Archive

GoK 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


Void Shields
Almost all of GoK's units and structures are equipped with potent void shields which scatter incoming projectiles in space and time, reducing the damage taken to a fraction. These essentially act as an extra layer of durability over the otherwise relatively frail units, and if carefully managed through hit-and-run tactics, their fast recharge rate can result in phenomenal ability to tank damage over time. All void shielded units have shield status indicator gems, the luminosity of which shows the shield's charge level.


Exotic Weapons
GoK fields a varied arsenal of exotic weaponry with certain attributes taken to the extremes. Ion blasters and photon torpedos both provide great stopping power, but only work against the least armored targets, while warp beams and distort cannons bypass most armor, but consume a significant amount of energy to fire.

 



Guardian
Void Shield – 1000
Recharge – 25
Durability – 1200
Armor Class – 6
Self Repair – 3.75
Top Speed – 1.75
Build Power – 2
Sensors – 600 Sight, 600 Radar, 600 Sonar
Weapon 1 – Power Sword (150-1500 Damage, ~1.0 Reload, 120 Range, 50 AoE, Penetration 7)
Weapon 2 – Ion Beamer (20 Damage, 0.166 Reload, 425 Range, Penetration 3, Rapid-Fire)
Weapon 3 – Void Shield Overcharge (45 Stun Damage [24 Hit Burst], 15.0 Reload, 400 AoE, Penetration 1)

– Builds all T1 structures and T2 Terra Platform.
– 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 60 to 120 energy per second, minimum cloak distance 150 pixels).
– Equipped with a heavy void shield that blocks heavy weapons efficiently, but wastes more energy when hit with light weapons.
– Equipped with a power sword, ion beamer, and the ability to overcharge its void shield which paralyzes nearby units and significantly boosts shield regeneration for 6 seconds.
– Must press "Attack" button or "A" key to attack with power sword.
– Must press "VSOC" button or "D" key to unleash Void Shield Overcharge (requires 1000 energy).
– Power sword is unavailable for first 3 minutes of a battle.
– Produces 1 metal and 6 energy per second.
– Increases metal and energy storage capacity by 1000 units each.

Tier 1 Resource Structures


Extractor
Cost – 200M 160E (Guardian [-20M -16E for 10 sec], Protector [-10M -8E for 20 sec], Eudaemon [-5M -4E for 40 sec])
Durability – 600
Armor Class – 2
Sensors – 80 Sight

– Extracts 3 metal per second when built on a metal deposit.
– Is unshielded.


Dynamo
Cost – 170M (Guardian [-10M for 17 sec], Protector [-5M for 34 sec], Eudaemon [-2.5M for 68 sec])
Void Shield – 150
Recharge – 7.5
Durability – 175
Armor Class – 2
Sensors – 80 Sight

– Produces 12 energy per second.


Geothermal Power Plant
Cost – 310M 310E (Guardian [-10M -10E for 31 sec], Protector [-5M -5E for 62 sec], Eudaemon [-2.5M -2.5E for 124 sec])
Void Shield – 250
Recharge – 12.5
Durability – 900
Armor Class – 2
Sensors – 120 Sight

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


Metal Storage
Cost – 195M 312E (Guardian [-10M -16E for 19.5 sec], Protector [-5M -8E for 39 sec], Eudaemon [-2.5M -4E for 78 sec])
Void Shield – 150
Recharge – 7.5
Durability – 700
Armor Class – 3
Sensors – 80 Sight

– Increases metal storage capacity by 2000 units.


Energy Storage
Cost – 185M 444E (Guardian [-10M -24E for 18.5 sec], Protector [-5M -12E for 37 sec], Eudaemon [-2.5M -6E for 74 sec])
Void Shield – 200
Recharge – 10
Durability – 200
Armor Class – 1
Sensors – 80 Sight

– Increases energy storage capacity by 2000 units.


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

– Extracts 3 metal per second when built on a metal deposit.
– Is unshielded.
– Can only be built underwater.


Floating Solar Panel
Cost – 60M (Guardian [-10M for 6 sec], Protector [-5M for 12 sec], Eudaemon [-2.5M for 24 sec])
Durability – 200
Armor Class – 1
Sensors – 80 Sight

– Produces 4 energy per second.
– Is unshielded.
– Can only be built on water.

Tier 1 Defensive Structures


Star T1 Perimeter Defence
Cost – 15M 12E (Guardian [-10M -8E for 1.5 sec], Protector [-5M -4E for 3 sec], Eudaemon [-2.5M -2E for 6 sec])
Durability – 600
Armor Class – 6
Sensors – None

– Inert perimeter defence wall section.
– Is unshielded.
– 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".


Pylon T1 Radar Tower
Cost – 215M 516E (Guardian [-10M -24E for 21.5 sec], Protector [-5M -12E for 43 sec], Eudaemon [-2.5M -6E for 86 sec])
Void Shield – 250
Recharge – 12.5
Durability – 400
Armor Class – 1
Sensors – 650 Sight, 2250 Radar

– Equipped with the longest-ranged radar of any GoK Tier 1 unit.
– Consumes 12 energy per second while turned on.
– Shield is disabled while turned on.


Admonisher T1 Perimeter Defence Turret
Cost – 190M 152E (Guardian [-10M -8E for 19 sec], Protector [-5M -4E for 38 sec], Eudaemon [-2.5M -2E for 76 sec])
Durability – 650
Armor Class – 5
Sensors – 600 Sight
Weapon 1 – Heavy Ion Blaster (30 Damage, 0.25 Reload, 575 Range, Penetration 2, Rapid-Fire)

– Is unshielded.
– Equipped with a heavy ion blaster.


Stargazer T1 Anti-Air Turret
Cost – 184M 276E (Guardian [-8M -12E for 23 sec], Protector [-4M -6E for 46 sec], Eudaemon [-2M -3E for 92 sec])
Void Shield – 150
Recharge – 7.5
Durability – 400
Armor Class – 4
Sensors – 600 Sight
Weapon 1&3 – Photon Torpedo Launcher (70 Damage, 1.75 Reload, 700/900 Range, 60/0 AoE, Penetration 1, Scatter Beams)

– Equipped with photon torpedoes 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.


Black Dawn T1 Artillery Turret
Cost – 425M 1020E (Guardian [-10M -24E for 42.5 sec], Protector [-5M -12E for 85 sec], Eudaemon [-2.5M -6E for 170 sec])
Void Shield – 250
Recharge – 12.5
Durability – 600
Armor Class – 5
Sensors – 300 Sight
Weapon 1 – Distort Cannon (300 Damage, 4.0 Reload, 1000 Range, 120 AoE, Penetration 6, Siege Weapon, Anti-Medium)

– Equipped with a low-trajectory distort cannon which consumes 50 energy per shot.


Shield Node
Cost – 12M 96E (Guardian [-6M -48E for 2 sec], Protector [-3M -24E for 4 sec], Eudaemon [-1.5M -12E for 8 sec])
Void Shield – 300
Recharge – 7.5
Durability – 50
Self Repair – 0.94
Armor Class – 1
Sensors – 80 Sight

– Generates a void shield wall.
– 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".


Pharos T1 Naval Sensor Station
Cost – 235M 564E (Commander [-10M -24E for 23.5 sec], Protector [-5M -12E for 47 sec], Eudaemon [-2.5M -6E for 94 sec])
Void Shield – 150
Recharge – 7.5
Durability – 400
Armor Class – 1
Sensors – 600 Sight, 1900 Radar, 1900 Sonar

– Equipped with radar and the longest-ranged sonar of any GoK Tier 1 unit.
– Consumes 12 energy per second while turned on.
– Shield is disabled while turned on.


Exhorter T1 Floating Perimeter Defence Turret
Cost – 190M 190E (Guardian [-10M -10E for 19 sec], Protector [-5M -5E for 38 sec], Eudaemon [-2.5M -2.5E for 76 sec])
Durability – 750
Armor Class – 5
Sensors – 600 Sight, 300 Sonar
Weapon 1 – Heavy Ion Blaster (30 Damage, 0.25 Reload, 575 Range, Penetration 2, Rapid-Fire)

– Is unshielded.
– Equipped with a heavy ion blaster.


Stargazer NS T1 Floating Anti-Air Turret
Cost – 184M 276E (Guardian [-8M -12E for 23 sec], Protector [-4M -6E for 46 sec], Eudaemon [-2M -3E for 92 sec])
Void Shield – 150
Recharge – 7.5
Durability – 400
Armor Class – 4
Sensors – 600 Sight
Weapon 1&3 – Photon Torpedo Launcher (70 Damage, 1.75 Reload, 700/900 Range, 60/0 AoE, Penetration 1, Scatter Beams)

– Equipped with photon torpedoes 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.


Nix Rose T1 Floating Torpedo Turret
Cost – 525M 630E (Guardian [-10M -12E for 52.5 sec], Protector [-5M -6E for 105 sec], Eudaemon [-2.5M -3E for 210 sec])
Void Shield – 250
Recharge – 12.5
Durability – 1200
Armor Class – 5
Sensors – 600 Sight, 1000 Sonar
Weapon 1 – Void Torpedo Launcher (600 Damage, 4.25 Reload, 900 Range, Penetration 6)

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

Tier 1 Nanolathing Structures


T1 Terra Platform
Cost – 550M 330E (Guardian [-20M -12E for 27.5 sec], Protector [-10M -6E for 55 sec], Eudaemon [-5M -3E for 110 sec])
Void Shield – 1000
Recharge – 25
Durability – 2000
Armor Class – 3
Build Power – 4
Sensors – 140 Sight

– Builds Tier 1 ground units.
– Consumes 9 metal per second and 18 energy per second to build units.
– Shield is disabled while building.


T1 Hydro Platform
Cost – 550M 330E (Commander [-20M -12E for 27.5 sec], Laborer [-10M -6E for 55 sec], Overseer [-5M -3E for 110 sec])
Void Shield – 1000
Recharge – 25
Durability – 2000
Armor Class – 3
Build Power – 4
Sensors – 140 Sight

– Builds Tier 1 sea units and hovercraft.
– Consumes 12 metal per second and 18 energy per second to build sea units.
– Consumes 9 metal per second and 18 energy per second to build hovercraft.
– Shield is disabled while building.


T1 Aero Platform
Cost – 500M 1200E (Guardian [-10M -24E for 50 sec], Protector [-5M -12E for 100 sec], Eudaemon [-2.5M -6E for 200 sec])
Void Shield – 750
Recharge – 18.75
Durability – 1500
Armor Class – 3
Build Power – 3
Sensors – 120 Sight

– Builds Tier 1 air units.
– Consumes 3 to 5 metal per second and 12 to 18 energy per second to build units, depending on the unit.
– Shield is disabled while building.


Aircraft Repair Center
Cost – 420M 252E (Guardian [-20M -12E for 21 sec], Protector [-10M -6E for 42 sec], Eudaemon [-5M -3E for 84 sec])
Void Shield – 500
Recharge – 25
Durability – 1500
Armor Class – 2
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


Protector T1 Construction Hovercraft
Cost – 171M 342E (T1 Terra Platform/T1 Hydro Platform [-9M -18E for 19 sec])
Void Shield – 150
Recharge – 7.5
Durability – 200
Armor Class – 3
Self Repair – 1.88
Top Speed – 2.25
Build Power – 1
Sensors – 400 Sight, 200 Sonar
Weapon 3 – Nano Decomposer (No Damage, 1.0 Reload, 250 Range, 300 AoE)

– Builds all Tier 1 structures and T2 Terra Platform.
– 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.


Emissary T1 Field Engineer Hovercraft
Cost – 153M 306E (T1 Terra Platform/T1 Hydro Platform [-9M -18E for 17 sec])
Void Shield – 150
Recharge – 7.5
Durability – 150
Armor Class – 2
Self Repair – 0.94
Top Speed – 2.75
Build Power – 0.5
Sensors – 500 Sight, 200 Sonar
Weapon 1 – Ion Blaster (15 Damage, 0.4 Reload, 400 Range, Penetration 1, Rapid-Fire)
Weapon 3 – Nano Decomposer (No Damage, 1.0 Reload, 250 Range, 300 AoE)

– Builds Admonishers, Exhorters, Stargazers, Shield Nodes, and Stars.
– Can capture or reclaim enemy units as well as repair itself and others.
– Equipped with an ion blaster 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.


Faerie T1 Scout Hovercraft
Cost – 81M 162E (T1 Terra Platform/T1 Hydro Platform [-9M -18E for 9 sec])
Durability – 125
Armor Class – 1
Top Speed – 3.25
Sensors – 550 Sight, 200 Sonar
Weapon 1 – Photon Gun (22 Damage, 0.75 Reload (0.25 for first three shots), 500 Range, Penetration 1, Scatter Beams)

– Is unshielded.
– Can cloak itself (requires 1 to 2 energy per second, minimum cloak distance 250 pixels). Cloaking is set on by default.
– Equipped with a photon gun that automatically burst-fires on the first shot (requires 3 seconds out of combat to recharge the burst shot).


Disciple T1 Assault Kbot
Cost – 81M 162E (T1 Terra Platform [-9M -18E for 9 sec])
Void Shield – 100
Recharge – 5
Durability – 125
Armor Class – 2
Top Speed – 2.75
Sensors – 500 Sight, 200 Sonar
Weapon 2 – Power Swords (30-120 Damage, ~1.0 Reload, 120 Range, Penetration 3, Anti-Infantry)
Weapon 3 – Ion Blaster (15 Damage, 0.4 Reload, 400 Range, Penetration 1, Rapid-Fire)

– Equipped with power swords and an ion blaster.
– Will automatically move in to attack with swords. To stay back and attack with ion blaster only, press the "Special" button or "D" key.
– 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 default "Roam" move order must be maintained.
– Will recharge its shield quickly when in close combat.


Reaper T1 Heavy Support Kbot
Cost – 207M 414E (T1 Terra Platform [-9M -18E for 23 sec])
Void Shield – 100
Recharge – 5
Durability – 300
Armor Class – 3
Top Speed – 1.75
Sensors – 550 Sight, 200 Sonar
Weapon 1 – Distort Gun (75 Damage, 0.75 Reload, 575 Range, 40 AoE, Penetration 5, Anti-Medium)

– Equipped with a distort gun that can only fire when the unit is stationary.


Scourge T1 Anti-Tank Hovercraft
Cost – 333M 666E (T1 Terra Platform/T1 Hydro Platform [-9M -18E for 37 sec])
Void Shield – 200
Recharge – 10
Durability – 400
Armor Class – 3
Top Speed – 2.5
Sensors – 500 Sight, 200 Sonar
Weapon 1 – Pulsar Cannon (155 Damage, 1.75 Reload, 475 Range, Penetration 4, Anti-Medium)

– Equipped with a pulsar cannon.


Domina T1 Support Hovercraft
Cost – 288M 576E (T1 Terra Platform/T1 Hydro Platform [-9M -18E for 32 sec])
Void Shield – 250
Recharge – 12.5
Durability – 400
Armor Class – 3
Top Speed – 2.5
Sensors – 600 Sight, 600 Radar, 600 Sonar
Weapon 1 – Disruptor Beam (8 Stun Damage [4 Shot Burst], 0.15 Reload [2.5 cooldown after ~12 consecutive bursts], 425 Range, Irregular Statistics)
Weapon 3 – Void Bomb (150 Damage, 4 Reload, 300 Range, Penetration 5)

– Equipped with short-ranged radar and sonar.
– Equipped with a disruptor beam that stuns units and void bombs which only fire at sea units.
– Disruptor beam automatically switches to unparalyzed targets. To focus fire on a single target, give a direct attack order.


Harbinger T1 Anti-Air/Artillery Hovercraft
Cost – 162M 324E (T1 Terra Platform/T1 Hydro Platform [-9M -18E for 18 sec])
Void Shield – 100
Recharge – 5
Durability – 250
Armor Class – 2
Top Speed – 2.75
Sensors – 450 Sight, 200 Sonar
Weapon 1&3 – Photon Torpedo Launcher (70 Damage, 3.0 Reload, 700 Range, 60/0 AoE, Penetration 1, Scatter Beams, Siege Weapon)

– Equipped with vertically launching photon torpedoes that can attack both ground and air units, but are only guided when fired at aircraft and will always prefer to attack aircraft.


Sea DragonT1 Destroyer
Cost – 1260M 1890E (T1 Hydro Platform [-12M -18E for 105 sec])
Void Shield – 500
Recharge – 25
Durability – 1800
Armor Class – 4
Top Speed – 2.25
Sensors – 600 Sight, 800 Sonar
Weapon 1 – Artillery Blaster (200 Damage, 0.75 Reload, 800 Range, 90 AoE, Penetration 2, Siege Weapon)

– Equipped with short-ranged sonar.
– Equipped with artillery blasters.


SirenT1 Scout Submarine
Cost – 840M 1260E (T1 Hydro Platform [-12M -18E for 70 sec])
Void Shield – 250
Recharge – 12.5
Durability – 900
Armor Class – 3
Top Speed – 2.5
Sensors – 550 Sight, 1200 Sonar
Weapon 1 – Void Torpedo (325 Damage, 3.25 Reload, 600 Range, Penetration 5)

– Equipped with sonar.
– Equipped with void torpedoes.

Tier 1 Air Units


Eudaemon T1 Transport/Construction Aircraft
Cost – 192M 576E (T1 Aero Platform [-4M -12E for 48 sec])
Void Shield – 75
Recharge – 5
Durability – 150
Armor Class – 1
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.


Phantasm T1 Reconnaissance Probe
Cost – 108M 648E (T1 Aero Platform [-3M -18E for 30 sec])
Durability – 150
Armor Class – 1
Top Speed – 5.0
Sensors – 600 Sight, 600 Radar
Self-Destruct Weapon – Destabilizer Device (450 Stun Damage, 600 AoE, Penetration 4)

– Is unshielded and equipped with short-ranged radar.
– Can cloak itself (requires 12 to 24 energy per second, minimum cloak distance 300 pixels).
– Equipped with a destabilizer device which paralyzes units upon self-destruction (press "Ctrl+D" to self-destruct).


Spectre T1 Fighter/Gunship
Cost – 168M 504E (T1 Aero Platform [-4M -12E for 42 sec])
Void Shield – 75
Recharge – 5
Durability – 175
Armor Class – 1
Top Speed – 9.5
Sensors – 550 Sight
Weapon 1 – Ion Blaster (15 Damage, 0.3 Reload, 400 Range, Penetration 1, Rapid-Fire)
Weapon 2 – Photon Torpedoes (17 Damage, 0.5 Reload, 500 Range, Penetration 1, Scatter Beams, Anti-Bomber)

– Equipped with an ion blaster that only fires at ground and sea units and photon torpedoes that only fire at aircraft.
– Will automatically fire its turreted ion blaster at any ground or sea units in range but will only switch to its hover-attacking gunship mode when given a direct attack order.


Dirgesinger T1 Bomber
Cost – 230M 690E (T1 Aero Platform [-5M -15E for 46 sec])
Void Shield – 75
Recharge – 5
Durability – 175
Armor Class – 1
Top Speed – 10.0
Sensors – 350 Sight
Weapon 1 – Photon Bomb (250 Damage, 4.0 Reload, 150 Range, 160 AoE, Penetration 2, Scatter Beams, Siege Weapon)

– Equipped with photon bombs.
– Cannot target most aircraft, but can and will drop bombs on low-flying aircraft such as constructors and gunships.

Tier 2 Resource Structures


Exploiter
Cost – 600M 2160E (Creator [-10M -36E for 60 sec])
Void Shield – 500
Recharge – 25
Durability – 1000
Armor Class – 3
Sensors – 100 Sight

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


Furnace
Cost – 1450M 5220E (Creator [-10M -36E for 145 sec])
Void Shield – 300
Recharge – 15
Durability – 1800
Armor Class – 4
Sensors – 120 Sight

– Produces 120 energy per second.

Tier 2 Defensive Structures


Beacon T2 Radar Tower
Cost – 450M 3240E (Creator [-10M -72E for 45 sec])
Void Shield – 500
Recharge – 25
Durability – 600
Armor Class – 2
Sensors – 800 Sight, 3250 Radar

– Equipped with the longest-ranged radar of any GoK Tier 2 unit.
– Consumes 24 energy per second while turned on.


Eclipse T2 Stealth Field Generator
Cost – 520M 2496E (Creator [-10M -48E for 52 sec])
Void Shield – 400
Recharge – 20
Durability – 1400
Armor Class – 3
Sensors – 100 Sight

– Equipped with a stealth field generator with radar jamming radius of 1350.
– Consumes 60 energy per second while turned on.
– Can cloak itself (requires 60 energy per second, minimum cloak distance 300 pixels).


Haven T2 Shield Generator
Cost – 600M 4320E (Creator [-10M -72E for 60 sec])
Void Shield – 20 Hits
Recharge – 1
Durability – 1200
Armor Class – 3
Sensors – 500 Sight
Weapon 1 – Photon Gun (22 Damage, 0.25 Reload, 500 Range, Penetration 1, Scatter Beams)

– Equipped with photon guns and an extended void shield with radius of 160.
– Unlike personal void shields of other GoK units, extended void shield blocks set amount of 20 projectiles, and recharges at rate of 1 per second.
– Extended void shield will be unable to activate if any units are obstructing its perimeter.
– Consumes 40 energy per second while turned on.


Sanctuary T2 Shield Generator
Cost – 800M 5760E (Creator [-10M -72E for 80 sec])
Void Shield – 20 Hits
Recharge – 1
Durability – 1800
Armor Class – 3
Sensors – 120 Sight

– Equipped with an extended void shield with radius of 240.
– Unlike personal void shields of other GoK units, extended void shield blocks set amount of 20 projectiles, and recharges at rate of 1 per second.
– Extended void shield will be unable to activate if any units are obstructing its perimeter.
– Consumes 60 energy per second while turned on.


Pillar of Light T2 Perimeter Defence Turret
Cost – 810M 2916E (Creator [-10M -36E for 81 sec])
Void Shield – 600
Recharge – 30
Durability – 1800
Armor Class – 6
Sensors – 600 Sight
Weapon 1 – Warp Beam Projector (10 Damage [4 Shot Burst], 0.15 Reload, 600 Range, Penetration 7, Anti-Medium, Anti-Heavy)

– Equipped with a heavy void shield that blocks heavy weapons efficiently, but wastes more energy when hit with light weapons.
– Equipped with a warp beam projector which requires a 0.6 second charge up time before firing and consumes 80 energy per second.


Fermata T2 Anti-Air Stasis Device
Cost – 560M 2688E (Creator [-10M -48E for 56 sec])
Void Shield – 450
Recharge – 22.5
Durability – 900
Armor Class – 5
Sensors – 600 Sight
Weapon 1 – Stasis Field Projector (120 Stun Damage, 2.0 Reload, 600 Range, 300 AoE, Penetration 10)

– Equipped with a stasis field projector which can only attack aircraft, requires a 0.5 second charge up time before firing and consumes 50 energy per shot.


Starburst T2 Anti-Air Silo
Cost – 630M 2268E (Creator [-10M -36E for 63 sec])
Void Shield – 300
Recharge – 15
Durability – 1400
Armor Class – 6
Sensors – 120 Sight
Weapon 1&3 – Enhanced Photon Torpedo Launcher (85 Damage, 0.333 Reload, 725 Range, 80 AoE, Penetration 2, Scatter Beams, Anti-Gunship, Siege Weapon)

– Equipped with vertically launching enhanced photon torpedoes that can attack both ground and air units, but are only guided when fired at aircraft and will always prefer to attack aircraft.
– Builds and stores up to 4 enhanced photon torpedos while sealed. Reload time is increased to 1 second when stockpile is used up.
– Is incapable of hitting targets next to itself.


Blazing Orchid T2 Artillery Turret
Cost – 1950M 9360E (Creator [-10M -48E for 195 sec])
Void Shield – 300
Recharge – 15
Durability – 2000
Armor Class – 5
Sensors – 400 Sight
Weapon 1 – Artillery Warp Cannon (550 Damage, 12.0 Reload, 2800 Range, 120 AoE, Penetration 8, Siege Weapon, Anti-Medium, Anti-Heavy)

– Equipped with an artillery warp cannon which consumes 500 energy per shot.

Tier 2 Nanolathing Structures


T2 Terra Platform
Cost – 1300M 3900E (Guardian/Creator [-20M -60E for 65 sec], Protector [-10M -30E for 130 sec])
Void Shield – 2000
Recharge – 50
Durability – 4000
Armor Class – 4
Build Power – 8
Sensors – 180 Sight

– Builds Tier 2 ground units.
– Consumes 18 metal per second and 108 to 144 energy per second to build units, depending on the unit.
– Shield is disabled while building.


T2 Aero Platform
Cost – 800M 4800E (Creator [-10M -60E for 80 sec], Protector [-5M -30E for 160 sec])
Void Shield – 1500
Recharge – 37.5
Durability – 2250
Armor Class – 3
Build Power – 6
Sensors – 140 Sight

– Builds Tier 2 air units.
– Consumes 9 metal per second and 144 energy per second to build units.
– Shield is disabled while building.

Tier 2 Ground Units


Creator T2 Construction Hovercraft
Cost – 306M 1836E (T2 Terra Platform [-18M -108E for 17 sec])
Void Shield – 200
Recharge – 10
Durability – 450
Armor Class – 5
Top Speed – 2.25
Build Power – 2
Sensors – 400 Sight, 200 Sonar
Weapon 3 – Nano Decomposer (No Damage, 1.0 Reload, 250 Range, 300 AoE)

– Builds all T2 structures.
– 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.


Valkyrie T2 Fast Attack Jumpjet Kbot
Cost – 378M 3024E (T2 Terra Platform [-18M -144E for 21 sec])
Void Shield – 200
Recharge – 10
Durability – 400
Armor Class – 3
Top Speed – 2.75
Sensors – 500 Sight, 200 Sonar
Weapon 1 – Collapsor Beam (25 Damage [3 Shot Burst], 0.5 Reload, 450 Range, Penetration 4, Rapid-Fire)

– Equipped with a gravitic jetpack which allows the unit to traverse almost any terrain.
– Equipped with collapsor beam emitters, which will both fire rapidly on the first shot (requires 3 seconds out of combat to recharge the dual shot).
– Rate of fire and void shield reharge rate are halved while hovering over water.


Immortal T2 Anti-Armor Runnerpod
Cost – 990M 7920E (T2 Terra Platform [-18M -144E for 55 sec])
Void Shield – 550
Recharge – 27.5
Durability – 1100
Armor Class – 5
Top Speed – 2.25
Sensors – 600 Sight, 200 Sonar
Weapon 1 – Warp Lance (8 Damage [8 Shot Burst], 0.15 Reload [2.5 cooldown after ~15 consecutive bursts], 500 Range, Penetration 6, Anti-Medium, Anti-Heavy)

– Equipped with a heavy void shield that blocks heavy weapons efficiently, but wastes more energy when hit with light weapons.
– Equipped with dual warp lances which require a 0.4 second charge up time before firing.


Magus T2 Area Denial Hovercraft
Cost – 810M 6480E (T2 Terra Platform [-18M -144E for 45 sec])
Void Shield – 700
Recharge – 35
Durability – 700
Armor Class – 4
Top Speed – 2.0
Sensors – 600 Sight, 200 Sonar
Weapon 1 – Photon Cannon (250 Damage, 3.0 Reload, 500 Range, 180 AoE, Penetration 3, Anti-Light, Scatter Beams)
Weapon 3 – Dimensional Splicer (12 Damage [40 Hit Burst], 30.0 Reload, 600 Range, 450 AoE, Irregular Statistics)

– Equipped with a photon cannon which requires a one second charge up time before firing. It is exceptionally powerful against light targets and fires projectiles that explode at range even if they miss their target.
– Equipped with a dimensional splicer, which can be used to channel an area-effective damage-over-time effect that lasts for 10 seconds.
– Must press "Special" button or "D" key to use dimensional splicer (requires 1600 energy).
– Dimensional splicer does damage relative to target size and durability.


Daybreak T2 Anti-Air Runnerpod
Cost – 504M 3024E (T2 Terra Platform [-18M -108E for 28 sec])
Void Shield – 300
Recharge – 15
Durability – 800
Armor Class – 4
Top Speed – 2.25
Sensors – 550 Sight, 200 Sonar
Weapon 1&3 – Starcannon (21 Damage [Two 4 Shot Bursts], 2.0 Reload, 550/825 Range, 60/80 AoE, Penetration 1, Scatter Beams, Anti-Gunship)

– Equipped with starcannons 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.


Nightfall T2 Artillery Runnerpod
Cost – 1080M 6480E (T2 Terra Platform [-18M -108E for 60 sec])
Void Shield – 300
Recharge – 15
Durability – 900
Armor Class – 4
Top Speed – 2.25
Sensors – 450 Sight, 200 Sonar
Weapon 1 – Heavy Distort Cannon (400 Damage, 10.0 Reload, 1400 Range, 180 AoE, Penetration 7, Siege Weapon, Anti-Medium, Anti-Heavy)

– Equipped with a ballistic heavy distort cannon that can only fire when the unit is stationary and consumes 200 energy per shot.

Tier 2 Air Units


Radiant T2 Gunship
Cost – 567M 9072E (T2 Aero Platform [-9M -144E for 63 sec])
Void Shield – 600
Recharge – 30
Durability – 600
Armor Class – 2
Top Speed – 6.0
Sensors – 550 Sight
Weapon 1 – Warp Beam Projector (4 Damage [4 Shot Burst], 0.15 Reload, 450 Range, Penetration 5, Anti-Medium)

– Equipped with a heavy void shield that blocks heavy weapons efficiently, but wastes more energy when hit with light weapons.
– Equipped with a warp beam projector that requires a 0.4 second charge up time before firing and consumes 13.33 energy per second.

 


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.
Void Shield – The total shield capacity of the unit. See "Void Shields In Detail" below.
Recharge – The amount of shield energy the unit can recharge per second.
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%.
Scatter Beams – Special ability of GoK's photon weapons. Inflicts +15% damage against armor class 1 units, +10% against armor class 2 units, and +5% against armor class 3 units.


Void Shields In Detail
Void shields absorb 75% of damage while active. They will deactivate after taking a hit that drops their power to zero and will not reactivate until the shield battery has recharged back up to a certain level. For Tier 1 units, the shield generally restarts at half charge, or at 50 if the shield's maximum charge is 75 (the weakest shield that currently exists) and at 250 if the shield's maximum charge is above 500, and recharges this amount in 10 seconds. Aircraft recharge their shields at a halved rate while flying.

A combination of void shield, high armor class, and low weapon penetration level may result in the shielded unit not taking any physical damage at all. The shield itself, however, will always take a minimum of 5 damage upon impact even if the weapon's power was less than that. This makes rapidly firing light weapons, especially flamethrowers, effective against even the heaviest void shielded units. On the other hand, void shields are surprisingly effective against heavy weapons because any amount of shield energy left is enough to block the heaviest shot.

Shield nodes make a few exceptions to normal shield behavior. Their shield grants much heavier protection than rest of the Tier 1 shields, making most light weapons incapable of damaging the unit until its energy is depleted.

Extended void shields of fixed Tier 2 shield generators work in a different way than personal shields of other GoK units. Rather than acting as an extra layer of durability they block a set amount of projectiles, regardless of their power, and take no damage at all while doing so. 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.

All void shielded units have shield status indicator gems, the luminosity of which shows the shield's charge level. They are bright when the shield is at 75-100% charge, dim when at 50-75% charge, dark when less than 50% charge, and nearly black when shield is depleted.