Please occasionally compare this translation to the current English UnitGuide. Don't bother translating the cost/weaopnry tables on the right side of the page. One is enough

Role jednostek

Zwiadowca
  • Dostarcza informacji na temat miejsca pobytu, czynności i rodzaju jednostek wroga. Czasami lekko uzbrojony, dla niszczenia niezabezpieczonych budowli ekonomicznych wroga.
  • Cechy: daleki zasięg wzroku, szybkość oraz radar.
Raider
  • Szybka jednostka bojowa, ktora może szybko zbliżyc się do jednostek wroga, wykonywać szybkie manewry, lub atakować słabo bronione pozycje.
  • Cechy: Szybkość, niska żywotność, wysoka siła ognia.
  • Skuteczny przeciwko: Skirmisherom, Artylerii.
  • Słaby przeciwko: Riotom, Wieżyczkom obronnym.
Szturmowcy
  • Mogą oblegać ciężko bronione pozycje i służą jako żywa tarcza dla słabszych jednostek.
  • Cechy: Duża żywotność, niski obszar obrażeń, niska szybkość ataku.
  • Skuteczny przeciwko: Wieżyczkom obronnym.
Riot
  • Niszczy duże ilości tanich, słabych jednostek. Używaj przeciwko chmarom małych jednostek lub do otwartej walki.
  • Cechy: Wysokie obrażenia, duży obszar obrażeń, wysoka szybkość strzelania.
  • Skuteczny przeciwko: Raiderom.
  • Słaby przeciwko: Skirmisherom.
Skirmisher
  • Używa swojego większego zasięgu, aby niszczyć jednostki wroga z daleka.
  • Cechy: Zasięg.
  • Skuteczny przeciwko: Riotom.
  • Słaby przeciwko: Raiderom.
Artyleria
  • Atakuje jednostki, a szczególnie budynki, wroga z bezpiecznej pozycji w oddali.
  • Cechy: Ogromny zasięg, bardzo niska żywotność, słaba celność (praktycznie nie da się trafić w ruchome jednostki).
  • Skuteczny preciwko: Budynkom i Wieżyczkom obronnym.
  • Słaby przeciwko: Wszystkiemu, co sie może zbliżyć, a szczególnie Raiderom.
Wsparcie
  • Jednostka, która nie zadaje obrażeń wprost, ale wspomaga pobliskie jednostki.
P-lot
  • Eliminuje jednostki powietrzne wroga, zanim zadadzą poważniejsze obrażenia.
  • Cechy: wysoka siła ognia, duży zasięg.
  • Skuteczny przeciwko: Lotnictwu.
  • Słaby przeciwko: Pozostałym jednostkom.
Omijacz Blokad
  • Podobni do Raiderów, omijacze blokad są wyspecjalizowani w niszczeniu celów strategicznych. Są też wyposażone do ignorowania uszkodzeń, co jest niezbędne podczas docierania do ich celu.
  • Cechy: Wysoka żywotność, szybkość lub niewidzialność.

Nova (dawniej ARM)

http://trac.caspring.org/export/head/trunk/mods/ca/sidepics/arm_16.png Novę cechuje mobilność, zasięg i dostępność. Dowódcom radzi się używać sprytnego podejścia kiedy tylko się da.


Fabryka Piechoty

Produkuje robo-piechotę, buduje z szybkością 6 m/s.


Rector - Bot Budowniczy, buduje z szybkością 6 m/s

Cost 120
Żywotność 540
Szybkość 1.9
Szybkość budowania 6


Flea - Terenowy Bot Zwiadowczy

Koszt 20
Żywotność 25
Szybkość 4.8
Uszkodzenia 8
Przeładowanie 0.4
Uszkodzenia/s 20
Zasięg 140

Flea jest w stanie się ukryć w trudno dostępnych miejscach, gdzie jej nowoczesny zestaw czujników pozwala jej na widzenie na dość duży zasięg. W małych grupach może okazać się efektywna w szybkim niszczeniu kopalń, a na mapach ze stromiznami można poprowadzić atak z niespodziewanej strony. Zadaje jednak bardzo małe obrażenia i nie ma szans w walce z jakąkolwiek inną uzbrojoną jednostką.


Glaive - Bot Raider

Koszt 65
Żywotność 190
Szybkość 3.8
Uszkodzenia 33
Przeładowanie 0.31
Uszkodzenia/s 106
Zasięg 185

Tani i lekki, Glaive może być budowany tuzinami, ale ginie równie szybko i rzadko może coś zdziałać przeciwko cięższym przeciwnikom. Niszcz ich przy pomocy Riotów lub LLT'ków.


Rocko - Bot Skirmisher

Koszt 90
Żywotność 550
Szybkość 2.1
Uszkodzenia 180
Przeładowanie 3.5
Uszkodzenia/s 51
Zasięg 440

Rocko jest wyposażony w rakiety. Zadają one niskie obrażenia i są wolne, ale mają niesamowity zasięg. Rocko są najbardziej efektywne w szeregu, strzelając z granicy swego zasięgu. Niszcz ich przy pomocy szybkich jednostek, albo stawiaj wieżyczki za ścianami z terraformingu.


Tick - Terenowa Bomba EMP

Cost 100
Health Points 50
Speed 4.8

Umiejętnie użyty, Tick może być warty dużo więcej niż kosztuje. Możesz go użyć do sparaliżowania wieżyczek obronnych, ciężkich jednostek, albo ciasnych grup jednostek groga. Po tej akcji inne jednostki mogą wkroczyć i bezpiecznie zniszczyć bezbronne jednostki wroga. Niszcz Ticki wieżyczkami rakietowymi lub wystaw samotnie tanie jednostki, aby wywołać przedwczesny wybuch.


Hammer - Bot Artyleryjski/Skirmisher

Cost 130
Health Points 350
Speed 1.72
Weapon damage 150
Reloadtime 6
Damage/second 25
Range 760

Hammer posiada działo plazmowe dalekiego zasięgu, które pozwala mu na atak pod kątem nad przeszkodami i pozwala na bezpieczną eliminację wieżyczek stacjonarnych aż do HLT włącznie. Jak na artylerię, jest nawet niezły przeciwko ruchomym jednostkom, ale powinien być chroniony przez inne jednostki (np. Warriorów), aby chroniły go przed szybkimi raiderami.


Warrior - Bot Riotowy

Cost 220
Health Points 880
Speed 1.71
Weapon damage 117
Reloadtime 0.52
Damage/second 225
Range 270

Niszczycielski Ciężki Karabin Energetyczny Warriora jest efektywny przeciw większości jednostek, ale szczególnie raiderom. Słabo zaś spisuje się przeciw obronie statycznej, więc nie używaj go do frontalnych ataków. Niszcz ich poprzez skirmisherów - Warriorzy mają bardzo mały zasięg i są bardzo powolne.


Jethro - Bot przeciwlotniczy

Cost 100
Health Points 550
Speed 3
Weapon damage 90
Reloadtime 2
Damage/second 45
Range 760

Z siłą ognia pomiędzy Defenderem a Packiem, Jethro jest w stanie dobrze chronić ruchomy oddział. Dzięki niemu Boty mają szanse w walce z jednostkami powietrznymi. Nie jest w stanie strzelać w cele naziemne.


Marky - Bot radarowy

Cost 100
Health Points 350
Speed 1.925

Marky służy jako mobilny radar do działań w polu.


Fabryka Robotow Taktycznych

Tworzy wyspecjalizowane Roboty, buduje z prędkością 6 m/s


Weaver - Pająk Budowniczy z Sonarem, Buduje z prędkością 6 m/s

Cost 150
Health Points 450
Speed 1.58
Buildpower 6

Weaver to terenowy konstruktor który może wspinać się po praktycznie każdej stromiźnie, aby budować budynki na podwyższonych pozycjach, albo zanurzyć się w głębiny, aby tam po cichu coś zbudować lub służyć za ruchomy sonar.


Zipper - Ultra Szybki Raider

Cost 130
Health Points 480
Speed 3.8
Weapon damage 32
Reloadtime 0.4
Damage/second 80
Range 140

Zipper szybko mija wieżyczki i przechodzi do niszczenia budowli w głębi bazy wroga. Naciśnięcie guzika Sprint spowoduje kilkusekundowy, dwukrotny wzrost szybkosci.


Venom - Pająk Riotowy EMP

Cost 200
Health Points 750
Speed 2.85
Weapon damage 1000
Reloadtime 1.75
Damage/second 571
Range 220

Venom to jednostka terenowa stworzona do paraliżowania wrogich jednostek, aby inni mogli je spokojnie atakować. Jego atak jest obszarowy, co pozwala mu na szybkie unieszkodliwianie dużych mas słabych jednostek. Wzajemnie uzupełnia się ze skirmisherem Recluse, który posiada podobne możliwości terenowe.


Fido - Robot Skirmisher/Artyleryjski

Cost 320
Health Points 1150
Speed 2
Weapon damage 335
Reloadtime 3.5
Damage/second 96
Range 620

Tani a szybki, Fido jest świetny w niszczeniu jednostek szturmowych.


Recluse - Pająk Skirmisher

Cost 320
Health Points 600
Speed 1.8
Weapon damage 420
Reloadtime 4
Damage/second 105
Range 550

Terenowa mobilna wyrzutnia rakiet. Wespnij się pod górę, pójdź naokoło bazy wroga i zrób mu od tyłu niespodziankę.


Zeus - Robot Oblężniczy

Cost 350
Health Points 2400
Speed 1.787
Weapon damage 800
Reloadtime 1.8
Damage/second 444
Range 280

Powoli posuwająca się grupa Zeusów może wytrzymać ciężki ostrzał podczas zbliżania się do fortyfikacji wroga, gdzie skorzystają ze swojego działka energetycznego, paraliżując i uszkadzając wrogów.


Tarantula - Pająk P-lot/Torpedowy

Cost 400
Health Points 1200
Speed 2.3
Weapon damage 250
Reloadtime 4
Damage/second 63
Range 400

Jednostka terenowa przeciwlotnicza i torpedowa. Wspomaga inne pająki podczas przeprawy przez akwen i chroni przed jednostkami powietrznymi.


Sharpshooter - Robot Snajperski

Cost 950
Health Points 520
Speed 1.649
Weapon damage 1500
Reloadtime 15
Damage/second 100
Range 700

The Sharpshooter is an expensive stealth, cloaked artillery unit. It can fire while cloaked; however its visible round betrays its position. It requires a lot of energy to keep cloaked and fire. When it is destroyed, an EMP shock wave disables any unit nearby. Best used as a lone gunman.


Crabe - Heavy Riot Walker

Cost 1600
Health Points 4000
Speed 1.35
Weapon damage 600
Reloadtime 4
Damage/second 150
Range 600

The Crabe's huge shells obliterate large swarms of cheap units. When it stops walking, Crabe curls up into armored form.


Scarab - Mobile Anti-missile Defense

Cost 2500
Health Points 780
Speed 1.83
Weapon damage 500
Reloadtime 12
Damage/second 42
Range 3000

The Scarab is Nova's mobile antinuke system. Its all-terrain capability allows it to hide on the sides of cliffs, where it can be much harder to find and destroy.


Archangel - Heavy Anti-Air Walker

Cost 550
Health Points 1020
Speed 2.017
Weapon damage 15
Reloadtime 0.1
Damage/second 150
Range 820

The Archangel packs twin AA lasers and a Packo-type autocannon for slaying enemy aircraft rapidly.


Eraser - Cloaker/Jammer Walker

Cost 340
Health Points 600
Speed 1.9

The Eraser has a jamming device to conceal your units' radar returns. It also has a small cloak shield to hide friendly nearby units from enemy sight.


Infiltrator - Radar-Invisible Spy

Cost 200
Health Points 270
Speed 2.707

The Infiltrator is useful in many ways. It can be an invisible and stealthy scout to peer on your enemy's base without fear of being discovered. In emergency you can self-destruct it, and it will act as an EMP bomb.


Light Vehicle Factory

Produces light Vehicles, Builds at 6 m/s


Pioneer - Construction Vehicle, Builds at 6 m/s

Cost 140
Health Points 1290
Speed 2.7
Buildpower 6

Nova's construction vehicle.


Jeffy - Raider/Scout Vehicle

Cost 30
Health Points 80
Speed 6.6
Weapon damage 40
Reloadtime 1.2
Damage/second 33
Range 180

Cheap and fast, the Jeffy is deadly in the first minutes of the game if your opponent is caught off-guard. Use missile towers, LLTs or any quick units to stop them.


Flash - Raider Vehicle

Cost 100
Health Points 380
Speed 4.325
Weapon damage 34.92
Reloadtime 0.31
Damage/second 113
Range 180

The Flash does a lot of damage, but cant take much of a beating. It has a strong regeneration capability and a high speed, so should it survive a hit, it should run out of harm's way, repair itself, and come back with a vengeance. Though more capable in a firefight than bot raiders, it is no match for anti-swarm or riot units and defenses.


Samson - Skirmisher/AA Trike

Cost 130
Health Points 300
Speed 2.5
Weapon damage 26.8
Reloadtime 0.6
Damage/second 45
Range 600

Keep the Samson at maximum range to harass the opponent's units. The Samson's beam laser is ideal against crawling bombs. It is able to hit both air and land, allowing you to counter an enemy who is using both. Cannot fire over terraform walls, and does poorly if an enemy is allowed to close range. Unlike most skirmishers, the Samson cannot fire while moving.


Shellshocker - Light Artillery Vehicle

Cost 160
Health Points 300
Speed 2.7
Weapon damage 190
Reloadtime 4.5
Damage/second 42
Range 800

The Shellshocker fires in high trajectory so it's not suitable for use against moving units. It can comfortably outrange Heavy Laser Towers. It can't fire backwards and is unmanouverable. Protect it against raider charges with a screen of riot or assault units.


Stumpy - Assault Vehicle

Cost 180
Health Points 1530
Speed 2.8
Weapon damage 105
Reloadtime 1.19
Damage/second 88
Range 350

The Stumpy is a manouverable all-rounder with an arcing projectile which allows it to shoot over corpses or other units. Vulnerable to crawling bombs.


Janus - Skirmisher Vehicle

Cost 220
Health Points 620
Speed 2.1
Weapon damage 300
Reloadtime 10
Damage/second 30
Range 440

Use the Janus for hit-and-run attacks. Has a long reload time and not too many hit points, and should always be kept at range with the enemy. An arcing projectile allows it to shoot over obstacles and friendly units, such as stumpies.


Seer - Radar Vehicle

Cost 100
Health Points 500
Speed 2.7

Seer provides radar coverage on the battlefield.


Heavy Tank Factory

Produces Heavy and Specialized Vehicles, Builds at 6 m/s


Consul - Construction Vehicle, Builds at 9 m/s

Cost 250
Health Points 1000
Speed 2.983
Weapon damage 600
Reloadtime 3
Damage/second 200
Range 220
Buildpower 9

The Consul's jaws are more than just a decoration or a primitive building tool - they house a powerful electric weapon that stuns attackers who would find this otherwise docile constructor easy prey.


Gremlin - Stealth Raider Tank

Cost 250
Health Points 600
Speed 3.2
Weapon damage 125
Reloadtime 1
Damage/second 125
Range 220

The stealthy Gremlin can cloak itself to hide from enemy sight. Use it to sneak past defenses and raid enemy bases.


Panther - Raider Tank

Cost 400
Health Points 1000
Speed 3.9
Weapon damage 1200
Reloadtime 2.5
Damage/second 480
Range 250

The Panther is a high-tech raider. Its main weapon, a lightning gun, deals mostly paralyze damage. This way, the Panther can disable turrets, waltz through the defensive line, and proceed to level the economic heart of the opponent's base.


Mumbo - Riot Tank

Cost 400
Health Points 1130
Speed 2.2
Weapon damage 30
Reloadtime 0.1
Damage/second 300
Range 390

The Mumbo is a mobile laser tower. Its high firepower is useful for killing light enemy units. It is perfectly accurate and is good against gunships and fast units.


Bulldog - Assault Tank

Cost 800
Health Points 5728
Speed 2.3
Weapon damage 332
Reloadtime 2
Damage/second 166
Range 380

The Bulldog is Nova's heaviest tank. It's very heavily armored, however the low rate of fire of its plasma cannon makes it vulnerable to swarms of small units if not protected by units with more firepower.


Merl - Mobile Cruise Missile Launcher

Cost 800
Health Points 1100
Speed 2.1
Weapon damage 750
Reloadtime 10
Damage/second 75
Range 1500

The Merl fires vertically a high damage, high accuracy missile at long range. Its high arc makes it able to fire over any obstable, however that makes the flight time so high that it's useless against moving targets. Use the Merl to kill specific buildings.


Penetrator - Mobile Tachyon Accelerator

Cost 900
Health Points 1000
Speed 2.4
Weapon damage 3000
Reloadtime 20
Damage/second 150
Range 1050

The Penetrator's weapon, nicknamed 'the Blue Laser of Death', has the power and accuracy to skewer most units with a single shot. Use it against high armor units, but keep it behind the front lines - it has light armor and can't run from danger. Make sure you have lots of energy storage, as its weapon has an exorbitant energy cost.


Phalanx - Anti-Air Laser Tank

Cost 550
Health Points 1200
Speed 3.2
Weapon damage 30
Reloadtime 0.11
Damage/second 273
Range 800

The Phalanx is a dedicated anti-air laser tank.


Shade - Cloaker/Jammer Tank

Cost 380
Health Points 520
Speed 2.5


Airplane Plant

Produces Airplanes, Builds at 6 m/s


Crane - Construction Aircraft, Builds at 4.8 m/s

Cost 220
Health Points 145
Speed 8.2
Buildpower 4.8

The Crane flies quickly over any terrain, but is fragile to any AA. Though it has relatively poor nano power compared to other constructors, it is able to build in many hard to reach places and expand an air players territory in a nonlinear fashion. Due to its mobility, it is ideal for reclaiming wrecks and other repetetitive tasks.


Swiftspear - Multirole Fighter

Cost 150
Health Points 300
Speed 14.5
Weapon damage 210
Reloadtime 4.5
Damage/second 47
Range 530

The Swiftspear can hit both land and air. It protects well again air units, but enemy AA and air superiority fighters will kill it quickly. It can harass land units relatively effectively in numbers.


Hawk - Air Superiority Stealth Fighter

Cost 300
Health Points 1000
Speed 15.5
Weapon damage 12
Reloadtime 0.1
Damage/second 120
Range 800

The Hawk is a powerful AA fighter. While it chews through bombers, gunships and other fighters, it has no anti-ground capacity.


Thunder - Precision Bomber

Cost 350
Health Points 800
Speed 10
Weapon damage 1000
Reloadtime 7
Damage/second 143
Range 800

The Thunder is perfect for surgical strikes against key structures, but not as good against mobile units.


Lancet - Torpedo Bomber

Cost 450
Health Points 1000
Speed 10
Weapon damage 1000
Reloadtime 8
Damage/second 125
Range 500

A bomber that is specially designed for taking down ships. Instead of explosive shells, it fires a single depth charge that dives underwater and strikes the ships hull.


Tempest - Strategic Bomber

Cost 550
Health Points 900
Speed 9
Weapon damage 1500
Reloadtime 10
Damage/second 150
Range 800

Nova's strategic bomber is a fast-flying aircraft with a lethal package of saturation bombs that can make quick work of lightly armored base infrastructure, such as wind farms.


Stiletto II - EMP Lightning Bomber (stealthy)

Cost 600
Health Points 1130
Speed 12

Fast stealthy bomber armed with a lightning generator that paralyzes units.


Licho - Implosion Bomber

Cost 2500
Health Points 2000
Speed 10.5
Weapon damage 2000
Reloadtime 8
Damage/second 250
Range 600


Peeper - Scout Plane

Cost 60
Health Points 80
Speed 17

The Peeper is a cheap scout plane. Use it to map the opponent's base.


Eagle - Stealth Radar/Sonar Plane

Cost 300
Health Points 800
Speed 14

Sonar, Radar, and a large LOS (Line of Sight) make this plane your swiss army knife for scouting.


Gunship Plant

Produces Gunships, Builds at 6 m/s


Crane - Construction Aircraft, Builds at 4.8 m/s

Cost 220
Health Points 145
Speed 8.2
Buildpower 4.8

The Crane flies quickly over any terrain, but is fragile to any AA. Though it has relatively poor nano power compared to other constructors, it is able to build in many hard to reach places and expand an air players territory in a nonlinear fashion. Due to its mobility, it is ideal for reclaiming wrecks and other repetetitive tasks.


Gnat - Light Paralyzer Drone

Cost 70
Health Points 90
Speed 10
Weapon damage 400
Reloadtime 1.2
Damage/second 333
Range 220

The Gnat can be used to paralyze enemy units. It makes an excellent defensive unit, and when combined with banshees or other units can halt the enemy to give you time to kill him. Offensively it can paralyze even heavily fortified areas, but dies relatively easily to defenders.


Banshee - Raider Gunship

Cost 250
Health Points 920
Speed 6.36
Weapon damage 6
Reloadtime 0.11
Damage/second 55
Range 300

The Banshee is Nova's light gunship. It has decent health but does low DPS. Does well when directly attacking defenders, allowing it to take out AA and then attack with impunity, but does poorly vs packos. It can easily hit moving units, and makes excellent defense against an enemy who does not bring mobile AA.


Dragonfly - Stealthy Armed Transport

Cost 500
Health Points 1100
Speed 8
Weapon damage 3250
Reloadtime 5
Damage/second 650
Range 520

Not only can the Dragonfly haul any land unit in the game, it is also armed with a paralyzer cannon to support its airdrops. If intercepted midflight, it will eject its cargo, which falls to the ground - potentially squashing anything underneath.


Brawler - Ground Assault Gunship

Cost 900
Health Points 2600
Speed 4.7
Weapon damage 80
Reloadtime 0.41
Damage/second 195
Range 420

The Brawler is Nova's Heavy Assault Gunship. It has enough armor to survive limited anti-air fire, and its twin EMGs chew through the Logos' advanced alloys as if they were paper.


Atlas - Air Transport

Cost 80
Health Points 220
Speed 11

The Atlas is Nova's basic transport unit. It's used to ferry units to the front or make a drop deep behind enemy lines, but should not be used to land in areas with any kind of serious AA cover.


Shipyard

Produces Ships, Builds at 6 m/s


Coral - Construction Ship, Builds at 12 m/s

Cost 240
Health Points 1105
Speed 2.7
Buildpower 12

Although expensive, the Construction Ship boasts extremely high nano power, combined with tough armor and good speed.


Skeeter - Patrol Boat (AA/Scout)

Cost 120
Health Points 460
Speed 5.5
Weapon damage 90
Reloadtime 2
Damage/second 45
Range 700

Cheap, fast, and fragile, this Patrol Boat is good as AA support and spotting for longer-ranged ships. Although it is has a small laser, it is easily destroyed by any armed resistance.


Decade - Corvette (Assault/Raider)

Cost 320
Health Points 2145
Speed 4
Weapon damage 14
Reloadtime 0.16
Damage/second 88
Range 270

This Corvette combines high speed, decent armor, and strong firepower at a low cost--for a ship. Use Corvette packs against anything on the surface, but watch out for submarine attacks.


Lurker - Submarine

Cost 600
Health Points 900
Speed 2.97
Weapon damage 400
Reloadtime 3
Damage/second 133
Range 500

Expensive, stealthy, and fragile, this Submarine can quickly sink anything it can hit. The Submarine cannot shoot behind itself, and its turn rate is poor, so positioning is key. Watch out for anything with anti-sub weaponry, such as Destroyers.


Crusader - Destroyer (Artillery/Anti-Sub)

Cost 700
Health Points 3090
Speed 3.1
Weapon damage 300
Reloadtime 5
Damage/second 60
Range 710

This Destroyer packs a powerful, long-range main cannon, useful for bombarding fixed emplacements and shore targets, as well as a depth charge launcher for use against subs. Beware of aircraft and Corvettes--the Destroyer's weapons have trouble hitting fast-moving targets.


Conqueror - Cruiser (Assault/Anti-Sub)

Cost 1700
Health Points 4500
Speed 3.08
Weapon damage 420
Reloadtime 6
Damage/second 70
Range 500

The workhorse of the open seas, the Conqueror possesses a hefty complement of weapons: a double-barreled gauss gun, twin deck EMGs, and a depthcharge launcher for fending off sub ambush.


Serpent - Artillery Submarine

Cost 3000
Health Points 2600
Speed 2.85
Weapon damage 1500
Reloadtime 3.5
Damage/second 429
Range 1050

The Serpent is truly a nightmare, for its long-range, deadly accurate, high lethality heavy torpedoes can sink almost any ship in a few shots. It is however extremely expensive and not particularly agile.


Reef - Aircraft Carrier (Bombardment) & Anti-Nuke

Cost 4000
Health Points 7000
Speed 2.96
Weapon damage 1500
Reloadtime 12
Damage/second 125
Range 3500
Buildpower 12

The most versatile ship on the high seas, the carrier serves several functions. It is equpped with cruise missiles for long range bombardment. Its anti-missile system safeguards the fleet from the threat of nuclear missiles, and it also serves as a mobile repair base for friendly aircraft. Perhaps most notably, the carrier provides its own complement of surface attack drones to engage targets.


Archer - Anti-Air Frigate

Cost 750
Health Points 2360
Speed 3.08
Weapon damage 70
Reloadtime 0.8
Damage/second 88
Range 840

With its powerful AA Laser and rapid-fire missile launcher, the anti-air frigate protects your fleet from aerial attackers. As always, it is useless against targets that aren't airborne.


Surfboard - Transport Platform

Cost 220
Health Points 1101
Speed 3.54

The Surfboard serves as a naval transport and firing platform--that is, any unit on the Surfboard can fire off of it.


Amphibious Operations Platform

Produces Hovercraft and Amphibious units, Builds at 6 m/s


Hovercon - Construction Hovercraft, Builds at 6 m/s

Cost 150
Health Points 1296
Speed 2.73
Buildpower 6


Beaver - Construction Amph, Builds at 6 m/s

Cost 140
Health Points 925
Speed 2.9
Buildpower 6


Skimmer - Fast Attack Hovercraft

Cost 110
Health Points 260
Speed 4.69
Weapon damage 12
Reloadtime 0.14
Damage/second 86
Range 180


Pincer - Light Amphib

Cost 180
Health Points 950
Speed 2.6
Weapon damage 90
Reloadtime 1.25
Damage/second 72
Range 300

The Pincer is a manueverable amphibious tank armed with a Light Gauss Cannon, excellent at raiding shorelines. Do not expect it to fare well against a ready defense, however.


Anaconda - Assault Hovertank

Cost 240
Health Points 1377
Speed 2.73
Weapon damage 98
Reloadtime 1.4
Damage/second 70
Range 320


Pelican - Torpedo Amph

Cost 280
Health Points 750
Speed 2.4
Weapon damage 100
Reloadtime 4
Damage/second 25
Range 400

The Pelican is a multipurpose unit that can swim underwater and run on land. Capable of defending itself on land and submerged, it is armed with torpedoes and lasers.


Bear - Transport Hovercraft

Cost 700
Health Points 4500
Speed 2.4
Weapon damage 12
Reloadtime 0.14
Damage/second 86
Range 180


Swatter - Anti-Air Hovercraft

Cost 250
Health Points 959
Speed 3.54
Weapon damage 115
Reloadtime 2
Damage/second 58
Range 700


Strider Gantry

Produces Striders, Builds at 6 m/s


Athena - Airborne SpecOps? Engineer, Builds at 6 m/s

Cost 500
Health Points 200
Speed 9.17
Buildpower 6

The Athena is the pinnacle of Nova's stealth strike capability. Equipped with a cloaking device and a radar jammer, it can slip through enemy lines to assemble squads of raiders, inflicting havoc on the opposition's logistics.


Rector - Construction/Capture Bot, Builds at 6 m/s

Cost 120
Health Points 540
Speed 1.9
Buildpower 6


Commander with Dgun - Commander with Dgun, Builds at 12 m/s

Cost 3000
Health Points 3000
Speed 1.45
Weapon damage 1200
Reloadtime 1
Damage/second 1200
Range 250
Buildpower 12


Razorback - Assault/Riot Strider

Cost 4000
Health Points 11000
Speed 1.9
Weapon damage 60
Reloadtime 0.06
Damage/second 1000
Range 400

The lightest of Nova's heavy striders, the Razorback features twin multi-barelled EMGs for extreme crowd control, as well as a head-mounted short-range laser for close in work. Don't use recklessly - its short range can be a real liability.


Vanguard - All-Terrain Thermonuclear Artillery

Cost 4300
Health Points 4500
Speed 1
Weapon damage 2400
Reloadtime 16
Damage/second 150
Range 1425

It may look like a turtle, but don't laugh - the Vanguard is one extremely nasty piece of kit. It fires long-range thermonuclear shells at either high or low trajectory, with the expected result on anything that gets hit. Its all-terrain ability allows it to scale mountains for a better shot. Be warned - it is very expensive and fragile, so keep it well protected, making use of its range to stay out of the line of fire.


Bantha - Heavy Combat Strider

Cost 12000
Health Points 35000
Speed 1.718
Weapon damage 3000
Reloadtime 10
Damage/second 300
Range 950

The Bantha is an even heavier solution to a particularly uncrackable defense line, with a tachyon projector and cruise missiles for stand-off engagements, lightning hand cannons for general purpose combat, and the ability to kick smaller units away from it. Beware though, for it is defenseless against air and cannot be used effectively on its own.


Detriment - Ultimate Assault Strider

Cost 28000
Health Points 85800
Speed 1.626
Weapon damage 2400
Reloadtime 1.2
Damage/second 2000
Range 600

The ultimate in Nova bots, the Detriment derives its spirit from a legendary Nova commander. It can defend itself against air attacks or use its rockets to hit distant targets, but the real meat lies in the massive gauss guns designed for one purpose - to kill other heavy units quickly and efficiently. Remember - the wise commander sends his Detriment out with adequate escorts against light unit swarms and air assaults.


Static Weapons

Ray - Light Laser Tower

Cost 70
Health Points 560
Weapon damage 9
Reloadtime 0.1
Damage/second 90
Range 460

The Ray is a basic turret. A versatile, solid anti-ground weapon, it does well versus scouts as well as being able to take on one or two raiders. Falls relatively easily to skirmishers, artillery or assault units unless supported.


Defender - Light Missile Tower

Cost 80
Health Points 295
Weapon damage 110
Reloadtime 1.2
Damage/second 92
Range 610

The defender is a long range anti-air and anti-ground. It easily takes out land scouts and is your best defense against crawling bombs. It can help to harass an enemies skirmishers and keep them off your llt's, as well as to push an llt line back from yours. It dies very quickly to a frontal attack though.


Faraday - EMP Weapon

Cost 170
Health Points 1000
Weapon damage 1000
Reloadtime 2.4
Damage/second 417
Range 460

The Faraday is a powerful EMP tower. It has high damage and area of effect. Greatly amplifies the effect of other towers, but virtually useless on its own. When closed, it has additional health. Be careful of its splash damage though, as it can paralyze your own units if they are too close to the enemy.


Stardust - Anti-Swarm EMG

Cost 200
Health Points 1500
Weapon damage 39
Reloadtime 0.15
Damage/second 260
Range 460

The Stardust is a turret sporting Nova's long perfected and deadly Energy Machine Gun.


Anemone - Depthcharge Launcher

Cost 250
Health Points 1015
Weapon damage 250
Reloadtime 1.8
Damage/second 139
Range 580

Anemones launch depth charges that can damage submarines and submersed units. Submarines can't shoot back with their torpedoes since the turret is built on land. Anemones are effective in preventing amphibious landings as well as well as vs units in shallow water.


Sentinel - High-Energy Laser Tower

Cost 400
Health Points 2325
Weapon damage 810
Reloadtime 4.5
Damage/second 180
Range 620

The Sentinel is a medium-range laser turret. Its laser beam can badly hurt or outright kill almost any small unit, but its low rate of fire makes it vulnerable to swarms when unassisted. Falls relatively easily to artillery.


Packo - Cloakable Anti-Air Chaingun

Cost 280
Health Points 1200
Weapon damage 25
Reloadtime 0.1
Damage/second 250
Range 1040

The Packo is a medium-range anti-air turret. Though inaccurate at its max range, it does well against units flying directly over it and gunships. Its high hit points and armour bonus when closed makes it very hard for the enemy to dislodge.


Chainsaw - Medium-Range AA Missile Battery

Cost 1000
Health Points 2000
Weapon damage 350
Reloadtime 1
Damage/second 350
Range 1400

The Chainsaw is a long range anti-air turret, dealing out massive damage, able to knock bombers out of the sky very quickly. It can't take very much damage in return, though, and does poorly when attacked directly.


Mercury - Long-Range AA Missile Tower

Cost 2100
Health Points 1500
Weapon damage 1750
Reloadtime 1.2
Damage/second 1458
Range 2400

The heaviest anti-air weapon available, the Mercury can take down enemy aircraft in a wide radius with its long-range, ultra-high lethality missiles. Such its its power that each missile must be stockpiled before use, although once they are accumulated they can be launched in quick succession.


Pit Bull - Ambush Gauss Cannon

Cost 500
Health Points 1950
Weapon damage 400
Reloadtime 1.9
Damage/second 211
Range 460

Attacking enemies won't see the Pit Bull until it's too late. The small profile of the turret, anti-radar shielding and its cloaking device all allow it to remain completely hidden from your adversary, and its rapid-fire gauss gun will make quick work of anyone who blunders into it.


Annihilator - Tachyon Accelerator

Cost 2600
Health Points 7000
Weapon damage 3000
Reloadtime 9.9
Damage/second 303
Range 1100

Inside the heavily armored shell of the Annihilator lies the devastating Tachyon Accelerator. This fearsome weapon is capable of delivering pinpoint damage at extreme ranges, provided you have plenty of energy reserves.


Big Bertha - Strategic Plasma Cannon

Cost 6000
Health Points 4200
Weapon damage 2000
Reloadtime 7
Damage/second 286
Range 6200


Protector - Anti-Nuke System

Cost 3000
Health Points 3300
Weapon damage 1500
Reloadtime 6
Damage/second 250
Range 4000


Detonator - EMP Missile Launcher

Cost 2000
Health Points 3000
Weapon damage 36000
Reloadtime 1
Damage/second 36000
Range 3500

The Detonator launches EMP missiles over a long distance. The missiles can stun targets for a whole minute, allowing for oppurtunity strikes while defenses are disabled. One popular use is to paralyze an enemy antinuke and then squeeze in a warhead during the window of oppurtunity


Harpoon - Torpedo Launcher

Cost 250
Health Points 1800
Weapon damage 280
Reloadtime 1.9
Damage/second 147
Range 550

This Torpedo Launcher provides defense against both surface and submerged vessels. Remember to build sonar so that the Torpedo Launcher can hit submerged targets. The Torpedo Launcher cannot hit hovercraft.


Moray - Advanced Torpedo Launcher

Cost 1300
Health Points 1500
Weapon damage 2500
Reloadtime 10
Damage/second 250
Range 900


Starlight - Planetary Energy Chisel

Cost 35000
Health Points 12000
Weapon damage 3000
Reloadtime 20
Damage/second 150
Range 9000

This large scale tool is used to shape terrain for Nova's terraforming projects. Also useful as a cleanser of obstacles such as pesky enemy units and bases.


Retaliator - Nuclear ICBM Launcher

Cost 6400
Health Points 5300
Weapon damage 9500
Reloadtime 3
Damage/second 3167
Range 72000


Other Structures

Metal Extractor - Extracts Metal

Cost 100
Health Points 525

The metal extractor is the primary means of getting metal. If you have excess energy, metal extractors will automatically use it to extract more metal.


Twilight - Stealthy Cloakable Metal Extractor

Cost 150
Health Points 1500


Solar Collector - Produces Energy (1)

Cost 40
Health Points 320


Geothermal Powerplant - Produces Energy (36)

Cost 650
Health Points 1750


Fusion Reactor - Produces Energy (30)

Cost 1000
Health Points 2000


Prude - Produces Energy (50)

Cost 1000
Health Points 12500


Moho Geothermal Powerplant - Produces Energy (100) - HAZARDOUS

Cost 1500
Health Points 3250


Tachyon Collider - Produces Energy (200) - HAZARDOUS

Cost 4000
Health Points 4000

The Tachyon Collider is a massive complex using Nova's highly advanced technology to generate copious amounts of energy. However the cost of disturbing its fragile balance is great - the shockwave can disable the circuits of an entire base. Choose your construction site wisely.


Wind Generator - Produces Energy

Cost 40
Health Points 130

Wind generators produce a variable amount of energy, depending on altitude and wind speed.


Metal Maker - Converts Energy to Metal

Cost 20
Health Points 150

The metal maker produces 0.5 metal for 40 energy each second.


Metal Storage - Stores Metal (500)

Cost 80
Health Points 700


Energy Storage - Stores Energy (500)

Cost 150
Health Points 1000


Caretaker - Nanoturret, Builds at 12 m/s

Cost 220
Health Points 500
Buildpower 12


Air Repair Pad - Automatically Repairs Aircraft

Cost 350
Health Points 1860
Buildpower 12


Radar Tower - Early Warning System

Cost 55
Health Points 81


Advanced Radar Tower - Long-Range Radar, decreases radar wobble

Cost 500
Health Points 320


Sneaky Pete - Cloaker/Jammer Tower

Cost 300
Health Points 712

Jammers such as this intefere with enemy radar waves, concealing your units' radar returns. Sneaky Pete is also equipped with a cloak shield to hide nearby units from enemy sight.


Veil - Long-Range Cloaker/Jammer Tower

Cost 700
Health Points 750

Jammers such as this intefere with enemy radar waves, concealing your units' radar returns. The Veil is also equipped with a long range cloak shield to hide entire bases from enemy view - at the cost of a hefty energy drain.


Dragon's Teeth Mine - Dragon's Teeth Mine

Cost 10
Health Points 80


Micro - Light Mine

Cost 10
Health Points 20


Kilo - Medium Mine

Cost 30
Health Points 20


Mega - Heavy Mine

Cost 45
Health Points 20


Dragon's Teeth - Perimeter Defense

Cost 5
Health Points 500


Fortification Wall - Perimeter Defense

Cost 15
Health Points 2000


Dragon's Eye - Stealthy camera

Cost 25
Health Points 150


Barrier - Fortification

Cost 0
Health Points 2500


Trench - Fortification

Cost 0
Health Points 2500


Level - Terraform

Cost 0
Health Points 2500


Ramp Down - Terraforms a Ramp Down

Cost 0
Health Points 2500


Ramp Up - Terraforms a Ramp Up

Cost 0
Health Points 2500


Decoy Commander - Decoy Commander, Builds at 12 m/s

Cost 750
Health Points 3000
Speed 1.45
Weapon damage 99999
Reloadtime 1.5
Damage/second 66666
Range 250
Buildpower 12


Underwater Metal Extractor - Extracts Metal (Excess Energy Increases Extraction)

Cost 150
Health Points 750

The metal extractor is the primary means of getting metal. If you have excess energy, metal extractors will automatically use it to extract more metal.


Tidal Generator - Produces Energy

Cost 55
Health Points 260


Floating Nano Turret, Builds at 12 m/s - Repairs and builds in large radius

Cost 220
Health Points 500
Buildpower 12


Sonar Station - Locates Water Units

Cost 120
Health Points 250


Advanced Sonar Station - Extended Sonar

Cost 500
Health Points 2000


Shark's Teeth - Perimeter Defense

Cost 5
Health Points 500


Floating Metal Maker - Converts Energy to Metal

Cost 25
Health Points 110

The metal maker produces 0.5 metal for 40 energy each second.


Logos (formerly CORE)

http://trac.caspring.org/export/head/trunk/mods/ca/sidepics/core_16.png The Logos' doctrine dictates that Commanders should make the most out of the Logos' superiority in firepower and defense by executing direct attacks and attacking the opponent with brute force.


Infantry Bot Factory

Produces Infantry robots, Builds at 6 m/s


Necro - Construction/Ressurection Bot, Builds at 6 m/s

Cost 120
Health Points 540
Speed 1.9
Buildpower 6


A.K. - Raider Bot

Cost 75
Health Points 250
Speed 3.3
Weapon damage 8
Reloadtime 0.107
Damage/second 75
Range 220

The AK is somewhat tougher than its Nova counterpart, but still not something that you hurl against entrenched forces. Counter with riot units and LLTs.


Storm - Skirmisher Bot

Cost 100
Health Points 570
Speed 1.95
Weapon damage 325
Reloadtime 7
Damage/second 46
Range 440

The Storm's arcing missiles have a low rate of fire, but do a lot of damage, making it very good at dodging in and out of range of enemy units or defense, or in a powerful initial salvo. Counter them by attacking them with fast units, or crawling bombs when massed.


Thud - Assault Bot

Cost 140
Health Points 1500
Speed 1.925
Weapon damage 150
Reloadtime 3
Damage/second 50
Range 350

The Thud can take an incredible beating, and is useful as a shield for the weaker, more-damaging Storms.


Roach - Crawling Bomb

Cost 160
Health Points 60
Speed 4.6

This fast-moving suicide unit is very good against massed units, particularly assault tanks. Chain explodes terribly, so best not to mass it. Counter with defenders and missile trucks, or single cheap units to set off a premature detonation.


Outlaw - Riot Bot

Cost 250
Health Points 1100
Speed 1.5
Weapon damage 190
Reloadtime 2.1
Damage/second 90
Range 290

The Outlaw's job is simple: destroy anything that crosses its way. Its cannon, adapted from the Leveler, shoots high speed, explosive projectiles that can fling away any small unit that isn't instantly killed. Victims who still won't die are then shot again with the A.K. class secondary weapon. Keep the Outlaw away from units that can out-range it: the heavy load of weapons and ammo it needs to carry make it slow, and somewhat unstable.


Crasher - Anti-air Bot

Cost 100
Health Points 650
Speed 2.7
Weapon damage 90
Reloadtime 2
Damage/second 45
Range 760

The Crasher is a cheap dedicated anti-air bot, it gives bots a definite advantage vs air. Defenseless vs. land forces.


Voyeur - Radar Bot

Cost 100
Health Points 350
Speed 1.925

Voyeur provides radar coverage on the battlefield.


Clogger - Mobile Dragon's Teeth

Cost 10
Health Points 450
Speed 2.5


Tactical Walker Factory

Produces Specialized Walkers, Builds at 6 m/s


Freaker - Jumpjet Constructor, Builds at 9 m/s

Cost 240
Health Points 750
Speed 2.983
Buildpower 9

Fast and capable of jumping over short distances or heights, the Freaker is the ideal constructor for rapid expansion.


Morty - Skirmisher Walker

Cost 180
Health Points 550
Speed 2
Weapon damage 210
Reloadtime 4
Damage/second 53
Range 600

The Morty offers cheap, mobile skirmishing capability. It can outrange light defenses such as LLTs, although it is vulnerable to swarms of raiders.


Pyro - Raider Jumpjet Walker

Cost 220
Health Points 700
Speed 3
Weapon damage 3
Reloadtime 0.16
Damage/second 19
Range 280

The Pyro is a cheap, fast walker with a flamethrower. The flamethrower deals incredible damage to large targets but little damage to small ones. It can hit multiple targets at the same time. The Pyro explodes violently when it is destroyed. The Pyro's weapons set targets aflame. Additionally, Pyros also come with jetpacks, allowing them to jump over obstacles or get the drop on enemies.


Dominator - Artillery Walker

Cost 500
Health Points 550
Speed 1.81
Weapon damage 500
Reloadtime 6
Damage/second 83
Range 950

The Dominator fires a powerful, high accuracy, vertically-launched missile at long range. It's high arc makes it able to fire over any obstable, however that makes the flight time so high that it's useless against moving targets. Use the Dominator to kill specific buildings. It's the natural complement to the Pyro, since the Pyro is so vulnerable to fixed defense.


Can - Melee Assault Walker

Cost 650
Health Points 5000
Speed 1.81
Weapon damage 300
Reloadtime 1
Damage/second 300
Range 125

The Can is Logos' main assault walker. A few Cans can easily level most fortification lines. Its small range and very low speed make it very vulnerable to skirmishers.


Skuttle - Advanced Cloakable Crawling Bomb

Cost 550
Health Points 320
Speed 1.5225


Sumo - Riot Walker

Cost 2300
Health Points 10000
Speed 1.2
Weapon damage 70
Reloadtime 0.1
Damage/second 700
Range 430

The Sumos heatray is immensely powerful at point blank, but unfortunately it gradually dissipates as it travels and loses most of its power at long range. The heat ray's high rate of fire makes it ideal to fight large swarms of cheap units.


Manticore - Heavy Anti-Air Walker

Cost 550
Health Points 1280
Speed 1.5225
Weapon damage 180
Reloadtime 1.5
Damage/second 120
Range 800

The Manticore is a heavy AA platform. Its flak cannon and missile launch pack have a low rate of fire and are unsuitable for taking out swarms, but are immensely lethal against heavy targets such as bombers.


Aspis - Shield Walker

Cost 550
Health Points 700
Speed 2.0515
Weapon damage 10
Reloadtime
Damage/second
Range


Light Vehicle Factory

Produces Wheeled Vehicles, Builds at 6 m/s


Mason - Construction Vehicle, Builds at 6 m/s

Cost 140
Health Points 1290
Speed 2.7
Buildpower 6

Highly mobile and capable of taking a beating, the Mason can quickly expand over a large area.


Weasel - Raider/Scout Vehicle

Cost 40
Health Points 120
Speed 5.09
Weapon damage 40
Reloadtime 1
Damage/second 40
Range 180

Cheap and fast, the Weasel is deadly in the first minutes of the game if your opponent is caught off-guard. Use missile towers, LLTs or any quick units to stop them.


Slasher - Missile Truck

Cost 120
Health Points 300
Speed 2.5
Weapon damage 33.6
Reloadtime 0.75
Damage/second 45
Range 600

Keep the Slasher at maximum range to harass the opponent's units. The Slasher's missiles track, so they are ideal to kill fast-moving crawling bombs. It is able to hit both air and land, allowing you to counter an enemy who is using both. Cannot fire over terraform walls, and does poorly if an enemy is allowed to close range. Unlike most skirmishers, the Slasher cannot fire while moving.


Instigator - Raider Vehicle

Cost 130
Health Points 520
Speed 3.75
Weapon damage 17.46
Reloadtime 0.19
Damage/second 92
Range 230

Capable of taking damage and dishing it out, the Instigator is a versatile unit that remains very useful for more than just raiding, though it pays the price in manueverability and in cost. Its regeneration dramatically decreases its losses vs inferior opposition- it is impossible to kill the gator with attrition. Though able to hold its own in combat, it is no match for anti-swarm or riot units or defenses.


Wolverine - Artillery Tank

Cost 160
Health Points 380
Speed 2.5
Weapon damage 250
Reloadtime 5
Damage/second 50
Range 800

The Wolverine fires in high trajectory so it's not suitable for use against moving units. It can comfortably outrange Heavy Laser Towers. It can't fire backwards and is unmanouverable. Protect it against raider charges with a screen of riot or assault units.


Leveler - Riot Vehicle

Cost 240
Health Points 1100
Speed 2
Weapon damage 220
Reloadtime 2
Damage/second 110
Range 290

With a powerful main gun and a decent manouverability, The Leveler is excellent in a combat situation. Beware as its area of effect and lack of any arc on its projectile make it not so great when massed.


Ravager - Assault Vehicle

Cost 250
Health Points 2000
Speed 2.9
Weapon damage 230
Reloadtime 2
Damage/second 115
Range 350

Expensive and powerful, the Ravager is capable of holding its own against most opposition. Though its manueverability is terrible, its strength is when moving at a considerable top speed in a straight line. Due to this, it is almost impossible to skirmish using raiders. In combat, you should attempt to keep travelling forward and not turn too suddenly, so as to maintain top speed. Circling your target at the edge of your range is a good tactic. An arcing projectile allows it to shoot over corpses, other tanks, etc. Vulnerable to crawling bombs when in swarms.


Informant - Radar Vehicle

Cost 100
Health Points 500
Speed 2.5

The Informant provides radar coverage on the battlefield.


Heavy Tank Factory

Produces Heavy and Specialized Vehicles, Builds at 6 m/s


Welder - Armed Construction Tank, Builds at 9 m/s

Cost 250
Health Points 2200
Speed 2.3
Weapon damage 8
Reloadtime 0.25
Damage/second 32
Range 220
Buildpower 9

Armed with a small defensive tower, the Welder can defend itself against light enemy attacks.


Dragon's Egg - Blockade Runner

Cost 400
Health Points 2000
Speed 3.2
Weapon damage 4.5
Reloadtime 0.16
Damage/second 28
Range 280

When closed up, the Dragon's Egg takes 15% damage and moves at half speed. Opens up to fire its close-range flamethrower. Excellent for passing thin defenses, or rushing lightly guarded long range units.


Pillager - Mobile Artillery

Cost 700
Health Points 700
Speed 2.7
Weapon damage 700
Reloadtime 7
Damage/second 100
Range 1240

The heavy, long-ranging gun of the Pillager makes it the Logos general-purpose artillery unit of choice. As always, it should be wary of anything that gets close to it.


Reaper - Assault Tank

Cost 900
Health Points 7576
Speed 2.45
Weapon damage 666
Reloadtime 4
Damage/second 167
Range 380

A heavy duty battle tank. The Reaper excels at absorbing damage in pitched battles, but its low rate of fire means it is not so good at dealing with swarms, and its heavy armor comes at the price of manuverability.


Tremor - Heavy Artillery Tank

Cost 1100
Health Points 2045
Speed 1.7
Weapon damage 180
Reloadtime 0.4
Damage/second 450
Range 1300

The principle behind the Tremor is simple: flood an area with enough shots, and you'll hit something at least once. Slow, clumsy, vulnerable and extremely frightening, the Tremor works best against high-density target areas, where its saturation shots are most likely to do damage.


Banisher - Heavy Missile Tank

Cost 1100
Health Points 1500
Speed 2.4
Weapon damage 1000
Reloadtime 8.5
Damage/second 118
Range 650

As a heavy skirmisher, the Banisher adds medium-long range striking power to the Logos assault force. Its guided missiles are fast and devastating against both land and air targets, although they have a significant reload time. Unsupported Banishers can easily be overwhelmed by floods of small units.


Goliath - Heavy Riot Tank

Cost 1900
Health Points 12000
Speed 2.05
Weapon damage 580
Reloadtime 3.5
Damage/second 166
Range 400

The Goliath is the single heaviest tank on the field, a testament to Logos firepower. Its main gun is a hefty cannon that can really ruin a smaller unit's day, while mounted on the turret is a light flamethrower which quickly cooks anything that invades the Golly's privacy. However, it turns like a tub of water, and its short range makes it easy prey for skirmishers, or air attacks.


Hedgehog - Amphibious Anti-missile Defense

Cost 2500
Health Points 900
Speed 2.1
Weapon damage 500
Reloadtime 12
Damage/second 42
Range 3000

The Hedgehog is a mobile antinuke platform, capable of intercepting enemy nuclear missiles within a small radius.


Copperhead - Flak Tank

Cost 550
Health Points 1200
Speed 3.2
Weapon damage 120
Reloadtime 0.4
Damage/second 300
Range 900


Pavise - Shield Tank

Cost 550
Health Points 820
Speed 2.352
Weapon damage 10
Reloadtime
Damage/second
Range


Airplane Plant

Produces Airplanes, Builds at 6 m/s


Bumblebee - Construction Aircraft, Builds at 4.8 m/s

Cost 240
Health Points 145
Speed 7.9
Buildpower 4.8

The Bumblebee flies quickly over any terrain, but is fragile to any AA. Though it has relatively poor nano power compared to other constructors, it is able to build in many hard to reach places and expand an air players territory in a nonlinear fashion. Due to its mobility, it is ideal for reclaiming wrecks.


Avenger - Multirole Fighter

Cost 150
Health Points 385
Speed 14.5
Weapon damage 210
Reloadtime 4.5
Damage/second 47
Range 530

The Avenger can hit both land and air. It protects well again air units, but enemy AA and air superiority fighters will kill it quickly. It can harass land units relatively effectively in numbers.


Vamp - Air Superiority Stealth Fighter

Cost 300
Health Points 1000
Speed 15.5
Weapon damage 150
Reloadtime 1.5
Damage/second 100
Range 750


Shadow - Precision Bomber

Cost 350
Health Points 800
Speed 10
Weapon damage 1000
Reloadtime 7
Damage/second 143
Range 800

The Shadow drops a single high damage, low AoE bomb. Cost for cost, nothing quite matches it for taking out that antinuke or HLT, but you should look elsewhere for something to use against mobile armies.


Titan - Torpedo Bomber

Cost 450
Health Points 1000
Speed 10
Weapon damage 1000
Reloadtime 8
Damage/second 125
Range 500


Firestorm - Napalm Bomber

Cost 600
Health Points 1100
Speed 9
Weapon damage 1500
Reloadtime 10
Damage/second 150
Range 800

A large group of these is the worst possible thing that can appear on a Nova radar screen. The Firestorm's napalm bombs decimates field troops and buildings alike - in sufficient numbers, it can level an entire fortress.


Condor - Temporary-Impulse-Mine Bomber (mines cost energy)

Cost 600
Health Points 1000
Speed 12

The Condor lays down light mines over an area, allowing it to set lethal traps for enemy forces. Mines placed by air explode on their own after 30 seconds.


Fink - Scout Plane

Cost 60
Health Points 90
Speed 16

The Fink is a cheap scout plane. Use it to map the opponent's base


Vulture - Stealth Radar/Sonar Plane

Cost 340
Health Points 890
Speed 14.2


Gunship Plant

Produces Gunships, Builds at 6 m/s


Bumblebee - Construction Aircraft, Builds at 4.8 m/s

Cost 240
Health Points 145
Speed 7.9
Buildpower 4.8

The Bumblebee flies quickly over any terrain, but is fragile to any AA. Though it has relatively poor nano power compared to other constructors, it is able to build in many hard to reach places and expand an air players territory in a nonlinear fashion. Due to its mobility, it is ideal for reclaiming wrecks.


Blastwing - Bomb Drone

Cost 50
Health Points 80
Speed 8.2

Flying bomb. Why not? The blastwing does only a small amount of damage, suitable for taking out mexes, solars, llts, wind farms and nanotowers, though it can offer a more fomidible punch en-masse. Be mindful of the speed and direction it is travelling, as much of the damage done by it is directional shrapnel that will continue on the trajectory of the bomb after it dies. In this way, you can spray an enemy with shards of metal even if your blastwing dies before it is in range. Do not pack them too tightly, as they can chain explode.


Rapier - Raider Gunship

Cost 300
Health Points 1130
Speed 5.39
Weapon damage 100
Reloadtime 1.6
Damage/second 63
Range 300

Logos' light raider gunship. Its missiles are accurate and hit air, and it is good against small targets and defending against other raiders.


Vindicator - Armed Heavy Air Transport

Cost 500
Health Points 1100
Speed 8
Weapon damage 7
Reloadtime 0.2
Damage/second 35
Range 350

Vindicator means bad news in the Nova dialect. Shoot at the dropship and it will shoot back with its two rapid-fire laser guns. Kill it and it will release its deadly cargo, thanks to a cargo ejection mechanism.


Black Dawn - Ground Assault Gunship

Cost 900
Health Points 2900
Speed 4.65
Weapon damage 1600
Reloadtime 9
Damage/second 178
Range 450

The Black Dawn is Logos' Assault Gunship. It has high HP and a huge damage output, but is expensive and inaccurate, especially vs moving targets. It is best for taking on clumped base structures, heavy slow moving or stationary units.


Krow - Flying Fortress

Cost 5000
Health Points 17000
Speed 4.03
Weapon damage 20
Reloadtime 0.2
Damage/second 100
Range 525


Valkyrie - Air Transport

Cost 80
Health Points 250
Speed 10.7

The Valkyrie is Logos' basic transport unit. It's used to ferry units to the front or make a drop deep behind enemy lines, but should not be used to land in areas with any kind of serious AA cover.


Owl - High-Altitude Spy Drone

Cost 700
Health Points 400
Speed 1

This stealthy orb can serve as a spotter for your artillery or spy on an opponent's base. It uses a lot of energy to stay in the air but is safe from nearly all units. Vulnerable to advanced fighterplanes and long range missile towers.


Shipyard

Produces Ships, Builds at 6 m/s


Mariner - Construction Ship, Builds at 12 m/s

Cost 250
Health Points 1150
Speed 2.5
Buildpower 12

Although expensive, the Construction Ship boasts extremely high nano power, combined with tough armor and good speed.


Searcher - Torpedo Boat

Cost 180
Health Points 620
Speed 4.5
Weapon damage 200
Reloadtime 5
Damage/second 40
Range 300

Cheap, fast, and fragile, this Torpedo Boat works well for light raiding and spotting for longer-ranged ships. Packs of these are also a good option when it comes to scouring the waters for submarines.


Supporter - Corvette (Assault/Raider)

Cost 320
Health Points 2210
Speed 3.4
Weapon damage 14
Reloadtime 0.2
Damage/second 70
Range 320

This Corvette combines high speed, decent armor, and strong firepower at a low cost--for a ship. Use Corvette packs against anything on the surface, but watch out for submarine attacks.


Snake - Submarine

Cost 600
Health Points 900
Speed 2.9
Weapon damage 400
Reloadtime 3
Damage/second 133
Range 500

Expensive, stealthy, and fragile, this Submarine can quickly sink anything it can hit. The Submarine cannot shoot behind itself, and its turn rate is poor, so positioning is key. Watch out for anything with anti-sub weaponry, such as Destroyers.


Enforcer - Missile Destroyer (Support/Anti-Air)

Cost 700
Health Points 3640
Speed 3
Weapon damage 600
Reloadtime 7.7
Damage/second 78
Range 650

This Destroyer packs a powerful, long-range missile, useful for bombarding sea and shore targets, as well as a lighter, faster missile for AA. Beware of subs and Corvettes.


Executioner - Cruiser (Assault/Anti-Sub)

Cost 1800
Health Points 4650
Speed 2.84
Weapon damage 840
Reloadtime 4.5
Damage/second 187
Range 530

The workhorse of the open seas, the Executioner possesses a hefty complement of weapons: a double-barreled high-energy laser, twin deck lasers, and a depthcharge launcher for fending off sub ambush.


Leviathan - Tactical Nuke/Anti Nuke Missile Sub

Cost 3000
Health Points 3000
Speed 2.79
Weapon damage 3500
Reloadtime 1
Damage/second 3500
Range 3000


Warlord - Battleship (Bombardment)

Cost 4600
Health Points 10000
Speed 2.8
Weapon damage 1000
Reloadtime 10
Damage/second 100
Range 1400

A single salvo from one of these will pummel almost any surface target into submission. The psychological effects of the muzzle flash and the ship recoiling in the water are impressive enough, to say nothing of the effects of a direct hit. Be warned--battleships are not meant to be used on their own, lacking in anti-air and anti-submarine protection as they are.


Shredder - Anti-Air Frigate

Cost 750
Health Points 2600
Speed 2.84
Weapon damage 25
Reloadtime 0.18
Damage/second 139
Range 1040

With its powerful flak cannon and rapid-fire missile launcher, the anti-air frigate protects your fleet from aerial attackers. As always, it is useless against targets that aren't airborne.


Surfboard - Transport Platform

Cost 220
Health Points 1101
Speed 3.54

The Surfboard serves as a naval transport and firing platform--that is, any unit on the Surfboard can fire off of it.


Amphibious Operations Platform

Produces Hovercraft and Amphibious units, Builds at 6 m/s


Hovercon - Construction Hovercraft, Builds at 6 m/s

Cost 150
Health Points 1341
Speed 2.5
Buildpower 6


Pinchy - Construction Amph, Builds at 6 m/s

Cost 120
Health Points 450
Speed 1.5225
Buildpower 6

The Pinchy is Logos' amphibious construction unit.


Scrubber - Fast Attack Hovercraft

Cost 110
Health Points 230
Speed 4.46
Weapon damage 12
Reloadtime 0.2
Damage/second 60
Range 230


Gimp - Torpedo Amph

Cost 450
Health Points 1000
Speed 2.2
Weapon damage 150
Reloadtime 4
Damage/second 38
Range 400

The Gimp is a light amphib, capable of fighting both in and out of the water. On the surface, it attacks enemies with its lasers; underwater, it puts its torpedoes to good use.


Croc - Amphibious Raider Tank

Cost 550
Health Points 2340
Speed 2.5
Weapon damage 116
Reloadtime 0.9
Damage/second 129
Range 440

True to its name, the Croc is a fast, fairly agile and highly aggressive amphibous tank. It offers a good combination of mobility, protection and firepower, making it an ideal medium-level combat unit.


Halberd - Assault Hovertank

Cost 700
Health Points 3465
Speed 1.68
Weapon damage 25
Reloadtime 0.2
Damage/second 125
Range 275

The Halberd is a heavy-duty assault hovertank, the Can of the sea. It is slow and short-ranged, making it easy prey for skirmishers - however, anything it gets close to is expected to die very quickly.


Slinger - Anti-Air Hovercraft

Cost 250
Health Points 1008
Speed 3.54
Weapon damage 115
Reloadtime 2
Damage/second 58
Range 700


Turtle - Transport Hovercraft

Cost 700
Health Points 4500
Speed 2.4


Strider Gantry

Produces Striders, Builds at 6 m/s


Outcast - Airborne SpecOps? Engineer, Builds at 6 m/s

Cost 500
Health Points 200
Speed 8.71
Buildpower 6

One of the few stealth Logos units, the Outcast is a surprisingly subtle approach to the problem of interdiction. It is capable of getting past hostile defenses undetected, then putting together a field army in the back of the enemy's base.


Necro - Construction/Ressurection Bot, Builds at 6 m/s

Cost 120
Health Points 540
Speed 1.9
Buildpower 6


Commander with Dgun - Commander with Dgun, Builds at 12 m/s

Cost 3000
Health Points 3000
Speed 1.45
Weapon damage 1200
Reloadtime 1
Damage/second 1200
Range 250
Buildpower 12


Karganeth - Assault/Riot Strider

Cost 4000
Health Points 11000
Speed 1.787
Weapon damage 750
Reloadtime 8
Damage/second 94
Range 450

The Karganeth is a heavy frontal assault unit for when conventional means don't cut it. Decked out with an array of heatrays, flamethrowers and napalm missiles, it can quickly cook anything foolish enough to get too close.


Catapult - Heavy Rocket Strider

Cost 4300
Health Points 6500
Speed 1.8
Weapon damage 200
Reloadtime 30
Damage/second 7
Range 1450

The Catapult is an MLRS strider. It can launch a volley of rockets that guarantees the destruction of almost anything in the target area, then quickly retreat behind friendly forces.


Juggernaut - Heavy Assault Strider

Cost 12000
Health Points 100000
Speed 0.8325
Weapon damage 40
Reloadtime 0.17
Damage/second 235
Range 430

The Juggernaut is the big daddy to the Sumo. Where its smaller cousin sported the exotic heatray, the Jugg is even more bizzare with its three gravity guns complementing a standard laser cannon. This beast is slow and expensive, but seemingly impervious to enemy fire.


Saktoth - Ulitmate Assault Strider

Cost 29000
Health Points 133700
Speed 1.488
Weapon damage 3300
Reloadtime 6
Damage/second 550
Range 900

Forged from the very essence of the greatest Logos commander who ever lived, the Saktoth is the single largest strider to walk the earth. This armed-to-the-teeth monstrosity's function is simple - obliterate large groups of lesser bots, tanks and turrets while marching into the enemy base. Note however that a lone Saktoth can be easily countered in a surprisingly large number of ways - prepare accordingly.


Static Weapons

Pulverizer - Light Missile Tower

Cost 80
Health Points 300
Weapon damage 110
Reloadtime 1.2
Damage/second 92
Range 610

The Pulverizer is a light multi-purpose missile tower. It is good for sniping units from a distance, providing some degree of anti-air protection, and skirmishing enemy LLTs from outside their range. However, it breaks when you sneeze on it.


Lotus - Light Laser Tower

Cost 90
Health Points 785
Weapon damage 20
Reloadtime 0.2
Damage/second 100
Range 460

The Lotus is a basic turret. A versatile, solid anti-ground weapon, it does well versus scouts as well as being able to take on one or two raiders. Falls relatively easily to skirmishers, artillery or assault units unless supported.


Scorcher - Anti-Swarm Heat Ray (weaker at range)

Cost 200
Health Points 1500
Weapon damage 75
Reloadtime 0.1
Damage/second 750
Range 460

The Scorcher is armed with the Heat Ray. Unfortunately, the beam gradually dissipates as it travels and loses most of its lethality at long range.


Newton - Gravity Turret - On to Repulse, Off to Attract

Cost 200
Health Points 2000
Weapon damage 0.006
Reloadtime 0.2
Damage/second 0
Range 440

The Newton is armed with an experimental graviton projector. This weapon does virtually no damage directly, but can push units toward or away from the Newton. You can use it on your own units as well, but beware of friendly fire.


Jellyfish - Depthcharge Launcher

Cost 250
Health Points 1075
Weapon damage 250
Reloadtime 1.8
Damage/second 139
Range 580


Stinger - High-Energy Laser Tower

Cost 450
Health Points 2475
Weapon damage 810
Reloadtime 4.5
Damage/second 180
Range 620

The Stinger is a medium laser turret. Its three rotating laser guns can kill almost any small unit, but its low rate of fire makes it vulnerable to swarms when unassisted.


Razor's Kiss - Anti-Air Laser

Cost 280
Health Points 1200
Weapon damage 25
Reloadtime 0.1
Damage/second 250
Range 1040

The Razor's Kiss is a medium anti-air turret. Though inaccurate at its max range, it does well against units flying directly over it and gunships. Its high hit points and armour bonus when closed makes it very hard for the enemy to dislodge.


Viper - Dug-in Sabot Battery

Cost 500
Health Points 2200
Weapon damage 650
Reloadtime 2.7
Damage/second 241
Range 460

The Viper is a tough nut to crack. When buried in the ground, it is virtually impossible to kill - when it pops up, it will frag anything unlucky enough to be in its line of sight. However, it has a rather short range.


Doomsday Machine - Medium range defense fortress

Cost 2600
Health Points 10000
Weapon damage 1200
Reloadtime 3
Damage/second 400
Range 700

Armed with a Tachyon Accelerator and a Heat Ray, the Doomsday Machine stands ready to take on all comers. However, its thick armor can be whittled down by artillery or aerial bombardment.


Intimidator - Strategic Plasma Cannon

Cost 6000
Health Points 4600
Weapon damage 2400
Reloadtime 8
Damage/second 300
Range 6600


Cobra - Anti-Air Flak Gun

Cost 1000
Health Points 2400
Weapon damage 200
Reloadtime 0.5
Damage/second 400
Range 1200


Screamer - Long-Range AA Missile Tower

Cost 2400
Health Points 1570
Weapon damage 1750
Reloadtime 1.2
Damage/second 1458
Range 2400

The Screamer is an extremely long-ranging first strike anti-air weapon that sends a clear message to enemy aircraft - can't go here, sonny. Each shot must be stockpiled at the cost of resources, but this is well worth the price, for a quick salvo of missiles will wipe out almost any air attack without fuss.


Catalyst - Tactical Nuclear Missile Launcher

Cost 2700
Health Points 3200
Weapon damage 3500
Reloadtime 1
Damage/second 3500
Range 3500

A long-range precision strike weapon, the Logos Catalyst can pick off high-value targets from a safe distance with its tactical nuclear warheads.


Fortitude - Anti-Nuke System

Cost 3000
Health Points 3300
Weapon damage 1500
Reloadtime 6
Damage/second 250
Range 4000


Urchin - Torpedo Launcher

Cost 260
Health Points 1900
Weapon damage 280
Reloadtime 1.9
Damage/second 147
Range 550

This Torpedo Launcher provides defense against both surface and submerged vessels. Remember to build sonar so that the Torpedo Launcher can hit submerged targets. The Torpedo Launcher cannot hit hovercraft.


Lamprey - Advanced Torpedo Launcher

Cost 1400
Health Points 1600
Weapon damage 2500
Reloadtime 10
Damage/second 250
Range 900


Silencer - Nuclear ICBM Launcher

Cost 7000
Health Points 5560
Weapon damage 11500
Reloadtime 5
Damage/second 2300
Range 72000


Zenith - Meteor Controller

Cost 35000
Health Points 12000
Weapon damage 2000
Reloadtime 1
Damage/second 2000
Range 9000


Other Structures

Metal Extractor - Extracts Metal

Cost 100
Health Points 525

The metal extractor is the primary means of getting metal. If you have excess energy, metal extractors will automatically use it to extract more metal.


Exploiter - Armed Metal Extractor

Cost 200
Health Points 1000
Weapon damage 20
Reloadtime 0.2
Damage/second 100
Range 430


Solar Collector - Produces Energy (1)

Cost 40
Health Points 320


Geothermal Powerplant - Produces Energy (36)

Cost 650
Health Points 1850


Graviton Power Generator - Produces Energy (30)

Cost 1000
Health Points 2000


Singularity Reactor - Produces Energy (200) - HAZARDOUS

Cost 4000
Health Points 4000

The Singularity Reactor employs graviton power-generation theory beyond safety specifications. With such immense generating capacity in one structure comes great consequence. All mobile units within the enormous death blast radius are sent careening to ground zero. An entire continent on which this is built should be considered unsafe ground.


Wind Generator - Produkuje energię

Cost 40
Health Points 130

Elektrownie powietrzne produkują różne ilości energii polegająć na wysokości i szybkości wiatru.


Behemoth - Geotermalna bateria plazmowa

Cost 3000
Health Points 3500
Weapon damage 300
Reloadtime 6
Damage/second 50
Range 1650


Kettle - Uzbrojona elektrownia geotermalna

Cost 1500
Health Points 8000
Weapon damage 15
Reloadtime 0.05
Damage/second 300
Range 400


Metal Storage - Magazynuje Metal (500)

Cost 80
Health Points 700


Energy Storage - Magazynuje energię (500)

Cost 150
Health Points 1000


Custodian - Nanowieżyczka, buduje z prędkością 12m/s

Cost 220
Health Points 500
Buildpower 12


Air Repair Pad - Automatycznie naprawia samoloty

Cost 350
Health Points 1905
Buildpower 12


Radar Tower - Radar krótkiego zasięgu

Cost 55
Health Points 81


Advanced Radar Tower - Radar dalekiego zasięgu, zmniejsza wahania

Cost 500
Health Points 330


Shroud - Zakłócająca/Myląca? wieża dalekiego zasięgu

Cost 450
Health Points 800


Aegis - Lekki generator tarczy

Cost 450
Health Points 760
Weapon damage 10
Reloadtime
Damage/second
Range


Overseer - Tarcza Balistyczna

Cost 2000
Health Points 3200
Weapon damage 10
Reloadtime
Damage/second
Range


Flyweight - Lekka mina

Cost 10
Health Points 20


Bantam - Średnia mina

Cost 30
Health Points 20


Heavyweight - Ciężka mina

Cost 45
Health Points 20


Barrier - Ściana

Cost 0
Health Points 2500


Trench - Fosa

Cost 0
Health Points 2500


Level - Wyrównuje teren

Cost 0
Health Points 2500


Ramp Down - Terraformuje pochyłość w dół

Cost 0
Health Points 2500


Ramp Up - Terraformuje pochyłość do góry

Cost 0
Health Points 2500


Decoy Commander - Sztuczny dowódca, buduje z prędkością 12m/s

Cost 750
Health Points 3000
Speed 1.45
Weapon damage 99999
Reloadtime 1.5
Damage/second 66666
Range 250
Buildpower 12


Underwater Metal Extractor - Ekstraktuje metal (nadmiar energii powoduje zwiększenie wydobycia)

Cost 150
Health Points 755

Ekstraktor metalu jest podstawowym sposobem wydobywania metalu. Jeżeli masz nadmiar energii, automatycznie zostanie ona przydzielona do tych ekstraktorów co spowoduje zwiększenie wydobycia.


Tidal Generator - Produkuje energię.

Cost 55
Health Points 260


Floating Nano Turret - Naprawia i buduje w dużym zasięgu. Buduje z szybkością 12m/s

Cost 220
Health Points 500
Buildpower 12


Floating Radar Tower - Radar krótkiego zasięgu

Cost 110
Health Points 103


Floating Advanced Radar Tower - Radar dalekiego zasięgu

Cost 800
Health Points 550


Sonar Station - Wykrywa wodne jednostki

Cost 120
Health Points 250


Advanced Sonar Station - Ulepszony Sonar

Cost 500
Health Points 2000


Kurczaki (codename: Thunderbirds)

http://trac.caspring.org/export/head/trunk/mods/ca/sidepics/Chicken (random if disabled)_16.png Kurczaki są siłą z którą trzeba walczyć.


Gniazdo

"Produkuje" kurczaki


Pigeon - Latający zwiadowca

Cost 0
Health Points 70
Speed 10
Weapon damage 150
Reloadtime 4
Damage/second 38
Range 600

Mały latający zwiadowca. Użyj go, aby zlokalizować bazę wroga itp. Potrafi także wystrzeliwać pojedyncze zarodnikiw cele lądowe i powietrzne.


Talon - Latający wypluwacz kolców

Cost 0
Health Points 1400
Speed 10
Weapon damage 160
Reloadtime 1.5
Damage/second 107
Range 400

Latający kurczak!Talon jest zabójczym drapieżnikiem który niszczy jednostki powietrzne swoimi kolcami, ale też wesoło zastosuje je na celach lądowych. Tak czy siak, można go pokonać tak jak każdą inną jednostkę latającą.


Chicken Queen - Gdakające piekło!

Cost 0
Health Points 500000
Speed 2
Weapon damage 2000
Reloadtime 0.4
Damage/second 5000
Range 200

Jedno słowo: UCIEKAJ! Królowa kurczaków jest matką kolonii Thunderbird, i gdy wkurzona jest praktycznie nie do zatrzymania. Może rozlać kwas, wystrzelić zarodniki aby zniszczyć lotnictwo, i odkponąć jednostki lądowe z dala od siebie. Oprócz tego, jej szczęki mogą roztargać na szczątki największe mechy bojowe w sekundy. Tylko najbardziej zdeterminowany i skupiony szturm może mieć nadzieję aby zatrzymać Królową.


Chicken - Rojownik

Cost 0
Health Points 270
Speed 3.2
Weapon damage 80
Reloadtime 1.2
Damage/second 67
Range 100

Jednostka podstawowa kolonii Thunderbirdów jest agresywną tanią jednostką. Brakuje jej co prawda siły, ale rekompensuje to swą liczebnością, przewyższając wroga powodziami małych kurczaków. Dobra jednostka klasy riot jest rekomendowana aby je zatrzymywać.


Digger - Podkopujący się zwiadowca/rajder

Cost 0
Health Points 180
Speed 1.8
Weapon damage 40
Reloadtime 1.2
Damage/second 33
Range 60

Twarde szpony Diggera potrafią przebijać się przez najtwardsze skały niczym świdry przez piasek. Dzięki temu potrafi się przemieszczać podziemią (bardzo powoli trzeba dodać)a jedyny sposób wykrycia go, to ekwipunek sejsmiczny.


Spiker - Wypluwacz Kolców

Cost 0
Health Points 600
Speed 2
Weapon damage 140
Reloadtime 1.5
Damage/second 93
Range 400

Ostre pociski Spikera potrafią przebić się nawet przez najgrubszy pancerz.. mimo że nie jest zbyt żywotny, wciąż stanowi zagrożenie dla jednostek powietrznych jak i lądowych. Niszcz go tym, co przewyższa go zasięgiem..


Dodo - Kurczakowa Bomba

Cost 0
Health Points 200
Speed 7

Ciało Dodo zawiera niestabilną wybuchową materię organiczną. przy najmniejszej prowokacji, wybucha spektakularnie, powodując falę uderzeniową wyrzucającą pobliskie jednostki w powietrze. Uważaj na jego latające po wybuchu kończyny czy kolce, gdyż powodują śladowe ilości obrażeń.


Cockatrice - Assault

Cost 0
żywotność 2800
Szybkość 1.8
Siła ognia 120
Przeładowywanie 0.4
Obrażenia na sekundę 300
Zasięg 130

Cockatrice jest prawdziwą bestią. Pozornie niewrażliwy na ogień wroga, spokojnie podchodzi do celu i rozkłada go na czynniki pierwsze swymi niewiarygodnie mocnymi szczękami. Na szczęście, nie jest zbyt szybki ani inteligentny, i może zostać zmiażdżony przez jednostki powietrzne lub Skirmisherów.


Lobber - Artyleria

Koszt 0
Żywotność 1200
Szybkość 1.8
Siła ognia 640
Przeładowywanie 6 sek.
Obrażenia na sekundę 107
Zasięg 1250

Forma organicznej artylerii, Lobber wypluwa kule jadu przez długie odległości o wysokiej trajektorii. Stwarza problemy dla tych, którzy nadmiernie polegają na obronie statycznej, lecz jest bezsilny wobec bezpośrednich ataków.


Spidermonkey - Terenowy Przeciw-Powietrzny siatkarz

Cost 0
Health Points 1800
Speed 2.2
Weapon damage 5
Reloadtime 0.01
Damage/second 500
Range 600

Spidermonkey jest niezwykłym kurczakiem wspomagającym. Jak sama nazwa mówi, może wspinać się po ścianach, jednakże potrafią też wypluwać grube sieci aby złapać samoloty w sidła dokładnie tak jak pająk łapie owady.


Basilisk - Terenowe Rioty

Cost 0
Health Points 1800
Speed 2.2
Weapon damage 560
Reloadtime 3
Damage/second 187
Range 400

Basilisk wspina się po ścianach jak pająk, aby zaskoczyć swych przeciwników rozlewajać na nich swój wysoko żrący kwas. Tylko czujna obserwacja powstrzymuje te stworzenia przed podkradnięciem się przez górę aby zniszczyć twoją bazę z niespodziewanej strony.


Listener - Podziemny Mobilny Detektor Sejsmiczny

Cost 0
Health Points 700
Speed 0.6

Listener to kolejna, ulepszona forma Digger'a. Choć stracił możliwość walki, wykształcił unikalny zmysł słuchu pozwalający na określenie pozycji wrogich wojsk.


Drone - Przemienia się w struktury kurczaków.

Koszt 0
Żywotność 170
Szybkość 1.8

Podrzędny organizm, którego jedynym celem z życiu jest przemiana w jedną ze struktur Roju Kurczaków.


Bronie statyczne

Chicken Tube - Wieżyczka Obronna

Koszt 0
Żywotność 500
Weapon damage 600
Przeładowywanie 6 sek.
Obrażenia na sekundę 100
Range 420

Tuba jest jedyną strukturą obronną kurczaków, która wystrzeliwuje szkodliwe zarodniki zarówno w cele lądowe jak i powietrzne.