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Dominion Infantry

  • Immolator
  • Marauder
  • Ripper Drone
  • Engineer
  • Shock Trooper
  • Subjugator
  • Saboteur
  • Geomancer
  • Ravager
  • Khan
  • Tokamak
  • Uzhas

Immolator

Purpose: Anti-Infantry, Building Garrisoning
Immolator
  • 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
Immolator

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
Marauder
  • 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
Marauder

Additional Information:

  • Can garrison structures.
  • Automatically heals itself over time.

Ripper Drone

Purpose: Anti-Infantry, Scouting, Stealth & Disguise Detection
Ripper Drone
  • 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
Ripper Drone

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
Engineer
  • Cost: $500
  • Prerequisite: Training Camp
  • Hitpoints: 150
  • Armor Type: Standard Infantry
  • Speed: 6
    Equipment:
  • Bomb Defusal Kit
    • Range: 1.5

Description Not Available

Engineer

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
Shock Trooper
  • 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
Shock Trooper

Additional Information:

  • Takes 2 slots in transports.
  • Can garrison structures.
  • Automatically heals itself over time.

Subjugator

Purpose: Unit Mind Control
Subjugator
  • 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
Subjugator

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
Saboteur
  • 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
Saboteur

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
Geomancer
  • 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
Geomancer

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
Ravager
  • 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
Ravager

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
Khan
  • 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
Khan

Additional Information:

  • Build Limit: 1 (Shared with Tokamak & Uzhas)
  • Heals friendly infantry within 4-cell radius around itself.
  • Detects cloaked & submerged units within 7 cells.
  • Detects disguised units within 7 cells.
  • Takes 2 slots in transports.
  • Automatically heals itself over time.

Tokamak

Purpose: Anti-Unit, Area Irradiation
Tokamak
  • 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
Tokamak

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
Uzhas
  • 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
Uzhas

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.