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Units

Every unit can level up up to 4 times, gaining additional hit points and accuracy.

Contents

Main faction unitsEdit

AmazonEdit

Amazon units
Unit Tier         Actions Abilities Traits Upkeep Base Cost Origin
Amazon Colonizer 1 60 0 0  32
  •  +4 Psionic resistance
  •   Stagger resistant
  •  -2 Arc weakness
  • Colonizer
  • Large target
  •   Amazon
  • Core
  • Floating
  • Heavy unit
  • Mechanical
 4
Shrike 1 30 0 0  32
  • Laser repeater   9
  • Swoop   9
  • Defense mode: Evasion
  • Farsight
  •   Amazon
  • Animal
  • Biological
  • Core
  • Flying
  • Light unit
  • Scout
 4
Huntress 1 40 0 1  32
  • Bio arrows   9
  • Flash arrow
  • Defense mode
  • Forest camouflage
  • Visual acuity
  • Core
  •   Amazon
  • Light unit
  • Land movement
  • Biological
  • Infantry
 4
Amplifying Field Pylon 1 30 0 4 N/A
  •  +4 Psionic resistance
  •   Stagger resistant
  •  -2 Arc weakness
  • Amplifying Field Pylon
  •   Amazon
  • Heavy unit
  • Mechanical
  • Specialist
N/A
  • N/A
  •  ?
Luring Field Pylon 1 50 0 5 N/A
  •  +4 Psionic resistance
  •   Stagger resistant
  •  -2 Arc weakness
  • Luring Field Pylon
  •   Amazon
  • Heavy unit
  • Mechanical
  • Specialist
N/A
  • N/A
  •  ?
Nourishing Field Pylon 1 30 0 4 N/A
  •  +4 Psionic resistance
  •   Stagger resistant
  •  -2 Arc weakness
  • Nourishing Field Pylon
  •   Amazon
  • Heavy unit
  • Mechanical
  • Specialist
N/A
  • N/A
  •  ?
Lancer 2 50 1 2   40
  • Laser lance strike   12
  • Laser lance   16
  • Defense mode: Shields up
  • Flanker
  •   Amazon
  • Biological
  • Land movement
  • Light unit
  • Mounted
  • Skirmisher
  8
  • Military skirmisher barracks
Biomancer 2 35 0 3   32
  • Fire bio blaster   8
  • Manipulate: Sleep
  • Manipulate: Mend
  • Scan: Catalogue
  • Defense mode
  • Biological recovery
  •   Amazon
  • Biological
  • Infantry
  • Land movement
  • Light unit
  • Specialist
  8
  • Specialist training center
Arborian Sentinel 2 60 0 2   32
  • Bio cannon   10
  • Thorn roots   8
  • Manipulate: shield
  • Defense mode: Plant roots
  •  +2 Arc resistance
  •   Stagger resistant
  •  -2 Thermal weakness
  • Forest camouflage
  • Large target
  • Overwatch
  •   Amazon
  • Animal
  • Arborian
  • Biological
  • Heavy unit
  • Land movement
  • Plant
  • Specialist
  8
  • Arborian commune
  • Specialist training center
Harrier 2 40 1 1   32
  • Interception blasters   8
  • Laser bombardment   18
  • Defense mode
  •   Stagger resistant
  • Overwatch
  •   Amazon
  • Biological
  • Flying
  • Heavy unit
  • Mounted
  • Skirmisher
  8
  • Harrier commune
  • Military skirmisher barracks
Hydromancer 2 45 2 2   32
  • Bio ink launcher   12
  • Manipulate: Water   8
  • Defense mode: Submerge
  •   Stagger resistant
  •   Amazon
  • Animal
  • Biological
  • Heavy unit
  • Ship
  • Water movement
  8
  • Hydromancer commune
  • Harbor
Laser Turret 2 40 0 2 N/A
  • Laser turret   11
  • Defense Mode
  •  +4 Psionic resistance
  •   Stagger resistant
  •  -2 Arc weakness
  • Huge target
  • Immobilized
  • Turret mode
  •   Amazon
  • Heavy Unit
  • Mechanical
  • Mindless
N/A
  • N/A
  • Laser defence turrets (structure)
Bombardon 3 60 1 3   24
  • Bio cannon   15
  • Bio shell bombardment   18
  • Defense Mmode: Shields up
  •   Stagger resistant
  • Large target
  •   Amazon
  • Amphibious
  • Animal
  • Biological
  • Elite
  • Heavy unit
  12
  • Bombardon commune
  • Elite military facility
Tyrannodon 3 65 2 3   32
  • Rapide laser cannons   14
  • Tail swipe   23
  • Mighty roar
  • Defense mode: Shields up
  •   Stagger resistant
  • Juggernaut
  • Large target
  •   Amazon
  • Biological
  • Elite
  • Heavy unit
  • Land movement
  • Mounted
  12
  • Tyrannodon commune
  • Elite military facility
Aquatica 3 70 0 5  
  • Heavy laser cutter   15
  • Aquatic luring
  • Manipulate: Shield dome
  • Defense mode: Shields up
  •  +4 Psionic resistance
  •   Stagger immune
  •  -2 Arc weakness
  • Large target
  •   Amazon
  • Heavy unit
  • Mechanical
  • Ship
  • Water movement
 12
  • Aquatica commune
  • Harbor
Arborian Queen 4 80 0 4   24
  • Bio Cannon   15
  • Hyperpollination
  • Regrowth
  • Root quake   12
  • Defense mode: Plant roots
  •  +2 Arc resistance
  •   Stagger resistant
  •  -2 Thermal weakness
  • Biological recovery
  • Forest camouflage
  • Large target
  • Spawn forest
  •   Amazon
  • Amphibious
  • Animal
  • Arborian
  • Biological
  • Elite
  • Heavy unit
  • Plant
  • Arborian queen commune
  • Elite military facility

AssemblyEdit

DvarEdit

Unit Tier         Actions Abilities Traits Upkeep Base Cost Origin
Dvar Colonizer 1 60 0 0  32
  •  +4 Psionic resistance
  •  Stagger resistant
  •  −2 Arc weakness
  • Colonizer
  • Large Target
  • Core
  •   Dvar
  • Heavy Unit
  • Land Movement
  • Mechanical
 4
  • Frontier Facilities
Prospector 1 40 2 0  32
  • Toss Bomb  14
  • Eat Dust
  • Defense Mode
  •  +4 Psionic resistance
  •  Stagger Resistant
  •  −2 Arc weakness
  • Expedited Movement (Universal)
  • Prospect Sector
  • Amphibious
  • Core
  •   Dvar
  • Heavy Unit
  • Mechanical
  • Scout
 4 N/A
Trencher 1 40 3 0  32
  • Spike Gun  16
  • Shield Bash  8
  • Entrench
  • Defense Mode
  • Exposed Flanks
  • Biological
  • Core
  •  
  • Infantry
  • Land Movement
  • Light Unit
 4 N/A
Foreman 2 40 2 0  32
  • Hand Mortar  8
  • Healing Kit
  • Incentivize
  • Kinetic Punch  10
  • Defense Mode
  • Biological
  •   Dvar
  • Infantry
  • Land Movement
  • Light Unit
  • Specialist
 8 Specialist training center
Bulwark 2 40 2 0  32
  • Autocannons  12
  • Concussive Volley
  • Defense Mode
  •  +4 Psionic resistance
  •  Stagger resistant
  •  −2Arc weakness
  • Agile Overwatch
  •   Dvar
  • Heavy Unit
  • Land Movement
  • Mechanical
  • Skirmisher
 8 Military skirmisher barracks
Ramjet 2 45 3 0  32
  • Aerial Ram  16
  • Ramjet Rocket  14
  • Afterburners
  • Defense Mode
  •  +4 Psionic resistance
  •  Stagger resistant
  •  −2 Arc weakness
  • Crash Down
  •   Dvar
  • Flying
  • Heavy Unit
  • Mechanical
  • Skirmisher
 8
  • Aerial division
  • Military skirmisher barracks
Ironclad 2 45 5 0  32
  • Naval Rotary Cannon  12
  • Naval Ram  25
  • Proximity Barrage  22
  • Defense Mode
  •  +4 Psionic resistance
  •  Stagger resistant
  •  −2 Arc weakness
  •   Dvar
  • Heavy Unit
  • Mechanical
  • Ship
  • Water Movement
 8
  • Ironclad division
  • Harbor
Sapper 2 50 4 0  24
  • Support Guns  11
  • Seismic Charge
  • Assault Tunnel  8
  • Defense Mode
  •  +4 Psionic resistance
  •  Stagger resistant
  •  −2 Arc weakness
  •   Dvar
  • Heavy Unit
  • Land Movement
  • Mechanical
  • Specialist
N/A
  • Risk management
  • Deploy Sapper (TacOp Summon)
Bombard 2 40 2 0 N/A
  • Bombard  12
  • Defense Mode
  •  +4 Psionic resistance
  •  Stagger resistant
  •  −2 Arc weakness
  • Huge Target
  • Immobilized
  • Turret Mode
  •   Dvar
  • Heavy Unit
  • Mechanical
  • Mindless
N/A N/A
  • Bombard Cannons (structure)
Baron 3 60 4 0  24
  • Rotary Cannon  12
  • Reinforcement Kit
  • Nitro Battery
  • Disruptor Device
  • Defense Mode
  •  +4 Psionic resistance
  •  Stagger resistant
  •  −2 Arc weakness
  •   Dvar
  • Heavy Unit
  • Land Movement
  • Mechanical
  • Specialist
 12
  • Noble division
  • Specialist training center
Excavator Tank 3 60 5 0  32
  • Ram  20
  • Demolisher Cannon  18
  • Defensive Flamers  16
  • Defense Mode
  •  +4 Psionic resistance
  •  Stagger immune
  •  −2 Arc weakness
  • Juggernaut
  • Large Target
  •   Dvar
  • Elite
  • Heavy Unit
  • Land Movement
  • Mechanical
 12
  • Excavations division
  • Elite military facility
Rocket Artillery 3 55 3 0  24
  • Mounted Gun  10
  • Missile Barrage  9
  • Train Weapons
  • Defense Mode
  •  +4 Psionic resistance
  •  Stagger immune
  •  −2 Arc weakness
  • Juggernaut
  • Large Target
  •   Dvar
  • Elite
  • Heavy Unit
  • Land Movement
  • Mechanical
 12
  • Artillery division
  • Elite military facility
Dreadnought 3 65 6 0  24
  • Heavy Shell Turret  12
  • Broadside Bombardment  24
  • Defense Mode
  •  +4 Psionic resistance
  •  Stagger immune
  •  −2 Arc weakness
  • Large Target
  •   Dvar
  • Heavy Unit
  • Mechanical
  • Ship
  • Water Movement
 12
  • Dreadnought division
  • Harbor
Earth Crusher 4 80 6 0  24
  • Defense Cannons:  15
  • Tractor Beam
  • Crush and Process
  • Defense Mode: Hyper Armor
  •  +4 Psionic resistance
  •  Stagger immune
  •  −2 Arc weakness
  • Earth Crack
  • Grinder
  • Huge Target
  • Unstoppable Juggernaut
  • Amphibious
  •   Dvar
  • Elite
  • Heavy Unit
  • Mechanical
  • Seismic supremacy
  • Elite military facility

Kir'KoEdit

SyndicateEdit

VanguardEdit

Unit Tier Hit Points Armor Shields Move Points Actions Abilities Traits Upkeep Base Cost Origin
Vanguard Colonizer 1 60 0 0   32
  • Focused Laser Array   18
  •  +4 Psionic resistance
  •  Stagger resistant
  •  −2 Arc weakness
  • Colonizer
  • Large Target
  • Core
  • Heavy Unit
  • Land Movement
  • Mechanical
  •   Vanguard
 4 ? ?
OWL 1 30 1 0   32
  • Laser Repeater   9
  • Targeting Field
  • Defense Mode
  •  +4 Psionic resistance
  •  −2 Arc weakness
  • Farsight
  • Core
  • Flying
  • Light Unit
  • Mechanical
  • Mindless
  • Scout
  •   Vanguard
 4 ? ?
Trooper 1 40 1 0   32
  • Assault Rifle   9
  • Grenade   8
  • Defense Mode
  • Overwatch
  • Steady Aim
  • Biological
  • Core
  • Infantry
  • Land Movement
  • Light Unit
  •   Vanguard
 4 ? ?
PUG 2 40 2 0   32
  • Blast Laser   16
  • Blue Cloud
  • Healing Charge
  • Resupply Charge
  • Defense Mode
  •  +4 Psionic resistance
  •  −2 Arc weakness
  • Biological Recovery
  • Land Movement
  • Light Unit
  • Mechanical
  • Mindless
  • Specialist
  •   Vanguard
 8 ? ?
Assault Bike 2 45 4 0   40
  • Focused Laser Array   18
  • Wide Field Laser Array   18
  • Defense Mode
  •  +4 Psionic resistance
  •  Stagger resistant
  •  −2 Arc weakness
  • Exposed Flanks
  • Heavy Unit
  • Land Movement
  • Mechanical
  • Skirmisher
  •   Vanguard
 8 ? ?
Engineer 2 40 2 0   32
  • Shotgun   16
  • Place Gun Turret
  • Repair Tools
  • Targeting Calibration
  • Defense Mode
  • Mechanical Recovery
  • Biological
  • Infantry
  • Land Movement
  • Light Unit
  • Specialist
  •   Vanguard
 8 ? ?
Gunship 2 40 2 0   32
  • Aircraft Gun   8
  • Buster Missile   14
  • Defense Mode
  •  +4 Psionic resistance
  •  Stagger resistant
  •  −2 Arc weakness
  • Crash Down
  • Evasive Maneuvers
  • Farsight
  • Flying
  • Heavy Unit
  • Mechanical
  • Skirmisher
  •   Vanguard
 8 ? ?
Frigate 2 50 4 0   40
  • Naval Laser Cannon   12
  • Multi-Laser Barrage   20
  • Defense Mode
  •  +4 Psionic resistance
  •  Stagger resistant
  •  −2 Arc weakness
  • Heavy Unit
  • Mechanical
  • Ship
  •   Vanguard
  • Water Movement
8  ? ?
Valkyrie 2 45 2 0   40
  • Laser Sword Strike   13
  • Grenade (Flashbang)   10
  • Assault Jump
  • Defense Mode: Shields Up
  • Biological
  • Elite
  • Floating
  • Infantry
  • Light Unit
  •   Vanguard
 8 ? ?
Laser Tank 3 60 5 0   32
  • Laser Cannon   12
  • Overcharge Laser Cannon   30
  • Deploy Smoke
  • Defense Mode
  •  +4 Psionic resistance
  •   Stagger Immune
  •  −2 Arc weakness
  • Juggernaut
  • Large Target
  • Elite
  • Heavy Unit
  • Land Movement
  • Mechanical
  •   Vanguard
 12 ? ?
Walker 3 60 3 0   24
  • Gattling Gun   11
  • Upgraded Strike Missile   20
  • Defense Mode
  •  +4 Psionic resistance
  •  Stagger resistant
  •  −2 Arc weakness
  • Juggernaut
  • Large Target
  • Overwatch
  • Elite
  • Heavy Unit
  • Land Movement
  • Mechanical
  •   Vanguard
 12 ? ?
Battleship 3 70 4 0   32
  • Naval Cannon   14
  • Launch Naval Missile   22
  • Launch Repair Charge
  • Defense Mode
  •  +4 Psionic resistance
  •   Stagger Immune
  •  −2 Arc weakness
  • Large Target
  • Heavy Unit
  • Mechanical
  • Ship
  •   Vanguard
  • Water Movement
 12 ? ?
Drone Carrier 4 60 5 0   24
  • Laser Cannon   12
  • Launch Attack Drones
  • Launch Repair Drones
  • Launch Skirmish Drones
  • Defense Mode: Hyper Armor
  •  +4 Psionic resistance
  •  Stagger resistant
  •  −2 Arc weakness
  • Large Target
  • Amphibious
  • Elite
  • Heavy Unit
  • Mechanical
  •   Vanguard
? ?

Secret tech unitsEdit

CelestianEdit

PrometheanEdit

Promethean units
Unit Tier         Actions Abilities Traits Upkeep Base Cost Origin
Plasmoid 1 35 2 0  40
  • Lash Out  12
  • Defense Mode
  •  +7 Thermal resistance
  •  +4 Psionic resistance
  •  −2 Arc weakness
  • All-round Awareness
  • Backlash
  • Small target
  • Thermal status effect immunity
  • Land movement
  • Light unit
  • Mechanical
  • Mindless
  • Skirmisher
 4
  • N/A
  • Phoenix Op Station
  • Plasmoid Deployment (Summon)
Amazon Purifier 2 40 2 0  32
  • Plasma bow  10
  • Launch plasma bomb  14
  • Defense mode
  •  +2 Thermal resistance
  • Thermal resistant plating
  • Thermal status effect immunity
  • Visual Acuity
  •   Amazon
  • Biological
  • Infantry
  • Land movement
  • Light unit
  • Skirmisher
 8
  • Purifier corps
  • Military skirmisher barracks
Assembly Purifier 2 40 2 0  32
  • Plasma blast  20
  • Launch plasma bomb  14
  • Defense mode
  •  +2 Arc resistance
  •  +2 Thermal resistance
  • Scavenge spare parts
  • Thermal resistant plating
  • Thermal status effect immunity
  •   Assembly
  • Cyborg
  • Infantry
  • Land movement
  • Light unit
  • Skirmisher
 8
  • Purifier corps
  • Military skirmisher barracks
Dvar Purifier 2 40 2 0  32
  • Plasma blast  24
  • Launch plasma bomb  17
  • Defense mode
  •  +2 Thermal resistance
  • Plasma mastery
  • Thermal resistant plating
  • Thermal status effect immunity
  • Biological
  •   Dvar
  • Infantry
  • Land movement
  • Light unit
  • Skirmisher
 8
  • Purifier corps
  • Military skirmisher barracks
Kir'Ko Purifier 2 40 2 0  32
  • Plasma blast  20
  • Launch plasma bomb  14
  • Defense mode
  •  +2 Thermal resistance
  • Swarm shield
  • Thermal resistant plating
  • Thermal status effect immunity
  • Biological
  • Infantry
  •   Kir'Ko
  • Land movement
  • Light unit
  • Skirmisher
 8
  • Purifier corps
  • Military skirmisher barracks
Syndicate Indentured Purifier 2 40 2 0  32
  • Plasma blast  20
  • Launch plasma bomb  14
  • Defense mode
  •  +2 Thermal resistance
  •  +2 Psionic resistance
  • Cerebral control collars
  • Thermal resistant plating
  • Thermal status effect immunity
  • Biological
  • Infantry
  • Land movement
  • Light unit
  • Skirmisher
  •   Syndicate
 8
  • Purifier corps
  • Military skirmisher barracks
Vanguard Purifier 2 40 2 0  32
  • Plasma repeater  10
  • Launch plasma bomb  14
  • Defense mode
  •  +2 Thermal resistance
  • Thermal resistant plating
  • Thermal status effect immunity
  • Biological
  • Infantry
  • Land movement
  • Light unit
  • Skirmisher
  •   Vanguard
 8
  • Purifier corps
  • Military skirmisher barracks
Aegis Tank 3 60 3 0  24
  • Force projector  22
  • Wide force blast  14
  • Defense mode: Boost fallout shields
  •  +4 Thermal resistance
  •  +4 Psionic resistance
  •  Stagger resistant
  •  −2 Arc weakness
  • Fallout protection shielding
  • Juggernaut
  • Large target
  • Thermal status effect immunity
  • Heavy unit
  • Land movement
  • Mechanical
  • Specialist
 12
  • Aegis tank corps
  • Military skirmisher barracks
Phoenix Walker 3 70 6 0  32
  • Plasma cutter  14
  • Firestorm  18
  • Torrent of flame  14
  • Defense mode: Hyper armor
  •  +4 Thermal resistance
  •  +4 Psionic resistance
  •  Stagger immunity
  •  −2 Arc weakness
  • Juggernaut
  • Large target
  • PyrX absorption panels
  • Thermal status effect immunity
  • Elite
  • Heavy unit
  • Land movement
  • Mechanical
 12
  • Phoenix walker corps
  • Elite military facility
Dvar Phoenix Walker 3 70 6 0  32
  • Plasma cutter  17
  • Firestorm  22
  • Torrent of flame  17
  • Defense mode: Hyper armor
  •  +4 Thermal resistance
  •  +4 Psionic resistance
  •  Stagger immunity
  •  −2 Arc weakness
  • Juggernaut
  • Large target
  • Plasma mastery
  • PyrX absorption panels
  • Thermal status effect immunity
  •   Dvar
  • Elite
  • Heavy unit
  • Land movement
  • Mechanical
 12
  • Phoenix walker corps
  • Elite military facility

PsynumbraEdit

SynthesisEdit

VoidtechEdit

Unit Tier         Actions Abilities Traits Upkeep Base Cost Origin
Kir'ko Echo Walker 1 40 1 2  32
  • Void Blades   10
  • Quantum Echo
  • Defense Mode
  • Frenzy
  • Swarm Shield
  • Voidtech Unit
  • Biological
  • Infantry
  • Kir'Ko
  • Land Movement
  • Light Unit
  • Skirmisher
 4
  • Echo Walker Program
Phase Manipulator 2 40 0 3  40
  • Energy Blaster   11
  • Phase Shift: Abduct
  • Phase Shift: Evacuate
  • Defense Mode
  •  +4 Psionic resistance
  •  −2 Arc weakness
  • Voidtech Unit
  • Flying
  • Mechanical
  • Light Unit
  • Mindless
  • Specialist
 8
  • Phase Manipulation
Rift Generator 3 55 1 3  32
  • Distortion Rift Coils   13
  • Dimensional Desync
  • Dimensional Rift   15
  • Defense Mode
  •  +4 Psionic resistance
  • Stagger Resistance: Resistant
  •  −2 Arc weakness
  • Phase Field
  • Voidtech Unit
  • Elite
  • Floating
  • Heavy Unit
  • Mechanical
  • Mindless
 12
  • Rift Generation

XenoplagueEdit

Unit Tier         Actions Abilities Traits Upkeep Base Cost Origin
Pustule 1 40 1 0  40
  • Infectious Bite   11
  • Ambush Leap   12
  • Defense Mode
  • All-Around Awareness
  • Ferocious Determination
  • Skitter
  • Small Target
  • Xenoplague unit
  • Amphibious
  • Biological
  • Light Unit
  • Skirmisher
 4
  • Pustule Mutation
Destroyer 2 45 2 0  40
  • Savage Bite   12
  • Acidic Bile Spit   16
  • Defense Mode
  • Ferocious Determination
  • Hyper-Evolved Immune System
  • Xenoplague unit
  • Amphibious
  • Biological
  • Light Unit
  • Skirmisher
 8
  • Destroyer Mutation
Plague Lord 3 65 4 0  32
  • Serrated Spikes   11
  • Super Infection   22
  • Reanimation Spores
  • Lacerating Tentacles   14
  • Defense Mode
  • Stagger Resistance: Resistant
  • Ferocious Determination
  • Hyper-Evolved Immune System
  • Large Target
  • Regenerative Spore Cloud
  • Xenoplague unit
  • Amphibious
  • Biological
  • Heavy Unit
  • Elite
 12
  • Plague Lord Mutation

NPC faction unitsEdit

AutonomEdit

Unit Tier Hit Points Armor Shields Move Points Actions Abilities Traits Upkeep Cost Origin
Sentinel 1 30 2 0   32
  • Defense Laser   8
  • Calculate Targeting Parameters
  • Defense Mode
  •  +4 Psionic resistance
  •  −2 Arc weakness
  • All-round Awareness
  • Omnidirectional Camera
  • Superior Overwatch
  • Floating
  • Light Unit
  • Mechanical
  • Mindless
  • Skirmisher
4  ? Autonom
Golem 2 40 4 0   32
  • Tactical F.A.C.E.   13
  • B.O.M.B.   20
  • Defense Mode: Hyper Armor
  •  +4 Psionic resistance
  •  Stagger resistant
  •  −2 Arc weakness
  • All-round Awareness
  • Floating
  • Heavy Unit
  • Mechanical
  • Mindless
  • Skirmisher
8  ? Autonom
Monitor 2 30 1 1   32
  • Defense Laser   8
  • Initialize Connections
  • Transmit Repair Nanites
  • Defense Mode
  •  +4 Psionic resistance
  •  −2 Arc weakness
  • All-round Awareness
  • Farsight
  • Flying
  • Light Unit
  • Mechanical
  • Mindless
  • Specialist
8  ? Autonom
Justicar 3 60 2 2   32
  • Sentence Target
  • Punisher Missile   20
  • Defense Mode
  •  +4 Psionic resistance
  •  Stagger resistant
  •  −2 Arc weakness
  • All-round Awareness
  • Elite
  • Floating
  • Heavy Unit
  • Mechanical
  • Mindless
12  ? Autonom
Network Controller 4 60 4 2   24
  • Laser Particle Beam   14
  • Initialize Connections
  • Shield Projection
  • Contact Technical Support
  • Defense Mode: Shields Up
  •  +4 Psionic resistance
  •  Stagger Immune
  •  −2 Arc weakness
  • All-round Awareness
  • Farsight
  • Large Target
  • Elite
  • Floating
  • Heavy Unit
  • Mechanical
  • Mindless
24 
4 
? Autonom

GrowthEdit

ParagonEdit

Psi-fishEdit

Psi-fish units
Unit Tier         Actions Abilities Traits Rank up Upkeep Cost Origin
Chrysalis 1 25 0 1   32
  • Mind strike   8
  • Psionic blast   8
  • Defense mode
  •  3 Kinetic resistance
  •  3 Biochemical resistance
  •  3 Arc resistance
  • Arc status effect: Immunity
  • Biochemical status effect: Immunity
  • Metamorphosis
  • Thermal status effect: Immunity
  • Ethereal
  • Floating
  • Light unit
  • Psionic
  • Skirmisher
  • Novice: +4 
  • Veteran: +4 , +5% 
  • Expert: +4 
  • Prime: +4 , +5% , Prime rank: Range
  4
  • Psi-fish dwelling
Spawn 2 35 0 1   40
  • Mind blast   10
  • Fascinating bond
  • Defense mode
  •  3 Kinetic resistance
  •  3 Biochemical resistance
  •  3 Arc resistance
  • Arc status effect: Immunity
  • Biochemical status effect: Immunity
  • Metamorphosis
  • Small target
  • Thermal status effect: Immunity
  • Ethereal
  • Floating
  • Light unit
  • Psionic
  • Skirmisher
  • Novice: +6 
  • Veteran: +6 , +5% 
  • Expert: +6 
  • Prime: +6 , +5% , Prime rank: Range
  8
  • Psi-fish dwelling
Hunter 2 35 0 3   32
  • Devouring tendrils  12
  • Captivating bond
  • Defense mode
  •  3 Kinetic resistance
  •  3 Biochemical resistance
  •  3 Arc resistance
  • Arc status effect: Immunity
  • Biochemical status effect: Immunity
  • Metamorphosis
  • Thermal status effect: Immunity
  • Ethereal
  • Flying
  • Light unit
  • Psionic
  • Skirmisher
  • Novice: +6 
  • Veteran: +6 , +5% 
  • Expert: +6 
  • Prime: +6 , +5% , Prime rank: Evasive
  8
  • Psi-fish dwelling
Siren 3 45 0 3   24
  • Mind flay   12
  • Enticing bond
  • Impregnate
  • Defense mode
  •  3 Kinetic resistance
  •  3 Biochemical resistance
  •  3 Arc resistance
  •   Stagger resistant
  • Arc status effect: Immunity
  • Biochemical status effect: Immunity
  • Farsight
  • Thermal status effect: Immunity
  • Elite
  • Ethereal
  • Flying
  • Heavy unit
  • Psionic
  • Novice: +8 
  • Veteran: +8 , +5% 
  • Expert: +8 
  • Prime: +8 , +5% , Prime rank: Range
  12
  • Psi-fish dwelling
Medusa 4 50 0 6   24
  • Mind warp   12
  • Cycle of rebirth
  • Nurturing bond
  • Defense mode: Shields up
  •  3 Kinetic resistance
  •  3 Biochemical resistance
  •  3 Arc resistance
  •   Stagger immune
  • Arc status effect: Immunity
  • Biochemical status effect: Immunity
  • Farsight
  • Large target
  • Maternal instinct
  • Thermal status effect: Immunity
  • Elite
  • Ethereal
  • Floating
  • Heavy unit
  • Psionic
  • Novice: +10 
  • Veteran: +10 , +5% 
  • Expert: +10 
  • Prime: +10 , +5% , Prime rank: Evasive
  • Psi-fish dwelling

SpacersEdit

ModulesEdit

Modules are various additions that can be given to units to synergize between a commander's choice of Primary Combatant Faction, Secret Technology and NPC Faction relations. Modules are organized into two types:

Offensive Modules give a stacking base damage bonus to all unit attacks. Specific Modules can be used to increase accuracy, add status effects on hit targets or change damage channel.

Defensive Modules give a base bonus to armor, shields, or health depending on the technology type and individual mod. Specific Modules can be used to grant healing abilities, auras or movement abilities.