Ghost
Purpose: Anti-Infantry, Building Garrisoning
- Cost: $150
- Prerequisite: Teleporter
- Hitpoints: 150
- Armor Type: Standard Infantry
- Speed: 8
- Weapons:
- Exolis Assault Gun
- Range: 6
Description Not Available
- Strong Against: Infantry
Additional Information:
- Can garrison structures.
- Automatically heals itself over time.
Unit Variant: Ghost Vanguard
Purpose: Anti-Infantry, Anti-Armor, Building Garrisoning
- 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
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
- 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
Additional Information:
- Can garrison structures.
- Automatically heals itself over time.
Oracle Security Drone
Purpose: Anti-Infantry, Scouting
- 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
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
- Cost: $500
- Prerequisite: Teleporter
- Hitpoints: 150
- Armor Type: Standard Infantry
- Speed: 6
Description Not Available
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
- 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
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
- 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
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
- 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
Additional Information:
- Gets cloaked by owner's active Shadow Conduits.
- Invisible to radar.
- Automatically heals itself over time.
Spectre
Purpose: Anti-Armor, Building Garrisoning
- 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
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
- 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
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
- 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
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
- 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
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
- 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
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.