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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.

  • Default hit points: 25'000
  • Shields: 0
  • Armor: 2
  • Weapons:
    • Annihilator Cannon
      • Damage rate: 17/s
      • Armor piercing: 0
      • Range: 800
    • Neutron Beam
      • Damage rate: 33/s
      • Armor piercing: 0
      • Range: 500
  • Builds:

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:
    • Constable Rocket Launcher
      • Damage rate: 121/s
      • Armor piercing: 0
      • Range: 1000
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 Mark I AA Flak Cannon
      • Damage rate: 120/s
      • Armor piercing: 10 %
      • Range: 1150
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.

  • Build time: 20 s
  • Cost:
    • Metal: 0
    • Radioactives: 0
    • Logistics: 0
    • Quanta: 180
  • Gain: none
  • Hitpoints: 1000 (slowly decreasing on its own until destroyed at 0)
  • Shields: 0
  • Armor: 0
  • Energy: 0
  • Weapon:
    • Butcher Beam
      • Damage rate: 338/s
      • Armor piercing: 100 %
      • Range: 800
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:
    • Mozart MK-III Dual Super-heated Railgun
      • Damage rate: 39/s
      • Armor piercing: 20 %
      • Range: 800

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
PHC Metal Extractor

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
Radioactives Extractor

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:
    • Metal: +20 % (from the base income of that region and its extractors)
    • Radioactives: +20 % (from the base income of that region and its extractors)
    • Quanta: 0
  • 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.

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.

Sapper

Heavy Engineer. Builds advanced base defenses.

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:
    • Chopin MK-II Thermic Railgun:
      • Damage: 12/s
      • Armor Piercing: 20 %
      • Range: 300

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:
    • Havox MK-III Missile Launcher:
      • Damage: 74/s
      • Armor Piercing: 0
      • Range: 1400
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:
    • TG-400 Heavy Sniper Railgun:
      • Damage: 87/s
      • Armor Piercing: 80 %
      • Range: 800
    • Thantos LPA-1000 Plasma Cannon:
      • Damage: 36/s
      • Armor Piercing: 0
      • Range: 400
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:
    • Heavy Laser Cannon:
      • Damage: 26/s
      • Armor Piercing: 0
      • Range: 300
    • Zeus CT-841A Plasma Streamer:
      • Damage: 38/s
      • Armor Piercing: 0
      • Range: 300

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:
    • WM-205 Atropos Missile Battery:
      • Damage: 90/s
      • Armor Piercing: 20 %
      • Range: 1850
    • Mozart Mk-I Hyper Velocity Railgun:
      • Damage: 280/s
      • Armor Piercing: 20 %
      • Range: 600
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:
    • WRX 1020 Pulse Cannon:
      • Damage: 357/s
      • Armor Piercing: 0
      • Range: 700
    • Hercules MK-I Dual Autocannon:
      • Damage: 178/s
      • Armor Piercing: 0
      • Range: 400
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:
    • Agamemnon MK-II Triple Autocannon:
      • Damage: 300/s
      • Armor Piercing: 0
      • Range: 1000
    • WRB 1050 Pulse Battery:
      • Damage: 1342/s
      • Armor Piercing: 20 %
      • Range: 800
    • WM-208 Tempest Missile Battery:
      • Damage: 93/s
      • Armor Piercing: 0
      • Range: 1250
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:
    • Medusa Cannon:
      • Damage: 848/s
      • Armor Piercing: 100 %
      • Range: 1200
    • Leonidas Plasma Cannon:
      • Damage: 150/s
      • Armor Piercing: 100 %
      • Range: 800
    • Leonidas MK-I Dual Autocannon:
      • Damage: 280/s
      • Armor Piercing: 0
      • Range: 400

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.

  • Default hit points: 11'250
  • Shields: 16'875
  • Armor: 0
  • Weapons:
    • Ample Warning Particle Giver
      • Damage rate: 25/s
      • Armor piercing: 0
      • Range: 700
    • Core Breach Delimiter
      • Damage rate: 63/s
      • Armor piercing: 0
      • Range: 750
  • Builds:

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 Force Projector
      • Damage rate: 300/s
      • Armor piercing: 25 %
      • Range: 1550
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
Substrate Metal Extractor

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.

Assembly

Constructs fritages and cruisers.

Aviary

Constructs light and heavy air craft.

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.

Constructor

Fragile construction unit. Multiple Constructors can speed up build time or boost unit production.

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:
    • Caregiver Shield Regenerator:
      • Damage: 8/s
      • Armor Piercing: 0
      • Range: 300
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:
    • Plasma Rain Launcher:
      • Damage: 145/s
      • Armor Piercing: 80 %
      • Range: 1400
    • Dissuader Particle Response Level 1:
      • Damage: 12/s
      • Armor Piercing: 0
      • Range: 500
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:
    • Hyena Laser Array:
      • Damage: 30/s
      • Armor Piercing: 20 %
      • Range: 450
    • Dissuader Particle Response Level 1:
      • Damage: 12/s
      • Armor Piercing: 0
      • Range: 450
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:
    • Gentle Persuader III Plasma Negotiator:
      • Damage: 64/s
      • Armor Piercing: 0
      • Range: 600
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:
    • Shield Regeneration Field Projector:
      • Damage: 24/s
      • Armor Piercing: ?
      • Range: 600

Air Units

Light

Air Rampager

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

Economy unit. Move to a Generator to increase its base income by 15 %. Multiple Harvesters can enhance a reagion.

  • Build time: 30 s
  • Cost:
    • Metal: 180
    • Radioactives: 280
    • Logistics: 3
    • Quanta: 0
  • Gain:
    • Metal: +15 % (on the base value of that region and its extractors)
    • Radioactives: +15 % (on the base value of that region and its extractors)
  • Hitpoints: 500
  • Shields: 500
  • Armor: 0
  • Energy: 0
  • Weapons: none

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en/games/ashes_of_the_singularity_-_escalation_units.txt · Last modified: 2021-01-16-08-57 by 7saturn