Ashes of the Singularity: Escalation Units
There are two factions in Ashes of the Singularity: Escalation, the Substrate and the Post Human Coalition (PHC). Both have similar capabilities but also important differences, when it comes to available units and buildings. Here you will find data on this subject, taken from version 2.92.73675. There is also an opt-in version and DLCs, which add further units. This list only considers the base game plus units/buildings from the free DLCs of the non-opt-in version.
PHC
Buildings
Nexus
The main building, the Nexus, is always present, unless a player has been defeated. It is the starting building, which can produce basic units such as the Engineer and the Pan. A player can only have one Nexus at a time. If it gets destroyed, the player loses the match and a Turinium Generator spawns in its place. Therefore it is the primary target of any opponent.
Sensor Array
The main radar type is the Sensor Array. It shows the approximate positions of enemy units within its radius. The radius can be upgraded, using Quanta.
Build time: 10 s
Cost:
Metal: 120
Radioactives: 80
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 300
Shields: 0
Armor: 0
Energy: 0
Defensive
Smarty System
Cheap versatile ground defense system. Can upgrade into Barrager Turret or Artillery Post.
Build time: 13 s
Cost:
Metal: 200
Radioactives: 0
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 1500
Shields: 0
Armor: 0
Energy: 0
Weapon:
Smarty Rockets
Damage rate: 43/s
Armor piercing: 20 %
Range: 800
Barrager Turret
Tough rapid firing ground defense strong against frigates and cruisers.
Build time: 35 s
Cost:
Metal: 600
Radioactives: 50
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 3000
Shields: 0
Armor: 0
Weapon:
Barrager Rockets
Damage rate: 160/s
Armor piercing: 20 %
Range: 800
Barrager Turret Upgrade
The same as the Barrager Turret, but requires a Smarty System as a base for upgrading. The cost therefore is a bit less than when building the Barrager directly. But in sum the cost is the same for building a Smarty and upgrading it to a Barrager, as when the Barrager is built directly. Only the time it takes, is increased for the upgrade.
Upgrade time: 23 s
Cost:
Metal: 400
Radioactives: 50
Logistics: 0
Quanta: 0
Artillery Post
Long range artillery, strong against buildings and stationary units.
Build time: 48 s
Cost:
Metal: 800
Radioactives: 340
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 1200
Shields: 0
Armor: 0
Weapon:
Artillery Cannon
Damage rate: 21/s
Armor piercing: 0
Range: 2800
Artillery Post Upgrade
The same as the Artillery Post, but requires a Smarty System as a base for upgrading. The cost therefore is a bit less than when building the Artillery Post directly. But in sum the cost is the same for building a Smarty and upgrading it to an Artillery Post, as when the Artillery Post is built directly.
Upgrade time: 35 s
Cost:
Metal: 600
Radioactives: 340
Logistics: 0
Quanta: 0
Sentinel Turret
Medium-range anti-cruiser and anti-dreadnought base defense. Upgrades into Oblivion Turret.
Build time: 22 s
Cost:
Metal: 450
Radioactives: 90
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 3500
Shields: 0
Armor: 0
Energy: 0
Weapon:
Railcannon
Damage rate: 180/s
Armor piercing: 20 %
Range: 800
Oblivion Turret
Boasts powerful single target damage with armor-piercing to stop enemy Dreadnoughts.
Build time: 104 s
Cost:
Metal: 930
Radioactives: 450
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 4000
Shields: 0
Armor: 0
Energy: 0
Weapon:
Depleted Uranium Round
Damage rate: 294/s
Armor piercing: 40 %
Range: 1000
Oblivion Turret Upgrade
The same as the Oblivion Turret, but requires a Sentinel Turret as a base for upgrading. The Upgrade has the advantage of being build faster but aside from this it costs an equal amount of resources whe being build via the Sapper.
Upgrade time: 60 s
Cost:
Metal: 480
Radioactives: 360
Logistics: 0
Quanta: 0
Constable
Cheap anti-air defense, effective against light aircraft. Upgrades into Falcon Anti-Air or Air Eliminator.
Build time: 15 s
Cost:
Metal: 220
Radioactives: 0
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 2200
Shields: 0
Armor: 0
Energy: 0
Weapon:
Air Eliminator Turret
Powerful single target damage with long range. Tough and strong versus heavy air units.
Build time: 43 s
Cost:
Metal: 650
Radioactives: 600
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 8000
Shields: 0
Armor: 0
Energy: 0
Weapon:
Air Eliminator Beam
Damage rate: 446/s
Armor piercing: 0
Range: 1500
Air Eliminator Turret Upgrade
The same as the Air Eliminator Turret, but requires a Constable as a base for upgrading. The eventual metal cost is a bit more than when building the Air Eliminator Turret directly and it takes slightly longer to build and upgrade than to build directly.
Build time: 30 s
Cost:
Metal: 450
Radioactives: 600
Logistics: 0
Quanta: 0
Falcon Anti-Air
Rapid-firing defense with splash damage. Strong versus groups of light air units.
Build time: 35 s
Cost:
Metal: 600
Radioactives: 200
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 5500
Shields: 0
Armor: 0
Energy: 0
Weapon:
Falcon Anti-Air Upgrade
The same as the Falcon Anti-Air, but requires a Constable as a base for upgrading. The eventual metal cost is a bit more than when building the Falcon Anti-Air directly and it takes slightly longer to build and upgrade than to build directly.
Build time: 38 s
Cost:
Metal: 620
Radioactives: 200
Logistics: 0
Quanta: 0
Drone Bay
Spawns defensive drones which are deadly against Frigates and case chase enemies.
Build time: 20 s
Cost:
Metal: 380
Radioactives: 140
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 4000
Shields: 0
Armor: 0
Energy: 0
Weapon:
Drone Bay
Damage rate: ?
Armor piercing: ?
Range: ?
Orbital Nullifier
Prevents enemy orbital abilities from being cast nearby. Unlocks the Mobile Nullifier.
Build time: 30 s
Cost:
Metal: 250
Radioactives:
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 1000
Shields: 0
Armor: 0
Energy: 0
Repair Bay
Spawns repair drones to repair allied units but can be shut down by anti-drone units.
Build time: 25 s
Cost:
Metal: 300
Radioactives: 180
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 1500
Shields: 0
Armor: 0
Energy: 0
Weapon:
Repair Drone Bay
Damage rate: ?
Armor piercing: ?
Range: ?
Carving Turret
A Carving Turret is temporarily instantiated at any location you can see. Devastating damage but targeting systems are only capable of engaging dreadnoughts and juggernauts.
Emergency Turret
A light Emergency Turret is deployed in powered friendly territory to defend enemy attacks.
Build time: 0 s
Cost:
Metal: 0
Radioactives: 0
Logistics: 0
Quanta: 60
Gain: none
Hitpoints: 1300
Shields: 0
Armor: 0
Energy: 0
Weapon:
Economy
PHC Amplifier
Build on a captured Generator to increase its income by 50 %. Only one Amplifier can be built per region.
Build time: 45 s
Cost:
Metal: 140
Radioactives: 320
Logistics: 0
Quanta: 0
Gain:
Metal: +50 %
Radioactives: +50 %
Quanta: 0
Hitpoints: 100
Shields: 0
Armor: 0
Energy: 0
Weapons: none
Produces 1.75 Metal per second. Must be built on a Metal Deposit.
Build time: 5 s
Cost:
Metal: 50
Radioactives: 0
Logistics: 0
Quanta: 0
Gain:
Metal: 1.75/s
Radioactives: 0
Quanta: 0
Hitpoints: 500
Shields: 0
Armor: 0
Energy: 0
Weapons: none
Quantum Relay
Generates Quanta used to unlock Quantum Upgrades or call down Orbital Abilities.
Build time: 30 s
Cost:
Metal: 100
Radioactives: 300
Logistics: 0
Quanta: 0
Gain:
Metal: 0
Radioactives: 0
Quanta: 0.25/s
Hitpoints: 1500
Shields: 0
Armor: 0
Energy: 0
Weapons: none
Produces 1.75 Radioactives per second. Must be built on a Radioactives Deposit.
Build time: 5 s
Cost:
Metal: 50
Radioactives: 0
Logistics: 0
Quanta: 0
Gain:
Metal: 0
Radioactives: 1.75/s
Quanta: 0
Hitpoints: 500
Shields: 0
Armor: 0
Energy: 0
Weapons: none
Refinery
Build next to a captured Generator to increase its base income by 20 %. Multiple Refineries can be built per region.
Build time: 45 s
Cost:
Metal: 210
Radioactives: 300
Logistics: 0
Quanta: 0
Gain:
Hitpoints: 800
Shields: 0
Armor: 0
Energy: 0
Weapons: none
Production
Advanced Sky Factory
Constructs heavy aircraft.
Build time: 30 s
Cost:
Metal: 350
Radioactives: 180
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 4000
Shields: 0
Armor: 0
Energy: 0
Weapons: none
Builds:
Armory
Constructs cruisers.
Build time: 20 s
Cost:
Metal: 250
Radioactives: 50
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 3000
Shields: 0
Armor: 0
Energy: 0
Weapons: none
Builds:
Dread Launch
Constructs dreadnoughts and juggernauts.
Build time: 35 s
Cost:
Metal: 500
Radioactives: 420
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 15'000
Shields: 0
Armor: 0
Energy: 0
Weapons: none
Builds:
Factory
Constructs frigates
Build time: 15 s
Cost:
Metal: 150
Radioactives: 0
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 2000
Shields: 0
Armor: 0
Energy: 0
Weapons: none
Builds:
Sky Factory
Constructs light aircraft.
Build time: 20 s
Cost:
Metal: 250
Radioactives: 0
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 2000
Shields: 0
Armor: 0
Energy: 0
Weapons: none
Builds:
Research
Energy Projector
Unlocks the Drone Bay, Charon and the Intensive Care and EMP Pulse orbital abilities.
Build time: 30 s
Cost:
Metal: 260
Radioactives: 140
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 2000
Shields: 0
Armor: 0
Energy: 0
Weapons: none
Orbital Command
Unlocks the Orbital Strike orbital ability.
Build time: 60 s
Cost:
Metal: 900
Radioactives: 600
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 4000
Shields: 0
Armor: 0
Energy: 0
Weapons: none
Orbital Fabricator
Produces Engineers. Unlocks the Engineer Drop, Call Sentry, Deploy Incursion and Call Sapper orbital abilities.
Build time: 30 s
Cost:
Metal: 380
Radioactives: 200
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 2000
Shields: 0
Armor: 0
Energy: 0
Weapons: none
Builds:
Power Regulator
Unlocks the Repair Bay and the Optimize orbital ability.
Build time: 20 s
Cost:
Metal: 250
Radioactives: 160
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 2000
Shields: 0
Armor: 0
Energy: 0
Weapons: none
Weapons Lab
Unlocks the Hera and the Plasma Storm and Carving Turret orbital abilities.
Build time: 43 s
Cost:
Metal: 500
Radioactives: 300
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 3000
Shields: 0
Armor: 0
Energy: 0
Weapons: none
Ground Units
Construction
Engineer
Fragile construction unit. Multiple Engineers can speed up build time or boost unit production.
Build time: 20 s
Cost:
Metal: 200
Radioactives: 0
Logistics: 3
Quanta: 0
Gain: none
Hitpoints: 350
Shields: 0
Armor: 4
Energy: 0
Weapons:
Fabrication Array:
Damage: 0
Armor Piercing: 0
Range: 0
Fusion Arc:
Damage: -25/s
Armor Piercing: 100 %
Range: 200
Builds:
Sapper
Heavy Engineer. Builds advanced base defenses.
Build time: 24 s
Cost:
Metal: 0
Radioactives: 0
Logistics: 0
Quanta: 90
Gain: none
Hitpoints: 900
Shields: 0
Armor: 8
Energy: 0
Weapon:
Fusion Arc:
Damage: -25/s
Armor Piercing: 100 %
Range: 200
Builds:
Frigates
Archer
Fragile but high damage against cruisers and buildings. Mix with Brutes for screening.
Build time: 4 s
Cost:
Metal: 64
Radioactives: 0
Logistics: 2
Quanta: 0
Gain: none
Hitpoints: 80
Shields: 0
Armor: 0
Energy: 0
Weapon:
Toxotes Rockets:
Damage: 24/s
Armor Piercing: ?
Range: 525
Brute
Cheap and high durability, strong against other frigates.
Build time: 2 s
Cost:
Metal: 25
Radioactives: 0
Logistics: 1
Quanta: 0
Gain: none
Hitpoints: 125
Shields: 0
Armor:
Energy: 0
Weapon:
Anbus Plasma Cannon:
Damage: 9/s
Armor Piercing: 0
Range: 300
Hermes
Land scout. Fast reconnaissance unit with long sight range and radar.
Build time: 3 s
Cost:
Metal: 52
Radioactives: 0
Logistics: 2
Quanta: 0
Gain: none
Hitpoints: 75
Shields: 0
Armor:
Energy: 0
Weapon:
Melera Light Railgun:
Damage: 9/s
Armor Piercing: 0
Range: 400
Medic
Support unit. Has no attack but heals nearby friendly units.
Build time: 8 s
Cost:
Metal: 95
Radioactives: 35
Logistics: 4
Quanta: 0
Gain: none
Hitpoints: 200
Shields: 0
Armor: 0
Energy: 0
Weapon:
Fusion Arc:
Damage: -23/s
Armor Piercing: 100 %
Range: 300
Sentry
Powerful frigate deployed for raiding enemy lines
Build time: 24 s
Cost:
Metal: 0
Radioactives: 0
Logistics: 0
Quanta: 80
Gain: none
Hitpoints: 450
Shields: 0
Armor: 0
Energy: 0
Weapon:
Cruiser
Apollo
Anti-air and anti-drone cruiser with no ground attack
Build time: 17 s
Cost:
Metal: 350
Radioactives: 66
Logistics: 7
Quanta: 0
Gain: none
Hitpoints: 820
Shields: 0
Armor: 5
Energy: 0
Weapons:
Point Defense Laser:
Damage: 59/s
Armor Piercing: 0
Range: 1200
Light Autocannon:
Damage: 14/s
Armor Piercing: 25 %
Range: 1200
Flak Cannon:
Damage: 63/s
Armor Piercing: 25 %
Range: 1100
Artemis
Long-range artillery unit, effective against buildings and groups of static units.
Build time: 20 s
Cost:
Metal: 380
Radioactives: 90
Logistics: 9
Quanta: 0
Gain: none
Hitpoints: 520
Shields: 0
Armor: 4
Energy: 0
Weapon:
Athena
Assault cruiser, veratile and expecially effective against other cruisers.
Build time: 22 s
Cost:
Metal: 410
Radioactives: 90
Logistics: 10
Quanta: 0
Gain: none
Hitpoints: 920
Shields: 0
Armor: 4
Energy: 0
Weapons:
Rapture Cannon:
Damage: 10/s
Armor Piercing: 0
Range: 400
Plasma Gutter:
Damage: 114/s
Armor Piercing: 20 %
Range: 480
TK-421 Blast Cannon:
Damage: 10/s
Armor Piercing: 0
Range: 400
Charon
Mixing a Charon into an army allows reinforcements to be teleported directly onto on the field.
Build time: 35 s
Cost:
Metal: 700
Radioactives: 400
Logistics: 40
Quanta: 0
Gain: none
Hitpoints: 1500
Shields: 0
Armor: 10
Energy: 0
Weapon:
Charon MK-I Autocannon:
Damage: 43/s
Armor Piercing: 0
Range: 300
Hera
Heavy cruiser. Slow but tough with long-range damage effective against cruisers and buildings.
Build time: 40 s
Cost:
Metal: 640
Radioactives: 200
Logistics: 17
Quanta: 0
Gain: none
Hitpoints: 2400
Shields: 0
Armor: 6
Energy: 0
Weapon:
Fusion Bombard:
Damage: 65/s
Armor Piercing: 30 %
Range: 900
Nemesis
Anti-dreadnought cruiser with powerfull armor-piercing attack. Long range but little health.
Build time: 30 s
Cost:
Metal: 500
Radioactives: 100
Logistics: 12
Quanta: 0
Gain: none
Hitpoints: 500
Shields: 0
Armor: 4
Energy: 0
Weapons:
PHC Mobile Nullifier
Creates a mobile zone which blocks enemy Orbitals.
Build time: 35 s
Cost:
Metal: 800
Radioactives: 500
Logistics: 50
Quanta: 0
Gain: none
Hitpoints: 600
Shields: 0
Armor: 4
Energy: 0
Weapon:
Light Plasma Cannon:
Damage: 42/s
Armor Piercing: 0
Range: 500
Zeus
Tough, short-ranged cruiser strong versus frigates.
Build time: 21 s
Cost:
Metal: 320
Radioactives: 58
Logistics: 7
Quanta: 0
Gain: none
Hitpoints: 1100
Shields: 0
Armor: 4
Energy: 0
Weapons:
Dreadnought
Cronus
Long range artillery dreadnought, devastating against buildings and static armies.
Build time: 200 s
Cost:
Metal: 4000
Radioactives: 2400
Logistics: 90
Quanta: 0
Gain: none
Hitpoints: 14'000
Shields: 0
Armor: 12
Energy: 0
Weapons:
Hyperion
Overwhelms large armies with rapid firing weaponry and rough survivability.
Build time: 200 s
Cost:
Metal: 4800
Radioactives: 2000
Logistics: 90
Quanta: 0
Gain: none
Hitpoints: 15'000
Shields: 0
Armor: 12
Energy: 0
Weapons:
Prometheus
Anti-Dreadnought unit with full armor-piercing, but weak against large armies of cruisers.
Build time: 220 s
Cost:
Metal: 5500
Radioactives: 2000
Logistics: 100
Quanta: 0
Gain: none
Hitpoints: 17'500
Shields: 0
Armor: 12
Energy: 0
Weapons:
Quad Pulse Cannon:
Damage: 346/s
Armor Piercing: 100 %
Range: 750
Plasma Cannon:
Damage: 16/s
Armor Piercing: 0
Range: 600
Heavy Autocannon:
Damage: 56/s
Armor Piercing: 0
Range: 400
Juggernauts
Agamemnon
The Agamemnon packs two deadly laser batteries and area of effect missile launchers to obliterate swarms of units in its path. Lacks the armor-piercing to be effective against other Juggernauts or multiple Dreadnoughts.
Build time: 400 s
Cost:
Metal: 18'000
Radioactives: 6000
Logistics: 250
Quanta: 1000
Gain: none
Hitpoints: 60'000
Shields: 0
Armor: 12
Energy: 0
Weapons:
Leonidas
The Leonidas wields the most powerful weapon in the PHC arsenal, capable of destroying Dreadnoughts and enemy Juggernauts with ease. Can be overwhelmed by air or large armies of low tier units.
Build time: 450 s
Cost:
Metal: 22'000
Radioactives: 8000
Logistics: 300
Quanta: 1200
Gain: none
Hitpoints: 60'000
Shields: 0
Armor: 12
Energy: 0
Weapons:
Air Units
Light
Fury
Air superiority fighter. Fast and deadly versus enemy bombers.
Build time: 25 s
Cost:
Metal: 200
Radioactives: 140
Logistics: 8
Quanta: 0
Gain: none
Hitpoints: 1200
Shields: 0
Armor: 0
Energy: 0
Weapons:
Autocannon:
Damage: 136/s
Armor Piercing: 15 %
Range: 300
Atropos Missile:
Damage: 21/s
Armor Piercing: 15 %
Range: 500
Hades
Area-of-effect bomber, strong versus structures and groups of light units.
Build time: 18 s
Cost:
Metal: 180
Radioactives: 130
Logistics: 7
Quanta: 0
Gain: none
Hitpoints: 1200
Shields: 0
Armor: 0
Energy: 0
Weapon:
Rissmar Bombs:
Damage: 32/s
Armor Piercing: 0
Range: 1200
Pan
Airborne scout. Cheap reconnaissance unit with long sight range and radar.
Build time: 10 s
Cost:
Metal: 120
Radioactives: 0
Logistics: 3
Quanta: 0
Gain: none
Hitpoints: 750
Shields: 0
Armor: 0
Energy: 0
Weapons: none
Heavy
Air Marauder
Ground attack gunship, useful for harassment and effective against lightly armored units.
Build time: 30 s
Cost:
Metal: 500
Radioactives: 350
Logistics: 15
Quanta: 0
Gain: none
Hitpoints: 1400
Shields: 0
Armor: 8
Energy: 0
Weapon:
Thermal Laser Cannon:
Damage: 74/s
Armor Piercing: 20 %
Range: 800
Instigator
Heavy air scout which can capture enemy territory.
Build time: 18 s
Cost:
Metal: 300
Radioactives: 60
Logistics: 6
Quanta: 0
Gain: none
Hitpoints: 1500
Shields: 0
Armor: 8
Energy: 0
Weapon:
Interdictor Cannon:
Damage: 9/s
Armor Piercing: 0
Range: 800
Strategic Bomber
Heavy bomber with devastating area of effect damage.
Build time: 60 s
Cost:
Metal: 1200
Radioactives: 1400
Logistics: 50
Quanta: 0
Gain: none
Hitpoints: 3500
Shields: 0
Armor: 10
Energy: 0
Weapon:
Mega Bombs:
Damage: 150/s
Armor Piercing: 40 %
Range: 1200
Substrate
Buildings
Substrate Nexus
The main building, the Nexus, is always present, unless a player has been defeated. It is the starting building, which can produce basic units such as the Constructor and the Searcher. A player can only have one Nexus at a time. If it gets destroyed, the player loses the match and a Turinium Generator spawns in its place. Therefore it is the primary target of any opponent.
Defensive
Annihilator Cannon
Cheap base defense system. Short rate but moderate damage versus all ground targets. Upgrades into Heavy Annihilator then Disruptor Cannon.
Build time: 14 s
Cost:
Metal: 230
Radioactives:
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 900
Shields: 900
Armor: 0
Weapon:
Death Lance
Damage rate: 48/s
Armor piercing: 20 %
Range: 800
Blossom Launcher
Cheap anti-air defense, can upgrade to more potent turrets. Upgrades into Sky Ender or Star Burst.
Build time: 15 s
Cost:
Metal: 240
Radioactives: 0
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 1237
Shields: 1237
Armor: 0
Weapon:
Blossom Pod
Damage rate: 240/s
Armor piercing: 0 %
Range: 1100
Disruptor Cannon
The ultimate ground defense. Shoots out powerful lightning against multiple enemies. Annihilates frigates and cruisers.
Build time: 69 s
Cost:
Metal: 1090
Radioactives: 340
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 3375
Shields: 2250
Armor: 0
Weapon:
Disruptor Cannon
Damage rate: 186/s
Armor piercing: 0 %
Range: 700
Disruptor Cannon Upgrade
The same as the Disruptor Cannon, but requires a Heavy Annihilator as a base for upgrading. The cost and build time therefore is a bit higher for upgrading from a Heavy Annihilator than when building the Disruptor Cannon directly with an Avatar.
Upgrade time: 35 s
Cost:
Metal: 560
Radioactives: 280
Logistics: 0
Quanta: 0
Drone MRV
Long-range base defense with area-of-effect damage. Strong versus frigates. Upgrades into Shredder Turret.
Build time: 20 s
Cost:
Metal: 260
Radioactives: 130
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 675
Shields: 675
Armor: 0
Weapon:
Drone Pod Launcher
Damage rate: 29/s
Armor piercing: 40 %
Range: 1200
Exterminator Turret
Boasts powerful single target damage with armor-piercing to stop enemy Dreadnoughts.
Build time: 49 s
Cost:
Metal: 1000
Radioactives: 420
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 3375
Shields: 1350
Armor: 0
Weapon:
Exterminator Cannon
Damage rate: 198/s
Armor piercing: 100 %
Range: 1000
Exterminator Turret Upgrade
The same as the Exterminator Turret, but requires an Pulverizer Turret as a base for upgrading. The cost and building time for building an Annihilator Cannon and upgrading it to a Disruptor Cannon is the same as for building the Disruptor Cannon directly with an Avatar.
Upgrade time: 25 s
Cost:
Metal: 600
Radioactives: 240
Logistics: 0
Quanta: 0
Heavy Annihilator
Heavy rapid-firing defense strong against frigates and cruisers. Upgrades into Disruptor Cannon.
Build time: 34 s
Cost:
Metal: 530
Radioactives: 60
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 1350
Shields: 1125
Armor: 0
Weapon:
Heavy Death Lance
Damage rate: 59/s
Armor piercing: 20 %
Range: 800
Heavy Annihilator Upgrade
The same as the Heavy Annihilator, but requires an Annihilator Cannon as a base for upgrading. The cost and build time are the same as when building the Heavy Annihilator directly with an Avatar.
Upgrade time: 23 s
Cost:
Metal: 300
Radioactives: 60
Logistics: 0
Quanta: 0
Pulverizer Turret
Medium-range turret strong versus cruisers and dreadnoughts. Upgrades into Exterminator Turret.
Build time: 24 s
Cost:
Metal: 400
Radioactives: 180
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 1125
Shields: 2812
Armor: 0
Weapon:
Pulverizer Beam
Damage rate: 123/s
Armor piercing: 20 %
Range: 900
Serpentine Turret
A quickly deployable turret made to secure weakly defended or ambushed positions.
Build time: 0 s
Cost:
Metal: 0
Radioactives: 0
Logistics: 0
Quanta: 60
Gain: none
Hitpoints: 675
Shields: 675
Armor: 0
Weapon:
Serpentine gun
Damage rate: 36/s
Armor piercing: 20 %
Range: 800
Shredder Turret
Long range defense with splash damage. Spawns drone swarms.
Build time: 55 s
Cost:
Metal: 860
Radioactives: 370
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 675
Shields: 675
Armor: 0
Weapon:
Plasma Ball
Damage rate: 38/s
Armor piercing: 0 %
Range: 2000
Drone Canister
Damage rate: 5/s
Armor piercing: 0 %
Range: 2000
Shredder Turret Upgrade
The same as the Shredder Turret, but requires an Drone MRV as a base for upgrading. The cost and build time are the same as when building the Shredder Turret directly with an Avatar.
Upgrade time: 35 s
Cost:
Metal: 600
Radioactives: 240
Logistics: 0
Quanta: 0
Sky Ender
Heavy air defense. Powerful single target damage with long range, tough and strong versus heavy air units.
Build time: 45 s
Cost:
Metal: 670
Radioactives: 600
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 4500
Shields: 4500
Armor: 0
Weapon:
Sky Ender Upgrade
The same as the Sky Ender, but requires a Blossom Launcher as a base for upgrading. The metal cost is a bit higher for upgrading from a Blossom Launcher than when building the Sky Ender directly with an Avatar. Build time and radioactives cost stay the same.
Upgrade time: 30 s
Cost:
Metal: 450
Radioactives: 600
Logistics: 0
Quanta: 0
Star Burst
Rapid-firing air defense with splash damage. Strong versus groups of light air units.
Build time: 38 s
Cost:
Metal: 620
Radioactives: 240
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 3093
Shields: 3093
Armor: 0
Weapon:
Icarus Cannon
Damage rate: 133/s
Armor piercing: 0 %
Range: 1200
Star Burst Upgrade
The same as the Star Burst, but requires a Blossom Launcher as a base for upgrading. The metal cost is a bit higher for upgrading from a Blossom Launcher than when building the Star Burst directly with an Avatar. Build time and radioactives cost stay the same.
Upgrade time: 35 s
Cost:
Metal: 560
Radioactives: 280
Logistics: 0
Quanta: 0
Economy
Substrate Amplifier
Build on a captured Generator to increase its income by 50%. Only one Amplifier can be built per region.
Build time: 45 s
Cost:
Metal: 140
Radioactives: 320
Logistics: 0
Quanta: 0
Gain:
Metal: +50 %
Radioactives: +50 %
Quanta: 0
Hitpoints: 112
Shields: 0
Armor: 0
Energy: 0
Weapons: none
Produces 1.75 Metal per second. Must be built on a Metal Deposit.
Build time: 5 s
Cost:
Metal: 50
Radioactives: 0
Logistics: 0
Quanta: 0
Gain:
Metal: 1.75
Radioactives: 0
Quanta: 0
Hitpoints: 551
Shields: 11
Armor: 0
Energy: 0
Weapons: none
Quantum Archive
Generates Quanta used to unlock Quantum Upgrades or call down Orbital Abilities.
Build time: 30 s
Cost:
Metal: 100
Radioactives: 300
Logistics: 0
Quanta: 0
Gain:
Metal: 0
Radioactives: 0
Quanta: 0.25/s
Hitpoints: 900
Shields: 562
Armor: 0
Energy: 0
Weapons: none
Radioactives Harvester
Produces 1.75 Radioactives per second. Must be built on a Radioactives Deposit.
Build time: 5 s
Cost:
Metal: 50
Radioactives: 0
Logistics: 0
Quanta: 0
Gain:
Metal: 0
Radioactives: 1.75/s
Quanta: 0
Hitpoints: 562
Shields: 11
Armor: 0
Energy: 0
Weapons: none
Production
Advanced Assembly
Constructs dreadnoughts and juggernauts.
Build time: 35 s
Cost:
Metal: 500
Radioactives: 420
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 8437
Shields: 8437
Armor: 0
Energy: 0
Weapons: none
Builds:
Assembly
Constructs fritages and cruisers.
Build time: 16 s
Cost:
Metal: 240
Radioactives: 0
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 1125
Shields: 1125
Armor: 0
Energy: 0
Weapons: none
Builds:
Aviary
Constructs light and heavy air craft.
Build time: 23 s
Cost:
Metal: 280
Radioactives: 0
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 1687
Shields: 1687
Armor: 0
Energy: 0
Weapons: none
Builds:
Support
Gateway
Produces Constructors. Unlocks the Air Rampager and the Call Avatar, Call Saboteur and Nano-Transport orbital abilities.
Build time: 30 s
Cost:
Metal: 350
Radioactives: 200
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 900
Shields: 1125
Armor: 0
Energy: 0
Weapons: none
Listening Post
Detects enemy forces at extreme range.
Build time: 10 s
Cost:
Metal: 120
Radioactives: 80
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 112
Shields: 225
Armor: 0
Energy: 0
Weapons: none
Quantum Jammer
Prevents enemy orbital abilities from being cast nearby. Unlocks the Mobile Nullifier.
Build time: 30 s
Cost:
Metal: 250
Radioactives: 150
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 1125
Shields: 562
Armor: 0
Energy: 0
Weapons: none
Regenerator
Restores shield integrity of nearby units and structures.
Build time: 20 s
Cost:
Metal: 240
Radioactives: 180
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 450
Shields: 900
Armor: 0
Energy: 0
Weapons: none
Research
Energy Modulator
Unlocks the Caregiver, Regenerator and the Boost and Regenerate orbital abilities.
Build time: 20 s
Cost:
Metal: 280
Radioactives: 160
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 900
Shields: 1125
Armor: 0
Energy: 0
Weapons: none
Orbital Drone Relay
Unlocks the Masochist and the Drone Swarm and Nanite Assassination orbital abilities.
Build time: 40 s
Cost:
Metal: 450
Radioactives: 300
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 1350
Shields: 1687
Armor: 0
Energy: 0
Weapons: none
Subspace Streamer
Unlocks Eradicator, Air Harbinger and the Antimatter Detonation orbital ability.
Build time: 60 s
Cost:
Metal: 840
Radioactives: 650
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 1800
Shields: 2250
Armor: 0
Energy: 0
Weapons: none
Ground Units
Construction
Avatar
Advanced Constructor with light weapon for defense. Can build advanced base defenses.
Build time: 32 s
Cost:
Metal: 0
Radioactives: 0
Logistics: 10
Quanta: 90
Gain: none
Hitpoints: 300
Shields: 300
Armor: 4
Energy: 0
Weapons:
Tessrar Plasma:
Damage: 22/s
Armor Piercing: 100 %
Range: 500
Fusion Arc:
Damage: -25/s
Armor Piercing: 100 %
Range: 200
Builds:
Constructor
Fragile construction unit. Multiple Constructors can speed up build time or boost unit production.
Build time: 20 s
Cost:
Metal: 200
Radioactives: 0
Logistics: 3
Quanta: 0
Gain: none
Hitpoints: 80
Shields: 270
Armor: 4
Energy: 0
Weapon:
Fusion Arc:
Damage: -25/s
Armor Piercing: 100 %
Range: 200
Builds:
Frigates
Capacitor
Support unit with radar. Recharges the weapon energy of nearby units allowing them to fire for longer.
Build time: 5 s
Cost:
Metal: 62
Radioactives: 18
Logistics: 2
Quanta: 0
Gain: none
Hitpoints: 30
Shields: 100
Armor: 0
Energy: 500
Weapon:
Holdout Laser:
Damage: 8/s
Armor Piercing: ?
Range: 250
Martyr
Fast and cheap anti-frigate unit.
Build time: 5 s
Cost:
Metal: 75
Radioactives: 0
Logistics: 2
Quanta: 0
Gain: none
Hitpoints: 80
Shields: 100
Armor: 0
Energy: 0
Weapon:
Plasma Launcher:
Damage: 7/s
Armor Piercing: 0
Range: 300
Reaper
Anti-cruiser and anti-building. Requires Capacitors to recharge its weapons.
Build time: 8 s
Cost:
Metal: 140
Radioactives: 0
Logistics: 3
Quanta: 0
Gain: none
Hitpoints: 45
Shields: 135
Armor: 0
Energy: 60
Weapon:
Reaper Scythe:
Damage: 13/s
Armor Piercing: 20 %
Range: 525
Saboteur
Weak but numerous, built to harass vulnerabilities in enemy lines.
Build time: 24 s
Cost:
Metal: 0
Radioactives: 0
Logistics: 3
Quanta: 75
Gain: none
Hitpoints: 160
Shields: 320
Armor: 0
Energy: 0
Weapon:
Ion Bolt Cannon:
Damage: 10/s
Armor Piercing: 20 %
Range: 600
Sky Cleanser
Anti-air and anti-drone fritgate.
Build time: 6 s
Cost:
Metal: 100
Radioactives: 0
Logistics: 3
Quanta: 0
Gain: none
Hitpoints: 120
Shields: 160
Armor: 0
Energy: 0
Weapon:
Demeter Autogun:
Damage: 31/s
Armor Piercing: 20 %
Range: 1200
Cruiser
Avenger
Cheap anti-frigate cruiser.
Build time: 20 s
Cost:
Metal: 292
Radioactives: 56
Logistics: 7
Quanta: 0
Gain: none
Hitpoints: 280
Shields: 550
Armor: 4
Energy: 80
Weapons:
Mayhem Cannon:
Damage: 34/s
Armor Piercing: 0
Range: 500
Discouraging Streamer:
Damage: 139/s
Armor Piercing: 0
Range: 350
Caregiver
Support unit. Replenishes shields of nearby allied units.
Build time: 30 s
Cost:
Metal: 400
Radioactives: 100
Logistics: 10
Quanta: 0
Gain: none
Hitpoints: 450
Shields: 900
Armor: 4
Energy: 0
Weapon:
Destructor
Long-range cruiser effective against buildings and stationary targets.
Build time: 21 s
Cost:
Metal: 380
Radioactives: 92
Logistics: 0
Quanta: 0
Gain: none
Hitpoints: 100
Shields: 400
Armor: 4
Energy: 100
Weapons:
Drone Hive
Spawns anti-air drones to clear the skies of enemies. Has weak anti-ground defense.
Build time: 21 s
Cost:
Metal: 320
Radioactives: 50
Logistics: 7
Quanta: 0
Gain: none
Hitpoints: 200
Shields: 600
Armor: 4
Energy: 0
Weapon:
Sorphias Defense Laser:
Damage: 29/s
Armor Piercing: 0
Range: 600
Eradicator
Heavy Cruiser. Slow but tough with long-range and armor-piercing weaponry powerful against dreadnoughts.
Build time: 45 s
Cost:
Metal: 720
Radioactives: 240
Logistics: 19
Quanta: 0
Gain: none
Hitpoints: 800
Shields: 1400
Armor: 6
Energy: 100
Weapons:
Peeping Tom:
Damage: 57/s
Armor Piercing: 100 %
Range: 900
Plasma Cannon:
Damage: 4/s
Armor Piercing: 0
Range: 400
Masochist
Heavy anti-frigate unit. Attacks become more powerful as it takes damage.
Build time: 20 s
Cost:
Metal: 450
Radioactives: 80
Logistics: 9
Quanta: 0
Gain: none
Hitpoints: 1250
Shields: 40
Armor: 4
Energy: -
Weapon:
Plasma Flail:
Damage: 247/s
Armor Piercing: 0
Range: 400
Mauler
Assault cruiser, veratile and expecially effective against other cruisers.
Build time: 25 s
Cost:
Metal: 400
Radioactives: 90
Logistics: 10
Quanta: 0
Gain: none
Hitpoints: 280
Shields: 630
Armor: 4
Energy: 100
Weapons:
Substrate Mobile Nullifier
Creates a mobile zone which blocks enemy Orbitals.
Build time: 35 s
Cost:
Metal: 800
Radioactives: 500
Logistics: 50
Quanta: 0
Gain: none
Hitpoints: 180
Shields: 400
Armor: 4
Energy: -
Weapons:
Light Plasma Cannon:
Damage: 12/s
Armor Piercing: 0
Range: 500
Anti-Air Plasma Cannon:
Damage: 25/s
Armor Piercing: 0
Range: 500
Dreadnoughts
Overmind
Overwhelms enemies with swarms of drones effective against all targets, including air. Drones can be shot down with anti-air weaponry.
Build time: 200 s
Cost:
Metal: 4400
Radioactives: 2400
Logistics: 90
Quanta: 0
Gain: none
Hitpoints: 4000
Shields: 11'000
Armor: 12
Energy: -
Weapon:
Retributor
Tough Dreadnought that can annihilate large armies of cruisers and frigates.
Build time: 200 s
Cost:
Metal: 4800
Radioactives: 2000
Logistics: 90
Quanta: 0
Gain: none
Hitpoints: 4000
Shields: 11'000
Armor: 12
Energy: -
Weapons:
Particle Beam Cannon:
Damage: 343/s
Armor Piercing: 0
Range: 700
Light Plasma Cannon:
Damage: 96/s
Armor Piercing: 0
Range: 400
Savager
High armor-piercing allows the Savager to duel any Dreadnought.
Build time: 220 s
Cost:
Metal: 5500
Radioactives: 2000
Logistics: 100
Quanta: 0
Gain: none
Hitpoints: 5000
Shields: 12'500
Armor: 12
Energy: -
Weapons:
Ion Cannon:
Damage: 158/s
Armor Piercing: 0
Range: 700
WMC:
Damage: 324/s
Armor Piercing: 100 %
Range: 750
Juggernauts
Eye of Darkness
The pinnacle of Substrate‘s technological superiority, ruptures the fabric of spacetime to destabilize targets at the molecular level. Has area of effect damage with armor-piercing, strong against all ground targets but lacks anti-air.
Build time: 500 s
Cost:
Metal: 24'000
Radioactives: 9000
Logistics: 325
Quanta: 1300
Gain: none
Hitpoints: 12'500
Shields: 37'500
Armor: 10
Energy: 0
Weapon:
Attitude Adjuster:
Damage: 781/s
Armor Piercing: 100 %
Range: 1000
Nest of the Queen
Spawns rapidly replacing frigates and drones to overwhelm enemy armies and air units. Weak against enemy Juggernauts in direct fight, but has rapid regeneration and supports friendlies.
Build time: 400 s
Cost:
Metal: 18'000
Radioactives: 6000
Logistics: 250
Quanta: 1000
Gain: none
Hitpoints: 12'500
Shields: 32'500
Armor: 10
Energy: 0
Weapon:
Air Units
Light
Light gunship, effective at harassment and against small groups of units.
Build time: 30 s
Cost:
Metal: 500
Radioactives: 350
Logistics: 16
Quanta: 0
Gain: none
Hitpoints: 600
Shields: 600
Armor: 0
Energy: 0
Weapons:
Dispersed Plasma Beam:
Damage: 69/s
Armor Piercing: 0 %
Range: 800
Rainmaker Turret:
Damage: 100/s
Armor Piercing: 0 %
Range: 900
Punisher
Precision bomber. Strong versus cruisers and buildings. Can target radar contacts.
Build time: 25 s
Cost:
Metal: 310
Radioactives: 220
Logistics: 10
Quanta: 0
Gain: none
Hitpoints: 250
Shields: 1050
Armor: 0
Energy: 0
Weapon:
Plasma Bombard:
Damage: 70/s
Armor Piercing: 40 %
Range: 1200
Searcher
Airborne scout. Cheap reconnaissance unit with long sight range and radar.
Build time: 10 s
Cost:
Metal: 120
Radioactives: 0
Logistics: 3
Quanta: 0
Gain: none
Hitpoints: 125
Shields: 575
Armor: 0
Energy: 0
Weapons: none
Heavy
Air Harbinger
Heavy gunship with devastating single target armor-piercing attack. Strong against Dreadnoughts.
Build time: 60 s
Cost:
Metal: 1200
Radioactives: 1400
Logistics: 50
Quanta: 0
Gain: none
Hitpoints: 1200
Shields: 3000
Armor: 5
Energy: 0
Weapon:
Katsika Cannon:
Damage: 233/s
Armor Piercing: 100 %
Range: 1000
Dominator
Air superiority fighter. Fast and deadly versus enemy bombers.
Build time: 25 s
Cost:
Metal: 200
Radioactives: 140
Logistics: 8
Quanta: 0
Gain: none
Hitpoints: 420
Shields: 780
Armor: 0
Energy: 0
Weapon:
Perseus Cannon:
Damage: 127/s
Armor Piercing: 15 %
Range: 1200
Harvester