Archive

Core Units

[Updated to Alpha 4d]

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 Ground & Sea Units Tier 2 Ground Units
Tier 1 Air Units Tier 2 Air Units

 


Special Features


Duranium Armor
All Core units and structures possess atleast rudimentary self repair ability, and their mobile construction units self repair at a doubled rate compared to the other factions. Furthermore, armor of some high-end Core units is capable of adapting to the enemy fire, reducing damage taken from consecutive hits. All this comes at a cost though; every damaged unit will automatically consume energy for repairs, even if they are in a situation where they could never hope to repair enough for it to make any difference.


Plasma Shields
Many high-end Core units and structures, including their Commander, are equipped with plasma shields. These generate an energized nanite mesh around the unit which can reliably block any occasional single projectiles time after time, significantly reducing the damage taken.


Laser Weapons
Large portion of Core units are equipped with powerful and highly focused laser weapons. Even the lightest of variants have notable armor piercing capability, which translates to basic Core units being very reliable in combat.

 



Commander
Durability – 2250
Armor Class – 7
Self Repair – 7.5
Shield Reactivation – 2
Top Speed – 1.25
Build Power – 2
Sensors – 600 Sight, 600 Radar, 600 Sonar
Weapon 1 – Laser Cannon (225 Damage, 2.25 Reload, 450 Range, Penetration 5, Anti-Medium)
Weapon 3 – Modulated Burst Laser (25 Damage [30 Shot Burst], 3.0 Reload, 400 Range, 40 AoE, Penetration 3, Rapid-Fire, Anti-Infantry)

– Builds all T1 structures and T2 Ground Laboratory.
– 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 shield that reactivates faster when not moving.
– Equipped with a laser cannon and a modulated burst laser that sprays an area with rapid-fire laser streams.
– Must press "MBL" button or "D" key to fire modulated burst laser (requires 200 energy).
– Modulated burst laser is unavailable for first 30 seconds of a battle.
– Produces 1 metal and 5 energy per second.
– Increases metal and energy storage capacity by 1000 units each.

Tier 1 Resource Structures


Metal Extractor (CoreT1Mex)
Cost – 200M 160E (Commander [-20M -16E for 10s], Laborer [-10M -8E for 20s], Curator [-5M -4E for 40s])
Durability – 600 (800 while closed)
Armor Class – 3
Self Repair – 0.94
Sensors – 80 Sight

– Extracts 3 metal per second when built on a metal deposit.
– Temporarily shuts down and closes itself when under fire.


Power Generator (CoreT1PGen)
Cost – 145M (Commander [-10M for 14.5s], Laborer [-5M for 29s], Curator [-2.5M for 58s])
Durability – 250
Armor Class – 2
Self Repair – 0.47
Sensors – 80 Sight

– Produces 10 energy per second.


Geothermal Power Plant (CoreT1Geo)
Cost – 305M 244E (Commander [-10M -8E for 30.5s], Laborer [-5M -4E for 61s], Curator [-2.5M -2E for 122s])
Durability – 1000
Armor Class – 3
Self Repair – 0.94
Sensors – 120 Sight

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


Metal Storage (CoreT1MS)
Cost – 190M 228E (Commander [-10M -12E for 19s], Laborer [-5M -6E for 38s], Curator [-2.5M -3E for 76s])
Durability – 800
Armor Class – 3
Self Repair – 0.94
Sensors – 80 Sight

– Increases metal storage capacity by 2000 units.


Energy Storage (CoreT1ES)
Cost – 160M 320E (Commander [-10M -20E for 16s], Laborer [-5M -10E for 32s], Curator [-2.5M -5E for 64s])
Durability – 400
Armor Class – 2
Self Repair – 0.47
Sensors – 80 Sight

– Increases energy storage capacity by 2000 units.


Underwater Metal Extractor (CoreT1UMex)
Cost – 200M 200E (Commander/Executor [-20M -20E for 10s], Laborer [-10M -10E for 20s])
Durability – 600 (800 while closed)
Armor Class – 3
Self Repair – 0.94
Sensors – 80 Sight

– Extracts 3 metal per second when built on a metal deposit.
– Temporarily shuts down and closes itself when under fire.
– Can only be built underwater.


Tidal Generator (CoreT1FPGen)
Cost – 80M (Commander/Executor [-10M for 8s], Laborer [-5M for 16s], Curator [-2.5M for 32s])
Durability – 200
Armor Class – 2
Self Repair – 0.47
Sensors – 80 Sight

– Produces 5 energy per second.
– Can only be built on water.

Tier 1 Defensive Structures


Hex T1 Perimeter Defence (CoreT1PD)
Cost – 20M 16E (Commander [-10M -8E for 2s], Laborer [-5M -4E for 4s], Curator [-2.5M -2E for 8s])
Durability – 800
Armor Class – 7
Self Repair – 1.88 (Energy cost only 0.47)
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".


Argus T1 Radar Tower (CoreT1Radar)
Cost – 205M 492E (Commander [-10M -24E for 20.5s], Laborer [-5M -12E for 41s], Curator [-2.5M -6E for 82s])
Durability – 400
Armor Class – 1
Self Repair – 0.47
Sensors – 700 Sight, 2125 Radar

– Equipped with the longest-ranged radar of any Core Tier 1 unit.
– Consumes 10 energy per second while turned on.


Puncturer T1 Perimeter Defence Turret (CoreT1PDTurret)
Cost – 200M 160E (Commander [-10M -8E for 20s], Laborer [-5M -4E for 40s], Curator [-2.5M -2E for 80s])
Durability – 700
Armor Class – 5
Self Repair – 1.88
Sensors – 600 Sight
Weapon 1 – Medium Laser Cannon (75 Damage, 0.75 Reload, 600 Range, Penetration 4, Anti-Light)

– Equipped with a medium laser cannon which consumes 5 energy per shot.


Sentry T1 Anti-Air Turret (CoreT1AATurret)
Cost – 189M 210E (Commander [-9M -10E for 21s], Laborer [-4.5M -5E for 42s], Curator [-2.25M -2.5E for 84s])
Durability – 625
Armor Class – 4
Self Repair – 1.88
Sensors – 600 Sight
Weapon 1&3 – Missile Launcher (55 Damage, 1.25 Reload, 600/1000 Range, 35/0 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.


Incinerator T1 Area Denial Pillbox (CoreT1ADTurret)
Cost – 227M 152E (Commander [-12M -8E for 19s], Laborer [-6M -4E for 38s], Curator [-3M -2E for 76s])
Durability – 1200 (2400 while closed)
Armor Class – 6
Self Repair – 3.75
Sensors – 400 Sight
Weapon 1 – Flamethrower (5 Damage [Two 8 Shot Bursts], 0.2 Reload, 250 Range, 100 AoE, Irregular Statistics)

– Jams itself from radar when closed.
– Equipped with short-ranged flamethrowers.


Retributor T1 Artillery Turret (CoreT1ArtTurret)
Cost – 650M 1040E (Commander [-10M -16E for 65s], Laborer [-5M -8E for 130s], Curator [-2.5M -4E for 260s])
Durability – 800
Armor Class – 5
Self Repair – 1.88
Sensors – 300 Sight
Weapon 1 – Rocket Barrage (100 Damage [3 Rocket Salvo], 3.5 Reload, 1200 Range, 120 AoE, Penetration 2, Siege Weapon)

– Equipped with ballistic rockets that fire at a longer range than any other Tier 1 unit.


Ward T1 Floating Perimeter Defence (CoreT1FPD)
Cost – 30M 30E (Commander/Executor [-10M -10E for 3s], Laborer [-5M -5E for 6s], Curator [-2.5M -2.5E for 12s])
Durability – 400
Armor Class – 7
Self Repair – 1.88 (Energy cost only 0.47)
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".


Observatory T1 Naval Sensor Station (CoreT1Sonar)
Cost – 230M 552E (Commander/Executor [-10M -24E for 23s], Laborer [-5M -12E for 46s], Curator [-2.5M -6E for 92s])
Durability – 400
Armor Class – 2
Self Repair – 0.47
Sensors – 600 Sight, 1825 Radar, 1825 Sonar

– Equipped with radar and the longest-ranged sonar of any Core Tier 1 unit.
– Consumes 10 energy per second while turned on.


Perforator T1 Floating Perimeter Defence Turret (CoreT1FPDTurret)
Cost – 190M 190E (Commander/Executor [-10M -10E for 19s], Laborer [-5M -5E for 38s], Curator [-2.5M -2.5E for 76s])
Durability – 700
Armor Class – 5
Self Repair – 1.88
Sensors – 600 Sight, 400 Sonar
Weapon 1 – Light Laser Cannon (25 Damage, 0.2 Reload, 550 Range, Penetration 3, Rapid-Fire)

– Equipped with rapid-fire light laser cannons which consume 1 energy per shot.


Sentry NS T1 Floating Anti-Air Turret (CoreT1FAATurret)
Cost – 189M 210E (Commander/Executor [-9M -10E for 21s], Laborer [-4.5M -5E for 42s], Curator [-2.25M -2.5E for 84s])
Durability – 625
Armor Class – 4
Self Repair – 1.88
Sensors – 600 Sight, 400 Sonar
Weapon 1&3 – Missile Launcher (55 Damage, 1.25 Reload, 600/1000 Range, 35/0 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.


Submerger T1 Floating Torpedo Turret (CoreT1FTLTurret)
Cost – 515M 412E (Commander/Executor [-10M -8E for 51.5s], (Laborer [-5M -4E for 103s], Curator [-2.5M -2E for 206s])
Durability – 1600
Armor Class – 5
Self Repair – 1.88
Sensors – 600 Sight, 1000 Sonar
Weapon 1 – Torpedo Launcher (450 Damage, 2.75 Reload, 800 Range, Penetration 5)

– Equipped with short-ranged sonar.
– Equipped with a torpedo launcher.

Tier 1 Nanolathing Structures


T1 Ground Laboratory (CoreT1GF)
Cost – 500M 250E (Commander [-20M -10E for 25s], Laborer [-10M -5E for 50s], Curator [-5M -2.5E for 100s])
Durability – 3000 (2000 while building units)
Armor Class – 3
Self Repair – 1.88
Build Power – 4
Sensors – 140 Sight

– Builds Tier 1 ground units.
– Consumes 6 to 12 metal and 15 to 20 energy per second to build units, depending on the unit.


T1 Sea Laboratory (CoreT1NF)
Cost – 500M 250E (Commander/Executor [-20M -10E for 25s], Laborer [-10M -5E for 50s], Curator [-5M -2.5E for 100s])
Durability – 2200 (2000 while building units)
Armor Class – 3
Self Repair – 1.88
Build Power – 4
Sensors – 140 Sight

– Builds Tier 1 sea units and hovercraft.
– Consumes 9 to 12 metal and 15 energy per second to build units, depending on the unit.


T1 Air Laboratory (CoreT1AF)
Cost – 450M 900E (Commander [-10M -20E for 45s], Laborer [-5M -10E for 90s], Curator [-2.5M -5E for 180s])
Durability – 1650 (1500 while building units)
Armor Class – 3
Self Repair – 1.88
Build Power – 3
Sensors – 120 Sight, 1000 Radar

– Builds Tier 1 air units.
– Consumes 3 to 5 metal and 10 to 15 energy per second to build units, depending on the unit.
– Equipped with radar.


Aircraft Repair Center (CoreT1AirPad)
Cost – 400M 200E (Commander [-20M -10E for 20s], Laborer [-10M -5E for 40s], Curator [-5M -2.5E for 80s])
Durability – 2000
Armor Class – 3
Self Repair – 0.94
Sensors – 160 Sight

– Features 3 landing pads which quickly repair aircraft.
– Can be turned off to prevent aircraft from automatically flying in for repairs.

Tier 1 Ground & Sea Units


Laborer T1 Construction Vehicle (CoreT1ConTank)
Cost – 168M 420E (T1 Ground Laboratory [-6M -15E for 28s])
Durability – 400 (300 while open)
Armor Class – 3
Self Repair – 3.75
Top Speed – 2.25
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 Laboratory.
– 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 1 energy per second.
– Increases metal and energy storage capacity by 100 units each.


Monitor T1 Support Hovercraft (CoreT1SupHover)
Cost – 120M 300E (T1 Ground Laboratory/T1 Sea Laboratory [-6M -15E for 20s])
Durability – 300 (250 while open)
Armor Class – 3
Self Repair – 1.88
Top Speed – 2.5
Build Power – 0.5
Sensors – 600 Sight, 800 Radar, 800 Sonar
Weapon 3 – Nano Decomposer (No Damage, 1.0 Reload, 250 Range, 300 AoE)

– Equipped with short-ranged radar and sonar.
– Can capture or reclaim enemy units as well as repair itself and others.
– Unarmed. Will follow enemy units when issued an attack order.
– Equipped with 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.


Errant T1 Light Attack Bike (CoreT1ScoutBike)
Cost – 54M 90E (T1 Ground Laboratory [-9M -15E for 6s])
Durability – 150
Armor Class – 2
Self Repair – 0.47
Top Speed – 3.5
Sensors – 450 Sight, 200 Sonar
Weapon 1 – Pulse Gun (10 Damage, 0.5 Reload, 400 Range, Penetration 2, Hyper-Sonance, Anti-Gunship)

– Equipped with a pulse gun.
– Will sometimes do a wheelie.


Pathfinder T1 Scout Kbot (CoreT1ScoutKbot)
Cost – 63M 140E (T1 Ground Laboratory [-9M -20E for 7s])
Durability – 125
Armor Class – 2
Self Repair – 0.47
Top Speed – 2.25
Sensors – 650 Sight, 200 Sonar
Weapon 1&3 – Laser Sniper Rifle (25/45 Damage, 2.0/3.0 Reload, 400/650 Range, Penetration 3/4, —/Anti-Infantry, Anti-Light, Anti-Turret)

– Equipped with a reconnaissance drone with exceptional sight range.
– Equipped with a laser sniper rifle that can only be used to full effectiveness when not moving.
– Jams itself and rifle shots from radar, but only when not moving.


Grunt T1 Assault Kbot (CoreT1AsKbot)
Cost – 78M 130E (T1 Ground Laboratory [-12M -20E for 6.5s])
Durability – 200
Armor Class – 3
Self Repair – 0.94
Top Speed – 2.0
Sensors – 500 Sight, 200 Sonar
Weapon 1 – Laser Assault Rifle (13 Damage, 0.33 Reload, 400 Range, Penetration 3, Rapid-Fire)
Weapon 3 – Pulse Grenade (80 Damage, 3.0 Reload, 400 Range, 80 AoE, Penetration 2, Hyper-Sonance)

– Equipped with a rapid-fire laser assault rifle and pulse grenades.
– Pulse grenades must be fired manually via the "Special" button or "D" key.
– Rifle requires 1.5 seconds to switch back to laser mode after firing pulse grenade.


Enforcer T1 Fire Support Kbot (CoreT1RocKbot)
Cost – 180M 400E (T1 Ground Laboratory [-9M -20E for 20s])
Durability – 400
Armor Class – 3
Self Repair – 0.94
Top Speed – 1.75
Sensors – 550 Sight, 200 Sonar
Weapon 1 – AP Rocket (105 Damage, 1.75 Reload, 550 Range, Penetration 4, Anti-Medium)

– Equipped with armor piercing rocket launchers, which will both fire rapidly on the first shot (requires 3 seconds out of combat to recharge the dual shot).


Aegis T1 Assault Tank (CoreT1LasTank)
Cost – 300M 375E (T1 Ground Laboratory [-12M -15E for 25s])
Durability – 750
Armor Class – 5
Self Repair – 1.88
Top Speed – 1.75
Sensors – 450 Sight, 200 Sonar
Weapon 1 – Laser Cannon (225 Damage, 3.25 Reload, 450 Range, Penetration 5, Anti-Medium)

– Equipped with a laser cannon.


Arclite T1 Artillery Tank (CoreT1ArtTank)
Cost – 336M 420E (T1 Ground Laboratory [-12M -15E for 28s])
Durability – 600
Armor Class – 4
Self Repair – 1.88
Top Speed – 1.75
Sensors – 400 Sight, 200 Sonar
Weapon 1 – Plasma Cannon (150 Damage [2 Shot Salvo], 4.5 Reload, 700 Range, 60 AoE, Penetration 3, Siege Weapon)

– Equipped with ballistic plasma cannons.


Marauder T1 Assault Hovercraft (CoreT1LasHover)
Cost – 243M 405E (T1 Ground Laboratory/T1 Sea Laboratory [-9M -15E for 27s])
Durability – 500
Armor Class – 3
Self Repair – 1.88
Top Speed – 2.5
Sensors – 500 Sight, 200 Sonar
Weapon 1 – Medium Laser Cannon (75 Damage, 1.0 Reload, 450 Range, Penetration 4, Anti-Light)

– Equipped with a medium laser cannon.


Tracker T1 Anti-Air Half-Track (CoreT1AATank)
Cost – 144M 240E (T1 Ground Laboratory [-9M -15E for 16s])
Durability – 400
Armor Class – 3
Self Repair – 0.94
Top Speed – 2.25
Sensors – 450 Sight, 800 Radar, 200 Sonar
Weapon 1&3 – Missile Launcher (55 Damage, 2.0 Reload, 500/800 Range, 35/0 AoE, Penetration 2)

– Equipped with short-ranged radar.
– 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.


Executor T1 Construction Frigate (CoreT1ConShip)
Cost – 360M 600E (T1 Sea Laboratory [-9M -15E for 40s])
Durability – 900 (600 when open)
Armor Class – 4
Self Repair – 7.5
Top Speed – 2.5
Build Power – 2
Sensors – 550 Sight, 800 Sonar

– Builds Tier 1 naval structures.
– 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.


Triton T1 Assault Frigate (CoreT1RocShip)
Cost – 720M 900E (T1 Sea Laboratory [-12M -15E for 60s])
Durability – 1500
Armor Class – 5
Self Repair – 1.88
Top Speed – 2.25
Sensors – 600 Sight, 600 Sonar
Weapon 1 – Light Laser Cannon (20 Damage, 0.2 Reload, 450 Range, Penetration 3, Rapid-Fire)
Weapon 2 – AP Rocket (105 Damage, 1.5 Reload, 550 Range, Penetration 4, Anti-Medium)

– Equipped with short-ranged sonar.
– Equipped with rapid-fire light laser cannons and armor piercing rocket launchers, which will both fire rapidly on the first shot (requires 3 seconds out of combat to recharge the dual shot).


Proteus T1 Destroyer (CoreT1Destroyer)
Cost – 1140M 1425E (T1 Sea Laboratory [-12M -15E for 95s])
Durability – 2000
Armor Class – 5
Self Repair – 3.75
Top Speed – 2.0
Sensors – 600 Sight, 1000 Radar, 800 Sonar
Weapon 1 – Plasma Cannon (175 Damage [2 Shot Salvo], 2.25 Reload, 750 Range, 70 AoE, Penetration 3, Siege Weapon)
Weapon 2 – Laser Cannon (225 Damage, 2.75 Reload, 550 Range, Penetration 5, Anti-Medium)

– Equipped with short-ranged radar and sonar.
– Equipped with ballistic plasma cannons and a laser cannon.


Sky Sweeper T1 Anti-Air Frigate (CoreT1AAShip)
Cost – 540M 675E (T1 Sea Laboratory [-12M -15E for 45s])
Durability – 1250
Armor Class – 4
Self Repair – 1.88
Top Speed – 2.25
Sensors – 600 Sight, 1000 Radar, 800 Sonar
Weapon 1&3 – Missile Launcher (55 Damage [2 Shot Salvo], 1.75 Reload, 500/800 Range, 35/0 AoE, Penetration 2)
Weapon 2 – Pulse Gun (13 Damage [3 Shot Burst], 1.5 Reload, 450 Range, Penetration 2, Hyper-Sonance, Anti-Gunship)

– Equipped with short-ranged radar and sonar.
– Equipped with a burst-fire pulse gun and guided missiles that can attack both ground and air units, but can target air units at longer range and will prefer them to anything else.


Neptune T1 Submarine (CoreT1Sub)
Cost – 1008M 1260E (T1 Sea Laboratory [-12M -15E for 84s])
Durability – 1400
Armor Class – 5
Self Repair – 1.88
Top Speed – 2.25
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.

Tier 1 Air Units


Curator T1 Transport/Construction Aircraft (CoreT1AirCon)
Cost – 171M 570E (T1 Air Laboratory [-3M -10E for 57s])
Durability – 200 (150 while open)
Armor Class – 1
Self Repair – 1.88
Top Speed – 5.0
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.


Vector T1 Transport Aircraft (CoreT1Dropship)
Cost – 140M 420E (T1 Air Laboratory [-5M -15E for 28s])
Durability – 200
Armor Class – 2
Self Repair – 0.94
Top Speed – 5.5
Sensors – 450 Sight

– Transports units of up to 3×3 footprint size.
– Jams itself and any unit being transported from radar while flying.
– Consumes 1 energy per second while flying.


Hornet T1 Interceptor (CoreT1Fighter)
Cost – 66M 220E (T1 Air Laboratory [-3M -10E for 22s])
Durability – 125
Armor Class – 1
Self Repair – 0.47
Top Speed – 9.75
Sensors – 550 Sight, 800 Radar
Weapon 2 – Missiles (26 Damage, 3.0 Reload, 550 Range, Penetration 1, Anti-Bomber)
Weapon 3 – Pulse Gun (8 Damage, 0.3 Reload, 450 Range, Penetration 2, Rapid-Fire, Anti-Bomber)

– Equipped with short-ranged radar.
– Equipped with guided missiles and rapid-fire pulse guns that both only fire at aircraft.
– Cannot attack ground or sea units, but will follow them when issued an attack order.


Hunter T1 Gunship (CoreT1Gunship)
Cost – 145M 290E (T1 Air Laboratory [-5M -10E for 29s])
Durability – 250
Armor Class – 2
Self Repair – 0.47
Top Speed – 6.5
Sensors – 550 Sight, 600 Sonar
Weapon 1 – Laser Gun (10 Damage, 0.25 Reload, 400 Range, Penetration 3, Rapid-Fire)
Weapon 3 – Depth Charges (150 Damage, 5.0 Reload, 300 Range, Penetration 3)

– Equipped with short-ranged sonar.
– Can transport units of up to 2×2 footprint size, such as small Kbots.
– Equipped with rapid-fire laser guns and depth charges (depth charges only fire at sea units, both on the surface and underwater).


Aurora T1 Laser Bomber (CoreT1LasBomber)
Cost – 235M 705E (T1 Air Laboratory [-5M -15E for 47s])
Durability – 250
Armor Class – 1
Self Repair – 0.47
Top Speed – 9.0
Sensors – 300 Sight
Weapon 1 – Laser Cannon (300 Damage, 6.0 Reload, 250 Range, Penetration 5, Siege Weapon, Anti-Medium)

– Equipped with a laser cannon.

Tier 2 Resource Structures


Heavy Metal Extractor (CoreT2Mex)
Cost – 650M 1950E (Artificer [-10M -30E for 65s])
Durability – 1200 (2400 while closed)
Armor Class – 5
Self Repair – 0.94
Shield Reactivation – 2
Sensors – 100 Sight

– Extracts 6 metal per second when built on a metal deposit.
– Equipped with a plasma shield.
– Temporarily shuts down and closes itself when under heavy fire.


Fusion Power Plant (CoreT2PGen)
Cost – 1200M 3600E (Artificer [-10M -30E for 120s])
Durability – 1600
Armor Class – 6
Self Repair – 0.94
Shield Reactivation – 2
Sensors – 120 Sight

– Produces 100 energy per second.
– Equipped with a plasma shield.

Tier 2 Defensive Structures


Omniscient T2 Radar Tower (CoreT2Radar)
Cost – 450M 2160E (Artificer [-10M -48E for 45s])
Durability – 800
Armor Class – 2
Self Repair – 0.94
Shield Reactivation – 2
Sensors – 800 Sight, 3500 Radar

– Equipped with the longest-ranged radar of any Core Tier 2 unit.
– Consumes 30 energy per second while turned on.
– Equipped with a plasma shield.
– Shield is disabled while turned on.


Arcanum T2 Stealth Field Generator (CoreT2Stealth)
Cost – 550M 1650E (Artificer [-10M -30E for 55s])
Durability – 2200
Armor Class – 5
Self Repair – 0.94
Sensors – 100 Sight

– Equipped with a stealth field generator with radar jamming radius of 1500.
– Consumes 50 energy per second while turned on.


Voyeur T2 Cloaked Sensor (CoreT2Sensor)
Cost – 25M 120E (Inquisitor [-2.5M -12E for 10s])
Durability – 100
Armor Class – 1
Self Repair – 0.47
Sensors – 600 Sight, 600 Radar

– Can cloak itself (requires 5 energy per second, minimum cloak distance 200 pixels). Cloaking is set on by default.
– Can only be built by the Inquisitor.


Umbra T2 Radar Jammer (CoreT2Jammer)
Cost – 70M 336E (Inquisitor [-1.25M -6E for 56s])
Durability – 150
Armor Class – 2
Self Repair – 0.47
Sensors – 80 Sight

– Equipped with a small radar jammer with radius of 300.
– Consumes 5 energy per second while turned on.
– Can only be built by the Inquisitor.


Patron T2 Shield Generator (CoreT2Shield)
Cost – 400M 1920E (Artificer [-10M -48E for 40s])
Durability – 1250
Armor Class – 4
Self Repair – 7.5
Shield Reactivation – 0.8
Sensors – 100 Sight

– Equipped with an extended plasma shield with radius of 160.
– Extended plasma shield will be unable to activate if any units are obstructing its perimeter.
– Consumes 25 energy per second while turned on.


Bastion T2 Shield Generator (CoreT2Shield2)
Cost – 650M 3120E (Artificer [-10M -48E for 65s])
Durability – 2000
Armor Class – 4
Self Repair – 7.5
Shield Reactivation – 0.8
Sensors – 120 Sight

– Equipped with an extended plasma shield with radius of 248.
– Extended plasma shield will be unable to activate if any units are obstructing its perimeter.
– Consumes 50 energy per second while turned on.


Adamant T2 Perimeter Defence Turret (CoreT2PDTurret)
Cost – 760M 2280E (Artificer [-10M -30E for 76s])
Durability – 2000
Armor Class – 7
Self Repair – 7.5
Sensors – 600 Sight
Weapon 1 – Heavy Laser Cannon (300 Damage, 2.0 Reload, 600 Range, Penetration 6, Anti-Medium, Anti-Heavy)

– Equipped with adaptive armor which takes 25% reduced damage from consecutive hits.
– Equipped with heavy laser cannons which consume 20 energy per shot.


Artemis T2 Anti-Air Turret (CoreT2AATurret)
Cost – 610M 1830E (Artificer [-10M -30E for 61s])
Durability – 1600
Armor Class – 6
Self Repair – 1.88
Sensors – 600 Sight, 1000 Radar
Weapon 1&3 – Pulse Cannon (21 Damage [3 Shot Burst], 0.5 Reload, 550/800 Range, 75/100 AoE, Penetration 2, Hyper-Sonance, Anti-Gunship)

– Equipped with short-ranged radar.
– Equipped with pulse 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.


Tyrant T2 Heavy Defence Turret (CoreT2HDTurret)
Cost – 1600M 4800E (Artificer [-10M -30E for 160s])
Durability – 2400
Armor Class – 8
Self Repair – 7.5
Shield Reactivation – 1
Sensors – 600 Sight
Weapon 1 – Heavy Plasma Cannon (450 Damage, 4.0 Reload, 1500 Range, 160 AoE, Penetration 4, Siege Weapon, Anti-Medium)

– Equipped with a plasma shield.
– Equipped with a ballistic heavy plasma cannon which consumes 50 energy per shot.


Arbiter T2 Artillery Turret (CoreT2ArtTurret)
Cost – 2200M 6600E (Artificer [-10M -30E for 220s])
Durability – 2200
Armor Class – 6
Self Repair – 3.75
Sensors – 400 Sight
Weapon 1 – Artillery Pulse Cannon (200 Damage [2 Shot Salvo], 5.0 Reload, 2600 Range, 200 AoE, Penetration 3, Siege Weapon)

– Equipped with artillery pulse cannons which are exceptionally effective against structures.


Extinguisher T2 Plasma Mine (CoreT2Mine)
Cost – 32M 96E (Inquisitor [-2M -6E for 8s])
Durability – 100
Armor Class – 2
Self Repair – 0.47
Sensors – 80 Sight
Self-Destruct Weapon – Plasma Mine Explosion (450 Damage, 200 AoE, Penetration 4, Anti-Medium)

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

Tier 2 Nanolathing Structures


T2 Ground Laboratory (CoreT2GF)
Cost – 1050M 2625E (Commander/Artificer [-20M -50E for 52.5s], Laborer [-10M -25E for 105s])
Durability – 4000
Armor Class – 4
Self Repair – 3.75
Shield Reactivation – 1
Build Power – 8
Sensors – 180 Sight

– Builds Tier 2 ground units.
– Consumes 12 to 24 metal and 90 to 120 energy per second to build units, depending on the unit.
– Equipped with a plasma shield that is disabled while building.


T2 Air Laboratory (CoreT2AF)
Cost – 725M 3625E (Artificer [-10M -50E for 72.5s], Curator [-2.5M -12.5E for 290s])
Durability – 2750 (2500 while building units)
Armor Class – 3
Self Repair – 1.88
Build Power – 6
Sensors – 140 Sight

– Builds Tier 2 air units.
– Consumes 12 metal and 120 energy per second to build units.

Tier 2 Ground Units


Artificer T2 Construction Vehicle (CoreT2ConTank)
Cost – 336M 2520E (T2 Ground Laboratory [-12M -90E for 28s])
Durability – 900 (600 while open)
Armor Class – 5
Self Repair – 7.5
Top Speed – 1.75
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.


Inquisitor T2 Spy Kbot (CoreT2Spy)
Cost – 120M 1200E (T2 Ground Laboratory [-12M -120E for 10s])
Durability – 150 (100 when open)
Armor Class – 2
Self Repair – 0.94
Top Speed – 2.0
Build Power – 0.25
Sensors – 600 Sight, 600 Radar, 200 Sonar
Weapon 3 – Haywire Nanites (No Damage, 15.0 Reload, 200 Range, 60 AoE, Irregular Statistics)

– Builds Voyeurs, Umbras and Extinquisher mines.
– Can climb almost any slope.
– Can capture or reclaim enemy units as well as repair itself and others.
– Can cloak itself (requires 10 to 20 energy per second, minimum cloak distance 150 pixels). Cloaking is set on by default.
– Jams itself from radar, but only when not moving.
– Equipped with haywire nanites that can paralyze any factory for two minutes or any turret for a significantly shorter duration.
– Must press "Special" button or "D" key to fire haywire nanites (requires 10 energy).


Nephilim T2 Anti-Assault Kbot (CoreT2AsKbot)
Cost – 312M 1170E (T2 Ground Laboratory [-24M -90E for 13s])
Durability – 850
Armor Class – 5
Self Repair – 3.75
Top Speed – 2.0
Sensors – 500 Sight, 200 Sonar
Weapon 2 – Flamethrower (5 Damage [Two 8 Shot Bursts], 0.2 Reload, 250 Range, 100 AoE, Irregular Statistics)

– Equipped with adaptive armor which takes 25% reduced damage from consecutive hits.
– Equipped with short-ranged flamethrowers.
– Will automatically move in to attack with flamethrowers if the default "Hold Position" move order is changed.
– Using the "Patrol" button or "P" key functions as a sort of "Attack Move" command. Simply set a patrol point in the vicinity of enemy units to effectively attack the whole group rather than attempting to give individual attack commands. For this tactic to work properly, the move order must be set to "Roam".
– Jams itself from radar, but only when not moving.


Titan T2 Anti-Armor Kbot (CoreT2LasKbot)
Cost – 423M 2820E (T2 Ground Laboratory [-18M -120E for 23.5s])
Durability – 600
Armor Class – 4
Self Repair – 1.88
Shield Reactivation – 2
Top Speed – 2.0
Sensors – 550 Sight, 200 Sonar
Weapon 1 – Bombast Laser Cannon (400 Damage, 4.5 Reload, 550 Range, Penetration 7, Anti-Medium, Anti-Heavy)

– Equipped with a plasma shield.
– Equipped with a highly penetrative bombast laser cannon which requires a one second charge up time before firing and consumes 25 energy per shot.


Raider T2 Amphibious Stealth Tank (CoreT2AmpTank)
Cost – 432M 1620E (T2 Ground Laboratory [-24M -90E for 18s])
Durability – 900 (1200 while closed)
Armor Class – 5
Self Repair – 3.75
Top Speed – 1.75
Sensors – 500 Sight, 300 Sonar
Weapon 1 – Assault Plasma Cannon (150 [4 Shot Salvo] Damage, 5.0 Reload, 450 Range, 60 AoE, Penetration 3, Siege Weapon)

– Is amphibious and equipped with adaptive armor which takes 25% reduced damage from consecutive hits.
– Equipped with ballistic assault plasma cannons that need 0.75 seconds to open before firing.
– Jams itself from radar when closed.


Behemoth T2 Siege Tank (CoreT2BTank)
Cost – 1224M 6120E (T2 Ground Laboratory [-24M -120E for 51s])
Durability – 2200
Armor Class – 6
Self Repair – 7.5
Shield Reactivation – 1
Top Speed – 1.5
Sensors – 600 Sight, 200 Sonar
Weapon 1 – Heavy Plasma Cannon (450 Damage, 3.5 Reload, 550 Range, 160 AoE, Penetration 4, Siege Weapon, Anti-Medium)

– Equipped with a plasma shield.
– Equipped with a ballistic heavy plasma cannon which consumes 50 energy per shot.


Crasher T2 Anti-Air Kbot (CoreT2AASpider)
Cost – 414M 2070E (T2 Ground Laboratory [-18M -90E for 23s])
Durability – 900
Armor Class – 4
Self Repair – 1.88
Top Speed – 2.0
Sensors – 550 Sight, 200 Sonar
Weapon 1&3 – Pulse Cannon (21 Damage [3 Shot Burst], 1.0 Reload, 500/800 Range, 75/100 AoE, Penetration 2, Hyper-Sonance, Anti-Gunship)

– Can climb steep slopes.
– Equipped with pulse cannons 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.


Mediator T2 Artillery Tank (CoreT2ArtTank)
Cost – 1170M 5850E (T2 Ground Laboratory [-18M -90E for 65s])
Durability – 1600
Armor Class – 6
Self Repair – 3.75
Top Speed – 1.5
Sensors – 400 Sight, 200 Sonar
Weapon 1 – Artillery Pulse Cannon (200 Damage [2 Shot Salvo], 7.5 Reload, 1400 Range, 200 AoE, Penetration 3, Siege Weapon)

– Equipped with area-effective ballistic artillery pulse cannons that can only fire when the unit is stationary and require 2 seconds to deploy before firing.
– Artillery pulse cannons are exceptionally effective against structures.


Blackout T2 Electronic Warfare Hovercraft (CoreT2EWHover)
Cost – 720M 4800E (T2 Ground Laboratory [-18M -120E for 40s])
Durability – 1200 (1000 when open)
Armor Class – 4
Self Repair – 1.88
Top Speed – 2.25
Sensors – 500 Sight, 200 Sonar
Weapon 1 – Overload Cannon (60 Damage, 4.0 Reload, 1000 Range, 300 AoE, Irregular Statistics)
Weapon 3 – Shield Breaker (No Damage [50 Hit Burst], 15.0 Reload, 600 Range, 600 AoE)

– Equipped with area-effective ballistic overload cannon which consumes 50 energy per shot.
– Overload cannon does only minimal damage to most targets, but wreaks havoc on radar and radar jammer units and structures, and also shield generators and mines.
– Equipped with a shield breaker, which can be used to channel an area-effective damage-over-time effect that lasts for 5 seconds.
– Shield breaker does no physical damage, but quickly depletes all shields.
– Must press "Special" button or "D" key to use shield breaker (requires 100 energy).
– Jams itself from radar.

Tier 2 Air Units


Thor T2 Gunship (CoreT2Gunship)
Cost – 588M 5880E (T2 Air Laboratory [-12M -120E for 49s])
Durability – 600
Armor Class – 4
Self Repair – 1.88
Shield Reactivation – 2
Top Speed – 5.0
Sensors – 550 Sight
Weapon 1 – Heavy Rocket (205 Damage, 2.0 Reload, 500 Range, 60 AoE, Penetration 5, Anti-Medium)

– Equipped with a plasma shield.
– Plasma shield is inactive while flying at cruise speed.
– Equipped with heavy rockets.

 


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.
Shield Reactivation – The shield reactivation delay of the unit, measured in seconds. See "Plasma Shields In Detail" below.
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%.
Hyper-Sonance – Special ability of Core's pulse weapons. Inflicts +15% damage against armor class 1 units, +10% against armor class 2 units, and +5% against armor class 3 units.


Plasma Shields In Detail
Plasma shield reduces damage taken from a single weapon impact by 50% and will then have to recharge for what is typically 2 seconds before reactivation. Therefore plasma shields are not particularly useful against rapidly firing light weapons, but will reliably block any occasional hits from heavy weapons time after time.

Extended plasma shields of fixed Tier 2 shield generators work with the very same principle as the personal plasma shields of other Core units, but there are some differences. Since the projectiles are intercepted further away, the shield generator will take no damage at all. Weapons with a large area of effect can still potentially reach other units within the shield's perimeter. Shield generators require the perimeter of their shield to be clear of other units and will be unable to activate if any are in the way. They can also be troublesome to build on some maps due to their huge footprint size.