Ashes of the Singularity: Escalation Guide

Ashes of the Singularity: Escalation  v3.0 Design Guide for Ashes of the Singularity: Escalation

Ashes of the Singularity: Escalation v3.0 Design Guide

Overview

Official design guide for Ashes of the Singularity: Escalation version 3.0.

Introduction – Symmetry & Asymmetry

This guide is a work-in-progress and not yet complete. I will be posting a general change log at the end as I continue working on it.

The 3.0 update for Ashes of the Singularity: Escalation started off as just some visual tweaks to the benchmark early in 2020 (in what would have been 2.96). Little would we realize that by the end of 2020 we would be well on the way to a more major update.

This revision of the game came with two stipulations:

  1. Units must feel more differentiated and have a defined purpose.
  2. Armor Piercing needs to be either 100% or 0%, no more in-between states.

That sounds pretty simple on the surface. In most games, it would be fairly straightforward but Ashes is a different critter. Why? Simply because the engine is non-deterministic: put two enemy units in the same spot a few times and you can get a different result every time. Moreover, changing one stat tends to cascade balance in ways you may not immediately recognize. I could expound on this for paragraphs, but I’m getting off track.

So where did we start on such a task? Symmetry.

Everything in Ashes has some low-level commonalities: faction, unit tier, shields (for Substrate), sight range, etc. The first step for 3.0 was to take these factors and standardize them across units within the same tier. You’ll see these in the next section in detail; this allows players to know (and for us to balance) tiers are certain strength levels, etc. No more guesswork at why a Tier 1 frigate can wipe out Tier 2 cruisers!

The second step was to look hard at each unit in the game and focus it. Previously, many units were ‘squishy’ – you could use them for anything. This is what some players felt turned into the mass wall of death – just build whatever, it doesn’t really matter! Well, now it very much does. Just about everything now has a hard counter to it, forcing players to adapt and not rely on masses of whatever.

The third step was to recognize that there are many things in the game that are simply non-symmetric. The PHC and the Substrate each have their unique strengths and weaknesses, but they most definitely have unique units and buildings too (especially with Hunter / Prey). You have to accept that some of this stuff just can’t be handled the same way.

Gameplay Constants

Accuracy Table

Weapons have a default accuracy based on their Impact and Type in v3.0. Previously this was not the case and varied widely between units and even individual weapons on the same unit.

Impact Type
Weapon Type
Default Accuracy
Direct
Kinetic
80%
Direct
Bolt
85%
Direct
Explosive
80%
OverTime
Beam
100%
Dispersed
Bolt
75%
Dispersed
Explosive
65%
Ability (Various)
Various
Varies

Generally speaking, abilities will always hit with 100% accuracy – especially if they are positive (healing, shield restore, etc.). If an ability does not have 100% accuracy, it will be called out in its section (later on).

Passive Regeneration

Substrate Shields

Tier/Structure
Regen per second
Tier 1
1.0
Tier 2
3.0
Tier 3
6.0
Tier 4
10.0
Structures
2.5
Nexus
3.0

Hit Points

Unit Type/Structure
Regen per second
PHC Medic
0.25
PHC Tier 3 Units
8.0
Substrate Tier 3 Units
1.0
PHC Tier 4 Units
15.0
Substrate Tier 4 Units
2.0

Energy Regen

Unit Type
Regen per second
Tier 1 Units
0.25
PHC Tier 2 Units
1.0
Substrate Tier 2 Units
0.5

Additional Stats

Visual Range / Radar
In version 3.0 all units and defensive structures gain limited radar capability to 15 meters past their sight range. This allows all units to target things they may not otherwise ‘see’ visually that is just past their sight.

Unit Type
Sight/Radar Range
Tier 1 Units
800m / 815m
Ground Recon
1000m / 1800m
Tier 2 Units
1000m / 1015m
Tier 3 Units
1400m / 1415m
Tier 4 Units
2000m / 2015m
Air Units
Varies
Nexus
1500m / 1515m
Defensive Buildings
1000m / 1015m

Economic buildings/units do not have radar and tend to have limited sight range.

Unit Speed
You guessed it – unit speeds have also been standardized in the 3.0 update

Unit Type
Max Speed (meters/sec)
Tier 1 Units
150 m/s
Tier 2
150 m/s
Tier 2 Construction Units
140 m/s
Tier 3 Units
120 m/s
Tier 4 Units
92 m/s
Air Units
Varies
Artillery Units*
140 m/s

* Substrate Destructor, Substrate Tormentor and PHC Artemis.

Experience Points

Tier 3 Experience per Level

  • Level 2 : 20,000
  • Level 3 : 40,000
  • Level 4 : 60,000
  • Level 5 : 80,000

Tier 4 Experience per Level

  • Level 2 : 40,000
  • Level 3 : 80,000
  • Level 4 : 120,000
  • Level 5 : 160,000
  • Level 6+ : Increases linearly

Terms and What Things Mean

Before moving into the next section, it’s important to have a reference for what certain terms mean since they’ll be used throughout.

Terms
  • Squad Size: How many individual units are deployed as part of a squad. For example, when you order a Brute squad, you get 3 Brute units since its squad size is 3.
  • Hit Points (HP): The amount of damage something can take before it’s destroyed. Can also refer to the amount of points restored during repair. Except where noted in the Gameplay Constants section, HP does not passively regenerate. HP is listed per unit in a squad, where applicable.
  • Shield Points: The amount of damage a item’s shields can take before failing. Once shields fail, damage is done directly to HP. Shields passively regenerate over time and can also be restored via various abilities. Shields are listed per unit in a squad, where applicable.
  • Armor: A number between 1-20, where each point of Armor represents 5% damage negation. For example, if a unit has Armor 4 then 20% (4 * 5%) of all incoming damage is negated automatically. Armor negation applies to both HP and Shields independently.
  • Energy: Energy is a special resource used by some units’ weapons. Energy passively regenerates over time and can also be restored via support units. Energy is listed per unit in a squad, where applicable.
  • Cost: How much investment something requires to be constructed as denoted by Metal, Radioactives, Quanta (if applicable) and Time. This is shown both as a total and as per second investment. Costs are listed per squad (not per unit).
    • Metal: The most common resource in the game, metal deposits are found everywhere on most maps. Everything requires metal to construct.
    • Radioactives: An uncommon/rare resource, radioactive deposits can be quite scarce on the battlefield. Radioactives are required for some tier 1 units and all tier 2 and higher units, plus many structures.
    • Quanta: A special resource that is slowly gained via Quantum Relays/Archive structures. Quanta is required to complete research, increase Logistics, deploy Orbital abilities and to build tier 4 units. Quanta costs escalate with each use.

  • Logistics: Logistics is what I call a ‘soft’ resource since there’s no upper limit to how much you can have. As noted above, Logistics is gained via Quanta research, with each ‘upgrade’ costing a bit more than the last. Each unit in the game requires some amount of Logistics. Logistics is listed per squad (not per unit).
  • Construction Time: The amount of time (in seconds) it takes to build something. Resources are drained per second of construction time. Logistics is listed per squad (not per unit).
  • Weapons: Each weapon entry will contain various information as follows:
    • Weapon Name / Banks / (Damage / Type): The flavor text weapon name, how many banks the unit has and what type it is. The type references back to the accuracy ratings from Gameplay Constants.
      • Banks: If a weapon name is followed by x and a number, that indicates that the unit has that number of banks on it. For example, Railgun x4 means that the unit has 4 independent railgun weapons, each of which targets/fires as a separate weapon along its respective firing arc.
    • Range: The minimum / maximum range of the weapon in meters. Weapons with a minimum range must be at least that far away from their target to fire.
    • Rate of Fire: The time (in seconds) between each volley.
    • Shots per Volley: How many individual shots are fired per volley of the weapon. Note that each individual shot inflicts damage on impact.
    • Energy per Volley: The amount of energy required to fire a volley. If a unit runs out of energy, they can no longer fire the weapon.
    • Interpulse: The amount of time between individual shots fired. Not used for Beam weapons.
    • Duration: Specifically for Beam weapons that deal damage over time. Damage is applied per second.
    • Damage per Impact: The amount of damage inflicted on something when it is hit by a weapon’s shot. This can be reduced by Armor.
    • AoE (Area of Effect): The radius of damage per impact in meters.
    • Armor-Piercing: Denotes a weapon that bypasses Armor entirely. Weapons are either Armor-Piercing or not (with one ability exception).
    • Targets (Primary, Secondary, Cannot Target): Which units or structures can be targeted by the weapon. This is a good indication of what units are best against!

Neutral Creep Defenders (Tier 1)

Once you arrive on a map, automated defenses will activate around each power node and Turinium Generator present. These neutral defenders will circle their respective node and attack anyone on sight (especially around Turinium Generators).

Generally speaking, these forces are no match for yours if you arrive in force or catch them early on; but beware that they are much stronger than before!

Creeps use lesser variants of Substrate units since they were originally deployed by Haalee before the war.

Creep Types
Reapers
  • Squad Size: 3
  • Hit Points: 20
  • Shield Points: 48
  • Armor: 0
  • Energy: N/A
  • Weapon: Scythe Beam (OverTime / Beam)
    • Range: 500m
    • Rate of Fire: 2 seconds
    • Shots per Volley: 1
    • Duration: 1.4 seconds
    • Damage: 13
    • AoE: N/A
    • Armor-Piercing: No
    • Primary Target: Tier 1+
    • Secondary Target: Tier 3+
    • Cannot Target: Drones, Air

Cleansers
  • Squad Size: 3
  • Hit Points: 36
  • Shield Points: 85
  • Armor: 0
  • Energy: N/A
  • Weapon: Autogun (Dispersed / Explosive)
    • Range: 500m
    • Rate of Fire: 3 seconds
    • Shots per Volley: 10
    • Interpulse: 0.1875 seconds
    • Damage: 3
    • AoE: 20m
    • Armor-Piercing: No
    • Primary Target: Drones, Air
    • Secondary Target: Tier 1/2
    • Cannot Target: N/A

Martyrs
  • Squad Size: 1-9
  • Hit Points: 38
  • Shield Points: 88
  • Armor: 0
  • Energy: N/A
  • Weapon: Plasma Launcher (Direct / Explosive)
    • Range: 300m
    • Rate of Fire: 2.2 seconds
    • Shots per Volley: 5
    • Interpulse: 0.36 seconds
    • Damage: 3
    • AoE: N/A
    • Armor-Piercing: No
    • Primary Target: Tier 1/2
    • Secondary Target: Tier 3/4
    • Cannot Target: Drones, Air

Tier 1 Units – Frigates

Frigates (Tier 1 units) make up the initial troops in any army. Each serves a particular purpose ranging from close-combat to long-distance artillery and support.

Each sub-section below lists the symmetric pairing across factions. This means that the PHC and Substrate units serve the same combat role and will typically defeat one another one-on-one (if applicable). Units listed as Asymmetric do not have a pairing and stand unique on the field within this tier.

Melee Units

These are very close-ranged units, equivalent to melee/brawler units in other games. They are tougher than other tier 1 units and are meant to help defend their ranged brethren.

PHC Brute
  • Squad Size: 3
  • Hit Points: 134
  • Shield Points: N/A
  • Armor: 0
  • Energy: N/A
  • Cost: 40 Metal (6.67 / sec)
  • Construction Time: 6 seconds
  • Logistics: 3
  • Weapon: Anbus Plasma Cannon (Direct / Bolt)
    • Range: 300m
    • Rate of Fire: 2 seconds
    • Shots per Volley: 5
    • Interpulse: 0.12 seconds
    • Damage: 3.5
    • AoE: N/A
    • Projectile Speed: 500 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1
    • Secondary Target: Tier 2
    • Cannot Target: Drones, Air

Substrate Martyr
  • Squad Size: 3
  • Hit Points: 40
  • Shield Points: 94
  • Armor: 0
  • Energy: N/A
  • Cost: 40 Metal (6.67 / sec)
  • Construction Time: 6 seconds
  • Logistics: 5
  • Weapon: Plasma Launcher (Direct / Explosive)
    • Range: 300m
    • Rate of Fire: 2.1 seconds
    • Shots per Volley: 5
    • Interpulse: 0.36 seconds
    • Damage: 4.5
    • AoE: N/A
    • Projectile Speed: 250 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1
    • Secondary Target: Tier 2
    • Cannot Target: Drones, Air

Range Units

These are weaker, medium-ranged units, able to attack from a safe distance from melee troops. They inflict much higher damage per shot than melee units.

PHC Archer
  • Squad Size: 2
  • Hit Points: 83
  • Shield Points: N/A
  • Armor: 0
  • Energy: N/A
  • Cost: 60 Metal (7.5 / sec)
  • Construction Time: 8 seconds
  • Logistics: 7
  • Weapon: Toxotes Rockets (Direct / Explosive)
    • Range: 125m / 650m
    • Rate of Fire: 3.5 seconds
    • Shots per Volley: 2
    • Interpulse: 0.63 seconds
    • Damage: 40
    • AoE: N/A
    • Projectile Speed: 350 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1
    • Secondary Target: Tier 2
    • Cannot Target: Drones, Air

Substrate Reaper
  • Squad Size: 2
  • Hit Points: 22
  • Shield Points: 53
  • Armor: 0
  • Energy: 15
  • Cost: 60 Metal (7.5 / sec)
  • Construction Time: 8 seconds
  • Logistics: 7
  • Weapon: Reaper Scythe (OverTime / Beam)
    • Range: 125m / 625m
    • Rate of Fire: 2.1 seconds
    • Shots per Volley: 1
    • Energy per Volley: 5
    • Duration: 2.8 seconds
    • Damage: 23
    • AoE: N/A
    • Projectile Speed: 6000 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1
    • Secondary Target: Tier 2
    • Cannot Target: Drones, Air

Anti-Air / Drone Units

Defense units like these are designed specifically for anti-air and anti-drone action. They are incapable of attacking any other targets.

PHC Atlas (Secret Missions DLC)
  • Squad Size: 2
  • Hit Points: 154
  • Shield Points: N/A
  • Armor: 0
  • Energy: N/A
  • Cost: 90 Metal (7.5 / sec)
  • Construction Time: 12 seconds
  • Logistics: 6
  • Weapon: Flak Cannon (Dispersed / Explosive)
    • Range: 1200m
    • Rate of Fire: 3.2 seconds
    • Shots per Volley: 6
    • Interpulse: 0.05 seconds
    • Damage: 10
    • AoE: 60m
    • Projectile Speed: 1100 m/s
    • Armor-Piercing: No
    • Primary Target: Drones
    • Secondary Target: Air
    • Cannot Target: Tier 1+, Buildings

Substrate Skycleanser
  • Squad Size: 2
  • Hit Points: 42
  • Shield Points: 98
  • Armor: 0
  • Energy: N/A
  • Cost: 90 Metal (7.5 / sec)
  • Construction Time: 12 seconds
  • Logistics: 6
  • Weapon: Demeter Autogun (Dispersed / Explosive)
    • Range: 1200m
    • Rate of Fire: 2.4 seconds
    • Shots per Volley: 14
    • Interpulse: 0.06 seconds
    • Damage: 10
    • AoE: 60m
    • Projectile Speed: 1100 m/s
    • Armor-Piercing: No
    • Primary Target: Drones
    • Secondary Target: Air
    • Cannot Target: Tier 1+, Buildings

Heavy Melee – Asymmetric
PHC Sentry (Summoned)
  • Squad Size: 3
  • Hit Points: 345
  • Shield Points: N/A
  • Armor: 1
  • Energy: N/A
  • Cost: 85 Quanta +25% per cast
  • Construction Time: N/A
  • Logistics: 20
  • Weapon: Chopin MK-II Railgun (Direct / Kinetic)
    • Range: 350m
    • Rate of Fire: 3 seconds
    • Shots per Volley: 3
    • Interpulse: 0.43 seconds
    • Damage: 30
    • AoE: N/A
    • Projectile Speed: 1250 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 2
    • Secondary Target: Tier 1
    • Cannot Target: Drones, Air

Substrate Saboteur (Summoned)
  • Squad Size: 3
  • Hit Points: 124
  • Shield Points: 270
  • Armor: 1
  • Energy: N/A
  • Cost: 85 Quanta +25% per cast
  • Construction Time: N/A
  • Logistics: 20
  • Weapon: Ion Cannon (OverTime / Beam)
    • Range: 600m
    • Rate of Fire: 1.4 seconds
    • Shots per Volley: 1
    • Duration: 2.4 seconds
    • Damage: 30
    • AoE: N/A
    • Projectile Speed: 6000 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1/2
    • Secondary Target: Tier 3/4
    • Cannot Target: Drones, Air

Substrate Scarab (Hunter / Prey Expansion)
  • Squad Size: 5
  • Hit Points: 103
  • Shield Points: 242
  • Armor: 1
  • Energy: N/A
  • Cost: 300 Metal (12.5 / sec); 75 Radioactives (3.13 / sec)
  • Construction Time: 24 seconds
  • Logistics: 15
  • Weapon: Mol-EE7 Cannon (Direct / Bolt)
    • Range: 350m
    • Rate of Fire: 0.8 seconds
    • Shots per Volley: 3
    • Interpulse: 0.2 seconds
    • Damage: 11
    • AoE: N/A
    • Projectile Speed: 600 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 2
    • Secondary Target: Tier 1
    • Cannot Target: Drones, Air

Tier 1 Units – Frigates (Continued)

Support – Asymmetric
PHC Hermes (Recon)
  • Squad Size: 1
  • Hit Points: 75
  • Shield Points: N/A
  • Armor: 0
  • Energy: N/A
  • Sight Range: 1000m
  • Radar Range: 1800m
  • Max. Speed: 350 m/s
  • Cost: 20 Metal (4.0 per second)
  • Construction Time: 5 seconds
  • Logistics: 1
  • Weapon: Melara Light Railgun (Direct / Kinetic)
    • Range: 600m
    • Rate of Fire: 2.9 seconds
    • Shots per Volley: 7
    • Interpulse: 0.04 seconds
    • Damage: 1.5
    • AoE: N/A
    • Projectile Speed: 600 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1
    • Secondary Target: Tier 2
    • Cannot Target: Drones, Air

Substrate Capacitor
  • Squad Size: 1
  • Hit Points: 48
  • Shield Points: 112
  • Armor: 0
  • Energy: 250
  • Sight Range: 1000m
  • Radar Range: 1800m
  • Cost: 75 Metal (6.25 / sec); 30 Radioactives (2.50 / sec)
  • Construction Time: 12 seconds
  • Logistics: 4
  • Weapon: Energy Transfer Beam (OverTime / Beam)
    • Range: 150m / 500m
    • Rate of Fire: 1 second
    • Shots per Volley: 1
    • Energy per Volley: 10
    • Duration: 0.7 seconds
    • Energy Restore: 20
    • AoE: N/A
    • Projectile Speed: 6000 m/s
    • Armor-Piercing: Yes
    • Primary Target: N/A
    • Secondary Target: N/A
    • Cannot Target: Drones, Buildings

Substrate Tormentor (Secret Missions DLC)
  • Squad Size: 1
  • Hit Points: 24
  • Shield Points: 60
  • Armor: 0
  • Energy: 60
  • Cost: 64 Metal (3.05 / sec); 10 Radioactives (0.48 / sec)
  • Construction Time: 14 seconds
  • Logistics: 7
  • Weapon: Plasma Saturator (Dispersed / Explosive)
    • Range: 300m / 1300m
    • Rate of Fire: 8 seconds
    • Shots per Volley: 1
    • Energy per Volley: 20
    • Interpulse: N/A
    • Damage: 120
    • AoE: 60m
    • Projectile Speed: 320 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1/2
    • Secondary Target: Buildings
    • Cannot Target: Drones, Air

Tier 2 Units – Cruisers

Cruisers pack more firepower than their lower-tier brethren and are tougher as well. These units tend to be heavily specialized.

Anti-Tier 1 Cruisers

These units are specifically designed to counter swarms of frigates.

PHC Zeus
  • Squad Size: 1
  • Hit Points: 2240
  • Shield Points: N/A
  • Armor: 1
  • Energy: N/A
  • Cost: 275 Metal (7.86 per second); 60 Radioactives (1.71 per second)
  • Construction Time: 35 seconds
  • Logistics: 10
  • Weapon: CT-94A Plasma Streamer (OverTime / Beam)
    • Range: 300m
    • Rate of Fire: 4.25 seconds
    • Shots per Volley: 1
    • Duration: 1.25 seconds
    • Damage: 85
    • AoE: N/A
    • Projectile Speed: 3000 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1
    • Secondary Target: Tier 2
    • Cannot Target: Drones, Air
    • Notes: Swipes from side-to-side, chaining damage across all in its path.
  • Weapon: Heavy Laser Cannon x2 (OverTime / Beam)
    • Range: 600m
    • Rate of Fire: 2.8 seconds
    • Shots per Volley: 1
    • Duration: 0.6 seconds
    • Damage: 70
    • AoE: N/A
    • Projectile Speed: 6000 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1
    • Secondary Target: Tier 2
    • Cannot Target: Drones, Air

Substrate Avenger
  • Squad Size: 1
  • Hit Points: 635
  • Shield Points: 1380
  • Armor: 1
  • Energy: 135
  • Cost: 275 Metal (7.86 per second); 60 Radioactives (1.71 per second)
  • Construction Time: 35 seconds
  • Logistics: 10
  • Weapon: Mayhem Cannon (Direct / Kinetic)
    • Range: 400m
    • Rate of Fire: 2.2 seconds
    • Shots per Volley: 3
    • Interpulse: 0.3 seconds
    • Damage: 55
    • AoE: N/A
    • Projectile Speed: 900 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1
    • Secondary Target: Tier 2
    • Cannot Target: Drones, Air
  • Weapon: Discouraging Streamer x2 (Direct / Bolt)
    • Range: 350m
    • Rate of Fire: 0.75 seconds
    • Shots per Volley: 36
    • Energy per Volley: 6
    • Duration: 0.1 seconds
    • Damage: 12
    • AoE: N/A
    • Projectile Speed: 250 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1
    • Secondary Target: N/A
    • Cannot Target: Drones, Air, Tier 2+, Buildings

Anti-Tier 2 Cruisers

The Athena and Mauler are designed to not only counter each other, but other cruisers as well. They are vulnerable to air, drone and frigate attacks, however.

PHC Athena
  • Squad Size: 1
  • Hit Points: 2583
  • Shield Points: N/A
  • Armor: 2
  • Energy: 45
  • Cost: 410 Metal (8.2 per second); 105 Radioactives (2.1 per second)
  • Construction Time: 50 seconds
  • Logistics: 10
  • Weapon: Rapture Cannon (Direct / Bolt)
    • Range: 400m
    • Rate of Fire: 2 seconds
    • Shots per Volley: 2
    • Interpulse: 0.09 seconds
    • Damage: 10
    • AoE: N/A
    • Projectile Speed: 450 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 2
    • Secondary Target: Tier 3/4
    • Cannot Target: Drones, Air
  • Weapon: Plasma Gutter (OverTime / Beam)
    • Range: 400m
    • Rate of Fire: 6 seconds
    • Shots per Volley: 1
    • Duration: 2 seconds
    • Energy per Volley: 10
    • Damage: 480
    • AoE: N/A
    • Projectile Speed: 6000 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 2
    • Secondary Target: Tier 3/4
    • Cannot Target: Drones, Air, Tier 1
  • Weapon: TK-421 Blast Cannon (Direct / Bolt)
    • Range: 400m
    • Rate of Fire: 2 seconds
    • Shots per Volley: 2
    • Interpulse: 0.09 seconds
    • Damage: 10
    • AoE: N/A
    • Projectile Speed: 500 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 2
    • Secondary Target: Tier 3/4
    • Cannot Target: Drones, Air

Substrate Mauler
  • Squad Size: 1
  • Hit Points: 698
  • Shield Points: 1627
  • Armor: 2
  • Energy: 75
  • Cost: 400 Metal (9.09 per second); 105 Radioactives (2.39 per second)
  • Construction Time: 44 seconds
  • Logistics: 10
  • Weapon: Dissuader Particle Response x2 (Direct / Bolt)
    • Range: 400m
    • Rate of Fire: 2 seconds
    • Shots per Volley: 2
    • Interpulse: 0.09 seconds
    • Damage: 10
    • AoE: N/A
    • Projectile Speed: 600 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 2
    • Secondary Target: Tier 3/4
    • Cannot Target: Drones, Air
  • Weapon: Hyena Laser Array (OverTime / Beam)
    • Range: 400m
    • Rate of Fire: 6 seconds
    • Shots per Volley: 1
    • Energy per Volley: 20
    • Duration: 2 seconds
    • Damage: 130
    • AoE: N/A
    • Projectile Speed: 6000 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 2
    • Secondary Target: Tier 3/4
    • Cannot Target: Drones, Air, Tier 1

Anti-Air / Drone Cruisers
PHC Apollo
  • Squad Size: 1
  • Hit Points: 910
  • Shield Points: N/A
  • Armor: 0
  • Energy: N/A
  • Cost: 320 Metal (7.62 per second); 66 Radioactives (1.57 per second)
  • Construction Time: 42 seconds
  • Logistics: 7
  • Weapon: TG-4 Light Railgun x2 (Direct / Kinetic)
    • Range: 900m
    • Rate of Fire: 6.5 seconds
    • Shots per Volley: 6
    • Interpulse: 0.04 seconds
    • Damage: 5
    • AoE: N/A
    • Projectile Speed: 1200 m/s
    • Armor-Piercing: No
    • Primary Target: Air
    • Secondary Target: Drones
    • Cannot Target: Tier 1+, Buildings
  • Weapon: PDL Turret x4 (OverTime / Beam)
    • Range: 1200m
    • Rate of Fire: 3 seconds
    • Shots per Volley: 1
    • Energy per Volley: N/A
    • Duration: 1 second
    • Damage: 120
    • AoE: N/A
    • Projectile Speed: 6000 m/s
    • Armor-Piercing: No
    • Primary Target: Air
    • Secondary Target: Drones
    • Cannot Target: Tier 1+, Buildings
  • Weapon: Flak Cannon (Dispersed / Explosive)
    • Range: 150m / 1100m
    • Rate of Fire: 3.2 seconds
    • Shots per Volley: 8
    • Energy per Volley: N/A
    • Interpulse: 0.05 seconds
    • Damage: 14
    • AoE: 80m
    • Projectile Speed: 1100 m/s
    • Armor-Piercing: No
    • Primary Target: Drones
    • Secondary Target: Air
    • Cannot Target: Tier 1+, Buildings

Substrate Drone Hive
  • Squad Size: 1
  • Hit Points: 200
  • Shield Points: 620
  • Armor: 0
  • Energy: N/A
  • Cost: 300 Metal (8.82 per second); 40 Radioactives (1.18 per second)
  • Construction Time: 34 seconds
  • Logistics: 7
  • Weapon: Sorphiast Defense Laser (Direct / Bolt)
    • Range: 600m
    • Rate of Fire: 1.65 seconds
    • Shots per Volley: 5
    • Interpulse: 0.15 seconds
    • Damage: 8
    • AoE: N/A
    • Projectile Speed: 600 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1/2
    • Secondary Target: Tier 3/4
    • Cannot Target: Drones, Air
  • Weapon: Anti-Air Drone Bay
    • Squad Size: 16
    • Hit Points: 20
    • Shield Points: N/A
    • Armor: 0
    • Construction Time: 15 seconds
    • Weapon: Polaron Beam (OverTime / Beam)
      • Range: 600m
      • Rate of Fire: 2 seconds
      • Shots per Volley: 1
      • Energy per Volley: N/A
      • Duration: 0.25 seconds
      • Damage: 72
      • AoE: N/A
      • Projectile Speed: 6000 m/s
      • Armor-Piercing: No
      • Primary Target: Air
      • Secondary Target: Drones
      • Cannot Target: Tier 1+, Buildings
  • Weapon: Drone Bay
    • Squad Size: 8
    • Hit Points: 20
    • Shield Points: N/A
    • Armor: 0
    • Construction Time: 15 seconds
    • Weapon: Drone Bolt (Direct / Bolt)
      • Range: 400m
      • Rate of Fire: 2.8 seconds
      • Shots per Volley: 4
      • Energy per Volley: N/A
      • Interpulse: 0.33~ seconds
      • Damage: 5
      • AoE: N/A
      • Projectile Speed: 600 m/s
      • Armor-Piercing: No
      • Primary Target: Tier 1
      • Secondary Target: Tier 2
      • Cannot Target: Drones, Air

Tier 2 Units – Cruisers (Continued)

Engineers
PHC Engineer
  • Squad Size: 1
  • Hit Points: 350
  • Shield Points: N/A
  • Armor: 0
  • Energy: N/A
  • Cost: 200 Metal (5.0 / sec)
  • Construction Time: 40 seconds
  • Logistics: 2
  • Weapon: Repair Arc (Direct / Bolt)
    • Range: 450m
    • Rate of Fire: 1 second
    • Shots per Volley: 1
    • Energy per Volley: N/A
    • Interpulse: N/A
    • Accuracy: 100%
    • HP Repair per Impact: 25
    • AoE: N/A
    • Projectile Speed: 75 m/s
    • Armor-Piercing: Yes
    • Primary Target: Buildings
    • Secondary Target: N/A
    • Cannot Target: Drones, Air, Tier 1+

Substrate Constructor
  • Squad Size: 1
  • Hit Points: 80
  • Shield Points: 270
  • Armor: 0
  • Energy: N/A
  • Cost: 200 Metal (5.0 / sec)
  • Construction Time: 40 seconds
  • Logistics: 2
  • Weapon: Repair Beam (OverTime / Beam)
    • Range: 450m
    • Rate of Fire: 1 second
    • Shots per Volley: 1
    • Energy per Volley: N/A
    • Interpulse: N/A
    • Accuracy: 100%
    • HP Repair per Impact: 97
    • AoE: N/A
    • Projectile Speed: 6000 m/s
    • Armor-Piercing: Yes
    • Primary Target: Tier 1+
    • Secondary Target: N/A
    • Cannot Target: Drones, Air

Anti-Building Cruisers
PHC Artemis
  • Squad Size: 1
  • Hit Points: 575
  • Shield Points: N/A
  • Armor: 0
  • Energy: 100
  • Cost: 380 Metal (9.05 per second); 90 Radioactives (2.14 per second)
  • Construction Time: 42 seconds
  • Logistics: 9
  • Weapon: Havox MK-III Missile Launcher (Dispersed / Explosive)
    • Range: 300m / 1300m
    • Rate of Fire: 6 seconds
    • Shots per Volley: 5
    • Interpulse: 0.145 seconds
    • Damage: 59
    • AoE: 50m
    • Projectile Speed: 400 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1/2
    • Secondary Target: Tier 3/4
    • Cannot Target: Drones, Air
  • Weapon: Ratheon AR-1 Harpoon (Direct / Explosive)
    • Range: 300m / 1400m
    • Rate of Fire: 6.5 seconds
    • Shots per Volley: 2
    • Energy per Volley: 10
    • Interpulse: 0.15 seconds
    • Damage: 422
    • AoE: N/A
    • Projectile Speed: 320 m/s
    • Armor-Piercing: Yes
    • Primary Target: Buildings
    • Secondary Target: N/A
    • Cannot Target: Drones, Air, Tier 1+

Substrate Destructor
  • Squad Size: 1
  • Hit Points: 155
  • Shield Points: 420
  • Armor: 0
  • Energy: 75
  • Cost: 380 Metal (9.5 per second); 92 Radioactives (2.3 per second)
  • Construction Time: 40 seconds
  • Logistics: 9
  • Weapon: Plasma Rain Launcher (Dispersed / Explosive)
    • Range: 300m / 1400m
    • Rate of Fire: 6.5 seconds
    • Shots per Volley: 16
    • Energy per Volley: 25
    • Interpulse: 0.14 seconds
    • Damage: 14
    • AoE: 10m
    • Projectile Speed: 320 m/s
    • Armor-Piercing: Yes
    • Primary Target: Buildings
    • Secondary Target: N/A
    • Cannot Target: Drones, Air, Tier 1+
  • Weapon: Orion Plasma Cannon x2 (Direct / Bolt)
    • Range: 1400m
    • Rate of Fire: 2.8 seconds
    • Shots per Volley: 2
    • Energy per Volley: N/A
    • Interpulse: 0.15 seconds
    • Damage: 10
    • AoE: N/A
    • Projectile Speed: 600 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1
    • Secondary Target: Tier 2
    • Cannot Target: Drones, Air

Heavy Cruisers
PHC Hera
  • Squad Size: 1
  • Hit Points: 5120
  • Shield Points: N/A
  • Armor: 4
  • Energy: N/A
  • Cost: 640 Metal (9.14 per second); 200 Radioactives (2.86 per second)
  • Construction Time: 70 seconds
  • Logistics: 19
  • Weapon: Fusion Bombard (Direct / Bolt)
    • Range: 600m
    • Rate of Fire: 2.75 seconds
    • Shots per Volley: 2
    • Interpulse: 0.25 seconds
    • Damage: 200
    • AoE: N/A
    • Projectile Speed: 590 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 3/4
    • Secondary Target: Tier 2
    • Cannot Target: Drones, Air

Substrate Eradicator
  • Squad Size: 1
  • Hit Points: 1590
  • Shield Points: 3015
  • Armor: 4
  • Energy: 80
  • Cost: 640 Metal (9.7 per second); 240 Radioactives (3.64 per second)
  • Construction Time: 66 seconds
  • Logistics: 19
  • Weapon: Peeping Tom (Direct / Bolt)
    • Range: 20m / 800m
    • Rate of Fire: 5.2 seconds
    • Shots per Volley: 1
    • Energy per Volley: 10
    • Interpulse: N/A
    • Damage: 450
    • AoE: N/A
    • Projectile Speed: 1100 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 3/4
    • Secondary Target: Tier 2
    • Cannot Target: Drones, Air
  • Weapon: Plasma Cannon x7 (Direct / Bolt)
    • Range: 800m
    • Rate of Fire: 5 seconds
    • Shots per Volley: 5
    • Energy per Volley: N/A
    • Interpulse: 0.15 seconds
    • Damage: 10
    • AoE: N/A
    • Projectile Speed: 600 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 2+
    • Secondary Target: Tier 1
    • Cannot Target: Drones, Air

Support Cruisers
PHC Mobile Nullifier
  • Squad Size: 1
  • Hit Points: 1600
  • Shield Points: N/A
  • Armor: 0
  • Energy: N/A
  • Cost: 700 Metal (10.0 per second); 500 Radioactives (7.14 per second)
  • Construction Time: 70 seconds
  • Logistics: 50
  • Weapon: Light Plasma Cannon x7 (Direct / Bolt)
    • Range: 500m
    • Rate of Fire: 2.5 seconds
    • Shots per Volley: 1
    • Energy per Volley: N/A
    • Interpulse: N/A
    • Damage: 6
    • AoE: N/A
    • Projectile Speed: 600 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1+
    • Secondary Target: Buildings
    • Cannot Target: Drones, Air

Substrate Mobile Nullifier
  • Squad Size: 1
  • Hit Points: 432
  • Shield Points: 1008
  • Armor: 0
  • Energy: N/A
  • Cost: 825 Metal (11.79 per second); 500 Radioactives (7.14 per second)
  • Construction Time: 70 seconds
  • Logistics: 50
  • Weapon: Light Plasma Cannon x2 (Direct / Bolt)
    • Range: 500m
    • Rate of Fire: 1 second
    • Shots per Volley: 1
    • Energy per Volley: N/A
    • Interpulse: N/A
    • Damage: 10
    • AoE: N/A
    • Projectile Speed: 600 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1+, Buildings
    • Secondary Target: N/A
    • Cannot Target: Drones, Air
  • Weapon: Anti-Air Plasma Cannon x2 (Direct / Bolt)
    • Range: 500m
    • Rate of Fire: 1 second
    • Shots per Volley: 2
    • Energy per Volley: N/A
    • Interpulse: 0.2 seconds
    • Damage: 6
    • AoE: N/A
    • Projectile Speed: 1200 m/s
    • Armor-Piercing: No
    • Primary Target: Air
    • Secondary Target: N/A
    • Cannot Target: Drones, Tier 1+, Buildings

Tier 2 Units – Cruisers (Continued)

Advanced Engineers
PHC Sapper (Summoned)
  • Squad Size: 1
  • Hit Points: 900
  • Shield Points: N/A
  • Armor: 0
  • Energy: N/A
  • Cost: 90 Quanta (+25% per cast); Cooldown: 30 seconds
  • Construction Time: N/A
  • Logistics: 10
  • Weapon: Repair Arc (Direct / Bolt)
    • Range: 450m
    • Rate of Fire: 1 second
    • Shots per Volley: 1
    • Energy per Volley: N/A
    • Interpulse: N/A
    • Accuracy: 100%
    • HP Repair per Impact: 25
    • AoE: N/A
    • Projectile Speed: 75 m/s
    • Armor-Piercing: Yes
    • Primary Target: Buildings
    • Secondary Target: N/A
    • Cannot Target: Drones, Air, Tier 1+

Substrate Avatar (Summoned)
  • Squad Size: 1
  • Hit Points: 300
  • Shield Points: 600
  • Armor: 0
  • Energy: N/A
  • Cost: 90 Quanta (+25% per cast); Cooldown: 30 seconds
  • Construction Time: N/A
  • Logistics: 10
  • Weapon: Tessrar Plasma (Direct / Bolt)
    • Range: 500m
    • Rate of Fire: 1.8 seconds
    • Shots per Volley: 6
    • Energy per Volley: N/A
    • Interpulse: 0.19 seconds
    • Damage: 10
    • AoE: N/A
    • Projectile Speed: 400 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 2
    • Secondary Target: Tier 1
    • Cannot Target: Drones, Air
  • Weapon: Repair Beam (OverTime / Beam)
    • Range: 450m
    • Rate of Fire: 1 second
    • Shots per Volley: 1
    • Energy per Volley: N/A
    • Interpulse: N/A
    • Accuracy: 100%
    • HP Repair per Impact: 97
    • AoE: N/A
    • Projectile Speed: 6000 m/s
    • Armor-Piercing: Yes
    • Primary Target: Tier 1+
    • Secondary Target: N/A
    • Cannot Target: Drones, Air

Tier 2 Units – Asymmetric Cruisers

PHC Charon

The Charon is a support cruiser with the unique ability to automatically teleport reinforcements to its companion army from any owned factory on the map.

  • Squad Size: 1
  • Hit Points: 1500
  • Shield Points: N/A
  • Armor: 0
  • Energy: N/A
  • Cost: 700 Metal (10.0 per second); 400 Radioactives (5.71 per second)
  • Construction Time: 70 seconds
  • Logistics: 40
  • Weapon: MK-I Autocannon x2 (Direct / Kinetic)
    • Range: 300m
    • Rate of Fire: 2.5 seconds
    • Shots per Volley: 6
    • Interpulse: 0.1 seconds
    • Damage: 4
    • AoE: N/A
    • Projectile Speed: 600 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1+
    • Secondary Target: Buildings
    • Cannot Target: Drones, Air

PHC Nemesis

The Nemesis is the classic long-range glass cannon archetype. It can snipe targets from a safe distance with ease, but will quickly fold at close range.

  • Squad Size: 1
  • Hit Points: 500
  • Shield Points: N/A
  • Armor: 0
  • Energy: 100
  • Cost: 750 Metal (12.5 per second); 260 Radioactives (4.33 per second)
  • Construction Time: 60 seconds
  • Logistics: 16
  • Weapon: TG-400 Heavy Sniper Rail Gun (Direct / Bolt)
    • Range: 150m / 1200m
    • Rate of Fire: 9.2 seconds
    • Shots per Volley: 1
    • Energy per Volley: 25
    • Interpulse: N/A
    • Damage: 900
    • AoE: N/A
    • Projectile Speed: 1800 m/s
    • Armor-Piercing: Yes
    • Primary Target: Tier 3/4
    • Secondary Target: Tier 2
    • Cannot Target: Drones, Air, Buildings
  • Weapon: Thantos LPA-1000 Plasma Cannon x2 (Direct / Bolt)
    • Range: 50m / 1200m
    • Rate of Fire: 3.9 seconds
    • Shots per Volley: 6
    • Interpulse: 0.04 seconds
    • Damage: 9
    • AoE: N/A
    • Projectile Speed: 600 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1/2
    • Secondary Target: Tier 3/4
    • Cannot Target: Drones, Air

Substrate Masochist

The Masochist is another unique Substrate unit which deals more damage as it gets lower in health. As its health decreases, it deploys additional shots per volley, much like the stationary Substrate Disruptor.

  • Squad Size: 1
  • Hit Points: 540
  • Shield Points: 1260
  • Armor: 2
  • Energy: N/A
  • Cost: 450 Metal (9.0 per second); 80 Radioactives (1.6 per second)
  • Construction Time: 50 seconds
  • Logistics: 10
  • Weapon: Plasma Flail (Direct / Bolt)
    • Range: 400m
    • Rate of Fire: 0.2 seconds
    • Shots per Volley: 1-6
    • Energy per Volley: N/A
    • Interpulse: N/A
    • Damage: 50
    • AoE: N/A
    • Projectile Speed: 1000 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1/2
    • Secondary Target: Tier 3/4
    • Cannot Target: Drones, Air

Substrate Caregiver

The Caregiver is a support unit that can restore the shields of friendly units. It has no offensive weapons, so should be protected from enemies.

  • Squad Size: 1
  • Hit Points: 450
  • Shield Points: 900
  • Armor: 0
  • Energy: N/A
  • Cost: 280 Metal (7.0 per second); 75 Radioactives (1.88 per second)
  • Construction Time: 40 seconds
  • Logistics: 6
  • Weapon: Shield Regenerator Beam (OverTime / Beam)
    • Range: 525m
    • Rate of Fire: 1.5 seconds
    • Shots per Volley: 1
    • Energy per Volley: N/A
    • Duration: 3 seconds
    • Shields Restored per Volley: 45
    • AoE: N/A
    • Projectile Speed: 6000 m/s
    • Armor-Piercing: Yes
    • Primary Target: Tier 3/4
    • Secondary Target: Tier 1/2, Air
    • Cannot Target: Drones

Substrate Clutch of Eggs (Hunter / Prey Expansion)

The Clutch is a unique unit in that upon destruction, it spawns squads of Tier 1 spiderlings which rush enemy forces. This makes it a particularly potent weapon in the Substrate arsenal.

  • Squad Size: 1
  • Hit Points: 1000
  • Shield Points: 2500
  • Armor: 0
  • Energy: N/A
  • Cost: 1100 Metal (11.0 per second); 400 Radioactives (4.0 per second)
  • Construction Time: 100 seconds
  • Logistics: 26
  • Weapon: Melaikle Venom (Direct / Kinetic)
    • Range: 600m
    • Rate of Fire: 2.2 seconds
    • Shots per Volley: 2
    • Energy per Volley: N/A
    • Interpulse: 0.7 seconds
    • Damage: 150
    • AoE: N/A
    • Projectile Speed: 400 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 2+
    • Secondary Target: Tier 1
    • Cannot Target: Drones, Air
  • Weapon: Spiderlings x4 (Spawn on Death)
    • Squad Size: 5
    • Hit Points: 60
    • Shield Points: 100
    • Armor: 0
    • Construction Time: N/A
    • Weapon: Lyliast Venom (Direct / Kinetic)
      • Range: 500m
      • Rate of Fire: 2 seconds
      • Shots per Volley: 1
      • Energy per Volley: N/A
      • Interpulse: N/A
      • Damage: 35
      • AoE: N/A
      • Projectile Speed: 350 m/s
      • Armor-Piercing: No
      • Primary Target: Tier 1+
      • Secondary Target: Buildings
      • Cannot Target: Drones, Air

Substrate Falling Star (Hunter / Prey Expansion)

The Falling Star is another unit which activates a special effect upon its destruction – it releases an EMP blast which disables all enemy buildings within its radius for 6 seconds.

  • Squad Size: 1
  • Hit Points: 750
  • Shield Points: 1750
  • Armor: 0
  • Energy: N/A
  • Cost: 540 Metal (10.38 per second); 150 Radioactives (2.88 per second)
  • Construction Time: 52 seconds
  • Logistics: 14
  • Weapon: Loreaur Plasma (Direct / Bolt)
    • Range: 500m
    • Rate of Fire: 1.8 seconds
    • Shots per Volley: 6
    • Energy per Volley: N/A
    • Interpulse: 0.19 seconds
    • Damage: 10
    • AoE: N/A
    • Projectile Speed: 400 m/s
    • Armor-Piercing: Yes
    • Primary Target: Tier 2
    • Secondary Target: Tier 1
    • Cannot Target: Drones

Substrate Skirmisher (Hunter / Prey Expansion)
  • Squad Size: 1
  • Hit Points: 510
  • Shield Points: 1300
  • Armor: 1
  • Energy: 45
  • Cost: 310 Metal (8.16 per second); 95 Radioactives (2.5 per second)
  • Construction Time: 38 seconds
  • Logistics: 11
  • Weapon: Gemnire Beam (OverTime / Beam)
    • Range: 100m / 750m
    • Rate of Fire: 1 second
    • Shots per Volley: 1
    • Energy per Volley: 3
    • Duration: 0.2 seconds
    • Damage: 250
    • AoE: N/A
    • Projectile Speed: 6000 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 2+
    • Secondary Target: Tier 1
    • Cannot Target: Drones, Air

Tier 3 Units – Assault Dreadnoughts

Unlike other units in the game, Dreadnoughts gain experience points as targets are destroyed in their presence, allowing them to gain levels (max 5). You may choose from 3 options when your unit gains a level; one of which is always an instant HP restore. Be mindful that dreadnoughts are designed to be the core on which to build armies around. While they are very powerful, they’re not meant to act alone and can be defeated by swarms of enemies.

Assault Dreadnoughts are designed to take the fight to enemy armies. They are equipped with numerous weapons to take on a wide-array of close-range targets as you push into enemy territory.

PHC Hyperion
  • Hit Points: 28,800
  • Shield Points: N/A
  • Armor: 6
  • Energy: N/A
  • Cost: 4800 Metal (16.0 per second); 2000 Radioactives (6.67 per second)
  • Construction Time: 300 seconds
  • Logistics: 90
  • Weapon: WRX 1020 Pulse Cannon x2 (Direct / Bolt)
    • Range: 100m / 700m
    • Rate of Fire: 1.3 seconds
    • Shots per Volley: 2
    • Interpulse: 0.14 seconds
    • Damage: 68
    • AoE: N/A
    • Projectile Speed: 900 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 2+
    • Secondary Target: Tier 1
    • Cannot Target: Drones, Air
  • Weapon: MK-I Dual Autocannon x8 (Direct / Kinetic)
    • Range: 700m
    • Rate of Fire: 2.4 seconds
    • Shots per Volley: 6
    • Interpulse: 0.1 seconds
    • Damage: 17
    • AoE: N/A
    • Projectile Speed: 600 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1
    • Secondary Target: Tier 2
    • Cannot Target: Drones, Air
  • Ability Unlock: Repair Drone Bay
    • Squad Size: 16
    • Hit Points: 30
    • Shield Points: N/A
    • Armor: 0
    • Construction Time: 15 seconds
    • Weapon: Repair Arc (OverTime / Beam)
      • Range: 25m / 250m
      • Rate of Fire: 1 second
      • Shots per Volley: 1
      • Energy per Volley: N/A
      • Duration: 1 second
      • Repair per Impact: 25
      • AoE: N/A
      • Projectile Speed: 6000 m/s
      • Armor-Piercing: Yes
      • Primary Target: Tier 3/4
      • Secondary Target: Tier 2
      • Cannot Target: Drones
  • Ability Unlock: Assault Drone Bay
    • Squad Size: 16
    • Hit Points: 30
    • Shield Points: N/A
    • Armor: 0
    • Construction Time: 15 seconds
    • Weapon: Autocannon (Direct / Kinetic)
      • Range: 400m
      • Rate of Fire: 1.3 seconds
      • Shots per Volley: 12
      • Energy per Volley: N/A
      • Interpulse: 0.35 seconds
      • Damage: 7
      • AoE: N/A
      • Projectile Speed: 900 m/s
      • Armor-Piercing: No
      • Primary Target: Tier 1
      • Secondary Target: Tier 2+
      • Cannot Target: Drones, Air

Substrate Retributor
  • Hit Points: 11,340
  • Shield Points: 13,860
  • Armor: 6
  • Energy: N/A
  • Cost: 4800 Metal (16.0 per second); 2000 Radioactives (6.67 per second)
  • Construction Time: 300 seconds
  • Logistics: 90
  • Weapon: Primary Particle Beam Cannon x4 (OverTime / Beam)
    • Range: 700m
    • Rate of Fire: 3 seconds
    • Shots per Volley: 1
    • Duration: 3 seconds
    • Damage: 200
    • AoE: N/A
    • Projectile Speed: 6000 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 2+
    • Secondary Target: Tier 1
    • Cannot Target: Drones, Air
  • Weapon: BR-T3 Light Plasma Cannon x6 (Direct / Bolt)
    • Range: 700m
    • Rate of Fire: 3.5 seconds
    • Shots per Volley: 15
    • Interpulse: 0.15 seconds
    • Damage: 20
    • AoE: N/A
    • Projectile Speed: 600 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1/2
    • Secondary Target: Tier 3/4
    • Cannot Target: Drones, Air
  • Ability Unlock: Havok (Direct / Explosive)
    • Range: 600m
    • Rate of Fire: 20 seconds
    • Shots per Volley: 20
    • Interpulse: 0.05 seconds
    • Damage: 800
    • AoE: 500m
    • Projectile Speed: 75 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1/2
    • Secondary Target: Tier 3/4
    • Cannot Target: Drones, Air

Tier 3 Units – Dreadnought Destroyers

Dreadnought Destroyers are designed to do exactly what it sounds like – to annihilate enemy tier 3 units. Both PHC and Substrate units have armor-piercing main weapons, plus numerous secondary weapons.

PHC Prometheus
  • Hit Points: 44,000
  • Shield Points: N/A
  • Armor: 7
  • Energy: N/A
  • Cost: 5500 Metal (18.33 per second); 2000 Radioactives (6.67 per second)
  • Construction Time: 300 seconds
  • Logistics: 100
  • Weapon: Quad Pulse Cannon (Direct / Bolt)
    • Range: 100m / 750m
    • Rate of Fire: 4.8 seconds
    • Shots per Volley: 4
    • Interpulse: 0.13 seconds
    • Damage: 400
    • AoE: N/A
    • Projectile Speed: 700 m/s
    • Armor-Piercing: Yes
    • Primary Target: Tier 3/4
    • Secondary Target: Tier 2
    • Cannot Target: Drones, Air, Tier 1
  • Weapon: M152 Azeron Plasma Array x3 (Direct / Bolt)
    • Range: 50m / 700m
    • Rate of Fire: 6 seconds
    • Shots per Volley: 3
    • Interpulse: 0.3 seconds
    • Damage: 22
    • AoE: N/A
    • Projectile Speed: 600 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 3/4
    • Secondary Target: Tier 2
    • Cannot Target: Drones, Air
  • Weapon: Ares M11 Railgun x4 (Direct / Kinetic)
    • Range: 750m
    • Rate of Fire: 2.5 seconds
    • Shots per Volley: 3
    • Interpulse: 0.04 seconds
    • Damage: 6
    • AoE: N/A
    • Projectile Speed: 600 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1
    • Secondary Target: Tier 2
    • Cannot Target: Drones, Air
  • Ability Unlock: Overloaded Quad Pulse Cannon (Direct / Bolt)
    • Range: 100m / 750m
    • Rate of Fire: 60 seconds
    • Shots per Volley: 24
    • Interpulse: 0.13 seconds
    • Damage: 400
    • AoE: N/A
    • Projectile Speed: 700 m/s
    • Armor-Piercing: Yes
    • Primary Target: Tier 3/4
    • Secondary Target: Tier 2
    • Cannot Target: Drones, Air, Tier 1
  • Ability Unlock: Draining Beam x2 (OverTime / Beam) – The Prometheus projects two energy beams which transfer HP from the target to heal itself.
    • Range: 150m / 750m
    • Rate of Fire: 30 seconds
    • Shots per Volley: 1
    • Interpulse: N/A
    • Damage: 1000
    • AoE: N/A
    • Projectile Speed: 6000 m/s
    • Armor-Piercing: Yes
    • Primary Target: Tier 3/4
    • Secondary Target: N/A
    • Cannot Target: Drones, Air, Tier 1/2, Buildings

Substrate Savager
  • Hit Points: 16,054
  • Shield Points: 23,500
  • Armor: 7
  • Energy: N/A
  • Cost: 5500 Metal (18.33 per second); 2000 Radioactives (6.67 per second)
  • Construction Time: 300 seconds
  • Logistics: 100
  • Weapon: WMC (Direct / Bolt)
    • Range: 100m / 750m
    • Rate of Fire: 4.1 seconds
    • Shots per Volley: 30
    • Interpulse: 0.05 seconds
    • Damage: 75
    • AoE: N/A
    • Projectile Speed: 700 m/s
    • Armor-Piercing: Yes
    • Primary Target: Tier 3/4
    • Secondary Target: Tier 2
    • Cannot Target: Drones, Air
  • Weapon: Ion Cannon x4 (Direct / Bolt)
    • Range: 700m
    • Rate of Fire: 1 second
    • Shots per Volley: 1
    • Interpulse: N/A
    • Damage: 40
    • AoE: N/A
    • Projectile Speed: 600 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 3/4
    • Secondary Target: Tier 1/2
    • Cannot Target: Drones, Air
  • Weapon: Ares M11 Railgun x4 (Direct / Kinetic)
    • Range: 750m
    • Rate of Fire: 2.5 seconds
    • Shots per Volley: 3
    • Interpulse: 0.04 seconds
    • Damage: 6
    • AoE: N/A
    • Projectile Speed: 600 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1
    • Secondary Target: Tier 2
    • Cannot Target: Drones, Air
  • Ability Weapon Upgrade: Executor [Replaces WMC] (Direct / Bolt)
    • Range: 100m / 750m
    • Rate of Fire: 4.1 seconds
    • Shots per Volley: 30
    • Interpulse: 0.05 seconds
    • Damage: 150
    • AoE: N/A
    • Projectile Speed: 700 m/s
    • Armor-Piercing: Yes
    • Primary Target: Tier 3/4
    • Secondary Target: Tier 2
    • Cannot Target: Drones, Air
  • Ability Unlock: Polaron Beam x2 (OverTime / Beam)
    • Range: 1000m
    • Rate of Fire: 1 second
    • Shots per Volley: 1
    • Duration: 1 second
    • Damage: 200
    • AoE: N/A
    • Projectile Speed: 6000 m/s
    • Armor-Piercing: No
    • Primary Target: Air
    • Secondary Target: Drones
    • Cannot Target: Tier 1+, Buildings

Tier 3 Units – Asymmetric Dreadnoughts

PHC Cronus

The Cronus is a long-range siege unit, capable of bombarding enemy forces from beyond sight with its MIRV barrage and devastating enemy structures with its ability upgrades.

  • Hit Points: 17,825
  • Shield Points: N/A
  • Armor: 4
  • Energy: N/A
  • Cost: 4000 Metal (13.33 per second); 2400 Radioactives (8.0 per second)
  • Construction Time: 300 seconds
  • Logistics: 90
  • Weapon: WM-205 Atropos Missile Battery x2 (Dispersed / Explosive)
    • Range: 300m / 1850m
    • Rate of Fire: 9 seconds
    • Shots per Volley: 12 x 12 (MIRV)
    • Interpulse: 0.23 seconds
    • Damage: 60 x 45 (MIRV)
    • AoE: 150m
    • Projectile Speed: 320 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 2
    • Secondary Target: Tier 1
    • Cannot Target: Drones, Air
  • Weapon: Mozart MK-I Railgun x6 (Direct / Kinetic)
    • Range: 450m
    • Rate of Fire: 5 seconds
    • Shots per Volley: 3
    • Interpulse: 0.43 seconds
    • Damage: 30
    • AoE: N/A
    • Projectile Speed: 1250 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1/2
    • Secondary Target: Tier 3/4
    • Cannot Target: Drones, Air
  • Weapon: Ares M11 Railgun x4 (Direct / Kinetic)
    • Range: 750m
    • Rate of Fire: 2.5 seconds
    • Shots per Volley: 3
    • Interpulse: 0.04 seconds
    • Damage: 6
    • AoE: N/A
    • Projectile Speed: 600 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1
    • Secondary Target: Tier 2
    • Cannot Target: Drones, Air
  • Ability Unlock: Death Blossom (Direct / Explosive)
    • Range: 800m
    • Rate of Fire: 20 seconds
    • Shots per Volley: 20
    • Interpulse: 0.05 seconds
    • Damage: 250
    • AoE: 500m
    • Projectile Speed: 75 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1/2
    • Secondary Target: Tier 3/4
    • Cannot Target: Drones, Air
  • Ability Unlock: Orion Cascade (Direct / Explosive)
    • Range: 800m
    • Rate of Fire: 60 seconds
    • Shots per Volley: 36
    • Interpulse: 0.05 seconds
    • Damage: 120
    • AoE: 75m
    • Projectile Speed: 320 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 2+, Buildings
    • Secondary Target: N/A
    • Cannot Target: Drones, Air, Tier 1
  • Ability Unlock: Subsonic Demolisher (Direct / Explosive)
    • Range: 1400m
    • Rate of Fire: 60 seconds
    • Shots per Volley: 1
    • Interpulse: N/A
    • Damage: 2000
    • AoE: 120m
    • Projectile Speed: 320 m/s
    • Armor-Piercing: Yes
    • Primary Target: Buildings
    • Secondary Target: N/A
    • Cannot Target: Drones, Air, Tier 1+

Substrate Overmind

The Overmind is an area control drone carrier, using its swarms to deal damage to enemy forces. It’s further protected by a host of forward-firing energy weapons that clear the field of nuisances.

  • Hit Points: 7710
  • Shield Points: 14,750
  • Armor: 5
  • Energy: N/A
  • Cost: 4400 Metal (13.75 per second); 2400 Radioactives (7.5 per second)
  • Construction Time: 320 seconds
  • Logistics: 90
  • Weapon: Gentle Persuader Level III x4 (Direct / Bolt)
    • Range: 750m
    • Rate of Fire: 2 seconds
    • Shots per Volley: 4
    • Interpulse: 0.2 seconds
    • Damage: 30
    • AoE: N/A
    • Projectile Speed: 900 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1/2
    • Secondary Target: Tier 3/4
    • Cannot Target: Drones, Air
  • Weapon: Ion Cannon x4 (Direct / Bolt)
    • Range: 700m
    • Rate of Fire: 1 second
    • Shots per Volley: 1
    • Interpulse: N/A
    • Damage: 40
    • AoE: N/A
    • Projectile Speed: 600 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 3/4
    • Secondary Target: Tier 1/2
    • Cannot Target: Drones, Air
  • Weapon: Assault Drone Bay x3
    • Squad Size: 16
    • Hit Points: 150
    • Shield Points: N/A
    • Armor: 0
    • Construction Time: 15 seconds
    • Weapon: Pulse Laser (Direct / Bolt)
      • Range: 400m
      • Rate of Fire: 2.8 seconds
      • Shots per Volley: 4
      • Energy per Volley: N/A
      • Interpulse: 0.33 seconds
      • Damage: 5
      • AoE: N/A
      • Projectile Speed: 600 m/s
      • Armor-Piercing: No
      • Primary Target: Tier 1/2
      • Secondary Target: Tier 3/4
      • Cannot Target: Drones, Air
  • Weapon: AA Drone Bay
    • Squad Size: 16
    • Hit Points: 150
    • Shield Points: N/A
    • Armor: 0
    • Construction Time: 15 seconds
    • Weapon: Polaron Beam (OverTime / Beam)
      • Range: 500m
      • Rate of Fire: 2 seconds
      • Shots per Volley: 1
      • Energy per Volley: N/A
      • Duration: 0.25 seconds
      • Damage: 280
      • AoE: N/A
      • Projectile Speed: 6000 m/s
      • Armor-Piercing: No
      • Primary Target: Air
      • Secondary Target: Drones
      • Cannot Target: Tier 1+, Buildings
  • Ability Unlock: Assault Drone Bay +1 (same drone stats as above)
  • Ability Unlock: Shield Projector
    • Range: 25m / 600m
    • Rate of Fire: 5 seconds
    • Shots per Volley: 1
    • Interpulse: N/A
    • Shield Restore per Volley: 100
    • AoE: 600m
    • Projectile Speed: 6000 m/s
    • Armor-Piercing: Yes
    • Primary Target: N/A
    • Secondary Target: N/A
    • Cannot Target: N/A
  • Ability Unlock: EMP Burst – Stuns enemies for 3 seconds.
    • Range: 750m
    • Rate of Fire: 60 seconds
    • Shots per Volley: 1
    • Interpulse: N/A
    • Damage: N/A
    • AoE: 750m
    • Projectile Speed: 6000 m/s
    • Armor-Piercing: Yes
    • Primary Target: N/A
    • Secondary Target: N/A
    • Cannot Target: Drones, Air

Tier 4 Units – Anti-Army Juggernauts

PHC Agamemnon
  • Hit Points: 57,600
  • Shield Points: N/A
  • Armor: 11
  • Energy: N/A
  • Cost: 9600 Metal (24.0 per second); 4000 Radioactives (10.0 per second); 1000 Quanta
  • Construction Time: 400 seconds
  • Logistics: 270
  • Weapon: MK-I Triple Autocannon x5 (Direct / Kinetic)
    • Range: 1000m
    • Rate of Fire: 2.2 seconds
    • Shots per Volley: 9
    • Interpulse: 0.1 seconds
    • Damage: 20
    • AoE: N/A
    • Projectile Speed: 600 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1/2
    • Secondary Target: Tier 3/4
    • Cannot Target: Drones, Air
  • Weapon: WRB 1050 Pulse Battery x2 (Direct / Bolt)
    • Range: 100m / 800m
    • Rate of Fire: 0.2 seconds
    • Shots per Volley: 8
    • Interpulse: 0.14 seconds
    • Damage: 25
    • AoE: N/A
    • Projectile Speed: 900 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 2/3
    • Secondary Target: Tier 4
    • Cannot Target: Drones, Air
  • Weapon: WM-208 Tempest Missile Battery x4 (Dispersed / Explosive)
    • Range: 300m / 1250m
    • Rate of Fire: 9 seconds
    • Shots per Volley: 10
    • Interpulse: 0.5 seconds
    • Damage: 200
    • AoE: 125m
    • Projectile Speed: 180 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1/2
    • Secondary Target: Tier 3
    • Cannot Target: Drones, Air

Substrate Nest of the Queen
  • Hit Points: 22,012
  • Shield Points: 30,345
  • Armor: 11
  • Energy: N/A
  • Cost: 9600 Metal (24.0 per second); 4000 Radioactives (10.0 per second); 1000 Quanta
  • Construction Time: 400 seconds
  • Logistics: 270
  • Weapon: Repair Drone Bay
    • Squad Size: 16
    • Hit Points: 100
    • Shield Points: N/A
    • Armor: 0
    • Construction Time: 15 seconds
    • Weapon: Fusion Arc Beam (OverTime / Beam)
      • Range: 25m / 600m
      • Rate of Fire: 1 second
      • Shots per Volley: 1
      • Energy per Volley: N/A
      • Duration: 1 second
      • HP Restored: 25
      • AoE: N/A
      • Projectile Speed: 6000 m/s
      • Armor-Piercing: Yes
      • Primary Target: Tier 3/4
      • Secondary Target: Tier 2
      • Cannot Target: Drones
  • Weapon: Assault Drone Bay x4
    • Squad Size: 16
    • Hit Points: 150
    • Shield Points: N/A
    • Armor: 0
    • Construction Time: 15 seconds
    • Weapon: Drone Bolt (Direct / Bolt)
      • Range: 400m
      • Rate of Fire: 2.8 second
      • Shots per Volley: 4
      • Energy per Volley: N/A
      • Interpulse: 0.33 seconds
      • Damage: 5
      • AoE: N/A
      • Projectile Speed: 600 m/s
      • Armor-Piercing: No
      • Primary Target: Tier 1/2
      • Secondary Target: Tier 3/4
      • Cannot Target: Drones, Air
  • Weapon: Frigate Bay
    • Weapon: Reaper x6
      • Squad Size: 1
      • Hit Points: 22
      • Shield Points: 53
      • Armor: 0
      • Construction Time: 25 seconds
      • Weapon: Reaper Scythe (OverTime / Beam)
        • Range: 600m
        • Rate of Fire: 1.06 second
        • Shots per Volley: 1
        • Energy per Volley: 5
        • Duration: 2.4 seconds
        • Damage: 14
        • AoE: N/A
        • Projectile Speed: 6000 m/s
        • Armor-Piercing: No
        • Primary Target: Tier 1+
        • Secondary Target: Buildings
        • Cannot Target: Drones, Air
    • Weapon: Martyr x2
      • Squad Size: 1
      • Hit Points: 72
      • Shield Points: 168
      • Armor: 0
      • Construction Time: 19 seconds
      • Weapon: Martyr Shock Bolt (Direct / Explosive)
        • Range: 300m
        • Rate of Fire: 2.1 seconds
        • Shots per Volley: 4
        • Energy per Volley: N/A
        • Interpulse: 0.36 seconds
        • Damage: 10
        • AoE: N/A
        • Projectile Speed: 200 m/s
        • Armor-Piercing: No
        • Primary Target: Tier 1+
        • Secondary Target: Tier 2
        • Cannot Target: Drones, Air
    • Weapon: Saboteur x2
      • Squad Size: 1
      • Hit Points: 108
      • Shield Points: 260
      • Armor: 0
      • Construction Time: 16 seconds
      • Weapon: Ion Cannon (OverTime / Beam)
        • Range: 600m
        • Rate of Fire: 1.06 seconds
        • Shots per Volley: 1
        • Energy per Volley: N/A
        • Duration: 2.4 seconds
        • Damage: 14
        • AoE: N/A
        • Projectile Speed: 6000 m/s
        • Armor-Piercing: No
        • Primary Target: Tier 1+
        • Secondary Target: Buildings
        • Cannot Target: Drones, Air
    • Weapon: Shield Regenerator
      • Range: 25m / 600m
      • Rate of Fire: 2 seconds
      • Shots per Volley: 1
      • Interpulse: 1.5 seconds
      • Shield Regen: 55
      • AoE: 600m
      • Projectile Speed: 6000 m/s
      • Armor-Piercing: Yes
      • Primary Target: Tier 3/4
      • Secondary Target: Tier 1/2
      • Cannot Target: Drones

Tier 4 Units – Juggernaut Destroyers

PHC Leonidas
  • Hit Points: 62,200
  • Shield Points: N/A
  • Armor: 13
  • Energy: N/A
  • Cost: 22,000 Metal (36.67 per second); 8000 Radioactives (13.33 per second); 1200 Quanta
  • Construction Time: 600 seconds
  • Logistics: 350
  • Weapon: Medusa Beam (Direct / Kinetic)
    • Range: 200m / 1200m
    • Rate of Fire: 8 seconds
    • Shots per Volley: 30
    • Interpulse: 0.017 seconds
    • Damage: 240
    • AoE: N/A
    • Projectile Speed: 1000 m/s
    • Armor-Piercing: Yes
    • Primary Target: Tier 4
    • Secondary Target: Tier 3
    • Cannot Target: Drones, Air, Tier 1
  • Weapon: Leonidas Gun x3 (Direct / Bolt)
    • Range: 100m / 800m
    • Rate of Fire: 8 seconds
    • Shots per Volley: 1
    • Interpulse: N/A
    • Damage: 400
    • AoE: N/A
    • Projectile Speed: 1400 m/s
    • Armor-Piercing: Yes
    • Primary Target: Tier 3/4
    • Secondary Target: Tier 2
    • Cannot Target: Drones, Air
  • Weapon: MK-I Dual Autocannon x9 (Direct / Kinetic)
    • Range: 400m
    • Rate of Fire: 2.2 seconds
    • Shots per Volley: 6
    • Interpulse: 0.1 seconds
    • Damage: 7
    • AoE: N/A
    • Projectile Speed: 600 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1
    • Secondary Target: Tier 2
    • Cannot Target: Drones, Air

Substrate Eye of Darkness
  • Hit Points: 28,013
  • Shield Points: 28,500
  • Armor: 13
  • Energy: N/A
  • Cost: 22,000 Metal (36.67 per second); 8000 Radioactives (13.33 per second); 1200 Quanta
  • Construction Time: 600 seconds
  • Logistics: 350
  • Weapon: Attitude Adjuster (Direct / Explosive)
    • Range: 100m / 1000m
    • Rate of Fire: 8 seconds
    • Shots per Volley: 1
    • Interpulse: N/A
    • Damage: 6250
    • AoE: 200m
    • Projectile Speed: 1000 m/s
    • Armor-Piercing: Yes
    • Primary Target: Tier 4
    • Secondary Target: Tier 3
    • Cannot Target: Drones, Air

Tier 4 Units – Asymmetric Juggernaut

Substrate Heart of the Phoenix (Hunter / Prey Expansion)

The Heart of the Phoenix is an all-around hunter unit, capable of targeting everything except drones. Upon death, the Phoenix drops an egg that will eventually ‘hatch’ into a brand new Heart unless it’s destroyed.

  • Hit Points: 24,500
  • Shield Points: 39,000
  • Armor: 11
  • Energy: N/A
  • Cost: 12,000 Metal (21.82 per second); 7200 Radioactives (13.09 per second); 1225 Quanta
  • Construction Time: 550 seconds
  • Logistics: 300
  • Weapon: Stephrious Destruction Battery (Dispersed / Explosive)
    • Range: 700m
    • Rate of Fire: 2.4 seconds
    • Shots per Volley: 20
    • Interpulse: 0.05 seconds
    • Damage: 100
    • AoE: N/A
    • Projectile Speed: 250 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 4
    • Secondary Target: Tier 3
    • Cannot Target: Drones
  • Weapon: Tessaract Energy Battery (Direct / Explosive)
    • Range: 700m
    • Rate of Fire: 0.5 seconds
    • Shots per Volley: 2
    • Interpulse: 0.05 seconds
    • Damage: 65
    • AoE: N/A
    • Projectile Speed: 350 m/s
    • Armor-Piercing: No
    • Primary Target: Air
    • Secondary Target: Tier 2+
    • Cannot Target: Drones
  • Weapon: Tessaract Energy Battery (Direct / Explosive)
    • Range: 700m
    • Rate of Fire: 1.5 seconds
    • Shots per Volley: 3
    • Interpulse: 0.05 seconds
    • Damage: 65
    • AoE: N/A
    • Projectile Speed: 350 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 2
    • Secondary Target: Tier 1, Tier 3/4, Air
    • Cannot Target: Drones
  • Weapon: EMP Burst
    • Range: 750m
    • Rate of Fire: 14 seconds
    • Shots per Volley: 1
    • Duration: 5 seconds
    • Damage: N/A – Disables enemies
    • AoE: 750m
    • Projectile Speed: 6000 m/s
    • Armor-Piercing: Yes
    • Primary Target: Tier 1+
    • Secondary Target: N/A
    • Cannot Target: Drones, Air

Substrate Heart of the Phoenix Egg (Hunter / Prey Expansion)
  • Hit Points: 12,250
  • Shield Points: N/A
  • Armor: 4
  • Energy: N/A
  • Cost: N/A
  • Construction Time: 550 seconds
  • Logistics: N/A

Air Units – Basic Fighters, Bombers & Scouts

Previously air units really weren’t worth building: they were expensive, didn’t do much damage and were easily killed. It’s not a great feeling to see the bomber you just spent minutes building die in a couple seconds without taking anything out with him! As such, air units got a lot of re-balance in 3.0 to make them more useful.

Anti-Air Fighters

These units are specifically designed to counter enemy aircraft. They are the most effective air killers in the game.

PHC Fury
  • Squad Size: 3
  • Hit Points: 750
  • Shield Points: N/A
  • Armor: 1
  • Energy: N/A
  • Cost: 200 Metal (5.71 per second); 60 Radioactives (1.71 per second)
  • Construction Time: 35 seconds
  • Logistics: 9
  • Weapon: Dual Autocannon (Direct / Kinetic)
    • Range: 500m
    • Rate of Fire: 0.8 seconds
    • Shots per Volley: 17
    • Interpulse: 0.04 seconds
    • Damage: 12
    • AoE: N/A
    • Projectile Speed: 1200 m/s
    • Armor-Piercing: No
    • Primary Target: Air
    • Secondary Target: N/A
    • Cannot Target: Drones, Tier 1+, Buildings
  • Weapon: Atropos AA Missiles (Direct / Explosive)
    • Range: 100m / 1200m
    • Rate of Fire: 12 seconds
    • Shots per Volley: 2
    • Interpulse: 0.1875 seconds
    • Damage: 170
    • AoE: N/A
    • Projectile Speed: 900 m/s
    • Armor-Piercing: Yes
    • Primary Target: Air
    • Secondary Target: N/A
    • Cannot Target: Drones, Tier 1+, Buildings

Substrate Dominator
  • Squad Size: 3
  • Hit Points: 225
  • Shield Points: 525
  • Armor: 1
  • Energy: N/A
  • Cost: 200 Metal (5.71 per second); 60 Radioactives (1.71 per second)
  • Construction Time: 35 seconds
  • Logistics: 9
  • Weapon: Perseus Cannon (Direct / Bolt)
    • Range: 500m
    • Rate of Fire: 1 second
    • Shots per Volley: 8
    • Interpulse: 0.125 seconds
    • Damage: 33
    • AoE: N/A
    • Projectile Speed: 1200 m/s
    • Armor-Piercing: No
    • Primary Target: Air
    • Secondary Target: N/A
    • Cannot Target: Drones, Tier 1+, Buildings
  • Weapon: Plasma Torpedo (Direct / Bolt)
    • Range: 100m / 1200m
    • Rate of Fire: 14 seconds
    • Shots per Volley: 1
    • Interpulse: N/A
    • Damage: 280
    • AoE: N/A
    • Projectile Speed: 870 m/s
    • Armor-Piercing: Yes
    • Primary Target: Air
    • Secondary Target: N/A
    • Cannot Target: Drones, Tier 1+, Buildings

Anti-Frigate Bombers

Previously only the PHC had a real anti-frigate air option available. We’ve reworked the Substrate Punisher to fulfill that role as well. Bombers have no anti-air capability.

PHC Hades
  • Squad Size: 1
  • Hit Points: 1569
  • Shield Points: N/A
  • Armor: 1
  • Energy: N/A
  • Cost: 280 Metal (5.6 per second); 180 Radioactives (3.6 per second)
  • Construction Time: 50 seconds
  • Logistics: 8
  • Weapon: Rissmar Bomb (Dispersed / Explosive)
    • Range: 900m
    • Rate of Fire: 8.35 seconds
    • Shots per Volley: 3
    • Interpulse: 0.75 seconds
    • Damage: 68
    • AoE: 140m
    • Projectile Speed: 185 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1
    • Secondary Target: Tier 2
    • Cannot Target: Drones, Air

Substrate Punisher
  • Squad Size: 1
  • Hit Points: 445
  • Shield Points: 966
  • Armor: 1
  • Energy: N/A
  • Cost: 280 Metal (6.22 per second); 180 Radioactives (4.0 per second)
  • Construction Time: 45 seconds
  • Logistics: 8
  • Weapon: Plasma Bombard x3 (Direct / Bolt)
    • Range: 900m
    • Rate of Fire: 1.5 second
    • Shots per Volley: 2
    • Interpulse: 0.2 seconds
    • Damage: 33
    • AoE: N/A
    • Projectile Speed: 800 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1
    • Secondary Target: Tier 2
    • Cannot Target: Drones, Air

Scouts

Scouts are unarmed fast air units with a large sight and radar range. Positioning one of these over mountains or other hard to reach areas will enable you to maintain coverage over huge areas of the map.

PHC Pan
  • Squad Size: 1
  • Hit Points: 210
  • Shield Points: N/A
  • Armor: 0
  • Energy: N/A
  • Sight Range: 2000m
  • Radar Range: 2400m
  • Cost: 70 Metal (3.5 per second)
  • Construction Time: 20 seconds
  • Logistics: 2

Substrate Searcher
  • Squad Size: 1
  • Hit Points: 57
  • Shield Points: 132
  • Armor: 0
  • Energy: N/A
  • Sight Range: 2000m
  • Radar Range: 2400m
  • Cost: 70 Metal (3.5 per second)
  • Construction Time: 20 seconds
  • Logistics: 2

Air Units – Gunships & Advanced Bombers

Anti-Tier 2 Gunships

Gunships filled a nebulous role in earlier versions of the game. Now they are focused towards wiping out enemy cruisers from above.

PHC Air Marauder
  • Squad Size: 1
  • Hit Points: 2755
  • Shield Points: N/A
  • Armor: 3
  • Energy: N/A
  • Cost: 580 Metal (9.67 per second); 320 Radioactives (5.33 per second)
  • Construction Time: 60 seconds
  • Logistics: 14
  • Weapon: Ripper Cannon (Direct / Kinetic)
    • Range: 900m
    • Rate of Fire: 2.6 seconds
    • Shots per Volley: 17
    • Interpulse: 0.09 seconds
    • Damage: 39
    • AoE: N/A
    • Projectile Speed: 600 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1
    • Secondary Target: Tier 1
    • Cannot Target: Drones, Air

Substrate Air Rampager
  • Squad Size: 1
  • Hit Points: 827
  • Shield Points: 1928
  • Armor: 3
  • Energy: N/A
  • Cost: 580 Metal (10.55 per second); 320 Radioactives (5.82 per second)
  • Construction Time: 55 seconds
  • Logistics: 14
  • Weapon: Dual Plasma Beam (OverTime / Beam)
    • Range: 900m
    • Rate of Fire: 1 second
    • Shots per Volley: 1
    • Duration: 0.75 seconds
    • Damage: 65
    • AoE: N/A
    • Projectile Speed: 6000 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 2
    • Secondary Target: Tier 1
    • Cannot Target: Drones, Air
  • Weapon: Dual Rainmaker Turret x2 (Direct / Bolt)
    • Range: 900m
    • Rate of Fire: 1 second
    • Shots per Volley: 3
    • Interpulse: 0.2 seconds
    • Damage: 29
    • AoE: N/A
    • Projectile Speed: 600 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 2
    • Secondary Target: Tier 1
    • Cannot Target: Drones, Air

Advanced Bombers

These air units take on the role of strategic bombers; they are able to inflict massive damage against enemy targets very quickly.

PHC Strategic Bomber
  • Squad Size: 1
  • Hit Points: 6510
  • Shield Points: N/A
  • Armor: 4
  • Energy: N/A
  • Cost: 1085 Metal (10.85 per second); 1100 Radioactives (11.0 per second)
  • Construction Time: 100 seconds
  • Logistics: 45
  • Weapon: Mega Bomb (Dispersed / Explosive)
    • Range: 700m
    • Rate of Fire: 9 seconds
    • Shots per Volley: 1
    • Interpulse: N/A
    • Damage: 900
    • AoE: 250m
    • Projectile Speed: 175 m/s
    • Armor-Piercing: Yes
    • Primary Target: Buildings
    • Secondary Target: Tier 1/2
    • Cannot Target: Drones, Air

Substrate Air Harbinger
  • Squad Size: 1
  • Hit Points: 1953
  • Shield Points: 4557
  • Armor: 4
  • Energy: N/A
  • Cost: 1085 Metal (12.06 per second); 1100 Radioactives (12.22 per second)
  • Construction Time: 90 seconds
  • Logistics: 45
  • Weapon: Unblinking Gaze (OverTime / Beam)
    • Range: 1100m
    • Rate of Fire: 2 seconds
    • Shots per Volley: 1
    • Duration: 2.0 seconds
    • Damage: 350
    • AoE: N/A
    • Projectile Speed: 6000 m/s
    • Armor-Piercing: Yes
    • Primary Target: Buildings
    • Secondary Target: Tier 3/4
    • Cannot Target: Drones, Air

Air Units – Asymmetric

PHC Instigator

Instigators are dual-role air units and are unique in the PHC for their ability to transfer Energy to friendly units. Instigators feature a basic anti-ground weapon and are able to capture lightly defended nodes.

  • Squad Size: 1
  • Hit Points: 750
  • Shield Points: N/A
  • Armor: 1
  • Energy: 250
  • Sight Range: 1500m
  • Radar Range: 1515m
  • Cost: 150 Metal (4.29 per second); 35 Radioactives (1.0 per second)
  • Construction Time: 35 seconds
  • Logistics: 5
  • Weapon: Laser Pulse Cannon (Direct / Bolt)
    • Range: 800m
    • Rate of Fire: 2 seconds
    • Shots per Volley: 4
    • Duration: 0.24 seconds
    • Damage: 33
    • AoE: N/A
    • Projectile Speed: 1250 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1
    • Secondary Target: Tier 2
    • Cannot Target: Drones, Air
  • Weapon: Energy Transfer (OverTime / Beam)
    • Range: 50m / 700m
    • Rate of Fire: 3 seconds
    • Shots per Volley: 1
    • Interpulse: 0.2 seconds
    • Energy: 10
    • Energy Transfered: 20
    • AoE: N/A
    • Projectile Speed: 6000 m/s
    • Armor-Piercing: Yes
    • Primary Target: Tier 1+
    • Secondary Target: N/A
    • Cannot Target: Drones, Buildings

Substrate Harvester

Harvesters are economic support units. When placed near to owned nodes, they are able to accelerate the accumulation of metal and radioactives.

  • Squad Size: 1
  • Hit Points: 500
  • Shield Points: 500
  • Armor: 0
  • Energy: N/A
  • Cost: 180 Metal (3.5 per second); 350 Radioactives
  • Construction Time: 70 seconds
  • Logistics: 12

Buildings – PHC Factory Structures

Nexus

Your anchor to the planet – losing this structure means instant defeat! While capable of defending itself early on, its firepower will prove no match against advanced enemies.

  • Hit Points: 25,000
  • Shield Points: N/A
  • Storage: 1500 Metal; 1500 Radioactives
  • Armor: 9
  • Sight/Radar Range: 1500m / 1515m
  • Cost: N/A
  • Construction Time: N/A
  • Resource Generation: 400 Metal, 115 Quanta; 100 Logistics; +2 Metal/sec
  • Constructs: Engineer, Pan
  • Weapon: Annihilator Cannon x2 (Direct / Bolt)
    • Range: 900m
    • Rate of Fire: 2.5 seconds
    • Shots per Volley: 4
    • Interpulse: 0.1 seconds
    • Damage: 33
    • AoE: N/A
    • Projectile Speed: 1250 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1+
    • Secondary Target: Drones, Air
    • Cannot Target: N/A
  • Weapon: Penetrating Bolt (OverTime / Beam)
    • Range: 750m
    • Rate of Fire: 15 seconds
    • Shots per Volley: 1
    • Duration: 2.0 seconds
    • Damage: 500
    • AoE: 50m
    • Projectile Speed: 6000 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1/2
    • Secondary Target: Tier 3/4
    • Cannot Target: Air
    • Note: This weapon deals damage to all enemies it passes through.
  • Weapon: Atropos Missile (Direct / Explosive)
    • Range: 1100m
    • Rate of Fire: 6 seconds
    • Shots per Volley: 1
    • Interpulse: N/A
    • Damage: 115
    • AoE: N/A
    • Projectile Speed: 900 m/s
    • Armor-Piercing: No
    • Primary Target: Air
    • Secondary Target: N/A
    • Cannot Target: Drones, Tier 1+, Buildings

Factory

The Factory builds Tier 1 ground units.

  • Hit Points: 2000
  • Shield Points: N/A
  • Armor: 4
  • Sight Range: 1000m
  • Cost: 150 Metal (5.0 / sec)
  • Construction Time: 30 seconds
  • Constructs: Hermes, Archer, Brute, Medic, Atlas

Armory

The Armory builds Tier 2 ground units.

  • Hit Points: 3000
  • Shield Points: N/A
  • Armor: 4
  • Sight Range: 1000m
  • Cost: 250 Metal (5.56 / sec); 50 Radioactives (1.11 / sec)
  • Construction Time: 45 seconds
  • Constructs: Nemesis, Apollo, Artemis, Zeus, Athena, Hera, Mobile Nullifier, Charon

Dread Launch

The Dread Launch constructs Tier 3 and Tier 4 ground units.

  • Hit Points: 15,000
  • Shield Points: N/A
  • Armor: 4
  • Sight Range: 1000m
  • Cost: 500 Metal (7.14 / sec); 420 Radioactives (6.0 / sec)
  • Construction Time: 70 seconds
  • Constructs: Cronus, Hyperion, Prometheus, Leonidas, Agamemnon

Sky Factory

The Sky Factory constructs scouts, fighters and bombers.

  • Hit Points: 2600
  • Shield Points: N/A
  • Armor: 4
  • Sight Range: 1000m
  • Cost: 250 Metal (5.56 / sec)
  • Construction Time: 45 seconds
  • Constructs: Pan, Instigator, Fury, Hades

Advanced Sky Factory

The Sky Factory constructs gunships and strategic bombers.

  • Hit Points: 4000
  • Shield Points: N/A
  • Armor: 4
  • Sight Range: 1000m
  • Cost: 350 Metal (5.83 / sec); 180 Radioactives (3.0 / sec)
  • Construction Time: 60 seconds
  • Constructs: Instigator, Air Marauder, Strategic Bomber

Buildings – PHC Economy & Support Structures

Kinetic Accelerator (Hunter / Prey Expansion)

An upgrade from the Sensor Array, the Kinetic Accelerator also provides a bonus to the damage output of nearby units and buildings.

  • Pre-requisite: Power Regulator
  • Upgrades from: Sensor Array
  • Hit Points: 500
  • Shield Points: N/A
  • Armor: 4
  • Sight/Radar Range: 1000m / 3000m
  • Cost: 480 Metal (12.0 / sec); 400 Radioactives (10.0 / sec)
  • Construction Time: 40 seconds
  • Special: Increases damage output by 20% for friendly units/buildings within 1000m AoE

Energy Projector
  • Pre-requisite: Quantum Relay
  • Upgrades from: N/A
  • Hit Points: 2000
  • Shield Points: N/A
  • Armor: 4
  • Cost: 260 Metal (4.33 / sec); 140 Radioactives (2.33 / sec)
  • Construction Time: 60 seconds
  • Special: Unlocks Drone Bay building, Charon unit; and the Intensive Care and EMP Pulse orbital abilities.

Metal Extractor
  • Pre-requisite: N/A
  • Upgrades from: N/A
  • Hit Points: 500
  • Shield Points: N/A
  • Armor: 4
  • Cost: 50 Metal (5.0 / sec)
  • Construction Time: 10 seconds
  • Special: Increase Metal income to 1.75 / sec.

Orbital Command
  • Pre-requisite: Quantum Relay
  • Upgrades from: N/A
  • Hit Points: 4000
  • Shield Points: N/A
  • Armor: 4
  • Cost: 900 Metal (7.5 / sec); 645 Radioactives (5.38 / sec)
  • Construction Time: 120 seconds
  • Special: Unlocks the Orbital Strike ability, Minos Cannon structure (Hunter / Prey).

Orbital Fabricator
  • Pre-requisite: N/A
  • Upgrades from: N/A
  • Hit Points: 2000
  • Shield Points: N/A
  • Armor: 4
  • Cost: 360 Metal (6.0 / sec); 200 Radioactives (3.33 / sec)
  • Construction Time: 60 seconds
  • Special: Unlocks the Engineer Drop, Call Sentry, Deploy Incursion and Call Sapper orbital abilities.

Orbital Nullifier
  • Pre-requisite: N/A
  • Upgrades from: N/A
  • Hit Points: 1500
  • Shield Points: N/A
  • Armor: 4
  • Cost: 250 Metal (4.17 / sec); 150 Radioactives (2.5 / sec)
  • Construction Time: 60 seconds
  • Special: Prevents enemy orbital abilities from being used in a 1600m radius; unlocks the Mobile Nullifier unit.

Power Amplifier

Upgrade constructed on an owned region’s power relay. Can be captured by enemies.

  • Pre-requisite: Quantum Relay
  • Upgrades from: Power Relay
  • Hit Points: Indestructible
  • Shield Points: N/A
  • Armor: N/A
  • Cost: 140 Metal (1.56 / sec); 320 Radioactives (3.56 / sec)
  • Construction Time: 90 seconds
  • Special: Increases resource income in the node region to 3.0 / sec.

Power Regulator
  • Pre-requisite: Quantum Relay
  • Upgrades from: N/A
  • Hit Points: 2000
  • Shield Points: N/A
  • Armor: 4
  • Cost: 250 Metal (1.56 / sec); 160 Radioactives (3.56 / sec)
  • Construction Time: 40 seconds
  • Special: Unlocks the Repair Bay structure and the Optimize orbital ability.

Quantum Relay
  • Pre-requisite: Factory
  • Upgrades from: N/A
  • Hit Points: 1300
  • Shield Points: N/A
  • Armor: 4
  • Cost: 100 Metal (1.67 / sec); 285 Radioactives (4.75 / sec)
  • Construction Time: 60 seconds
  • Special: Generates 0.25 Quanta / sec.

Radioactive Extractor
  • Pre-requisite: N/A
  • Upgrades from: N/A
  • Hit Points: 500
  • Shield Points: N/A
  • Armor: 4
  • Cost: 50 Metal (5.0 / sec)
  • Construction Time: 10 seconds
  • Special: Increase Radioactive income to 1.75 / sec.

Refinery
  • Pre-requisite: Quantum Relay
  • Upgrades from: N/A
  • Hit Points: 840
  • Shield Points: N/A
  • Armor: 4
  • Cost: 210 Metal (2.63 / sec); 350 Radioactives (4.38 / sec)
  • Construction Time: 80 seconds
  • Special: Increases resource income by 20% in the owned region.

Sensor Array
  • Pre-requisite: N/A
  • Upgrades from: N/A
  • Upgrades to: Kinetic Accelerator (Hunter / Prey)
  • Hit Points: 300
  • Shield Points: N/A
  • Armor: 4
  • Sight/Radar Range: 1000m / 3000m
  • Cost: 120 Metal (4.8 / sec); 40 Radioactives (1.6 / sec)
  • Construction Time: 25 seconds
  • Special: N/A

Weapons Lab
  • Pre-requisite: Quantum Relay
  • Upgrades from: N/A
  • Hit Points: 3000
  • Shield Points: N/A
  • Armor: 4
  • Cost: 500 Metal (5.88 / sec); 300 Radioactives (3.53 / sec)
  • Construction Time: 85 seconds
  • Special: Unlocks the Hera heavy frigate unit; and the Plasma Storm and Carving Turret orbital abilities.

Buildings – Substrate Factory Structures

Nexus

Your anchor to the planet – losing this structure means instant defeat! While capable of defending itself early on, its firepower will prove no match against advanced enemies.

  • Hit Points: 10,000
  • Shield Points: 15,000
  • Storage: Unlimited
  • Armor: 9
  • Sight/Radar Range: 1500m / 1515m
  • Cost: N/A
  • Construction Time: N/A
  • Resource Generation: 400 Metal, 115 Quanta; 100 Logistics; +2 Metal/sec
  • Constructs: Constructor, Harvester, Searcher
  • Weapon: Particle Giver x2 (OverTime / Beam)
    • Range: 75m / 900m
    • Rate of Fire: 1 second
    • Shots per Volley: 1
    • Duration: 1 second
    • Damage: 78
    • AoE: N/A
    • Projectile Speed: 6000 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1+
    • Secondary Target: Air
    • Cannot Target: N/A
  • Weapon: Breach Delimiter (Dispersed / Bolt)
    • Range: 25m / 750m
    • Rate of Fire: 1 second
    • Shots per Volley: 30
    • Interpulse: 0.03 seconds
    • Damage: 5
    • AoE: N/A
    • Projectile Speed: 500 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1/2
    • Secondary Target: Tier 3/4
    • Cannot Target: Air
  • Weapon: Plasma Torpedo (Direct / Bolt)
    • Range: 100m / 1200m
    • Rate of Fire: 14 seconds
    • Shots per Volley: 1
    • Interpulse: N/A
    • Damage: 280
    • AoE: N/A
    • Projectile Speed: 870 m/s
    • Armor-Piercing: Yes
    • Primary Target: Air
    • Secondary Target: N/A
    • Cannot Target: Drones, Tier 1+, Buildings

Assembly

The Assembly builds frigate and basic cruiser ground units.

  • Hit Points: 1000
  • Shield Points: 1000
  • Armor: 4
  • Cost: 200 Metal (6.67 / sec)
  • Construction Time: 30 seconds
  • Constructs: Martyr, Reaper, Capacitor, Sky Cleanser, Tormentor, Avenger, Drone Hive, Mauler, Destructor, Caregiver, Masochist, Eradicator, Mobile Nullifier.

Advanced Assembly

The Assembly builds Tier 3 and Tier 4 units.

  • Hit Points: 7500
  • Shield Points: 7500
  • Armor: 4
  • Cost: 500 Metal (7.14 / sec); 420 Radioactives (6.0 / sec)
  • Construction Time: 70 seconds
  • Constructs: Retributor, Overmind, Savager, Nest of the Queen, Eye of Darkness, Heart of the Phoenix (Hunter / Prey)

Auxiliary Assembly (Hunter / Prey)

The Assembly builds advanced frigates and cruisers.

  • Hit Points: 1500
  • Shield Points: 1500
  • Armor: 4
  • Cost: 340 Metal (8.5 / sec); 50 Radioactives (1.25 / sec)
  • Construction Time: 40 seconds
  • Constructs: Scarab, Skirmisher, Falling Star, Clutch of Eggs, Mobile Nullifier

Aviary

The Aviary constructs all Substrate aircraft.

  • Hit Points: 1300
  • Shield Points: 1500
  • Armor: 4
  • Cost: 270 Metal (6.75 / sec)
  • Construction Time: 40 seconds
  • Constructs: Dominator, Punisher, Searcher, Harvester, Air Rampager, Air Harbinger

Buildings – Substrate Economy & Support Structures

Energy Modulator
  • Hit Points: 600
  • Shield Points: 1400
  • Armor: 4
  • Cost: 280 Metal (7.0 / sec); 160 Radioactives (4.0 / sec)
  • Construction Time: 40 seconds
  • Unlocks: Caregiver unit, Shield Regenerator structure; Boost and Regenerate orbital abilities.

Gateway
  • Hit Points: 600
  • Shield Points: 1400
  • Armor: 4
  • Cost: 350 Metal (5.83 / sec); 200 Radioactives (3.33 / sec)
  • Construction Time: 60 seconds
  • Unlocks: Air Rampager unit; Call Avatar, Call Saboteur and Nano-Transport orbital abilities.

Listening Post

The Listening Post provides sensor coverage over a wide area.

  • Hit Points: 90
  • Shield Points: 210
  • Armor: 4
  • Sight/Radar Range: 1000m / 3000m
  • Cost: 120 Metal (4.8 / sec); 40 Radioactives (1.6 / sec)
  • Construction Time: 25 seconds
  • Unlocks: N/A

Metal Extractor
  • Pre-requisite: N/A
  • Upgrades from: N/A
  • Hit Points: 500
  • Shield Points: N/A
  • Armor: 4
  • Cost: 50 Metal (5.0 / sec)
  • Construction Time: 10 seconds
  • Special: Increase Metal income to 1.75 / sec.

Orbital Drone Relay
  • Hit Points: 900
  • Shield Points: 2100
  • Armor: 4
  • Cost: 500 Metal (6.25 / sec); 300 Radioactives (3.75 / sec)
  • Construction Time: 80 seconds
  • Unlocks: Masochist unit; Shredder Turret structure; Drone Swarm and Nanite Assassination orbital abilities.

Power Amplifier

Upgrade constructed on an owned region’s power relay. Can be captured by enemies.

  • Pre-requisite: Quantum Archive
  • Upgrades from: Power Relay
  • Hit Points: Indestructible
  • Shield Points: N/A
  • Armor: N/A
  • Cost: 140 Metal (1.56 / sec); 320 Radioactives (3.56 / sec)
  • Construction Time: 90 seconds
  • Special: Increases resource income in the node region to 3.0 / sec.

Quantum Archive
  • Pre-requisite: N/A
  • Upgrades from: N/A
  • Hit Points: 390
  • Shield Points: 900
  • Armor: 4
  • Cost: 100 Metal (1.67 / sec); 285 Radioactives (4.75 / sec)
  • Construction Time: 60 seconds
  • Special: Generates 0.25 Quanta / sec.

Radioactive Extractor
  • Pre-requisite: N/A
  • Upgrades from: N/A
  • Hit Points: 150
  • Shield Points: 350
  • Armor: 4
  • Cost: 50 Metal (5.0 / sec)
  • Construction Time: 10 seconds
  • Special: Increase Radioactive income to 1.75 / sec.

Shield Regenerator
  • Pre-requisite: Energy Modulator
  • Upgrades from: N/A
  • Hit Points: 450
  • Shield Points: 1050
  • Armor: 4
  • Cost: 240 Metal (6.0 / sec); 180 Radioactives (4.5 / sec)
  • Construction Time: 40 seconds
  • Special: Restores friendly shields within a 600m radius. Regenerates 85.2 shield points every 2 seconds.

Subspace Streamer
  • Pre-requisite: Quantum Archive
  • Upgrades from: N/A
  • Hit Points: 1200
  • Shield Points: 2800
  • Armor: 4
  • Cost: 880 Metal (7.33 / sec); 650 Radioactives (5.42 / sec)
  • Construction Time: 120 seconds
  • Unlocks: Eradicator and Air Harbinger units; Antimatter Detonation orbital ability.

Defense Structures

Quanta Based Defenses
PHC Emergency Turret
  • Hit Points: 1800
  • Shield Points: N/A
  • Armor: 6
  • Cost: 60 Quanta (+20% per cast)
  • Pre-requisite: Quantum Relay
  • Construction Time: N/A
  • Upgrades to: Shotgun Turret (Hunter / Prey), Machine Gun Turret (Hunter / Prey)
  • Weapon: Mozart MK-III Dual Railgun (Direct / Bolt)
    • Range: 800m
    • Rate of Fire: 1.4 seconds
    • Shots per Volley: 3
    • Interpulse: 0.11 seconds
    • Damage: 45
    • AoE: N/A
    • Projectile Speed: 1250 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1+
    • Secondary Target: Buildings
    • Cannot Target: Drones

Substrate Serpentine Turret
  • Hit Points: 540
  • Shield Points: 1260
  • Armor: 6
  • Cost: 60 Quanta (+20% per cast)
  • Pre-requisite: Quantum Archive
  • Construction Time: N/A
  • Weapon: Serpentine Gun (Direct / Bolt)
    • Range: 800m
    • Rate of Fire: 1.3 seconds
    • Shots per Volley: 3
    • Interpulse: 0.11 seconds
    • Damage: 85
    • AoE: N/A
    • Projectile Speed: 1250 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1+
    • Secondary Target: Buildings
    • Cannot Target: Drones

Anti-Air / Drone Based Defenses
PHC Constable
  • Hit Points: 2200
  • Shield Points: N/A
  • Armor: 4
  • Cost: 220 Metal (7.33 / sec)
  • Pre-requisite: N/A
  • Construction Time: 30 seconds
  • Upgrades to: Falcon AA Turret, Air Eliminator Turret
  • Weapon: Rocket Launcher (Direct / Kinetic)
    • Range: 50m / 1000m
    • Rate of Fire: 0.5 seconds
    • Shots per Volley: 1
    • Interpulse: N/A
    • Damage: 27
    • AoE: N/A
    • Projectile Speed: 900 m/s
    • Armor-Piercing: No
    • Primary Target: Air
    • Secondary Target: Drones
    • Cannot Target: Tier 1+, Buildings

Substrate Blossom Launcher
  • Hit Points: 660
  • Shield Points: 1540
  • Armor: 4
  • Cost: 257 Metal (8.57 / sec)
  • Pre-requisite: N/A
  • Construction Time: 30 seconds
  • Upgrades to: Starburst Turret, Sky Ender Turret
  • Weapon: Blossom Barrage x4 (Direct / Bolt)
    • Range: 50m / 1000m
    • Rate of Fire: 2.4 seconds
    • Shots per Volley: 6
    • Interpulse: 0.15 seconds
    • Damage: 7
    • AoE: 60m
    • Projectile Speed: 1000 m/s
    • Armor-Piercing: No
    • Primary Target: Air
    • Secondary Target: Drones
    • Cannot Target: Tier 1+, Buildings

Ground Defenses
PHC Smarty System
  • Hit Points: 1600
  • Shield Points: N/A
  • Armor: 6
  • Cost: 200 Metal (8.0 / sec)
  • Pre-requisite: Factory
  • Construction Time: 25 seconds
  • Upgrades to: Barrager Turret, Artillery Post
  • Weapon: Smarty Defense System (Direct / Bolt)
    • Range: 800m
    • Rate of Fire: 2.1 seconds
    • Shots per Volley: 2
    • Interpulse: 0.15
    • Damage: 62
    • AoE: N/A
    • Projectile Speed: 600 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1+
    • Secondary Target: Buildings
    • Cannot Target: Drones, Air

Substrate Annihilator Cannon
  • Hit Points: 480
  • Shield Points: 1120
  • Armor: 6
  • Cost: 200 Metal (8.0 / sec)
  • Pre-requisite: N/A
  • Construction Time: 25 seconds
  • Upgrades to: Heavy Annihilator
  • Weapon: Death Lance (Direct / Kinetic)
    • Range: 800m
    • Rate of Fire: 1.5 seconds
    • Shots per Volley: 15
    • Interpulse: 0.05 seconds
    • Damage: 8
    • AoE: N/A
    • Projectile Speed: 1500 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1+
    • Secondary Target: Buildings
    • Cannot Target: Drones, Air

Heavy Ground Defenses
PHC Sentinel Turret
  • Hit Points: 3500
  • Shield Points: N/A
  • Armor: 7
  • Cost: 450 Metal (9.57 / sec); 90 Radioactives (1.91 / sec)
  • Pre-requisite: Factory
  • Construction Time: 47 seconds
  • Upgrades to: Oblivion Turret
  • Weapon: Sentinel Railgun (Direct / Bolt)
    • Range: 800m
    • Rate of Fire: 5 seconds
    • Shots per Volley: 1
    • Interpulse: N/A
    • Damage: 900
    • AoE: N/A
    • Projectile Speed: 1200 m/s
    • Armor-Piercing: Yes
    • Primary Target: Tier 3/4
    • Secondary Target: Tier 2
    • Cannot Target: Drones, Air

Substrate Pulverizer Turret
  • Hit Points: 1050
  • Shield Points: 2450
  • Armor: 7
  • Cost: 400 Metal (9.09 / sec); 95 Radioactives (2.16 / sec)
  • Pre-requisite: Assembly
  • Construction Time: 44 seconds
  • Upgrades to: Exterminator Turret
  • Weapon: Pulverizer Beam (OverTime / Beam)
    • Range: 900m
    • Rate of Fire: 1.5 seconds
    • Shots per Volley: 1
    • Duration: 4.2 seconds
    • Damage: 208
    • AoE: N/A
    • Projectile Speed: 6000 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 3/4
    • Secondary Target: Tier 2
    • Cannot Target: Drones, Air

Ranged Defenses
PHC Drone Bay
  • Hit Points: 4000
  • Shield Points: N/A
  • Armor: 5
  • Cost: 380 Metal (7.6 / sec); 140 Radioactives (2.8 / sec)
  • Pre-requisite: Energy Projector
  • Construction Time: 50 seconds
  • Upgrades to: N/A
  • Weapon: Assault Drones
    • Squad Size: 18
    • HP: 180
    • Weapon: Autocannon (Direct / Kinetic)
      • Range: 400m
      • Rate of Fire: 1.3 seconds
      • Shots per Volley: 12
      • Interpulse: 0.35 seconds
      • Damage: 7
      • AoE: N/A
      • Projectile Speed: 900 m/s
      • Armor-Piercing: No
      • Primary Target: Tier 1
      • Secondary Target: Tier 2+
      • Cannot Target: Drones, Air

Substrate Drone MRV
  • Hit Points: 360
  • Shield Points: 840
  • Armor: 5
  • Cost: 260 Metal (6.5 / sec); 130 Radioactives (3.25 / sec)
  • Pre-requisite: Assembly
  • Construction Time: 40 seconds
  • Upgrades to: Shredder Turret
  • Weapon: Drone Pod Launcher (Direct / Explosive)
    • Range: 250m / 1600m
    • Rate of Fire: 3.5 seconds
    • Shots per Volley: 1
    • Interpulse: N/A
    • Damage: 100
    • AoE: 60m
    • Projectile Speed: 175 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1
    • Secondary Target: Tier 2+
    • Cannot Target: Drones, Air

Defense Structures (Continued)

Advanced Anti-Air / Drone Defenses
PHC Falcon Anti-Air Turret
  • Hit Points: 5500
  • Shield Points: N/A
  • Armor: 4
  • Cost: 400 Metal (8.89 / sec); 200 Radioactives (4.44 / sec)
  • Pre-requisite: Factory
  • Construction Time: 45 seconds
  • Upgrades to: N/A
  • Weapon: Falcon MK-I Flak Cannon (Dispersed / Explosive)
    • Range: 1200m
    • Rate of Fire: 1.5 seconds
    • Shots per Volley: 12
    • Interpulse: 0.05 seconds
    • Damage: 36
    • AoE: 150m
    • Projectile Speed: 1100 m/s
    • Armor-Piercing: No
    • Primary Target: Air
    • Secondary Target: Drones
    • Cannot Target: Tier 1+, Buildings

Substrate Starburst
  • Hit Points: 1650
  • Shield Points: 3850
  • Armor: 4
  • Cost: 400 Metal (8.89 / sec); 200 Radioactives (4.44 / sec)
  • Pre-requisite: Assembly
  • Construction Time: 45 seconds
  • Weapon: Serpentine Gun (Dispersed / Explosive)
    • Range: 1200m
    • Rate of Fire: 1.5 seconds
    • Shots per Volley: 12
    • Interpulse: 0.05 seconds
    • Damage: 36
    • AoE: 150m
    • Projectile Speed: 1200 m/s
    • Armor-Piercing: No
    • Primary Target: Air
    • Secondary Target: Drones
    • Cannot Target: Tier 1+, Buildings

Heavy Anti-Air Defenses
PHC Air Eliminator Turret
  • Hit Points: 8000
  • Shield Points: N/A
  • Armor: 5
  • Cost: 505 Metal (8.42 / sec); 600 Radioactives (10.0 / sec)
  • Pre-requisite: N/A
  • Construction Time: 60 seconds
  • Upgrades to: N/A
  • Weapon: Eliminator Beam (OverTime / Beam)
    • Range: 50m / 1500m
    • Rate of Fire: 2 seconds
    • Shots per Volley: 1
    • Duration: 3 seconds
    • Damage: 450
    • AoE: N/A
    • Projectile Speed: 6000 m/s
    • Armor-Piercing: No
    • Primary Target: Air
    • Secondary Target: N/A
    • Cannot Target: Drones, Tier 1+, Buildings

Substrate Sky Ender
  • Hit Points: 2400
  • Shield Points: 5600
  • Armor: 5
  • Cost: 450 Metal (7.5 / sec); 600 Radioactives (10.0 / sec)
  • Pre-requisite: Assembly
  • Construction Time: 60 seconds
  • Weapon: Sky Ender (Direct / Explosive)
    • Range: 1550m
    • Rate of Fire: 1.8 seconds
    • Shots per Volley: 12
    • Interpulse: 0.05 seconds
    • Damage: 60
    • AoE: 50m
    • Projectile Speed: 1000 m/s
    • Armor-Piercing: No
    • Primary Target: Air
    • Secondary Target: N/A
    • Cannot Target: Drones, Tier 1+, Buildings

Advanced Ground Defenses
PHC Barrager Turret
  • Hit Points: 3410
  • Shield Points: N/A
  • Armor: 7
  • Cost: 400 Metal (6.67 / sec); 50 Radioactives (0.83 / sec)
  • Pre-requisite: Armory
  • Construction Time: 60 seconds
  • Upgrades to: N/A
  • Weapon: Barrager Rockets x3 (Direct / Explosive)
    • Range: 800m
    • Rate of Fire: 2.9 seconds
    • Shots per Volley: 4
    • Interpulse: 0.12 seconds
    • Damage: 75
    • AoE: N/A
    • Projectile Speed: 350 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 2+
    • Secondary Target: Tier 1
    • Cannot Target: Drones, Air

Substrate Heavy Annihilator Cannon
  • Hit Points: 1023
  • Shield Points: 2387
  • Armor: 7
  • Cost: 330 Metal (7.33 / sec); 120 Radioactives (2.67 / sec)
  • Pre-requisite: Assembly
  • Construction Time: 45 seconds
  • Weapon: Heavy Death Lance (Direct / Kinetic)
    • Range: 800m
    • Rate of Fire: 1.5 seconds
    • Shots per Volley: 30
    • Interpulse: 0.05 seconds
    • Damage: 10
    • AoE: N/A
    • Projectile Speed: 1500 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1+
    • Secondary Target: Buildings
    • Cannot Target: Drones, Air

Advanced Heavy Ground Defenses
PHC Oblivion Turret
  • Hit Points: 4000
  • Shield Points: N/A
  • Armor: 8
  • Cost: 480 Metal (8.0 / sec); 360 Radioactives (6.0 / sec)
  • Pre-requisite: Armory
  • Construction Time: 60 seconds
  • Upgrades to: N/A
  • Weapon: Mozart MK-III Dual Railgun (Direct / Explosive)
    • Range: 1000m
    • Rate of Fire: 5 seconds
    • Shots per Volley: 1
    • Interpulse: N/A
    • Damage: 1500
    • AoE: N/A
    • Projectile Speed: 1200 m/s
    • Armor-Piercing: Yes
    • Primary Target: Tier 3+
    • Secondary Target: Tier 2
    • Cannot Target: Drones, Air

Substrate Exterminator Gun
  • Hit Points: 1200
  • Shield Points: 2800
  • Armor: 8
  • Cost: 505 Metal (10.1 / sec); 345 Radioactives (6.9 / sec)
  • Pre-requisite: Assembly
  • Construction Time: 50 seconds
  • Weapon: Exterminator Cannon (Direct / Kinetic)
    • Range: 1000m
    • Rate of Fire: 1.1 seconds
    • Shots per Volley: 1
    • Interpulse: N/A
    • Damage: 593
    • AoE: N/A
    • Projectile Speed: 1500 m/s
    • Armor-Piercing: Yes
    • Primary Target: Tier 3+
    • Secondary Target: Tier 2
    • Cannot Target: Drones, Air

Advanced Ranged Ground Defenses
PHC Artillery Post
  • Hit Points: 1200
  • Shield Points: N/A
  • Armor: 4
  • Cost: 520 Metal (7.43 / sec); 340 Radioactives (4.86 / sec)
  • Pre-requisite: Armory, Weapons Lab
  • Construction Time: 70 seconds
  • Upgrades to: N/A
  • Weapon: Artillery Cannon (Dispersed / Explosive)
    • Range: 400m / 2000m
    • Rate of Fire: 8 seconds
    • Shots per Volley: 1
    • Interpulse: N/A
    • Damage: 300
    • AoE: 150m
    • Projectile Speed: 170 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 2
    • Secondary Target: Tier 1
    • Cannot Target: Drones, Air

Substrate Shredder Turret
  • Hit Points: 360
  • Shield Points: 840
  • Armor: 4
  • Cost: 600 Metal (8.57 / sec); 300 Radioactives (4.29 / sec)
  • Pre-requisite: Orbital Drone Relay
  • Construction Time: 70 seconds
  • Weapon: Plasma Ball (Direct / Kinetic)
    • Range: 100m / 2000m
    • Rate of Fire: 8 seconds
    • Shots per Volley: 1
    • Interpulse: N/A
    • Damage: 300
    • AoE: 50m
    • Projectile Speed: 200 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1+
    • Secondary Target: Buildings
    • Cannot Target: Drones, Air
    • Special: Every other shot spawns a squad of short-lived assault drones at impact location.
      • Squad Size: 16
      • HP: 15
      • Shields: 60
      • Lifetime: 20 seconds
      • Weapon: Drone Bolt (Direct / Bolt)
        • Range: 400m
        • Rate of Fire: 3 seconds
        • Shots per Volley: 3
        • Interpulse: 0.33 seconds
        • Damage: 3
        • AoE: N/A
        • Projectile Speed: 600m/s
        • Armor-Piercing: No
        • Primary Target: Tier 1
        • Secondary Target: Tier 2
        • Cannot Target: Drones, Air

Advanced Area Effect Ground Defenses
PHC Machine Gun Turret (Hunter / Prey)
  • Hit Points: 2400
  • Shield Points: N/A
  • Armor: 6
  • Cost: 310 Metal (6.89 / sec); 120 Radioactives (2.67 / sec)
  • Pre-requisite: N/A
  • Construction Time: 45 seconds
  • Upgrades to: N/A
  • Weapon: Nichols MK-II Machine Gun (Direct / Kinetic)
    • Range: 900m
    • Rate of Fire: 1.1 seconds
    • Shots per Volley: 50
    • Interpulse: 0.05 seconds
    • Damage: 15
    • AoE: N/A
    • Projectile Speed: 1000 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1
    • Secondary Target: Tier 2
    • Cannot Target: Drones

Substrate Disruptor Cannon
  • Hit Points: 720
  • Shield Points: 1680
  • Armor: 6
  • Cost: 500 Metal (8.33 / sec); 240 Radioactives (4.0 / sec)
  • Pre-requisite: Assembly
  • Construction Time: 60 seconds
  • Weapon: Serpentine Gun (Direct / Bolt)
    • Range: 700m
    • Rate of Fire: 0.2 seconds
    • Shots per Volley: 1
    • Interpulse: N/A
    • Damage: 225
    • AoE: N/A
    • Projectile Speed: 1000 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 1
    • Secondary Target: Tier 2
    • Cannot Target: Drones, Air

Asymmetric Defenses

PHC Shotgun Turret (Hunter / Prey)
  • Hit Points: 2500
  • Shield Points: N/A
  • Armor: 7
  • Cost: 310 Metal (6.89 / sec); 120 Radioactives (2.67 / sec)
  • Pre-requisite: N/A
  • Construction Time: 45 seconds
  • Upgrades to: N/A
  • Weapon: Sandstorm Shotgun (Direct / Kinetic)
    • Range: 525m
    • Rate of Fire: 0.6 seconds
    • Shots per Volley: 3
    • Interpulse: 0.0161
    • Damage: 90
    • AoE: N/A
    • Projectile Speed: 4000 m/s
    • Armor-Piercing: No
    • Primary Target: Tier 2+
    • Secondary Target: Tier 1
    • Cannot Target: Drones, Air

PHC Minos Cannon (Hunter / Prey)
  • Hit Points: 16,000
  • Shield Points: N/A
  • Armor: 8
  • Cost: 1800 Metal (15.0 / sec); 700 Radioactives (5.83 / sec)
  • Pre-requisite: Orbital Command
  • Construction Time: 120 seconds
  • Upgrades to: N/A
  • Weapon: Minos Chain Laser (Direct / Explosive)
    • Range: 1200m
    • Rate of Fire: 7 seconds
    • Shots per Volley: 6
    • Interpulse: 0.25
    • Damage: 800
    • AoE: N/A
    • Projectile Speed: 1000 m/s
    • Armor-Piercing: Yes
    • Primary Target: Tier 3+
    • Secondary Target: Tier 2
    • Cannot Target: Drones, Air

PHC Nova Tower (Hunter / Prey)
  • Hit Points: 1200
  • Shield Points: N/A
  • Armor: 4
  • Cost: 200 Metal (5.71 / sec); 80 Radioactives (2.29 / sec)
  • Pre-requisite: Energy Projector
  • Construction Time: 35 seconds
  • Upgrades to: N/A
  • Weapon: Nova Disruption Battery (Dispersed / Explosive)
    • Range: 400m / 1200m
    • Rate of Fire: 12 seconds
    • Shots per Volley: 4
    • Interpulse: 0.22
    • Damage: N/A
    • Shield Damage: 125
    • AoE: 200m
    • Projectile Speed: 200 m/s
    • Armor-Piercing: Yes
    • Primary Target: Tier 2
    • Secondary Target: Tier 3
    • Cannot Target: Drones, Air

PHC Stasis Hammer (Hunter / Prey)
  • Hit Points: 2000
  • Shield Points: N/A
  • Armor: 4
  • Cost: 420 Metal (8.4 / sec); 450 Radioactives (9.0 / sec)
  • Pre-requisite: Energy Projector
  • Construction Time: 50 seconds
  • Upgrades to: N/A
  • Weapon: QT-BM Stun Beam (OverTime / Beam)
    • Range: 900m
    • Rate of Fire: 9 seconds
    • Shots per Volley: 1
    • Duration: 3 seconds
    • Damage: N/A
    • AoE: N/A
    • Projectile Speed: 6000 m/s
    • Armor-Piercing: Yes
    • Primary Target: Tier 4
    • Secondary Target: Tier 3
    • Cannot Target: Drones, Air
    • Special: Stuns targets for 6 seconds.

PHC Carving Turret (Quanta Defense)
  • Hit Points: 1600 (-27 / sec)
  • Shield Points: N/A
  • Armor: 8
  • Cost: 125 Quanta (+25% per cast)
  • Pre-requisite: Weapons Lab
  • Construction Time: N/A
  • Upgrades to: N/A
  • Weapon: Butcher Beam (OverTime / Beam)
    • Range: 800m
    • Rate of Fire: 1 second
    • Shots per Volley: 1
    • Duration: 3 seconds
    • Damage: 450
    • AoE: N/A
    • Projectile Speed: 6000 m/s
    • Armor-Piercing: Yes
    • Primary Target: Tier 3+
    • Secondary Target: Tier 2
    • Cannot Target: Drones, Air, Tier 1, Buildings

Guide Change Log

Changes
  • 0.40 – Mar. 17, 2021. Finished second Defensive Structures and Asymmetric Defenses sections.
  • 0.38 – Mar. 16, 2021. Finished first Defensive Structures section; started on part 2.
  • 0.37 – Mar. 5, 2021. Started on Defensive Structures data.
  • 0.36 – Mar. 4, 2021. Added information on Substrate Factory Structures; and on Economy and Support Structures.
  • 0.35 – Mar. 3, 2021. Added information on PHC Economy and Support Structures.
  • 0.34 – Mar. 2, 2021. Added information on PHC Factory Structures.
  • 0.33 – Feb. 26, 2021. Added data for Air Units section and created Advanced Air Units section. Added Asymmetric Air Units section.
  • 0.31 – Feb. 25, 2021. Added data for Anti-Army Juggernauts. Added section/data for Juggernaut Destroyers. Added section/data for Asymmetric Juggernaut.
  • 0.3 – Initial release. Most sections are not completed as yet and will be filled in over time. Please see this section for update information.
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