Units and structures
Everything you can build, field or fire, as the in-game field guide (F8) shows it. Costs are cash, crews, metal and knowledge. Every vehicle, ship and aircraft also burns gasoline for as long as it is alive.
Ground

Main Battle Tank MBT
- Cost
- $300 · 4 crews · 25 metal · 12 s
- Durability
- 400 HP · 35% armour
- Top speed
- 43 km/h
- Sensors
- Eyes 450 m (thermal optics, sees at night)
- Upkeep
- 0.3 gasoline/s
- Built at
- Vehicle Factory or FOB
Heavily armored tracked tank. Pivots in place. Thermal sights. Two banks of 4 smoke grenades screen it from sights and IR missiles. Its armor plating needs real Metal, not just Cash.

Light Armored Vehicle LAV
- Cost
- $240 · 3 crews · 12 metal · 9 s
- Durability
- 220 HP · 18% armour
- Top speed
- 72 km/h
- Sensors
- Eyes 550 m (thermal optics, sees at night)
- Upkeep
- 0.2 gasoline/s
- Built at
- Vehicle Factory or FOB
Fast eight-wheeled armored vehicle with a 30 mm cannon that also hits helicopters and low aircraft. Thermal sights and two banks of 4 smoke grenades. Tougher than a scout car, far lighter than a tank: escort, raid and react, don't slug it out with armor. Needs speed to turn.

Scout Car SCT
- Cost
- $150 · 2 crews · 6 s
- Durability
- 110 HP · 5% armour
- Top speed
- 86 km/h
- Sensors
- Eyes 650 m (thermal optics, sees at night)
- Upkeep
- 0.15 gasoline/s
- Built at
- Vehicle Factory or FOB
Fast wheeled scout. Lays land mines, concrete blockades and barbed wire in the field. Needs speed to turn.

Combat Engineer ENG
- Cost
- $220 · 2 crews · 15 metal · 10 s
- Durability
- 160 HP · 10% armour
- Top speed
- 32 km/h
- Sensors
- Eyes 350 m
- Upkeep
- 0.2 gasoline/s
- Built at
- Vehicle Factory or FOB, or the HQ
Slow, unarmed construction and repair vehicle. Order it to raise a construction site (walls, blockades and wire anywhere; base buildings inside your HQ/FOB supply range) and it builds it up - left-click the site with more engineers to finish faster, or Ctrl+left-click a damaged unit of yours to repair it in the field.

Logistics Truck LOG
- Cost
- $180 · 1 crews · 5 metal · 8 s
- Durability
- 120 HP
- Top speed
- 58 km/h
- Sensors
- Eyes 300 m
- Upkeep
- 0.15 gasoline/s
- Built at
- Vehicle Factory or FOB, or the HQ
Unarmed supply truck. Ctrl+left-click one of your units (or left-click an ally's) to stand by it, refilling its ammo and delivering a little team fuel every few seconds.

Forward Observer FO
- Cost
- $180 · 2 crews · 6 knowledge · 8 s
- Durability
- 90 HP
- Top speed
- 72 km/h
- Sensors
- Eyes 700 m (thermal optics, sees at night) · IR designator 1.4 km
- Upkeep
- 0.1 gasoline/s
- Built at
- Vehicle Factory or FOB
Unarmed spotter jeep with an IR illuminator: order it to designate a visible enemy and your team gets a track on it, and any heat-seeking bomb or missile in flight prefers it. Its optics take Knowledge to build.

Mortar Carrier MTR
- Cost
- $260 · 3 crews · 15 metal · 11 s
- Durability
- 130 HP · 5% armour
- Top speed
- 36 km/h
- Sensors
- Eyes 400 m (thermal optics, sees at night)
- Upkeep
- 0.2 gasoline/s
- Built at
- Vehicle Factory or FOB
- Requires
- Equipment Tree unlock
Light indirect-fire vehicle: lobs shells in a high arc, so it can hit targets it can't even see with its own eyes if your team has a track on them. Short minimum range - keep something else between it and the enemy.

Mobile AA Gun FLAK
- Cost
- $340 · 3 crews · 20 metal · 13 s
- Durability
- 190 HP · 10% armour
- Top speed
- 54 km/h
- Sensors
- Eyes 500 m (thermal optics, sees at night)
- Upkeep
- 0.2 gasoline/s
- Built at
- Vehicle Factory or FOB
- Requires
- Equipment Tree unlock
Twin rapid-fire flak cannon on a turret: cheaper and faster-reloading than missiles, longer-ranged than a CIWS, but no seeker - needs a radar track or eyes-on to hit.

AA Missile Carrier AA
- Cost
- $370 · 3 crews · 10 metal · 8 knowledge · 14 s
- Durability
- 180 HP · 10% armour
- Top speed
- 58 km/h
- Sensors
- Eyes 450 m (thermal optics, sees at night)
- Upkeep
- 0.2 gasoline/s
- Built at
- Vehicle Factory or FOB
- Requires
- Research Lab
Mobile heat-seeking surface-to-air missiles. Flares defeat it. Guided weapons need Knowledge as well as Cash.

Armored Bridge Layer AVLB
- Cost
- $320 · 3 crews · 30 metal · 14 s
- Durability
- 360 HP · 30% armour
- Top speed
- 36 km/h
- Sensors
- Eyes 350 m
- Upkeep
- 0.3 gasoline/s
- Built at
- Vehicle Factory or FOB
- Requires
- Research Lab
Tank chassis carrying one 26 m scissor bridge. Order it to lay the bridge across a stream or small river (up to 20 m of water) and your ground units can cross; pick it back up to move on. Unarmed - escort it.

Mine-Clearing Vehicle MCV
- Cost
- $380 · 3 crews · 35 metal · 5 knowledge · 16 s
- Durability
- 450 HP · 40% armour
- Top speed
- 32 km/h
- Sensors
- Eyes 400 m · Mine detector 60 m: reveals enemy land mines
- Upkeep
- 0.3 gasoline/s
- Built at
- Vehicle Factory or FOB
- Requires
- Vehicle Factory
Armoured, unarmed mine clearer on a tank chassis. Its detector shows enemy land mines within 60 m to your whole team, its front flail sets off any mine it drives onto harmlessly ahead of the hull, and its line charge (Clear mines) blows every mine in a 20 x 120 m lane ahead - then it drives through. The next charge takes 45 s to load. No use against sea mines.

Ballistic Missile Launcher TEL
- Cost
- $1,100 · 4 crews · 70 metal · 40 knowledge · 34 s
- Durability
- 260 HP · 10% armour
- Top speed
- 29 km/h
- Sensors
- Eyes 300 m
- Upkeep
- 0.3 gasoline/s
- Built at
- Vehicle Factory or FOB
- Requires
- Research Lab · Equipment Tree unlock
Slow wheeled transporter-erector-launcher. Order a Strike [Y] on any point within range - no target lock needed, no need to see it. Long reload, few rounds, huge blast.
Sea

Patrol Boat PB
- Cost
- $300 · 6 crews · 12 s
- Durability
- 280 HP · 5% armour
- Top speed
- 72 km/h
- Sensors
- Eyes 450 m · Radar 1.6 km (air and surface) · Sonar 0.6 km · ESM (hears radars and jammers) 3 km
- Upkeep
- 0.25 gasoline/s
- Built at
- Shipyard
Fast coastal boat with an autocannon. Lays sea mines.

Fast Attack Craft FAC
- Cost
- $140 · 3 crews · 7 s
- Durability
- 120 HP
- Top speed
- 94 km/h
- Sensors
- Eyes 400 m
- Upkeep
- 0.15 gasoline/s
- Built at
- Shipyard
Small, very fast rigid-hull boat with a 7.62mm machine gun on a pintle. Cheap and quick to build: raids, harbour patrol, chasing down light boats and low helicopters. Fragile - anything bigger than a machine gun sinks it.

Guided Missile Frigate FFG
- Cost
- $780 · 18 crews · 60 metal · 20 knowledge · 28 s
- Durability
- 900 HP · 20% armour
- Top speed
- 43 km/h
- Sensors
- Eyes 500 m · Radar 2.5 km (air and surface) · Sonar 1.5 km · ESM (hears radars and jammers) 3.5 km
- Upkeep
- 0.5 gasoline/s
- Built at
- Shipyard
- Requires
- Research Lab
Air-defense frigate: radar, sea-to-air missiles, naval gun, CIWS gun, a point-defense laser that burns incoming missiles out of the air, sonar. A steel hull and a warship's worth of electronics.

Attack Submarine SSK
- Cost
- $660 · 12 crews · 55 metal · 12 knowledge · 26 s
- Durability
- 500 HP · 10% armour
- Top speed
- 32 km/h
- Sensors
- Eyes 300 m · Sonar 2.4 km · ESM (hears radars and jammers) 3.5 km
- Upkeep
- 0.35 gasoline/s
- Built at
- Shipyard
- Requires
- Research Lab
Dives to periscope or deep depth. Deep: invisible except to sonar. Acoustic torpedoes. A pressure hull is mostly Metal.

Aircraft Carrier CVN
- Cost
- $1,900 · 40 crews · 160 metal · 45 knowledge · 70 s
- Durability
- 2,600 HP · 30% armour
- Top speed
- 36 km/h
- Sensors
- Eyes 550 m · Radar 3 km (air and surface) · Sonar 0.9 km · ESM (hears radars and jammers) 3.5 km
- Upkeep
- 0.8 gasoline/s
- Built at
- Shipyard
- Requires
- Research Lab · Airfield
A floating airbase: builds and rearms jets, helicopters and drones anywhere at sea. Long-range air-search radar, two CIWS and point-defense missiles, but no real offensive armament - escort it.
Air

Reconnaissance UAV UAV
- Cost
- $220 · 10 metal · 15 knowledge · 9 s
- Durability
- 55 HP
- Top speed
- 198 km/h
- Sensors
- Eyes 900 m (thermal optics, sees at night) · IR designator 1.8 km
- Upkeep
- 0.1 gasoline/s
- Built at
- Airstrip, Airfield or Carrier
- Requires
- Equipment Tree unlock
Small unmanned drone: cheap and expendable, with a long-range thermal camera and an IR designator to call in strikes. Unarmed and lightly built - stay out of contested airspace. Small radar cross-section.

Attack Helicopter AH
- Cost
- $540 · 2 crews · 25 metal · 18 knowledge · 17 s
- Durability
- 260 HP · 15% armour
- Top speed
- 252 km/h
- Sensors
- Eyes 550 m (thermal optics, sees at night) · ESM (hears radars and jammers) 2.5 km
- Upkeep
- 0.4 gasoline/s
- Built at
- Airstrip, Airfield or Carrier
Hovering gunship: flies low along the terrain, stops and stands off at weapon range. 30 mm chin cannon and anti-armor missiles. Vulnerable to AA guns and heat-seekers; flares help.

Air Superiority Jet JET
- Cost
- $560 · 2 crews · 30 metal · 25 knowledge · 18 s
- Durability
- 150 HP
- Top speed
- 720 km/h
- Sensors
- Eyes 600 m (thermal optics, sees at night) · Radar 3.2 km (air only, 120° cone) · ESM (hears radars and jammers) 3.5 km
- Upkeep
- 0.6 gasoline/s
- Built at
- Airstrip, Airfield or Carrier
- Requires
- Airfield
Fast jet fighter with a forward-looking nose radar (60° cone, 3.2 km) and heat-seeking air-to-air missiles. Flares and chaff. A jet airframe is light Metal and heavy Knowledge.

Strike Airplane ATK
- Cost
- $630 · 3 crews · 35 metal · 15 knowledge · 22 s
- Durability
- 280 HP · 10% armour
- Top speed
- 450 km/h
- Sensors
- Eyes 450 m (thermal optics, sees at night) · ESM (hears radars and jammers) 4 km
- Upkeep
- 0.5 gasoline/s
- Built at
- Airstrip, Airfield or Carrier
- Requires
- Airfield
Turboprop strike aircraft: free-fall bombs against ground and ships, and two anti-radiation missiles that home on enemy radars and jammers while they transmit (its ESM hears them out to 4 km). Flares for defense.

Close Air Support Aircraft CAS
- Cost
- $720 · 2 crews · 45 metal · 20 knowledge · 24 s
- Durability
- 750 HP · 50% armour
- Top speed
- 414 km/h
- Sensors
- Eyes 1,600 m (thermal optics, sees at night)
- Upkeep
- 0.55 gasoline/s
- Built at
- Airstrip, Airfield or Carrier
- Requires
- Airfield
Slow, heavily armoured ground-attack jet built around a 30 mm rotary cannon. It attacks in gun runs: lines up on the target, dives firing, pulls out and comes around again. A targeting pod spots vehicles 1.6 km out; heat-seeking anti-armour missiles and plenty of flares. Shrugs off small arms, but AA guns and SAMs make it pay.

Maritime Patrol Aircraft MPA
- Cost
- $680 · 6 crews · 20 metal · 20 knowledge · 24 s
- Durability
- 320 HP · 5% armour
- Top speed
- 396 km/h
- Sensors
- Eyes 500 m (thermal optics, sees at night) · Radar 3 km (air and surface) · Magnetic anomaly detector 0.7 km · ESM (hears radars and jammers) 3.5 km
- Upkeep
- 0.4 gasoline/s
- Built at
- Airstrip, Airfield or Carrier
- Requires
- Airfield
Slow, low-flying sub hunter: sea-search radar, magnetic anomaly detector boom (fly low!), sensor buoys and air-dropped torpedoes.

Airborne Early Warning Aircraft AEW
- Cost
- $1,100 · 8 crews · 40 metal · 60 knowledge · 40 s
- Durability
- 300 HP · 5% armour
- Top speed
- 468 km/h
- Sensors
- Eyes 500 m (thermal optics, sees at night) · Radar 6 km (air and surface) · Look-down radar: hills don't mask it · ESM (hears radars and jammers) 4.5 km
- Upkeep
- 0.6 gasoline/s
- Built at
- Airstrip, Airfield or Carrier
- Requires
- Airfield · Research Lab
Four-jet radar plane with a rotating dome on its back: tracks aircraft out to 6 km and ships and vehicles out to 4 km for your whole team, and from its altitude no hill hides anything from it. Orbits wherever you send it. Unarmed and fragile, loud on enemy ESM (anti-radiation missiles can home on it): keep it behind your fighters and SAMs, and switch the radar off to hide.
Structures

Command Headquarters HQ
- Cost
- $100 · 10 s
- Durability
- 3,000 HP · 30% armour
- Sensors
- Eyes 400 m
- Income
- +8 cash/s · +0.5 crews/s · +0.5 knowledge/s · +3 gasoline/s
Lose every production building and the HQ and you are out. Its population and command staff are also where your Humans and Knowledge trickle in from.

Vehicle Factory FAC
- Cost
- $600 · 20 metal · 30 s
- Durability
- 1,500 HP · 25% armour
- Sensors
- Eyes 300 m
- Income
- +2 cash/s
Builds every ground vehicle - scout cars, LAVs, tanks, artillery, SAM and radar vehicles - and the engineers and logistics trucks that raise and supply the base. The first one opens the base tier of the tech tree.

Ore Mine ORE
- Cost
- $350 · 20 s
- Durability
- 600 HP · 15% armour
- Sensors
- Eyes 200 m
- Income
- +2.5 metal/s
- Upkeep
- $1/s
Built on an ore vein: steady Metal income, the only reliable way to get it besides salvage. Costs Cash to run.

Oil Derrick OIL
- Cost
- $300 · 18 s
- Durability
- 450 HP · 10% armour
- Sensors
- Eyes 200 m
- Income
- +5 gasoline/s
- Upkeep
- $1/s
Built on an oil seep: pumps Gasoline to keep your vehicles, ships and aircraft moving.

Recruitment Center RCT
- Cost
- $400 · 20 metal · 22 s
- Durability
- 550 HP · 10% armour
- Sensors
- Eyes 250 m
- Income
- +1.5 crews/s
- Upkeep
- $2/s
Trains crews: a steady flow of Humans for manned vehicles, ships and aircraft.

Research Lab LAB
- Cost
- $500 · 5 crews · 40 metal · 28 s
- Durability
- 500 HP · 10% armour
- Sensors
- Eyes 250 m
- Income
- +1.2 knowledge/s
- Upkeep
- $2/s
- Requires
- Vehicle Factory
Generates Knowledge, which guided weapons and advanced hardware need. Expensive to run.

Shipyard YRD
- Cost
- $700 · 40 metal · 35 s
- Durability
- 1,500 HP · 25% armour
- Sensors
- Eyes 350 m · Sonar 0.8 km
- Income
- +2 cash/s
- Requires
- Vehicle Factory
Builds warships and submarines straight into the water, so it needs a shoreline site. Its own sonar listens to the sea around it (800 m).

Forward Operating Base FOB
- Cost
- $500 · 5 crews · 25 metal · 10 knowledge · 26 s
- Durability
- 1,000 HP · 20% armour
- Sensors
- Eyes 350 m · ESM (hears radars and jammers) 1.5 km
- Income
- +1 cash/s
- Requires
- Vehicle Factory
A forward foothold: builds vehicles closer to the front so reinforcements don't have to drive from the HQ. Also keeps your team alive if the main base falls.

Ground Radar Station RDR
- Cost
- $450 · 15 metal · 5 knowledge · 25 s
- Durability
- 600 HP · 15% armour
- Sensors
- Eyes 300 m · Radar 3 km (air and surface)
- Requires
- Vehicle Factory
Long-range search radar. Feeds air and surface tracks to your whole team (SAMs need it). Switch off to hide from ESM.

Counter-Battery Radar CBR
- Cost
- $500 · 20 metal · 10 knowledge · 25 s
- Durability
- 450 HP · 10% armour
- Sensors
- Eyes 300 m · Counter-battery radar 4 km: traces shells and ballistic missiles back to their shooter
- Requires
- Vehicle Factory
Watches the sky for incoming shells, mortar rounds and ballistic missiles out to 4 km and back-tracks them: your whole team gets a track on the gun or launcher that fired, for 30 seconds - long enough to fire back. Doesn't track aircraft or vehicles. Heard by enemy ESM while on.

CIWS Turret CIWS
- Cost
- $400 · 25 metal · 10 knowledge · 20 s
- Durability
- 500 HP · 30% armour
- Sensors
- Eyes 400 m · Radar 1.5 km (air only)
- Requires
- Ground Radar Station
Radar-directed gatling point defense: shreds incoming missiles and low aircraft.

Airstrip STRP
- Cost
- $400 · 20 metal · 5 knowledge · 20 s
- Durability
- 700 HP · 10% armour
- Sensors
- Eyes 250 m
- Income
- +1 cash/s
- Requires
- Research Lab
Bare-bones forward runway: no tower, no radar. Cheaper and faster to build than a full airfield, but doesn't watch the sky.

Airfield AIR
- Cost
- $900 · 60 metal · 25 knowledge · 40 s
- Durability
- 1,500 HP · 25% armour
- Sensors
- Eyes 400 m · Radar 2 km (air only)
- Income
- +2 cash/s
- Requires
- Research Lab
Builds and rearms aircraft. Its approach radar watches the sky. Field-constructable by an engineer as well as pre-built at base spawn.

SAM Battery SAM
- Cost
- $650 · 30 metal · 15 knowledge · 30 s
- Durability
- 700 HP · 20% armour
- Sensors
- Eyes 300 m
- Requires
- Ground Radar Station · Research Lab
Vertical-launch radar-guided SAMs. No radar of its own: guided by the team's radar tracks.

Jamming Station JAM
- Cost
- $550 · 20 metal · 20 knowledge · 25 s
- Durability
- 450 HP · 10% armour
- Sensors
- Eyes 300 m · Radar jammer 2.6 km (30° cone)
- Requires
- Research Lab
Anti-radar jammer: aim its cone to blind every other team's radar (not eyes/sonar/MAD/ESM) inside it. Emits noise, so enemy ESM can find it.

Early Warning Radome DOME
- Cost
- $800 · 35 metal · 25 knowledge · 35 s
- Durability
- 700 HP · 10% armour
- Sensors
- Eyes 300 m · Radar 5.5 km (air only)
- Requires
- Research Lab
Early-warning air search radar under a dome: tracks aircraft and missiles out to 5.5 km for your whole team, so long-range SAMs can fire at full reach. No surface tracks. Big, fragile and heard far away by enemy ESM; switch off to hide.

Coastal Missile Battery CMB
- Cost
- $750 · 40 metal · 20 knowledge · 30 s
- Durability
- 650 HP · 20% armour
- Sensors
- Eyes 350 m · Radar 4.5 km (surface only)
- Requires
- Research Lab
Anti-ship missiles fired from the shore: 4 radar-guided missiles reaching 6.5 km, and its own surface-search radar (4.5 km) to guide them. Must stand on the coastline. No defence against aircraft.

Defensive Wall WALL
- Cost
- $90 · 12 metal · 8 s
- Durability
- 500 HP · 25% armour
Tall, tough field-constructed barrier. Blocks and pushes ground vehicles like any structure - build a line of them to seal off an approach.
Field deployables

Concrete Blockade BLK
- Cost
- $60 · 8 metal · 10 s
- Durability
- 320 HP · 20% armour
Static concrete barrier: dropped free (ammo-limited) by a scout car, or field-constructed by an engineer. Blocks and pushes ground vehicles like any other structure. Tough, but immobile and unarmed.

Barbed Wire WIRE
- Cost
- $20 · 10 s
- Durability
- 40 HP
Coiled wire on posts: dropped free (ammo-limited) by a scout car, or field-constructed by an engineer. Doesn't block vehicles, just slows anything that pushes through it. Cheap and flimsy.

Magnetic Sensor Buoy BUOY
- Durability
- 60 HP
- Sensors
- Magnetic anomaly detector 0.7 km
Dropped by patrol boats, submarines and patrol aircraft. Its magnetometer finds ships, submarines (any depth) and sea mines nearby. Fragile.

Assault Bridge ABR
- Durability
- 400 HP · 25% armour
A laid scissor bridge: a ground crossing over the stream beneath it for as long as it stands. Its bridge layer can pick it back up; destroy an enemy one to cut their crossing.
Weapons
Every missile can swap its seeker head, and every explosive its fuze and warhead, through the loadout.
120mm Cannon
- Range
- 0 km – 1.3 km
Heavy Machine Gun
- Range
- 0.7 km
30mm Autocannon
- Range
- 1.1 km
30mm Rotary Cannon
- Range
- 0.1 km – 1.3 km
Mortar Shell
- Range
- 0.1 km – 1.6 km
Twin Flak Cannon
- Range
- 2.2 km
20mm CIWS Gun
- Range
- 1 km
Point-Defense Laser
- Range
- 1.8 km

Small Air-to-Air Missile
- Range
- 0.1 km – 2.6 km

Medium Air-to-Air Missile
- Range
- 0.4 km – 4.2 km

Large Air-to-Air Missile
- Range
- 0.6 km – 6 km

Small Sea-to-Air Missile
- Range
- 0.1 km – 2.4 km

Medium Sea-to-Air Missile
- Range
- 0.3 km – 3.8 km

Large Sea-to-Air Missile
- Range
- 0.4 km – 5.2 km

Small Ground-to-Air Missile
- Range
- 0.1 km – 2.4 km

Medium Ground-to-Air Missile
- Range
- 0.3 km – 4.5 km

Large Ground-to-Air Missile
- Range
- 0.5 km – 6.5 km

Air-to-Ground Missile
- Range
- 0.3 km – 3 km

Anti-Radiation Missile
- Range
- 0.8 km – 5.5 km

Anti-Ship Missile
- Range
- 0.8 km – 6.5 km

Ballistic Missile
- Range
- 0.8 km – 9 km

Heavy Torpedo
- Range
- 0.1 km – 3 km

Dumb Bomb
- Range
- 0.1 km

IR-Guided Bomb
- Range
- 0.2 km

Land Mine
- Range
- 0.8 km

Sea Mine
- Range
- 0.8 km
Skill tree
Operator abilities, bought with XP between battles.
- Night Vision
- Unlocks the night vision sensor view [F2].
- Thermal Imaging
- Unlocks the thermal sensor view [F3].
- Radar Scope
- Unlocks the radar sensor view [F4].
- Fuel Discipline
- -15% Gasoline upkeep across your whole army.
- Field Recovery
- +25% from salvage, wrecks and caches you collect.
- Deep Extraction
- +30% output from your ore mines and oil derricks.
- Supply Chain Mastery
- A further -15% Gasoline upkeep (-30% total).
- Economic Planning
- +10% passive income from your HQ and structures.
- Assembly Lines
- Factories and engineers build 20% faster.
- War Economy
- A further +15% passive income (+25% total).
- Field Engineering
- Engineers repair 40% faster.
- Hardened Armor
- Every unit takes 10% less damage.
- Reactive Armor
- A further 10% less damage (20% total).
Equipment tree
Requisitioned hardware and weapon modules, bought with XP between battles. AI commanders have everything unlocked, and Equal footing turns the trees off for everyone.
- Mortar Requisition
- Unlocks the mortar for production.
- Ballistic Launcher Requisition
- Unlocks the ballistic missile launcher for production.
- Time Fuzes
- Loadout: airburst fuze, detonates on a timer instead of on the target.
- AA Gun Requisition
- Unlocks the flak AA gun for production.
- RF Seeker Heads
- Loadout: swap any missile to a radar (RF) seeker head.
- Contact+Delay Fuzes
- Loadout: penetrate before detonating.
- UAV Requisition
- Unlocks the reconnaissance UAV for production.
- Thermal Seeker Heads
- Loadout: swap any missile to a thermal (IR) seeker head.
- Contact Mine Triggers
- Loadout: tighten mines to a contact-only trigger radius.
- Fragmentation Warheads
- Loadout: +60% blast radius, -25% damage on missiles, bombs and shells.
- Penetrator Warheads
- Loadout: +50% damage, half blast radius. For armor and structures.
