Nova (formerly ARM)

http://trac.caspring.org/export/head/trunk/mods/ca/sidepics/arm_16.png 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.


Amphibious Operations Platform

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


Hovercon - Construction Hovercraft, Builds at 6 m/s

Cost 150
Health Points 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

Cost 55
Health Points 81

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.


Logos (formerly CORE)

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


Infantry Bot Factory

Produces Infantry robots, Builds at 6 m/s

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.


Amphibious Operations Platform

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


Hovercon - Construction Hovercraft, Builds at 6 m/s

Cost 150
Health Points 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

Cost 55
Health Points 81

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)

http://trac.caspring.org/export/head/trunk/mods/ca/sidepics/Chicken (random if disabled)_16.png 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)