TOTAL MAYHEM - Level 3 Units

ARM LVL3 KBOTS

RAZORBACK

- Heavy Assault Kbot
Cost: 8810 metal (6 mins 7 secs) 70388 energy Health: 24,486 Speed: 1.6 Vision range: 540 Footprint size: 3x3
Weapon 1: Lasers, 420 range, 750 DPS (240 per shot, 0.32 reload), 16 AOE, 50 energy per shot (156E per second)
Weapon 2: Disruptor, 650 range, 120+ DPS (600 per shot, 5 reload, noexplode), 48 AOE, LOS, 600 energy per shot
Reasonably quick for a heavy unit with rapid-fire pulse lasers and a longer ranged disruptor cannon (shoots through everything) with a slow reload. Well armoured, lacking AA. Keep in mind that it takes about 276 energy per second to keep both weapons firing continuously.

ZEPHYR

- Experimental AA kbot
Cost: 3970 metal (2 mins 45 secs) 32189 energy Health: 8532 (shield reduces damage by 75% if operational) Speed: 1.2 Vision range: 800 Radar range: 2800 Footprint size: 4x4
Weapon 1: AA Missiles, 844 range, 400/80 DPS (560/112 per shot, 1.4 reload), 64 AOE, LOS, guided
Weapon 2: air-only flakker, 800 range, 1200 DPS (360 per shot, 0.3 reload), 104 AOE, LOS
AA Spider with very rapid fire flakker and heavy AA missiles, and a shield that protects it very well. Once it's hit 12 times within 20 seconds though the shield is spent until it can recharge again. This means that it can sit out on its own and last a while unless faced with a concerted attack.

WOLF

- Amphibious Sniper kbot
Cost: 7413 metal (5 mins 9 secs) 61245 energy Health: 7913 (13188 if closed) Speed: 1.15 Vision range: 950 Radar range: 1500 Sonar range: 500 Footprint size: 4x4
Weapon 1: BLOD, 1500 range, 1250 DPS (5000 per shot, 4 reload), 24 AOE, LOS, 2000 energy per shot
Weapon 2: AA Missiles, 800 range, 192/38.4 DPS (365/73 per shot, 1.9 reload), 48 AOE, LOS, guided
Weapon 3: torpedo, 500 range, 153.8 DPS (400 per shot, 2.6 reload), 32 AOE, LOS, underwater only
Giant Fido with an annihilator on its back and fairly light AA missiles. The Annihilator folds up when not in use and the unit gets tougher - it's not very tough in general though, meant as a support unit to snipe units. It is amphibious and armed with torpedos when underwater.

SHIVA

- Mobile Long range rapid-fire plasma cannon
Cost: 21126 metal (14 mins 40 secs) 215510 energy Health: 9750 Speed: 0.95 Vision range: 480 Footprint size: 5x5
Weapon 1: Cannon, 2960 range, 1920 DPS (960 per shot, 0.5 reload), 96 AOE, ballistic, 1200 energy per shot (2400E per second)
Weapon 2: AA Missiles, 750 range, 313.3/62.7 DPS (235/47 per shot, 0.75 reload), 32 AOE, LOS, guided
Big bad mobile vulcan! Expensive, fragile, has AA missile turret that isn't very powerful. Keep it back from the front lines and let it chew up the enemy from a distance. It is equipped with radar equal in range to the main weapon, which can come in handy.

DRAKE

- Experimental Assault Kbot
Cost: 25080 metal (17 mins 25 secs) 303300 energy Health: 72000 Speed: 1.5 Vision range: 640 Sonar range: 500 Footprint size: 4x4
Weapon 1: burst weapon, 950 range, 800 DPS (300 x8 per burst, 3 reload), 48 AOE, LOS, 900 energy per burst
Weapon 2: disruptor miniguns, 480 range, 270+ DPS (108 per shot, 0.4 reload, noexplode), 40 AOE, LOS
Weapon 3: AA Missiles, 850 range, 608.7/106.5 DPS (560/98 per shot, 0.92 reload), 64 AOE, v-launch, guided
Arm's answer to the Core Krogoth. Main weapon is a burst-fire blue laser that can take out several enemies at once (the first part of the beam destroys one unit, the rest carries on and hits any other unit behind it). Has rapid-fire shorter range disruptor miniguns that fire through everything, and rapid-fire AA rockets that can also target ground units.

CORE LVL3 KBOTS

KETZER

- Heavy Riot Kbot
Cost: 8415 metal (5 mins 51 secs) 65724 energy Health: 27860 Speed: 1.35 Vision range: 500 Footprint size: 3x3
Weapon 1: riot cannons, 440 range, 675 DPS (270 per shot, 0.4 reload), 64 AOE, LOS
Weapon 2: AA Missiles, 800 range, 391/80 DPS (626/128 per shot, 1.6 reload), 64 AOE, LOS, guided
Super heavy riot kbot that gives Arm a headache. Counter of sorts to the Razorback, as expected heavier and slower. Secondary weapon is heavy tracking rockets that work as both AA and anti-ground. A big difference with the Ketzer is unlike the Razorback it does not require extra energy to fire either of its weapon systems.

JUPITER

- Experimental AA Kbot
Cost: 4434 metal (3 mins 5 secs) 30731 energy Health: 16562 Speed: 0.88 Vision range: 780 Radar range: 3000 Footprint size: 4x4
Weapon 1: air-only laser, 750 range, 1400 DPS (560 per shot, 0.4 reload), 24 AOE, LOS, 60 energy per shot
Weapon 2: AA Missiles, 800 range, 600/120 DPS (420/84 per shot, 0.7 reload), 48 AOE, v-launch, guided
It looks a lot like the Sumo's big brother, but the Jupiter serves as anti-air. 4 rocket launchers and a heavy anti-air laser will bring down all Arm's birds. Slow but not as slow as a Sumo, and very heavily armoured.

SIMIAN

- Heavy Assault kbot
Cost: 6769 metal (4 mins 42 secs) 52799 energy Health: 33952 Speed: 0.64 Vision range: 500 Radar range: 3000 Footprint size: 4x4
Weapon 1: laser, 640 range, 500 DPS (600 per shot, 1.2 reload), 16 AOE, LOS, 120 energy per shot
Weapon 2: laser, 920 range, 200 DPS (800 per shot, 4 reload), 16 AOE, LOS, 240 energy per shot
This hulking beast is just moving armour. It has two energy weapons so it's sort of a doomsday-lite... but it's mostly about the heavy armour, which considering its relativey cheap cost is very heavy.

DEFILER

- Mobile Long-range rapid-fire plasma cannon
Cost: 22900 metal (15 mins 54 secs) 230000 energy Health: 10600 Speed: 0.87 Vision range: 500 Footprint size: 5x5
Weapon 1: Cannon, 3200 range, 1828.6 DPS (1280 per shot, 0.7 reload), 120 AOE, ballistic, 1600 energy per shot (2285E per second)
Weapon 2: AA Missiles, 750 range, 197.6/39.5 DPS (405/81 per shot, 2.05 reload), 48 AOE, LOS, guided
Buzzsaw on some very big legs. Long-distance rain of destruction. Secondary weapon is a relatively light AA missile launcher. Not well armoured, not fast, just very deadly.

KROGOTH

- Experimental Kbot
Cost: 29489 metal (20 mins 29 secs) 366666 energy Health: 99336 Speed: 1.18 Vision range: 700 Sonar range: 600 Footprint size: 4x4
Weapon 1: BLOD, 1120 range, 1000 DPS (3200 per shot, 3.2 reload), 24 AOE, LOS, 1500 energy per shot
Weapon 2: disruptors, 540 range, 350+ DPS (420 per shot, 1.2 reload, noexplode), 32 AOE, LOS
Weapon 3: AA Missiles, 920 range, 665.4/133.1 DPS (865/173 per shot, 1.3 reload), 80 AOE, v-launch, guided
The star of Core's show, the Krogoth is much bigger than in OTA, and much badder. Its arm guns shoot through everything. Its blue laser range is very long, and its rockets shred aircraft. It's also faster, and amphibious, and nearly triple the armour of OTA. It also heals itself. It can take a long time to take one of these down.

 

ARM LVL3 TANKS

FABRICATOR

- Tech level 3, builds at 24 metal/s
Cost: 2489 metal (1 min 44 secs) 23534 energy Health: 4769 Speed: 1.8 Turnrate: 249 Vision range: 330 Radar range: 540 Sonar range: 540 Cloak cost: 240/720 when moving, 160 minimum distance Footprint size: 3x3
Arm's fastest land builder can also move quite quickly, and can cloak for covert movement between build sites.

ORCA

- Heavy Amphibious Tank
Cost: 3780 metal (2 mins 38 secs) 27000 energy Health: 10752 Speed: 1.9 Turnrate: 240 Vision range: 450 Sonar range: 400 Footprint size: 3x3
Weapon 1: cannon, 1148 range, 200 DPS (560 per shot, 2.8 reload), 108 AOE, ballistic
Weapon 2: torpedos, 600 range, 156.5 DPS (360 per shot, 2.3 reload), 64 AOE, underwater, guided
The Orca is Arm's cheapest L3 land unit... but it's not just a land unit. On land it's a mobile Ambusher and a quick one at that, underwater it serves as a basic sub with torpedos.

IMPALA

- Stealth Disruptor Tank
Cost: 6000 metal (4 mins 10 secs) 64000 energy Health: 15600 Speed: 1.75 Turnrate: 294 Vision range: 640 Footprint size: 4x4
Weapon 1: disruptor, 1025 range, 200+ DPS (360+ per shot, 1.8 reload, noexplode), 16 AOE, LOS
A fast tank meant to get in and deal damage unseen and undetected.

TIGER

- Very heavy assault tank
Cost: 9444 metal (6 mins 34 secs) 82840 energy Health: 29634 Speed: 1.6 Turnrate: 240 Vision range: 600 Footprint size: 4x4
Weapon 1: burst lightning, 620 range, 400 DPS (240 x5 per burst, 3 reload), 24 AOE, LOS, 240E per burst
Weapon 2: burst lightning, 620 range, 400 DPS (240 x5 per burst, 3 reload), 24 AOE, LOS, 240E per burst
Weapon 3: air-only flak, 700 range, 500 DPS (200 per shot, 0.4 reload), 88 AOE, LOS
Do not bother the Tiger. It has two massive spread-fire lightning turrets, and also serves as effective AA with its rapid-fire flak turret. Very tough, and fairly quick although not very manueverable.

G2

- Rapid-fire artillery tank
Cost: 12264 metal (8 mins 31 secs) 113530 energy Health: 25950 Speed: 1.3 Turnrate: 192 Vision range: 500 Footprint size: 4x4
Weapon 1: cannon, 1300 range, 606 DPS (194 per shot, 0.32 reload), 80 AOE, ballistic
Weapon 2: gauss, 640 range, 525 DPS (420 per shot, 0.8 reload), 20 AOE, LOS
The epitome of "moar dakka". The most rapid-fire ballistic weapon in the game. About equal to the range of a Guardian or Punisher, less than its Core counterpart the Smasher, but such massive damage output. To top it off (literally), a pair of high-output gauss cannons for closer-range defence.

SCUDD

- Mobile tactical nuke launcher
Cost: 6287 metal (4 mins 22 secs) 75764 energy Health: 4800 (7680 when closed and not firing) Speed: 1.1 Turnrate: 232 Vision range: 400 Footprint size: 4x4
Weapon 1: rocket, 3100 range, 160 DPS (2400 per shot, 15 reload), 512 AOE, v-launch, 6000 energy per shot
Mobile tactical nuke launcher. Think of this as a giant Merl with 2/3 the range of a bertha with missiles that explode with the strength of a crawling bomb. Be aware that firing a rocket is a significant energy cost and you'll need sufficient storage.

MOFO

- Mobile Fortress
Cost: 15600 metal (10 minutes 50 seconds) 205000 energy Health: 54500 Speed: 1.25 Turnrate: 175 Vision range: 750 Radar range: 2100 Footprint size: 5x5
Weapon 1: cannon, 2240 range, 301.9 DPS (800 per shot, 2.65 reload), 80 AOE, ballistic, 800 energy per shot
Weapon 2: AA Missiles, 850 range, 608.7/106.5 DPS (560/98 per shot, 0.92 reload), 64 AOE, v-launch, guided
Weapon 3: rockets, 900 range, 908 DPS (420 per shot, salvo of 8 every 3.7 seconds), 48 AOE, v-launch, guided
A mobile mini-bertha with a massive rocket battery that launches both ground-to-ground rockets and ground-to-air. Very tough. Less range and much slower firing rate than the Shiva, but can take a massive beating - and deal one out too.

CORE LVL3 TANKS

CUSTODIAN

- Tech level 3, builds at 24 metal/s
Cost: 2406 metal (1 min 40 secs) 23510 energy Health: 4951 Speed: 1.65 Turnrate: 235 Vision range: 320 Radar range: 540 Sonar range: 540 Radar jamming range: 450Footprint size: 3x3

PROTEUS

- Heavy Amphibious Tank
Cost: 3650 metal (2 mins 32 secs) 25100 energy Health: 11700 Speed: 1.7 Turnrate: 250 Vision range: 450 Sonar range: 400 Footprint size: 3x3
Weapon 1: cannon, 950 range, 255 DPS (360 per shot, 2.825 reload per 2-shot salvo), 120 AOE, LOS
Weapon 2: torpedos, 600 range, 156.5 DPS (360 per shot, 2.3 reload), 64 AOE, underwater, guided
A quick and heavy riot tank that can go underwater and launch torpedos as well.

WAR MACHINE

- Mobile Energy Weapon
Cost: 7750 metal (5 mins 23 secs) 63500 energy Health: 11500 (23000 if closed) Speed: 0.95 Turnrate: 192 Vision range: 800 Radar range: 1300 Footprint size: 4x4
Weapon 1: beam weapon, 1250 range, 1000 DPS (3600 per shot, 3.6 reload), 24 AOE, LOS, 1250 energy per shot
Weapon 2: lasers, 880 range, 307.7 DPS (320 per shot, 1.04 reload), 16 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
Mobile Doomsday Machine. Questions?

RATTLESNAKE

- Very heavy rapid-fire laser tank
Cost: 9781 metal (6 mins 48 secs) 76482 energy Health: 31848 Speed: 1.4 Turnrate: 265 Vision range: 600 Footprint size: 4x4
Weapon 1: laser, 750 range, 771 DPS (270 per shot, 0.35 reload), 24 AOE, LOS, 75 energy per shot (225E per sec)
Weapon 2: rockets, 920 range, 192 DPS (480 per shot, 2.5 reload), 64 AOE, v-launch, guided
15 barrel laser. Need I say more? A tough slab of moving armour with very rapid-fire main weapon and a rocket launcher to boot.

SMASHER

- Super-heavy siege tank
Cost: 12092 metal (8 mins 24 secs) 106236 energy Health: 28341 Speed: 1.15 Turnrate: 180 Vision range: 520 Footprint size: 4x4 Weapon 1: cannon, 1560 range, 492.1 DPS (310 per shot, 0.63 reload), 80 AOE, ballistic
Weapon 2: riot cannon, 666 range, 416.3 DPS (666 per shot, 1.6 reload), 192 AOE, LOS
The Smasher is basically a land battleship. Well, it doesn't have the Warlord's lasers but it packs nearly twice the wallop of the artillery cannons into one turret. Doesn't match the firepower of the G2 but has 30% more range. It's a bit more expensive than the G2, but much tougher. The massive riot cannon on top will take out quite a few units at once, with a single shot. Wait till you see the size of the explosion...

PRECLUDER

- Mobile tactical nuke launcher
Cost: 6784 metal (4 mins 43 secs) 81763 energy Health: 5525 (8840 when closed and not firing) Speed: 1 Turnrate: 210 Vision range: 420 Footprint size: 4x4
Weapon 1: rocket, 3000 range, 177.8 DPS (3200 per shot, 18 reload), 560 AOE, v-launch, 8000 energy per shot
Tactical nuke launcher. Does not need to stockpile, just costs a bit of energy to fire (ensure you have enough storage). Has a range about 2/3 that of the Intimidator.

HARBINGER

- Mobile Fortress
Cost: 16800 metal (11 minutes 40 seconds) 192000 energy Health: 60000 Speed: 1.08 Turnrate: 160 Vision range: 700 Radar range: 2200 Footprint size: 5x5
Weapon 1: cannon, 2400 range, 291.7 DPS (700 per shot, 2.4 reload), 96 AOE, ballistic, 700 energy per shot
Weapon 2: lasers, 880 range, 800 DPS (320 per shot, 0.4 reload), 16 AOE, LOS, 100 energy per shot (250 per second)
Weapon 3: AA Missiles, 800 range, 391/80 DPS (626/128 per shot, 1.6 reload), 64 AOE, LOS, guided
Core's larger land battleship has impressive range on the main gun, dual battleship lasers (as seen on the Retribution L3 battleship), and rapid-fire AA missiles. Extremely tough.

 

ARM LVL3 HOVERCRAFT

BEAVER

- Tech level 3, builds at 18 metal/s

Cost: 2296 metal (1 min 40 secs) 29370 energy Health: 2823 Speed: 2.65 Turnrate: 235 Vision range: 400 Footprint size: 3x3
Weapon 3: AA Missiles, 850 range, 280/49 DPS (560/98 per shot, 2 reload), 64 AOE, v-launch, guided
Arm's Tech 3 builder hovercraft. Not equipped with sensor arrays, jamming or cloaking, but does have a handy set of missile launchers for light defence.

TEMPEST

- Heavy assault hovertank
Cost: 4450 metal (3 mins 5 secs) 48000 energy Health: 11350 Speed: 2.6 Vision range: 500 Footprint size: 3x3
Weapon 1: burst lightning, 620 range, 400 DPS (240 x5 per burst, 3 reload), 24 AOE, LOS, 240E per burst
Weapon 2: gauss, 420 range, 400 DPS (320 per shot, 0.8 reload), 20 AOE, LOS
The Tempest is meant to get in fast and deal large amounts of damage quickly, cause chaos and... mayhem.

JACKHAMMER

- Heavy rocket hovertank
Cost: 4740 metal (3 mins 28 secs) 40834 energy Health: 8650 Speed: 2.3 Vision range: 600 Footprint size: 3x3
Weapon: rockets, 950 range, 330 DPS (330 per shot, 1 reload), 80 AOE, v-launch, guided
Thumping rockets to pound you into submission.

LONG TOM

- Energy Weapon hovercraft
Cost: 7048 metal (5 mins 2 secs) 72152 energy Health: 7029 Speed: 2.5 Vision range: 480 Footprint size: 3x3
Weapon: BLOD, 1500 range, 1250 DPS (5000 per shot, 4 reload), 24 AOE, LOS, 2000 energy per shot
An annihilator on a hovercraft, whatever next! This is a very mobile Annihilator, but fairly fragile for the price. So look after it.

BIG JOHN

- Heavy Artillery hovercraft
Cost: 6024 metal (4 mins 11 secs) 74475 energy Health: 7620 Speed: 2.1 Vision range: 421 Footprint size: 4x4
Weapon: cannon, 2240 range, 250 DPS (800 per shot, 3.2 reload), 80 AOE, ballistic, 800 energy per shot
A relatively low-cost way to get some good range on an opponent.

SAMURAI

- Dreadnaught hovertank
Cost: 19468 metal (13 mins 31 secs) 208324 energy Health: 36720 Speed: 2.3 Vision range: 640 Radar range: 1080 Sonar Range: 640 Footprint size: 5x5
Weapon 1: gauss, 1050 range, 1144 DPS (420 per shot, 0.367 reload), 32 AOE, LOS
Weapon 2: AA Missiles, 850 range, 608.7/106.5 DPS (560/98 per shot, 0.92 reload), 64 AOE, v-launch, guided
Weapon 2: torpedos, 600 range, 400 DPS (360 per shot, 0.9 reload), 64 AOE, underwater, guided
The top Hovercraft in Arm's arsenal is not a direct match for the heaviest land behemoths, it's definitely not nearly as tough, but it sure can pour out the damage - at great range - and it's one of the few units that can defend itself from both sea and air.

CORE LVL3 HOVERCRAFT

EMISSARY

- Tech level 3, builds at 18 metal/s
Cost: 2296 metal (1 min 40 secs) 29370 energy Health: 2823 Speed: 2.65 Turnrate: 235 Vision range: 400 Footprint size: 3x3
Core's Tech 3 builder hovercraft. Not equipped with sensor arrays, jamming or cloaking, but does have a handy set of missile launchers for light defence.

FIRE DEVIL

- Heavy Laser hovertank
Cost: 3942 metal (2 mins 44 secs) 39134 energy Health: 13100 Speed: 2.4 Vision range: 480 Footprint size: 3x3
Weapon 1: laser, 640 range, 500 DPS (600 per shot, 1.2 reload), 16 AOE, LOS, 120E per shot
Outlining the contrast between the two factions, this is the slower, more durable, more precise surgical instrument of the Core.

BERSERKER

- Heavy rocket strike hovercraft
Cost: 5135 metal (3 mins 55 secs) 48159 energy Health: 9225 Speed: 2.1 Vision range: 542 Footprint size: 3x3
Weapon: rockets, 1050 range, 370.4 DPS (250 per shot, salvo of 4 every 2.7 secs), 96 AOE, v-launch, guided
The Berserker blasts 4 rockets almost all at once at a target with disturbing accuracy. Chase down moving targets and hit them every time.

ADONIS

- Disruptor hovertank
Cost: 8700 metal (6 mins 3 secs) 81000 energy Health: 10800 Speed: 2.2 Vision range: 500 Footprint size: 4x4
Weapon 1: disruptor, 1300 range, 200+ DPS (720+ per shot, 3.6 reload, noexplode), 64 AOE, LOS, 1200 energy per shot
Weapon 2: AA Missiles, 920 range, 360/72 DPS (865/173 per shot, 2.4 reload), 80 AOE, v-launch, guided
The Adonis does not care, it blasts through anything.

TORMENTOR

- Heavy Artillery hovercraft
Cost: 6432 metal (4 mins 28 secs) 77046 energy Health: 7230 Speed: 2 Vision range: 401 Footprint size: 4x4
Weaponcannon, 2400 range, 259 DPS (700 per shot, 2.7 reload), 96 AOE, ballistic, 700 energy per shot
A relatively low-cost way to get some good range on an opponent.

BROADSWORD

- Super-heavy Hovertank
Cost: 21070 metal (14 mins 38 secs) 192674 energy Health: 41175 Speed: 2.1 Vision range: 610 Sonar Range: 610 Footprint size: 5x5
Weapon 1: BLOD, 1120 range, 1043 DPS (3200 per shot, 3 shots every 9.2 seconds), 24 AOE, LOS, 1500 energy per shot
Weapon 2: rockets, 750 range, 545/164 DPS (800/240 per shot, 3 shots every 4.4 seconds), 64 AOE, LOS, guided
Weapon 3: torpedos, 660 range, 357 DPS (1000 per shot, 2.8 reload), 64 AOE, underwater, guided
Core's ultimate hovercraft weapon, outranges Arm's counterpart the Samurai and as you'd expect from Core, it's slower and much tougher.

 

ARM LVL3 NAVY

AMPHIBIOUS CONSTRUCTION SUB

- Tech level 3, builds at 27 metal/s
Cost: 3096 metal (1 min 40 secs) 27068 energy Health: 3720 Speed: 2.15 Turnrate: 256 Vision range: 320 Radar range: 512 Sonar range: 512 Footprint size: 4x4
A go-everywhere builder, the highest build rate in the game, and disguises itself as a tier 1 Construction Vehicle when out of the water.

INVINCIBLE

- Battlecruiser
Cost: 10301 metal (4 mins 46 secs) 61978 energy Health: 40600 Speed: 2.5 Turnrate: 108 Vision range: 750 Sonar range: 700 Footprint size: 8x8
Weapon 1: gauss, 1050 range, 1144 DPS (420 per shot, 0.367 reload), 32 AOE, LOS
Weapon 2: rockets, 1500 range, 200 DPS (1000 per shot, 5 reload), 72 AOE, v-launch, guided
Weapon 3: torpedos, 600 range, 450 DPS (360 per shot, 0.8 reload), 64 AOE, underwater, guided
Tier 3 ships are not quite like other tier 3. They start at the top. This is a sort of do-everything ship on steroids. Point defence, massive hit-anything guided rockets equally useful for shore bombardment and anti-air, rapid-fire antisub, and kilotons of armour for a good price.

AEON

- Heavy Battleship
Cost: 12527 metal (5 mins 48 secs) 74316 energy Health: 30740 Speed: 2.4 Turnrate: 72 Vision range: 640 Footprint size: 8x8
Weapon 1: cannon, 2240 range, 500 DPS (800 per shot, salvo of 3 every 4.8 seconds), 80 AOE, ballistic, 800 energy per shot (or 500 energy per second)
Weapon 2: cannon, 1600 range, 500 DPS (260 per shot, 0.52 reload), 64 AOE, ballistic
A heavy bombardment ship. Note this is about to get a bit heavier with an upcoming model update that will add secondary point defence as well. For now, it's just a pair of cannon turrets with a mere 1000 DPS... is that all? lol.

LONGREACH

- Heavy Aircraft Carrier
Cost: 7020 metal (3 mins 15 secs) 73507 energy Health: 12000 Speed: 2 Turnrate: 64 Vision range: 900 Radar range: 3860 Sonar range: 900 Energy production: 700 Energy storage: 2000 Footprint size: 11x11
Weapon 1: antinuke, stockpile, 2000 coverage range
Weapon 2: AA Missiles, 850 range, 608.7/106.5 DPS (560/98 per shot, 0.92 reload), 64 AOE, v-launch, guided
Mobile support base. 4 air repair pads, long-range radar, sonar, sight range, energy production and storage, antinukes and anti-air all in one big ship.

POSEIDON

- Capital Sub
Cost: 17850 metal (8 mins 16 secs) 56001 energy Health: 30400 Speed: 2.4 Turnrate: 80 Vision range: 640 Sonar range: 1800 Energy production: 380 Footprint size: 8x8
Weapon 1: torpedos, 920 range, 450 DPS (1801 per shot, 4 reload), 80 AOE, underwater, guided
Weapon 2: torpedos, 600 range, 450 DPS (360 per shot, 0.8 reload), 64 AOE, underwater, guided
Weapon 3: torpedos, 660 range, 357 DPS (1000 per shot, 2.8 reload), 64 AOE, underwater, guided
Undersea dominance, a bit of extra energy production, and useful underwater sonar.

PROPHET

- Capital Ship
Cost: 45720 metal (21 mins 10 secs) 576494 energy Health: 63545 Speed: 2.2 Turnrate: 50 Vision range: 860 Radar range: 2400 Sonar range: 500 Energy production: 200 Energy storage: 2000 Footprint size: 11x11
Weapon 1: cannons, 2960 range, 1124.4 DPS (960 per shot, salvo of 8 every 6.8 seconds), 88 AOE, ballistic, 1200 energy per shot (or 1412 energy per second)
Weapon 2: disruptors, 1025 range, 900+ DPS (360+ per shot, 0.4 reload, noexplode), 16 AOE, LOS
Weapon 3: air-only flakkers, 800 range, 1200 DPS (360 per shot, 0.3 reload), 104 AOE, LOS
The most expensive Arm mobile unit, and worth it. Each of its 3 weapons systems delivers ridiculous amounts of damage, at range. Also provides radar, sonar and energy prodction (albeit not nearly as much as the Longreach), energy storage, and is very tough - not that tough for the cost though, battlecruisers are much better value armour. A minor compromise for the epic range and damage capability this thing has.

CORE LVL3 NAVY

WALKING CONSTRUCTION SHIP

- Tech level 3, builds at 27 metal/s
Cost: 3190 metal (1 min 40 secs) 25911 energy Health: 4870 Speed: 1.45 Turnrate: 192 Vision range: 320 Radar range: 560 Sonar range: 560 Footprint size: 4x4
A go-everywhere builder, the highest build rate in the game, floats on water and walks on land.

EXCELSIOR

- Battlecruiser
Cost: 10956 metal (5 mins 4 secs) 57684 energy Health: 44490 Speed: 2.3 Turnrate: 120 Vision range: 700 Sonar range: 700 Footprint size: 8x8
Weapon 1: riot cannon, 950 range, 1028.6 DPS (360 per shot, 0.35 reload), 108 AOE, LOS
Weapon 2: disruptor, 1300 range, 160+ DPS (720+ per shot, 4.5 reload, noexplode), 64 AOE, LOS, 1200 energy per shot
Weapon 3: torpedos, 600 range, 450 DPS (360 per shot, 0.8 reload), 64 AOE, underwater, guided
A tough short-to-midrange combat ship with the potential for huge amounts of destruction.

RETRIBUTION

- Heavy Battleship
Cost: 12126 metal (5 mins 37 secs) 72534 energy Health: 33710 Speed: 2.2 Turnrate: 75 Vision range: 660 Footprint size: 8x8
Weapon 1: cannon, 2400 range, 459 DPS (700 per shot, salvo of 4 every 6.1 seconds), 96 AOE, ballistic, 700 energy per shot (or 459 energy per second)
Weapon 2: lasers, 880 range, 800 DPS (320 per shot, 0.4 reload), 16 AOE, LOS, 100 energy per shot (250 energy per second)

FULCRUM

- Heavy Aircraft carrier
Cost: 7400 metal (3 mins 26 secs) 72864 energy Health: 13600 Speed: 1.8 Turnrate: 68 Vision range: 840 Radar range: 3810 Sonar range: 840 Energy production: 850 Energy storage: 2400 Footprint size: 11x11
Weapon 1: antinuke, stockpile, 2000 coverage range
Weapon 2: AA Missiles, 800 range, 391/80 DPS (626/128 per shot, 1.6 reload), 64 AOE, v-launch, guided

NEPTUNE

- Capital Sub
Cost: 18550 metal (8 mins 35 secs) 59221 energy Health: 35000 Speed: 2.3 Turnrate: 72 Vision range: 600 Sonar range: 1920 Energy production: 420 Footprint size: 8x8
Weapon 1: torpedos, 660 range, 357 DPS (1000 per shot, 2.8 reload), 64 AOE, underwater, guided
Weapon 2: torpedos, 600 range, 450 DPS (360 per shot, 0.8 reload), 64 AOE, underwater, guided
Weapon 3: torpedos, 600 range, 450 DPS (360 per shot, 0.8 reload), 64 AOE, underwater, guided
Undersea dominance, extra energy production, and useful underwater sonar.

OMEN

- Capital Ship
Cost: 49032 metal (22 mins 42 secs) 659494 energy Health: 69775 Speed: 2.1 Turnrate: 48 Vision range: 820 Radar range: 2500 Sonar range: 540 Energy production: 200 Energy storage: 2500 Footprint size: 11x11
Weapon 1: cannons, 3200 range, 1154.9 DPS (1280 per shot, salvo of 6 every 6.65 seconds), 112 AOE, ballistic, 1600 energy per shot (or 1444 energy per second)
Weapon 2: BLOD, 1120 range, 3200 DPS (3200 per shot, 1 reload), 16 AOE, LOS, 1500 energy per shot
Weapon 3: anti-air rockets, 950 range, 1153/231 DPS (865/173 per shot, 0.75 reload), 80 AOE, v-launch, guided
The terror of the seas, guaranteed to make weak organic lifeforms soil themselves before being exterminated.

 

ARM LVL3 AIR

HALO

- Tech level 3, builds at 12 metal/s
Cost: 2287 metal (3 min 11 secs) 39453 energy Health: 2215 Speed: 8 Turnrate: 160 Vision range: 480 Radar range: 480 Sonar range: 480 Footprint size: 4x4
The level 3 construction aircraft.

GRYPHON

- Air interceptor

Cost: 2400 metal (3 mins 20 secs) 36000 energy Health: 6000 Speed: 13.5 Turnrate: 560 Vision range: 780 Footprint size: 4x4
Weapon 1: AA Missiles, 844 range, 311/62 DPS (560/112 per shot, 1.8 reload), 64 AOE, LOS, guided
Weapon 2: Air-only missile, 1150 range, 400 DPS (1200 per shot, 3 reload), 120 AOE, LOS, guided
A very fast air interceptor with formidable missile weaponry

BANISHER

- Experimental Gunship
Cost: 3937 metal (5 mins 28 secs) 52485 energy Health: 13104 Speed: 8.2 Turnrate: 650 Vision range: 640 Footprint size: 4x4
Weapon 1: lasers, 650 range, 750 DPS (240 per shot, 0.32 reload), 16 AOE, LOS, 64 energy per shot (200 energy per second)
Weapon 2: Air-only laser, 650 range, 200 DPS (160 per shot, 0.8 reload), 120 AOE, LOS, 10 energy per shot (12.5 energy per second)
The Banisher has a descriptive name. It banishes any target from existence quickly with its main weapon. It's also equipped with secondary anti-air. Note it is a similar unit to the Razorback in that it requires energy to fire its weapon systems.

ODYSSEY

- Tactical Support Aircraft
Cost: 2898 metal (4 mins 2 secs) 39083 energy Health: 8180 Speed: 10.8 Turnrate: 405 Vision range: 1200 Radar range: 3200 Sonar range: 1800 Energy production: 100 (net 75, uses 25 in operation) Energy storage: 500 Footprint size: 4x4
Weapon 1: Anti-radar/sonar/jammer bomb, 2000 damage to all radar/sonar/jammer towers and mobiles, 400 to everything else, reload 4 seconds, 960 AOE, damage reduces with distance to 400/80 at edge. 1000 energy per shot
Weapon 2: AA blaster, 800 range, 512/256 DPS (640/320 per shot - vs air/ground - 1.25 reload), 72 AOE, LOS, 80 energy per shot
Useful support aircraft with large radar, sonar and visual range with a small amount of energy production and storage onboard. Can also be used agressively and tactically, to take out enemy intel and jammer units (or at least deactivate them for a short time), and has some limited ability to defend itself.

HERCULES

- Mass air transport
Cost: 2128 metal (2 mins 57 secs) 30479 energy Health: 7200 Speed: 8 Turnrate: 128 Vision range: 595 Footprint size: 7x7 Transport Capacity: 12

ORION

- Nuclear Bomber
Cost: 16280 metal (22 mins 37 secs) 538793 energy Health: 22064 Speed: 9.5 Turnrate: 294 Vision range: 750 Footprint size: 6x6
Weapon 1: Air-to-ground missile, 1280 range, 1111 DPS (20000 damage, 18 sec reload), 512 AOE, damage decreases with distance to 400 at edge, 12000 energy per shot
Weapon 2: air-only flak, 700 range, 500 DPS (200 damage, 0.4 reload), LOS, 96 AOE

Cost: 1625 metal, 24575 energy Health: 2000 (5000 when closed/off) Vision range: 1600 Radar Range: 10240 Cloak cost: 240 energy per sec Footprint: 3x3
The game-ender air unit... Designed to fly in and decimate a large area, fly out again. Can also take a huge beating. Very expensive to build and to fire. Note you will need 12k energy in storage in order to fire the missile, make sure you have enough capacity.

CORE LVL3 AIR

CONDOR

- Tech level 3, builds at 12 metal/s
Cost: 2192 metal (3 min 3 secs) 38650 energy Health: 2470 Speed: 7.82192 Turnrate: 160 Vision range: 480 Radar range: 480 Sonar range: 480 Footprint size: 4x4
The level 3 construction aircraft.

ASTRA

- Air superiority fighter
Cost: 2320 metal (3 mins 13 secs) 39432 energy Health: 7490 Speed: 12.8 Turnrate: 600 Vision range: 750 Footprint size: 4x4
Weapon 1: AA missile, 750 range, 237.3/36.7 DPS (356/55 per shot, 1.5 reload), 32 AOE, LOS, guided
Weapon 2: AA missile, 750 range, 237.3/36.7 DPS (356/55 per shot, 1.5 reload), 32 AOE, LOS, guided
Weapon 3: Air-only laser, 750 range, 747 DPS (560 per shot, 0.75 reload), 24 AOE, LOS, 60 energy per shot
The Astra lacks the speed and range of the Gryphon, but makes up for it with the massive output of its anti-air laser. It's also considerably tougher.

TEMMAN

- Experimental Gunship
Cost: 4494 metal (6 mins 15 secs) 48978 energy Health: 15152 Speed: 7.8 Turnrate: 500 Vision range: 700 Footprint size: 4x4 Weapon 1: rockets, 700 range, 500 DPS (600 per shot, 1.2 reload), 80 AOE, LOS Weapon 2: rockets, 1050 range, 250 DPS (250 per shot, salvo of 4 every 4 secs), 96 AOE, v-launch, guided The Temman is a longer-ranged ground assault craft. A fearsome sight with rockets flying everywhere. The fuselage-mounted vertical-launch secondary weapon system is long ranged and is also somewhat effective anti-air defence.

ORACLE

- Tactical Support Aircraft
Cost: 3210 metal (4 mins 28 secs) 42023 energy Health: 9775 Speed: 10.2 Turnrate: 370 Vision range: 1120 Radar range: 3300 Sonar range: 1900 Energy production: 120 (net 90, uses 30 in operation) Energy storage: 500 Footprint size: 4x4
Weapon 1: Anti-energy bomb, 4000 damage to all energy generators, 640 to everything else, reload 8 seconds, 1080 AOE, damage reduces with distance to 500/80 at edge. 2000 energy per shot
Weapon 2: AA laser, 800 range, 600/200 DPS (360/120 per shot - vs air/ground - 0.6 reload), 24 AOE, LOS, 15 energy per shot
Intel aircraft with some energy production and storage capacity that can also be used to damage or destroy energy generators in a wide radius.

RAVEN

- Mass air transport
Cost: 2464 metal (3 mins 25 secs) 34695 energy Health: 8400 Speed: 7.8 Turnrate: 145 Vision range: 630 Footprint size: 8x8 Transport Capacity: 15

DAMASCUS

- Nuclear Bomber
Cost: 15600 metal (21 mins 40 secs) 488800 energy Health: 23592 Speed: 8.9 Turnrate: 270 Vision range: 750 Footprint size: 6x6
Weapon 1: Air-to-ground missile, 1280 range, 800 DPS (16000 damage, 20 sec reload), 640 AOE, damage decreases with distance to 400 at edge, 10000 energy per shot
Weapon 2: air-only flak, 750 range, 457.1 DPS (320 damage, 0.7 reload), LOS, 96 AOE
The game-ender air unit... Designed to fly in and decimate a large area, fly out again. Can also take a huge beating. Very expensive to build and to fire. Note you will need 10k energy in storage in order to fire the missile, make sure you have enough capacity.

 

ARM LVL3 STRUCTURES

TARGETING FACILITY

- Automatic radar targeting
Cost: 3782 metal, 45352 energy Health: 3600 (7200 when closed/off) Vision range: 280 Energy cost when activated: 1000 Footprint: 4x4
moved to level 3, but considerably cheaper now.

PRESCIENT

- Extra-Long-Range Cloaking Radar Tower
Cost: 1625 metal, 24575 energy Health: 3200 (8000 when closed/off) Vision range: 1600 Radar Range: 10240 Cloak cost: 240 energy per sec Footprint: 3x3
The level 3 radar tower offers radar range just a bit longer than the nuclear cannon's reach. It also cloaks automatically once it has finished being built... very handy

EXPERIMENTAL FUSION

- Experimental Energy Centre
Cost: 40975 metal, 474747 energy Health: 11650 Vision range: 420 Energy production: 12000 Energy storage: 4000 Metal conversion: 120 metal for 6000 energy Cloak cost: 1000 Footprint: 14x7
Produces 12k Energy, trades nearly half of that for 120 metal production.

MANTLE MINE

- Extracts metal
Cost: 7970 metal, 65000 energy Health: 7519 Vision range: 320 Energy use: 150 Metal extraction rate: 3.5x moho rate, 14x regular extractor rate Footprint: 7x7
Given that the regular extractor in Total Mayhem is 25% better than original TA and this extracts at 14x that rate, and it also has a large footprint that multiplies that extraction rate... this can give an impressive metal income. Keep in mind that no matter how much or how little metal it extracts, it still costs 150 energy per second to run.

EXTINGUISHER

- Prismatic Energy weapon
Cost: 7860 metal, 73089 energy Health: 14000 Vision range: 720 Footprint: 5x5
Weapon: Burst-fire BLOD, 1800 range, 6250 DPS (2500 x8 per burst, 3.2 reload), 32 AOE, LOS, 4000 energy per shot
Insane amounts of damage. Be aware a fair amount of this damage will be wasted as it sprays out and hits the ground... but it'll still destroy pretty much anything it has line-of-sight on.

RAAMS

- Rapid Anti-Air Missile System
Cost: 2734 metal, 32693 energy Health: 12050 Vision range: 1280 Footprint: 4x4
Weapon: AA-only missiles, 1500 range, 1029 DPS (720 per missile, 0.7 sec reload), 128 AOE, guided
Aircraft shredding tower with excellent range and accuracy.

ADVANCED STORAGE

- Tier 3 storage
Cost: 4540 metal, 37430 energy Health: 9000 Vision range: 330 Energy storage: 60000 Metal storage: 20000 Cloak cost: 400 Footprint: 5x5
All the storage you could possibly need. One of these gives you enough storage to fire the Dora.

RETALIATOR

- Nuclear Silo
Cost: 10100 metal, 156402 energy Health: 4600 (9200 when closed/off) Vision range: 350 Footprint: 5x5
Weapon: Cruise missile, stockpiled, 32000 range, 24000 damage, 864 area, damage reduces with distance to 3840 at edge, 90000 energy and 1600 metal per missile, 3-minute build time
Also moved to Level 3, increased in cost by a lot, but about the same build time. Nuclear missiles now do a lot more damage to a much larger area, and are half the energy cost to produce (-500 energy for 180 seconds).

DORA

- Nuclear Cannon
Cost: 80582 metal, 823400 energy Health: 11100 Vision range: 450 Footprint: 6x6
Weapon: Cannon, 8800 range, 800 DPS (12800 per shot, 16 reload), 560 AOE, damage reduces with distance to 2048 at edge, 50000 energy per shot (50000 in storage required to fire)
Arm's most expensive unit, and deservedly so. It doesn't have the range or quite the destructive capability of a nuke, but its shells cannot be stopped by interceptor missiles. It also doesn't need to stockpile its weapon, but you do need enough energy stored for it to fire, which may mean building additional storage.

SHIELD

- Protects units in a large radius
Cost: 5508 metal, 73108 energy Health: 12000 (600,000 when switched on), uses 1000 energy/s when on Self-repair: heals 7.5 health per second (375 per second when activated) Vision range: 800 Footprint: 3x3 central building, 31x31 shield area (approx 450 range centre to edge)
The shield is excellent for protecting your units from weapons fire, and has quite a quick recovery time. However: it does not protect from the shockwave of large explosions such as nukes...

CORE LVL3 STRUCTURES

TARGETING FACILITY

- Automatic radar targeting
Cost: 3991 metal, 47049 energy Health: 3950 (7900 when closed/off) Vision range: 280 Energy cost when activated: 1000 Footprint: 4x4 moved to level 3, but considerably cheaper now.

XLR

- Extra-Long Range Cloaking Radar
Cost: 1780 metal, 23800 energy Health: 3900 (7800 when closed/off) Vision range: 1500 Radar Range: 10420 Cloak cost: 200 energy per sec Footprint: 3x3
The XLR offers full radar coverage on most small maps as well as a very large visual range area. It also has some self-repair ability.

NIGHTMARE

- Dark Energy weapon
Cost: 8360 metal, 81258 energy Health: 16600 Vision range: 750 Footprint: 5x5
Weapon: Dark energy, 1750 range, 4800 DPS (80 x6 per shot, 0.1 reload), 24 AOE, LOS, 150 energy per burst (1500 energy per second)
Creepy experimental weapon. Takes some time to warm up and begin operation, and then... the BLACK VOID reaches out and quickly obliterates everything it touches. It does not miss (unless it hits obstacles in the way).

SCREAMER

- Anti-air missile system
Cost: 3062 metal, 37830 energy Health: 13650 Vision range: 1350 Radar Range: 2400 Footprint: 4x4
Weapon: AA-only missiles, 1600 range, 1067 DPS (2240 per missile, 2.1 sec reload), 160 AOE, guided
Aircraft shredding tower with excellent range and accuracy. Is also equipped with its own radar.

MANTLE MINE

- Deep metal extractor
Cost: 7550 metal, 61210 energy Health: 7395 (11832 when closed/off) Vision range: 300 Energy use: 150 Metal extraction rate: 3.5x moho rate, 14x regular extractor rate Footprint: 7x7
Given that the regular extractor in Total Mayhem is 25% better than original TA and this extracts at 14x that rate, and it also has a large footprint that multiplies that extraction rate... this can give an impressive metal income. Keep in mind that no matter how much or how little metal it extracts, it still costs 150 energy per second to run.

UBER FUSION

- Lots of energy
Cost: 48146 metal, 549800 energy Health: 14170 Vision range: 450 Energy production: 15000 Energy storage: 5000 Metal conversion: 150 metal for 7500 energy Cloak cost: 1250 Footprint: 12x11
Produces 15k energy, can trade half of that for 150 metal per second.

ADVANCED STORAGE


Cost: 4630 metal, 38490 energy Health: 10370 Vision range: 320 Energy storage: 60000 Metal storage: 20000 Cloak cost: 450 Footprint: 5x5
For all your storage needs.

SILENCER

- Nuclear Silo
Cost: 9750 metal, 146304 energy Health: 5120 (8192 when closed/off) Vision range: 350 Footprint: 4x4
Weapon: Cruise missile, stockpiled, 32000 range, 20000 damage, 960 area, damage reduces with distance to 4000 at edge, 90000 energy and 1800 metal per missile, 3-minute build time Also moved to Level 3, increased in cost by a lot, but about the same build time. Nuclear missiles now do a lot more damage to a much larger area, and are half the energy cost to produce (-500 energy for 180 seconds).

TERMINATOR

- Nuclear cannon
Cost: 82145 metal, 862680 energy Health: 13000 Vision range: 420 Footprint: 6x6
Weapon: Cannon, 9600 range, 622 DPS (11200 per shot, 18 reload), 640 AOE, damage reduces with distance to 2688 at edge, 56000 energy per shot (56000 in storage required to fire) The most expensive unit in the game, and deservedly so. It doesn't have the range or quite the destructive capability of a nuke, but its shells cannot be stopped by interceptor missiles. It also doesn't need to stockpile its weapon, but you do need enough energy stored for it to fire, which may mean building additional storage.

SHIELD

- Protects units in a large radius
Cost: 5920 metal, 78150 energy Health: 13200 (660,000 when switched on), uses 1000 energy/s when on Self-repair: heals 7.5 health per second (375 per second when activated) Vision range: 800 Footprint: 3x3 central building, 31x31 shield area (approx 450 range centre to edge)
The shield is excellent for protecting your units from weapons fire, and has quite a quick recovery time. However: it does not protect from the shockwave of large explosions such as nukes...