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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.