Range Torpedo
Damage 1 100
Reloadtime 6
Damage/second 183
Range 1 050
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      [ ^ ]
Cost 400
Health Points 2 250
Speed 2.84
WeaponAnti-Air Laser
Damage 18.8
Reloadtime 0.12
Damage/second 157
Range 1 040
WeaponAnti-Air Laser
Damage 18.8
Reloadtime 0.12
Damage/second 157
Range 1 040
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 1 100
Speed 3
The Surfboard serves as a naval transport and firing platform--that is, any unit on the Surfboard can fire off of it.


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)      [ ^ ]
Cost 2 000
Health Points 2 000
Speed 1.45
WeaponDisintegrator
Damage 1 200
Reloadtime 1.5
Damage/second 800
Range 250
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 - Heavy Ranged Support/Battle Spider      [ ^ ]
Cost 3 000
Health Points 12 000
Speed 1.3
WeaponLightning Gun
Damage 360 + 1 080 (P)
Reloadtime 2
Damage/second 180 + 540 (P)
Range 470
WeaponMulti-Stunner
Damage 20 000 (P)
Reloadtime 30
Damage/second 667 (P)
Range 470
WeaponAuto Particle Beam
Damage 60
Reloadtime 0.33
Damage/second 182
Range 420
WeaponAuto Particle Beam
Damage 60
Reloadtime 0.33
Damage/second 182
Range 420
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      [ ^ ]
Cost 3 500
Health Points 11 000
Speed 1.75
WeaponNapalm Rockets
Damage 240
Reloadtime 2
Damage/second 120
Range 460
WeaponHeat Ray
Damage 98
Reloadtime 0.1
Damage/second 980
Range 430
WeaponNapalm Rocket Salvo
Damage 2 400
Reloadtime 20
Damage/second 120
Range 460
WeaponFlamethrower
Damage 15
Reloadtime 0.16
Damage/second 94
Range 340
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.

Morphs to: Bantha (3 Rank, 90s)
Catapult - Heavy Rocket Artillery Strider      [ ^ ]
Cost 3 500
Health Points 4 000
Speed 1.8
WeaponLong-Range Rocket Battery
Damage 8 800
Reloadtime 30
Damage/second 293
Range 1 450
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.


Bantha - Heavy Standoff Strider      [ ^ ]
Cost 10 500
Health Points 36 000
Speed 1.72
WeaponTachyon Accelerator
Damage 3 000
Reloadtime 10
Damage/second 300
Range 950
WeaponLightning Cannon
Damage 320 + 960 (P)
Reloadtime 1
Damage/second 320 + 960 (P)
Range 465
WeaponSuper Tachyon Accelerator
Damage 8 000
Reloadtime 30
Damage/second 267
Range 1 050
WeaponHeavy Rockets
Damage 850
Reloadtime 2.75
Damage/second 309
Range 950
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.

Morphs to: Detriment (3 Rank, 180s)
Jugglenaut - Heavy Assault Strider      [ ^ ]
Cost 12 000
Health Points 100 000
Speed 0.8325
WeaponHeavy Laser Blaster
Damage 40
Reloadtime 0.17
Damage/second 235
Range 430
WeaponAttractive Gravity
Damage
Reloadtime 0.2
Damage/second
Range 550
WeaponPsychic Tank Float
Damage
Reloadtime 40
Damage/second
Range 550
WeaponAttractive Gravity
Damage
Reloadtime 0.2
Damage/second
Range 550
WeaponAttractive Gravity
Damage
Reloadtime 0.2
Damage/second
Range 550
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.

Morphs to: Detriment (3 Rank, 180s)
Detriment - Ultimate Assault Strider      [ ^ ]
Cost 24 000
Health Points 85 800
Speed 1.626
WeaponGauss Battery
Damage 600
Reloadtime 1.2
Damage/second 500
Range 600
WeaponAnti-Air Laser Battery
Damage 22.5
Reloadtime 0.1
Damage/second 225
Range 820
WeaponMedium-Range Missiles
Damage 850
Reloadtime 1.55
Damage/second 548
Range 925
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/Anti Nuke Missile Sub, Drains 6.25 m/s, 80 second stockpile      [ ^ ]
Cost 3 000
Health Points 3 000
Speed 2.79
WeaponAnti-Nuke Missile
Damage 1 500
Reloadtime 12
Damage/second 125
Range 3 000
WeaponTactical Nuke
Damage 3 500
Reloadtime 1
Damage/second 3 500
Range 3 000
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.


Reef - Aircraft Carrier (Bombardment) & Anti-Nuke      [ ^ ]
Cost 3 500
Health Points 7 500
Speed 2.75
WeaponCruise Missile
Damage 900
Reloadtime 6
Damage/second 150
Range 1 550
WeaponAnti-Nuke Missile
Damage 1 500
Reloadtime 12
Damage/second 125
Range 3 500
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.


Warlord - Battleship (Bombardment)      [ ^ ]
Cost 4 000
Health Points 12 000
Speed 2.7
WeaponLong-Range Plasma Battery
Damage 1 500
Reloadtime 10
Damage/second 150
Range 1 400
WeaponLong-Range Plasma Battery
Damage 1 500
Reloadtime 10
Damage/second 150
Range 1 400
WeaponLong-Range Plasma Battery
Damage 1 500
Reloadtime 10
Damage/second 150
Range 1 400
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.


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      [ ^ ]
Cost 600
Health Points 1 000
WeaponTactical Nuke
Damage 3 500
Reloadtime 10
Damage/second 350
Range 3 500
A long-range precision strike weapon. The Eos' blast radius is small, but lethal.


Quake - Seismic Missile      [ ^ ]
Cost 400
Health Points 1 000
WeaponSeismic
Damage 20
Reloadtime 10
Damage/second 2
Range 6 000
The Quake creates a powerful seismic shockwave that smooths a wide area of terrain, while causing minimal harm to units.


Shockley - EMP missile      [ ^ ]
Cost 600
Health Points 1 000
WeaponEMP Missile
Damage 30 000 (P)
Reloadtime 3
Damage/second 10 000 (P)
Range 3 500
The Shockley disables units in a small area for up to 45 seconds.


Inferno - Napalm Missile      [ ^ ]
Cost 500
Health Points 1 000
WeaponNapalm Missile
Damage 150
Reloadtime 10
Damage/second 15
Range 3 500
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.


Static Weapons

Lotus - Light Laser Tower      [ ^ ]
Cost 90
Health Points 785
WeaponLaserbeam
Damage 9.4
Reloadtime 0.1
Damage/second 94
Range 460
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.

Morphs to: Stardust (3 Rank, 30s), Newton (3 Rank, 30s)
Stinger - High-Energy Laser Tower      [ ^ ]
Cost 420
Health Points 2 475
WeaponHigh-Energy Laserbeam
Damage 850
Reloadtime 4.5
Damage/second 189
Range 620
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.

Morphs to: Annihilator (3 Rank, 90s), Doomsday Machine (3 Rank, 90s)
Newton - Gravity Turret - On to Repulse, Off to Attract      [ ^ ]
Cost 200
Health Points 2 000
WeaponRepulsive Gravity
Damage
Reloadtime 0.2
Damage/second
Range 440
WeaponAttractive Gravity
Damage
Reloadtime 0.2
Damage/second
Range 460
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.


Stardust - Anti-Swarm Turret      [ ^ ]
Cost 220
Health Points 1 500
WeaponPulse Autocannon
Damage 45
Reloadtime 0.12
Damage/second 375
Range 410
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.

Morphs to: Gauss (3 Rank, 60s)
Faraday - EMP Weapon      [ ^ ]
Cost 200
Health Points 1 000
WeaponElectro-Stunner
Damage 1 000 (P)
Reloadtime 2.8
Damage/second 357 (P)
Range 460
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.


Gauss - Ambush Gauss Turret      [ ^ ]
Cost 400
Health Points 3 000
WeaponLight Gauss Cannon
Damage 160
Reloadtime 2
Damage/second 80
Range 560
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.

Morphs to: Doomsday Machine (3 Rank, 75s)
Defender - Light Missile Tower (AA/Skirmish)      [ ^ ]
Cost 80
Health Points 300
WeaponHoming Missiles
Damage 105
Reloadtime 1.2
Damage/second 88
Range 610
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.

Morphs to: Razor's Kiss (3 Rank, 30s), Hacksaw (3 Rank, 30s)
Screamer - Very Long-Range AA Missile Tower, 20 second stockpile      [ ^ ]
Cost 2 400
Health Points 1 570
WeaponAdvanced AA Missile
Damage 1 750
Reloadtime 1.8
Damage/second 972
Range 2 400
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.


Razor's Kiss - Hardened Anti-Air Laser      [ ^ ]
Cost 280
Health Points 3 000
WeaponAnti-Air Laser
Damage 16.38
Reloadtime 0.1
Damage/second 164
Range 1 040
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.

Morphs to: Cobra (3 Rank, 60s)
Cobra - Anti-Air Flak Gun      [ ^ ]
Cost 500
Health Points 3 000
WeaponFlak Cannon
Damage 145
Reloadtime 0.5
Damage/second 290
Range 1 000
The Cobra is a flak cannon with good AoE and a high damage output, letting it swiftly cut enemy gunships to ribbons.

Morphs to: Screamer (3 Rank, 75s)
Hacksaw - SAM Tower (Anti-Bomber)      [ ^ ]
Cost 300
Health Points 1 500
WeaponHoming Missiles
Damage 1 300
Reloadtime 13
Damage/second 100
Range 850
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.

Morphs to: Chainsaw (3 Rank, 75s)
Chainsaw - Long-Range AA Missile Battery      [ ^ ]
Cost 900
Health Points 2 500
WeaponLong-Range SAM
Damage 250
Reloadtime 1
Damage/second 250
Range 1 800
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.

Morphs to: Screamer (3 Rank, 60s)
Urchin - Torpedo Launcher      [ ^ ]
Cost 260
Health Points 2 050
WeaponTorpedo Launcher
Damage 360
Reloadtime 2
Damage/second 180
Range 600
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.


Silencer - Nuclear ICBM Launcher, Drains 18 m/s, 3 minute stockpile      [ ^ ]
Cost 7 000
Health Points 5 560
WeaponStrategic Nuclear Missile
Damage 11 500
Reloadtime 5
Damage/second 2 300
Range 72 000
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.


Annihilator - Tachyon Accelerator - Requires 50 Power      [ ^ ]
Cost 1 500
Health Points 7 000
WeaponTachyon Accelerator
Damage 4 000
Reloadtime 8
Damage/second 500
Range 1 250
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)      [ ^ ]
Cost 1 200
Health Points 10 000
WeaponHeavy Plasma Cannon
Damage 1 200
Reloadtime 3
Damage/second 400
Range 700
WeaponHeat Ray
Damage 105
Reloadtime 0.1
Damage/second 1 050
Range 430
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.


Behemoth - Plasma Battery - Requires 50 Power      [ ^ ]
Cost 2 500
Health Points 3 750
WeaponLong-Range Plasma Battery
Damage 1 800
Reloadtime 10
Damage/second 180
Range 1 850
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      [ ^ ]
Cost 6 000
Health Points 4 200
WeaponVery Heavy Plasma Cannon
Damage 2 000
Reloadtime 7
Damage/second 286
Range 6 200
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.


Other Structures

Metal Extractor - Extracts Metal      [ ^ ]
Cost 75
Health Points 400
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
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.


Fusion Reactor - Produces Energy (35)      [ ^ ]
Cost 1 000
Health Points 2 200
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      [ ^ ]
Cost 4 000
Health Points 4 000
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.


Wind/Tidal Generator - Produces Energy      [ ^ ]
Cost 35
Health Points 130
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 Powerplant - Produces Energy (25)      [ ^ ]
Cost 500
Health Points 1 750
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: Moho Geothermal Powerplant (90s)
Storage - Stores Metal and Energy (500)      [ ^ ]
Cost 100
Health Points 700



Energy Transmission Pylon - Extends overdrive grid      [ ^ ]
Cost 200
Health Points 1 000



Caretaker - Nanoturret, Builds at 10 m/s      [ ^ ]
Cost 220
Health Points 500
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      [ ^ ]
Cost 350
Health Points 1 860
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 81
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.


Advanced Radar Tower - Long-Range Radar, decreases radar wobble      [ ^ ]
Cost 500
Health Points 330
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.


Sonar Station - Locates Water Units      [ ^ ]
Cost 120
Health Points 250
The docile Sonar Station provides one of the few means of locating underwater targets.


Aegis - Light Shield Device      [ ^ ]
Cost 480
Health Points 900
WeaponEnergy Shield
Damage
Reloadtime
Damage/second
Range
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.

Morphs to: Aspis (30s)
Sneaky Pete - Cloaker/Jammer Tower      [ ^ ]
Cost 420
Health Points 712
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)
Protector - Anti-Nuke System      [ ^ ]
Cost 3 000
Health Points 3 300
WeaponAnti-Nuke Missile
Damage 1 500
Reloadtime 6
Damage/second 250
Range 4 000
The Protector automatically intercepts enemy nuclear ICBMs aimed within its coverage radius.


Starlight - Planetary Energy Chisel      [ ^ ]
Cost 35 000
Health Points 12 000
WeaponCraterpuncher
Damage 3 000
Reloadtime 20
Damage/second 150
Range 9 000
WeaponGroovecutter
Damage 100
Reloadtime 0.03
Damage/second 3 333
Range 9 000
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      [ ^ ]
Cost 35 000
Health Points 16 000
WeaponRed Killer
Damage 3 000
Reloadtime 1
Damage/second 3 000
Range 6 200
WeaponOrange Roaster
Damage 300
Reloadtime 1
Damage/second 300
Range 6 200
WeaponYellow Slammer
Damage
Reloadtime 1
Damage/second
Range 6 200
WeaponGreen Stamper
Damage 400
Reloadtime 1
Damage/second 400
Range 6 200
WeaponBlue Shocker
Damage 7 000 (P)
Reloadtime 1
Damage/second 7 000 (P)
Range 6 200
WeaponViolet Slugger
Damage 450
Reloadtime 1
Damage/second 450
Range 6 200
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      [ ^ ]
Cost 30 000
Health Points 12 000
WeaponMeteor
Damage 1 000
Reloadtime 0.7
Damage/second 1 429
Range 9 000
The Zenith summons down meteorites from the sky, which break things they hit and also provide a reclaimable source of metal.


Athena - Airborne SpecOps Engineer, Builds at 7.5 m/s      [ ^ ]
Cost 500
Health Points 200
Speed 9.17
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.