Immolator
Purpose: Anti-Infantry, Building Garrisoning
- Cost: $100
- Prerequisite: Training Camp
- Hitpoints: 250
- Armor Type: Standard Infantry
- Speed: 6
- Weapons:
- Flamethrower
- Range: 6 · Area of Effect: 0.3
Description Not Available
- Strong Against: Infantry
- Not Affected By: Residual Fires
Additional Information:
- Explodes upon death, damaging nearby things. Does not affect other Immolators.
- Can garrison structures.
- Automatically heals itself over time.
Marauder
Purpose: Anti-Structure, Anti-Aircraft, Building Garrisoning
- Cost: $200
- Prerequisite: Training Camp
- Hitpoints: 280
- Armor Type: Heavy Infantry
- Speed: 6
- Weapons:
- Mortar Gun
- Range: 6.5 · Area of Effect: 0.5
- Mortar Gun (AA)
- Range: 8.5 · Area of Effect: 0.5
Description Not Available
- Strong Against: Aircraft, Base Defenses, Light Structures
- Not Affected By: Residual Fires
Additional Information:
- Can garrison structures.
- Automatically heals itself over time.
Ripper Drone
Purpose: Anti-Infantry, Scouting, Stealth & Disguise Detection
- Cost: $100
- Prerequisite: Training Camp
- Hitpoints: 150
- Armor Type: Drone
- Speed: 10
- Weapons:
- Sharp Claws
- Range: 1.5
Description Not Available
- Strong Against: Non-Hero Infantry
- Not Affected By: Radiation, Crushing, Firepower Alterations
- Resistant To: Toxic Clouds
- Vulnerable To: EMP
Additional Information:
- Explodes upon destruction, damaging nearby things. Does not affect other Rippers.
- Detects cloaked & submerged units within 5 cells.
- Detects disguised units within 7 cells.
- Automatically repairs itself over time.
Engineer
Purpose: Building Capturing & Repairing, Bomb Detection & Defusal
- Cost: $500
- Prerequisite: Training Camp
- Hitpoints: 150
- Armor Type: Standard Infantry
- Speed: 6
- Equipment:
- Bomb Defusal Kit
- Range: 1.5
Description Not Available
Additional Information:
- Can capture neutral buildings & vehicles and abandoned vehicles.
- 1-3 engineers are required to capture enemy buildings depending on their current HP (33% / 66% / 100%).
- Detects Saboteur charges within 7 cells and can remove them at close range.
- Automatically heals itself over time.
Shock Trooper
Purpose: Anti-Armor, Building Garrisoning
- Cost: $600
- Prerequisite: Training Camp, Communications Post
- Hitpoints: 450
- Armor Type: Armored Infantry
- Speed: 5
- Weapons:
- Electric Bolt (x2)
- Range: 5 · Area of Effect: 0.75
Description Not Available
- Strong Against: Vehicles
- Not Affected By: Crushing
- Resistant To: Radiation, Toxic Clouds
Additional Information:
- Takes 2 slots in transports.
- Can garrison structures.
- Automatically heals itself over time.
Subjugator
Purpose: Unit Mind Control
- Cost: $900
- Prerequisite: Training Camp, Communications Post
- Hitpoints: 250
- Armor Type: Standard Infantry
- Speed: 7
- Weapons:
- Dominus Control Wave
- Range: 7
Description Not Available
- Not Affected By: Mind Control, Berserk, Firepower Alterations
Additional Information:
- Can mind control one susceptible enemy unit.
- Can gain experience through mind controlled units.
- Automatically heals itself over time.
Saboteur
Purpose: Building Infiltration & Sabotage, Base Defense Disabling
- Cost: $1000
- Prerequisite: Training Camp, Battle Lab
- Hitpoints: 175
- Armor Type: Standard Infantry
- Speed: 7
- Equipment:
- Disguise Kit
- Range: Full Map
- Sabotage Charges
- Range: 1.5
Following is a list of buildings Saboteur can infiltrate, as well the effects from them:
- Construction Yard: Resets enemy radar view & cooldown of reveal support power.
- Power Plants: Takes enemy power out for 1 minute.
- Ore Refinery: Steals 10% of enemy's owned credits up to maximum of $5000.
- Tier 2 tech: Resets cooldown of provided support powers and grants one time use of a faction-specific reinforcement power with charge time of 1 minute.
- Tier 3 tech: Resets cooldown of provided support powers and grants one time use of a faction-specific offensive power with charge time of 1 minute.
- Tier 4 tech: Resets cooldown of provided support powers and grants ability to view enemy's credit count by selecting the building.
- Not Affected By: Mind Control, Berserk, Crushing, Firepower Alterations
Additional Information:
- The timed bombs disable base defenses for 20 in-game seconds when they explode. They can be detected and removed by engineers.
- Automatically heals itself over time.
Geomancer
Purpose: Anti-Structure + Debuff, Vehicle Area Denial + Debuff
- Cost: $900
- Prerequisite: Training Camp, Battle Lab
- Hitpoints: 400
- Armor Type: Armored Infantry
- Speed: 5
- Weapons:
- Seismic Destabilizer
- Range: 9 · Area of Effect: 1
- Geo Spikes
- Range: 9 · Area of Effect: 2.5
Description Not Available
- Strong Against: Structures, Base Defenses
- Not Affected By: Crushing
- Resistant To: Radiation, Toxic Clouds
Additional Information:
- Destabilizer decreases structure armor by 15% - this stacks with multiple Geomancers.
- Can target vehicles to create spikes that deal damage and halve vehicle movement speed in the area.
- Takes 2 slots in transports. Cannot fire weapon in transports.
- Automatically heals itself over time.
Ravager
Purpose: Anti-Aircraft
- Cost: $1000
- Prerequisite: Training Camp, Battle Lab
- Hitpoints: 500
- Armor Type: Armored Infantry
- Speed: 5
- Weapons:
- Ramjet Cannon
- Range: 10 (Minimum: 2) · Area of Effect: 2
Description Not Available
- Strong Against: Aircraft
- Not Affected By: Crushing
- Resistant To: Radiation, Toxic Clouds
Additional Information:
- Takes 50% reduced damage from aircraft weapons.
- Weapon requires Ravager, itself or another one to mark a target before firing.
- Takes 2 slots in transports. Cannot fire weapon in transports.
- Automatically heals itself over time.
Khan
Purpose: Assault, Anti-Aircraft
- Cost: $1500
- Prerequisite: Training Camp, Battle Lab
- Hitpoints: 1000
- Armor Type: Hero Infantry
- Speed: 7
- Weapons:
- 'Agni' Incendiary Assault Gun
- Range: 7 · Area of Effect: 1
- Missile Launcher (x2)
- Range: 8 · Area of Effect: 0.5
Description Not Available
- Strong Against: Infantry, Aircraft, Light & Medium Vehicles
- Not Affected By: Mind Control, Berserk, Warp Weapons, All Crushing
- Resistant To: Radiation, Toxic Clouds
Tokamak
Purpose: Anti-Unit, Area Irradiation
- Cost: $1500
- Prerequisite: Training Camp, Battle Lab
- Hitpoints: 1500
- Armor Type: Hero Infantry
- Speed: 4
- Weapons:
- Atomic Ray
- Range: 8 (Minimum: 2) · Area of Effect: 1.5
- Atomic Blast
- Area of Effect: 8
Description Not Available
- Strong Against: Infantry, Vehicles
- Not Affected By: Mind Control, Berserk, Radiation, Warp Weapons, All Crushing
- Resistant To: Toxic Clouds
Additional Information:
- Build Limit: 1 (Shared with Khan & Uzhas)
- Can deploy to release radiation and damage nearby enemies.
- Explodes violently upon death, damaging nearby things & releasing radiation.
- Fallout Engine grants firepower boost and deal radiation damage around itself.
- Detects cloaked & submerged units within 7 cells.
- Detects disguised units within 7 cells.
- Takes 2 slots in transports. Cannot fire weapon in transports.
- Automatically heals itself over time.
Uzhas
Purpose: Permanent Unit Mind Control, Anti-Armor & Anti-Structure + Disruption
- Cost: $1500
- Prerequisite: Training Camp, Battle Lab
- Hitpoints: 1000
- Armor Type: Mechanized Hero Infantry
- Speed: 7
- Weapons:
- Enhanced Dominus Control Wave
- Range: 8
- Disruption Surge
- Range: 8 · Area of Effect: 1
Description Not Available
- Strong Against: Vehicles, Structures, Base Defenses
- Not Affected By: Mind Control, Berserk, Radiation, EMP, Warp Weapons, All Crushing
- Resistant To: Toxic Clouds
Additional Information:
- Build Limit: 1 (Shared with Khan & Tokamak)
- Can permanently control one susceptible enemy unit. Used before other weapons unless on cooldown. Has a cooldown of 15 in-game seconds.
- Disruption surge causes enemy units to go into berserk state and attack friendlies.
- Disruption surge will disable functionality of a targeted structure for 10 in-game seconds.
- Has a force field that makes susceptible enemies go berserk in its vicinity.
- Amphibious.
- Detects cloaked & submerged units within 7 cells.
- Detects disguised units within 7 cells.
- Takes 2 slots in transports.
- Automatically repairs itself over time.