Official design guide for Ashes of the Singularity: Escalation version 3.0.
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:
- Units must feel more differentiated and have a defined purpose.
- 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.
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.
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).
Substrate Shields
Hit Points
Energy Regen
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.
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
* Substrate Destructor, Substrate Tormentor and PHC Artemis.
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
- 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!
- 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.
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.
- 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
- 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
- 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
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.
- 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
- 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
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.
- 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
- 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
Defense units like these are designed specifically for anti-air and anti-drone action. They are incapable of attacking any other targets.
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
These units are specifically designed to counter swarms of frigates.
- 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
- 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
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.
- 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
- 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
- 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
- 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
- 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+
- 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
- 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+
- 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
- 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
- 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
- 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
- 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
- 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+
- 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
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
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
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
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
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
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
- 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
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.
- 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
- 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
- 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
- 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
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+
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
- 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.