Archive

Arm Units

[Updated to Alpha 4b]

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 Tier 2 Air Units

 


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, 450 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.
– 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 3 minutes of a battle.
– Produces 1 metal and 8 energy per second.
– 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 a metal deposit.


Frontier Extractor
Cost – 140M 140E (Settler [-10M -10E for 14 sec])
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
Cost – 60M (Commander [-10M for 6 sec], Custodian [-5M for 12 sec], Hercules/Settler [-2.5M for 24 sec])
Durability – 300 (450 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 a metal deposit.
– 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 – 300 (450 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 Defence
Cost – 20M 16E (Commander [-10M -8E for 2 sec], Custodian/Sapper [-5M -4E for 4 sec], Hercules/Settler [-2.5M -2E for 8 sec])
Durability – 800
Armor Class – 7
Sensors – None

– Inert perimeter defence wall section.
– Faster and less costly to repair than normal.
– 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, 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
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, 600 Range, Penetration 3, Rapid-Fire)

– Equipped with a heavy EMG.


Watchtower T1 Anti-Air 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, 800 Radar
Weapon 1&3 – Missile Launcher (40 Damage [2 Shot Salvo], 2.0 Reload, 700/1000 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
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 (205 Damage, 2.5 Reload, 975 Range, 40 AoE, Penetration 4, Siege Weapon)

– Equipped with a ballistic cannon.


Caltrop T1 Proximity Mine
Cost – 8M 16E (Settler [-8M -16E for 1 sec], Sapper [-16M -32E for 0.5 sec])
Durability – 50
Armor Class – 1
Sensors – 80 Sight
Self-Destruct Weapon – Proximity Mine Explosion (200 Damage, 200 AoE, Penetration 2, Anti-Light)

– 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 Perimeter Defence 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, 625 Range, Penetration 4, Anti-Medium)

– Equipped with a railgun.


Watchtower NS T1 Floating Anti-Air 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, 300 Sonar, 800 Radar
Weapon 1&3 – Missile Launcher (40 Damage [2 Shot Salvo], 2.0 Reload, 700/1000 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.
– 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, 1000 Sonar
Weapon 1 – Torpedo Launcher (450 Damage [2 Shot Salvo], 6.0 Reload, 900 Range, Penetration 5)

– Equipped with short-ranged sonar.
– Consumes 1 energy per second while turned on.
– Equipped with a torpedo launcher.


Riptide T1 Submerged Mine
Cost – 32M 96E (Underling [-16M -48E for 2 sec])
Durability – 100
Armor Class – 2
Sensors – 80 Sight, 100 Sonar
Self-Destruct Weapon – Submerged Mine Explosion (400 Damage, 200 AoE, Penetration 4, Anti-Medium)

– Permanently cloaked, but can be detected by radar or sonar.
– Can only be built by the Underling.

Tier 1 Nanolathing Structures


T1 Light Ground Factory
Cost – 350M 175E (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 – 480M 960E (Commander [-10M -20E for 48 sec], Custodian [-5M -10E for 96 sec], Hercules [-2.5M -5E for 192 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 Field Engineer Kbot
Cost – 102M 204E (T1 Light Ground Factory [-6M -12E for 17 sec])
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, 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).
– Increases metal and energy storage capacity by 50 units each.


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 – 3.25
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 – 21M 28E (T1 Light Ground Factory [-6M -8E for 3.5 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, 425 Range, Penetration 1, Rapid-Fire)

– Equipped with a burst-fire light EMG.


Harasser T1 Light Attack 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], 1.5 Reload, 500 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
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 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
Cost – 96M 128E (T1 Heavy Ground Factory [-12M -12E for 8 sec])
Durability – 300
Armor Class – 3
Top Speed – 2.5
Sensors – 450 Sight, 200 Sonar
Weapon 1 – EMG (10 Damage, 0.2 Reload, 425 Range, Penetration 2, Rapid-Fire)

– Equipped with rapid-fire EMGs.


Broadside T1 Artillery Kbot
Cost – 189M 336E (T1 Heavy Ground Factory [-9M -16E for 21 sec])
Durability – 500 (400 while firing)
Armor Class – 3
Top Speed – 1.75
Sensors – 500 Sight, 200 Sonar
Weapon 1 – Plasma Cannon (200 Damage [2 Shot Salvo], 5.0 Reload, 600 Range, 80 AoE, Penetration 3, Siege Weapon, Anti-Turret)

– Equipped with ballistic plasma cannons.


HavocT1 Battle Tank
Cost – 216M 216E (T1 Heavy Ground Factory [-12M -12E for 18 sec])
Durability – 600
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 Attack Hovercraft
Cost – 234M 416E (T1 Heavy Ground Factory / T1 Naval Factory [-9M -16E for 26 sec])
Durability – 400
Armor Class – 3
Top Speed – 2.5
Sensors – 500 Sight, 200 Sonar
Weapon 1 – Railgun (150 Damage, 2.5 Reload, 550 Range, Penetration 4, Anti-Medium)

– Equipped with a railgun.


Stinger T1 Anti-Air Hovercraft
Cost – 126M 224E (T1 Heavy Ground Factory / T1 Naval Factory [-9M -16E for 14 sec])
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, 550/750 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 – 225M 400E (T1 Heavy Ground Factory [-9M -16E for 25 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 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
Cost – 360M 480E (T1 Naval Factory [-12M -16E for 30 sec])
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.


PatriotT1 Destroyer
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, 800 Sonar
Weapon 1 – Rocket Launcher (600 Damage, 7.5 Reload, 1000 Range, 80 AoE, Penetration 5, Siege Weapon)
Weapon 2 – Battle Cannon (175 Damage, 0.75 Reload, 650 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).


SteelheadT1 Submarine
Cost – 960M 960E (T1 Naval Factory [-12M -12E for 80 sec])
Durability – 1250
Armor Class – 4
Top Speed – 2.0
Sensors – 500 Sight, 1000 Sonar
Weapon 1 – Torpedo (400 Damage, 4.0 Reload, 600 Range, Penetration 4)

– Equipped with short-ranged sonar.
– Equipped with torpedoes.

Tier 1 Air Units


Hercules T1 Transport/Construction Aircraft
Cost – 160M 480E (T1 Air Factory [-4M -12E for 40 sec])
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.


Predator T1 Reconnaissance Aircraft
Cost – 54M 216E (T1 Air Factory [-3M -12E for 18 sec])
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
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 (20 Damage, 1.5 Reload, 600 Range, Penetration 1, Anti-Bomber)
Weapon 3 – EMG (4 Damage, 0.25 Reload, 450 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
Cost – 255M 612E (T1 Air Factory [-5M -12E for 51 sec])
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.

Tier 2 Resource Structures


High Yield Metal Extractor
Cost – 600M 1440E (Machinist [-10M -24E for 60 sec], Sapper [-5M -12E for 120 sec])
Durability – 1200
Armor Class – 4
Sensors – 100 Sight

– Extracts 6 metal per second when built on a metal deposit.


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 – 450M 2160E (Machinist [-10M -48E for 45 sec])
Durability – 800
Armor Class – 3
Sensors – 700 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
Cost – 500M 1200E (Machinist [-10M -24E for 50 sec])
Durability – 1800
Armor Class – 4
Sensors – 100 Sight

– Equipped with a stealth field generator with radar jamming radius of 1100.
– 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 200.
– Consumes 4 energy per second while turned on.


Penetrator T2 Perimeter Defence Turret
Cost – 630M 1512E (Machinist [-10M -24E for 63 sec], Sapper [-5M -12E for 126 sec])
Durability – 1600
Armor Class – 6
Sensors – 600 Sight
Weapon 1 – Heavy Railgun (500 Damage, 4.0 Reload, 700 Range, Penetration 6, Anti-Medium, Anti-Heavy)

– Equipped with a heavy railgun.


Radical T2 Anti-Air Turret
Cost – 540M 1620E (Machinist [-10M -30E for 54 sec], Sapper [-5M -15E for 108 sec])
Durability – 1400
Armor Class – 5
Sensors – 600 Sight
Weapon 1&3 – Flak Cannon (14 Damage [4 Shot Burst], 0.5 Reload, 600/825 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
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], 4.0 Reload, 1500 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
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)

– 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 fast during last 30 seconds before completing a new missile.
– 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
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, 100 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 – 1400M 3360E (Commander/Machinist [-20M -48E for 70 sec], Custodian [-10M -24E for 140 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.


T2 Aircraft Factory
Cost – 750M 3600E (Machinist [-10M -48E for 75 sec], Custodian [-5M -24E for 150 sec])
Durability – 2200 (2000 while building units)
Armor Class – 3
Build Power – 6
Sensors – 140 Sight

– Builds Tier 2 air units.
– Consumes 12 metal per second and 72 energy per second to build units.

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
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
Cost – 333M 1776E (T2 Ground Factory [-18M -96E for 18.5 sec])
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, 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).
– Increases metal and energy storage capacity by 100 units each.


Striker T2 Fast Attack Jumpjet Kbot
Cost – 288M 1536E (T2 Ground Factory [-18M -96E for 16 sec])
Durability – 450
Armor Class – 3
Top Speed – 3.0
Sensors – 500 Sight, 200 Sonar
Weapon 1 – AP Rocket (55 Damage [4 Shot Salvo], 4.0 Reload, 525 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
Cost – 315M 1680E (T2 Ground Factory [-18M -96E for 17.5 sec])
Durability – 650
Armor Class – 4
Top Speed – 2.0
Sensors – 500 Sight, 200 Sonar
Weapon 1 – Plasma Bolt Gun (55 Damage, 0.2 Reload, 450 Range, Penetration 3, Rapid-Fire)
Weapon 2 – Stun Grenade (120 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.


Infiltrator T2 Sniper/Saboteur Kbot
Cost – 204M 1632E (T2 Ground Factory [-12M -96E for 17 sec])
Durability – 350
Armor Class – 2
Top Speed – 2.25
Sensors – 550 Sight, 200 Sonar
Weapon 1 – Energy Sniper Rifle (225 Damage, 4.5 Reload, 750 Range, Penetration 4, Anti-Medium, Anti-Turret)
Weapon 3 – Nano Virus Injector (No Damage, 15.0 Reload, 300 Range)
Self-Destruct Weapon – Micro Nuke (150-3000 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 which can stun 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 which does massive damage to immediate surroundings upon self-destruction (press "Ctrl+D" to self-destruct).


Devastator T2 Heavy Assault Tank
Cost – 1080M 3240E (T2 Ground Factory [-24M -72E for 45 sec])
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, 600 Range, Penetration 5, Anti-Medium)
Weapon 3 – EMG (10 Damage [6 Shot Burst], 0.5 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 Anti-Air Tank
Cost – 405M 1620E (T2 Ground Factory [-18M -72E for 22.5 sec])
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, 550/825 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 Tank
Cost – 900M 3600E (T2 Ground Factory [-18M -72E for 50 sec])
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.


Scrambler T2 Radar Jammer Hovercraft
Cost – 396M 2112E (T2 Ground Factory [-18M -96E for 22 sec])
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 450.
– Unarmed. Will follow enemy units when issued an attack order.

Tier 2 Air Units


Liberator T2 Gunship
Cost – 348M 2088E (T2 Aircraft Factory [-12M -72E for 29 sec])
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, 500 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.

 


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.
Self Repair – The amount of damage on itself the unit can repair per second on average.
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 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% but sometimes as high as +50%.