Archive

Core 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 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's 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, 475 Range, Penetration 5, Anti-Medium)
Weapon 3 – Modulated Burst Laser (25 Damage [30 Shot Burst], 3.0 Reload, 425 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 3 minutes 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
Cost – 200M 160E (Commander [-20M -16E for 10 sec], Laborer [-10M -8E for 20 sec], Overseer [-5M -4E for 40 sec])
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
Cost – 145M (Commander [-10M for 14.5 sec], Laborer [-5M for 29 sec], Overseer [-2.5M for 58 sec])
Durability – 250
Armor Class – 2
Self Repair – 0.47
Sensors – 80 Sight

– Produces 10 energy per second.


Geothermal Power Plant
Cost – 305M 244E (Commander [-10M -8E for 30.5 sec], Laborer [-5M -4E for 61 sec], Overseer [-2.5M -2E for 122 sec])
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
Cost – 190M 228E (Commander [-10M -12E for 19 sec], Laborer [-5M -6E for 38 sec], Overseer [-2.5M -3E for 76 sec])
Durability – 800
Armor Class – 3
Self Repair – 0.94
Sensors – 80 Sight

– Increases metal storage capacity by 2000 units.


Energy Storage
Cost – 135M 270E (Commander [-10M -20E for 13.5 sec], Laborer [-5M -10E for 27 sec], Overseer [-2.5M -5E for 54 sec])
Durability – 400
Armor Class – 2
Self Repair – 0.47
Sensors – 80 Sight

– Increases energy storage capacity by 1500 units.


Underwater Metal Extractor
Cost – 200M 200E (Commander/Executor [-20M -20E for 10 sec], Laborer [-10M -10E for 20 sec])
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
Cost – 80M (Commander/Executor [-10M for 8 sec], Laborer [-5M for 16 sec], Overseer [-2.5M for 32 sec])
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
Cost – 20M 16E (Commander [-10M -8E for 2 sec], Laborer [-5M -4E for 4 sec], Overseer [-2.5M -2E for 8 sec])
Durability – 800
Armor Class – 7
Self Repair – 1.88 (Energy cost only 0.47)
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".


Argus T1 Radar Tower
Cost – 205M 492E (Commander [-10M -24E for 20.5 sec], Laborer [-5M -12E for 41 sec], Overseer [-2.5M -6E for 82 sec])
Durability – 400
Armor Class – 1
Self Repair – 0.47
Sensors – 650 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
Cost – 200M 160E (Commander [-10M -8E for 20 sec], Laborer [-5M -4E for 40 sec], Overseer [-2.5M -2E for 80 sec])
Durability – 700
Armor Class – 5
Self Repair – 0.94
Sensors – 600 Sight
Weapon 1 – Medium Laser Cannon (75 Damage, 0.75 Reload, 625 Range, Penetration 4, Anti-Light)

– Equipped with a medium laser cannon.


Sentry T1 Anti-Air Turret
Cost – 189M 210E (Commander [-9M -10E for 21 sec], Laborer [-4.5M -5E for 42 sec], Overseer [-2.25M -2.5E for 84 sec])
Durability – 625
Armor Class – 4
Self Repair – 0.94
Sensors – 600 Sight
Weapon 1&3 – Missile Launcher (55 Damage, 1.25 Reload, 700/1025 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
Cost – 227M 152E (Commander [-12M -8E for 19 sec], Laborer [-6M -4E for 38 sec], Overseer [-3M -2E for 76 sec])
Durability – 1200 (2400 while closed)
Armor Class – 6
Self Repair – 3.75
Sensors – 400 Sight
Weapon 1 – Flamethrower (5 Damage [8 Shot Burst], 0.1 Reload, 250 Range, 100 AoE, Irregular Statistics)

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


Retributor T1 Artillery Turret
Cost – 600M 960E (Commander [-10M -16E for 60 sec], Laborer [-5M -8E for 120 sec], Overseer [-2.5M -4E for 240 sec])
Durability – 800
Armor Class – 5
Self Repair – 0.94
Sensors – 300 Sight
Weapon 1 – Rocket Barrage (100 Damage [3 Rocket Salvo], 3.5 Reload, 1250 Range, 120 AoE, Penetration 2, Siege Weapon)

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


Observatory T1 Naval Sensor Station
Cost – 230M 552E (Commander/Executor [-10M -24E for 23 sec], Laborer [-5M -12E for 46 sec], Overseer [-2.5M -6E for 92 sec])
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
Cost – 190M 190E (Commander [-10M -10E for 19 sec], Laborer [-5M -5E for 38 sec], Overseer [-2.5M -2.5E for 76 sec])
Durability – 700
Armor Class – 5
Self Repair – 0.94
Sensors – 600 Sight, 300 Sonar
Weapon 1 – Light Laser Cannon (25 Damage, 0.2 Reload, 575 Range, Penetration 3, Rapid-Fire)

– Equipped with rapid-fire light laser cannons.


Sentry NS T1 Floating Anti-Air Turret
Cost – 189M 210E (Commander [-9M -10E for 21 sec], Laborer [-4.5M -5E for 42 sec], Overseer [-2.25M -2.5E for 84 sec])
Durability – 625
Armor Class – 4
Self Repair – 0.94
Sensors – 600 Sight
Weapon 1&3 – Missile Launcher (55 Damage, 1.25 Reload, 700/1025 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
Cost – 465M 372E (Commander/Executor [-10M -8E for 46.5 sec], (Laborer [-5M -4E for 93 sec], Overseer [-2.5M -2E for 186 sec])
Durability – 1600
Armor Class – 5
Self Repair – 1.88
Sensors – 600 Sight, 1000 Sonar
Weapon 1 – Torpedo Launcher (450 Damage, 2.75 Reload, 900 Range, Penetration 5)

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

Tier 1 Nanolathing Structures


T1 Ground Laboratory
Cost – 550M 275E (Commander [-20M -10E for 27.5 sec], Laborer [-10M -5E for 55 sec], Overseer [-5M -2.5E for 110 sec])
Durability – 3000 (2000 while building units)
Armor Class – 3
Self Repair – 0.94
Build Power – 4
Sensors – 140 Sight

– Builds Tier 1 ground units.
– Consumes 9 to 12 metal per second and 15 to 20 energy per second to build units, depending on the unit.


T1 Sea Laboratory
Cost – 550M 275E (Commander/Executor [-20M -10E for 27.5 sec], Laborer [-10M -5E for 55 sec], Overseer [-5M -2.5E for 110 sec])
Durability – 2200 (2000 while building units)
Armor Class – 3
Self Repair – 0.94
Build Power – 4
Sensors – 140 Sight

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


T1 Air Laboratory
Cost – 500M 1000E (Commander [-10M -20E for 50 sec], Laborer [-5M -10E for 100 sec], Overseer [-2.5M -5E for 200 sec])
Durability – 1650 (1500 while building units)
Armor Class – 3
Self Repair – 0.94
Build Power – 3
Sensors – 120 Sight, 1000 Radar

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


Aircraft Repair Center
Cost – 400M 200E (Commander [-20M -10E for 20 sec], Laborer [-10M -5E for 40 sec], Overseer [-5M -2.5E for 80 sec])
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
Cost – 162M 270E (T1 Ground Laboratory [-9M -15E for 18 sec])
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
Cost – 126M 210E (T1 Ground Laboratory/T1 Sea Laboratory [-9M -15E for 14 sec])
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
Cost – 54M 90E (T1 Ground Laboratory [-9M -15E for 6 sec])
Durability – 125
Armor Class – 2
Self Repair – 0.47
Top Speed – 3.25
Sensors – 450 Sight, 200 Sonar
Weapon 1 – Pulse Gun (10 Damage, 0.5 Reload, 425 Range, Penetration 2, Hyper-Sonance, Anti-Gunship)

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


Pathfinder T1 Scout Kbot
Cost – 63M 140E (T1 Ground Laboratory [-9M -20E for 7 sec])
Durability – 100
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, 450/700 Range, Penetration 3/4, —/Anti-Infantry, Anti-Light, Anti-Turret)

– Equipped with short-ranged radar.
– Equipped with a laser 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
Cost – 78M 130E (T1 Ground Laboratory [-12M -20E for 6.5 sec])
Durability – 200
Armor Class – 3
Self Repair – 0.47
Top Speed – 2.0
Sensors – 500 Sight, 200 Sonar
Weapon 1 – Laser Assault Rifle (13 Damage, 0.33 Reload, 425 Range, Penetration 3, Rapid-Fire)
Weapon 3 – Pulse Grenade (80 Damage, 3.0 Reload, 450 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 2 seconds to switch back to laser mode after firing pulse grenade.


Enforcer T1 Fire Support Kbot
Cost – 180M 400E (T1 Ground Laboratory [-9M -20E for 20 sec])
Durability – 400
Armor Class – 3
Self Repair – 0.47
Top Speed – 1.75
Sensors – 550 Sight, 200 Sonar
Weapon 1 – AP Rocket (105 Damage, 1.75 Reload, 575 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
Cost – 300M 375E (T1 Ground Laboratory [-12M -15E for 25 sec])
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, 475 Range, Penetration 5, Anti-Medium)

– Equipped with a laser cannon.


Arclite T1 Artillery Tank
Cost – 312M 390E (T1 Ground Laboratory [-12M -15E for 26 sec])
Durability – 600
Armor Class – 4
Self Repair – 0.94
Top Speed – 1.75
Sensors – 400 Sight, 200 Sonar
Weapon 1 – Plasma Cannon (150 Damage [2 Shot Salvo], 4.5 Reload, 750 Range, 60 AoE, Penetration 3, Siege Weapon)

– Equipped with ballistic plasma cannons.


Marauder T1 Assault Hovercraft
Cost – 243M 405E (T1 Ground Laboratory/T1 Sea Laboratory [-9M -15E for 27 sec])
Durability – 500
Armor Class – 3
Self Repair – 0.94
Top Speed – 2.5
Sensors – 500 Sight, 200 Sonar
Weapon 1 – Medium Laser Cannon (75 Damage, 1.0 Reload, 475 Range, Penetration 4, Anti-Light)

– Equipped with a medium laser cannon.


Tracker T1 Anti-Air Half-Track
Cost – 144M 240E (T1 Ground Laboratory [-9M -15E for 16 sec])
Durability – 400
Armor Class – 3
Self Repair – 0.47
Top Speed – 2.25
Sensors – 450 Sight, 800 Radar, 200 Sonar
Weapon 1&3 – Missile Launcher (55 Damage, 2.0 Reload, 550/800 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
Cost – 384M 435E (T1 Sea Laboratory [-9M -15E for 29 sec])
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.


TritonT1 Assault Frigate
Cost – 720M 900E (T1 Sea Laboratory [-12M -15E for 60 sec])
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, 475 Range, Penetration 3, Rapid-Fire)
Weapon 2 – AP Rocket (105 Damage, 1.5 Reload, 575 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).


Sky SweeperT1 Anti-Air Frigate
Cost – 540M 675E (T1 Sea Laboratory [-12M -15E for 45 sec])
Durability – 1250
Armor Class – 4
Self Repair – 0.94
Top Speed – 2.25
Sensors – 600 Sight, 1000 Radar, 800 Sonar
Weapon 1&3 – Missile Launcher (55 Damage [2 Shot Salvo], 1.75 Reload, 550/800 Range, 35/0 AoE, Penetration 2)
Weapon 2 – Pulse Gun (13 Damage [3 Shot Burst], 1.5 Reload, 500 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.


ProteusT1 Destroyer
Cost – 1200M 1500E (T1 Sea Laboratory [-12M -15E for 100 sec])
Durability – 2000
Armor Class – 5
Self Repair – 1.88
Top Speed – 2.0
Sensors – 600 Sight, 1000 Radar, 800 Sonar
Weapon 1 – Plasma Cannon (175 Damage [2 Shot Salvo], 2.25 Reload, 800 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.


NeptuneT1 Submarine
Cost – 1152M 1440E (T1 Sea Laboratory [-12M -15E for 96 sec])
Durability – 1400
Armor Class – 5
Self Repair – 0.94
Top Speed – 2.25
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


Overseer T1 Transport/Construction Aircraft
Cost – 168M 420E (T1 Air Laboratory [-4M -10E for 42 sec])
Durability – 200 (150 while open)
Armor Class – 1
Self Repair – 1.88
Top Speed – 5.0
Build Power – 0.5
Sensors – 450 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.


Hornet T1 Interceptor
Cost – 66M 220E (T1 Air Laboratory [-3M -10E for 22 sec])
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, 600 Range, Penetration 1, Anti-Bomber)
Weapon 3 – Pulse Gun (8 Damage, 0.3 Reload, 500 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
Cost – 145M 290E (T1 Air Laboratory [-5M -10E for 29 sec])
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
Cost – 235M 705E (T1 Air Laboratory [-5M -15E for 47 sec])
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
Cost – 650M 1950E (Artificer [-10M -30E for 65 sec])
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
Cost – 1200M 3600E (Artificer [-10M -30E for 120 sec])
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
Cost – 450M 2160E (Artificer [-10M -48E for 45 sec])
Durability – 800
Armor Class – 2
Self Repair – 0.94
Shield Reactivation – 2
Sensors – 700 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
Cost – 550M 1650E (Artificer [-10M -30E for 55 sec])
Durability – 2200
Armor Class – 5
Self Repair – 0.94
Sensors – 100 Sight

– Equipped with a stealth field generator with radar jamming radius of 1250.
– Consumes 50 energy per second while turned on.


Voyeur T2 Cloaked Sensor
Cost – 25M 120E (Inquisitor [-2.5M -12E for 10 sec])
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
Cost – 70M 336E (Inquisitor [-1.25M -6E for 56 sec])
Durability – 150
Armor Class – 2
Self Repair – 0.47
Sensors – 80 Sight

– Equipped with a small radar jammer with radius of 235.
– Consumes 5 energy per second while turned on.
– Can only be built by the Inquisitor.


Patron T2 Shield Generator
Cost – 400M 1920E (Artificer [-10M -48E for 40 sec])
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
Cost – 650M 3120E (Artificer [-10M -48E for 65 sec])
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
Cost – 760M 2280E (Artificer [-10M -30E for 76 sec])
Durability – 2000
Armor Class – 7
Self Repair – 7.5
Sensors – 600 Sight
Weapon 1 – Heavy Laser Cannon (300 Damage, 2.0 Reload, 650 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
Cost – 610M 1830E (Artificer [-10M -30E for 61 sec])
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, 600/825 Range, 75/100 AoE, Penetration 2, Hyper-Sonance, Anti-Gunship)

– 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
Cost – 1600M 4800E (Artificer [-10M -30E for 160 sec])
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, 1600 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
Cost – 2200M 6600E (Artificer [-10M -30E for 220 sec])
Durability – 2200
Armor Class – 6
Self Repair – 1.88
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
Cost – 32M 96E (Inquisitor [-2M -6E for 8 sec])
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
Cost – 1350M 3375E (Commander/Artificer [-20M -50E for 67.5 sec], Laborer [-10M -25E for 135 sec])
Durability – 4000
Armor Class – 4
Self Repair – 0.94
Shield Reactivation – 1
Build Power – 8
Sensors – 180 Sight

– Builds Tier 2 ground units.
– Consumes 18 to 24 metal per second 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
Cost – 775M 3875E (Artificer [-10M -50E for 77.5 sec], Laborer [-5M -25E for 155 sec])
Durability – 2750 (2500 while building units)
Armor Class – 3
Self Repair – 0.94
Build Power – 6
Sensors – 140 Sight

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

Tier 2 Ground Units


Artificer T2 Construction Vehicle
Cost – 324M 1620E (T2 Ground Laboratory [-18M -90E for 18 sec])
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
Cost – 120M 1200E (T2 Ground Laboratory [-12M -120E for 10 sec])
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)

– 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 stun 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
Cost – 336M 1260E (T2 Ground Laboratory [-24M -90E for 14 sec])
Durability – 900
Armor Class – 5
Self Repair – 3.75
Top Speed – 1.75
Sensors – 500 Sight, 200 Sonar
Weapon 1 – Flamethrower (5 Damage [8 Shot Burst], 0.1 Reload, 250 Range, 100 AoE, Irregular Statistics)

– Equipped with adaptive armor which takes 25% reduced damage from consecutive hits.
– Equipped with short-ranged flamethrowers.
– Jams itself from radar, but only when not moving.


Titan T2 Anti-Armor Kbot
Cost – 405M 2700E (T2 Ground Laboratory [-18M -120E for 22.5 sec])
Durability – 600
Armor Class – 4
Self Repair – 0.94
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
Cost – 432M 1620E (T2 Ground Laboratory [-24M -90E for 18 sec])
Durability – 1200 (900 when open)
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, 475 Range, 60 AoE, Penetration 3, Siege Weapon)

– Is amphibious.
– 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
Cost – 1200M 6000E (T2 Ground Laboratory [-24M -120E for 50 sec])
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, 600 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
Cost – 414M 2070E (T2 Ground Laboratory [-18M -90E for 23 sec])
Durability – 900
Armor Class – 4
Self Repair – 0.94
Top Speed – 2.0
Sensors – 550 Sight, 200 Sonar
Weapon 1&3 – Pulse Cannon (21 Damage [3 Shot Burst], 1.0 Reload, 550/825 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
Cost – 1170M 5850E (T2 Ground Laboratory [-18M -90E for 65 sec])
Durability – 1600
Armor Class – 6
Self Repair – 1.88
Top Speed – 1.5
Sensors – 400 Sight, 200 Sonar
Weapon 1 – Artillery Pulse Cannon (200 Damage [2 Shot Salvo], 7.5 Reload, 1500 Range, 200 AoE, Penetration 3, Siege Weapon)

– Equipped with area-effective ballistic heavy artillery pulse cannons that can only fire when the unit is stationary.
– Heavy artillery pulse cannons are exceptionally effective against structures.


Blackout T2 Electronic Warfare Hovercraft
Cost – 720M 4800E (T2 Ground Laboratory [-18M -120E for 40 sec])
Durability – 1200 (1000 when open)
Armor Class – 4
Self Repair – 0.94
Top Speed – 2.25
Sensors – 500 Sight, 200 Sonar
Weapon 1 – Overload Cannon (60 Damage, 4.0 Reload, 1250 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 shields 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
Cost – 588M 5880E (T2 Air Laboratory [-12M -120E for 49 sec])
Durability – 600
Armor Class – 4
Self Repair – 0.94
Shield Reactivation – 2
Top Speed – 5.0
Sensors – 550 Sight
Weapon 1 – Heavy Rocket (205 Damage, 2.0 Reload, 600 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.
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%.
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.