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ADVANCED CONSTRUCTION KBOT- builds at 9 metal/sCost: 345 metal (23 seconds) 4338 energy Health: 1140 Speed: 11.4 m/s Vision range: 280 Signifcantly faster than OTA, but still the slowest moving builder Arm has. Also the cheapest, at lvl 2, so good for getting projects started early close to your base |
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ZIPPER- Fast Attack KbotCost: 208 metal (13.9 seconds) 2322 energy Health: 750 Speed: 39.6 m/s Vision range: 400 Weapon: 220 range 100 DPS (20 x5 per burst 1 reload), LOS, 16 AOE This is meant to be a fast attack kbot not just a scout, so it has been equipped as such. Along with an increase in speed, armour has also been increased, and the laser replaced with a burst EMG. |
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ZEUS- Heavy Infantry KbotCost: 344 metal (22.9 seconds) 3342 energy Health: 2250 Speed: 15 m/s Vision range: 300 Weapon: 250 range 172.4 DPS (250 per shot 1.45 reload), LOS, 16 AOE, 20 Energy per shot The Zeus has gotten a speed increase, a faster gun-draw, much faster aiming rate, an armour increase and an increase in weapon range and damage. |
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FIDO- Skirmish KbotCost: 398 metal (26.6 seconds) 4056 energy Health: 1500 Speed: 22.8 m/s Vision range: 360 Weapon: 540 range 78.3 DPS (180 per shot, 2.3 reload), LOS, 16 AOE The Fido has had a 20% increase in weapon range, substantial increase in damage, and an increase in armour and visual range. |
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INVADER- Crawling BombCost: 183 metal (12.2 seconds) 1378 energy Health: 280 Speed: 9.6 m/s Vision range: 202 Weapon: kamikaze, 3200 damage, 512 AOE (1600 and 450 AOE if killed before self-destruct), instant self-destruct (0-second coundown) The crawling bomb hasn't had much done with it apart from a slightly bigger bang, and a shorter self-destruct countdown, and a bit more speed... not too much... |
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PELICAN- Amphibious KbotCost: 275 metal (18.3 seconds) 2868 energy Health: 1200 Speed: 22.2 m/s Vision range: 310 Weapon 1: EMG 220 range 75 DPS (20 x5 per burst 1.33 reload), LOS, 16 AOE Weapon 2: AA missiles 655/444 range vs air/ground, 106.7/18 DPS (160/27 per shot, 1.5 reload), LOS, 32 AOE AA fix on the AA missiles and a fix on the water targeting bug should make these a bit more balanced now - still highly effective units, however. Very spammable, more armour, 20% faster, and also armed with a powerful burst EMG weapon. |
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MAVERICK- Gunslinger KbotCost: 678 metal (45.2 seconds) 10914 energy Health: 2444 Speed: 16.8 m/s Vision range: 360 Weapon: 420 range 400 DPS (320 per shot 0.8 reload), LOS, 16 AOE The Maverick is a bit of a monster now. A big armour increase and a 25% weapon and visual range increase. This is one of the units that have seen a big increase in metal cost due to the change to a consistant metal/buildtime ratio for all units, but it actually takes less time to build now. |
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SHOOTER- Sniper KbotCost: 1029 metal (68.6 seconds) 14727 energy Health: 900 Speed: 14.4 m/s Vision range: 600 Weapon: 1000 range 250 DPS (2000 per shot 8 reload), LOS, 24 AOE, 800 energy per shot Stealth The Sniper has double the armour, increased weapon range and a reload of 8 seconds (from 20). It's still very expensive and fragile, but with good weapon and vision range it can be useful. |
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MARKY- Radar KbotCost: 119 metal (7.9 seconds) 1152 energy Health: 240 Speed: 12.6 m/s Vision Range: 720 Radar range: 2000 The radar kbot has a much bigger radar range now, and a very large vision range too. |
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ERASER- Radar Jammer KbotCost: 146 metal (9.7 seconds) 1326 energy Health: 408 Speed: 14.4 m/s Vision Range: 500 Radar jamming: 880 The radar jammer kbot has been given a speed boost, better jamming radius, and better vision range. |
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INFILTRATOR- Spy KbotCost: 256 metal (17.1 seconds) 4175 energy Health: 500 Speed: 23.4 m/s Vision Range: 960 Radar: 960 Radar jamming: 150 Cloak cost: 200/600 when moving Weapon: 90 range 200 DPS (2500 per shot 12.5 reload) LOS, 130 AOE, 1000 energy per shot The spy now has a small jamming field instead of stealth and reduced cloak costs. Plans for the spy: a Sabotage bomb that works with the attack button. When told to attack something it will go right up to it and detonate, doing a lot of damage. It will decloak though as soon as it fires. |
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DECOY COMMANDERCost: 721 metal (48.1 seconds) 8671 energy Health: 3200 Speed: 14.4 m/s Vision range: 300 Sonar range: 180 Weapon: 230 range 94.1 DPS (80 per shot 0.85 reload) 16 AOE - Commander's J7 laser Nanolathe: 240 workertime 120 build distance Harder to spot in skirmish now that the name is "Commander" - although the hover-F1 trick still gives the game away. The Decoy commander hasn't got a build menu like some other mods as yet (may be a good idea?) but it does have a powerful nanolathe which is useful for build assist. |
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FARKFast Assist/Repair KbotCost: 432 metal (28.8 seconds) 3219 energy Health: 830 Speed: 22.8 m/s Vision range: 290 Nanolathe: 210 workertime 90 build distance Not quite so fast any more, I slowed down the speed to more closely match the walking animation. Still very useful as a little build-assist kbot, and the longer range on the nanolathe helps too. |
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ROVER(Mayhem) - Rapid-fire Artillery KbotCost: 482 metal (32.1 seconds) 4423 energy Health: 1440 Speed: 19.2 m/s Vision range: 360 Weapon: 720 range 86.7 DPS (60 per shot 0.7 reload), 32 AOE, ballistic Fido's big brother, this is a faster more powerful counter to Core's Morty. However, there are tradeoffs: it is more expensive, has slightly less range than the Morty, takes up more space, and has less armour. |
what? | ODIN(Xubor/Mayhem update) - Heavy Assault KbotCost: 820 metal (54.7 seconds) 9087 Energy Health: 3100 Speed: 20.4 m/s Vision range: 320 Weapon: 260 range 288 DPS (24 per shot 0.066 reload, 0.25 pause every 12 rounds), LOS, 24 AOE Fast, well armoured, gattling-style assault weapon. An excellent raider unit, but not cheap. |
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ADVANCED CONSTRUCTION KBOT- builds at 9 metal/sCost: 357 metal (23.8 seconds) 4272 energy Health: 1280 Speed: 11.1 m/s Vision range: 280 Signifcantly faster than OTA, but still a slow-moving builder, good for projects close to your base. |
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FREAKER- Fast Attack KbotCost: 227 metal (15.1 seconds) 2458 energy Health: 890 Speed: 38.4 m/s Vision range: 390 Weapon: 215 range 94.1 DPS (80 per shot, 0.85 reload), Laser, 12 AOE Faster, stronger, tougher, the Freaker should prove really useful and deadly now, able to penetrate enemy lines more effectively and deal some damage. |
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PYRO- Heavy Infantry KbotCost: 316 metal (19.1 seconds) 3040 energy Health: 1930 Speed: 19.8 m/s Vision range: 300 Weapon: 230 range 200 DPS (20 x8 per burst, 0.8 reload), LOS, firestarter, 60% less damage to other Pyros and to Cremators The increased range and velocity on the flamethrower, plus the improved aimrate, should make the Pyro much more effective as an assault unit. |
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THE CAN- Armoured Assault KbotCost: 440 metal (29.3 seconds) 4200 energy Health: 3850 Speed: 9.6 m/s Vision range: 330 Weapon: 320 range 219.2 DPS (285 per shot, 1.3 reload), Laser, 12 AOE, 25 Energy per shot The Can has been given a considerable speed boost, although it's still the slowest unit in the game apart from the Sumo. Its laser range and visual range has also been increased by quite a bit. |
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ROACH- Crawling BombCost: 195 metal (13 seconds) 1327 energy Health: 330 Speed: 9 m/s Vision range: 240 Weapon: kamikaze, 3200 damage, 512 AOE (1600 and 450 AOE if killed before self-destruct), instant self-destruct (0-second coundown) The crawling bomb hasn't had much done with it apart from a slightly bigger bang, a shorter self-destruct countdown, and a bit more speed... |
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MORTY- Artillery KbotCost: 353 metal (23.5 seconds) 2865 energy Health: 1510 Speed: 14.4 m/s Vision range: 330 Weapon: 750 range 78.1 DPS (125 per shot 1.6 reload), 40 AOE, ballistic The Morty's overexcited fire rate has been slowed and damage per shot increased accordingly, as well a modest armour increase. |
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SUMO- Heavy Armoured Assault KbotCost: 844 metal (56.3 seconds) 8082 energy Health: 6490 Speed: 8.1 m/s Vision range: 420 Weapon: 480 range 278.3 DPS (320 per shot, 1.15 reload), Laser, 12 AOE, 50 Energy per shot The Sumo has been given quite the speed boost, they have about double the original movement rate. They also have much increased weapon and visual range, making them truly formidable. |
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GIMP- Amphibious KbotCost: 324 metal (21.6 seconds) 2935 energy Health: 2410 Speed: 13.2 m/s Vision range: 330 Weapon 1: 380 range 63.5 DPS (127 per shot, 2 reload), ballistic, 48 AOE Weapon 2: 320 range 144.4 DPS (260 per shot, 1.8 reload), Laser, 12 AOE The Gimp is now considerably faster, and sports a much more powerful laser. |
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DOMINATOR- Heavy Rocket KbotCost: 408 metal (27.2 seconds) 4107 energy Health: 930 Speed: 15 m/s Vision range: 320 Weapon: V-launch rocket 1100 range 80 DPS (640 per shot, 8 reload), 64 AOE As the Diplomat has been removed and the Nixer is now a ballistic rocket launcher, the Dominator is the only v-launch unit for Core at level 2. As such, it has been boosted in power to be equivalent to Arm's MERL - and considerably longer range than OTA. |
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VOYEUR- Radar KbotCost: 116 metal (7.7 seconds) 1283 energy Health: 250 Speed: 12 m/s Vision Range: 750 Radar range: 2100 The radar kbot has a much bigger radar range now, and a very large vision range too. |
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SPECTRE- Radar Jammer KbotCost: 140 metal (9.3 seconds) 1453 energy Health: 450 Speed: 13.2 m/s Vision Range: 540 Radar jamming: 800 The radar jammer kbot has been given a speed boost, better jamming radius, and better vision range. |
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PARASITE- SpyCost: 280 metal (18.7 seconds) 3839 energy Health: 680 Speed: 22.6 m/s Vision Range: 900 Radar: 900 Radar jamming: 180 Cloak cost: 180/500 when moving Weapon: 90 range 200 DPS (2500 per shot 12.5 reload) LOS, 130 AOE, 1000 energy per shot The spy now has a small jamming field instead of stealth and reduced cloak costs. PArmed with a Sabotage bomb that works with the attack button. When told to attack something it will go right up to it and detonate, doing a lot of damage. It will decloak though as soon as it fires.. |
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DECOY COMMANDERCost: 705 metal (47.2 seconds) 9064 energy Health: 3500 Speed: 13.44 m/s Vision range: 300 Sonar range: 180 Weapon: 230 range 95 DPS (95 per shot 1 reload) 16 AOE - Commander's XC laser Nanolathe: 240 workertime 120 build distance Harder to spot in skirmish now that the name is "Commander" - although the hover-F1 trick still gives the game away. The Decoy commander hasn't got a build menu like some other mods as yet (may be a good idea?) but it does have a powerful nanolathe which is useful for build assist. |
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NECRO- Resurrection KbotCost: 570 metal (38 seconds) 8164 energy Health: 1040 Speed: 17.4 m/s Vision range: 400 Radar jam range: 100 Nanolathe: 180 workertime (9 metal/s) 90 build distance Bugfixed, of course ;) now also has a small jammer so itself and the unit it is resurrecting cannot be seen on radar. Is also a reasonable build assist unit now also. |
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REAVER(Mayhem) - Riot KbotCost: 609 metal (40.6 seconds) 7815 energy Health: 2858 Speed: 14.4 m/s Vision range: 350 Weapon 1: 360 range 250 DPS (180 per shot, 0.72 reload), LOS, 64 AOE Weapon 2: 650/450 range 71.4/14.3 DPS (200/40 per shot, 1.8 reload), Laser, 12 AOE The Reaver comes armed with a pair of deadly riot cannon, and AA missiles too. |
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ADVANCED CONSTRUCTION VEHICLE- builds at 12 metal/sCost: 481 metal (32.1 seconds) 4263 energy Health: 1405 Speed: 20.4 m/s Vision range: 270 Covers ground much more quickly than the Advanced Construction kbot. |
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TRITON- Amphibious TankCost 298 metal (19.9 seconds) 2800 energy Health: 1722 Speed: 22.8 m/s Turnrate: 350 Vision range: 300 Sonar: 125 Weapon: cannon 395 range, 79 DPS (158 damage, 2 reload), ballistic, 40 AOE Reduced in size to 2x2, as fast as a flash tank, with better range and weapon power, and very short-range sonar so it's not entirely blind underwater. Also, visual effects added while moving underwater. |
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BULLDOG- Assault TankCost 597 metal (39.8 seconds) 6994 energy Health: 4104 Speed: 14.4 m/s Turnrate: 260 Vision range: 360 Weapon: cannon 480 range, 183.3 DPS (220 damage, 1.2 reload), ballistic, 56 AOE The Bulldog has been improved in a big way too. Much more armour, faster turret aiming, faster reload, more damage per shot, better range, and the hitbyweapon function has been eliminated. The bulldog now ignores damage and doesn't let up with its sharp teeth, like its namesake. |
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PANTHER- Lightning TankCost 354 metal (23.6 seconds) 3830 energy Health: 2000 Speed: 19.2 m/s Turnrate: 420 Vision range: 300 Weapon 1: lightning 250 range, 104.2 DPS (250 damage, 2.4 reload), 16 AOE, 20 energy per shot Weapon 2: AA missile 655/444 range, 62.5/13.5 dps (135/27 per shot, 2 reload), 32 AOE The Panther was one of the more useful Arm vehicles, now it's more useful with more armour and a bit more speed. The missile has had the AA fix applied to it however, meaning it has limited range vs ground units. |
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MERL- Mobile Rocket LauncherCost 462 metal (30.8 seconds) 4746 energy Health: 1080 Speed: 15 m/s Turnrate: 575 Vision range: 300 Weapon: v-launch 1160 range, 91.3 DPS (840 damage, 9.2 reload), 64 AOE The vertical launch rocket vehicle can launch its rockets on targest much further away now, nearly at the range of a Punisher or Guardian. |
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SEER- Mobile RadarCost 128 metal (8.5 seconds) 1341 energy Health: 380 Speed: 15 m/s Turnrate: 500 Vision range: 720 Radar range: 2048 The Seer as with all radar units has a large sight range as well as good radar range. Radar range is now larger than the tier 1 tower. The tier 2 radar tower has twice as much radar range again, though. |
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JAMMER- Mobile Radar JammerCost 152 metal (10.1 seconds) 1621 energy Health: 460 Speed: 16.8 m/s Turnrate: 420 Vision range: 480 Radar jammer range: 900 The Jammer has much improved jamming range and good sight range too. |
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PENETRATOR- Mobile Energy WeaponCost 1422 metal (1 min 35 seconds) 17477 energy Health: 3200 Speed: 12 m/s Turnrate: 220 Vision range: 450 Weapon: BLOD 850 range, 416.7 DPS (2500 damage, 6 reload), 16 AOE , 900 energy per shot The Penetrator in OTA is really very not good at all, pretty much a slow overpriced bomb. It has had almost everything improved: speed, turnrate, turret turnrate most of all, weapon range and lots more armour. |
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PHALANX- Mobile FlakkerCost 723 metal (48.2 seconds) 10500 energy Health: 2463 Speed: 15 m/s Turnrate: 511 Vision range: 560 Weapon: air-only 700 range, 500 DPS (200 damage, 0.4 reload), LOS, 96 AOE With the unit unable to guard, it can no longer be abused to fire on ground units. Armour and visual range increased by a fair bit to improve its specialist AA role. |
CIPHER(IGTA) Stealth TankCost 464 metal (30.9 seconds) 6523 energy Health: 2072 Speed: 21.6 m/s Turnrate: 400 Vision range: 360 Weapon: Gauss 420 range, 177.8 DPS (320 damage, 1.8 reload), LOS, 16 AOE Fast attack tank invisible to radar. | |
BOA(Core Prime) - Amphibious Artillery TankCost 782 metal (52.1 seconds) 7023 energy Health: 2657 Speed: 18 m/s Turnrate: 240 Vision range: 330 Sonar: 180 Weapon 1: cannon, 860 range, 90.1 DPS (200 damage, 2.2 reload), 64 AOE, ballistic Weapon 2: torpedo 320 range, 44.6 DPS (116 damage, 2.6 reload), underwater-only, 16 AOE The Boa is an amphibious siege tank that has some ability to defend itself underwater (albeit limited), and project firepower inland from enemy beaches. | |
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ADVANCED CONSTRUCTION VEHICLE- builds at 12 metal/sCost: 455 metal (30.3 seconds) 4504 energy Health: 1520 Speed: 19.2 m/s Vision range: 250 Covers ground much more quickly than the Advanced Construction kbot. |
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CROCK- Amphibious TankCost 295 metal (19.7 seconds) 2710 energy Health: 3219 Speed: 21.6 m/s Turnrate: 320 Vision range: 300 Weapon: cannon, 380 range, 82 DPS (127 damage, 1.54 reload), ballistic, 48 AOE Reduced in size to a 2x2 footprint instead of 3x3, as fast as an Instigator, the visual improvement of wakes/bubbles while in the water, and a much more effective cannon. |
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REAPER- Assault TankCost 473 metal (31.5 seconds) 5848 energy Health: 3219 Speed: 16.8 m/s Turnrate: 299 Vision range: 320 Weapon: cannon 404 range, 200 DPS (170 damage, 0.85 reload), ballistic, 48 AOE Core's standard heavy tank is tougher and much more agile, with cannons that you could almost call rapid-fire and deal loads of damage. Better than the Bulldog for the metal, except for range. |
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GOLIATH- Siege TankCost 747 metal (49.8 seconds) 8406 energy Health: 5290 Speed: 10.8 m/s Turnrate: 226 Vision range: 350 Weapon: cannon, 540 range, 193.9 DPS (320 damage, 1.65 reload), ballistic, 72 AOE The Extra heavy tank is much heavier... Big cannon lobs shells much further, and an impressive amount of armour. Also like the Bulldog the Goliath is no longer rocked by damage. |
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PILLAGER- Mobile ArtilleryCost 424 metal (28.3 seconds) 3902 energy Health: 1450 Speed: 13.2 m/s Turnrate: 350 Vision range: 350 Weapon: Artillery 1160 range, 83.3 DPS (600 damage, 7.2 reload), high-trajectory ballistic, 80 AOE The Pillager is a very different beast now, lobbing high-damage shells high over obstacles at long range with better accuracy. It can fire behind walls as effectively as Arm's MERL. |
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INFORMER- Mobile RadarCost 130 metal (8.7 seconds) 1409 energy Health: 410 Speed: 13.2 m/s Turnrate: 410 Vision range: 680 Radar range: 2320 Mobile radar has much longer range than the tier 1 radar. The tier 2 radar has twice as much range again, though. The Informer also has a long sight range. |
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DELETER- Mobile JammerCost 150 metal (10 seconds) 1757 energy Health: 520 Speed: 14.4 m/s Turnrate: 512 Vision range: 520 Radar Jammer range: 880 Now has a larger radar jamming area, and good sight range. |
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COPPERHEAD- Mobile FlakkerCost 765 metal (51 seconds) 11487 energy Health: 2655 Speed: 13.2 m/s Turnrate: 489 Sight range: 520 Weapon: air-only, 750 range, 457.1 DPS (320 damage, 0.7 reload), LOS, 96 AOE Like the Phalanx, the Copperhead can no longer be abused vs ground units, but is tougher with better visual range and better weapon accuracy. |
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PENGUIN(Mayhem) - Floating Amphibious tankCost 455 metal (30.3 seconds) 4000 energy Health: 2140 Speed: 19.8 m/s Turnrate: 270 Sight range: 320 Weapon 1: Artillery, 750 range, 78.1 DPS (125 damage, 1.6 reload), ballistic, 40 AOE Weapon 2: AA missiles 700/450 range 62.5/12.4 DPS (200/40 damage, 2-shot salvo, 3.2 average reload) A fast tank (for Core) armed with light artillery and AA missiles. Sort of a counter to both the Panther and the Pelican, but also with good ranged attack. |
SATURN(Mayhem) - Heavy Laser TankCost 592 metal (39.5 seconds) 6430 energy Health: 2425 Speed: 15 m/s Turnrate: 320 Sight range: 340 Weapon: laser, 540 range, 138.5 DPS (180 damage, 1.3 reload), LOS, 16 AOE Core loves green lasers, so they put them on a tank. | |
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CREMATOR(CUKen) - Heavy Flame TankCost 660 metal (44 seconds) 5287 energy Health: 3834 Speed: 13.8 m/s Turnrate: 225 Sight range: 340 Weapon: flamethrower, 300 range, 320 DPS (24 x12 burst, 0.9 reload), 32 AOE A massively destructive flame tank. It burns!! |
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MAMMOTH(Mayhem) - Heavy Siege TankCost 1150 metal (1 min 17 seconds) 13200 energy Health: 4350 Speed: 10.5 m/s Turnrate: 205 Sight range: 380 Weapon 1: Cannon, 1100 range, 112.5 DPS (630 damage, 5.6 reload), ballistic, 144 AOE Weapon 2: Riot guns, 360 range, 250 DPS (180 per shot, 0.72 reload), LOS, 64 AOE Core likes heavy tanks. Powerful long-range cannon, and rapid-fire riot cannons keep close-range units at bay. This will break your Arm. |
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CONSTRUCTION SPIDER- builds at 7.5 metal/secCost 241 metal (16.1 seconds) 1865 energy Health: 779 Speed: 16.2 m/s Turnrate: 820 Vision range: 245 Footprint: 3x3 The Construction Spider gives Arm the unique ability to build in hard-to-reach places (well, a construction aircraft can do even better but anyway)... It is a quick builder for T1, equal to the build speed of the Construction Ship. |
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SPIDER- All-Terriain ParalyzerCost 265 metal (17.7 seconds) 2200 energy Health: 1100 Speed: 18.6 m/s Turnrate: 1050 Vision range: 320 Footprint: 3x3 Weapon: paralyzer beam 290 range, 15 seconds paralysis (less for heavy units, down to 2 seconds for heavy T3), reload 1.2, 16 AOE, LOS The original OTA spider in all its glory. Much better range, and a paralysis duration inversely proportional to the size of the unit that got hit. |
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HOBO- Lightning Assault SpiderCost 282 metal (18.8 seconds) 2968 energy Health: 1702 Speed: 16.2 m/s Turnrate: 1020 Vision range: 250 Footprint: 3x3 Weapon: lightning 250 range, 128.2 DPS (250 damage, 1.95 reload), 16 AOE, 20 energy per shot Essentially a discount version all-terrain Panther without the AA missile launcher, the Hobo is somewhat slow moving but fairly well armoured. |
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RECLUSE- Rocket SpiderCost 385 metal (25.7 seconds) 4200 energy Health: 1430 Speed: 19.8 m/s Turnrate: 920 Vision range: 280 Footprint: 3x3 Weapon: rockets 600 range, 62.5 DPS (200 damage, 3.2 reload), 48 AOE The Recluse is faster moving and packs a long-range punchy rocket launcher. It's more pricey and less armoured than the Hobo. |
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HUNTSMAN- AA Missile SpiderCost 267 metal (17.8 seconds) 2389 energy Health: 932 Speed: 17.4 m/s Turnrate: 820 Vision range: 300 Footprint: 3x3 Weapon: missiles 750 range, 166.7/33.3 DPS (235/47 damage, 1.41 reload), 48 AOE, guided The Huntsman sports dual AA Missile launchers and can be helpful even in ground combat. |
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FUNNELWEB- Amphibious SpiderCost 336 metal (22.4 seconds) 3045 energy Health: 1636 Speed: 17.4 m/s Turnrate: 715 Vision range: 250 Footprint: 3x3 Weapon: cannon 395 range, 79 DPS (158 damage, 2 reload), 48 AOE, ballistic This is an unusual unit: it can climb pretty much anywhere, including underwater. This has the potential to really surprise an opponent by attacking where they don't expect it. |
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NETCASTER- Stealth Radar SpiderCost 152 metal (10.1 seconds) 1312 energy Health: 318 Speed: 13.8 m/s Turnrate: 650 Vision range: 635 Radar range: 1845 Footprint: 2x2 A little bit less radar and vision range than other mobile radars, but has the advantage of being invisible to enemy radar |
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ORBWEAVER- Jammer SpiderCost 171 metal (11.4 seconds) 2047 energy Health: 385 Speed: 16.8 m/s Turnrate: 700 Vision range: 450 Radar jamming range: 800 Footprint: 2x2 Orbweaver is a valuable addition to your Spider platoon, going over hills with them and keeping them hidden from enemy radar |
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WIDOW- Paralysis Sniper SpiderCost 796 metal (66.3 seconds) 8075 energy Health: 1013 Speed: 18 m/s Turnrate: 1011 Vision range: 640 Footprint: 3x3 Weapon: paralyzer 810 range, 16 seconds of paralysis (less vs larger units), reload 8 seconds, 32 AOE, LOS The Widow is often described by Core Commanders as a "pain in the ***". It can stop units at long range very effectively. Heavier units recover faster: eg large T3 units are stunned for only 3-5 seconds. |
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BIRDCATCHER- AA Flak SpiderCost 717 metal (47.8 seconds) 11950 energy Health: 1870 Speed: 16.8 m/s Turnrate: 680 Vision range: 500 Footprint: 3x3 Weapon: air-only 700 range, 500 DPS (200 damage, 0.4 reload), LOS, 96 AOE The Birdcatcher spider is equally deadly and quicker moving than its vehicle counterpart the Phalanx. However, it's significantly less tough. |
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TARANTULA- Heavy Assault SpiderCost 697 metal (46.4 seconds) 8250 energy Health: 2974 Speed: 14.4 m/s Turnrate: 380 Vision range: 325 Footprint: 3x3 Weapon 1: cannon, 480 range, 183.3 DPS (220 damage, 1.2 reload), ballistic, 56 AOE Weapon 2: EMG 240 range 200 DPS (20 x5 per burst, 0.5 reload), 12 AOE, LOS The Tarantula is a frightening creature, with tremendous damage output from heavy cannons and an EMG. It's also tremendously tough - for a spider. Handle with care. |
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MARS- Mobile Air Repair SpiderCost 500 metal (33.3 seconds) 5000 energy Health: 850 Speed: 12.6 m/s Turnrate: 420 Vision range: 250 Footprint: 4x4 The Air Repair Spider can repair aircraft anywhere, even on mountainous terrain. |
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SHOCKER(Mayhem) - All-terrain ArtilleryCost 850 metal (56.7 seconds) 9200 energy Health: 2150 Speed: 10.8 m/s Turnrate: 240 Site range: 360 Footprint: 3x3 Weapon: cannon 1020 range, 92.8 DPS (260 damage, 2.8 reload), ballistic, 64 AOE The Shocker can go anywhere a Spider can go, which is just about anywhere on land, and totes a long range artillery piece. Its armour is not heavy and it speed is limited, however. |
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CONSTRUCTION TORTOISE- builds at 9 metal/sec b]Cost 259 metal (17.3 seconds) 1721 energy Health: 1870 Speed: 10.2 m/s Turnrate: 377 Vision range: 240 Footprint: 3x3Like all the tortoises, fairly slow moving and very tough. The Construction Tortoise's main advantage is a very quick build speed, the fastest of any level 1 construction unit, and its amphibious ability. |
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HATCHLING- Light Skirmish TortoiseCost 156 metal (10.4 seconds) 1242 energy Health: 1240 (1984 when closed) Speed: 15.12 m/s Turnrate: 450 Vision range: 310 Footprint: 2x2 Weapon: laser 230 range, 94.1 DPS (80 damage, 0.85 reload), 8 AOE, LOS The Hatchling is the only Tortoise that isn't slow... in fact, you could say its speed is almost "medium". For the cost, it's tough and packs a good punch too. |
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AVALANCHE- Rocket TortoiseCost 360 metal (24 seconds) 2854 energy Health: 3050 Speed: 10.08 m/s Turnrate: 356 Vision range: 280 Footprint: 3x3 Weapon: Rockets 560 range, 80 DPS (160 damage, 2 reload), 48 AOE, LOS A typical tortoise: Slow, well armoured, and deals a decent amount of damage at good range. For less cost, this will hopelessly outgun its counterpart, the Recluse, in a toe-to-toe battle. The Recluse would only win with considerable use of its mobility and slight range advantage. |
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SLINGSHOT- AA Missile TortoiseCost 314 metal (20.9 seconds) 2101 energy Health: 2395 Speed: 9.84 m/s Turnrate: 376 Vision range: 320 Footprint: 3x3 Weapon: Missiles 780 range, 155.6/34.7 DPS (350/78 damage, 2.25 reload), 48 AOE, LOS The Slingshot has massive range and is very effective anti-air. |
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CHELONIAN- Riot TortoiseCost 466 metal (31.1 seconds) 4163 energy Health: 3600 Speed: 11.52 m/s Turnrate: 420 Vision range: 290 Footprint: 3x3 Weapon: Riot cannon 360 range, 150 DPS (180 damage, 1.2 reload), 64 AOE, LOS The Riot tortoise is a little bit quicker and has a great crowd-control gun. |
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WRECKER- Artillery TortoiseCost 624 metal (41.6 seconds) 5288 energy Health: 2850 Speed: 9.18 m/s Turnrate: 356 Vision range: 260 Footprint: 3x3 Weapon: cannon, 860 range, 100 DPS (200 damage, 2 reload), 64 AOE, ballistic The slow-moving Wrecker is able to project artillery power inland, and at the same time take some considerable punishment. |
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OUTBACK- Sniper TortoiseCost 842 metal (56.1 seconds) 11984 energy Health: 2500 Speed: 8.64 m/s Turnrate: 357 Vision range: 628 Footprint: 3x3 Weapon: laser 920 range, 200 DPS (800 damage, 4 reload), 12 AOE, LOS The Outback is Core's counter to the Shooter, so of course slower, much more heavily armoured. Does not have the raw damage output nor quite the range, but half the reload time (4 seconds instead of 8) makes it far more useful vs light units. It will still eliminate almost all lvl 1 units with a single shot. |
DETONATOR- Walking Nuclear BombCost 479 metal (31.9 seconds) 16917 energy Health: 1200 Speed: 9 m/s Turnrate: 392 Vision range: 240 Footprint: 3x3 Cloak: 300/800 energy, 240 minimum distance Weapon: kamikaze, 9600 damage, 640 AOE (3200 and 512 AOE if killed before self-destruct), instant self-destruct (0-second coundown) A highly dangerous version of a crawling bomb. It's probably not a good idea to let this blow up in your own base. | |
CALIBER- Flak TortoiseCost 775 metal (51.7 seconds) 10234 energy Health: 2500 Speed: 8.64 m/s Turnrate: 357 Vision range: 420 Footprint: 3x3 Weapon: flak guns 750 range, 376.5 DPS (320 damage, 0.85 reload), 96 AOE, LOS For the same cost as a flak turret you can have an amphibious mobile version - tougher and better damage output than the vehicle version too, albeit slower. Not as tough or as powerful as the Cobra turret, but it's mobile. | |
SCANNER- Radar/Sonar TortoiseCost 233 metal (15.5 seconds) 2633 energy Health: 1320 Speed: 8.7 m/s Turnrate: 298 Vision range: 560 Radar Range: 2400 Sonar Range: 1250 Footprint: 3x3 Useful reconnaissance unit on both land and sea. | |
REDFOOT- Radar/Sonar Jammer TortoiseCost 312 metal (20.8 seconds) 4133 energy Health: 1390 Speed: 9.36 m/s Turnrate: 320 Vision range: 400 Sonar Range: 240; Radar Jammer Range: 800 Sonar Jammer Range: 640 Footprint: 3x3 This is Core's answer to the Fibber: able to jam both radar and sonar. As with the Fibber, it will deactivate when enemy units are near while underwater, or when damaged. | |
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REPLENISHER- Air Repair TortoiseCost 475 metal (31.7 seconds) 4540 energy Health: 2050 Speed: 9.36 m/s Turnrate: 310 Vision range: 240 Radar Range: 720 Footprint: 4x4 Core's mobile repair pad. It is also able to repair seaplanes while underwater. |
THE BOSS- Heavy Siege TortoiseCost 1072 metal (71.5 seconds) 9500 energy Health: 4500 (7200 when closed) Speed: 8.4 m/s Turnrate: 183 Vision range: 420 Footprint: 4x4 Weapon 1: cannon 1100 range, 135.5 DPS (630 damage, 4.65 reload), 144 AOE, ballistic Weapon 2: torpedo 400 range, 100 DPS (300 damage, 3 reload), 32 AOE, guided For when you want to take charge of the situation... THE BOSS is here. Long-range massive damage main cannon plus torpedos for underwater defence, and massive armour. |
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ADVANCED CONSTRUCTION SUB- builds at 13.5 metal/sCost: 695 metal (30.9 seconds), 6068 energy Health: 820 Speed: 25.8 m/s Turnrate: 256 Vision range: 220 Sonar range: 400 Footprint: 3x3 The construction subs were ungainly things in OTA. The major improvement isn't in the above stats: it's the smaller footprint - now takes up the same space as a regular sub. |
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COLOSSUS- Aircraft CarrierCost: 1372 metal (61 seconds), 11257 energy Health: 4290 Speed: 27.6 m/s Turnrate: 64 Vision range: 520 Sonar range: 240 Radar range: 2800 Energy production: 370 Footprint: 7x7 The Aircraft Carrier continues to be an excellent support unit: providing visual and radar assistance, energy production, and fixing your aircraft automatically. |
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PIRANHA- SubkillerCost: 986 metal (43.8 seconds), 5481 energy Health: 970 Speed: 34.8 m/s Turnrate: 622 Vision range: 280 Sonar range: 540 Footprint: 3x3 Weapon: Torpedo, 400 range, 130.4 DPS (300 per shot, 2.3 reload), 32 AOE, guided - does double damage vs T1 subs The Piranha's armor has been more than tripled, LOS, Sonar and weapon range has been increased, speed has been increased slightly, acceleration has been decreased slightly. Subkillers are now much more worth building (mostly thanks to armour bump). Regular subs are still better armour and damage output for the metal cost, but subkillers are faster and outrange them in every way, and unlike regular subs the torpedos are guided. |
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RANGERMissile ShipCost: 1795 metal (79.8 seconds), 9365 energy Health: 3120 Speed: 24 m/s Turnrate: 144 Vision range: 600 Radar range: 1800 Footprint: 5x5 Weapon 1: Rockets, 1750 range, 133.3 DPS (1200 per shot, salvo of 2 every 18 seconds), 80 AOE, vertical-launch Weapon 2: AA Missiles, 800 range, 192.1/38.4 DPS (365/73 per shot, 1.9 reload), 48 AOE, guided Added Radar dish, radar range roughly the same as the main rocket range (quite large), greatly increased armour, big increase to power and range of AA missiles. |
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CONQUERORCruiserCost: 1547 metal (68.7 seconds), 8608 energy Health: 4050 Speed: 32.4 m/s Turnrate: 180 Vision range: 360 Sonar range: 425 Footprint: 5x5 Weapon 1: Cannon, 1300 range, 109.5 DPS (208 per shot, 1.9 reload), 64 AOE, ballistic Weapon 2: Depth charge, 500 range, 51.1 DPS (92 per shot, 1.8 reload), 48 AOE, guided Not much change to the Cruisers. Slightly cheaper metal cost, but longer build time due to adjusting to match predictable metal use by all factories and construction units. Increased power and range of depth charges by a small amount, increased cannon damage slightly. Unlike many other mods, Cruisers keep their long range ballistic cannon. |
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MILLENIUMBattleshipCost: 4004 metal (2 mins 58 seconds), 31096 energy Health: 9816 Speed: 30.6 m/s Turnrate: 80 Vision range: 560 Footprint: 7x7 Weapon 1: Cannon, 1600 range, 250.8 DPS (260 per shot, salvo of 3 every 3.11 seconds), 64 AOE, ballistic Weapon 2: Cannon, 1600 range, 217.3 DPS (260 per shot, salvo of 3 every 3.59 seconds), 64 AOE, ballistic Increased armour by about 60%. Guns are now salvo-fire (doing about 60% more damage), and increased in range by 28%. Matched in range by RFMRPCs (Archguns and Chainsaws). Footprint increased slightly, turnrate improved slightly. Metal cost unchanged but longer buildtime. Energy cost is 50% higher. Epic bombardment ship. |
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ARCHERAnti-Air ShipCost: 1358 metal (60.4 seconds), 17058 energy Health: 3776 Speed: 33.6 m/s Turnrate: 200 Vision range: 630 Footprint: 4x4 Weapon 1: missiles, 750 range, 313.3/62.7 DPS (235/47 per shot, reload 0.75), 32 AOE, guided Weapon 2: flak, 750 range, 426.7 DPS (320 per shot, reload 0.75), 96 AOE, ballistic Nearly doubled armour. Improved model. Same cost, but unlike other T2 ships actually a shorter buildtime. Reduced speed a little, it needn't race around the sea so fast like a Skeeter. |
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FIBBERRadar and Sonar Jammer SubCost: 443 metal (19.7 seconds), 4346 energy Health: 450 Speed: 33.6 m/s Turnrate: 622 Vision range: 210 Sonar range: 210 Sonar jammer range: 750 Radar jammer range: 750 Footprint: 3x3 Increased cost. Jammer deactivates when another unit is within line-of-sight of the Fibber, making these much less abuseable and sonar jamming no longer like another form of cloaking. |
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PIKE(Biohazard) Battle SubCost: 2850 metal (2 mins 7 seconds), 22500 energy Health: 3290 Speed: 33.6 m/s Turnrate: 180 Vision range: 400 Sonar range: 750 Footprint: 5x5 Weapon: torpedos, 600 range, 257.1 DPS (360 per shot, 1.4 reload), 64 AOE, guided A counter to the Leviathan but faster and more lightly armoured, and launches rapid-fire torpedos instead of big heavy ones. |
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MESSENGER(Unlimited Units/Mayhem) Energy Weapon ShipCost: 3487 metal (2 mins 35 seconds), 29685 energy Health: 3057 Speed: 28.8 m/s Turnrate: 150 Vision range: 450 Sonar range: 750 Footprint: 5x5 Weapon 1: BLOD, 1500 range, 641 DPS (5000 per shot, 7.8 reload), 16 AOE, LOS Weapon 2: AA Missiles, 800 range, 192.1/38.4 DPS (365/73 per shot, 1.9 reload), 48 AOE, guided Armed with the full-blown Annihilator weapon and AA missiles. This is somewhat of a counter to the Warlord's green laser - however it's far from a direct counter: it has much better range, does heaps more damage, but takes nearly 8 seconds to reload and is mounted on a relatively poorly armoured ship. |
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ADVANCED CONSTRUCTION SUB- builds at 13.5 metal/sCost: 690 metal (30.7 seconds), 6211 energy Health: 890 Speed: 25.8 m/s Turnrate: 256 Vision range: 210 Sonar range: 380 Footprint: 3x3 The construction subs were ungainly things in OTA. The major improvement isn't in the above stats: it's the smaller footprint - now takes up the same space as a regular sub rather than a Leviathan. |
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HIVEAircraft CarrierCost: 1309 metal (58.2 seconds), 11715 energy Health: 4550 Speed: 26.4 m/s Turnrate: 64 Vision range: 500 Sonar range: 250 Radar range: 2850 Energy production: 360 Footprint: 7x7 The Aircraft Carrier continues to be an excellent support unit: providing visual and radar assistance, energy production, and fixing your aircraft automatically. |
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SHARKSubkillerCost: 917 metal (43.8 seconds), 5245 energy Health: 1028 Speed: 33 m/s Turnrate: 403 Vision range: 240 Sonar range: 500 Footprint: 3x3 Weapon: Torpedo, 400 range, 130.4 DPS (300 per shot, 2.3 reload), 32 AOE, guided - does double damage vs T1 subs The Shark's armor has been tripled, LOS, Sonar and weapon range has been increased, speed has been increased slightly, acceleration has been decreased slightly. Subkillers are now much more worth building (mostly thanks to armour bump). Regular subs are still better armour and damage output for the metal cost, but subkillers are faster and outrange them in every way, and unlike regular subs the torpedos are guided. |
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HYDRAMissile ShipCost: 1941 metal (86.3 seconds), 9154 energy Health: 3350 Speed: 22.8 m/s Turnrate: 150 Vision range: 580 Radar range: 1750 Footprint: 5x5 Weapon 1: Rockets, 1710 range, 137.8 DPS (1350 per shot, salvo of 2 every 19.6 seconds), 96 AOE, vertical-launch Weapon 2: AA Missiles, 780 range, 197.6/39.5 DPS (405/81 per shot, 2.05 reload), 48 AOE, guided Big increase to armour, and to power and range of both the rockets and the AA missiles. Radar range closely matches the new range of the main rockets. |
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EXECUTIONERCruiserCost: 1512 metal (67.2 seconds), 8251 energy Health: 4170 Speed: 31.2 m/s Turnrate: 196 Vision range: 350 Sonar range: 420 Footprint: 5x5 Weapon 1: Cannon, 1300 range, 110 DPS (220 per shot, 2 reload), 72 AOE, ballistic Weapon 2: Depth charge, 500 range, 51.1 DPS (92 per shot, 1.8 reload), 48 AOE, guided Not much change to the Cruisers. Slightly cheaper metal cost, but longer build time due to adjusting to match predictable metal use by all factories and construction units. Increased power and range of depth charges by a small amount, increased cannon damage slightly. Unlike many other mods, Cruisers keep their long range ballistic cannon. |
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WARLORDBattleshipCost: 3972 metal (2 mins 56 seconds), 29612 energy Health: 10916 Speed: 30.6 m/s Turnrate: 80 Vision range: 560 Footprint: 7x7 Weapon 1: Cannon, 1540 range, 259.7 DPS (290 per shot, salvo of 3 every 3.35 seconds), 80 AOE, ballistic Weapon 2: Laser, 880 range, 278.3 DPS (320 per shot, 1.1 reload), 12 AOE, LOS, 100 energy per shot Big increase to armour. Aft gun now salvo-fire, and increased in range by 28%. Matched in range by RFMRPCs. Power of laser increased also. Metal cost unchanged but longer buildtime. Energy cost is 50% higher. "Oh shiiiii-" factor increased by at least 50%. |
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SHREDDERAnti-Air ShipCost: 1314 metal (58.4 seconds), 17921 energy Health: 3920 Speed: 31.8 m/s Turnrate: 205 Vision range: 650 Footprint: 4x4 Weapon 1: missiles, 750 range, 301.3/60.3 DPS (235/47 per shot, reload 0.78), 32 AOE, guided Weapon 2: flak, 750 range, 444.4 DPS (320 per shot, reload 0.72), 96 AOE, ballistic Armour nearly doubled. Improved model. |
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PHANTOMRadar Jammer ShipCost: 270 metal (12 seconds), 2254 energy Health: 680 Speed: 30 m/s Turnrate: 375 Vision range: 510 Radar jamming range: 1024 Footprint: 3x3 Core's Jamming ship is twice the metal cost (still fairly negligible) and much shorter build time. It has a large jamming radius, 50% greater than originally, and greater than the land-based counterparts. |
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LEVIATHANBattle SubCost: 3080 metal (2 mins 17 seconds), 19940 energy Health: 4273 Speed: 33.6 m/s Turnrate: 180 Vision range: 410 Sonar range: 658 Footprint: 5x5 Weapon: torpedos, 520 range 261.9 DPS (812 per shot, 3.1 reload), 64 AOE, guided Increased armour and turnrate, reduced footprint size to 5 by 5 (was 6 by 6). |
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OMNI(Savant) Guided Missile ShipCost: 1835 metal (63.8 seconds), 13596 energy Health: 4800 (6000 when closed) Speed: 31.2 m/s Turnrate: 170 Vision range: 460 Radar range: 1200 Footprint: 5x5 Weapon 1: Rockets, 920 range, 160 DPS (480 per shot, 3 reload), 64 AOE, vertical-launch, guided Weapon 2: AA Missiles, 920 range, 270.3/47.5 DPS (865/152 per shot, 3.2 reload), 80 AOE, vertical-launch guided A vertical-launch ship. Launches heavy tracking rockets, and is heavily armoured. |
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ADVANCED CONSTRUCTION HOVERCRAFTBuilds at 9 metal/sCost: 436 metal (29.1 seconds), 6370 energy Health: 1023 Speed: 30 m/s Turnrate: 360 Vision range: 300 Footprint: 3x3 Cavedog's construction hovercraft is now "advanced", with a Lvl 2 build menu. |
GRIZZLYSkirmish Anti-sub hovercraftCost: 590 metal (39.3 seconds), 7504 energy Health: 1700 Speed: 31.2 m/s Turnrate: 390 Vision range: 320 Sonar range: 320 Footprint: 3x3 Weapon 1: Gauss, 640 range, 100 DPS (400 per shot, 4 reload), 20 AOE, LOS Weapon 2: Depth charge, 400 range, 38.1 DPS (80 per shot, 2.1 reload), 48 AOE, guided Armed with a long-ranged powerful slow-reload gauss weapon and depth charges. This is a useful support hovercraft but it is not cheap. | |
APOLLOAnti-Air HovercraftCost: 909 metal (60.6 seconds), 13388 energy Health: 1825 Speed: 27.6 m/s Turnrate: 280 Vision range: 450 Footprint: 3x3 Weapon 1: AA Missiles, 800 range, 192.1/38.4 DPS (365/73 per shot, 1.9 reload), 48 AOE, guided Weapon 2: flak, 700 range, 500 DPS (200 damage, 0.4 reload), LOS, 96 AOE With flak cannon and missile launchers this offers heavy anti-air support. | |
HIPPO- Heavy HovertankCost: 750 metal (50 seconds), 9280 energy Health: 3196 Speed: 27.6 m/s Turnrate: 250 Vision range: 340 Footprint: 3x3 Weapon: Cannon, 540 range, 159.1 DPS (25 x7 per burst, 1.1 reload), 32 AOE, ballistic Equipped with a pair of shotgun-style artillery cannons. Heavy firepower on both land and sea. | |
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WOMBAT- Rocket HovercraftCost: 455 metal (30.3 seconds), 6131 energy Health: 750 Speed: 25.2 m/s Turnrate: 240 Vision range: 320 Footprint: 3x3 Weapon: Rockets, 1030 range, 83.3 DPS (750 per shot, 9 reload), 64 AOE, vertical-launch Apart from an increase in range, damage and armour, Wombats have not changed much. Amphibious version of a Merl. |
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MOOSE(TA-Power) - Artillery HovercraftCost: 478 metal (31.9 seconds), 5189 energy Health: 1325 Speed: 30 m/s Turnrate: 290 Vision range: 360 Footprint: 3x3 Weapon: artillery, 720 range, 86.7 DPS (60 per shot 0.7 reload), 32 AOE, ballistic A relatively light cheap hovercraft artillery piece. Useful for quick ranged bombardment. |
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OASIS(Mayhem) - Air-repair hovercraftCost: 500 metal (33.3 seconds), 7050 energy Health: 1450 Speed: 28.8 m/s Turnrate: 240 Vision range: 450 Radar range: 1500 Footprint: 4x4 Energy Production:: 80 Weapon: AA Missiles, 655/444 range 90/18 dps (135/27 per shot, 1.5 reload), 32 AOE A go-anywhere mobile air repair pad, also equipped with radar, some energy production, and very light anti-air missiles. |
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ADVANCED CONSTRUCTION HOVERCRAFT- Builds at 9 metal/sCost: 429 metal (28.6 seconds), 6455 energy Health: 1090 Speed: 28.8 m/s Turnrate: 330 Vision range: 300 Footprint: 3x3 Cavedog's construction hovercraft is now "advanced", with a Lvl 2 build menu. |
MIZUNO- Assault HovercraftCost: 520 metal (34.7 seconds), 6428 energy Health: 1960 Speed: 30 m/s Turnrate: 400 Vision range: 330 Footprint: 3x3 Weapon: Laser, 480 range, 168.4 DPS (320 per shot, 1.9 reload), 12 AOE, LOS Mizuno sports a powerful laser and not much else. | |
SLUGGER- Anti-Air Anti-sub HovercraftCost: 947 metal (63.1 seconds), 13825 energy Health: 2095 Speed: 25.2 m/s Turnrate: 300 Vision range: 450 Sonar range: 330 Footprint: 3x3 Weapon 1: depth charge, 500 range, 51.1 DPS (92 per shot, 1.8 reload), 48 AOE, guided Weapon 2: flak gun, 750 range, 457.1 DPS (320 damage, 0.7 reload), LOS, 96 AOE The Slugger carries two different support roles. | |
CRUSHER- Heavy HovertankCost: 832 metal (55.5 seconds), 8804 energy Health: 3645 Speed: 24 m/s Turnrate: 240 Vision range: 330 Footprint: 3x3 Weapon: Cannon, 540 range, 193.9 DPS (320 per shot, 1.65 reload), 72 AOE, ballistic Big solid lump of armour with one big gun. | |
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NIXER- Rocket HovercraftCost: 445 metal (29.5 seconds), 6028 energy Health: 870 Speed: 25.2 m/s Turnrate: 230 Vision range: 330 Weapon: Rockets, 1000 range, 83.6 DPS (560 per shot, 6.7 reload), 64 AOE, ballistic Nixers fire ballistic rockets in a high arc. |
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VICEROY(MAGMA) - Artillery HovertankCost: 601 metal (40 seconds), 7262 energy Health: 2456 Speed: 26.4 m/s Turnrate: 220 Vision range: 360 Footprint: 3x3 Weapon 1: Artillery, 750 range 78.1 DPS (125 per shot 1.6 reload), 40 AOE, ballistic Weapon 2: Laser, 400 range, 100 DPS (90 per shot, 0.9 reload), 12 AOE, 10 Energy per shot The slicer is Core's approach to hovercraft artillery: big, heavy, slow, and armed with secondary laser weapons. |
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HAVEN(Mayhem) - Air repair hovercraftCost: 539 metal (42.6 seconds), 6750 energy Health: 1600 Speed: 26.4 m/s Turnrate: 240 Vision range: 440 Radar range: 1600 Energy Production:: 90 Footprint: 4x4 Weapon: AA Missiles, 655/444 range 90/18 dps (135/27 per shot, 1.5 reload), 32 AOE A go-anywhere mobile air repair pad, also equipped with radar, some energy production, and very light anti-air missiles. |
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ADVANCED CONSTRUCTION AIRCRAFT- Builds at 6 metal/sCost: 440 metal (58.7 seconds), 13608 energy Health: 620 Speed: 93.6 m/s Turnrate: 248 Vision range: 360 The Advanced construction aircraft builds fast but is more expensive. |
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EAGLERadar PlaneCost: 248 metal (33.1 seconds), 7062 energy Health: 700 Speed: 120 m/s Turnrate: 500 Vision range: 1200 Radar Range: 2700 The Eagle should seem a bit more useful now. While it costs more metal, it costs less energy and takes considerably less time to build than OTA, is much tougher, more agile, nearly twice the radar range and the longest visual range of any unit below L3. A very useful spotting aircraft now. |
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BRAWLER- GunshipCost: 466 metal (62.2 seconds), 9374 energy Health: 2400 Speed: 79.2 m/s Turnrate: 800 Vision range: 450 Weapon: EMG, 450 range, 160 DPS (24 x4 per burst, 0.6 reload), 12 AOE, LOS The Brawler is rougher and tougher, will survive quite a bit of AA missile fire, but is still quickly shredded by Flak guns. |
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HAWK- Stealth FighterCost: 356 metal (47.5 seconds), 7893 energy Health: 1020 Speed: 150 m/s Turnrate: 820 Vision range: 540 Weapon: AA missile, 750 range, 237.3/36.7 DPS (356/55 per shot, 1.5 reload), 32 AOE, LOS, guided The ultimate fast fighter, invisible on radar and a formidable force in the sky |
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PHOENIX- Advanced BomberCost: 435 metal (58 seconds), 9149 energy Health: 1405 Speed: 114 m/s Turnrate: 420 Vision range: 460 Weapon 1: Bombs, 1615 DPS (210 per bomb, 0.13 reload), 64 AOE, dropped, 12 per attack run Weapon 2: AA laser, 660/450 range, 160/33.8 DPS (128/27 per shot, 0.8 reload) The Phoenix drops lots of bombs and can severely damage a single target. |
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LANCET- Torpedo BomberCost: 378 metal (50.4 seconds), 6438 energy Health: 1110 Speed: 116.4 m/s Turnrate: 540 Vision range: 420 Weapon: Torpedo 400 range 125 DPS (750 per shot 6 reload) 48 AOE, LOS, unguided Arm's basic land antisub aircraft is mostly unchanged, getting a slight improvement in agility. |
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DRAGONFLY(AMD) - Heavy Air TransportCost: 795 metal (106 seconds), 14418 energy Health: 3020 Speed: 108 m/s Turnrate: 328 Vision range: 375 Max transport footprint: 6x6 Able to pick up large units... which can fire while being transported. |
BLADE(TA-Power) - Stealth GunshipCost: 768 metal (102.4 seconds), 15315 energy Health: 3100 Speed: 90 m/s Turnrate: 560 Vision range: 480 Weapon: Rocket, 560 range, 200 DPS (400 per shot, 400 reload), 64 AOE, LOS A tough stealth aircraft with longer-ranged rockets for dealing impressive damage from afar. |
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ADVANCED CONSTRUCTION AIRCRAFTBuilds at 6 metal/sCost: 462 metal (61.6 seconds), 12808 energy Health: 690 Speed: 90 m/s Turnrate: 260 Vision range: 350 The Advanced construction aircraft builds fast but is more expensive. |
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VULTURERadar PlaneCost: 254 metal (33.9 seconds), 6824 energy Health: 820 Speed: 116.4 m/s Turnrate: 560 Vision range: 1150 Radar Range: 2620 Costs more metal, less energy and takes considerably less time to build than OTA, is much tougher, has nearly twice the radar range and the longest visual range of any unit below L3. A very useful spotting aircraft. |
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RAPIERGunshipCost: 480 metal (64 seconds), 8778 energy Health: 2650 Speed: 86.4 m/s Turnrate: 600 Vision range: 420 Weapon: rockets, 480 range, 144 DPS (60 x3 per burst, 1.25 reload), 32 AOE, LOS Rapier now fires burst rockets that spread out a little, but have a faster velocity so more accurate vs moving targets. |
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VAMPStealth FighterCost: 360 metal (48 seconds), 8073 energy Health: 1180 Speed: 144 m/s Turnrate: 690 Vision range: 540 Weapon: AA missile, 750 range, 237.3/36.7 DPS (356/55 per shot, 1.5 reload), 32 AOE, LOS, guided The Vamp is very nearly a match for the Hawk, trading some of its speed and agility for tougher armour. |
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HURRICANEHeavy BomberCost: 462 metal (61.6 seconds), 8950 energy Health: 1600 Speed: 108 m/s Turnrate: 400 Vision range: 450 Weapon 1: Bombs, 1500 DPS (360 per bomb, 0.24 reload), 80 AOE, dropped, 8 per attack run Weapon 2: AA laser, 660/450 range, 160/33.8 DPS (128/27 per shot, 0.8 reload) Contrasting with Arm's approach, the Core T2 bomber goes for bigger fewer bombs with a bigger boom. |
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TITANTorpedo BomberCost: 364 metal (48.6 seconds), 6588 energy Health: 1230 Speed: 114 m/s Turnrate: 509 Vision range: 405 Weapon: Torpedo 400 range 125 DPS (750 per shot 6 reload) 48 AOE, LOS, unguided |
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FALCON(AMD) - Heavy Air TransportCost: 814 metal (106 seconds), 13910 energy Health: 3396 Speed: 105.6 m/s Turnrate: 300 Vision range: 360 Max transport footprint: 6x6 Able to pick up large units, which can fire while being transported. |
METEOR(TA Forever) - Cloakable Stealth BomberCost: 720 metal (96 seconds), 17250 energy Health: 2256 Speed: 132 m/s Turnrate: 466 Vision range: 475 Cloak cost/moving: 300/1500, min distance 120 Weapon 1: Bombs, 2000 DPS (640 per bomb, 0.32 reload), 160 AOE, dropped, 6 per attack run Weapon 2: AA missile, 750 range, 237.3/36.7 DPS (356/55 per shot, 1.5 reload), 32 AOE, LOS, guided |
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ADVANCED CONSTRUCTION SEAPLANEBuilds at 6 metal/sCost: 420 metal (56 seconds), 11736 energy Health: 710 Speed: 86.4 m/s Turnrate: 228 Vision range: 330 The Construction Seaplane has been moved up a tier and has a level 2 build menu like other Advanced constructors. It has the same build speed as the land counterpart, the Advanced Construction Aircraft. |
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SEAHAWK- Stealth Airborne SonarCost: 208 metal (27.8 seconds), 5924 energy Health: 660 Speed: 114 m/s Turnrate: 465 Vision range: 900 Sonar range: 2200 The Sonar plane provides excellent sonar and visual range. It's also invisible to enemy radar. |
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TORNADOFighter SeaplaneCost: 294 metal (39.2 seconds), 6707 energy Health: 900 Speed: 138 m/s Turnrate: 672 Vision range: 510 Weapon 1: AA missile, 750 range, 237.3/36.7 DPS (356/55 per shot, 1.5 reload), 32 AOE, LOS, guided Weapon 2: Missile 560 range 84/14.7 DPS (252/44 per shot, 3 reload). 32 AOE, LOS, guided Outperformed by the Hawk, but with two advantages: better firepower, and cheaper. Will have little trouble tackling level 1 aircraft. |
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ALBATROSSTorpedo SeaplaneCost: 557 metal (74.3 seconds), 9619 energy Health: 1296 Speed: 126 m/s Turnrate: 522 Vision range: 440 Weapon 1: AA Missile, 560 range 84/14.7 DPS (252/44 per shot, 3 reload). 32 AOE, LOS, guided Weapon 2: torpedo, 300 range, 80 DPS (400 per shot, 5 reload), 48 AOE, dropped/underwater, guided Weapon 3: torpedo, 300 range, 80 DPS (400 per shot, 5 reload), 48 AOE, dropped/underwater, guided The Torpedo seaplane is relatively unchanged from OTA, it's already very useful. |
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CYCLONE(Xubor) Water BomberCost: 650 metal (86.7 seconds), 9619 energy Health: 1840 Speed: 114 m/s Turnrate: 440 Vision range: 440 Weapon 1: waterbomb, dropped, 190 DPS (190 x5 per burst, 5 reload), 96 AOE Weapon 2: AA Missile, 560 range 84/14.7 DPS (252/44 per shot, 3 reload). 32 AOE, LOS, guided The Cyclone is unusual in that it drops depthcharge-type bombs that will sink below the surface and detonate on underwater targets. |
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DRAGONFLY(AMD) - Heavy Air TransportCost: 795 metal (106 seconds), 14418 energy Health: 3020 Speed: 108 m/s Turnrate: 328 Vision range: 375 Max transport footprint: 6x6 The heavy air lifter is also available from the Seaplane platform. Able to pick up large units... which can fire while being transported. |
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ADVANCED CONSTRUCTION SEAPLANEBuilds at 6 metal/sCost: 435 metal (58 seconds), 10318 energy Health: 780 Speed: 84 m/s Turnrate: 236 Vision range: 320 The Construction Seaplane has been moved up a tier and has a level 2 build menu like other Advanced constructors, and the same build speed as the Advanced Construction Aircraft. |
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HUNTER- Stealth Airborne SonarCost: 213 metal (28.4 seconds), 5421 energy Health: 720 Speed: 110.4 m/s Turnrate: 509 Vision range: 900 Sonar range: 2280 The Sonar plane provides excellent sonar and visual range. It's also invisible to enemy radar. |
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VOODOO- Fighter SeaplaneCost: 278 metal (37.1 seconds), 6524 energy Health: 994 Speed: 133.2 m/s Turnrate: 563 Vision range: 500 Weapon 1: AA missile, 750 range, 237.3/36.7 DPS (356/55 per shot, 1.5 reload), 32 AOE, LOS, guided Weapon 2: Missile 560 range 84/14.7 DPS (252/44 per shot, 3 reload). 32 AOE, LOS, guided Cheap heavy anti-air firepower for the seas. |
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TYPHOONTorpedo SeaplaneCost: 545 metal (72.6 seconds), 9785 energy Health: 1296 Speed: 122.4 m/s Turnrate: 612 Vision range: 430 Weapon 1: AA Missile, 560 range 84/14.7 DPS (252/44 per shot, 3 reload). 32 AOE, LOS, guided Weapon 2: torpedo, 300 range, 66.7 DPS (400 per shot, 6 reload), 48 AOE, dropped/underwater, guided Weapon 3: torpedo, 300 range, 66.7 DPS (400 per shot, 6 reload), 48 AOE, dropped/underwater, guided |
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SONTOR(TA Fans) - Torpedo GunshipCost: 692 metal (92.3 seconds), 10364 energy Health: 2748 Speed: 81.6 m/s Turnrate: 600 Vision range: 400 Sonar Range: 720 Weapon: torpedos, 400 range, 150 DPS (240 per shot, 1.6 reload), 48 AOE The Sontor is a tough gunship that will hover and launch torpedos on a target until it is dead. |
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FALCON(AMD) - Heavy Air TransportCost: 814 metal (106 seconds), 13910 energy Health: 3396 Speed: 105.6 m/s Turnrate: 300 Vision range: 360 Max transport footprint: 6x6 The heavy air lifter is also available from the Seaplane platform. Able to pick up large units, which can fire while being transported. |
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ADVANCED RADARCost: 188 metal (15.7 seconds), 2330 energy Health: 250 (500 when closed/off) Vision range: 960 Radar Range: 4320 Footprint: 2x2 |
LELANTUS- Pop-up Radar Jammer (Mayhem)Cost: 326 metal (27.2 secs), 3830 energy Health: 600 (2400 when off/underground) Vision range: 720 Radar jamming Range: 1320 Footprint: 2x2 /td> | |
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FUSION GENERATORCost: 4525 metal (6 mins 17 secs), 36058 energy Health: 3100 Vision range: 250 Energy Production: 1000 Footprint: 5x4 Here I have done something to increase side diversity: Core fusions now produce 25% more energy than Arm fusions. They are about 15% more expensive, and more build time. What this means is Arm players can get their fusion online quicker, but Core gets more production per fusion: 4 Core fusions will produce the same as 5 Arm fusions. |
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MOHO EXTRACTORCost: 1357 metal (1 min 53 secs), 8700 energy Health: 2517 Vision range: 250 Footprint: 5x5 Extraction rate increased by 60%! Moho extractors are now worth their hefty price tag: On a good metal deposit you will get over 10 metal per tick from one Moho. Energy cost has been increased a bit also. |
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MOHO METAL MAKERCost: 120 metal (3 mins 20 secs), 18155 energy Health: 600 (1200 when closed/off) Vision range: 210 Metal conversion: +16 metal for -900 energy Footprint: 4x4 While the efficiency of L1 makers is unchanged, the moho makers have had theirs reduced somewhat - so that they are only slightly more efficient than L1 makers: about 55:1 instead of OTA's 50:1. Bugfixes have ensured that you can no longer activate one before it has completed building - and cannot activate one by firing on it, only deactivate it! |
![]() | CLOAKABLE FUSIONCost: 7195 metal (10 mins), 84116 energy Health: 4900 Vision range: 280 Energy Production: 2000 Cloak cost: 400 energy Footprint: 5x4 Cloakable fusions assume a new role in Total Mayhem: they now produce double the energy of their regular counterparts, for less than double the cost and toughness and more than double the buildtime. The energy tradeoff for cloaking them is much less also, and they automatically cloak once they are built. One tradeoff, however: the explosion when one of these goes is bigger than than with a regular Fusion. |
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FORT WALLCost: 42 metal (6.5 secs), 675 energy Health: 9000 Footprint: 2x2 Fort walls are more than double the toughness - previously they were less tough than Dragon's Teeth, I'm not sure what the point was! |
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DECOY FUSIONCost: 453 metal (38 secs), 4911 energy Health: 3100 Vision range: 250 Energy Production: 100 Footprint: 5x4 Potentially a useful stepping-stone unit on maps lacking geothermal activity: produces 1/10 the energy of a standard fusion for 1/10 the cost - and apart from the cost, it is undistinguishable from the real thing! Waow! |
ARTIC(TAAN) - Pop-up gauss towerCost: 655 metal (54.6 secs), 7880 energy Health: 3450 (11500 when closed/off) Vision range: 420 Footprint: 2x2 Weapon: gauss, 640 range, 350 DPS (420 damage, 1.2 reload), 20 AOE, LOS A pop-up defense similar to the Viper. Better range, better damage, and no energy cost per shot. But it's also a bit more expensive, more fragile, and unable to hit moving targets as well as Vipers can. |
WARDEN- Pop-up Anti-air Missile TowerCost: 450 metal (37.5 secs), 5730 energy Health: 2150 (8600 when closed/off) Vision range: 575 Footprint: 3x3 Weapon: AA missiles, 750 range 313.3/62.7 DPS (235/47 damage, 0.75 reload), 32 AOE, LOS, guided An additional option for heavy anti-aircraft defence. |
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AMBUSHER- Pop-up medium-range plasma cannonCost: 1320 metal (1 min 50 secs), 13821 energy Health: 6872 (21144 when closed/off) Vision range: 440 Footprint: 4x4 Weapon: cannon 1148 range 200 DPS (560 damage, 2.8 reload), 108 AOE, ballistic Ambushers now cost about 25% less metal and have 10% less range than a Guardian, they deal out massive damage, are very very tough, and are not detected on enemy radar. They are now very much worth building. |
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FLAKKER- Anti-air Flak gunCost: 694 metal (57.8 secs), 8940 energy Health: 3136 Vision range: 640 Footprint: 2x2 Weapon: flak air-only, 750 range 533.3 DPS (320 damage, 0.6 reload), 96 AOE, LOS Flakkers were actually quite poor value in OTA. Here you will find they are cheaper, tougher, and will hit faster planes more easily. |
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ARCHGUN(PWD/Mayhem) - Rapid-fire medium-range plasma cannonCost: 2586 metal (3 min 36 secs), 24542 energy Health: 3873 Vision range: 380 Footprint: 4x4 Weapon: cannon 1600 range 500 DPS (260 damage, 0.52 reload), 64 AOE, ballistic Massive area domination comes in the form of the Archgun. At the longer end of "medium range", able to marginally outrange an Annihilator, but lacking in armour. |
CALDERA(Mayhem) - Geothermal Missile LauncherCost: 3524 metal (4 min 53 secs), 43408 energy Health: 4280 Vision range: 640 Radar range: 2200 Footprint: 4x4 Energy Production: 600 Weapon: missiles 2210 range 234 DPS (1500 damage, 6.4 reload), 80 AOE, v-launch, 1500 energy per shot Geothermal vents are major strategic positions to hold. So it makes sense to have one that's a bit tougher, and perhaps converts some of the energy production to defensive purposes. Or offensive. The advanced Geothermal plant does this, and also uses advanced nanotechnology to make better use of the geothermal energy below the surface. | |
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ANNIHILATOR- Energy WeaponCost: 3687 metal (5 mins 7 secs), 33025 energy Health: 5440 (10880 when closed/off) Vision range: 640 Radar Range: 1500 Footprint: 4x4 Weapon: BLOD 1500 range 1000 DPS (5000 damage, 5 reload), 24 AOE, LOS, 2500 Energy per shot Annihilators benefit from a big increase in armour, a 50% increase in range (along with a matching increase in radar range), and 60% increase in damage per shot (the damage increase is really to counter the higher armour of heavier L2 units, but is a benefit vs L3 units also). |
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BIG BERTHA- Long-range plasma cannonCost: 5520 metal (7 mins 40 secs), 64680 energy Health: 3200 Vision range: 240 Footprint: 4x4 Weapon: cannon 4096 range 257.1 DPS (1800 damage, 7 reload), 96 AOE, ballistic, 3000 Energy per shot, accuracy 600 (smaller is better) Widely considered overpowered in OTA as certain sized maps end up with a race to build one of these. Mainly it's long-range reach comes too cheaply. So, the solution here is to double the energy needed to fire it to 3000 - in a game with standard starting resources (1k Energy, 1k Metal) you will usually need to build extra energy storage to fire a Big Bertha. It has also increased in cost and buildtime a little - but is also tougher. Still not that tough and easily bombed, its larger footprint makes it an easier target also. |
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PROTECTOR- Anti-nukeCost: 2011 metal (2 mins 48 secs), 44000 energy Health: 2320 (4640 when off/closed) Vision range: 480 Footprint: 4x4 Antimissile coverage range: 2000, missile build time 90 seconds for 10,000 energy, 200 metal Antinukes cost more metal but take a lot less time to build, and cost less energy. They have been heavily bugfixed so that they don't jam. |
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STUNNER- EMP Missile launcherCost: 2704 metal (3 mins 45 secs), 52134 energy Health: 2300 Vision range: 350 Footprint: 4x4 Weapon: Rocket 10,000 range, 60 seconds paralysis (less for larger units, down to 6 seconds for heavy T3), 896 AOE, 2 minute build time for 18000 energy, 800 metal Special damages have been removed on these, so they will paralyse any units - even yours, so watch out! The paralysis duration has been increased, and area of effect, but the further from the impact a unit is, the less time it will be paralysed for. |
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VULCAN- Rapid-fire Long-range plasma cannonCost: 38418 metal (53 mins 40 secs), 459111 energy Health: 8000 Vision range: 310 Footprint: 5x5 Weapon: cannon 5400 range 3200 DPS (1280 damage, 0.4 reload), 108 AOE, ballistic, 3200 Energy per shot (8000 energy per second), accuracy 850 (smaller is better) The pinnacle of tier 2 technology, 31% longer ranged than the Bertha, astronomical damage output, but a hefty price tag. Damage has actually come down from the OTA version but the explosion area is larger and more importantly the range is much longer. Energy per shot has gone up, you will need 8 regular fusion generators plus a bit more to feed this at full fire rate. |
PANTHEON- Submersible Missile TowerCost: 486 metal (40.5 secs), 5730 energy Health: 1973 Vision range: 590 Footprint: 3x3 Weapon: AA missiles, 750 range 313.3/62.7 DPS (235/47 damage, 0.75 reload), 32 AOE, LOS, guided Floating, submersible version of the Warden. | |
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TRIDENT(TAEC) - Submersible medium-range plasma cannonCost: 1869 metal (1 min 50 secs), 18430 energy Health: 4220 Vision range: 420 Footprint: 4x4 Weapon: cannon 1600 range 325 DPS (260 damage, 0.8 reload), 64 AOE, ballistic A submersible cannon with the same range as the Archgun, for lower cost, with a somewhat slower fire rate. |
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Cost: 183 metal (15.3 seconds), 2420 energy Health: 390 Vision range: 1024 Radar Range: 4240 Footprint: 2x2 Increased in range by 50%, massive LOS increase also. |
BLANKER- Radar Jamming TowerCost: 382 metal (31.8 secs), 4320 energy Health: 890 (1780 when off/closed) Vision range: 700 Radar jamming Range: 1440 Footprint: 2x2 Radar jammer structures have been added for each side, with a large jamming radius. | |
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FUSION REACTORCost: 5004 metal (6 mins 57 secs), 42598 energy Health: 3000 Vision range: 250 Energy Production: 1250 Footprint: 5x5 Here I have done something for side diversity: Core fusions produce 25% more energy than Arm fusions. They are about 15% more expensive, and more build time. Arm players can get a fusion online quicker, but Core gets more production per fusion. |
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MOHO EXTRACTORCost: 1305 metal (1 min 49 secds), 9121 energy Health: 2197 (3515 when closed/off) Vision range: 250 Footprint: 5x5 Extraction rate increased by 60%! Moho extractors are now worth their hefty price tag: On a good metal deposit you will get over 10 metal per tick from one Moho. Energy cost has been increased a bit also. |
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MOHO METAL MAKERCost: 100 metal (2 mins 47 secs), 12928 energy Health: 725 (1160 when closed/off) Vision range: 210 Metal conversion: +12 metal for -660 energy Footprint: 4x4 While the efficiency of L1 makers is unchanged, the moho makers are now only slightly more efficient than L1 makers: about 55:1 instead of OTA's 50:1. Bugfixes have ensured that you can no longer activate one before it has completed building - and cannot activate one by firing on it, only deactivate it! |
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CLOAKABLE FUSIONCost: 7982 metal (11 mins 5 secs), 92450 energy Health: 5200 Vision range: 280 Energy Production: 2500 Cloak cost: 500 energy Footprint: 5x5 Cloakable fusions assume a new role in Total Mayhem: they now produce double the energy of their regular counterparts, for less than double the cost. The energy tradeoff for cloaking them is much less also, and they automatically cloak once they are built. Death explosion is bigger than than a regular Fusion. |
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FORT WALLCost: 37 metal (6.2 secs), 612 energy Health: 9200 Footprint: 2x2 Fort walls are more than double the toughness - previously they were less tough than Dragon's Teeth, I'm not sure what the point was! |
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DECOY FUSIONCORE:Cost: 504 metal (42 secs), 5573 energy Health: 3000 Vision range: 250 Energy Production: 125 Footprint: 5x5Potentially a useful stepping-stone unit on maps lacking geothermal activity: produces 1/10 the energy of a standard fusion for 1/10 the cost - and apart from the cost, it is undistinguishable from the real thing! Waow! |
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VIPER- Pop-up laser towerCost: 672 metal (56 secs), 7687 energy Health: 3896 (12987 when closed/off) Vision range: 410 Footprint: 2x2 Weapon: laser 640 range 375 DPS (600 damage, 1.6 reload), 16 AOE, LOS, 120 energy per shot The Viper now outranges the HLT by 20%, is tougher, and stealth - invisible to radar. The weapon is now blue-green to indicate a higher energy level (and damage). Lighter L1 units will be vaporised in a single shot. Has a slightly slower reload. |
SMITER- Pop-up Anti-air Missile TowerCost: 430 metal (35.8 secs), 5905 energy Health: 2260 (9040 when closed/off) Vision range: 560 Footprint: 3x3 Weapon: AA missiles, 750 range 313/64 DPS (626/128 damage, 2 reload), 56 AOE, LOS, guided An additional option for heavy anti-aircraft defence. | |
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TOASTER- Pop-up medium-range plasma cannonCost: 1448 metal (1 min 53 secs), 12687 energy Health: 7392 (22744 when closed/off) Vision range: 470 Footprint: 3x3 Weapon: cannon 1100 range 193.8 DPS (630 damage, 3.25 reload), 144 AOE, ballistic The Toaster, like the Ambusher, gets a 22% range boost, but is still about 10% shorter range than a Punisher. It costs 10% less metal though, and deals more than twice the damage and a much larger explosion! Add to that a pop-down state that is very tough, and invisibility on radar. |
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COBRA- Anti-air Flak gunCost: 708 metal (59 secs), 8696 energy Health: 3345 Vision range: 630 Footprint: 2x2 Weapon: flak air-only, 750 range 533.3 DPS (320 damage, 0.6 reload), 96 AOE, LOS You'll find the Cobra is now decent value - cheaper, tougher, and more accurate vs moving aircraft. |
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CHAINSAW(DCS) - Rapid-fire medium-range plasma cannonCost: 2612 metal (3 min 38 secs), 22645 energy Health: 4282 Vision range: 400 Footprint: 4x4 Weapon: cannon 1560 range 492 DPS (310 damage, 0.63 reload), 80 AOE, ballistic Somewhat like a Buzzsaw's smaller brother. Useful for area domination - greater range than the Punisher by about 30%. It's not cheap though, and not tough either - it's worth grouping this with point defenses to keep counterattacks at bay. |
BEHEMOTH(UH/Mayhem) - Geothermal Plasma BatteryCost: 3745 metal (5 min 12 secs), 41481 energy Health: 4280 Vision range: 640 Radar range: 2400 Footprint: 5x5 Energy Production: 600 Weapon: cannon 2400 range 227 DPS (700 damage, salvo of 3 every 9.25 seconds), 80 AOE, v-launch, 700 energy per shot (2100 per salvo) Geothermal vents are major strategic positions to hold. So it makes sense to have one that's a bit tougher, and perhaps converts some of the energy production to defensive purposes. Or offensive. The advanced Geothermal plant does this... | |
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DOOMSDAY MACHINE- Energy WeaponCost: 3274 metal (4 mins 33 secs), 28712 energy Health: 6424 (12848 when off/closed) Vision range: 600 Footprint: 4x4 Weapon 1: BLOD 1300 range 1000 DPS (3600 damage, 3.6 reload), 24 AOE, LOS, 1800 Energy per shot Weapon 2: Laser, 880 range, 278.3 DPS (320 per shot, 1.1 reload), 12 AOE, LOS, 100 energy per shot Weapon 3: Laser, 475 range, 138.5 DPS (90 per shot, 0.65 reload), 12 AOE, LOS, 12 Energy per shot Doomsday Machines now fit their name a bit better. The blue laser has nearly double the range - and faster reload. The green laser has more than double the range! Even the red laser has much better range than previous. It now more closely matches the power of the Annihilator, in its own way. |
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INTIMIDATOR- Long-range plasma cannonCost: 5995 metal (8 mins 20 secs), 72520 energy Health: 3600 Vision range: 230 Footprint: 4x4 Weapon: cannon 4710 range 300 DPS (2400 damage, 8 reload), 128 AOE, ballistic, 4500 Energy per shot, accuracy 750 (smaller is better) Cost per shot doubled, as with the Bertha, in a game with standard starting resources you will likely need to build extra energy storage to fire. Accuracy has been improved somewhat also, and velocity reduced slightly - Intimidators do not need as much "training time" as required in OTA. Also as with the Bertha, build cost, toughness and footprint size increased. |
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FORTITUDE- Anti-missile defenceCost: 2111 metal (2 mins 56 secs), 46160 energy Health: 2860 (4576 when off/closed) Vision range: 470 Footprint: 4x4 Antimissile coverage range: 2000, missile build time 90 seconds for 10,000 energy, 200 metal Antinukes cost more metal but take a lot less time to build, and cost less energy. They have been heavily bugfixed so that they don't jam. |
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NEUTRON- Anti-mobile missile launcherCost: 2824 metal (3 mins 55 secs), 54134 energy Health: 2100 Vision range: 350 Footprint: 4x4 Weapon: Rocket 10,000 range, 2500 damage to mobile units only, 724 AOE, 2 minute 30 second build time for 40000 energy, 900 metal The Neutron now has a reversed special damage table - it deals default damage to all features and mobile units, and minimal damage to structures. Area effect is increased, however edgeffectiveness is reduced - the further a unit is from the blast, the less it gets hurt. To avoid too much abuse of antinukes, the range has been reduced, but so has the weapon cost. |
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BUZZSAW- Rapid-fire Long-range plasma cannonCost: 40264 metal (55 mins 55 secs), 502648 energy Health: 9000 Vision range: 300 Footprint: 5x5 Weapon: cannon 6250 range 2867 DPS (1720 damage, 0.6 reload), 144 AOE, ballistic, 5000 Energy per shot (7692 energy per second), accuracy 800 (smaller is better) This towering monster outranges every other cannon at tier 2, including the Vulcan by nearly 16% (thats over a screen length). It has close to the damage output of the Vulcan, with a greater damage area. Core is at a bit of an advantage here in that to feed this beast at full fire it takes just over 6 fusions to provide power. Keep in mind you need at least 5000 energy in storage for it to fire at all. |
DUSTER- Submersible Anti-air Missile TowerCost: 460 metal (38.3 secs), 6455 energy Health: 2135 Vision range: 575 Footprint: 3x3 Weapon: AA missiles, 750 range 313/64 DPS (626/128 damage, 2 reload), 56 AOE, LOS, guided A floating, submersible version of the Smiter. |
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KRAKEN(TAEC) - Rapid-fire medium-range plasma cannonCost: 1725 metal (2 min 24 secs), 18268 energy Health: 4460 Vision range: 400 Footprint: 4x4 Weapon: cannon 1560 range 322 DPS (310 damage, salvo of 2 every 1.92 secs), 80 AOE, ballistic A marine, slower-reload version of the Chainsaw that is also submersible. |