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)
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 |
|
|
|
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 |
|
|
|
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 |
|
|
|
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 |
|
|
|
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 |
|
|
|
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 |
|
|
|
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.
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 |
|
|
|
Beaver - Construction Amph, Builds at 6 m/s
|
| Cost |
140 |
| Health Points |
925 |
| Speed |
2.9 |
|
|
|
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 |
|
|
|
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 |
|
|
|
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 |
|
|
|
Air Repair Pad - Automatically Repairs Aircraft
|
| Cost |
350 |
| Health Points |
1860 |
|
|
|
Radar Tower - Early Warning System
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
Micro - Light Mine
Kilo - Medium Mine
Mega - Heavy Mine
Dragon's Teeth - Perimeter Defense
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 |
|
|
|
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
Floating Metal Maker - Converts Energy to Metal
|
| Cost |
25 |
| Health Points |
110 |
|
|
|
The metal maker produces 0.5 metal for 40 energy each second.
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 |
|
|
|
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 |
|
|
|
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 |
|
|
|
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 |
|
|
|
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 |
|
|
|
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 |
|
|
|
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.
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 |
|
|
|
Pinchy - Construction Amph, Builds at 6 m/s
|
| Cost |
120 |
| Health Points |
450 |
| Speed |
1.5225 |
|
|
|
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 |
|
|
|
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 |
|
|
|
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 |
|
|
|
Air Repair Pad - Automatycznie naprawia samoloty
|
| Cost |
350 |
| Health Points |
1905 |
|
|
|
Radar Tower - Radar krótkiego zasięgu
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
Bantam - Średnia mina
Heavyweight - Ciężka mina
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 |
|
|
|
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)
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
|
|
| 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.