Abilities
-
Hand Mortar
Action |
Accuracy |
Damage |
Range
|
Single Action  |
100% |
8 |
5
|
Fire a Hand Mortar, damaging units in a 1 hex radius.
- High Impact: Stagger units, reducing action points and canceling defense modes.
- Demolisher: 200% additional damage to obstacles. Can destroy fortified obstacles.
- Ignores line of sight penalties
|
-
Healing Kit
Action |
Accuracy |
Damage |
Range
|
90px]] |
100% |
- |
1
|
Target Biological or Cyborg unit heals 25 and has its non-Psionic negative Status Effects dispelled.
- Can only be used once per battle
|
-
Incentivize
Action |
Accuracy |
Damage |
Range
|
Single Action  |
100% |
- |
3
|
Target friendly Dvar unit gains Motivated, granting +400 until the end of combat.
- Cooldown: 2

|
-
Kinetic Punch
Action |
Accuracy |
Damage |
Range
|
Single Action  |
90% |
10 |
1
|
A melee attack with a metal fist.
- High Impact: Stagger units, reducing action points and canceling defense modes.
- Melee: Bypass all

- Concussion: 8
strength chance to apply Concussion to non-Ethereal or non-Mechanical for 1 . If resisted, cause Massive Impact instead.
- Only affects Ground targets.
|
Stats
|
|
Upkeep |
8
|
Health |
45
|
Armor |
3
|
Shields |
0
|
Move Points |
32
|
Ranks
|
Novice |
- +6

|
Veteran |
- +6

- +5%

|
Expert |
- +6

|
Prime |
- Prime Rank: Ignore Overwatch
- +6

- +5%

|
Ramjet
Production
Tier |
II
|
Base Cost |
90 300 10
|
Research |
Aerial Division
|
Structure |
Military Skirmisher Baracks
|
“Without all the rockets, I wouldn’t fly it. I’m Dvar, not some kind of delicate space jellyfish. I have no need to flit about in space. Nothing satisfies quite like the moving of earth and soil with the roar of our engines. Who doesn’t like the power of machinery in all its glory? Then again, there’s nothing quite like the feel of the afterburners at full roar as the solid Ramjet’s nose-block smashes through lightweight enemy aircraft. I love watching the look on the panicked pilot’s face as his ship careens away, out of control.”— Captured Pilot, Guett Wrek’t, “RV-3904M: Testimony of Outlaws”
Abilities
-
Aerial Ram
Action |
Accuracy |
Damage |
Range
|
Single Action  |
90% |
16 |
1
|
Melee collision attack. This will knock back Light units.
- High Impact: Stagger units, reducing action points and canceling defense modes.
- Melee: Bypass all

- Escalating Charge: +1 additional damage for each hex moved (maximum 10)
|
-
Ramjet Rocket
Action |
Accuracy |
Damage |
Range
|
Single Action  |
90% |
14 |
5
|
Fire a rocket, dealing Explosive damage in a 1 hex radius.
- High Impact: Stagger units, reducing action points and canceling defense modes.
- Demolisher: 200% additional damage to obstacles. Can destroy fortified obstacles.
- Affected by line of sight rules
- Cooldown: 2

|
-
Afterburners
Action |
Accuracy |
Damage |
Range
|
Free Action  |
100% |
- |
0
|
This unit gains Fast Movement, 20% increased Melee damage and is 20% harder to hit until the next turn.
- Only affects Air targets
- Cooldown: 1

|
Stats
|
|
Upkeep |
12
|
Health |
60
|
Armor |
4
|
Shields |
0
|
Move Points |
32
|
Ranks
|
Novice |
- +6

|
Veteran |
- +6

- +5%

|
Expert |
- +6

|
Prime |
- Prime Rank: Morale
- +6

- +5%

|
Baron
Production
Tier |
III
|
Base Cost |
105 300 20
|
Research |
Noble Division
|
Structure |
Specialist Training Center
|
“I served Dvar Baron Durek. He was clever and industrious. He tinkered day and night, improving his battlesuit, replacing expired tech with the latest dangerous weaponry. Annually, Barons compete in slugfests to claim the Noble Championship Belt. Still, the sport lacked purpose for Durek. So, the restless Baron deployed his battlesuit on the battlefield. I suggested he outfit his suit with repair-kits to support weaker Dvar troops. He became a Dvar legend. All his troops won glory for his clan. Now all Barons fight for a purpose and to try out the latest tech upgrades.”— Mah Reg’Nib, “RV-2255X: Dvar Chronicles”
Abilities
-
Rotary Cannon
Action |
Accuracy |
Damage |
Range
|
Repeating Action  |
80% |
12 |
7
|
Fire the Rotary Cannon at the target.
- High Impact: Stagger units, reducing action points and canceling defense modes.
- Affected by line of sight rules
|
-
Reinforcement Kit
Action |
Accuracy |
Damage |
Range
|
Single Action  |
100% |
- |
1
|
Target Mechanical, Cyborg or Dvar unit heals for 15 . The unit also gains Extra Armor, granting it +3 until the end of combat.
- Can only be used once per battle
|
-
Nitro Battery
Action |
Accuracy |
Damage |
Range
|
Single Action  |
100% |
- |
1
|
Charge up target Mechanical or Cyborg units, dispelling all negative status effects and giving it Boosted, granting it Fast Movement and increasing its damage by 20% for 3 .
- Cooldown: 1

|
-
Disruptor Device
Action |
Accuracy |
Damage |
Range
|
Single Action  |
90% |
12 |
5
|
Launch a disrupting device at the target area, dealing damage in a 1 hex radius.
- Disrupt: 8
strength chance to remove all Action Points from Mechanical and Cyborg targets.
- Ignores line of sight penalties
- Cooldown: 2

|
Stats
|
|
Upkeep |
12
|
Health |
60
|
Armor |
5
|
Shields |
0
|
Move Points |
32
|
Ranks
|
Novice |
- +8

|
Veteran |
- +8

- +5%

|
Expert |
- +8

|
Prime |
- Prime Rank: Critical
- +8

- +5%

|
Excavator Tank
Production
Tier |
III
|
Base Cost |
105 400 20
|
Research |
Excavations Division
|
Structure |
Elite Military Facility
|
“I’ve destroyed tanks, but the Dvar Excavator might as well be an ingot of armor-plating. This thing is solid. It rams through most obstacles as though they were holograms. I tried standing my ground against one in my mech-walker; it knocked me on my butt. Welding engineers can’t get close to it. The defensive ring of flame throwers will ignite anything adjacent to it. Its cannon delivers an area blast of Dvar explosives that makes the most steady-footed soldier fall to his knees.”— Captain Paxus Plexis, “RV-376M: Military Analysis Report: Dvar”
Abilities
-
Ram
Action |
Accuracy |
Damage |
Range
|
Single Action  |
90% |
20 |
1
|
Melee collision attack.
- High Impact: Stagger units, reducing action points and canceling defense modes.
- Melee: Bypass all

- Escalating Charge: +1 additional damage for each hex moved (maximum 10)
- Only affects Ground targets
|
-
Demolisher Cannon
Action |
Accuracy |
Damage |
Range
|
Single Action  |
90% |
18 |
5
|
Fire the Demolisher Cannon, doing Explosive damage to targets in a 1 hex radius.
- High Impact: Stagger units, reducing action points and canceling defense modes.
- Demolisher: 200% additional damage to obstacles. Can destroy fortified obstacles.
- Affected by line of sight rules
- Cooldown: 1

|
-
Defensive Flamers
Action |
Accuracy |
Damage |
Range
|
Single Action  |
100% |
16 |
0
|
Deal damage to all adjacent units, then enter Defense Mode.
- Incendiary: 8
strength chance to apply Burning to non-Etheral and non-Mineral targets for 3 .
- Only affects Ground targets
|
Stats
|
|
Upkeep |
12
|
Health |
55
|
Armor |
3
|
Shields |
0
|
Move Points |
32
|
Ranks
|
Novice |
- +8

|
Veteran |
- +8

- +5%

|
Expert |
- +8

|
Prime |
- Prime Rank: Range
- +8

- +5%

|
Rocket Artillery
Production
Tier |
III
|
Base Cost |
125 440 25
|
Research |
Artillery Division
|
Structure |
Elite Military Facility
|
“Hopper Hill was the nuisance of Sundew Valley. Hundreds of hopperhounds lived in that nest, menacing the community. The Dvar diplomat said he had an aunt, a natural exterminator. I laughed and signed papers permitting ‘Fat Olga’ into the valley. Thereafter, a heavy tracked vehicle rumbled into view. After successive shattering blasts, the whole hopperhound lair collapsed. A gaping crater was all that remained of Hopper Hill. The Dvar ‘diplomat’ chuckled wickedly, as Fat Olga turned towards our settlement. That’s when I realized I’d signed away our freedom.”— Patchery Mazz, “RV-6993D: The Surrender of Sundew Valley”
Abilities
-
Mounted Gun
Action |
Accuracy |
Damage |
Range
|
Repeating Action  |
80% |
11 |
7
|
Fire at the target with a mounted gun.
- Affected by line of sight rules
|
-
Missile Barrage
Action |
Accuracy |
Damage |
Range
|
Repeating Action  |
20% |
9 |
2-7
|
Fire a repeating barrage of Explosive at the target.
- High Impact: Stagger units, reducing action points and canceling defense modes.
- Demolisher: 200% additional damage to obstacles. Can destroy fortified obstacles.
- Ignores line of sight penalties
- Only affects Ground targets
|
-
Train Weapons
Action |
Accuracy |
Damage |
Range
|
Single Action  |
100% |
- |
0
|
Give this unit Steady Weapon. The unit gains 40% accuracy and 2 range on Missile Barrage until it moves.
|
Stats
|
|
Upkeep |
18 2
|
Health |
100
|
Armor |
7
|
Shields |
0
|
Move Points |
32
|
Ranks
|
Novice |
- +10

|
Veteran |
- +10

- +5%

|
Expert |
- +10

|
Prime |
- Prime Rank: Shrug Off
- +10

- +5%

|
Earth Crusher
Production
Tier |
IV
|
Base Cost |
170 700 40
|
Research |
Seismic Supremacy
|
Structure |
Elite Military Facility
|
“The Dvar are not monsters beneath their encounter suits. They value prosperity, clan, and their inventions. If they have a flaw, it’s that they think of worlds as machines filled with replaceable parts. I escaped in an Earth Crusher. While the monstrous machine leeched everything from the soil, I snuck to the extruder. Earth Crushers pull in everything, using tractor-beams to snare enemies. Massive gears grind, forges belch smoke, refining raw materials into valuable components. A trail of barren dross lies in its wake. This refuse is the perfect hiding place, if I don’t starve.”— Mah Reg’Nib, “RV-2390X: Dvar Chronicles”
Abilities
-
Defense Cannons
Action |
Accuracy |
Damage |
Range
|
Repeating Action |
90% |
15 |
5
|
Fire Defense Cannons at the target.
- Affected by line of sight rules
|
-
Tractor Beam
Action |
Accuracy |
Damage |
Range
|
Single Action  |
100% |
- |
5
|
Pull the target next to this unit.
- Massive Impact: Stagger units, including stagger resistant units, reducing action points and canceling defense modes.
- Immobilize: 12
strenght chance to apply immobilized for 1
- Cooldown: 1

|
-
Crush and Process
Action |
Accuracy |
Damage |
Range
|
Single Action  |
90% |
25 |
1
|
Crush a target. If the target is a Light unit, there is a 10 strength chance that it will instantly die.
- Only affects Ground targets
|
Support Units[edit]
|
Stats
|
Upkeep |
8
|
Health |
50
|
Armor |
4
|
Shields |
0
|
Move Points |
32
|
Ranks
|
Novice |
- +4

|
Veteran |
- +4

- +5%

|
Expert |
- +4

|
Prime |
- +4

- +5%

- Prime Rank: Bypass Cover
|
Sapper
Production
Tier |
I
|
Base Cost |
70 250
|
Research |
-
|
Structure |
-
|
“Indigenous women attack our workers whenever we clear land for mining. They disappear in trees and attack with savage intensity. The Oligarch refuses to enhance our weapons to repel them. Profit margins are too narrow. Yesterday, I jumped into a Sapper and drove right into their settlement. Staying low in the earth, I was a difficult target to hit. I tunneled through root obstructions and unleashed a seismic charge. The natural cover shattered. Many wood-wenches fell stunned. The troops followed, taking cover in the trench I dug. The forests of Virga will soon belong to us.”— Sapper Stogie Glurp, “RV-8038M: Harvesting Virga”
Abilities
-
Support Guns
Action |
Accuracy |
Damage |
Range
|
Repeating Action  |
90% |
11 |
5
|
Fire Support Guns at the target.
- Affected by line of sight rules
|
-
Seismic Charge
Action |
Accuracy |
Damage |
Range
|
Single Action  |
100% |
- |
0
|
Detonate a seismic charge that deals 30 to all obstacles and Staggers all land units within 2 hexes of this unit.
- Massive Impact: Stagger units, including stagger resistant units, reducing action points and canceling defense modes.
- Demolisher: 200% additional damage to obstacles. Can destroy fortified obstacles.
- Only affects Ground Targets
- Can only be used once per battle
|
-
Assault Tunnel
Action |
Accuracy |
Damage |
Range
|
Full Action (Continue)  |
100% |
8 |
7
|
This unit burrows underground and bursts out on the target hex, creating a trench at the location. The burst deals damage to all adjecent units.
- High Impact: Stagger units, reducing action points and canceling defense modes.
- Only affects Ground Targets
- Cooldown: 1

|
Naval Units[edit]
Stats
|
|
Upkeep |
3
|
Health |
45
|
Armor |
5
|
Shields |
0
|
Move Points |
32
|
Ranks
|
Novice |
- +6

|
Veteran |
- +6

- +5%

|
Expert |
- +6

|
Prime |
- Prime Rank: Critical
- +6

- +5%

|
Ironclad
Production
Tier |
II
|
Base Cost |
50 150
|
Research |
-
|
Structure |
Annex Navel Base
|
“The Dvar Ironclad floated low in the water, the way an overloaded treasure barge might. Pirate vessels pursued it. Ignoring the threat of numbers, the Ironclad rammed the lead ship, colliding with a percussive crack. The marauder’s ship upended and sunk. The Dvar Rotary Cannon obliterated another pirate vessel, as the others attempted to flank it. Port-holes surrounding the Dvar vessel sprung open, unleashing a devastating proximity barrage to all adjacent ships. When the smoke cleared, only the Dvar Ironclad sailed away.”— Merrill Ludwing, Naval Scout, “RV-4422M: Observations on the High Seas”
Abilities
-
Naval Rotary Cannon
Action |
Accuracy |
Damage |
Range
|
Repeating Action  |
90% |
12 |
7
|
Fire the Naval Rotary Cannon at the target.
- Affected by line of sight rules
|
-
Naval Ram
Action |
Accuracy |
Damage |
Range
|
Single Action  |
90% |
25 |
1
|
A powerful melee collision attack.
- Massive Impact: Stagger units, including stagger resistant units, reducing action points and canceling defense modes.
- Melee: Bypass all

- Only affects Ground targets
- Cooldown: 2

|
-
Proximity Barrage'
Action |
Accuracy |
Damage |
Range
|
Single Action  |
100% |
22 |
0
|
Fire Rotary Cannons all around the vessel, hitting every adjacent unit.
- Only affects Ground targets
- Cooldown: 1

|
Stats
|
|
Upkeep |
5
|
Health |
65
|
Armor |
6
|
Shields |
0
|
Move Points |
32
|
Ranks
|
Novice |
- +8

|
Veteran |
- +8

- +5%

|
Expert |
- +8

|
Prime |
- Prime Rank: Morale
- +8

- +5%

|
Dreadnought
Production
Tier |
III
|
Base Cost |
70 250 10
|
Research |
Dreadnought Division
|
Structure |
Annex Navel Base
|
“The Dvar ships pulled in tight around the Dreadnought. Its massive bulk looked an easy target for our ship’s artillery. A concussive belch sounded. Men closest the site began to choke. Curtains of thick smoke obscured the Dreadnought and immediate area. Ships in the clouds unleashed their thunderous cannons. The sea boiled around us. We attempted to return fire but could not assess damage with clear effectiveness. Admiral Reams called a retreat after we could no longer determine if we were winning or just splashing in the sea.”— Captain Lars Sitwell, “RV-44499M: Trade Routes”
Abilities
-
Heavy Shell Turret
Action |
Accuracy |
Damage |
Range
|
Repeating  |
90% |
12 |
7
|
Fire the Heavy SHell Turret at the target, dealing Explosive damage. Adjacent units receive 50% of that damage.
- High Impact: Stagger units, reducing action points and canceling defense modes.
- Demolisher: 200% additional damage to obstacles. Can destroy fortified obstacles.
- Affected by line of sight rules
|
-
Broadside Bombardment
Action |
Accuracy |
Damage |
Range
|
Full Action  |
90% |
24 |
2-9
|
Let loose with all available weapons, dealing damage in a 2 hex radius. This builds up smoke and heat which need to be expelled before this attack can be used again.
- High Impact: Stagger units, reducing action points and canceling defense modes.
- Ignores line of sight penalties
- Only affects Ground targets
- Unit must reload after using this ability
|
-
Expel Exhaust Fumes
Action |
Accuracy |
Damage |
Range
|
Single Action  |
100% |
- |
0
|
Vent exhaust fumes and heat, enabling Broadside Bombardment and clouding the area around this unit. All units in the smoke are 40% harder to hit.
- Choking: 8
strength chance to apply Choking to Biological or Cyborg units for 1 .
- Only affects Ground targets
|
Operations[edit]
Doctrine[edit]
-
Native Displacement Act
|
Tier |
Priming Costs |
Research
|
I |
50 6 |
Exploitation Campaign
|
We can't have a few unfortunates blocking our road to progress. The cost of moving Independent armies is reduced by 30% .
|
-
-
Fortification Efforts
|
Tier |
Priming Costs |
Research
|
V |
100 10 |
Superior Engineering
|
Establishing a good defense is always important to make sure you do not lose what you have worked for. By putting more resources into training proper colony militia and innovating with defensive structures, we can deploy them quicker and with better results. Colony Militia units have an additional 10 and Turrets have +3 . In addition, Defensive Colony Structures and Colony Militia Structures cost 30% less to produce and no longer have an energy upkeep cost.
|
-
Cosmite Collection Program
|
Tier |
Priming Costs |
Research
|
V |
100 10 |
Superior Engineering
|
By disregarding some of the standard safety procedures concerning the gathering of Cosmite, we can gather more resources in a shorter time span. Income from every Cosmite node in your empire is increased by 20%.
|
-
Military-Industrial Complex
|
Tier |
Priming Costs |
Research
|
IX |
200 15 |
Planetary Olligarchy
|
Mobilize all possible work forces and factories to aid production efforts. Rushing units is 25% cheaper. In addition, the upkeep of Heavy units is reduced by 35%. Unit upkeep can never be lowered more than 50%.
|
-
Chrysocracy
|
Tier |
Priming Costs |
Research
|
IX |
200 15 |
Planetary Olligarchy
|
We can speed up our planetary exploitation by making the richest amongst us manage commerce and labor law. The workers won't be happy, but look at these profit margins! All colonies gain +2 for each colonist, but lose 10
|
Strategic[edit]
-
Factory Overdrive
|
Tier |
Priming Costs |
Research
|
II |
45 6 |
Drudges
|
Production output of the target colony is increased by 30 , but happiness income is reduced by -4 .
|
-
Deploy Trenchers
|
Tier |
Priming Costs |
Research
|
II |
80 10 |
Drudges
|
Deploy a pod of reinforcements, spawning 1 Trencher unit on the targated hex.
|
-
Land Torpedo
|
Tier |
Priming Costs |
Research
|
IV |
120 12 |
Deep Detonation
|
Launch a torpedo that burrows underground toward an enemy army. When the 2 . On failure, the targeted army only takes 20% damage.
|
-
Mountain Breaker
|
Tier |
Priming Costs |
Research
|
IV |
120 12 |
Deep Detonation
|
Makes uninhabitable Mountain sectors habitable, or turns habitable Mountain ( / ) sectors into Fertile Plains ( / ).
|
-
Tectonic Shift
|
Tier |
Priming Costs |
Research
|
VIII |
140 16 |
Cataclysm Generation
|
Spawn a Geothermal Instability Hazard and Mountains ( / ) overlay in target sector. If there is a colony in that sector, destroy a random colony structure. In addition, all units in the target sector lose their remaining Move Points for the turn.
|
Tactical[edit]
-
Breach Protection Protocol
|
Tier |
Priming Costs |
Research
|
I |
30 2 |
Perimeter Security
|
Target friendly unit gains +4 for 2 and is healed for 20 .
|
-
General Alert Protocol
|
Tier |
Priming Costs |
Research
|
III |
45 3 |
D-VR Mark IV Upgrades
|
All Dvar units within a 2 hex radius gain Alert Protocol for 1 , allowing them to enter defense mode even if they spend all their action points during their turn.
|
-
Deploy Sapper
|
Tier |
Priming Costs |
Research
|
V |
45 3 |
Risk Management
|
Summon a Sapper onto target hex during combat. The summon lasts until the end of combat. This unit has various options for breaking enemy lines and cover.
|
-
Localized Earthquake Generator
|
Tier |
Priming Costs |
Research
|
VII |
45 3 |
Advanced DV-R Suits
|
All Ground units within a 3 hex radius lose 1 level of stagger resistance for 1 , and are staggered by a Massive Impact. All Obstacles in the area of effect take 50 damage.
|
Equipment[edit]
Weapons[edit]
-
Rocket Hammer
|
Type |
Tier |
Costs |
Research
|
Primary |
I |
16 8 |
-
|
Rocket Hammer
|
A powerful hammer smash.
- Massive Impact: Stagger units, including stagger resistant units, reducing action points and canceling defense modes.
- Melee: Bypass all

- Only affects Ground Targets
|
Action |
Accuracy |
Damage |
Range
|
Single Action  |
90% |
20 |
1
|
-
Spike Gun
|
Type |
Tier |
Costs |
Research
|
Primary |
I |
16 8 |
-
|
Spike Gun
|
Fire a Spike Gun at the target. Damage increases by 20% when unit stands within a Trench.
- Affected by line of sight rules
|
Action |
Accuracy |
Damage |
Range
|
Single Action  |
90% |
16 |
7
|
-
Imperial Revolver
|
Type |
Tier |
Costs |
Research
|
Secondary |
I |
16 8 |
-
|
Imperial Revolver
|
Fire at a target.
- Affected by line of sight rules
|
Action |
Accuracy |
Damage |
Range
|
Single Action  |
90% |
12 |
6
|
-
Basic Grenade
|
Type |
Tier |
Costs |
Research
|
Secondary |
I |
16 8 |
-
|
Grenade
|
Throw a grenade, dealing damage in a 1 hex radius.
- High Impact: Stagger units, reducing action points and canceling defense modes.
- Demolisher: 200% additional damage to obstacles. Can destroy fortified obstacles.
- Ignores line of sight penalties
- Only affects Ground targets
- Cooldown: 2

|
Action |
Accuracy |
Damage |
Range
|
Single Action  |
100% |
8 |
3
|
-
Hand Mortar
|
Type |
Tier |
Costs |
Research
|
Primary |
II |
24 12 |
-
|
Hand Mortar
|
Fire a Hand Mortar, damaging units in a 1 hex radius.
- High Impact: Stagger units, reducing action points and canceling defense modes.
- Demolisher: 200% additional damage to obstacles. Can destroy fortified obstacles.
- Ignores line of sight penalties
|
Action |
Accuracy |
Damage |
Range
|
Single Action  |
100% |
8 |
5
|
-
Imperial Sniper Rifle
|
Type |
Tier |
Costs |
Research
|
Primary |
II |
24 12 |
Reveerse Engineering
|
Sniper Shot
|
Fire the sniper rifle at the target
- High Impact: Stagger units, reducing action points and canceling defense modes.
- Affected by line of sight rules
|
Action |
Accuracy |
Damage |
Range
|
Full Action  |
90% |
20 |
9
|
-
Rotary Cannon
|
Type |
Tier |
Costs |
Research
|
Primary |
II |
24 12 |
Reveerse Engineering
|
Rotary Cannon
|
Fire the Rotary Cannon at the target
- High Impact: Stagger units, reducing action points and canceling defense modes.
- Affected by line of sight rules
|
Action |
Accuracy |
Damage |
Range
|
Full Action  |
90% |
20 |
9
|
-
Bulwark
|
Type |
Tier |
Costs |
Research
|
Vehicle |
II |
60 |
-
|
Autocannons
|
Fire the Autocannons at the target.
- Affected by line of sight rules
|
Action |
Accuracy |
Damage |
Range
|
Repeating Action  |
80% |
12 |
7
|
Concussive Volley
|
Fire a non-damaging supressive round at target Biological or Cyborg unit.
- Concussion: 12
strength chance to apply Concussion to non-Ethereal or non-Mechanical for 1 . If resisted, cause Massive Impact instead.
- Cooldown: 2

|
Action |
Accuracy |
Damage |
Range
|
Single Action  |
100% |
- |
5
|
-
Sapper
|
Type |
Tier |
Costs |
Research
|
Vehicle |
II |
60 |
Risk Management
|
Support Guns
|
Fire Support Guns at the target.
- Affected by line of sight rules
|
Action |
Accuracy |
Damage |
Range
|
Repeating  |
90% |
11 |
5
|
Seismic Charge
|
Detonate a seismic charge that deals 30 to all obstacles and Staggers all land units within 2 hexes of this unit.
- Massive Impact: Stagger units, including stagger resistant units, reducing action points and canceling defense modes.
- Demolisher: 200% additional damage to obstacles. Can destroy fortified obstacles.
- Only affects Ground Targets
- Can only be used once per battle
|
Action |
Accuracy |
Damage |
Range
|
Single Action  |
100% |
- |
0
|
Assault Tunnel
|
This unit burrows underground and bursts out on the target hex, creating a trench at the location. The burst deals damage to all adjecent units.
- High Impact: Stagger units, reducing action points and canceling defense modes.
- Only affects Ground Targets
- Cooldown: 1

|
Action |
Accuracy |
Damage |
Range
|
Full Action (Continue)  |
100% |
8 |
7
|
-
Ramjet
|
Type |
Tier |
Costs |
Research
|
Vehicle |
II |
60 |
Risk Management
|
Aerial Ram
|
Melee collision attack. This will knock back Light units.
- High Impact: Stagger units, reducing action points and canceling defense modes.
- Melee: Bypass all

- Escalating Charge: +1 additional damage for each hex moved (maximum 10)
|
Action |
Accuracy |
Damage |
Range
|
Single Action  |
90% |
16 |
1
|
Afterburners
|
This unit gains Fast Movement, 20% increased Melee damage and is 20% harder to hit until the next turn.
- Only affects Air targets
- Cooldown: 1

|
Action |
Accuracy |
Damage |
Range
|
Free Action  |
100% |
- |
0
|
Ramjet Rocket
|
Fire a rocket, dealing Explosive damage in a 1 hex radius.
- High Impact: Stagger units, reducing action points and canceling defense modes.
- Demolisher: 200% additional damage to obstacles. Can destroy fortified obstacles.
- Affected by line of sight rules
- Cooldown: 2

|
Action |
Accuracy |
Damage |
Range
|
Single Action  |
90% |
14 |
5
|
-
Baron
|
Type |
Tier |
Costs |
Research
|
Vehicle |
III |
100 20 |
Noble Division
|
Rotary Cannon
|
Fire the Rotary Cannon at the target.
- High Impact: Stagger units, reducing action points and canceling defense modes.
- Affected by line of sight rules
|
Action |
Accuracy |
Damage |
Range
|
Repeating Action  |
80% |
12 |
7
|
Reinforcement Kit
|
Target Mechanical, Cyborg or Dvar unit heals for 15 . The unit also gains Extra Armor, granting it +3 until the end of combat.
- Can only be used once per battle
|
Action |
Accuracy |
Damage |
Range
|
Single Action  |
100% |
- |
1
|
Nitro Battery
|
Charge up target Mechanical or Cyborg units, dispelling all negative status effects and giving it Boosted, granting it Fast Movement and increasing its damage by 20% for 3 .
- Cooldown: 1

|
Action |
Accuracy |
Damage |
Range
|
Single Action  |
100% |
- |
1
|
Disruptor Device
|
Launch a disrupting device at the target area, dealing damage in a 1 hex radius.
- Disrupt: 8
strength chance to remove all Action Points from Mechanical and Cyborg targets.
- Ignores line of sight penalties
- Cooldown: 2

|
Action |
Accuracy |
Damage |
Range
|
Single Action  |
90% |
12 |
5
|
-
Excavator Tank
|
Type |
Tier |
Costs |
Research
|
Vehicle |
III |
100 20 |
Excavations Division
|
Ram'
|
Melee collision attack.
- High Impact: Stagger units, reducing action points and canceling defense modes.
- Melee: Bypass all

- Escalating Charge: +1 additional damage for each hex moved (maximum 10)
- Only affects Ground targets
|
Action |
Accuracy |
Damage |
Range
|
Single Action  |
90% |
20 |
1
|
Demolisher Cannon
|
Fire the Demolisher Cannon, doing Explosive damage to targets in a 1 hex radius.
- High Impact: Stagger units, reducing action points and canceling defense modes.
- Demolisher: 200% additional damage to obstacles. Can destroy fortified obstacles.
- Affected by line of sight rules
- Cooldown: 1

|
Action |
Accuracy |
Damage |
Range
|
Single Action  |
90% |
18 |
5
|
Defensive Flamers'
|
eal damage to all adjacent units, then enter Defense Mode.
- Incendiary: 8
strength chance to apply Burning to non-Etheral and non-Mineral targets for 3 .
- Only affects Ground targets
|
Action |
Accuracy |
Damage |
Range
|
Single Action  |
100% |
16 |
0
|