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Phantom Infantry

  • Ghost
  • Revenant
  • Oracle Security Drone
  • Engineer
  • Wraith
  • Banshee
  • Infiltrator
  • Spectre
  • Nightmare Warptrooper
  • Pariah
  • Bishop
  • Celeste

Ghost

Purpose: Anti-Infantry, Building Garrisoning
Ghost
  • Cost: $150
  • Prerequisite: Teleporter
  • Hitpoints: 150
  • Armor Type: Standard Infantry
  • Speed: 8
    Weapons:
  • Exolis Assault Gun
    • Range: 6

Description Not Available

  • Strong Against: Infantry
Ghost

Additional Information:

  • Can garrison structures.
  • Automatically heals itself over time.

Unit Variant: Ghost Vanguard

Purpose: Anti-Infantry, Anti-Armor, Building Garrisoning
Ghost Vanguard
  • Cost: N/A ($500)
  • Prerequisite: Delivered /w Shadow Vanguard
  • Hitpoints: 225
  • Armor Type: Heavy Infantry
  • Speed: 8
    Weapons:
  • Exolis Assault Gun
    • Range: 7
  • Energizer Blast Grenade
    • Range: 7 · Area of Effect: 1.0

Description Not Available

Ghost Vanguard

Additional Information:

  • Gets cloaked by owner's active Shadow Conduits.
  • Invisible to radar.
  • Can garrison structures (assault gun only).
  • Automatically heals itself over time.

Revenant

Purpose: Anti-Armor, Anti-Aircraft, Building Garrisoning
Revenant
  • Cost: $300
  • Prerequisite: Teleporter
  • Hitpoints: 200
  • Armor Type: Heavy Infantry
  • Speed: 7
    Weapons:
  • Energizer Lance
    • Range: 7 · Area of Effect: 0.5
  • Energizer Lance (AA)
    • Range: 8.5 · Area of Effect: 0.5

Description Not Available

  • Strong Against: Aircraft, Light & Medium Vehicles
  • Not Affected By: Crushing
Revenant

Additional Information:

  • Can garrison structures.
  • Automatically heals itself over time.

Oracle Security Drone

Purpose: Anti-Infantry, Scouting
Oracle Security Drone
  • Cost: $100
  • Prerequisite: Teleporter
  • Hitpoints: 150
  • Armor Type: Drone
  • Speed: 10
    Weapons:
  • Plasma Blades
    • Range: 1.5

Description Not Available

  • Strong Against: Non-Hero Infantry
  • Not Affected By: Radiation, Crushing, Firepower Alterations
  • Resistant To: Toxic Clouds
  • Vulnerable To: EMP
Oracle Security Drone

Additional Information:

  • Amphibious.
  • Detects cloaked & submerged units within 5 cells.
  • Detects disguised units within 7 cells.
  • Automatically repairs itself over time.

Engineer

Purpose: Building Capturing & Repairing, Bomb Detection & Defusal
Engineer
  • Cost: $500
  • Prerequisite: Teleporter
  • Hitpoints: 150
  • Armor Type: Standard Infantry
  • Speed: 6

Description Not Available

Engineer

Additional Information:

  • Can capture neutral buildings & vehicles and abandoned vehicles.
  • 1-3 engineers are required to capture enemy buildings depending on their current HP (33% / 66% / 100%).
  • Detects Saboteur charges within 7 cells and can remove them at close range.
  • Automatically heals itself over time.

Wraith

Purpose: Anti-Structure, Building Garrisoning
Wraith
  • Cost: $900
  • Prerequisite: Teleporter, Link Beacon
  • Hitpoints: 200
  • Armor Type: Armored Infantry
  • Speed: 6
    Weapons:
  • Plasma Cannon
    • Range: 10 (Minimum: 1)

Description Not Available

  • Strong Against: Structures, Base Defenses
  • Not Affected By: Crushing
  • Resistant To: Radiation, Toxic Clouds
Wraith

Additional Information:

  • Has a personal force field. Immunity to environmental damage, absorbs damage up to total of 50 hitpoints /w minimum of 1 hit until it is depleted. Regenerates at 4% per 0.6 in-game seconds, has a delay of 5 in-game seconds after being hit during which regeneration is paused. Replenishes at 20% of the full health after 1 in-game minute after being fully depleted.
  • Firing weapon instantly depletes the force shield.
  • Takes 2 slots in transports. Cannot fire weapon in transports.
  • Can garrison structures.
  • Automatically heals itself over time.

Banshee

Purpose: Anti-Infantry + Stun, Anti-Aircraft
Banshee
  • Cost: $900
  • Prerequisite: Teleporter, Link Beacon
  • Hitpoints: 300
  • Armor Type: Flightsuit Infantry
  • Speed: 35 (Flying)
    Weapons:
  • Particle Bomb
    • Range: 7 · Area of Effect: 0.25
  • Stun Pulse
    • Range: 7 · Area of Effect: 0.75

Description Not Available

  • Strong Against: Infantry, Aircraft
Banshee

Additional Information:

  • Stun pulse slows down affected infantry by 33% and prevents them from firing weapons for 10 in-game seconds.
  • Automatically heals itself over time.

Infiltrator

Purpose: Building Infiltration & Sabotage
Infiltrator
  • Cost: $1000
  • Prerequisite: Teleporter, Research Complex
  • Hitpoints: 175
  • Armor Type: Standard Infantry
  • Speed: 7

Following is a list of buildings Infiltrator can infiltrate, as well the effects from them:

  • Construction Yard: Resets enemy radar view & cooldown of reveal support power.
  • Power Plants: Takes enemy power out for 1 minute.
  • Ore Refinery: Steals 10% of enemy's owned credits up to maximum of $5000.
  • Tier 2 tech: Resets cooldown of provided support powers and grants one time use of a faction-specific reinforcement power with charge time of 1 minute.
  • Tier 3 tech: Resets cooldown of provided support powers and grants one time use of a faction-specific offensive power with charge time of 1 minute.
  • Tier 4 tech: Resets cooldown of provided support powers and grants ability to view enemy's credit count by selecting the building.
  • Not Affected By: Mind Control, Berserk, Crushing
Infiltrator

Additional Information:

  • Gets cloaked by owner's active Shadow Conduits.
  • Invisible to radar.
  • Automatically heals itself over time.

Spectre

Purpose: Anti-Armor, Building Garrisoning
Spectre
  • Cost: $1000
  • Prerequisite: Teleporter, Research Complex
  • Hitpoints: 250
  • Armor Type: Armored Infantry
  • Speed: 7
    Weapons:
  • Nanite Surge Beam
    • Range: 7

Description Not Available

  • Strong Against: Vehicles
  • Not Affected By: Crushing
  • Resistant To: Radiation, Toxic Clouds
Spectre

Additional Information:

  • Heals / repairs itself, any nearby units and Nanosurge Cannons when firing at vehicles.
  • Weapon can kill / destroy targets that explode upon death / destruction without triggering the explosion.
  • Gets cloaked by owner's active Shadow Conduits.
  • Invisible to radar.
  • Can garrison structures.
  • Automatically heals itself over time.

Nightmare Warptrooper

Purpose: Unit & Structure Erasing
Nightmare Warptrooper
  • Cost: $1500
  • Prerequisite: Teleporter, Infinity Core
  • Hitpoints: 300
  • Armor Type: Mechanized Infantry
  • Speed: 5 (Teleport)
    Weapons:
  • Warp Beam
    • Range: 6

Description Not Available

  • Strong Against: Ground / Naval Units & Structures (if not immune to warp weapons)
  • Not Affected By: Mind Control, Radiation, All Crushing
  • Resistant To: Toxic Clouds, Scout Infantry Weapons
  • Vulnerable To: EMP
Nightmare Warptrooper

Additional Information:

  • Warp beam erases units & structures after a duration that is based on their current and maximum HP.
  • Can deploy to create a field with 3-cell radius that prevents firing weapons inside it that lasts for ~10 in-game seconds. Nightmare will be unable to move or fire weapons during this.
  • Moves by teleporting. Has to phase-in after each teleport, duration depends on distance traveled.
  • Cannot move into shroud.
  • Takes 2 slots in transports.
  • Automatically heals itself over time.

Pariah

Purpose: Anti-Unit
Pariah
  • Cost: $1800
  • Prerequisite: Teleporter, Research Complex
  • Hitpoints: 400
  • Armor Type: Hero Infantry
  • Speed: 7
    Weapons:
  • Exolis Beam Rifle
    • Range: 12 · Area of Effect: 0.75

Description Not Available

  • Strong Against: All Ground Units
  • Not Affected By: Mind Control, Berserk, Warp Weapons, All Crushing
  • Resistant To: Radiation, Toxic Clouds
Pariah

Additional Information:

  • Build Limit: 1 (Shared with Bishop & Celeste)
  • Cloaked. Firing weapon removes cloak for 15 in-game seconds.
  • Invisible to radar.
  • Can be teleported with Warp Tunnel.
  • Detects cloaked & submerged units within 7 cells.
  • Detects disguised units within 7 cells.
  • Cannot fire weapon in transports.
  • Automatically heals itself over time.

Bishop

Purpose: Anti-Unit & Anti-Aircraft + Debuff
Bishop
  • Cost: $1800
  • Prerequisite: Teleporter, Research Complex
  • Hitpoints: 600
  • Armor Type: Mechanized Hero Infantry
  • Speed: 5 (Teleport)
    Weapons:
  • Rift Cannon (x2)
    • Range: 7 · Area of Effect: 1

Description Not Available

  • Strong Against: Light Structures, Base Defenses, Infantry, Light & Medium Vehicles
  • Not Affected By: Mind Control, Berserk, Radiation, Warp Weapons, All Crushing, Speed Alterations
  • Resistant To: Toxic Clouds
  • Vulnerable To: EMP
Bishop

Additional Information:

  • Build Limit: 1 (Shared with Pariah & Celeste)
  • Weapon can randomly reduce ground & air unit firepower and speed by 30%, this can spread to nearby units.
  • Moves by teleporting. Has to phase-in after each teleport, duration depends on distance traveled.
  • In exchange for phasing in faster than other teleporters, every teleport farther than 20 cells away puts strain on its warp engine based on the distance teleported, indicated by a protection bar. If fully depleted, Bishop will be unable to teleport again for 1 in-game minute.
  • Cannot move into shroud.
  • Can be teleported via Warp Tunnel.
  • Only suffers from the effects of EMP weapons for half the usual duration.
  • Detects cloaked & submerged units within 7 cells.
  • Detects disguised units within 7 cells.
  • Takes 2 slots in transports. Cannot fire weapon in transports.
  • Automatically repairs itself over time.

Celeste

Purpose: Ground Assault & Self-Duplication, Garrison Clearing, Reinforcement Creation
Celeste
  • Cost: $1800
  • Prerequisite: Teleporter, Research Complex
  • Hitpoints: 500
  • Armor Type: Hero Infantry
  • Speed: 9
    Weapons:
  • Nanite Swarm
    • Range: 8.5 · Area of Effect: 1

Description Not Available

  • Strong Against: Infantry, Structures, Light Vehicles
  • Not Affected By: Mind Control, Berserk, Warp Weapons, All Crushing
  • Resistant To: Radiation, Toxic Clouds
Celeste

Additional Information:

  • Build Limit: 1 (Shared with Pariah & Bishop)
  • Can deploy to create a Talos Sentry Bot, costs $750 and does not work without sufficient credits or over water.
  • Nanites convert organic infantry into duplicates of Celeste with a third of the firepower and only 1/10 of the armor strength - but otherwise identical to enemy eyes.
  • Nanites hit & damage infantry garrisoned inside targeted structures.
  • Nanites can kill / destroy targets that explode upon death / destruction without triggering the explosion.
  • Takes 50% reduced damage from basic anti-infantry weapons and small arms.
  • Amphibious.
  • Can be teleported with Warp Tunnel.
  • Detects cloaked & submerged units within 7 cells.
  • Detects disguised units within 7 cells.
  • Cannot fire weapon in transports.
  • Automatically heals itself over time.