[Updated to Alpha 5]
Special Features
Specialized Units
Arm has the largest selection of units available among all factions, many of them built only for one specific task. Stripping away everything inessential keeps them affordable and highly mobile.
Energy Machine Guns
Many of Arm's frontline units are equipped with energy machine guns that fire rapidly and provide a lot of bang for the buck. These weapons excel at shredding apart light armor, and also quickly deplete the heaviest enemy shields with sheer volume of projectiles.
Commander
Durability – 2000
Armor Class – 6
Self Repair – 3.75
Top Speed – 1.5
Build Power – 2
Sensors – 600 Sight, 600 Radar, 600 Sonar
Weapon 1 – Plasma Bolt Cannon (75 Damage, 0.5 Reload, 400 Range, 60 AoE, Penetration 4)
Weapon 3 – Disintegrator Gun (!!! Damage, 4.0 Reload, 350 Range, 60 AoE, Penetration 10)
– Builds all T1 structures and T2 Ground Factory.
– Is amphibious, equipped with short-ranged radar and sonar, and cannot be stunned.
– Cannot be lifted by T1 transport aircraft.
– Can capture or reclaim enemy units as well as repair itself and others.
– Can cloak itself (requires 40 to 80 energy per second, minimum cloak distance 200 pixels).
– Equipped with a plasma bolt cannon and a disintegrator gun that destroys anything upon impact.
– Must press "D-GUN" button or "D" key to fire disintegrator gun (requires 500 energy).
– Disintegrator gun is unavailable for first 30 seconds of a battle.
– Produces 1 metal and 8 energy per second.
– Increases metal and energy storage capacity by 1000 units each.
Metal Extractor (ArmT1Mex)
Cost – 200M 160E (Commander [-20M -16E for 10s], Custodian [-10M -8E for 20s], Overseer/Settler [-5M -4E for 40s])
Durability – 600
Armor Class – 2
Sensors – 80 Sight
– Extracts 3 metal per second when built on a metal deposit.
Frontier Extractor (ArmT1FMex)
Cost – 140M 140E (Settler [-10M -10E for 14s])
Durability – 500
Armor Class – 1
Sensors – 500 Sight
Weapon 1 – Missile Launcher (20 Damage [4 Shot Salvo], 2.5 Reload, 500 Range, Penetration 1, Anti-Infantry)
– Extracts 2 metal per second when built on a metal deposit.
– Equipped with light missiles.
– Can only be built by the Settler.
Solar Panel (ArmT1Solar)
Cost – 60M (Commander [-10M for 6s], Custodian [-5M for 12s], Overseer/Settler [-2.5M for 24s])
Durability – 300 (450 while closed)
Armor Class – 1
Sensors – 80 Sight
– Produces 4 energy per second.
– Temporarily shuts down and closes itself for 5 seconds when under fire.
Geothermal Power Plant (ArmT1Geo)
Cost – 300M 240E (Commander [-10M -8E for 30s], Custodian [-5M -4E for 60s], Overseer/Settler [-2.5M -2E for 120s])
Durability – 1000
Armor Class – 2
Sensors – 120 Sight
– Produces 40 energy per second.
– Can only be built on a thermal vent.
Metal Storage (ArmT1MS)
Cost – 100M 120E (Commander [-10M -12E for 10s], Custodian [-5M -6E for 20s], Overseer [-2.5M -3E for 40s])
Durability – 400
Armor Class – 2
Sensors – 80 Sight
– Increases metal storage capacity by 1000 units.
Energy Storage (ArmT1ES)
Cost – 90M 180E (Commander [-10M -20E for 9s], Custodian [-5M -10E for 18s], Overseer [-2.5M -5E for 36s])
Durability – 200
Armor Class – 1
Sensors – 80 Sight
– Increases energy storage capacity by 1000 units.
Underwater Metal Extractor (ArmT1UMex)
Cost – 200M 200E (Commander/Underling [-20M -20E for 10s], Custodian [-10M -10E for 20s])
Durability – 600
Armor Class – 2
Sensors – 80 Sight
– Extracts 3 metal per second when built on a metal deposit.
– Can only be built underwater.
Floating Solar Panel (ArmT1FSolar)
Cost – 65M (Commander/Underling [-10M for 6.5s], Custodian [-5M for 13s], Overseer [-2.5M for 26s])
Durability – 300 (450 while closed)
Armor Class – 1
Sensors – 80 Sight
– Produces 4 energy per second.
– Temporarily shuts down and closes itself for 5 seconds when under fire.
– Can only be built on water.
Wall T1 Perimeter Defence (ArmT1PD)
Cost – 20M 16E (Commander [-10M -8E for 2s], Custodian/Sapper [-5M -4E for 4s], Overseer/Settler [-2.5M -2E for 8s])
Durability – 800
Armor Class – 6
Sensors – 80 Sight
– Inert perimeter defence wall section.
– Faster and less costly to repair than normal.
– Jams itself from radar.
– Hold "X" and drag-click to build them in a line or click them over existing units to surround; in either case you can adjust spacing via the mouse wheel and queue build orders by holding "Shift".
Vigilant T1 Radar Tower (ArmT1Radar)
Cost – 200M 480E (Commander [-10M -24E for 20s], Custodian [-5M -12E for 40s], Overseer [-2.5M -6E for 80s])
Durability – 400
Armor Class – 1
Sensors – 700 Sight, 2000 Radar
– Equipped with the longest-ranged radar of any Arm Tier 1 unit.
– Consumes 8 energy per second while turned on.
Autogun T1 Perimeter Defence Turret (ArmT1PDTurret)
Cost – 150M 120E (Commander [-10M -8E for 15s], Custodian/Sapper [-5M -4E for 30s], Overseer/Settler [-2.5M -2E for 60s])
Durability – 550
Armor Class – 4
Sensors – 600 Sight
Weapon 1 – Heavy EMG (30 Damage, 0.3 Reload, 550 Range, Penetration 3, Rapid-Fire)
– Equipped with a heavy EMG which consumes 1 energy per shot.
Watchtower T1 Anti-Air Turret (ArmT1AATurret)
Cost – 180M 200E (Commander [-9M -10E for 20s], Custodian/Sapper [-4.5M -5E for 40s], Overseer/Settler [-2.25M -2.5E for 80s])
Durability – 600
Armor Class – 4
Sensors – 600 Sight, 800 Radar
Weapon 1&3 – Missile Launcher (40 Damage [2 Shot Salvo], 2.0 Reload, 600/950 Range, 30/0 AoE, Penetration 2)
– Equipped with guided missiles that can attack both ground and air units, but can fire at air units at much longer range and will always prefer to attack aircraft.
– Equipped with optional radar (must be turned on manually, consumes 1 energy per second).
Hammer T1 Artillery Turret (ArmT1HDTurret)
Cost – 300M 300E (Commander [-10M -10E for 30s], Custodian [-5M -5E for 60s], Overseer [-2.5M -2.5E for 120s])
Durability – 650
Armor Class – 5
Sensors – 300 Sight
Weapon 1 – Artillery Cannon (205 Damage, 2.5 Reload, 900 Range, 40 AoE, Penetration 4, Siege Weapon)
– Equipped with a ballistic cannon.
Caltrop T1 Proximity Mine (ArmT1Mine)
Cost – 10M 20E (Settler [-10M -20E for 1s], Sapper [-20M -40E for 0.5s])
Durability – 50
Armor Class – 1
Sensors – 80 Sight
Self-Destruct Weapon – Proximity Mine Explosion (200 Damage, 200 AoE, Penetration 2, Anti-Light)
– Can cloak itself (requires 1 energy per second, minimum cloak distance 50 pixels).
– Cloaking is set on by default.
Blockade T1 Floating Perimeter Defence (ArmT1FPD)
Cost – 30M 30E (Commander/Underling [-10M -10E for 3s], Custodian/Sapper [-5M -5E for 6s], Overseer/Settler [-2.5M -2.5E for 12s])
Durability – 400
Armor Class – 6
Sensors – 80 Sight
– Inert perimeter defence wall section.
– Faster and less costly to repair than normal.
– Jams itself from radar, but can be detected by sonar.
– Hold "X" and drag-click to build them in a line or click them over existing units to surround; in either case you can adjust spacing via the mouse wheel and queue build orders by holding "Shift".
Sentinel T1 Naval Sensor Station (ArmT1Sonar)
Cost – 225M 540E (Commander/Underling [-10M -24E for 22.5s], Custodian [-5M -12E for 45s], Overseer [-2.5M -6E for 90s])
Durability – 400
Armor Class – 2
Sensors – 600 Sight, 1750 Radar, 1750 Sonar
– Equipped with radar and the longest-ranged sonar of any Arm Tier 1 unit.
– Consumes 8 energy per second while turned on.
Harpoon T1 Floating Perimeter Defence Turret (ArmT1FPDTurret)
Cost – 180M 180E (Commander/Underling [-10M -10E for 18s], Custodian [-5M -5E for 36s], Overseer/Settler [-2.5M -2.5E for 72s])
Durability – 650
Armor Class – 4
Sensors – 600 Sight, 400 Sonar
Weapon 1 – Railgun (150 Damage, 1.5 Reload, 600 Range, Penetration 4, Anti-Medium)
– Equipped with a railgun.
Watchtower NS T1 Floating Anti-Air Turret (ArmT1FAATurret)
Cost – 180M 200E (Commander/Underling [-9M -10E for 20s], Custodian [-4.5M -5E for 40s], Overseer/Settler [-2.25M -2.5E for 80s])
Durability – 600
Armor Class – 4
Sensors – 600 Sight, 400 Sonar
Weapon 1&3 – Missile Launcher (40 Damage [2 Shot Salvo], 2.0 Reload, 600/950 Range, 30/0 AoE, Penetration 2)
– Equipped with guided missiles that can attack both surface and air units, but can fire at air units at much longer range and will always prefer to attack aircraft.
Trident T1 Floating Torpedo Turret (ArmT1FTLTurret)
Cost – 500M 400E (Commander/Underling [-10M -8E for 50s], Custodian [-5M -4E for 100s], Overseer [-2.5M -2E for 200s])
Durability – 1500
Armor Class – 5
Sensors – 600 Sight, 1000 Sonar
Weapon 1 – Torpedo Launcher (450 Damage [2 Shot Salvo], 6.0 Reload, 800 Range, Penetration 5)
– Equipped with short-ranged sonar.
– Equipped with a torpedo launcher.
Riptide T1 Submerged Mine (ArmT1FMine)
Cost – 32M 96E (Underling [-16M -48E for 2s])
Durability – 100
Armor Class – 2
Sensors – 80 Sight, 100 Sonar
Self-Destruct Weapon – Submerged Mine Explosion (400 Damage, 200 AoE, Penetration 4, Anti-Medium)
– Can cloak itself (requires 1 energy per second, minimum cloak distance 50 pixels).
– Cloaking is set on by default.
– Can only be built by the Underling.
T1 Light Ground Factory (ArmT1LGF)
Cost – 300M 150E (Commander [-20M -10E for 15s], Custodian [-10M -5E for 30s], Overseer [-5M -2.5E for 60s])
Durability – 2250 (1500 while building units)
Armor Class – 2
Build Power – 2
Sensors – 120 Sight
– Builds Tier 1 light ground units.
– Consumes 4 to 6 metal and 8 to 12 energy per second to build units, depending on the unit.
T1 Heavy Ground Factory (ArmT1HGF)
Cost – 520M 260E (Commander [-20M -10E for 26s], Custodian [-10M -5E for 52s], Overseer [-5M -2.5E for 104s])
Durability – 3750 (2500 while building units)
Armor Class – 3
Build Power – 4
Sensors – 140 Sight
– Builds Tier 1 heavy ground units.
– Consumes 6 to 12 metal and 12 to 16 energy per second to build units, depending on the unit.
T1 Naval Factory (ArmT1NF)
Cost – 500M 250E (Commander [-20M -10E for 25s], Custodian [-10M -5E for 50s], Overseer [-5M -2.5E for 100s])
Durability – 2200 (2000 while building units)
Armor Class – 3
Build Power – 4
Sensors – 140 Sight
– Builds Tier 1 sea units and hovercraft.
– Consumes 9 to 12 metal and 12 to 16 energy per second to build sea units, depending on the unit.
– Consumes 5.33 to 9 metal and 16 energy per second to build hovercraft, depending on the unit.
T1 Aircraft Factory (ArmT1AF)
Cost – 430M 860E (Commander [-10M -20E for 43s], Custodian [-5M -10E for 86s], Overseer [-2.5M -5E for 172s])
Durability – 1650 (1500 while building units)
Armor Class – 2
Build Power – 3
Sensors – 120 Sight
– Builds Tier 1 air units.
– Consumes 3 to 5 metal and 12 energy per second to build units, depending on the unit.
Aircraft Repair Center (ArmT1AirPad)
Cost – 400M 200E (Commander [-20M -10E for 20s], Custodian [-10M -5E for 40s], Overseer [-5M -2.5E for 80s])
Durability – 2000
Armor Class – 2
Sensors – 160 Sight
– Features 4 landing pads which quickly repair aircraft.
– Can be turned off to prevent aircraft from automatically flying in for repairs.
Settler T1 Field Engineer Kbot (ArmT1FEKbot)
Cost – 104M 312E (T1 Light Ground Factory [-4M -12E for 26s])
Durability – 150 (100 while open)
Armor Class – 2
Self Repair – 0.94
Top Speed – 2.25
Build Power – 0.5
Sensors – 500 Sight, 200 Sonar
Weapon 1 – Stun Gun (45 Stun Damage [3 Shot Burst], 1.5 Reload, 400 Range, Penetration 1)
Weapon 3 – Nano Decomposer (No Damage, 1.0 Reload, 250 Range, 300 AoE)
– Builds T1 resource production structures (except naval), Walls, Autoguns, Harpoons, Watchtowers, and Caltrop mines.
– Is amphibious.
– Can capture or reclaim enemy units as well as repair itself and others.
– Equipped with a burst-fire stunner and a nano decomposer that can clear away vegetation.
– Stun gun cannot paralyze units of armor class 6 or higher.
– Must press "Special" button or "D" key to fire nano decomposer (requires 25 energy).
– Increases metal and energy storage capacity by 50 units each.
Outrider T1 Reconnaissance Hovercraft (ArmT1ReconHover)
Cost – 36M 108E (T1 Light Ground Factory [-4M -12E for 9s], T1 Naval Factory [-5.33M -16E for 6.75s])
Durability – 50
Armor Class – 1
Top Speed – 3.5
Sensors – 600 Sight, 800 Radar, 200 Sonar
– Equipped with short-ranged radar.
– Unarmed. Will follow enemy units when issued an attack order.
Marine T1 Infantry Kbot (ArmT1InfKbot)
Cost – 21M 28E (T1 Light Ground Factory [-6M -8E for 3.5s])
Durability – 75
Armor Class – 1
Top Speed – 2.0
Sensors – 450 Sight, 200 Sonar
Weapon 1 – EMG (10 Damage [2 Shot Burst], 0.8 Reload, 400 Range, Penetration 1, Rapid-Fire)
– Equipped with a burst-fire light EMG.
Harasser T1 Light Attack Half-Track (ArmT1ScoutTank)
Cost – 60M 120E (T1 Light Ground Factory [-6M -12E for 10s])
Durability – 150
Armor Class – 2
Top Speed – 3.25
Sensors – 500 Sight, 200 Sonar
Weapon 1 – Missile Launcher (20 Damage [2 Shot Salvo], 1.5 Reload, 500 Range, Penetration 1, Anti-Infantry)
– Equipped with light missiles.
Tier 1 Heavy Ground & Sea Units
Custodian T1 Construction Hovercraft (ArmT1ConHover)
Cost – 168M 448E (T1 Heavy Ground Factory/T1 Naval Factory [-6M -16E for 28s])
Durability – 400 (300 while open)
Armor Class – 3
Self Repair – 1.88
Top Speed – 2.5
Build Power – 1
Sensors – 450 Sight, 200 Sonar
Weapon 3 – Nano Decomposer (No Damage, 1.0 Reload, 250 Range, 300 AoE)
– Builds all Tier 1 structures (except underwater) and T2 Ground Factory.
– Can capture or reclaim enemy units as well as repair itself and others.
– Equipped with a nano decomposer that can clear away vegetation.
– Must press "Special" button or "D" key to fire nano decomposer (requires 25 energy).
– Produces 1 energy per second.
– Increases metal and energy storage capacity by 100 units each.
Scorpion T1 Skirmish Tank (ArmT1AsTank)
Cost – 96M 128E (T1 Heavy Ground Factory [-12M -16E for 8s])
Durability – 300
Armor Class – 3
Top Speed – 2.5
Sensors – 450 Sight, 200 Sonar
Weapon 1 – EMG (10 Damage, 0.2 Reload, 400 Range, Penetration 2, Rapid-Fire)
– Equipped with rapid-fire EMGs.
Havoc T1 Battle Tank (ArmT1MBTank)
Cost – 216M 216E (T1 Heavy Ground Factory [-12M -12E for 18s])
Durability – 600
Armor Class – 4
Top Speed – 2.0
Sensors – 550 Sight, 200 Sonar
Weapon 1 – Battle Cannon (155 Damage, 1.5 Reload, 500 Range, 30 AoE, Penetration 4, Anti-Turret)
– Equipped with a low-trajectory ballistic cannon.
Broadside T1 Artillery Kbot (ArmT1ArtKbot)
Cost – 189M 336E (T1 Heavy Ground Factory [-9M -16E for 21s])
Durability – 500 (400 while firing)
Armor Class – 3
Top Speed – 1.75
Sensors – 500 Sight, 200 Sonar
Weapon 1 – Plasma Cannon (205 Damage [2 Shot Salvo], 5.0 Reload, 550 Range, 80 AoE, Penetration 3, Siege Weapon, Anti-Turret)
– Equipped with ballistic plasma cannons.
Viking T1 Attack Hovercraft (ArmT1RGHover)
Cost – 234M 416E (T1 Heavy Ground Factory / T1 Naval Factory [-9M -16E for 26s])
Durability – 400
Armor Class – 3
Top Speed – 2.5
Sensors – 500 Sight, 200 Sonar
Weapon 1 – Railgun (155 Damage, 2.5 Reload, 525 Range, Penetration 4, Anti-Medium)
– Equipped with a railgun.
Stinger T1 Anti-Air Hovercraft (ArmT1AAHover)
Cost – 126M 224E (T1 Heavy Ground Factory / T1 Naval Factory [-9M -16E for 14s])
Durability – 300
Armor Class – 2
Top Speed – 2.75
Sensors – 500 Sight, 200 Sonar
Weapon 1&3 – Missile Launcher (40 Damage [2 Shot Salvo], 3.5 Reload, 500/750 Range, 30/0 AoE, Penetration 2)
– Equipped with guided missiles that can attack both ground and air units, but can fire at air units at much longer range and will always prefer to attack aircraft.
Ballista T1 Mobile Rocket Launcher (ArmT1ArtTank)
Cost – 225M 400E (T1 Heavy Ground Factory [-9M -16E for 25s])
Durability – 400 (200 while open)
Armor Class – 3
Top Speed – 1.75
Sensors – 400 Sight, 200 Sonar
Weapon 1 – Rocket Launcher (600 Damage, 15.0 Reload, 900 Range, 80 AoE, Penetration 5, Siege Weapon)
– Equipped with unguided, vertically launching cruise rockets that fire at a longer range that any other Tier 1 mobile weapon (except the similar rockets of the Arm Patriot).
Underling T1 Construction Submarine (ArmT1ConSub)
Cost – 369M 656E (T1 Naval Factory [-9M -16E for 41s])
Durability – 800 (600 while open)
Armor Class – 4
Self Repair – 3.75
Top Speed – 2.25
Build Power – 2
Sensors – 500 Sight, 1000 Sonar
– Builds Tier 1 naval structures and Riptide mines.
– Equipped with short-ranged sonar.
– Can capture or reclaim enemy units as well as repair itself and others.
– Produces 2 energy per second.
– Increases metal and energy storage capacity by 200 units each.
Patriot T1 Destroyer (ArmT1Destroyer)
Cost – 960M 1280E (T1 Naval Factory [-12M -16E for 80s])
Durability – 2000
Armor Class – 4
Top Speed – 2.25
Sensors – 600 Sight, 1000 Radar, 800 Sonar
Weapon 1 – Rocket Launcher (600 Damage, 7.5 Reload, 900 Range, 80 AoE, Penetration 5, Siege Weapon)
Weapon 2 – Battle Cannon (175 Damage, 0.75 Reload, 600 Range, 40 AoE, Penetration 4, Anti-Turret)
– Equipped with short-ranged radar and sonar.
– Equipped with low-trajectory ballistic cannons and unguided, vertically launching cruise rockets that fire at a longer range that any other Tier 1 mobile weapon (except the similar rockets of the Arm Ballista).
Steelhead T1 Submarine (ArmT1Sub)
Cost – 840M 840E (T1 Naval Factory [-12M -12E for 70s])
Durability – 1250
Armor Class – 4
Top Speed – 2.0
Sensors – 500 Sight, 1000 Sonar
Weapon 1 – Torpedo (400 Damage, 4.0 Reload, 550 Range, Penetration 4)
– Equipped with short-ranged sonar.
– Equipped with torpedoes.
Overseer T1 Transport/Construction Aircraft (ArmT1AirCon)
Cost – 162M 648E (T1 Aircraft Factory [-3M -12E for 54s])
Durability – 175 (150 while open)
Armor Class – 1
Self Repair – 0.94
Top Speed – 5.25
Build Power – 0.5
Sensors – 500 Sight
– Transports units of up to 3×3 footprint size and builds all Tier 1 structures except underwater.
– Can reclaim enemy units and repair itself and others, but cannot capture units.
– Produces 1 energy per second.
– Increases metal and energy storage capacity by 50 units each.
Hercules T1 Transport Aircraft (ArmT1Dropship)
Cost – 95M 228E (T1 Aircraft Factory [-5M -12E for 19s])
Durability – 125
Armor Class – 1
Top Speed – 7.0
Sensors – 500 Sight
– Transports units of up to 3×3 footprint size.
Predator T1 Reconnaissance Aircraft (ArmT1Recon)
Cost – 54M 216E (T1 Aircraft Factory [-3M -12E for 18s])
Durability – 75
Armor Class – 1
Top Speed – 9.5
Sensors – 600 Sight, 800 Radar, 800 Sonar
Weapon 3 – Depth Charge (100 Damage, 6.0 Reload, 300 Range, Penetration 3)
– Equipped with short-ranged radar and sonar.
– Equipped with depth charges which only fire at sea units, both on the surface and underwater.
– Will follow enemy ground and air units when issued an attack order.
Rebel T1 Fighter (ArmT1Fighter)
Cost – 60M 240E (T1 Aircraft Factory [-3M -12E for 20s])
Durability – 100
Armor Class – 1
Top Speed – 10.0
Sensors – 550 Sight
Weapon 1 – Rockets (60 Damage, 6.0 Reload, 400 Range, Penetration 3)
Weapon 2 – Missiles (20 Damage, 1.5 Reload, 550 Range, Penetration 1, Anti-Bomber)
Weapon 3 – EMG (4 Damage, 0.25 Reload, 400 Range, Penetration 1, Rapid-Fire, Anti-Bomber, Anti-Light)
– Equipped with unguided rockets that fire at any unit as well as guided missiles and rapid-fire EMGs that both only fire at aircraft.
Corsair T1 Bomber (ArmT1Bomber)
Cost – 255M 612E (T1 Aircraft Factory [-5M -12E for 51s])
Durability – 225
Armor Class – 1
Top Speed – 9.5
Sensors – 300 Sight
Weapon 1 – Cluster Bombs (250 Damage [3 Bomb Payload], 5.0 Reload, 200 Range, 120 AoE, Penetration 3, Siege Weapon)
– Equipped with cluster bombs.
– Cannot target most aircraft, but can and will drop bombs on low-flying aircraft such as constructors and gunships.
High Yield Metal Extractor (ArmT2Mex)
Cost – 600M 1440E (Machinist [-10M -24E for 60s], Sapper [-5M -12E for 120s])
Durability – 1200
Armor Class – 4
Sensors – 100 Sight
– Extracts 6 metal per second when built on a metal deposit.
Fusion Reactor (ArmT2PGen)
Cost – 960M 2304E (Machinist [-10M -24E for 96s])
Durability – 1400
Armor Class – 5
Sensors – 120 Sight
– Produces 80 energy per second.
Cognizant T2 Radar Tower (ArmT2Radar)
Cost – 450M 2160E (Machinist [-10M -48E for 45s])
Durability – 800
Armor Class – 3
Sensors – 800 Sight, 4000 Radar
– Equipped with the longest-ranged radar of any Tier 2 unit.
– Consumes 48 energy per second while turned on.
Enigma T2 Stealth Field Generator (ArmT2Stealth)
Cost – 500M 1200E (Machinist [-10M -24E for 50s])
Durability – 1800
Armor Class – 4
Sensors – 100 Sight
– Equipped with a stealth field generator with radar jamming radius of 1325.
– Consumes 40 energy per second while turned on.
Blindspot T2 Radar Jammer (ArmT2Jammer)
Cost – 50M 240E (Sapper [-5M -24E for 10s])
Durability – 100
Armor Class – 1
Sensors – 80 Sight
– Equipped with a small radar jammer with radius of 250.
– Consumes 4 energy per second while turned on.
– Can only be built by the Sapper.
Dauntless T2 Perimeter Defence Turret (ArmT2PDTurret)
Cost – 630M 1512E (Machinist [-10M -24E for 63s], Sapper [-5M -12E for 126s])
Durability – 1600
Armor Class – 6
Sensors – 600 Sight
Weapon 1 – Heavy Railgun (500 Damage, 4.0 Reload, 650 Range, Penetration 6, Anti-Medium, Anti-Heavy)
– Equipped with a heavy railgun.
Radical T2 Anti-Air Turret (ArmT2AATurret)
Cost – 540M 1620E (Machinist [-10M -30E for 54s], Sapper [-5M -15E for 108s])
Durability – 1400
Armor Class – 5
Sensors – 600 Sight
Weapon 1&3 – Flak Cannon (14 Damage [4 Shot Burst], 0.5 Reload, 550/800 Range, 90/120 AoE, Penetration 2, Rapid-Fire, Anti-Gunship)
– Equipped with flak cannon arrays that can attack both ground and air units, but can fire at air units at much longer range and will always prefer to attack aircraft.
Defiant T2 Heavy Defence Turret (ArmT2HDTurret)
Cost – 1400M 4200E (Machinist [-10M -30E for 140s])
Durability – 2200
Armor Class – 7
Sensors – 600 Sight
Weapon 1 – Heavy Plasma Cannon (300 Damage [2 Shot Salvo], 4.0 Reload, 1400 Range, 100 AoE, Penetration 4, Siege Weapon, Anti-Medium)
– Equipped with ballistic heavy plasma cannons which consume 25 energy per shot.
Retaliator T2 Tactical Missile Silo (ArmT2Launcher)
Cost – 1200M 3600E (Machinist [-10M -30E for 120s])
Durability – 2100 (1400 while open)
Armor Class – 4
Sensors – 120 Sight
Weapon 1 – Tactical Nuclear Missile (50-4000 Damage, 3000 Range, 900 AoE, Irregular Statistics)
– Builds missiles and can have two prepared for launch at a time, in addition to one unarmed rocket.
– It takes 30 seconds to build an unarmed rocket and an additional 90 seconds to equip it with a nuclear warhead.
– When a missile is ready, a status light will change from red to green. In addition, the activity light will blink faster when a new missile is nearing completion.
– Building more missiles is toggled with the on/off button.
– Automatically turns off when silos are full, and back on once a missile has been launched.
– Must press "Attack" button or "A" key to fire tactical nuclear missiles.
– Consumes 40 energy per second while turned on.
Buster T2 Anti-Armor Mine (ArmT2Mine)
Cost – 32M 96E (Sapper [-16M -48E for 2s])
Durability – 100
Armor Class – 2
Sensors – 80 Sight
Self-Destruct Weapon – Anti-Armor Mine Explosion (500 Damage, 100 AoE, Penetration 5, Anti-Medium, Anti-Heavy)
– Can cloak itself (requires 1 energy per second, minimum cloak distance 50 pixels).
– Cloaking is set on by default.
– Can only be built by the Sapper.
T2 Ground Factory (ArmT2GF)
Cost – 1100M 2640E (Commander/Machinist [-20M -48E for 55s], Custodian [-10M -24E for 110s])
Durability – 7500 (5000 while building units)
Armor Class – 4
Build Power – 8
Sensors – 180 Sight
– Builds Tier 2 ground units.
– Consumes 12 to 24 metal and 72 to 96 energy per second to build units, depending on the unit.
T2 Aircraft Factory (ArmT2AF)
Cost – 700M 3360E (Machinist [-10M -48E for 70s], Overseer [-2.5M -12E for 280s])
Durability – 2200 (2000 while building units)
Armor Class – 3
Build Power – 6
Sensors – 140 Sight
– Builds Tier 2 air units.
– Consumes 6 to 12 metal and 48 to 72 energy per second to build units.
Machinist T2 Construction Vehicle (ArmT2ConTank)
Cost – 300M 1800E (T2 Ground Factory [-12M -72E for 25s])
Durability – 600 (450 while open)
Armor Class – 4
Self Repair – 3.75
Top Speed – 2.0
Build Power – 2
Sensors – 450 Sight, 200 Sonar
Weapon 3 – Nano Decomposer (No Damage, 1.0 Reload, 250 Range, 300 AoE)
– Builds all T2 structures.
– Is amphibious.
– Can capture or reclaim enemy units as well as repair itself and others.
– Equipped with a nano decomposer that can clear away vegetation.
– Must press "Special" button or "D" key to fire nano decomposer (requires 25 energy).
– Produces 2 energy per second.
– Increases metal and energy storage capacity by 200 units each.
Sapper T2 Field Engineer Kbot (ArmT2FEKbot)
Cost – 324M 2592E (T2 Ground Factory [-12M -96E for 27s])
Durability – 600 (500 while open)
Armor Class – 4
Self Repair – 3.75
Top Speed – 2.25
Build Power – 1
Sensors – 500 Sight, 200 Sonar
Weapon 1 – Light Railgun (75 Damage, 1.5 Reload, 500 Range, Penetration 3)
Weapon 3 – Nano Decomposer (No Damage, 1.0 Reload, 250 Range, 300 AoE)
– Builds High Yield Metal Extractors, Solar Panels, Blindspots, Dauntlesses, Radicals, Autoguns, Watchtowers, Hammers, Walls, and Blockades as well as Caltrop and Buster mines.
– Is amphibious.
– Can capture or reclaim enemy units as well as repair itself and others.
– Equipped with a light railgun, a short ranged radar jammer, and a nano decomposer that can clear away vegetation.
– Must press "Special" button or "D" key to fire nano decomposer (requires 25 energy).
– Increases metal and energy storage capacity by 100 units each.
Raptor T2 Fast Attack Jumpjet Kbot (ArmT2JumpKbot)
Cost – 279M 1488E (T2 Ground Factory [-18M -96E for 15.5s])
Durability – 450
Armor Class – 3
Top Speed – 3.0
Sensors – 550 Sight, 200 Sonar
Weapon 1 – AP Rocket (55 Damage [4 Shot Salvo], 4.0 Reload, 500 Range, Penetration 4, Anti-Medium)
– Equipped with jumpjets which allow the unit to traverse almost any slope.
– Equipped with armor piercing rockets.
Varjag T2 Shock Assault Kbot (ArmT2AsKbot)
Cost – 306M 1632E (T2 Ground Factory [-18M -96E for 17s])
Durability – 650
Armor Class – 4
Top Speed – 2.0
Sensors – 500 Sight, 200 Sonar
Weapon 1 – Plasma Bolt Gun (55 Damage, 0.2 Reload, 400 Range, Penetration 3, Rapid-Fire)
Weapon 2 – Stun Grenade (120 Stun Damage [2 Shot Salvo], 8.0 Reload, 500 Range, 120 AoE, Penetration 2)
– Equipped with rapid-fire plasma bolt guns and stun grenade launchers.
– Plasma bolt guns will gradually overheat when used, slowing their rate of fire significantly.
– Stun grenades cannot stun units of armor class 6 or higher.
Infiltrator T2 Sniper/Saboteur Kbot (ArmT2SaboKbot)
Cost – 198M 1584E (T2 Ground Factory [-12M -96E for 16.5s])
Durability – 350
Armor Class – 2
Top Speed – 2.25
Sensors – 550 Sight, 200 Sonar
Weapon 1 – Energy Sniper Rifle (225 Damage, 4.0 Reload, 750 Range, Penetration 4, Anti-Medium, Anti-Turret)
Weapon 3 – Nano Virus Injector (No Damage, 15.0 Reload, 300 Range, Irregular Statistics)
Self-Destruct Weapon – Micro Nuke (50-4000 Damage, 500 AoE, Irregular Statistics)
– Can cloak itself (requires 16 to 32 energy per second, minimum cloak distance 200 pixels).
– Equipped with an energy sniper rifle that can only fire when the unit is stationary, consumes 10 energy per shot, and requires 1.25 seconds to unfold before firing.
– Equipped with a nano virus injector that can paralyze any factory for two minutes or any turret for a shorter duration.
– Must press "Special" button or "D" key to fire nano virus injector (requires 20 energy).
– Equipped with a micro nuke that does massive damage to immediate surroundings upon self-destruction (press "Ctrl+D" to self-destruct).
Devastator T2 Heavy Assault Tank (ArmT2RGTank)
Cost – 1152M 3456E (T2 Ground Factory [-24M -72E for 48s])
Durability – 2000
Armor Class – 5
Top Speed – 1.75
Sensors – 600 Sight, 200 Sonar
Weapon 1 – Heavy Railgun (350 Damage [2 Shot Salvo], 3.0 Reload, 550 Range, Penetration 5, Anti-Medium)
Weapon 3 – EMG (10 Damage [6 Shot Burst], 0.5 Reload, 400 Range, Penetration 2, Rapid-Fire)
– Equipped with heavy railguns and burst-firing EMG sponsor turrets.
– EMG sponsor turrets can only focus fire at targets in a forward arc or directly behind the unit. Targets to the sides can only be engaged with a single EMG turret.
Anarchist T2 Anti-Air Tank (ArmT2AATank)
Cost – 405M 1620E (T2 Ground Factory [-18M -72E for 22.5s])
Durability – 750
Armor Class – 4
Top Speed – 2.0
Sensors – 550 Sight, 200 Sonar
Weapon 1&3 – Flak Cannon (14 Damage [4 Shot Burst], 0.5 Reload, 500/800 Range, 90/120 AoE, Penetration 2, Rapid-Fire, Anti-Gunship)
– Equipped with flak cannon arrays that can attack both ground and air units, but can fire at air units at much longer range and will always prefer to attack aircraft.
– Flak cannons will have to reload for 1.5 seconds after 4 consecutive bursts.
Mauler T2 Artillery Vehicle (ArmT2ArtTank)
Cost – 900M 3600E (T2 Ground Factory [-18M -72E for 50s])
Durability – 1000
Armor Class – 4
Top Speed – 1.75
Sensors – 400 Sight, 200 Sonar
Weapon 1 – Heavy Artillery Cannon (500 Damage, 10.0 Reload, 1600 Range, 80 AoE, Penetration 5, Siege Weapon, Anti-Medium)
– Equipped with a heavy artillery cannon that can only fire when the unit is stationary and requires 1.75 seconds to deploy before firing.
Spotter T2 Radar Hovercraft (ArmT2RadarHover)
Cost – 360M 1440E (T2 Ground Factory [-18M -72E for 20s])
Durability – 500
Armor Class – 2
Top Speed – 2.5
Sensors – 500 Sight, 1750 Radar, 200 Sonar
– Equipped with radar.
– Unarmed. Will follow enemy units when issued an attack order.
Scrambler T2 Radar Jammer Hovercraft (ArmT2JammerHover)
Cost – 378M 2016E (T2 Ground Factory [-18M -96E for 21s])
Durability – 500
Armor Class – 2
Top Speed – 2.5
Sensors – 500 Sight, 200 Sonar
– Equipped with a scaled down stealth field generator with radar jamming radius of 550.
– Unarmed. Will follow enemy units when issued an attack order.
Atlas T2 Transport/Construction Aircraft (ArmT2AirCon)
Cost – 288M 2304E (T2 Aircraft Factory [-6M -48E for 48s])
Durability – 450 (400 while open)
Armor Class – 1
Self Repair – 1.88
Top Speed – 5.25
Build Power – 1
Sensors – 500 Sight
– Transports units of up to 4×4 footprint size and builds all Tier 2 structures except underwater.
– Can reclaim enemy units and repair itself and others, but cannot capture units.
– Produces 2 energy per second.
– Increases metal and energy storage capacity by 100 units each.
Visitant T2 Reconnaissance Aircraft (ArmT2Recon)
Cost – 210M 2520E (T2 Aircraft Factory [-6M -72E for 35s])
Durability – 200
Armor Class – 1
Top Speed – 12.0
Sensors – 700 Sight, 1250 Radar
– Equipped with radar.
– Can cloak itself (requires 16 to 32 energy per second, minimum cloak distance 250 pixels).
– Cloaking is set on by default.
– Will follow enemy units when issued an attack order.
Falcon T2 Interceptor (ArmT2Fighter)
Cost – 225M 1800E (T2 Aircraft Factory [-9M -72E for 25s])
Durability – 250
Armor Class – 2
Top Speed – 10.0
Sensors – 600 Sight
Weapon 2 – Heavy Missiles (100 Damage [2 Shot Salvo], 6.0 Reload, 600 Range, Penetration 4, Anti-Bomber)
Weapon 3 – Heavy EMG (20 Damage, 0.5 Reload, 400 Range, Penetration 3, Anti-Bomber)
– Equipped with heavy guided missiles and heavy EMG that both only fire at aircraft.
– Jams itself from radar while flying.
– Consumes 1 energy per second while flying.
Liberator T2 Gunship (ArmT2Gunship)
Cost – 348M 2088E (T2 Aircraft Factory [-12M -72E for 29s])
Durability – 500
Armor Class – 3
Top Speed – 5.5
Sensors – 550 Sight
Weapon 1 – AP Rocket (55 Damage [2 Shot Salvo], 2.0 Reload, 500 Range, Penetration 4, Anti-Medium)
Weapon 2 – EMG (10 Damage, 0.2 Reload, 400 Range, Penetration 2, Rapid-Fire)
– Can transport units of up to 2×2 footprint size, such as small Kbots.
– Equipped with armor piercing rockets and rapid-fire EMGs.
Vindicator T2 Tactical Bomber (ArmT2Bomber)
Cost – 765M 6120E (T2 Aircraft Factory [-9M -72E for 85s])
Durability – 500
Armor Class – 3
Top Speed – 8.5
Sensors – 300 Sight
Weapon 1 – Tactical Nuclear Bombs (42-3333 Damage [3 Bomb Payload], 300 Range, 500 AoE, Irregular Statistics)
Weapon 3 – Stun Rockets (120 Stun Damage [4 Shot Salvo], 10.0 Reload, 600 Range, 120 AoE)
– Equipped with tactical nuclear bombs and stun rockets.
– Builds bombs when landed and can carry only the three bombs required for a single attack run.
– It takes 120 seconds to build a set of three bombs.
– When the bombs are ready, the status light will change from yellow to green. While building, the status light will blink faster when the bombs are nearing completion. Red status light indicates an empty bomb bay.
– Cannot target most aircraft, but can drop bombs on low-flying aircraft such as constructors and gunships.
Unit Attributes
Cost – The total amount of metal and energy required to build the unit. The metal per second, energy per second, and time required by each constructor to build that unit are shown in parenthesis.
Durability – The total amount of damage the unit can withstand before destruction.
Armor Class – The level of armor the unit possesses, from 1-10. Armor reduces the damage taken from weapons of lower penetration rating.
Self Repair – The amount of damage on itself the unit can repair per second on average.
Top Speed – The maximum speed of the unit, measured in pixels per tic.
Build Power – The speed at which the constructor can build or build-assist, relative to a T1 ground construction unit. Constructors with higher build power consume the same resource cost at a faster rate.
Sight – The line of sight radius of the unit, measured in pixels.
Radar – The radar coverage radius of the unit, measured in pixels.
Sonar – The sonar coverage radius of the unit, measured in pixels.
Weapon Attributes
Damage – The amount of base damage the weapon inflicts with each individual projectile, subject to various modifiers.
Reload – The reload time of a weapon, measured in seconds.
Range – The maximum range of a weapon, measured in pixels.
AoE (Area of Effect) – The diameter of damage area of each of the weapon's projectiles, measured in pixels. The damage inflicted at the outer edge of the area of effect is less than at the center.
Penetration – The penetration level of a weapon, from 1-10. A weapon does full damage to targets with armor class equal to or below its penetration level and progressively less damage to targets with higher armor classes.
Weapon Special Attributes
Rapid-Fire – These weapons are more effective against light units. They inflict +10% damage against targets with a lower armor class than the weapon's penetration or -10% damage if the armor class is higher than weapon penetration. In addition, they always inflict +15% damage against armor class 1 units, +10% against armor class 2 units, and +5% against armor class 3 units.
Siege – These weapons inflict +25% damage against buildings.
Anti-X – These weapons inflict varying amounts of extra damage against the specified category of units, usually +10% or +20% but in some cases as high as +50%.