Archive

Arm Units

[Updated to Alpha 4]

Glossary of Terms

Tier 1 Resource Structures Tier 2 Resource Structures
Tier 1 Defensive Structures Tier 2 Defensive Structures
Tier 1 Nanolathing Structures Tier 2 Nanolathing Structures
Tier 1 Light Ground Units Tier 2 Ground Units
Tier 1 Heavy Ground & Sea Units  
Tier 1 Air Units  

 



Commander
Durability – 3500
Armor Class – 6
Top Speed – 1.5
Build Power – 2
Sensors – 600 Sight, 600 Radar, 600 Sonar
Weapon 1 – Plasma Bolt Cannon (75 Damage, 0.5 Reload, 450 Range, 60 AoE, Penetration 4)
Weapon 3 – Disintegrator Gun (!!! Damage, 4.0 Reload, 300 Range, 50 AoE, Penetration 10)

– Builds all T1 structures and T2 Ground Factory.
– Is amphibious, equipped with short-ranged radar and sonar, and cannot be stunned.
– Can capture or reclaim enemy units as well as repair itself and others.
– Can cloak itself (requires 50 to 100 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).
– Increases metal and energy storage capacity by 1000 units each.

Tier 1 Resource Structures


Metal Extractor
Cost – 200M 160E (Commander [-20M -16E for 10 sec], Custodian [-10M -8E for 20 sec], Hercules/Settler [-5M -4E for 40 sec])
Durability – 600
Armor Class – 2
Sensors – 80 Sight

– Extracts 3 metal per second when built on metal.


Solar Panel
Cost – 60M (Commander [-10M for 6 sec], Custodian [-5M for 12 sec], Hercules/Settler [-2.5M for 24 sec])
Durability – 200 (400 while closed)
Armor Class – 1
Sensors – 80 Sight

– Produces 4 energy per second.
– Temporarily shuts down and closes itself when under fire.


Geothermal Power Plant
Cost – 300M 240E (Commander [-10M -8E for 30 sec], Custodian [-5M -4E for 60 sec], Hercules/Settler [-2.5M -2E for 120 sec])
Durability – 1000
Armor Class – 2
Sensors – 120 Sight

– Produces 30 energy per second.
– Can only be built on a thermal vent.


Metal Storage
Cost – 100M 120E (Commander [-10M -12E for 10 sec], Custodian [-5M -6E for 20 sec], Hercules [-2.5M -3E for 40 sec])
Durability – 400
Armor Class – 2
Sensors – 80 Sight

– Increases metal storage capacity by 1000 units.


Energy Storage
Cost – 90M 180E (Commander [-10M -20E for 9 sec], Custodian [-5M -10E for 18 sec], Hercules [-2.5M -5E for 36 sec])
Durability – 200
Armor Class – 1
Sensors – 80 Sight

– Increases energy storage capacity by 1000 units.


Underwater Metal Extractor
Cost – 200M 200E (Commander [-20M -20E for 10 sec], Custodian [-10M -10E for 20 sec])
Durability – 600
Armor Class – 2
Sensors – 80 Sight

– Extracts 3 metal per second when built on metal.
– Can only be built underwater.


Floating Solar Panel
Cost – 65M (Commander [-10M for 6.5 sec], Custodian [-5M for 13 sec], Hercules [-2.5M for 26 sec])
Durability – 200 (400 while closed)
Armor Class – 1
Sensors – 80 Sight

– Produces 4 energy per second.
– Temporarily shuts down and closes itself when under fire.
– Can only be built on water.

Tier 1 Defensive Structures


Wall T1 Perimeter Defense
Cost – 10M 6E (Commander [-10M -6E for 1 sec], Custodian/Sapper [-5M -3E for 2 sec], Hercules/Settler [-2.5M -1.5E for 4 sec])
Durability – 400
Armor Class – 7

– Basic perimeter defense.
– 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
Cost – 200M 480E (Commander [-10M -24E for 20 sec], Custodian [-5M -12E for 40 sec], Hercules [-2.5M -6E for 80 sec])
Durability – 400
Armor Class – 1
Sensors – 650 Sight, 2250 Radar

– Equipped with the longest-ranged radar of any Arm Tier 1 unit.
– Consumes 8 energy per second while turned on.


Autogun T1 EMG Turret
Cost – 175M 140E (Commander [-10M -8E for 17.5 sec], Custodian/Sapper [-5M -4E for 35 sec], Hercules/Settler [-2.5M -2E for 70 sec])
Durability – 550
Armor Class – 5
Sensors – 600 Sight
Weapon 1 – Heavy EMG (30 Damage, 0.3 Reload, 625 Range, Penetration 3, Rapid-Fire)

– Basic perimeter defense turret.
– Equipped with a heavy EMG.


Watchtower T1 Missile Turret
Cost – 180M 200E (Commander [-9M -10E for 20 sec], Custodian/Sapper [-4.5M -5E for 40 sec], Hercules/Settler [-2.25M -2.5E for 80 sec])
Durability – 600
Armor Class – 4
Sensors – 600 Sight, 1000 Radar
Weapon 1&3 – Missile Launcher (38 Damage [2 Shot Salvo], 2.0 Reload, 700/1000 Range, 30/0 AoE, Penetration 2)

– Basic anti-aircraft turret.
– 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
Cost – 300M 300E (Commander [-10M -10E for 30 sec], Custodian [-5M -5E for 60 sec], Hercules [-2.5M -2.5E for 120 sec])
Durability – 650
Armor Class – 5
Sensors – 300 Sight
Weapon 1 – Artillery Cannon (200 Damage, 2.5 Reload, 975 Range, 40 AoE, Penetration 4, Siege)

– Basic artillery turret.
– Equipped with a ballistic cannon.


Caltrop T1 Proximity Mine
Cost – 8M 16E (Settler [-8M -16E for 1 sec])
Durability – 50
Armor Class – 1
Sensors – 80 Sight
Self-Destruct Weapon – Proximity Mine Explosion (200 Damage, 200 AoE, Penetration 2)

– Permanently cloaked, but can be detected by radar.


Sentinel T1 Naval Sensor Station
Cost – 225M 540E (Commander [-10M -24E for 22.5 sec], Custodian [-5M -12E for 45 sec], Hercules [-2.5M -6E for 90 sec])
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 Railgun Turret
Cost – 190M 190E (Commander [-10M -10E for 19 sec], Custodian [-5M -5E for 38 sec], Hercules/Settler [-2.5M -2.5E for 76 sec])
Durability – 650
Armor Class – 5
Sensors – 600 Sight, 300 Sonar
Weapon 1 – Railgun (150 Damage, 1.5 Reload, 650 Range, Penetration 4, Anti-Medium)

– Basic naval surface defense turret.
– Equipped with a railgun.


Watchtower NS T1 Floating Missile Turret
Cost – 180M 200E (Commander [-9M -10E for 20 sec], Custodian [-4.5M -5E for 40 sec], Hercules/Settler [-2.25M -2.5E for 80 sec])
Durability – 600
Armor Class – 4
Sensors – 600 Sight, 1000 Radar
Weapon 1&3 – Missile Launcher (38 Damage [2 Shot Salvo], 2.0 Reload, 700/1000 Range, 30/0 AoE, Penetration 2)

– Basic naval anti-aircraft turret.
– 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.
– Equipped with optional radar (must be turned on manually, consumes 1 energy per second).


Trident T1 Floating Torpedo Turret
Cost – 450M 360E (Commander [-10M -8E for 45 sec], Custodian [-5M -4E for 90 sec], Hercules [-2.5M -2E for 180 sec])
Durability – 1600
Armor Class – 5
Sensors – 600 Sight, 900 Sonar
Weapon 1 – Torpedo Launcher (450 Damage [2 Shot Salvo], 6.0 Reload, 900 Range, Penetration 5)

– Basic naval submerged defense turret.
– Equipped with short-ranged sonar.
– Consumes 1 energy per second while turned on.
– Equipped with a torpedo launcher.

Tier 1 Nanolathing Structures


T1 Light Ground Factory
Cost – 400M 200E (Commander [-20M -10E for 20 sec], Custodian [-10M -5E for 40 sec], Hercules [-5M -2.5E for 80 sec])
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 per second and 8 to 12 energy per second to build units, depending on the unit.


T1 Heavy Ground Factory
Cost – 580M 290E (Commander [-20M -10E for 29 sec], Custodian [-10M -5E for 58 sec], Hercules [-5M -2.5E for 116 sec])
Durability – 3750 (2500 while building units)
Armor Class – 3
Build Power – 4
Sensors – 140 Sight

– Builds Tier 1 heavy ground units.
– Consumes 9 to 12 metal per second and 12 to 16 energy per second to build units, depending on the unit.


T1 Naval Factory
Cost – 550M 275E (Commander [-20M -10E for 27.5 sec], Custodian [-10M -5E for 55 sec], Hercules [-5M -2.5E for 110 sec])
Durability – 2200 (2000 while building units)
Armor Class – 3
Build Power – 4
Sensors – 140 Sight

– Builds Tier 1 sea units and hovercraft.
– Consumes 12 metal per second and 12 to 16 energy per second to build sea units, depending on the unit.
– Consumes 5.33 to 9 metal per second and 16 energy per second to build hovercraft, depending on the unit.


T1 Air Factory
Cost – 450M 360E (Commander [-20M -16E for 22.5 sec], Custodian [-10M -8E for 45 sec], Hercules [-5M -4E for 90 sec])
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 per second and 12 energy per second to build units, depending on the unit.


Aircraft Repair Center
Cost – 400M 200E (Commander [-20M -10E for 20 sec], Custodian [-10M -5E for 40 sec], Hercules [-5M -2.5E for 80 sec])
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.

Tier 1 Light Ground Units


Settler T1 Expansion Builder
Cost – 96M 192E (T1 Light Ground Factory [-6M -12E for 16 sec])
Durability – 100
Armor Class – 2
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, 350 Range, Penetration 1)
Weapon 3 – Nano Decomposer (No Damage, 5.0 Reload, 250 Range, 300 AoE)

– Builds T1 resource production structures, 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 (cannot stun units of armor class 6 or higher) and a nano decomposer that can clear away vegetation.
– Must press "Special" button or "D" key to fire nano decomposer (requires 25 energy).


Outrider T1 Reconnaissance Hovercraft
Cost – 36M 108E (T1 Light Ground Factory [-4M -12E for 9 sec], T1 Naval Factory [-5.33M -16E for 6.75 sec])
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
Cost – 24M 32E (T1 Light Ground Factory [-6M -8E for 4 sec])
Durability – 75
Armor Class – 1
Top Speed – 2.0
Sensors – 450 Sight, 200 Sonar
Weapon 1 – EMG (9 Damage [3 Shot Burst], 1.0 Reload, 400 Range, Penetration 1, Rapid-Fire)

– Equipped with a burst-fire light EMG.


Harasser T1 Light Missile Half-Track
Cost – 60M 120E (T1 Light Ground Factory [-6M -12E for 10 sec])
Durability – 150
Armor Class – 2
Top Speed – 3.0
Sensors – 500 Sight, 200 Sonar
Weapon 1 – Missile Launcher (20 Damage [2 Shot Salvo], 1.6 Reload, 525 Range, Penetration 1, Anti-Infantry)

– Equipped with light missiles.

Tier 1 Heavy Ground & Sea Units


Custodian T1 Construction Hovercraft
Cost – 162M 288E (T1 Heavy Ground Factory/T1 Naval Factory [-9M -16E for 18 sec])
Durability – 400 (300 while open)
Armor Class – 3
Top Speed – 2.75
Build Power – 1
Sensors – 450 Sight, 200 Sonar
Weapon 3 – Nano Decomposer (No Damage, 5.0 Reload, 250 Range, 300 AoE)

– Builds all Tier 1 structures 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).


Scorpion T1 Skirmish Tank
Cost – 99M 132E (T1 Heavy Ground Factory [-9M -12E for 11 sec])
Durability – 300
Armor Class – 3
Top Speed – 2.75
Sensors – 500 Sight, 200 Sonar
Weapon 1 – EMG (10 Damage, 0.2 Reload, 400 Range, Penetration 2, Rapid-Fire)

– Equipped with rapid-fire EMGs.


Broadside T1 Siege Assault Kbot
Cost – 189M 336E (T1 Heavy Ground Factory [-9M -16E for 21 sec])
Durability – 450 (300 while firing)
Armor Class – 3
Top Speed – 1.75
Sensors – 500 Sight, 200 Sonar
Weapon 1 – Plasma Cannon (200 Damage [2 Shot Salvo], 5.5 Reload, 550 Range, 70 AoE, Penetration 3, Siege)

– Equipped with ballistic plasma cannons.


HavocT1 Battle Tank
Cost – 216M 216E (T1 Heavy Ground Factory [-12M -12E for 18 sec])
Durability – 500
Armor Class – 4
Top Speed – 2.0
Sensors – 550 Sight, 200 Sonar
Weapon 1 – Battle Cannon (150 Damage, 1.75 Reload, 550 Range, 30 AoE, Penetration 4, Anti-Turret)

– Equipped with a low-trajectory ballistic cannon.


Viking T1 Railgun Hovercraft
Cost – 234M 416E (T1 Heavy Ground Factory / T1 Naval Factory [-9M -16E for 26 sec])
Durability – 425
Armor Class – 3
Top Speed – 2.75
Sensors – 500 Sight, 200 Sonar
Weapon 1 – Railgun (150 Damage, 2.0 Reload, 525 Range, Penetration 4, Anti-Medium)

– Equipped with a railgun.


Stinger T1 Missile Hovercraft
Cost – 126M 224E (T1 Heavy Ground Factory / T1 Naval Factory [-9M -16E for 14 sec])
Durability – 300
Armor Class – 2
Top Speed – 3.0
Sensors – 500 Sight, 200 Sonar
Weapon 1&3 – Missile Launcher (38 Damage [2 Shot Salvo], 3.5 Reload, 525/750 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
Cost – 207M 368E (T1 Heavy Ground Factory [-9M -16E for 23 sec])
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, 1000 Range, 80 AoE, Penetration 5, Siege)

– 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).


PatriotT1 Assault Frigate
Cost – 1020M 1360E (T1 Naval Factory [-12M -16E for 85 sec])
Durability – 2000
Armor Class – 4
Top Speed – 2.25
Sensors – 600 Sight, 1000 Radar, 700 Sonar
Weapon 1 – Battle Cannon (200 Damage, 1.0 Reload, 600 Range, 40 AoE, Penetration 4, Anti-Turret)
Weapon 2 – Rocket Launcher (600 Damage, 7.5 Reload, 1000 Range, 80 AoE, Penetration 5, Siege)

– 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).


SteelheadT1 Submarine
Cost – 960M 960E (T1 Naval Factory [-12M -12E for 80 sec])
Durability – 1250
Armor Class – 4
Top Speed – 2.25
Sensors – 500 Sight, 900 Sonar
Weapon 1 – Torpedo (400 Damage, 4.0 Reload, 600 Range, Penetration 4)
Weapon 2 – Depth Charge (200 Damage, 3.0 Reload, 300 Range, Penetration 3)

– Equipped with short-ranged sonar.
– Equipped with torpedoes and depth charges (depth charges only fire at fully underwater units).

Tier 1 Air Units


Hercules T1 Transport and Construction Aircraft
Cost – 160M 480E (T1 Air Factory [-4M -12E for 40 sec])
Durability – 200
Armor Class – 1
Top Speed – 5.25
Build Power – 0.5
Sensors – 500 Sight

– Transports units and builds all Tier 1 structures except underwater.
– Can reclaim enemy units and repair itself and others, but cannot capture units.


Predator T1 Reconnaissance Aircraft
Cost – 39M 156E (T1 Air Factory [-3M -12E for 13 sec])
Durability – 75
Armor Class – 1
Top Speed – 9.5
Sensors – 600 Sight, 600 Radar, 600 Sonar

– Equipped with short-ranged radar and sonar.
– Unarmed. Will follow enemy units when issued an attack order.


Rebel T1 Fighter
Cost – 60M 240E (T1 Air Factory [-3M -12E for 20 sec])
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 (18 Damage, 2.0 Reload, 600 Range, Penetration 1, Anti-Bomber)
Weapon 3 – EMG (3 Damage, 0.25 Reload, 450 Range, Penetration 1, Rapid-Fire, Anti-Bomber)

– 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
Cost – 255M 612E (T1 Air Factory [-5M -12E for 51 sec])
Durability – 225
Armor Class – 1
Top Speed – 9.5
Sensors – 450 Sight
Weapon 1 – Cluster Bombs (250 Damage [3 Bomb Payload], 5.0 Reload, 200 Range, 120 AoE, Penetration 3, Siege)
Weapon 3 – Depth Charge (200 Damage, 5.0 Reload, 300 Range, Penetration 4)

– Equipped with cluster bombs and depth charges (depth charges only fire at sea units, both on the surface and underwater).
– Cannot target most aircraft, but can and will drop bombs on low-flying aircraft such as constructors and gunships.

Tier 2 Resource Structures


High Yield Metal Extractor
Cost – 800M 1920E (Machinist [-10M -24E for 80 sec], Sapper [-5M -12E for 160 sec])
Durability – 1200
Armor Class – 4
Sensors – 100 Sight

– Extracts 6 metal per second when built on metal.


Fusion Reactor
Cost – 960M 2304E (Machinist [-10M -24E for 96 sec])
Durability – 1400
Armor Class – 5
Sensors – 120 Sight

– Produces 80 energy per second.

Tier 2 Defensive Structures


Cognizant T2 Radar Tower
Cost – 500M 2400E (Machinist [-10M -48E for 50 sec])
Durability – 800
Armor Class – 3
Sensors – 700 Sight, 4500 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
Cost – 600M 2880E (Machinist [-10M -48E for 60 sec])
Durability – 1500
Armor Class – 4
Sensors – 100 Sight

– Equipped with a stealth field generator with radar jamming radius of 800.
– Consumes 40 energy per second while turned on.


Blindspot T2 Radar Jammer
Cost – 50M 240E (Sapper [-5M -24E for 10 sec])
Durability – 100
Armor Class – 1
Sensors – 80 Sight

– Equipped with a small radar jammer with radius of 180.
– Consumes 4 energy per second while turned on.


Penetrator T2 Railgun Turret
Cost – 700M 1680E (Machinist [-10M -24E for 70 sec], Sapper [-5M -12E for 140 sec])
Durability – 1600
Armor Class – 6
Sensors – 600 Sight
Weapon 1 – Heavy Railgun (500 Damage, 4.0 Reload, 725 Range, Penetration 6, Anti-Medium, Anti-Heavy)

– Heavy perimeter defense turret.
– Equipped with a heavy railgun.


Radical T2 Flak Turret
Cost – 600M 1800E (Machinist [-10M -30E for 60 sec], Sapper [-5M -15E for 120 sec])
Durability – 1400
Armor Class – 5
Sensors – 600 Sight
Weapon 1&3 – Flak Cannon (12 Damage [4 Shot Burst], 0.5 Reload, 600/825 Range, 60/140 AoE, Penetration 2, Rapid-Fire, Anti-Gunship)

– Heavy anti-aircraft turret.
– 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 Plasma Cannon
Cost – 1400M 4200E (Machinist [-10M -30E for 140 sec])
Durability – 2200
Armor Class – 7
Sensors – 600 Sight
Weapon 1 – Heavy Plasma Cannon (300 Damage [2 Shot Salvo], 3.75 Reload, 1500 Range, 100 AoE, Penetration 4, Siege Weapon, Anti-Medium)

– Medium range heavy turret.
– Equipped with ballistic heavy plasma cannons which consume 25 energy per shot.


Retaliator T2 Tactical Missile Silo
Cost – 1200M 3600E (Machinist [-10M -30E for 120 sec])
Durability – 2100 (1400 while open)
Armor Class – 4
Sensors – 120 Sight
Weapon 1 – Tactical Nuclear Missile (150-3000 Damage, 3000 Range, 900 AoE, Irregular Statistics)
Weapon 3 – Tactical EMP Missile (900 Stun Damage, 3000 Range, 900 AoE, Irregular Statistics)

– Long range missile silo.
– Builds missiles with both standard and EMP warheads and can have one of each prepared for launch at a time, in addition to one unarmed rocket.
– It takes 30 seconds to build an unarmed rocket and an additional 30 seconds to equip it with an EMP warhead or an additional 90 seconds to equip it with a standard warhead.
– When a missile is ready, the status light will change from red to green (left light for standard missiles, right light for EMP missiles)
– Building more missiles is toggled with the on/off button.
– Must press "Attack" button or "A" key to fire standard missiles.
– Must press "Special" button or "D" key to fire EMP missiles (due to an engine bug, EMP missiles can only be fired at terrain, not at a specific target).
– Consumes 40 energy per second while turned on.


Buster T2 Anti-Armor Mine
Cost – 32M 96E (Sapper [-16M -48E for 2 sec])
Durability – 100
Armor Class – 2
Sensors – 80 Sight
Self-Destruct Weapon – Anti-Armor Mine Explosion (500 Damage, 90 AoE, Penetration 5, Anti-Medium, Anti-Heavy)

– Permanently cloaked, but can be detected by radar.
– Can only be built by the Sapper.

Tier 2 Nanolathing Structures


T2 Ground Factory
Cost – 1350M 2025E (Commander/Machinist [-20M -30E for 67.5 sec], Custodian [-10M -15E for 135 sec])
Durability – 7500 (5000 while building units)
Armor Class – 4
Build Power – 8
Sensors – 180 Sight

– Builds Tier 2 ground units.
– Consumes 18 to 24 metal per second and 72 to 96 energy per second to build units, depending on the unit.

Tier 2 Ground Units


Machinist T2 Construction Vehicle
Cost – 288M 1152E (T2 Ground Factory [-18M -72E for 16 sec])
Durability – 600 (450 while open)
Armor Class – 4
Top Speed – 2
Build Power – 2
Sensors – 450 Sight, 200 Sonar
Weapon 3 – Nano Decomposer (No Damage, 5.0 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).


Sapper T2 Field Engineer Kbot
Cost – 333M 1776E (T2 Ground Factory [-18M -96E for 18.5 sec])
Durability – 600
Armor Class – 4
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, 5.0 Reload, 250 Range, 300 AoE)

– Builds High Yield Metal Extractors, Blindspots, Penetrators, Radicals, Autoguns, Watchtowers, and Walls 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).


Varjag T2 Shock Assault Kbot
Cost – 342M 1824E (T2 Ground Factory [-18M -96E for 19 sec])
Durability – 650
Armor Class – 4
Top Speed – 2
Sensors – 500 Sight, 200 Sonar
Weapon 1 – Plasma Bolt Gun (50 Damage, 0.2 Reload, 425 Range, Penetration 3, Rapid-Fire)
Weapon 2 – Stun Grenade (90 Stun Damage [2 Shot Salvo], 8.0 Reload, 525 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.


Devastator T2 Heavy Railgun Tank
Cost – 1008M 3024E (T2 Ground Factory [-24M -72E for 42 sec])
Durability – 2000
Armor Class – 5
Top Speed – 2
Sensors – 600 Sight, 200 Sonar
Weapon 1 – Heavy Railgun (300 Damage [2 Shot Salvo], 2.25 Reload, 600 Range, Penetration 5, Anti-Medium)
Weapon 3 – EMG (10 Damage, 0.1 Reload, 450 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 Flak Tank
Cost – 432M 1728E (T2 Ground Factory [-18M -72E for 24 sec])
Durability – 750
Armor Class – 4
Top Speed – 2
Sensors – 550 Sight, 200 Sonar
Weapon 1&3 – Flak Cannon (12 Damage [4 Shot Burst], 0.5 Reload, 550/825 Range, 60/140 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 2 seconds after 4 consecutive bursts.


Mauler T2 Heavy Artillery Tank
Cost – 900M 3600E (T2 Ground Factory [-18M -72E for 50 sec])
Durability – 1100
Armor Class – 4
Top Speed – 1.75
Sensors – 400 Sight, 200 Sonar
Weapon 1 – Heavy Artillery Cannon (500 Damage, 8.0 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.


Glossary of Terms

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.
Top Speed – The maximum speed of the unit.
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 damage radius 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% but sometimes as high as +50%.