Nova favors mobility, range and affordability. Its Commanders should try to take an indirect approach whenever possible.
Infantry Bot Factory
Produces Infantry robots, Builds at 6 m/s
The Infantry Bot Lab is an ideal fac for tactical manuvers in difficult terrain, with a diverse selection of raider, skirmisher and riot units. What it lacks in brute force, it makes up for in mobility and sheer numbers. Key units: Flea, Glaive, Rocko, Tick
Rector - Construction/Capture Bot, Builds at 6 m/s
|
| Cost |
120 |
| Health Points |
660 |
| Speed |
2 |
|
Flea - All-Terrain Scout Bot
|
| Cost |
20 |
| Health Points |
40 |
| Speed |
4.8 |
|
| Tiny Laser |
| Damage |
8 |
| Reloadtime |
0.25 |
| Damage/second |
32 |
| Range |
140 |
|
The Flea can hide in inaccessible locations where its sophisticate sensor suite allows it to see further than it can be seen. It can be used in small groups to effectively raid mexes early on, and in maps with tall cliffs can attack from unexpected angles. It does very little damage and dies to any form of opposition.
Morphs to: Glaive (3 Rank, 10s), Zipper (3 Rank, 20s)
Glaive - Raider Bot
|
| Cost |
65 |
| Health Points |
190 |
| Speed |
3.8 |
|
| Pulse MG |
| Damage |
33 |
| Reloadtime |
0.31 |
| Damage/second |
106 |
| Range |
185 |
|
Light and cheap, the Glaive can be built by the dozen, but dies just as fast and is rarely of much use versus serious opposition. Counter with riot units or LLTs.
Morphs to: Warrior (3 Rank, 10s), Zipper (3 Rank, 20s)
Rocko - Skirmisher Bot
|
| Cost |
90 |
| Health Points |
480 |
| Speed |
2.1 |
|
| Rocket |
| Damage |
180 |
| Reloadtime |
3.8 |
| Damage/second |
47 |
| Range |
440 |
|
The Rocko's low damage, low speed unguided rockets are redeemed by their range. They are most effective in a line, firing at maximum range. Counter them by attacking them with fast units, or by placing your defenses behind a terraform wall.
Morphs to: Recluse (3 Rank, 20s)
Tick - All-Terrain EMP Crawling Bomb
|
| Cost |
100 |
| Health Points |
50 |
| Speed |
4.2 |
|
Used skillfully, the Tick can be worth dozens of times its cost. Use it to paralyze defenses, heavy units, and tightly packed units armed with slow weapons. Other units can then eliminate the helpless enemies without risk. Counter with missile towers or single cheap units to set off a premature detonation.
Hammer - Artillery/Skirmisher Bot
|
| Cost |
130 |
| Health Points |
350 |
| Speed |
1.72 |
|
| Light Plasma Cannon |
| Damage |
150 |
| Reloadtime |
6 |
| Damage/second |
25 |
| Range |
840 |
|
The Hammer has a long range plasma cannon that allows indirect fire over obstacles, and outranges basic fixed defense up to HLT. Though effective vs mobile units, it should be defended by warriors in order to prevent raiders and other fast units from closing range.
Warrior - Riot Bot
|
| Cost |
220 |
| Health Points |
880 |
| Speed |
1.71 |
|
| Heavy EMG |
| Damage |
117 |
| Reloadtime |
0.52 |
| Damage/second |
225 |
| Range |
270 |
|
The Warrior's devastating heavy Energy Machine Gun is effective versus most enemy units, in particular raiders. It performs poorly versus static defense, so do not use it as an assault unit. Counter by staying out of their range, as they are slow.
Morphs to: Zeus (3 Rank, 20s)
Jethro - Anti-air Bot
|
| Cost |
100 |
| Health Points |
550 |
| Speed |
3 |
|
| Missiles |
| Damage |
|
| Reloadtime |
0.5 |
| Damage/second |
|
| Range |
800 |
|
| Homing Missiles |
| Damage |
90 |
| Reloadtime |
2 |
| Damage/second |
45 |
| Range |
760 |
|
A step between defenders and packos for air defense with the weaknesses of neither as well as being able to decisively protect a mobile force, the Jethro gives Bots a definite advantage vs air. Defenseless vs. land forces.
Morphs to: Hunchback (3 Rank, 20s)
Marky - Radar Bot
|
| Cost |
100 |
| Health Points |
350 |
| Speed |
2.3 |
|
Marky provides radar coverage on the battlefield.
Morphs to: Radar Tower (12s)
Tactical Walker Factory
Produces Specialized Walkers, Builds at 6 m/s
The choice of the discerning commander, the Tactical Walker Factory is a strictly cloak-and-dagger operation. Paralysers, cloaking fields, all-terrain spiders and jammers abound in this fine collection of deceptively deadly special operations units. Key Units: Zeus, Venom, Recluse, Eraser, Sharpshooter, Crabe
Weaver - Cloaking Construction Spider, Builds at 9 m/s
|
| Cost |
230 |
| Health Points |
750 |
| Speed |
1.7 |
|
The Weaver is a constructor that can climb over any obstacle and build defenses on high ground.
Zipper - Ultra Fast Stealth Raider
|
| Cost |
130 |
| Health Points |
480 |
| Speed |
8 |
|
| Laser |
| Damage |
32 |
| Reloadtime |
0.4 |
| Damage/second |
80 |
| Range |
140 |
|
The Zipper can zip past defences and destroy the structures inside your opponent's base. Use the sprint button to make it faster for a few seconds.
Venom - Riot EMP Spider
|
| Cost |
200 |
| Health Points |
750 |
| Speed |
2.85 |
|
| Electro-Stunner |
| Damage |
1,000 (P) |
| Reloadtime |
1.75 |
| Damage/second |
571 (P) |
| Range |
220 |
|
The Venom is an all-terrain unit designed to paralyze enemies so other units can easily destroy them. It has AoE and is useful as a riot unit, for keeping swarms at bay. Works well in tandem with the recluse to keep enemies from closing range with that fragile skirmisher.
Recluse - Skirmisher Spider
|
| Cost |
300 |
| Health Points |
600 |
| Speed |
1.8 |
|
| Rocket Volley |
| Damage |
420 |
| Reloadtime |
4 |
| Damage/second |
105 |
| Range |
550 |
|
An all terrain missile launching unit. Climb walls with this spider walker and take your enemy by surprise. The unguided rockets cannot hit a rapidly jinking target, but they have a fairly long range.
Zeus - Assault Walker
|
| Cost |
350 |
| Health Points |
2,400 |
| Speed |
1.787 |
|
| LightningGun |
| Damage |
800 (P) |
| Reloadtime |
1.8 |
| Damage/second |
444 (P) |
| Range |
280 |
|
Slowly and steadily, groups of Zeuses can shrug off heavy fire as they make their way towards enemy fortifications, until they can field their short-range lightning cannon, which damages and stuns entrenched foes. Counter with anything that can reliably kite it, making sure that you don't get paralyzed (in which case you are as good as dead.)
Morphs to: Crabe (3 Rank, 20s)
Sharpshooter - Sniper Walker
|
| Cost |
700 |
| Health Points |
560 |
| Speed |
1.7 |
|
| Gauss Rifle |
| Damage |
650 |
| Reloadtime |
15 |
| Damage/second |
43 |
| Range |
600 |
|
The Sharpshooter's gauss rifle punches through heavy units, shields and swarms alike. It can fire while cloaked; however its visible round betrays its position. It requires a lot of energy to keep cloaked and fire. The best way to locate a Sharpshooter is by sweeping the area with many scout units.
Crabe - Heavy Riot/Skirmish Walker
|
| Cost |
1,600 |
| Health Points |
4,000 |
| Speed |
1.35 |
|
| Heavy Plasma Cannon |
| Damage |
600 |
| Reloadtime |
4 |
| Damage/second |
150 |
| Range |
600 |
|
The Crabe's huge shells obliterate large swarms of cheap units, and can also outrange basic defenses. When it stops walking, Crabe curls up into armored form. The Crabe's main weakness is its lack of mobility.
Morphs to: Razorback (3 Rank, 30s), Vanguard (3 Rank, 30s)
Scarab - Mobile Anti-missile Defense
|
| Cost |
2,500 |
| Health Points |
780 |
| Speed |
1.83 |
|
| Anti-Nuke Missile |
| 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.
Hunchback - Heavy Anti-Air Walker
|
| Cost |
550 |
| Health Points |
1,020 |
| Speed |
2.017 |
|
| Anti-Air Laser Battery |
| Damage |
16 |
| Reloadtime |
0.1 |
| Damage/second |
160 |
| Range |
820 |
|
| Anti-Air Autocannon |
| Damage |
12 |
| Reloadtime |
0.1 |
| Damage/second |
120 |
| Range |
1040 |
|
The Hunchback packs twin AA lasers and a Packo-type autocannon for slaying enemy aircraft rapidly.
Infiltrator - Spy, Anti-Heavy
|
| Cost |
200 |
| Health Points |
270 |
| Speed |
2.707 |
|
| Electro-Stunner |
| Damage |
15,000 (P) |
| Reloadtime |
30 |
| Damage/second |
500 (P) |
| Range |
100 |
|
The Infiltrator is useful in two ways. Firstly it is an excellent scout, and very difficult to detect. It can penetrate deep into enemy lines. It also has the capacity to shoot a paralyzing bolt that will freeze any one target, good against heavy enemies and enemy infrastructure. Can adittionally morph into an pitfall mine very quickly.
Morphs to: Pitfall (3s)
Eraser - Cloaker/Jammer Walker
|
| Cost |
421 |
| 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.
Morphs to: Sneaky Pete (25s)
Light Vehicle Factory
Produces light Vehicles, Builds at 6 m/s
With its agile tanks and lethal skirmishers, the Nova Vehicle Plant is the factory of choice for mobile assault, especially on wide open maps. It particularly excels in moving engagements against slow assault or riot forces. Key Units: Flash, Stumpy, Samson, Janus
Pioneer - Construction Vehicle, Builds at 6 m/s
|
| Cost |
140 |
| Health Points |
900 |
| Speed |
2.4 |
|
Nova's construction vehicle.
Jeffy - Raider/Scout Vehicle
|
| Cost |
30 |
| Health Points |
80 |
| Speed |
6.6 |
|
| Laser |
| Damage |
40 |
| Reloadtime |
1 |
| Damage/second |
40 |
| Range |
180 |
|
Cheap and fast, the Jeffy is deadly in the first minutes of the game if your opponent is caught off-guard. Can morph into area and pitfall mines. Use missile towers, LLTs or any quick units to stop them.
Morphs to: Flash (3 Rank, 10s), Hoplite (4s), Pitfall (5s)
Flash - Raider Vehicle
|
| Cost |
100 |
| Health Points |
320 |
| Speed |
4.2 |
|
| Twin Pulse MGs |
| Damage |
33.18 |
| Reloadtime |
0.31 |
| Damage/second |
107 |
| 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.
Morphs to: Stumpy (3 Rank, 10s)
Samson - Ranged Support/AA Trike (must stop to fire)
|
| Cost |
130 |
| Health Points |
500 |
| Speed |
2.5 |
|
| Laser |
| 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 normal skirmishers, the Samson cannot fire while moving.
Morphs to: Phalanx (3 Rank, 20s)
Shellshocker - Light Artillery Vehicle
|
| Cost |
160 |
| Health Points |
300 |
| Speed |
2.7 |
|
| Light Plasma Artillery |
| Damage |
190 |
| Reloadtime |
4.5 |
| Damage/second |
42 |
| Range |
850 |
|
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.
Morphs to: Merl (3 Rank, 20s)
Stumpy - Assault Vehicle
|
| Cost |
180 |
| Health Points |
1,500 |
| Speed |
2.8 |
|
| Light Plasma Cannon |
| Damage |
99.5 |
| Reloadtime |
1.19 |
| Damage/second |
84 |
| Range |
340 |
|
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.
Morphs to: Bulldog (3 Rank, 20s), Panther (3 Rank, 20s)
Janus - Skirmisher Vehicle
|
| Cost |
220 |
| Health Points |
620 |
| Speed |
2.1 |
|
| Heavy Missile Battery |
| Damage |
600 |
| Reloadtime |
10 |
| Damage/second |
60 |
| 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.
Morphs to: Mumbo (3 Rank, 20s)
Heavy Tank Factory
Produces Heavy and Specialized Vehicles, Builds at 6 m/s
Nova's Heavy Tank Factory offers the big boy's toys. Combining firepower with standoff weaponry and cunning stealth abilities, this factory provides the ability to go around - or through - enemy lines with ease. Key Units: Panther, Mumbo, Penetrator, Gremlin
Consul - Construction Vehicle, Builds at 9 m/s
|
| Cost |
250 |
| Health Points |
1,700 |
| Speed |
2.2 |
|
| Mini Electro-Stunner |
| Damage |
600 (P) |
| Reloadtime |
3 |
| Damage/second |
200 (P) |
| Range |
220 |
|
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 |
|
| Gauss Cannon |
| Damage |
40 |
| Reloadtime |
1 |
| Damage/second |
40 |
| Range |
290 |
|
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 |
350 |
| Health Points |
1,000 |
| Speed |
3.9 |
|
| LightningGun |
| Damage |
1,200 (P) |
| Reloadtime |
2.5 |
| Damage/second |
480 (P) |
| 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 |
450 |
| Health Points |
1,130 |
| Speed |
2.2 |
|
| High Intensity Laserbeam |
| Damage |
30 |
| Reloadtime |
0.1 |
| Damage/second |
300 |
| Range |
370 |
|
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. However, its thin armor makes it vulnerable when targetted directly, especially by skirmishers.
Bulldog - Assault Tank
|
| Cost |
800 |
| Health Points |
5,728 |
| Speed |
2.3 |
|
| Medium Plasma Cannon |
| Damage |
332 |
| Reloadtime |
2 |
| Damage/second |
166 |
| Range |
360 |
|
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 |
1,100 |
| Speed |
2.1 |
|
| Cruise Missile |
| Damage |
850 |
| Reloadtime |
10 |
| Damage/second |
85 |
| 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 (Artillery/Anti-Armor)
|
| Cost |
900 |
| Health Points |
1,000 |
| Speed |
2.4 |
|
| Tachyon Accelerator |
| Damage |
3,000 |
| 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 |
1,200 |
| Speed |
3.2 |
|
| Missiles |
| Damage |
|
| Reloadtime |
0.5 |
| Damage/second |
|
| Range |
900 |
|
| Anti-Air Laser Battery |
| Damage |
27 |
| Reloadtime |
0.11 |
| Damage/second |
245 |
| Range |
800 |
|
The Phalanx is a dedicated anti-air laser tank.
Airplane Plant
Produces Airplanes, Builds at 6 m/s
The Airplane Plant offers a variety of fixed-wing aircraft to suit your needs. Choose between multirole fighters that can double as light attackers or specialized interceptors, and between precision bombers for taking down specific targets or their saturation counterparts for destroying swarms.
Crane - Construction Aircraft, Builds at 4.8 m/s
|
| Cost |
220 |
| Health Points |
145 |
| Speed |
7 |
|
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 |
350 |
| Speed |
13 |
|
| Light EMG |
| Damage |
6 |
| Reloadtime |
0.2 |
| Damage/second |
30 |
| Range |
700 |
|
| Guided AA Missiles |
| Damage |
200 |
| Reloadtime |
4.5 |
| Damage/second |
44 |
| 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 |
1,000 |
| Speed |
11 |
|
| Anti-Air Laser Battery |
| 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 |
500 |
| Health Points |
1,500 |
| Speed |
9 |
|
| BogusBomb |
| Damage |
|
| Reloadtime |
2 |
| Damage/second |
|
| Range |
10 |
|
| Guided Bomb |
| Damage |
1,200 |
| Reloadtime |
2 |
| Damage/second |
600 |
| Range |
300 |
|
The fast, accurate Thunder is perfect for surgical strikes against key structures and heavy units, but its lack of AoE means it is not as good against smaller mobiles.
Tempest - Carpet Bomber
|
| Cost |
350 |
| Health Points |
700 |
| Speed |
11 |
|
| Bombs |
| Damage |
700 |
| Reloadtime |
10 |
| Damage/second |
70 |
| Range |
500 |
|
| EMG |
| Damage |
48 |
| Reloadtime |
2 |
| Damage/second |
24 |
| Range |
500 |
|
Nova's carpet 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, as well as light unit swarms.
Stiletto II - EMP Lightning Bomber (stealthy)
|
| Cost |
600 |
| Health Points |
1,130 |
| Speed |
10 |
|
| BogusBomb |
| Damage |
|
| Reloadtime |
10 |
| Damage/second |
|
| Range |
10 |
|
| BombLightning |
| Damage |
|
| Reloadtime |
10 |
| Damage/second |
|
| Range |
730 |
|
Fast stealthy bomber armed with a lightning generator that paralyzes units.
Licho - Implosion Bomber
|
| Cost |
2,500 |
| Health Points |
2,000 |
| Speed |
9 |
|
| PlasmaImplosionDumpRocket |
| Damage |
2,000 |
| Reloadtime |
8 |
| Damage/second |
250 |
| Range |
600 |
|
Eagle - Stealth Radar/Sonar Plane
|
| Cost |
300 |
| Health Points |
800 |
| Speed |
11 |
|
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
The Gunship Plant is designed for close air support. It includes a selection of transports for hauling land units around, and assault gunships which can perform a variety of offensive or defensive roles.
Crane - Construction Aircraft, Builds at 4.8 m/s
|
| Cost |
220 |
| Health Points |
145 |
| Speed |
7 |
|
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 |
|
| Light Electro-Stunner |
| Damage |
400 (P) |
| Reloadtime |
1.2 |
| Damage/second |
333 (P) |
| 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 |
|
| Light Laserbeam |
| Damage |
6 |
| Reloadtime |
0.11 |
| Damage/second |
55 |
| Range |
340 |
|
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 |
1,100 |
| Speed |
8 |
|
| Electro-Stunner |
| Damage |
3,250 (P) |
| Reloadtime |
5 |
| Damage/second |
650 (P) |
| 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 |
1,000 |
| Health Points |
2,600 |
| Speed |
4.7 |
|
| Heavy EMG |
| 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 |
1,105 |
| 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 |
|
| Missiles |
| Damage |
|
| Reloadtime |
0.5 |
| Damage/second |
|
| Range |
800 |
|
| Laser |
| Damage |
40 |
| Reloadtime |
0.8 |
| Damage/second |
50 |
| Range |
220 |
|
| Light SAM |
| 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.
Morphs to: Decade (3 Rank, 10s)
Decade - Corvette (Assault/Raider)
|
| Cost |
320 |
| Health Points |
2,145 |
| Speed |
4 |
|
| EMG |
| Damage |
14 |
| Reloadtime |
0.16 |
| Damage/second |
88 |
| Range |
270 |
|
| EMG |
| 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.
Morphs to: Crusader (3 Rank, 10s)
Hunter - Torpedo Frigate
|
| Cost |
460 |
| Health Points |
1,600 |
| Speed |
3.4 |
|
| Torpedo |
| Damage |
320 |
| Reloadtime |
2.6 |
| Damage/second |
123 |
| Range |
430 |
|
The Torpedo Frigate is Nova's method of dealing with subs.
Lurker - Submarine
|
| Cost |
600 |
| Health Points |
900 |
| Speed |
2.97 |
|
| Torpedo |
| 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/Skirmisher)
|
| Cost |
700 |
| Health Points |
3,090 |
| Speed |
3.1 |
|
| Plasma Cannon |
| Damage |
300 |
| Reloadtime |
2 |
| Damage/second |
150 |
| Range |
750 |
|
| DepthCharge |
| Damage |
100 |
| Reloadtime |
5 |
| Damage/second |
20 |
| Range |
300 |
|
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.
Morphs to: Conqueror (3 Rank, 20s)
Conqueror - Cruiser (Assault/Anti-Sub)
|
| Cost |
1,700 |
| Health Points |
4,500 |
| Speed |
3.08 |
|
| Gauss Cannon |
| Damage |
100 |
| Reloadtime |
3.6 |
| Damage/second |
28 |
| Range |
600 |
|
| Deck EMG |
| Damage |
18 |
| Reloadtime |
0.45 |
| Damage/second |
40 |
| Range |
360 |
|
| Depth Charge |
| 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 |
3,000 |
| Health Points |
2,600 |
| Speed |
2.85 |
|
| AdvTorpedo |
| Damage |
1,500 |
| 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 |
4,000 |
| Health Points |
7,000 |
| Speed |
2.96 |
|
| Rocket |
| Damage |
800 |
| Reloadtime |
6 |
| Damage/second |
133 |
| Range |
1550 |
|
| Anti-Nuke Missile |
| Damage |
1,500 |
| Reloadtime |
12 |
| Damage/second |
125 |
| Range |
3500 |
|
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 |
2,360 |
| Speed |
3.08 |
|
| AA2Missile |
| Damage |
70 |
| Reloadtime |
0.8 |
| Damage/second |
88 |
| Range |
840 |
|
| Anti-Air Laser Battery |
| Damage |
20 |
| Reloadtime |
0.11 |
| Damage/second |
182 |
| Range |
800 |
|
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.
Produces Hovercraft and Amphibious units, Builds at 6 m/s
Hovercon - Construction Hovercraft, Builds at 6 m/s
|
| Cost |
150 |
| Health Points |
900 |
| Speed |
2.7 |
|
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 |
|
| EMG |
| Damage |
12 |
| Reloadtime |
0.14 |
| Damage/second |
86 |
| Range |
180 |
|
The Skimmer is a fast, expendable armed scout. Though its main purpose is reconnaissance, it can also raid undefended economy structures.
Morphs to: Anaconda (3 Rank, 10s)
Anaconda - Assault Hovertank
|
| Cost |
240 |
| Health Points |
1,377 |
| Speed |
2.73 |
|
| Medium Plasma Cannon |
| Damage |
100 |
| Reloadtime |
1.25 |
| Damage/second |
80 |
| Range |
340 |
|
Pelican - Torpedo Amph
|
| Cost |
280 |
| Health Points |
750 |
| Speed |
2.4 |
|
| Laser |
| Damage |
11 |
| Reloadtime |
0.1 |
| Damage/second |
110 |
| Range |
275 |
|
| Torpedo |
| Damage |
125 |
| Reloadtime |
4 |
| Damage/second |
31 |
| 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.
Lance - Heavy Laser Platform (Skirmish)
|
| Cost |
600 |
| Health Points |
1,300 |
| Speed |
1.6 |
|
| High-Energy Laser |
| Damage |
600 |
| Reloadtime |
4.5 |
| Damage/second |
133 |
| Range |
550 |
|
The Lance is a mobile HLT. Its high-energy laser can inflict serious damage, but its low rate of fire handicaps it against swarmers.
Swatter - Anti-Air Hovercraft
|
| Cost |
200 |
| Health Points |
959 |
| Speed |
3.54 |
|
| Missiles |
| Damage |
|
| Reloadtime |
0.5 |
| Damage/second |
|
| Range |
800 |
|
| Homing Missiles |
| Damage |
115 |
| Reloadtime |
2 |
| Damage/second |
58 |
| Range |
700 |
|
The Anti-Air Hovercraft is more manouverable than a boat, and can go on land, which makes it a interesting Anti-Air defense
Athena
Airborne SpecOps? Engineer, Builds at 6 m/s
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.
Commander with Dgun - Commander with Dgun, Builds at 12 m/s
|
| Cost |
2,000 |
| Health Points |
4,000 |
| Speed |
1.45 |
|
| Fake Laser |
| Damage |
|
| Reloadtime |
0.11 |
| Damage/second |
|
| Range |
250 |
|
| Disintegrator |
| Damage |
1,200 |
| Reloadtime |
1 |
| Damage/second |
1,200 |
| Range |
250 |
|
| Commander Laser |
| Damage |
15.75 |
| Reloadtime |
0.11 |
| Damage/second |
143 |
| Range |
300 |
|
Razorback - Assault/Riot Strider
|
| Cost |
4,000 |
| Health Points |
11,000 |
| Speed |
1.9 |
|
| Heavy Pulse Autocannon |
| Damage |
70 |
| Reloadtime |
0.06 |
| Damage/second |
2,000 |
| Range |
400 |
|
| High Intensity Laserbeam |
| Damage |
25 |
| Reloadtime |
0.1 |
| Damage/second |
250 |
| Range |
350 |
|
The lightest of Nova's heavy striders, the Razorback features twin multi-barelled pulse cannons 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.
Morphs to: Bantha (3 Rank, 90s)
Vanguard - All-Terrain Thermonuclear Artillery
|
| Cost |
4,000 |
| Health Points |
4,500 |
| Speed |
1 |
|
| Thermonuclear Shells |
| Damage |
2,500 |
| Reloadtime |
15 |
| Damage/second |
167 |
| 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 |
12,000 |
| Health Points |
35,000 |
| Speed |
1.718 |
|
| Tachyon Accelerator |
| Damage |
3,000 |
| Reloadtime |
10 |
| Damage/second |
300 |
| Range |
950 |
|
| EMP Gun |
| Damage |
240 || 1,200 (P) |
| Reloadtime |
1 |
| Damage/second |
240 || 1,200 (P) |
| Range |
465 |
|
| Heavy Rockets |
| Damage |
240 |
| Reloadtime |
2.75 |
| Damage/second |
87 |
| Range |
800 |
|
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 plenty of armor. Beware though, for it is defenseless against air and cannot be used effectively on its own.
Morphs to: Detriment (3 Rank, 180s)
Detriment - Ultimate Assault Strider
|
| Cost |
28,000 |
| Health Points |
85,800 |
| Speed |
1.626 |
|
| Gauss Battery |
| Damage |
600 |
| Reloadtime |
1.2 |
| Damage/second |
500 |
| Range |
600 |
|
| Anti-Air Laser Battery |
| Damage |
20 |
| Reloadtime |
0.1 |
| Damage/second |
200 |
| Range |
820 |
|
| Riot Rockets |
| Damage |
220 |
| Reloadtime |
1.55 |
| Damage/second |
142 |
| Range |
925 |
|
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.
Weaver - Cloaking Construction Spider, Builds at 9 m/s
|
| Cost |
230 |
| Health Points |
750 |
| Speed |
1.7 |
|
The Weaver is a constructor that can climb over any obstacle and build defenses on high ground.
Glaive - Raider Bot
|
| Cost |
65 |
| Health Points |
190 |
| Speed |
3.8 |
|
| Pulse MG |
| Damage |
33 |
| Reloadtime |
0.31 |
| Damage/second |
106 |
| Range |
185 |
|
Light and cheap, the Glaive can be built by the dozen, but dies just as fast and is rarely of much use versus serious opposition. Counter with riot units or LLTs.
Morphs to: Warrior (3 Rank, 10s), Zipper (3 Rank, 20s)
Recluse - Skirmisher Spider
|
| Cost |
300 |
| Health Points |
600 |
| Speed |
1.8 |
|
| Rocket Volley |
| Damage |
420 |
| Reloadtime |
4 |
| Damage/second |
105 |
| Range |
550 |
|
An all terrain missile launching unit. Climb walls with this spider walker and take your enemy by surprise. The unguided rockets cannot hit a rapidly jinking target, but they have a fairly long range.
Zeus - Assault Walker
|
| Cost |
350 |
| Health Points |
2,400 |
| Speed |
1.787 |
|
| LightningGun |
| Damage |
800 (P) |
| Reloadtime |
1.8 |
| Damage/second |
444 (P) |
| Range |
280 |
|
Slowly and steadily, groups of Zeuses can shrug off heavy fire as they make their way towards enemy fortifications, until they can field their short-range lightning cannon, which damages and stuns entrenched foes. Counter with anything that can reliably kite it, making sure that you don't get paralyzed (in which case you are as good as dead.)
Morphs to: Crabe (3 Rank, 20s)
Zipper - Ultra Fast Stealth Raider
|
| Cost |
130 |
| Health Points |
480 |
| Speed |
8 |
|
| Laser |
| Damage |
32 |
| Reloadtime |
0.4 |
| Damage/second |
80 |
| Range |
140 |
|
The Zipper can zip past defences and destroy the structures inside your opponent's base. Use the sprint button to make it faster for a few seconds.
Sharpshooter - Sniper Walker
|
| Cost |
700 |
| Health Points |
560 |
| Speed |
1.7 |
|
| Gauss Rifle |
| Damage |
650 |
| Reloadtime |
15 |
| Damage/second |
43 |
| Range |
600 |
|
The Sharpshooter's gauss rifle punches through heavy units, shields and swarms alike. It can fire while cloaked; however its visible round betrays its position. It requires a lot of energy to keep cloaked and fire. The best way to locate a Sharpshooter is by sweeping the area with many scout units.
Tick - All-Terrain EMP Crawling Bomb
|
| Cost |
100 |
| Health Points |
50 |
| Speed |
4.2 |
|
Used skillfully, the Tick can be worth dozens of times its cost. Use it to paralyze defenses, heavy units, and tightly packed units armed with slow weapons. Other units can then eliminate the helpless enemies without risk. Counter with missile towers or single cheap units to set off a premature detonation.
Infiltrator - Spy, Anti-Heavy
|
| Cost |
200 |
| Health Points |
270 |
| Speed |
2.707 |
|
| Electro-Stunner |
| Damage |
15,000 (P) |
| Reloadtime |
30 |
| Damage/second |
500 (P) |
| Range |
100 |
|
The Infiltrator is useful in two ways. Firstly it is an excellent scout, and very difficult to detect. It can penetrate deep into enemy lines. It also has the capacity to shoot a paralyzing bolt that will freeze any one target, good against heavy enemies and enemy infrastructure. Can adittionally morph into an pitfall mine very quickly.
Morphs to: Pitfall (3s)
Static Weapons
Ray - Light Laser Tower
|
| Cost |
70 |
| Health Points |
560 |
|
| Laserbeam |
| 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.
Morphs to: Faraday (3 Rank, 30s), Stardust (3 Rank, 30s)
Defender - Light Missile Tower
|
| Cost |
80 |
| Health Points |
295 |
|
| Homing Missiles |
| 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.
Morphs to: Packo (3 Rank, 30s)
Faraday - EMP Weapon
|
| Cost |
170 |
| Health Points |
1,000 |
|
| EMP Gun |
| Damage |
6 || 1,000 (P) |
| Reloadtime |
2.5 |
| Damage/second |
2 || 417 (P) |
| Range |
440 |
|
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 |
220 |
| Health Points |
1,500 |
|
| Pulse Autocannon |
| Damage |
39 |
| Reloadtime |
0.15 |
| Damage/second |
260 |
| Range |
410 |
|
The Stardust is a turret sporting Nova's long perfected and deadly Energy Machine Gun. While it has a short range and is thus even more vulnerable to skirmishers than the LLT, its high rate of fire and AoE allow it to quickly chew up swarms of lighter units.
Morphs to: Pit Bull (3 Rank, 60s)
Anemone - Depthcharge Launcher
|
| Cost |
250 |
| Health Points |
1,015 |
|
| DepthCharge |
| 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 |
2,325 |
|
| High-Energy Laserbeam |
| 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.
Morphs to: Annihilator (3 Rank, 60s)
Packo - Popup Anti-Air Autocannon
|
| Cost |
280 |
| Health Points |
2,200 |
|
| Anti-Air Autocannon |
| 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.
Morphs to: Chainsaw (3 Rank, 60s)
Chainsaw - Medium-Range AA Missile Battery
|
| Cost |
800 |
| Health Points |
2,500 |
|
| Missile Salvo |
| 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.
Morphs to: Mercury (3 Rank, 60s)
Mercury - Long-Range AA Missile Tower
|
| Cost |
2,100 |
| Health Points |
1,500 |
|
| Advanced AA Missile |
| Damage |
1,750 |
| Reloadtime |
1.8 |
| Damage/second |
972 |
| 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 |
3,300 |
|
| Gauss Cannon |
| Damage |
150 |
| Reloadtime |
1.9 |
| Damage/second |
79 |
| Range |
520 |
|
The Pit Bull is a compact, resilent turret with a rapid-fire gauss gun that slices through shields, multiple units, and heavies. When popped down, it is very difficult to destroy, making it a good choice when the enemy is using artillery.
Annihilator - Tachyon Accelerator (Counter-Artillery/Anti-Armor)
|
| Cost |
2,600 |
| Health Points |
8,500 |
|
| Tachyon Accelerator |
| Damage |
3,000 |
| Reloadtime |
8 |
| Damage/second |
375 |
| Range |
1350 |
|
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. Remember that the Annihilator is strictly a support weapon; leave it unguarded and it will be swamped with raiders.
Big Bertha - Strategic Plasma Cannon
|
| Cost |
6,000 |
| Health Points |
4,200 |
|
| Heavy Plasma Cannon |
| Damage |
2,000 |
| Reloadtime |
7 |
| Damage/second |
286 |
| Range |
6200 |
|
The Bertha is a massive cannon that fires high-energy plasmoids across the map. Used appropriately, it can effectively suppress enemy operations from the safety of your base. Do not expect it to win battles alone for you, however.
Protector - Anti-Nuke System
|
| Cost |
3,000 |
| Health Points |
3,300 |
|
| Anti-Nuke Missile |
| Damage |
1,500 |
| Reloadtime |
6 |
| Damage/second |
250 |
| Range |
4000 |
|
Detonator - EMP Missile Launcher
|
| Cost |
2,000 |
| Health Points |
3,000 |
|
| EMPMissile |
| Damage |
36,000 (P) |
| Reloadtime |
1 |
| Damage/second |
36,000 (P) |
| Range |
3500 |
|
The Detonator launches guided EMP missiles over a long distance. The missiles can stun targets for 45 seconds, 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 |
1,800 |
|
| Torpedo Launcher |
| Damage |
300 |
| Reloadtime |
1.8 |
| Damage/second |
167 |
| Range |
600 |
|
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.
Morphs to: Moray (3 Rank, 60s)
Moray - Advanced Torpedo Launcher
|
| Cost |
1,300 |
| Health Points |
1,500 |
|
| Torpedo |
| Damage |
2,500 |
| Reloadtime |
10 |
| Damage/second |
250 |
| Range |
900 |
|
The Moray is a long-ranged torpedo launcher with extremely high firepower. It is submerged to conceal and protect it from the enemy, but can be countered with torpedo bombers and standoff submarines, or simply bypassed with hovercraft.
Retaliator - Nuclear ICBM Launcher
|
| Cost |
6,400 |
| Health Points |
5,300 |
|
| NuclearMissile |
| Damage |
9,500 |
| Reloadtime |
3 |
| Damage/second |
3,167 |
| Range |
72000 |
|
Starlight - Planetary Energy Chisel
|
| Cost |
35,000 |
| Health Points |
12,000 |
|
| Energy Chisel |
| Damage |
3,000 |
| Reloadtime |
20 |
| Damage/second |
150 |
| Range |
9000 |
|
| MAH TARGETIN LAZER |
| Damage |
100 |
| Reloadtime |
7 |
| Damage/second |
14 |
| 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.
Other Structures
Metal Extractor - Extracts Metal
|
| Cost |
75 |
| Health Points |
400 |
|
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.
Solar Collector - Produces Energy (2)
|
| Cost |
70 |
| Health Points |
500 |
|
Solar collectors are the least cost-efficient of the energy structures, but they are also the most reliable and sturdy. When attacked, solars will curl up into armored form, which offers excellent protection against raiders.
Fusion Reactor - Produces Energy (35)
|
| Cost |
1,000 |
| Health Points |
2,200 |
|
Fusion reactors provide a good amount of steady energy output at a fair price. They are attractive targets and not very well-armored, so keep them well-protected. When killed, fusion reactors will cause heavy damage to nearby units.
Geothermal Powerplant - Produces Energy (25)
|
| Cost |
500 |
| Health Points |
1,750 |
|
Morphs to: Moho Geothermal Powerplant (90s)
Tachyon Collider - Produces Energy (225) - HAZARDOUS
|
| Cost |
4,000 |
| Health Points |
4,000 |
|
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 |
35 |
| Health Points |
130 |
|
Wind generators produce a variable amount of energy, depending on altitude and wind speed. They are extremely fragile and chain explode when bunched, so consider their placement carefully.
Tidal Generator - Produces Energy
|
| Cost |
55 |
| Health Points |
260 |
|
Metal Storage - Stores Metal (500)
|
| Cost |
80 |
| Health Points |
700 |
|
Energy Storage - Stores Energy (500)
|
| Cost |
150 |
| Health Points |
1,000 |
|
Caretaker - Nanoturret, Builds at 12 m/s
|
| Cost |
220 |
| Health Points |
500 |
|
Air Repair Pad - Automatically Repairs Aircraft
|
| Cost |
350 |
| Health Points |
1,860 |
|
The Air Repair Pad repairs up to four aircraft at a time. It also refuels/rearms bombers.
Radar Tower - Early Warning System
Morphs to: Marky (12s)
Advanced Radar Tower - Long-Range Radar, decreases radar wobble
|
| Cost |
500 |
| Health Points |
320 |
|
Sonar Station - Locates Water Units
|
| Cost |
120 |
| Health Points |
250 |
|
Sneaky Pete - Cloaker/Jammer Tower
|
| Cost |
420 |
| 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.
Morphs to: Eraser (25s)
Hoplite - Cluster Pipebomb Trap Mine
|
| Cost |
80 |
| Health Points |
320 |
|
| ROCKETS detonation |
| Damage |
63 |
| Reloadtime |
1 |
| Damage/second |
63 |
| Range |
200 |
|
An anti-raider mine that jumps up and saturates the immediate area with deadly pipepombs.
Pitfall - Terraform Trapping Mine
|
| Cost |
120 |
| Health Points |
400 |
|
Cheap yet effective pitfall-creating trapping device for impeding the heavy enemy units.
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
A staightforward factory, the Infantry Bot Lab combines the subtle and the direct to good effect. This factory provides the oppurtunity for the commander to achieve maximal effectiveness with careful mixing of selected unit types. Key Units: Bandit, Storm, Thud, Roach, Clogger
Necro - Construction/Ressurection Bot, Builds at 6 m/s
|
| Cost |
120 |
| Health Points |
660 |
| Speed |
2 |
|
Bandit - Raider Bot
|
| Cost |
75 |
| Health Points |
250 |
| Speed |
3.3 |
|
| Laser Blaster |
| Damage |
8 |
| Reloadtime |
0.107 |
| Damage/second |
75 |
| Range |
220 |
|
As a raider, the Bandit sacrifices raw firepower for survivability. It is somewhat tougher than its Nova counterpart, but still not something that you hurl against entrenched forces. Counter with riot units and LLTs.
Morphs to: Outlaw (3 Rank, 10s), Pyro (3 Rank, 20s)
Rogue - Skirmisher Bot
|
| Cost |
90 |
| Health Points |
570 |
| Speed |
1.95 |
|
| Heavy Rocket |
| Damage |
325 |
| Reloadtime |
7 |
| Damage/second |
46 |
| Range |
440 |
|
The Rogue'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.
Morphs to: Morty (3 Rank, 20s)
Thug - Assault Bot
|
| Cost |
140 |
| Health Points |
1,500 |
| Speed |
1.85 |
|
| Light Plasma Cannon |
| Damage |
140 |
| Reloadtime |
3 |
| Damage/second |
47 |
| Range |
350 |
|
The Thug can take an incredible beating, and is useful as a shield for the weaker, more-damaging Rogues.
Morphs to: Jack (3 Rank, 20s)
Roach - Crawling Bomb
|
| Cost |
160 |
| Health Points |
60 |
| Speed |
4 |
|
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 |
1,100 |
| Speed |
1.5 |
|
| Laser Blaster |
| Damage |
19 |
| Reloadtime |
0.2 |
| Damage/second |
95 |
| Range |
260 |
|
| Impulse Cannon |
| Damage |
190 |
| Reloadtime |
2.1 |
| Damage/second |
90 |
| Range |
290 |
|
The Outlaw's job is simple: destroy anything that crosses its way. Its cannon shoots high speed, explosive projectiles that can fling away any small unit that isn't instantly killed. Survivors are finished off with the rapid-fire laser. 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 lightly armored.
Morphs to: Jack (3 Rank, 20s)
Crasher - Anti-air Bot
|
| Cost |
100 |
| Health Points |
650 |
| Speed |
2.7 |
|
| Homing Missiles |
| 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.
Morphs to: Manticore (3 Rank, 20s)
Clogger - Box of Dirt
|
| Cost |
20 |
| Health Points |
650 |
| Speed |
2.5 |
|
Tactical Walker Factory
Produces Specialized Walkers, Builds at 6 m/s
Not as steroidal as its tank cousin, the Logos Tactical Walker Factory nevertheless has bite behind its bark. Like a fine longsword, delicate yet lethal, the walker selection offers jumpjets and other special abilities needed to create situational advantages and maximize Logos's firepower advantage. Key Units: Morty, Pyro, Jack, Aspis
Freaker - Jumpjet Constructor, Builds at 9 m/s
|
| Cost |
240 |
| Health Points |
650 |
| Speed |
2.25 |
|
Fast and capable of jumping over short distances or heights, the Freaker is the ideal constructor for rapid expansion.
Morty - Skirmisher Walker
|
| Cost |
220 |
| Health Points |
550 |
| Speed |
2 |
|
| Plasma Cannon |
| 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.
Morphs to: Golden Morty (3 Rank, 20s)
Pyro - Raider Jumpjet Walker
|
| Cost |
220 |
| Health Points |
700 |
| Speed |
3 |
|
| Flame Thrower |
| Damage |
10 |
| Reloadtime |
0.16 |
| Damage/second |
63 |
| 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 |
|
| Heavy Vertical Rocket |
| 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.
Jack - Melee Assault Walker
|
| Cost |
650 |
| Health Points |
5,000 |
| Speed |
1.81 |
|
| Spike |
| Damage |
300 |
| Reloadtime |
1 |
| Damage/second |
300 |
| Range |
125 |
|
The Jack is Logos' main assault walker. A few Jacks can easily level most fortification lines. Its small range and very low speed make it very vulnerable to skirmishers.
Morphs to: Sumo (3 Rank, 20s)
Skuttle - Advanced Cloakable Crawling Bomb (Raider/Anti-Armor)
|
| Cost |
550 |
| Health Points |
320 |
| Speed |
1.5225 |
|
Sumo - Jumping Riot Walker
|
| Cost |
2,300 |
| Health Points |
10,000 |
| Speed |
1.2 |
|
| Heat Ray |
| Damage |
35 |
| Reloadtime |
0.1 |
| Damage/second |
350 |
| Range |
430 |
|
| Heat Ray |
| Damage |
35 |
| Reloadtime |
0.1 |
| Damage/second |
350 |
| Range |
430 |
|
| Sumo Landing |
| Damage |
800 |
| Reloadtime |
2 |
| Damage/second |
400 |
| Range |
5 |
|
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. Remarkably, the Sumo can even jump into the air and stomp on units.
Morphs to: Karganeth (3 Rank, 30s), Catapult (3 Rank, 30s)
Manticore - Heavy Anti-Air Walker
|
| Cost |
550 |
| Health Points |
1,650 |
| Speed |
1.5225 |
|
| Missiles |
| Damage |
480 |
| Reloadtime |
1.5 |
| Damage/second |
320 |
| Range |
800 |
|
| Flak Cannon |
| Damage |
180 |
| Reloadtime |
2.5 |
| Damage/second |
72 |
| Range |
880 |
|
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 - Linkable Shield Walker
|
| Cost |
481 |
| Health Points |
700 |
| Speed |
2.0515 |
|
| Energy Shield |
| Damage |
|
| Reloadtime |
|
| Damage/second |
|
| Range |
|
|
Morphs to: Aegis (25s)
Light Vehicle Factory
Produces Wheeled Vehicles, Builds at 6 m/s
A traditional favourite, the Logos Vehicle Plant is the ideal blitzkrieg fac with its fast, highly aggressive units. Those units that lack speed make up for it with copious firepower. Key Units: Weasel, Instigator, Ravager, Leveler, Slasher
Mason - Construction Vehicle, Builds at 6 m/s
|
| Cost |
140 |
| Health Points |
900 |
| Speed |
2.4 |
|
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 |
|
| Laser |
| Damage |
55 |
| Reloadtime |
1 |
| Damage/second |
55 |
| Range |
180 |
|
Cheap and fast, the Weasel is deadly in the first minutes of the game if your opponent is caught off-guard. Can morph into an area mine. Use missile towers, LLTs or any quick units to stop them.
Morphs to: Instigator (3 Rank, 10s), Gali (6s), Demo (4s)
Slasher - Ranged Support/AA Truck (must stop to fire)
|
| Cost |
120 |
| Health Points |
500 |
| Speed |
2.5 |
|
| Homing Missiles |
| 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 normal skirmishers, the Slasher cannot fire while moving.
Morphs to: Copperhead (3 Rank, 20s)
Instigator - Raider Vehicle
|
| Cost |
130 |
| Health Points |
445 |
| Speed |
3.65 |
|
| Laser Blaster |
| Damage |
16.59 |
| Reloadtime |
0.19 |
| Damage/second |
87 |
| 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.
Morphs to: Ravager (3 Rank, 10s), Kodachi (3 Rank, 10s)
Wolverine - Artillery Vehicle
|
| Cost |
160 |
| Health Points |
380 |
| Speed |
2.5 |
|
| Light Plasma Artillery |
| Damage |
250 |
| Reloadtime |
5 |
| Damage/second |
50 |
| Range |
850 |
|
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.
Morphs to: Pillager (3 Rank, 20s)
Leveler - Riot Vehicle
|
| Cost |
240 |
| Health Points |
1,100 |
| Speed |
2 |
|
| Impulse Cannon |
| Damage |
220 |
| Reloadtime |
2 |
| Damage/second |
110 |
| Range |
290 |
|
The Leveler's riot cannon is effective at destroying swarms of raiders and halting enemy advances. The projectile does not arc, so Levelers should avoid clumping and be arranged in a line formation wherever possible. Due to their lack of speed and range, most skirmishers are effective against them.
Morphs to: Dragon's Egg (3 Rank, 20s)
Ravager - Assault Vehicle
|
| Cost |
250 |
| Health Points |
1,850 |
| Speed |
2.9 |
|
| Light Plasma Cannon |
| Damage |
210 |
| Reloadtime |
2 |
| Damage/second |
105 |
| Range |
320 |
|
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.
Morphs to: Reaper (3 Rank, 20s)
Informant - Radar Vehicle
|
| Cost |
100 |
| Health Points |
500 |
| Speed |
2.5 |
|
The Informant provides radar coverage on the battlefield.
Morphs to: Radar Tower (12s)
Heavy Tank Factory
Produces Heavy and Specialized Vehicles, Builds at 6 m/s
The Logos tank factory is the ultimate in brute force methods - nothing gets the job done quite like a sustained artillery barrage followed by a decisive push with the largest tanks in the field. Key Units: Pillager, Reaper, Banisher, Goliath
Welder - Armed Construction Tank, Builds at 9 m/s
|
| Cost |
250 |
| Health Points |
1,900 |
| Speed |
2.1 |
|
| Mini Laser |
| Damage |
8 |
| Reloadtime |
0.25 |
| Damage/second |
32 |
| Range |
220 |
|
Armed with a small defensive tower, the Welder can defend itself against light enemy attacks.
Kodachi - Raider Tank
|
| Cost |
260 |
| Health Points |
895 |
| Speed |
3.65 |
|
| Flame Bomblets |
| Damage |
500 |
| Reloadtime |
6 |
| Damage/second |
83 |
| Range |
270 |
|
The diminutive Kodachi is a unique raider. Its small yet agile chassis has enough armor and speed to get it close enough to fire its weapon, a napalm cluster bomb. The Kodachi should run in, get a shot off, and withdraw before it takes significant damage.
Dragon's Egg - Blockade Runner
|
| Cost |
400 |
| Health Points |
2,000 |
| Speed |
2.5 |
|
| fakeflame |
| Damage |
10 |
| Reloadtime |
0.16 |
| Damage/second |
63 |
| 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 |
|
| Plasma Artillery |
| Damage |
600 |
| Reloadtime |
7 |
| Damage/second |
86 |
| Range |
1140 |
|
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.
Morphs to: Tremor (3 Rank, 20s)
Reaper - Assault Tank
|
| Cost |
900 |
| Health Points |
7,100 |
| Speed |
2.45 |
|
| Medium Plasma Cannon |
| Damage |
632 |
| Reloadtime |
4 |
| Damage/second |
158 |
| Range |
360 |
|
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.
Morphs to: Goliath (3 Rank, 20s)
Tremor - Heavy Artillery Tank
|
| Cost |
1,500 |
| Health Points |
2,045 |
| Speed |
1.7 |
|
| Rapid-Fire Plasma Artillery |
| Damage |
180 |
| Reloadtime |
0.4 |
| Damage/second |
450 |
| Range |
1200 |
|
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 Riot Support Tank
|
| Cost |
780 |
| Health Points |
1,650 |
| Speed |
2.3 |
|
| Heavy Missile |
| Damage |
650 |
| Reloadtime |
4 |
| Damage/second |
163 |
| Range |
400 |
|
Remarkably mobile for a riot platform, the Banisher packs twin high-velocity fragmentation missiles that are devastating to light units and aircraft alike, although they have limited range. The exposed Banisher is easily rushed by assault units or even raiders, so protect yours with screening units. Unlike other riot units, the Banisher has the range and speed to hold its own against most skirmishers.
Goliath - Very Heavy Tank Buster
|
| Cost |
1,900 |
| Health Points |
12,000 |
| Speed |
2.05 |
|
| Tankbuster Cannon |
| Damage |
1,000 |
| Reloadtime |
3.5 |
| Damage/second |
286 |
| Range |
450 |
|
| Flame Thrower |
| Damage |
2 |
| Reloadtime |
0.16 |
| Damage/second |
13 |
| Range |
180 |
|
| Tankbuster High-Energy Cannon |
| Damage |
300 |
| Reloadtime |
8 |
| Damage/second |
38 |
| Range |
400 |
|
The Goliath is the single heaviest tank on the field, a testament to Logos firepower. Its main gun is a hefty cannon designed to smash lesser tanks into oblivion, 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 advanced skirmishers, or air attacks.
Hedgehog - Mobile Anti-missile Defense
|
| Cost |
2,500 |
| Health Points |
1,500 |
| Speed |
2.1 |
|
| Anti-Nuke Missile |
| 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 |
1,200 |
| Speed |
3.2 |
|
| Missiles |
| Damage |
|
| Reloadtime |
0.5 |
| Damage/second |
|
| Range |
800 |
|
| Flak Cannon |
| Damage |
108 |
| Reloadtime |
0.4 |
| Damage/second |
270 |
| Range |
900 |
|
Airplane Plant
Produces Airplanes, Builds at 6 m/s
The Airplane Plant offers a variety of fixed-wing aircraft to suit your needs. Choose between multirole fighters that can double as light attackers or specialized interceptors, and between precision bombers for taking down specific targets or their saturation counterparts for destroying swarms.
Bumblebee - Construction Aircraft, Builds at 4.8 m/s
|
| Cost |
240 |
| Health Points |
145 |
| Speed |
6.8 |
|
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 |
350 |
| Speed |
13 |
|
| Mini Laser Blaster |
| Damage |
6 |
| Reloadtime |
0.2 |
| Damage/second |
30 |
| Range |
700 |
|
| Guided Missiles |
| Damage |
200 |
| Reloadtime |
4.5 |
| Damage/second |
44 |
| 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 |
1,000 |
| Speed |
11 |
|
| Guided Missiles |
| Damage |
150 |
| Reloadtime |
1.5 |
| Damage/second |
100 |
| Range |
750 |
|
Shadow - Precision Bomber
|
| Cost |
500 |
| Health Points |
1,500 |
| Speed |
9 |
|
| BogusBomb |
| Damage |
|
| Reloadtime |
10 |
| Damage/second |
|
| Range |
10 |
|
| Guided Bomb |
| Damage |
1,200 |
| Reloadtime |
5 |
| Damage/second |
240 |
| Range |
600 |
|
The Shadow drops a single high damage, low AoE bomb. Cost for cost, nothing quite matches it for taking out that antinuke or Reaper, but you should look elsewhere for something to use against smaller mobiles.
Firestorm - Napalm Bomber
|
| Cost |
350 |
| Health Points |
700 |
| Speed |
10 |
|
| Napalm Bombs |
| Damage |
375 |
| Reloadtime |
10 |
| Damage/second |
38 |
| Range |
500 |
|
The Firestorm's napalm bombs decimate large clumps of units and light structures.
Condor - Temporary-Impulse-Mine Bomber (mines cost energy)
|
| Cost |
400 |
| Health Points |
1,000 |
| Speed |
9 |
|
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.
Vulture - Stealth Radar/Sonar Plane
|
| Cost |
340 |
| Health Points |
890 |
| Speed |
11 |
|
Gunship Plant
Produces Gunships, Builds at 6 m/s
The Gunship Plant is designed for close air support. It includes a selection of transports for hauling land units around, and assault gunships which can perform a variety of offensive or defensive roles.
Bumblebee - Construction Aircraft, Builds at 4.8 m/s
|
| Cost |
240 |
| Health Points |
145 |
| Speed |
6.8 |
|
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 |
55 |
| Health Points |
100 |
| Speed |
8.2 |
|
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. Can morph into area or heavy mine.
Rapier - Raider Gunship
|
| Cost |
300 |
| Health Points |
1,100 |
| Speed |
5.39 |
|
| Light Homing Missiles |
| 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 |
1,100 |
| Speed |
8 |
|
| Light Laser Blaster |
| Damage |
7 |
| Reloadtime |
0.2 |
| Damage/second |
35 |
| Range |
350 |
|
| Light Laser Blaster |
| 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 |
2,900 |
| Speed |
4.65 |
|
| Rocket Salvo |
| Damage |
1,760 |
| Reloadtime |
9 |
| Damage/second |
196 |
| 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 clumps of base structures, slow moving or stationary units. The Black Dawn should disengage between volleys to minimize damage taken.
Krow - Flying Fortress
|
| Cost |
5,000 |
| Health Points |
17,000 |
| Speed |
4.03 |
|
| Heavy Laser |
| Damage |
20 |
| Reloadtime |
0.2 |
| Damage/second |
100 |
| Range |
525 |
|
| Laser |
| Damage |
20 |
| Reloadtime |
0.2 |
| Damage/second |
100 |
| Range |
575 |
|
| Laser |
| Damage |
20 |
| Reloadtime |
0.2 |
| Damage/second |
100 |
| Range |
575 |
|
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 |
300 |
| 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 |
1,150 |
| 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 |
|
| Torpedo |
| 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.
Morphs to: Supporter (3 Rank, 10s)
Supporter - Corvette (Assault/Raider)
|
| Cost |
320 |
| Health Points |
2,210 |
| Speed |
3.4 |
|
| Laser |
| Damage |
14 |
| Reloadtime |
0.2 |
| Damage/second |
70 |
| Range |
320 |
|
| Laser |
| 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.
Morphs to: Enforcer (3 Rank, 10s)
Snake - Submarine
|
| Cost |
600 |
| Health Points |
900 |
| Speed |
2.9 |
|
| Torpedo |
| Damage |
500 |
| Reloadtime |
3 |
| Damage/second |
167 |
| 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 - Destroyer (Skirmisher/Artillery)
|
| Cost |
700 |
| Health Points |
2,800 |
| Speed |
2.8 |
|
| Heavy Multi-Role Guided Missile |
| Damage |
900 |
| Reloadtime |
8 |
| Damage/second |
113 |
| Range |
700 |
|
This Destroyer packs a powerful, long-range missile, useful for bombarding sea and shore targets and destroying aircraft. Beware of subs and Corvettes.
Morphs to: Executioner (3 Rank, 20s)
Executioner - Cruiser (Assault/Anti-Sub)
|
| Cost |
1,800 |
| Health Points |
4,650 |
| Speed |
2.84 |
|
| High-Energy Laser |
| Damage |
840 |
| Reloadtime |
4.5 |
| Damage/second |
187 |
| Range |
530 |
|
| Deck Laser |
| Damage |
8 |
| Reloadtime |
0.2 |
| Damage/second |
40 |
| Range |
450 |
|
| Depth Charge |
| Damage |
420 |
| Reloadtime |
6 |
| Damage/second |
70 |
| Range |
500 |
|
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 |
3,000 |
| Health Points |
3,000 |
| Speed |
2.79 |
|
| Anti-Nuke Missile |
| Damage |
1,500 |
| Reloadtime |
12 |
| Damage/second |
125 |
| Range |
3000 |
|
| TacticalNuke |
| Damage |
3,500 |
| Reloadtime |
1 |
| Damage/second |
3,500 |
| Range |
3000 |
|
Warlord - Battleship (Bombardment)
|
| Cost |
4,600 |
| Health Points |
10,000 |
| Speed |
2.8 |
|
| Long-Range Plasma Battery |
| Damage |
1,350 |
| Reloadtime |
10 |
| Damage/second |
135 |
| Range |
1400 |
|
| Long-Range Plasma Battery |
| Damage |
1,350 |
| Reloadtime |
10 |
| Damage/second |
135 |
| Range |
1400 |
|
| Long-Range Plasma Battery |
| Damage |
1,350 |
| Reloadtime |
10 |
| Damage/second |
135 |
| 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 |
400 |
| Health Points |
2,000 |
| Speed |
2.84 |
|
| Missiles |
| Damage |
|
| Reloadtime |
0.5 |
| Damage/second |
|
| Range |
800 |
|
| Anti-Air Laser |
| Damage |
25 |
| Reloadtime |
0.18 |
| Damage/second |
139 |
| Range |
1040 |
|
| Anti-Air Laser |
| Damage |
25 |
| Reloadtime |
0.18 |
| Damage/second |
139 |
| Range |
1040 |
|
With its powerful twin anti-air laser batteries, the anti-air frigate protects your fleet from aerial attackers. As always, it is useless against targets that aren't airborne.
Produces Hovercraft and Amphibious units, Builds at 6 m/s
Hovercon - Construction Hovercraft, Builds at 6 m/s
|
| Cost |
150 |
| Health Points |
900 |
| Speed |
2.7 |
|
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 |
|
| Laser Blaster |
| Damage |
12 |
| Reloadtime |
0.2 |
| Damage/second |
60 |
| Range |
230 |
|
The Scrubber is the Logos hover plant's scout. It provides a cheap, disposable method of getting intel, and can also hit economic targets of oppurtunity.
Morphs to: Halberd (3 Rank, 10s)
Gimp - Torpedo Amph
|
| Cost |
450 |
| Health Points |
1,000 |
| Speed |
2.2 |
|
| Heavy Laser |
| Damage |
30 |
| Reloadtime |
0.2 |
| Damage/second |
150 |
| Range |
300 |
|
| Torpedo |
| Damage |
180 |
| Reloadtime |
4 |
| Damage/second |
45 |
| 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.
Flail - Artillery/Skirmish Hover
|
| Cost |
550 |
| Health Points |
850 |
| Speed |
2.3 |
|
| Cruise Missile |
| Damage |
600 |
| Reloadtime |
10 |
| Damage/second |
60 |
| Range |
800 |
|
The Flail's long-ranged missiles have tracking ability, making them good against mobiles and statics alike.
Halberd - Assault Hovertank
|
| Cost |
700 |
| Health Points |
3,200 |
| Speed |
1.74 |
|
| Sabot |
| Damage |
280 |
| Reloadtime |
2 |
| Damage/second |
140 |
| Range |
360 |
|
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 |
200 |
| Health Points |
1,008 |
| Speed |
3.54 |
|
| Missiles |
| Damage |
|
| Reloadtime |
0.5 |
| Damage/second |
|
| Range |
800 |
|
| Homing Missiles |
| Damage |
115 |
| Reloadtime |
2 |
| Damage/second |
58 |
| Range |
700 |
|
Outcast
Airborne SpecOps? Engineer, Builds at 6 m/s
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.
Commander with Dgun - Commander with Dgun, Builds at 12 m/s
|
| Cost |
2,000 |
| Health Points |
4,000 |
| Speed |
1.45 |
|
| Fake Laser |
| Damage |
|
| Reloadtime |
0.11 |
| Damage/second |
|
| Range |
250 |
|
| Disintegrator |
| Damage |
1,200 |
| Reloadtime |
1 |
| Damage/second |
1,200 |
| Range |
250 |
|
| Commander Laser |
| Damage |
27.75 |
| Reloadtime |
0.2 |
| Damage/second |
139 |
| Range |
300 |
|
Karganeth - Assault/Riot Strider
|
| Cost |
4,000 |
| Health Points |
11,000 |
| Speed |
1.787 |
|
| Heat Ray |
| Damage |
60 |
| Reloadtime |
0.1 |
| Damage/second |
600 |
| Range |
350 |
|
| Flame Thrower |
| Damage |
7.5 |
| Reloadtime |
0.16 |
| Damage/second |
47 |
| Range |
300 |
|
| Napalm Missiles |
| 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. However, it is ineffective at long range; skirmishers can defeat it given enough time and manuvering room.
Morphs to: Juggernaut (3 Rank, 90s)
Catapult - Heavy Rocket Strider
|
| Cost |
4,000 |
| Health Points |
4,500 |
| Speed |
1.8 |
|
| Long-Range Rocket Battery |
| Damage |
8,000 |
| Reloadtime |
30 |
| Damage/second |
267 |
| 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 |
12,000 |
| Health Points |
100,000 |
| Speed |
0.8325 |
|
| Heavy Laser Blaster |
| Damage |
40 |
| Reloadtime |
0.17 |
| Damage/second |
235 |
| Range |
430 |
|
| Attractive Gravity |
| Damage |
|
| Reloadtime |
0.2 |
| Damage/second |
|
| Range |
550 |
|
| Attractive Gravity |
| Damage |
|
| Reloadtime |
0.2 |
| Damage/second |
|
| Range |
550 |
|
| Attractive Gravity |
| Damage |
|
| Reloadtime |
0.2 |
| Damage/second |
|
| Range |
550 |
|
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.
Morphs to: Saktoth (3 Rank, 180s)
Saktoth - Ulitmate Assault Strider
|
| Cost |
29,000 |
| Health Points |
133,700 |
| Speed |
1.488 |
|
| Heavy Riot Battery |
| Damage |
1,625 |
| Reloadtime |
1.4 |
| Damage/second |
1,161 |
| Range |
590 |
|
| Tachyon Accelerator |
| Damage |
3,300 |
| Reloadtime |
6 |
| Damage/second |
550 |
| Range |
900 |
|
| Heavy Rockets |
| Damage |
360 |
| Reloadtime |
2.75 |
| Damage/second |
131 |
| Range |
800 |
|
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.
Freaker - Jumpjet Constructor, Builds at 9 m/s
|
| Cost |
240 |
| Health Points |
650 |
| Speed |
2.25 |
|
Fast and capable of jumping over short distances or heights, the Freaker is the ideal constructor for rapid expansion.
Blastwing - Bomb Drone
|
| Cost |
55 |
| Health Points |
100 |
| Speed |
8.2 |
|
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. Can morph into area or heavy mine.
Bandit - Raider Bot
|
| Cost |
75 |
| Health Points |
250 |
| Speed |
3.3 |
|
| Laser Blaster |
| Damage |
8 |
| Reloadtime |
0.107 |
| Damage/second |
75 |
| Range |
220 |
|
As a raider, the Bandit sacrifices raw firepower for survivability. It is somewhat tougher than its Nova counterpart, but still not something that you hurl against entrenched forces. Counter with riot units and LLTs.
Morphs to: Outlaw (3 Rank, 10s), Pyro (3 Rank, 20s)
Morty - Skirmisher Walker
|
| Cost |
220 |
| Health Points |
550 |
| Speed |
2 |
|
| Plasma Cannon |
| 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.
Morphs to: Golden Morty (3 Rank, 20s)
Pyro - Raider Jumpjet Walker
|
| Cost |
220 |
| Health Points |
700 |
| Speed |
3 |
|
| Flame Thrower |
| Damage |
10 |
| Reloadtime |
0.16 |
| Damage/second |
63 |
| 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.
Thug - Assault Bot
|
| Cost |
140 |
| Health Points |
1,500 |
| Speed |
1.85 |
|
| Light Plasma Cannon |
| Damage |
140 |
| Reloadtime |
3 |
| Damage/second |
47 |
| Range |
350 |
|
The Thug can take an incredible beating, and is useful as a shield for the weaker, more-damaging Rogues.
Morphs to: Jack (3 Rank, 20s)
Roach - Crawling Bomb
|
| Cost |
160 |
| Health Points |
60 |
| Speed |
4 |
|
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.
Static Weapons
Pulverizer - Light Missile Tower
|
| Cost |
80 |
| Health Points |
300 |
|
| Homing Missiles |
| 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.
Morphs to: Razor's Kiss (3 Rank, 30s)
Lotus - Light Laser Tower
|
| Cost |
90 |
| Health Points |
785 |
|
| Laser Blaster |
| 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.
Morphs to: Scorcher (3 Rank, 30s), Newton (3 Rank, 30s)
Scorcher - Anti-Swarm Heat Ray (weaker at range)
|
| Cost |
220 |
| Health Points |
1,500 |
|
| Heat Ray |
| Damage |
75 |
| Reloadtime |
0.1 |
| Damage/second |
750 |
| Range |
460 |
|
The Scorcher is armed with the Heat Ray. It is incredibly powerful close up, but unfortunately the beam gradually dissipates as it travels and loses most of its lethality at long range.
Morphs to: Viper (3 Rank, 60s)
Newton - Gravity Turret - On to Repulse, Off to Attract
|
| Cost |
200 |
| Health Points |
2,000 |
|
| Repulsive Gravity |
| Damage |
|
| Reloadtime |
0.2 |
| Damage/second |
|
| Range |
440 |
|
| Attractive Gravity |
| Damage |
|
| Reloadtime |
0.2 |
| Damage/second |
|
| Range |
460 |
|
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 |
1,075 |
|
| DepthCharge |
| Damage |
110 |
| Reloadtime |
1 |
| Damage/second |
110 |
| Range |
580 |
|
Stinger - High-Energy Laser Tower
|
| Cost |
450 |
| Health Points |
2,475 |
|
| High-Energy Laser Blaster |
| 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.
Morphs to: Doomsday Machine (3 Rank, 60s)
Razor's Kiss - Anti-Air Laser
|
| Cost |
280 |
| Health Points |
2,200 |
|
| Anti-Air Laser |
| 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.
Morphs to: Cobra (3 Rank, 60s)
Viper - Dug-in Sabot Battery
|
| Cost |
500 |
| Health Points |
3,300 |
|
| Sabot |
| Damage |
650 |
| Reloadtime |
2.7 |
| Damage/second |
241 |
| Range |
520 |
|
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 |
2,600 |
| Health Points |
10,000 |
|
| Heavy Plasma |
| Damage |
1,200 |
| Reloadtime |
3 |
| Damage/second |
400 |
| Range |
700 |
|
| Heat Ray |
| Damage |
75 |
| Reloadtime |
0.1 |
| Damage/second |
750 |
| Range |
430 |
|
Armed with a heavy plasma cannon and a Heat Ray, the Doomsday Machine forms a focal defense point against enemy assault pushes. It can bunker down to survive attack by long-range artillery or air attacks, although it cannot fire its weapons while doing so.
Intimidator - Strategic Plasma Cannon
|
| Cost |
6,000 |
| Health Points |
4,600 |
|
| Heavy Plasma Cannon |
| Damage |
2,400 |
| Reloadtime |
8 |
| Damage/second |
300 |
| Range |
6600 |
|
The Intimidator's massive range and power allow it to shell enemy infrastructure indiscriminately from the safety of your base. However, it is not to be treated as something capable of achieving victory alone.
Cobra - Anti-Air Flak Gun
|
| Cost |
800 |
| Health Points |
2,500 |
|
| Flak Cannon |
| Damage |
200 |
| Reloadtime |
0.5 |
| Damage/second |
400 |
| Range |
1200 |
|
Morphs to: Screamer (3 Rank, 60s)
Screamer - Long-Range AA Missile Tower
|
| Cost |
2,400 |
| Health Points |
1,570 |
|
| Advanced AA Missile |
| Damage |
1,750 |
| Reloadtime |
1.8 |
| Damage/second |
972 |
| 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 |
2,700 |
| Health Points |
3,200 |
|
| Tactical Nuke |
| Damage |
3,500 |
| Reloadtime |
1 |
| Damage/second |
3,500 |
| 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 |
3,000 |
| Health Points |
3,300 |
|
| Anti-Nuke Missile |
| Damage |
1,500 |
| Reloadtime |
6 |
| Damage/second |
250 |
| Range |
4000 |
|
Urchin - Torpedo Launcher
|
| Cost |
260 |
| Health Points |
1,900 |
|
| Level1 Torpedo Launcher |
| Damage |
300 |
| Reloadtime |
1.8 |
| Damage/second |
167 |
| Range |
600 |
|
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.
Morphs to: Lamprey (3 Rank, 60s)
Lamprey - Advanced Torpedo Launcher
|
| Cost |
1,400 |
| Health Points |
1,600 |
|
| Torpedo |
| Damage |
2,500 |
| Reloadtime |
10 |
| Damage/second |
250 |
| Range |
900 |
|
The Lamprey is a long-ranged torpedo launcher with extremely high firepower. It is submerged to conceal and protect it from the enemy, but can be countered with torpedo bombers and standoff submarines, or simply bypassed with hovercraft.
Silencer - Nuclear ICBM Launcher
|
| Cost |
7,000 |
| Health Points |
5,560 |
|
| CoreNuclearMissile |
| Damage |
11,500 |
| Reloadtime |
5 |
| Damage/second |
2,300 |
| Range |
72000 |
|
Zenith - Meteor Controller
|
| Cost |
35,000 |
| Health Points |
12,000 |
|
| Meteor Bombardment |
| Damage |
2,000 |
| Reloadtime |
1 |
| Damage/second |
2,000 |
| Range |
9000 |
|
| Attractive Gravity |
| Damage |
|
| Reloadtime |
0.2 |
| Damage/second |
|
| Range |
6000 |
|
Other Structures
Metal Extractor - Extracts Metal
|
| Cost |
75 |
| Health Points |
400 |
|
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.
Solar Collector - Produces Energy (2)
|
| Cost |
70 |
| Health Points |
500 |
|
Solar collectors are the least cost-efficient of the energy structures, but they are also the most reliable and sturdy. When attacked, solars will curl up into armored form, which offers excellent protection against raiders.
Graviton Power Generator - Produces Energy (35)
|
| Cost |
1,000 |
| Health Points |
2,200 |
|
Graviton generators provide a good amount of steady energy output at a fair price. They are attractive targets and not very well-armored, so keep them well-protected. When killed, graviton generators will cause heavy damage to nearby units.
Singularity Reactor - Produces Energy (225) - HAZARDOUS
|
| Cost |
4,000 |
| Health Points |
4,000 |
|
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 - Produces Energy
|
| Cost |
35 |
| Health Points |
130 |
|
Wind generators produce a variable amount of energy, depending on altitude and wind speed. They are extremely fragile and chain explode when bunched, so consider their placement carefully.
Geothermal Powerplant - Produces Energy (25)
|
| Cost |
500 |
| Health Points |
1,850 |
|
Morphs to: Moho Geothermal Powerplant (90s)
Tidal Generator - Produces Energy
|
| Cost |
55 |
| Health Points |
260 |
|
Metal Storage - Stores Metal (500)
|
| Cost |
80 |
| Health Points |
700 |
|
Energy Storage - Stores Energy (500)
|
| Cost |
150 |
| Health Points |
1,000 |
|
Custodian - Nanoturret, Builds at 12 m/s
|
| Cost |
220 |
| Health Points |
500 |
|
Air Repair Pad - Automatically Repairs Aircraft
|
| Cost |
350 |
| Health Points |
1,905 |
|
The Air Repair Pad repairs up to four aircraft at a time. It also refuels/rearms bombers.
Radar Tower - Early Warning System
Morphs to: Informant (12s)
Advanced Radar Tower - Long-Range Radar, decreases radar wobble
|
| Cost |
500 |
| Health Points |
330 |
|
Sonar Station - Locates Water Units
|
| Cost |
120 |
| Health Points |
250 |
|
Aegis - Linkable Shield Device
|
| Cost |
480 |
| Health Points |
900 |
|
| Energy Shield |
| Damage |
|
| Reloadtime |
|
| Damage/second |
|
| Range |
|
|
Morphs to: Aspis (25s)
Behemoth - Plasma Battery
|
| Cost |
3,500 |
| Health Points |
3,500 |
|
| Long-Range Plasma Battery |
| Damage |
900 |
| Reloadtime |
6 |
| Damage/second |
150 |
| Range |
1650 |
|
Demo - Napalm Cluster Trap Mine
|
| Cost |
100 |
| Health Points |
300 |
|
| Napalm Clusters Detonation |
| Damage |
30 |
| Reloadtime |
1 |
| Damage/second |
30 |
| Range |
180 |
|
A powerful napalm charge, very effective against raiders.
Gali - High Intensity Impulse Trap Mine
|
| Cost |
220 |
| Health Points |
400 |
|
This anti-armor weapon will literally send enemies sky-high with its vertical impulse blast.
Chicken (codename: Thunderbirds)
The Chickens are a force to be reckoned with.
Nest
Spawns Chickens
Drone - Morphs Into Chicken Structures
|
| Cost |
60 |
| Health Points |
170 |
| Speed |
1.8 |
|
A hapless non-combat organism whose sole purpose in life is to morph into one of the Chicken Hive's structures.
Morphs to: Chicken Tube (20s), Nest (20s), Chicken Spire (90s), Thicket (4s)
Pigeon - Flying Spore Scout
|
| Cost |
50 |
| Health Points |
150 |
| Speed |
10 |
|
| BogusBomb |
| Damage |
|
| Reloadtime |
2 |
| Damage/second |
|
| Range |
10 |
|
| Spores |
| Damage |
150 |
| Reloadtime |
4 |
| Damage/second |
38 |
| Range |
600 |
|
A small flying chicken scout with spore.
Chicken - Swarmer
|
| Cost |
25 |
| Health Points |
270 |
| Speed |
2.9 |
|
| Claws |
| Damage |
80 |
| Reloadtime |
1.2 |
| Damage/second |
67 |
| Range |
100 |
|
The footsoldier of the Thunderbirds is an aggressive zergling-type unit. What it lacks in individual strength, it compensates for with its sheer numbers, overwhelming enemies with floods and floods of little chickens. A good riot unit is recommended for stopping them.
Leaper - Raider
|
| Cost |
100 |
| Health Points |
520 |
| Speed |
5.2 |
|
| Kick |
| Damage |
50 |
| Reloadtime |
1 |
| Damage/second |
50 |
| Range |
100 |
|
The Leaper is the chicken's fast attack unit, running down enemies and leaping over obstacles.
Spiker - Skirmisher
|
| Cost |
150 |
| Health Points |
600 |
| Speed |
2 |
|
| Spike |
| Damage |
160 |
| Reloadtime |
1.5 |
| Damage/second |
107 |
| Range |
500 |
|
The Spiker's razor sharp projectiles can pierce even the thickest armor. While it doesn't have much health, it remains a potent threat to both air and ground units. Counter with anything that can reliably outrange it.
Dodo - Chicken Bomb
|
| Cost |
170 |
| Health Points |
200 |
| Speed |
7 |
|
The Dodo's body contains a volatile mixture of organic explosives. At the slightest provocation, it explodes spectacularly, with the resulting shockwave throwing nearby units into the air. Beware as its flying limbs and spikes will do residual damage.
Talon - Flying Spike Spitter
|
| Cost |
450 |
| Health Points |
1,400 |
| Speed |
10 |
|
| Spike |
| Damage |
160 |
| Reloadtime |
1.5 |
| Damage/second |
107 |
| Range |
400 |
|
It's a flying chicken! The Talon is a lethal predator that takes down enemy aircraft with its spikes, but will also happily employ them on ground targets. It can be defeated like any other air unit, however.
Digger - Burrowing Scout/Raider
|
| Cost |
40 |
| Health Points |
180 |
| Speed |
1.8 |
|
| Claws |
| Damage |
40 |
| Reloadtime |
1.2 |
| Damage/second |
33 |
| Range |
60 |
|
The Digger's strong claws can scoop through the hardest rock like gravy. As such, it can burrow and travel underground (very slowly), where the only way to locate it is with sesimic detection equipment.
Cockatrice - Assault/Anti-Armor
|
| Cost |
350 |
| Health Points |
2,800 |
| Speed |
1.8 |
|
| Claws |
| Damage |
1,700 |
| Reloadtime |
7 |
| Damage/second |
243 |
| Range |
160 |
|
The Cockatrice is truly a beast. Seemingly impervious to enemy fire, it casually walks up to its target and dismembers it with its incredibly powerful jaws. Fortunately, it is not fast or particularly intelligent, and can be destroyed with skirmishers or swarmers easily.
Lobber - Artillery
|
| Cost |
200 |
| Health Points |
500 |
| Speed |
1.8 |
|
| Blob |
| Damage |
240 |
| Reloadtime |
6 |
| Damage/second |
40 |
| Range |
950 |
|
A form of organic artillery, the Lobber hurls balls of venom at a high trajectory over long distances. It proves a problem for those who rely excessively on static defenses, but is practically helpless when attacked directly.
Spidermonkey - All-Terrain Anti-Air
|
| Cost |
500 |
| Health Points |
1,800 |
| Speed |
2.2 |
|
| Web Weapon |
| Damage |
0.1 |
| Reloadtime |
0.1 |
| Damage/second |
1 |
| Range |
800 |
|
| Spores |
| Damage |
750 |
| Reloadtime |
6 |
| Damage/second |
125 |
| Range |
600 |
|
The Spidermonkey is a very unusual support chicken. As the name suggests, it can climb walls, however it can also spin thick webs to ensnare aircraft like a spider catching insects.
Basilisk - All-Terrain Riot
|
| Cost |
520 |
| Health Points |
1,800 |
| Speed |
2.2 |
|
| Blob |
| Damage |
560 |
| Reloadtime |
3 |
| Damage/second |
187 |
| Range |
400 |
|
The Basilisk climbs walls like a spider to surprise the enemy with its highly acidic spit. Only a vigilant watch keeps these critters from sauntering over hills to wreck your base from unexpected directions. Gunships are the best solution to Basilisk incursions.
Listener - Burrowing Mobile Seismic Detector
|
| Cost |
300 |
| Health Points |
700 |
| Speed |
0.6 |
|
The Listener is an evolved form of the Digger. While it has lost all fighting ability, it has gained a unique sense of hearing that allows it to pinpoint the location of enemy ground forces.
Toad - Shield
|
| Cost |
1,200 |
| Health Points |
1,600 |
| Speed |
1.8 |
|
| Fake |
| Damage |
|
| Reloadtime |
10 |
| Damage/second |
|
| Range |
420 |
|
| Shield |
| Damage |
|
| Reloadtime |
|
| Damage/second |
|
| Range |
|
|
Protects adjacent chickens.
Blimpy - Dodo Bomber
|
| Cost |
450 |
| Health Points |
2,200 |
| Speed |
5 |
|
| BogusBomb |
| Damage |
|
| Reloadtime |
0.5 |
| Damage/second |
|
| Range |
300 |
|
| BOMBTRIGGER |
| Damage |
|
| Reloadtime |
14 |
| Damage/second |
|
| Range |
900 |
|
| Dodo Bomb |
| Damage |
|
| Reloadtime |
10 |
| Damage/second |
|
| Range |
900 |
|
Blimpy drops a Dodo on unsuspecting armies and bases.
Chicken Queen - Clucking Hell!
|
| Cost |
105,600 |
| Health Points |
200,000 |
| Speed |
2.5 |
|
| ChickenClaws |
| Damage |
2,000 |
| Reloadtime |
0.4 |
| Damage/second |
5,000 |
| Range |
200 |
|
| Spores |
| Damage |
1,200 |
| Reloadtime |
4 |
| Damage/second |
300 |
| Range |
600 |
|
| Spores |
| Damage |
1,200 |
| Reloadtime |
4 |
| Damage/second |
300 |
| Range |
600 |
|
| Spores |
| Damage |
1,200 |
| Reloadtime |
4 |
| Damage/second |
300 |
| Range |
600 |
|
| Blob |
| Damage |
6,400 |
| Reloadtime |
6 |
| Damage/second |
1,067 |
| Range |
1200 |
|
| ChickenKick |
| Damage |
10 |
| Reloadtime |
1 |
| Damage/second |
10 |
| Range |
512 |
|
Two words: RUN AWAY! The Chicken Queen is the matriach of the Thunderbird colony, and when aggravated is virtually impossible to stop. It can spit acid, spray spores to kill aircraft, and kick land units away from it. Most of all, its jaws can rip apart the largest assault mech in seconds. Only the most determined, focused assault can hope to stop this beast in her tracks.
Static Weapons
Chicken Tube - Defense and energy source
|
| Cost |
120 |
| Health Points |
500 |
|
| Spores |
| Damage |
240 |
| Reloadtime |
12 |
| Damage/second |
20 |
| Range |
420 |
|
The Tube is the chicken's only defense structure, firing deadly spores at air and ground targets alike.
Chicken Spire - Static Artillery
|
| Cost |
1,200 |
| Health Points |
1,500 |
|
| Seekers |
| Damage |
1,000 |
| Reloadtime |
10 |
| Damage/second |
100 |
| Range |
3500 |
|
Long range static artillery.
(Back to the Manual)