Field Manual

Every building, unit, research project, site and Relic on the front, with its numbers at every level. Drawn from the same orders your command console runs on, so it is always current.

Headquarters

The Headquarters sets the pace of a base. Its level caps every other building and opens slots, range and perks.

LvCostBuild timeBuilding slotsGarrison slotsCommandStorageForces outSightLink rangeCollector slotsRelic slotsPerk tierRelocation rangeFirst baseLandfall output
1300 SLV 150 SUP2m103251,700110.5130023100%x3
2711 SLV 356 SUP5s125302,09011214102640%x3
31,685 SLV 843 SUP8m 42s145352,851113.5151012925%x3
43,994 SLV 1,997 SUP14m 54s167404,33321516113215%x3
59,465 SLV 4,732 SUP24m 24s187457,225216.517212357%x1.5
622,432 SLV 11,216 SUP38m 55s2095012,86421818213840%
753,163 SLV 26,582 SUP1h 1m2295523,860219.51922341
8125,997 SLV 62,998 SUP1h 35m24116045,303321203244
9298,613 SLV 149,306 SUP2h 27m26116587,115322.52132447
10707,712 SLV 353,856 SUP3h 46m281370168,650324223350
111,677,277 SLV 838,638 SUP5h 48m301375327,642325.52343553
123,975,146 SLV 1,987,573 SUP8h 54m321580637,677427244356

Every building tops out at level 12, and no building can be higher than its base's Headquarters.

Your first base pays less for its early levels: 100 / 40 / 25 / 15 / 7 / 40% of the standard price for its first 6 levels.

Landfall relief convoys multiply the first base's output by 3 / 3 / 3 / 3 / 1.5 for its first 5 Headquarters levels.

Buildings

Costs, build times and what each building does at every level. Prices shown are the standard price for any base.

Output grows 1.4 times per level, before multipliers, research and specialisation.

Defences and barriers gain 15% hp and damage per level after the first.

Economy

Headquarters

EconomyOne per base

The heart of the base. No other building can be a higher level than it.

  • Raises the level cap of every building
  • +5 command and storage that grows with each level
LvCostBuild time
1300 SLV 150 SUP2m
2711 SLV 356 SUP5s
31,685 SLV 843 SUP8m 42s
43,994 SLV 1,997 SUP14m 54s
59,465 SLV 4,732 SUP24m 24s
622,432 SLV 11,216 SUP38m 55s
753,163 SLV 26,582 SUP1h 1m
8125,997 SLV 62,998 SUP1h 35m
9298,613 SLV 149,306 SUP2h 27m
10707,712 SLV 353,856 SUP3h 46m
111,677,277 SLV 838,638 SUP5h 48m
123,975,146 SLV 1,987,573 SUP8h 54m

Fusion Reactor

Economy

Powers the grid. Every building draws power; drawing more than you make halves production.

  • +8 grid per level
  • Adjacent Supply Depots produce 20% more
LvCostBuild timeGrid
190 SLV 30 SUP5s+8
2213 SLV 71 SUP5s+16
3506 SLV 169 SUP1m 41s+24
41,198 SLV 399 SUP4m 10s+32
52,839 SLV 946 SUP7m 58s+40
66,730 SLV 2,243 SUP13m 46s+48
715,949 SLV 5,316 SUP22m 39s+56
837,799 SLV 12,600 SUP36m 15s+64
989,584 SLV 29,861 SUP57m 3s+72
10212,314 SLV 70,771 SUP1h 28m+80
11503,183 SLV 167,728 SUP2h 17m+88
121,192,544 SLV 397,515 SUP3h 32m+96

Salvage Rig

EconomyMakes SalvageBuilt on a wreck node

Strips metal and parts from a wreck node.

  • +1.2 salvage/min at level 1, x1.4 per level
  • Must sit on a wreck node
LvCostBuild timeOutput /mGrid
140 SLV 30 SUP5s1.22
295 SLV 71 SUP5s1.74
3225 SLV 169 SUP31s2.46
4532 SLV 399 SUP2m 22s3.38
51,262 SLV 946 SUP5m 13s4.610
62,991 SLV 2,243 SUP9m 35s6.512
77,088 SLV 5,316 SUP16m 14s914
816,800 SLV 12,600 SUP26m 26s12.616
939,815 SLV 29,861 SUP42m 3s17.718
1094,362 SLV 70,771 SUP1h 5m24.820
11223,637 SLV 167,728 SUP1h 42m34.722
12530,019 SLV 397,515 SUP2h 38m48.624

Scrapyard

Economy

Sorts salvage for nearby rigs.

  • Salvage Rigs on its four sides produce +10% at level 1 and +2.5% more per level after, rigs on its diagonals half that
  • A Rig gets at most +75% from Scrapyards combined
  • Put it in the middle of a cluster to boost several at once
LvCostBuild timeGridOutput
170 SLV 40 SUP5s1+10%
2166 SLV 95 SUP5s2+12.5%
3393 SLV 225 SUP1m 41s3+15%
4932 SLV 532 SUP4m 10s4+17.5%
52,208 SLV 1,262 SUP7m 58s5+20%
65,234 SLV 2,991 SUP13m 46s6+22.5%
712,405 SLV 7,088 SUP22m 39s7+25%
829,399 SLV 16,800 SUP36m 15s8+27.5%
969,676 SLV 39,815 SUP57m 3s9+30%
10165,133 SLV 94,362 SUP1h 28m10+32.5%
11391,365 SLV 223,637 SUP2h 17m11+35%
12927,534 SLV 530,019 SUP3h 32m12+37.5%

Supply Depot

EconomyMakes Supply

Fuel, rations and ammunition for your army.

  • +1.5 supply/min at level 1, x1.4 per level
  • Boosted by adjacent Reactors
LvCostBuild timeOutput /mGrid
160 SLV 20 SUP5s1.52
2142 SLV 47 SUP5s2.14
3337 SLV 112 SUP54s2.96
4799 SLV 266 SUP2m 58s4.18
51,893 SLV 631 SUP6m 8s5.810
64,486 SLV 1,495 SUP10m 58s8.112
710,633 SLV 3,544 SUP18m 23s11.314
825,199 SLV 8,400 SUP29m 43s15.816
959,723 SLV 19,908 SUP47m 3s22.118
10141,542 SLV 47,181 SUP1h 13m3120
11335,455 SLV 111,818 SUP1h 54m43.422
12795,029 SLV 265,010 SUP2h 56m60.724

Shard Extractor

EconomyMakes ShardNeeds Shard ContainmentBuilt on a shard vein

Mines crystallised fallout. Richer in deeper tiers.

  • +0.4 shard/min at level 1, x1.4 per level, +25% per world tier past the first
  • Must sit on a shard vein
LvCostBuild timeOutput /mGrid
1140 SLV 60 SUP1m0.43
2332 SLV 142 SUP3m 7s0.66
3786 SLV 337 SUP6m 22s0.89
41,864 SLV 799 SUP11m 20s1.112
54,417 SLV 1,893 SUP18m 55s1.515
610,468 SLV 4,486 SUP30m 32s2.218
724,810 SLV 10,633 SUP48m 19s321
858,799 SLV 25,199 SUP1h 15m4.224
9139,353 SLV 59,723 SUP1h 57m5.927
10330,265 SLV 141,542 SUP3h 0m8.330
11782,729 SLV 335,455 SUP4h 38m11.633
121,855,068 SLV 795,029 SUP7h 7m16.236

Containment Silo

EconomyNeeds Shard Containment

Stabilises raw shard.

  • Shard Extractors on its four sides produce +10% at level 1 and +2.5% more per level after, extractors on its diagonals half that
  • An Extractor gets at most +75% from Silos combined
LvCostBuild timeGridOutput
1100 SLV 50 SUP20s2+10%
2237 SLV 119 SUP2m 6s4+12.5%
3562 SLV 281 SUP4m 48s6+15%
41,331 SLV 666 SUP8m 56s8+17.5%
53,155 SLV 1,577 SUP15m 16s10+20%
67,477 SLV 3,739 SUP24m 57s12+22.5%
717,721 SLV 8,861 SUP39m 46s14+25%
841,999 SLV 20,999 SUP1h 2m16+27.5%
999,538 SLV 49,769 SUP1h 37m18+30%
10235,904 SLV 117,952 SUP2h 30m20+32.5%
11559,092 SLV 279,546 SUP3h 51m22+35%
121,325,049 SLV 662,524 SUP5h 55m24+37.5%

Xenology Wing

VRIEconomyNeeds Apex AutopsyOne per base

VRI research wing built around a preserved Apex.

  • This base produces 10% more of everything
LvCostBuild timeGrid
1600 SLV 300 SUP 120 SHD27m3
21,422 SLV 711 SUP 284 SHD42m 54s6
33,370 SLV 1,685 SUP 674 SHD1h 7m9
47,987 SLV 3,994 SUP 1,597 SHD1h 44m12
518,930 SLV 9,465 SUP 3,786 SHD2h 41m15
644,863 SLV 22,432 SUP 8,973 SHD4h 8m18
7106,326 SLV 53,163 SUP 21,265 SHD6h 21m21
8251,994 SLV 125,997 SUP 50,399 SHD9h 45m24
9597,225 SLV 298,613 SUP 119,445 SHD14h 57m27
101,415,423 SLV 707,712 SUP 283,085 SHD22h 55m30
113,354,553 SLV 1,677,277 SUP 670,911 SHD35h 5m33
127,950,292 SLV 3,975,146 SUP 1,590,058 SHD53h 43m36

Logistics

Warehouse

Logistics

Storage. Once stores are full, new production is lost, so spend or expand.

  • Storage for Salvage, Supply, Shard and Intel
  • Each level adds more than the last
LvCostBuild timeGridStorage
180 SLV 40 SUP5s1+400
2190 SLV 95 SUP5s2+1,180
3449 SLV 225 SUP1m 41s3+2,701
41,065 SLV 532 SUP4m 10s4+5,667
52,524 SLV 1,262 SUP7m 58s5+11,451
65,982 SLV 2,991 SUP13m 46s6+22,729
714,177 SLV 7,088 SUP22m 39s7+44,721
833,599 SLV 16,800 SUP36m 15s8+87,605
979,630 SLV 39,815 SUP57m 3s9+171,231
10188,723 SLV 94,362 SUP1h 28m10+334,300
11447,274 SLV 223,637 SUP2h 17m11+652,284
121,060,039 SLV 530,019 SUP3h 32m12+1,272,354

Quarters

Logistics

Bunks, mess and armoury. Your army size is limited by command.

  • +10 command per level
LvCostBuild timeGridCommand
170 SLV 50 SUP5s1+10
2166 SLV 119 SUP5s2+20
3393 SLV 281 SUP1m 41s3+30
4932 SLV 666 SUP4m 10s4+40
52,208 SLV 1,577 SUP7m 58s5+50
65,234 SLV 3,739 SUP13m 46s6+60
712,405 SLV 8,861 SUP22m 39s7+70
829,399 SLV 20,999 SUP36m 15s8+80
969,676 SLV 49,769 SUP57m 3s9+90
10165,133 SLV 117,952 SUP1h 28m10+100
11391,365 SLV 279,546 SUP2h 17m11+110
12927,534 SLV 662,524 SUP3h 32m12+120

Research Lab

LogisticsMakes IntelOne per command

Turns intel into breakthroughs. Its level decides how much of the tree you can ever learn.

  • +10 research points and +0.15 intel/min at level 1, x1.4 per level
  • Higher levels open deeper research rows
LvCostBuild timeOutput /mGridResearch pointsDeepest row open
1150 SLV 80 SUP1m0.23101
2356 SLV 190 SUP3m 7s0.26201
3843 SLV 449 SUP6m 22s0.39302
41,997 SLV 1,065 SUP11m 20s0.412402
54,732 SLV 2,524 SUP18m 55s0.615503
611,216 SLV 5,982 SUP30m 32s0.818603
726,582 SLV 14,177 SUP48m 19s1.121704
862,998 SLV 33,599 SUP1h 15m1.624804
9149,306 SLV 79,630 SUP1h 57m2.227905
10353,856 SLV 188,723 SUP3h 0m3.1301005
11838,638 SLV 447,274 SUP4h 38m4.3331106
121,987,573 SLV 1,060,039 SUP7h 7m6.1361206

Trade Post

LogisticsNeeds CaravansOne per command

Survivor caravans swap goods, at a price.

  • Lets you convert resources
  • Better rates per level
LvCostBuild timeGridTrade rate
1120 SLV 60 SUP20s233%
2284 SLV 142 SUP2m 6s435.5%
3674 SLV 337 SUP4m 48s637.9%
41,597 SLV 799 SUP8m 56s840.4%
53,786 SLV 1,893 SUP15m 16s1042.8%
68,973 SLV 4,486 SUP24m 57s1245.3%
721,265 SLV 10,633 SUP39m 46s1447.7%
850,399 SLV 25,199 SUP1h 2m1650.2%
9119,445 SLV 59,723 SUP1h 37m1852.6%
10283,085 SLV 141,542 SUP2h 30m2055.1%
11670,911 SLV 335,455 SUP3h 51m2257.5%
121,590,058 SLV 795,029 SUP5h 55m2460%

Military

Barracks

Military

Trains infantry, one at a time.

  • Unlocks infantry
  • Its level caps infantry upgrades and speeds training by 5% per level
LvCostBuild timeGridTraining speedUnit level cap
1100 SLV 60 SUP5s2+5%1
2237 SLV 142 SUP1m 35s4+10%2
3562 SLV 337 SUP4m 1s6+15%3
41,331 SLV 799 SUP7m 45s8+20%4
53,155 SLV 1,893 SUP13m 26s10+25%5
67,477 SLV 4,486 SUP22m 9s12+30%6
717,721 SLV 10,633 SUP35m 29s14+35%7
841,999 SLV 25,199 SUP55m 53s16+40%8
999,538 SLV 59,723 SUP1h 27m18+45%9
10235,904 SLV 141,542 SUP2h 14m20+50%10
11559,092 SLV 335,455 SUP3h 27m22+55%11
121,325,049 SLV 795,029 SUP5h 19m24+60%12

Motor Pool

MilitaryNeeds Motor Pool

Builds and maintains vehicles.

  • Unlocks vehicles
  • Its level caps vehicle upgrades and speeds production by 5% per level
LvCostBuild timeGridTraining speedUnit level cap
1220 SLV 120 SUP3m4+5%1
2521 SLV 284 SUP6m 11s8+10%2
31,236 SLV 674 SUP11m 3s12+15%3
42,929 SLV 1,597 SUP18m 29s16+20%4
56,941 SLV 3,786 SUP29m 53s20+25%5
616,450 SLV 8,973 SUP47m 18s24+30%6
738,986 SLV 21,265 SUP1h 13m28+35%7
892,398 SLV 50,399 SUP1h 54m32+40%8
9218,983 SLV 119,445 SUP2h 57m36+45%9
10518,989 SLV 283,085 SUP4h 32m40+50%10
111,230,003 SLV 670,911 SUP6h 58m44+55%11
122,915,107 SLV 1,590,058 SUP10h 42m48+60%12

Air Wing

MilitaryNeeds Aerospace

Hangars for aircraft, used as air strikes in battle.

  • Unlocks aircraft
  • Its level caps aircraft upgrades
LvCostBuild timeGridTraining speedUnit level cap
1300 SLV 150 SUP 60 SHD5m5+5%1
2711 SLV 356 SUP 142 SHD9m 14s10+10%2
31,685 SLV 843 SUP 337 SHD15m 44s15+15%3
43,994 SLV 1,997 SUP 799 SHD25m 39s20+20%4
59,465 SLV 4,732 SUP 1,893 SHD40m 50s25+25%5
622,432 SLV 11,216 SUP 4,486 SHD1h 4m30+30%6
753,163 SLV 26,582 SUP 10,633 SHD1h 39m35+35%7
8125,997 SLV 62,998 SUP 25,199 SHD2h 34m40+40%8
9298,613 SLV 149,306 SUP 59,723 SHD3h 57m45+45%9
10707,712 SLV 353,856 SUP 141,542 SHD6h 4m50+50%10
111,677,277 SLV 838,638 SUP 335,455 SHD9h 19m55+55%11
123,975,146 SLV 1,987,573 SUP 795,029 SHD14h 17m60+60%12

Field Hospital

MilitaryNeeds Field HospitalOne per base

Patches up the wounded after battles.

  • Recovers 6% of this base's units lost in battle per level (max 60%)
LvCostBuild timeGridLosses recovered
1110 SLV 90 SUP1m26%
2261 SLV 213 SUP3m 7s412%
3618 SLV 506 SUP6m 22s618%
41,464 SLV 1,198 SUP11m 20s824%
53,470 SLV 2,839 SUP18m 55s1030%
68,225 SLV 6,730 SUP30m 32s1236%
719,493 SLV 15,949 SUP48m 19s1442%
846,199 SLV 37,799 SUP1h 15m1648%
9109,491 SLV 89,584 SUP1h 57m1854%
10259,494 SLV 212,314 SUP3h 0m2060%
11615,001 SLV 503,183 SUP4h 38m2260%
121,457,553 SLV 1,192,544 SUP7h 7m2460%

Apex Shrine

Ashen ResistanceMilitaryNeeds Apex AutopsyOne per base

The Resistance bonds with the skull of an Apex. Troops who pass it fight like it.

  • Troops based here deal 15% more damage
LvCostBuild timeGrid
1600 SLV 300 SUP 120 SHD27m3
21,422 SLV 711 SUP 284 SHD42m 54s6
33,370 SLV 1,685 SUP 674 SHD1h 7m9
47,987 SLV 3,994 SUP 1,597 SHD1h 44m12
518,930 SLV 9,465 SUP 3,786 SHD2h 41m15
644,863 SLV 22,432 SUP 8,973 SHD4h 8m18
7106,326 SLV 53,163 SUP 21,265 SHD6h 21m21
8251,994 SLV 125,997 SUP 50,399 SHD9h 45m24
9597,225 SLV 298,613 SUP 119,445 SHD14h 57m27
101,415,423 SLV 707,712 SUP 283,085 SHD22h 55m30
113,354,553 SLV 1,677,277 SUP 670,911 SHD35h 5m33
127,950,292 SLV 3,975,146 SUP 1,590,058 SHD53h 43m36

Defence

Watchtower

DefenceNeeds Sentries

Spots raiders before they arrive.

  • -8% raid chance per level, +10% to defences when raided, and defences next to it get +1 range
LvCostBuild timeGridRaid chanceDefences when raidedSight
190 SLV 30 SUP5s1-8%+10%+1
2213 SLV 71 SUP5s2-16%+20%+2
3506 SLV 169 SUP1m 41s3-24%+30%+3
41,198 SLV 399 SUP4m 10s4-32%+40%+4
52,839 SLV 946 SUP7m 58s5-40%+50%+5
66,730 SLV 2,243 SUP13m 46s6-48%+60%+6
715,949 SLV 5,316 SUP22m 39s7-56%+70%+7
837,799 SLV 12,600 SUP36m 15s8-64%+80%+8
989,584 SLV 29,861 SUP57m 3s9-72%+90%+9
10212,314 SLV 70,771 SUP1h 28m10-80%+100%+10
11503,183 SLV 167,728 SUP2h 17m11-88%+110%+11
121,192,544 SLV 397,515 SUP3h 32m12-96%+120%+12

Autoturret

Defence

Automated gun emplacement. Fights raids for you.

  • Strong vs infantry
  • +15% hp and damage per level
LvCostBuild timeGridHPvs infvs vehvs structRange
190 SLV 30 SUP5s1409316
2213 SLV 71 SUP5s24610.43.51.26
3506 SLV 169 SUP1m 41s35211.73.91.36
41,198 SLV 399 SUP4m 10s45813.14.41.56
52,839 SLV 946 SUP7m 58s56414.44.81.66
66,730 SLV 2,243 SUP13m 46s67015.85.31.86
715,949 SLV 5,316 SUP22m 39s77617.15.71.96
837,799 SLV 12,600 SUP36m 15s88218.56.12.16
989,584 SLV 29,861 SUP57m 3s98819.86.62.26
10212,314 SLV 70,771 SUP1h 28m109421.272.36
11503,183 SLV 167,728 SUP2h 17m1110022.57.52.56
121,192,544 SLV 397,515 SUP3h 32m1210623.882.76

AT Launcher

DefenceNeeds Motor Pool

Anti-tank missile pod.

  • Strong vs vehicles
  • +15% hp and damage per level
LvCostBuild timeGridHPvs infvs vehvs structRange
1120 SLV 40 SUP5s15031117
2284 SLV 95 SUP1m 5s257.53.512.61.27
3674 SLV 225 SUP3m 15s3653.914.31.37
41,597 SLV 532 SUP6m 33s472.54.4161.57
53,786 SLV 1,262 SUP11m 37s5804.817.61.67
68,973 SLV 2,991 SUP19m 21s687.55.319.31.87
721,265 SLV 7,088 SUP31m 12s7955.720.91.97
850,399 SLV 16,800 SUP49m 20s81026.122.52.17
9119,445 SLV 39,815 SUP1h 17m91106.624.22.27
10283,085 SLV 94,362 SUP1h 59m10117725.82.37
11670,911 SLV 223,637 SUP3h 4m111257.527.52.57
121,590,058 SLV 530,019 SUP4h 43m12133829.22.77

Mortar Pit

DefenceNeeds Aerospace

Indirect fire that lands behind cover.

  • Long range, good vs infantry and structures
  • +15% hp and damage per level
LvCostBuild timeGridHPvs infvs vehvs structRange
1120 SLV 40 SUP 20 SHD20s2357369
2284 SLV 95 SUP 47 SHD2m 6s440.383.56.99
3674 SLV 225 SUP 112 SHD4m 48s645.59.13.97.89
41,597 SLV 532 SUP 266 SHD8m 56s850.810.24.48.79
53,786 SLV 1,262 SUP 631 SHD15m 16s105611.24.89.69
68,973 SLV 2,991 SUP 1,495 SHD24m 57s1261.312.35.310.59
721,265 SLV 7,088 SUP 3,544 SHD39m 46s1466.513.35.711.49
850,399 SLV 16,800 SUP 8,400 SHD1h 2m1671.814.36.112.39
9119,445 SLV 39,815 SUP 19,908 SHD1h 37m187715.46.613.29
10283,085 SLV 94,362 SUP 47,181 SHD2h 30m2082.216.4714.19
11670,911 SLV 223,637 SUP 111,818 SHD3h 51m2287.517.57.5159
121,590,058 SLV 530,019 SUP 265,010 SHD5h 55m2492.818.6815.99

Barrier

Defence

Concrete barrier.

  • Blocks raiders until they break it
  • Rotate to line barriers up
  • +15% hp per level
LvCostBuild timeHP
125 SLV5s60
259 SLV5s69
3140 SLV5s78
4333 SLV5s87
5789 SLV5s96
61,869 SLV5s105
74,430 SLV1m 17s114
810,500 SLV3m 33s123
924,884 SLV7m 1s132
1058,976 SLV12m 19s141
11139,773 SLV20m 26s150
12331,262 SLV32m 51s159

Gate

DefenceNeeds Sentries

Reinforced gate. Raiders must break it; your own troops pass through.

  • Blocks raiders with 3x the hit points of a Barrier
  • +15% hp per level
LvCostBuild timeHP
1120 SLV 40 SUP5s180
2284 SLV 95 SUP5s207
3674 SLV 225 SUP31s234
41,597 SLV 532 SUP2m 22s261
53,786 SLV 1,262 SUP5m 13s288
68,973 SLV 2,991 SUP9m 35s315
721,265 SLV 7,088 SUP16m 14s342
850,399 SLV 16,800 SUP26m 26s369
9119,445 SLV 39,815 SUP42m 3s396
10283,085 SLV 94,362 SUP1h 5m423
11670,911 SLV 223,637 SUP1h 42m450
121,590,058 SLV 530,019 SUP2h 38m477

Flak Battery

DefenceNeeds AerospaceTracking

Tracking guns that throw up a wall of flak.

  • Hits flying fauna without their evasion
  • Good vs vehicles
  • +15% hp and damage per level
LvCostBuild timeGridHPvs infvs vehvs structRange
1140 SLV 50 SUP 10 SHD40s2404717
2332 SLV 119 SUP 24 SHD2m 37s4464.681.27
3786 SLV 281 SUP 56 SHD5m 35s6525.29.11.37
41,864 SLV 666 SUP 133 SHD10m 8s8585.810.21.57
54,417 SLV 1,577 SUP 315 SHD17m 6s10646.411.21.67
610,468 SLV 3,739 SUP 748 SHD27m 45s1270712.31.87
724,810 SLV 8,861 SUP 1,772 SHD44m 2s14767.613.31.97
858,799 SLV 20,999 SUP 4,200 SHD1h 8m16828.214.32.17
9139,353 SLV 49,769 SUP 9,954 SHD1h 47m18888.815.42.27
10330,265 SLV 117,952 SUP 23,590 SHD2h 45m20949.416.42.37
11782,729 SLV 279,546 SUP 55,909 SHD4h 14m221001017.52.57
121,855,068 SLV 662,524 SUP 132,505 SHD6h 31m2410610.618.62.77

Spine Mortar

DefenceNeeds Quillback Autopsy

A launcher built from Quillback anatomy. Lobs barbed spines over cover.

  • Longest range of any defence, good vs infantry and structures
  • +15% hp and damage per level
LvCostBuild timeGridHPvs infvs vehvs structRange
1160 SLV 60 SUP 30 SHD1m 20s23572610
2379 SLV 142 SUP 71 SHD3m 38s440.382.36.910
3899 SLV 337 SUP 169 SHD7m 9s645.59.12.67.810
42,130 SLV 799 SUP 399 SHD12m 31s850.810.22.98.710
55,048 SLV 1,893 SUP 946 SHD20m 45s105611.23.29.610
611,964 SLV 4,486 SUP 2,243 SHD33m 20s1261.312.33.510.510
728,354 SLV 10,633 SUP 5,316 SHD52m 35s1466.513.33.811.410
867,198 SLV 25,199 SUP 12,600 SHD1h 22m1671.814.34.112.310
9159,260 SLV 59,723 SUP 29,861 SHD2h 7m187715.44.413.210
10377,446 SLV 141,542 SUP 70,771 SHD3h 16m2082.216.44.714.110
11894,548 SLV 335,455 SUP 167,728 SHD5h 1m2287.517.551510
122,120,078 SLV 795,029 SUP 397,515 SHD7h 43m2492.818.65.315.910

Aegis Projector

VRIDefenceNeeds Faction ArsenalOne per base

VRI shield emitter.

  • Defences in this base take 30% less damage
LvCostBuild timeGridHPvs infvs vehvs structRange
1260 SLV 100 SUP 60 SHD5m6600003
2616 SLV 237 SUP 142 SHD9m 14s12690003
31,460 SLV 562 SUP 337 SHD15m 44s18780003
43,461 SLV 1,331 SUP 799 SHD25m 39s24870003
58,203 SLV 3,155 SUP 1,893 SHD40m 50s30960003
619,441 SLV 7,477 SUP 4,486 SHD1h 4m361050003
746,075 SLV 17,721 SUP 10,633 SHD1h 39m421140003
8109,197 SLV 41,999 SUP 25,199 SHD2h 34m481230003
9258,798 SLV 99,538 SUP 59,723 SHD3h 57m541320003
10613,350 SLV 235,904 SUP 141,542 SHD6h 4m601410003
111,453,640 SLV 559,092 SUP 335,455 SHD9h 19m661500003
123,445,126 SLV 1,325,049 SUP 795,029 SHD14h 17m721590003

Shard Spire

Ashen ResistanceDefenceNeeds Faction Arsenal

Ashen crystal beam tower.

  • Long range, deadly to vehicles
  • +15% per level
LvCostBuild timeGridHPvs infvs vehvs structRange
1220 SLV 80 SUP 100 SHD5m64561649
2521 SLV 190 SUP 237 SHD9m 14s1251.76.918.44.69
31,236 SLV 449 SUP 562 SHD15m 44s1858.57.820.85.29
42,929 SLV 1,065 SUP 1,331 SHD25m 39s2465.38.723.25.89
56,941 SLV 2,524 SUP 3,155 SHD40m 50s30729.625.66.49
616,450 SLV 5,982 SUP 7,477 SHD1h 4m3678.810.52879
738,986 SLV 14,177 SUP 17,721 SHD1h 39m4285.511.430.47.69
892,398 SLV 33,599 SUP 41,999 SHD2h 34m4892.212.332.88.29
9218,983 SLV 79,630 SUP 99,538 SHD3h 57m549913.235.28.89
10518,989 SLV 188,723 SUP 235,904 SHD6h 4m6010614.137.69.49
111,230,003 SLV 447,274 SUP 559,092 SHD9h 19m661131540109
122,915,107 SLV 1,060,039 SUP 1,325,049 SHD14h 17m7211915.942.410.69

Units

Stats per unit level, before research, specialisation and talents. A base raises a unit type up to the level of the building that trains it.

Each unit level adds 12% hp and attack and 2 aim.

Unit upgrades start at 120 Salvage · 80 Supply and cost 2.37 times more each level.

Riflemen

infantryLine infantryFrom the BarracksCommand 1 each

Cheap, flexible line infantry.

Cost 5 SLV 20 SUPRange 6Move 5
LvHPvs infvs vehvs structAimSquadTrainingUpgrade to next level
11030.60.665658s120 SLV 80 SUP
2113.40.70.767655s284 SLV 190 SUP
3123.70.70.769653s674 SLV 449 SUP
4144.10.80.871650s1,597 SLV 1,065 SUP
5154.40.90.973748s3,786 SLV 2,524 SUP
6164.81175747s8,973 SLV 5,982 SUP
7175.21177745s21,265 SLV 14,177 SUP
8185.51.11.179743s50,399 SLV 33,599 SUP
9205.91.21.281742s119,445 SLV 79,630 SUP
10216.21.21.283840s283,085 SLV 188,723 SUP
11226.61.31.385839s670,911 SLV 447,274 SUP
122371.41.487838s

Breachers

infantryAnti-armourFrom the BarracksCommand 1 each

Launcher and demolition teams. Anti-armour, and they breach walls and bunkers.

Cost 15 SLV 30 SUPRange 6Move 4
LvHPvs infvs vehvs structAimSquadTrainingUpgrade to next level
191456261m 26s120 SLV 80 SUP
2101.14.55.66461m 22s284 SLV 190 SUP
3111.256.26661m 19s674 SLV 449 SUP
4121.45.46.86861m 15s1,597 SLV 1,065 SUP
5131.55.97.47071m 12s3,786 SLV 2,524 SUP
6141.66.487271m 10s8,973 SLV 5,982 SUP
7151.76.98.67471m 7s21,265 SLV 14,177 SUP
8171.87.49.27671m 5s50,399 SLV 33,599 SUP
91827.89.87871m 3s119,445 SLV 79,630 SUP
10192.18.310.48081m283,085 SLV 188,723 SUP
11202.28.81182859s670,911 SLV 447,274 SUP
12212.39.311.684857s

Outrider

vehicleFast flankerFrom the Motor PoolNeeds Motor PoolCommand 6 each

Fast armed buggy. Flanker.

Cost 80 SLV 80 SUPRange 6Move 8
LvHPvs infvs vehvs structAimSquadTrainingUpgrade to next level
152224360119m 3s120 SLV 80 SUP
25824.64.53.462118m 11s284 SLV 190 SUP
36427.353.764117m 24s674 SLV 449 SUP
47129.95.44.166116m 40s1,597 SLV 1,065 SUP
57732.65.94.468116m3,786 SLV 2,524 SUP
68335.26.44.870115m 24s8,973 SLV 5,982 SUP
78937.86.95.272114m 49s21,265 SLV 14,177 SUP
89640.57.45.574114m 18s50,399 SLV 33,599 SUP
910243.17.85.976113m 48s119,445 SLV 79,630 SUP
1010845.88.36.278113m 20s283,085 SLV 188,723 SUP
1111448.48.86.680112m 55s670,911 SLV 447,274 SUP
12121519.3782112m 30s

Aegis Guard

VRIinfantryShield wallFrom the BarracksNeeds Faction ArsenalCommand 1 each

VRI shield troopers. Tough and steady.

Cost 25 SLV 45 SUP 5 SHDRange 5Move 4
LvHPvs infvs vehvs structAimSquadTrainingUpgrade to next level
1163.51.51.57061m 55s120 SLV 80 SUP
2183.91.71.77261m 50s284 SLV 190 SUP
3204.31.91.97461m 45s674 SLV 449 SUP
4224.8227661m 40s1,597 SLV 1,065 SUP
5245.22.22.27871m 36s3,786 SLV 2,524 SUP
6265.62.42.48071m 33s8,973 SLV 5,982 SUP
72862.62.68271m 29s21,265 SLV 14,177 SUP
8296.42.82.88471m 26s50,399 SLV 33,599 SUP
9316.92.92.98671m 23s119,445 SLV 79,630 SUP
10337.33.13.18881m 20s283,085 SLV 188,723 SUP
11357.73.33.39081m 18s670,911 SLV 447,274 SUP
12378.13.53.59281m 15s

Paladin Tank

VRIvehicleMain battle tankFrom the Motor PoolNeeds Heavy ArmourCommand 6 each

VRI main battle tank.

Cost 280 SLV 220 SUP 30 SHDRange 7Move 4
LvHPvs infvs vehvs structAimSquadTrainingUpgrade to next level
113018403068138m 6s120 SLV 80 SUP
214620.244.833.670136m 22s284 SLV 190 SUP
316122.349.637.272134m 47s674 SLV 449 SUP
417724.554.440.874133m 20s1,597 SLV 1,065 SUP
519226.659.244.476132m3,786 SLV 2,524 SUP
620828.8644878130m 47s8,973 SLV 5,982 SUP
72243168.851.680129m 38s21,265 SLV 14,177 SUP
823933.173.655.282128m 35s50,399 SLV 33,599 SUP
925535.378.458.884127m 36s119,445 SLV 79,630 SUP
1027037.483.262.486126m 40s283,085 SLV 188,723 SUP
1128639.6886688125m 49s670,911 SLV 447,274 SUP
1230241.892.869.690125m

Hawk Gunship

VRIairFlyoverFrom the Air WingNeeds AerospaceCommand 4 each

VRI air support: gunships sweep a strip of the battlefield, firing on every hostile they pass and lighting it up for your squads. They fly above the fight and always come home.

  • Sweeps the full width of the field
  • More gunships widen the strip
  • An extra flyover at levels 6 and 12
Cost 80 SLV 120 SUP 30 SHDRange 0Move 0
LvHPvs infvs vehvs structAimSquadTrainingUpgrade to next level
124681070319m 3s120 SLV 80 SUP
2276.7911.272318m 11s284 SLV 190 SUP
3307.49.912.474317m 24s674 SLV 449 SUP
4338.210.913.676316m 40s1,597 SLV 1,065 SUP
5368.911.814.878316m3,786 SLV 2,524 SUP
6389.612.81680315m 24s8,973 SLV 5,982 SUP
74110.313.817.282314m 49s21,265 SLV 14,177 SUP
8441114.718.484314m 18s50,399 SLV 33,599 SUP
94711.815.719.686313m 48s119,445 SLV 79,630 SUP
105012.516.620.888313m 20s283,085 SLV 188,723 SUP
115313.217.62290312m 55s670,911 SLV 447,274 SUP
125613.918.623.292312m 30s

Sharpshooters

infantryLong-range marksmanFrom the BarracksNeeds Faction ArsenalCommand 1 eachHeavy rifle

Two-soldier heavy rifle teams. Deadly against infantry at long range, but fragile, and they need the whole turn to take a shot.

  • Fires at any foe another squad can see, if it has a clear line
  • Firing or overwatch takes both actions
Cost 25 SLV 60 SUP 10 SHDRange 10Move 4
LvHPvs infvs vehvs structAimSquadTrainingUpgrade to next level
181220.57822m 23s120 SLV 80 SUP
2913.42.20.68022m 17s284 SLV 190 SUP
31014.92.50.68222m 11s674 SLV 449 SUP
41116.32.70.78422m 5s1,597 SLV 1,065 SUP
51217.830.78632m3,786 SLV 2,524 SUP
61319.23.20.88831m 56s8,973 SLV 5,982 SUP
71420.63.40.99031m 52s21,265 SLV 14,177 SUP
81522.13.70.99231m 48s50,399 SLV 33,599 SUP
91623.53.919431m 44s119,445 SLV 79,630 SUP
1017254.219641m 40s283,085 SLV 188,723 SUP
111826.44.41.19841m 37s670,911 SLV 447,274 SUP
121927.84.61.210041m 34s

Shardblades

Ashen ResistanceinfantryClose assaultFrom the BarracksNeeds Faction ArsenalCommand 1 eachClose assault

Ashen close-assault zealots. Fast and lethal up close.

Cost 10 SLV 40 SUP 10 SHDRange 2Move 7
LvHPvs infvs vehvs structAimSquadTrainingUpgrade to next level
1126327561m 36s120 SLV 80 SUP
2136.73.42.27761m 31s284 SLV 190 SUP
3157.43.72.57961m 27s674 SLV 449 SUP
4168.24.12.78161m 24s1,597 SLV 1,065 SUP
5188.94.438371m 20s3,786 SLV 2,524 SUP
6199.64.83.28571m 17s8,973 SLV 5,982 SUP
72110.35.23.48771m 15s21,265 SLV 14,177 SUP
822115.53.78971m 12s50,399 SLV 33,599 SUP
92411.85.93.99171m 9s119,445 SLV 79,630 SUP
102512.56.24.29381m 7s283,085 SLV 188,723 SUP
112613.26.64.49581m 5s670,911 SLV 447,274 SUP
122813.974.69781m 3s

Pyre Walker

Ashen ResistancevehicleAssault walkerFrom the Motor PoolNeeds Heavy ArmourCommand 6 each

Ashen shard-beam walker.

Cost 220 SLV 200 SUP 60 SHDRange 6Move 5
LvHPvs infvs vehvs structAimSquadTrainingUpgrade to next level
110028322466134m 18s120 SLV 80 SUP
211231.435.826.968132m 44s284 SLV 190 SUP
312434.739.729.870131m 19s674 SLV 449 SUP
413638.143.532.672130m1,597 SLV 1,065 SUP
514841.447.435.574128m 48s3,786 SLV 2,524 SUP
616044.851.238.476127m 42s8,973 SLV 5,982 SUP
717248.25541.378126m 40s21,265 SLV 14,177 SUP
818451.558.944.280125m 43s50,399 SLV 33,599 SUP
919654.962.74782124m 50s119,445 SLV 79,630 SUP
1020858.266.649.984124m283,085 SLV 188,723 SUP
1122061.670.452.886123m 14s670,911 SLV 447,274 SUP
122326574.255.788122m 30s

Glider Drones

VRIvehicleFlying reconFrom the Motor PoolNeeds Brood Flyer AutopsyCommand 6 eachFlies

VRI recon drones built on Brood Flyer wing studies. They fly over cover and are hard to hit without tracking.

Cost 120 SLV 140 SUP 40 SHDRange 5Move 9
LvHPvs infvs vehvs structAimSquadTrainingUpgrade to next level
1441812866122m 14s120 SLV 80 SUP
24920.213.4968121m 13s284 SLV 190 SUP
35522.314.99.970120m 18s674 SLV 449 SUP
46024.516.310.972119m 27s1,597 SLV 1,065 SUP
56526.617.811.874118m 40s3,786 SLV 2,524 SUP
67028.819.212.876117m 57s8,973 SLV 5,982 SUP
7763120.613.878117m 18s21,265 SLV 14,177 SUP
88133.122.114.780116m 41s50,399 SLV 33,599 SUP
98635.323.515.782116m 6s119,445 SLV 79,630 SUP
109237.42516.684115m 34s283,085 SLV 188,723 SUP
119739.626.417.686115m 4s670,911 SLV 447,274 SUP
1210241.827.818.688114m 35s

Bonded Flyer

Ashen ResistancevehicleFlying assaultFrom the Motor PoolNeeds Brood Flyer AutopsyCommand 6 eachFlies

A shard-touched Brood Flyer, bonded to an Ashen rider.

Cost 100 SLV 180 SUP 70 SHDRange 3Move 8
LvHPvs infvs vehvs structAimSquadTrainingUpgrade to next level
18024161268125m 24s120 SLV 80 SUP
29026.917.913.470124m 15s284 SLV 190 SUP
39929.819.814.972123m 12s674 SLV 449 SUP
410932.621.816.374122m 14s1,597 SLV 1,065 SUP
511835.523.717.876121m 20s3,786 SLV 2,524 SUP
612838.425.619.278120m 31s8,973 SLV 5,982 SUP
713841.327.520.680119m 46s21,265 SLV 14,177 SUP
814744.229.422.182119m 3s50,399 SLV 33,599 SUP
91574731.423.584118m 24s119,445 SLV 79,630 SUP
1016649.933.32586117m 47s283,085 SLV 188,723 SUP
1117652.835.226.488117m 13s670,911 SLV 447,274 SUP
1218655.737.127.890116m 40s

Locust Swarm

Ashen ResistanceairAir strikeFrom the Air WingNeeds AerospaceCommand 4 each

Ashen air support: a drone swarm that falls on its target and tears up the cover there. It does not choose sides, so keep your squads clear. The swarm flies above the fight and always comes home.

  • Strikes a 5x5 area
  • More drones hit harder
  • An extra strike at levels 6 and 12
Cost 60 SLV 100 SUP 40 SHDRange 0Move 0
LvHPvs infvs vehvs structAimSquadTrainingUpgrade to next level
11895872317m 28s120 SLV 80 SUP
22010.15.6974316m 40s284 SLV 190 SUP
32211.26.29.976315m 57s674 SLV 449 SUP
42412.26.810.978315m 17s1,597 SLV 1,065 SUP
52713.37.411.880314m 40s3,786 SLV 2,524 SUP
62914.4812.882314m 7s8,973 SLV 5,982 SUP
73115.58.613.884313m 35s21,265 SLV 14,177 SUP
83316.69.214.786313m 6s50,399 SLV 33,599 SUP
93517.69.815.788312m 39s119,445 SLV 79,630 SUP
103718.710.416.690312m 14s283,085 SLV 188,723 SUP
114019.81117.692311m 50s670,911 SLV 447,274 SUP
124220.911.618.694311m 28s

Veterancy

Each unit type earns experience from the damage it deals. Every rank opens a choice of two talents, paid for in Intel.

RankXPIntel
140020
22,00050
310,000120
450,000300
5200,000700

Talents marked in field trials are shown in the tree but cannot be picked yet.

Riflemen

RankFirst choiceSecond choice
1
Frag Grenade A grenade for troops: a sure hit that ignores cover and wrecks it. Grenades per battle +1
Steady Aim Sharper shooting from a squad that holds its ground. +10 aim when it has not moved
2
Fire Team Another rifle in every squad. +1 per squad
Hardened Veterans shrug off wounds that drop recruits. +15% health
3
Suppressing Fire Pin a target down: it aims worse and cannot hold overwatch. In field trials
Second Grenade Another grenade per battle. Grenades per battle +1
4
Covering Fire Overwatch shots lose no aim. In field trials
Run and Gun Once a battle, fire after a dash. In field trials
5
Veteran Core Old hands who hit what they aim at. +10 aim
Rally Once a battle, every squad in sight gets an extra action. In field trials

Breachers

RankFirst choiceSecond choice
1
Breaching Charge Blow a wall, bunker side or cover next to the squad, and stun what stood behind it. In field trials
Shaped Charges Warheads made to punch through armour. +20% vs vehicles
2
Blast Padding Half damage from explosions and acid. In field trials
Long Tubes Launchers that reach further. +1 range
3
Demolitions Walls and bunkers come down far faster. +100% vs structures
Tank Hunters Trained to find the weak plates on a vehicle. In field trials
4
Second Charge Another breaching charge per battle. In field trials
Rocket Barrage Once a battle, a volley that hits a whole area. In field trials
5
Sappers Ladders and trenches cost them no extra move. In field trials
Armour Piercing Vehicle armour does nothing against them. In field trials

Sharpshooters

RankFirst choiceSecond choice
1
Focused Aim Once a battle, a slow, steady shot with far better aim that always strikes deep when it hits. Focused shots per battle +1
Spotter A second pair of eyes on a long scope. +2 sight
2
Quickdraw Fire after moving, with worse aim. In field trials
Hollow Points Rounds made for soft targets. +25% vs infantry
3
Deadeye Shots taken on another squad's sighting lose half as much aim. In field trials
Ghillie Hard to see from afar while the team holds still. In field trials
4
Second Focus Another focused shot per battle. Focused shots per battle +1
Kill Zone Overwatch shots can strike deep. In field trials
5
Double Tap Once a battle, two shots in one turn. In field trials
Executioner Far deadlier against a squad already bleeding. In field trials

Aegis Guard

VRI
RankFirst choiceSecond choice
1
Field Medkit Patch up this squad or one beside it, and bring fallen troops back to their feet. Medkits per battle +2
Shield Wall Squads close behind the Guard fight from half cover. In field trials
2
Stimpacks A squad beside the Guard moves further this turn. In field trials
Heavy Plate Thicker armour plating. +20% health
3
Extra Medkit Another medkit per battle. Medkits per battle +1
Bulwark Half damage while hunkered down. In field trials
4
Triage Medkits heal more. In field trials
Taunt Once a battle, nearby hostiles must turn their guns on the Guard. In field trials
5
Last Stand Once a battle, the squad survives a killing blow. In field trials
Aegis Field Once a battle, squads around the Guard take half damage until its next turn. In field trials

Shardblades

Ashen Resistance
RankFirst choiceSecond choice
1
Lunge Once a battle, a long charge that never misses. In field trials
Smoke Bombs A cloud of smoke that hides everyone in it from gunfire. In field trials
2
Fleet Lighter kit, longer strides. +1 move
Hit and Run Move again after a kill. In field trials
3
Bleed Wounds that keep hurting for a few turns. In field trials
Evasion Hard to catch on overwatch. In field trials
4
Second Smoke Another smoke bomb per battle. In field trials
Second Lunge Another lunge per battle. In field trials
5
Whirlwind Once a battle, strike every hostile within reach. In field trials
Ghost Unseen in cover until it strikes. In field trials

Outrider

RankFirst choiceSecond choice
1
Smoke Launcher Lay a smoke screen once a battle. In field trials
Ram Drive through low cover and flatten it. In field trials
2
Recon Optics Better optics on the roll cage. +3 sight
Reinforced Frame A heavier chassis. +20% health
3
Hit and Fade Move after firing. In field trials
Mounted Gunner A gunner trained to pick off infantry. In field trials
4
Nitro Once a battle, double move. In field trials
Spotting Lamp Hostiles it sees are easier for everyone to hit. In field trials
5
Field Repair Once a battle, the crew patches the hull. In field trials
Escort Squads riding close aim better. In field trials

Paladin Tank

VRI
RankFirst choiceSecond choice
1
Main Gun Shell Once a battle, a shell that hits an area and wrecks cover. In field trials
Reactive Armour Armour that also blunts anti-armour weapons. In field trials
2
Field Repair Once a battle, the crew patches the hull. In field trials
Coax Gun A machine gun beside the main weapon. +50% vs infantry
3
Shield Projector A squad beside it takes half damage. In field trials
Treads Better drive and tracks. +1 move
4
Second Shell Another main gun shell per battle. In field trials
Hull Down Low cover counts as full cover. In field trials
5
Siege Mode Further and truer shots while it stays put. In field trials
Juggernaut Built to soak up punishment. +30% health

Pyre Walker

Ashen Resistance
RankFirst choiceSecond choice
1
Main Gun Shell Once a battle, a shell that hits an area and wrecks cover. In field trials
Reactive Armour Armour that also blunts anti-armour weapons. In field trials
2
Field Repair Once a battle, the crew patches the hull. In field trials
Coax Gun A machine gun beside the main weapon. +50% vs infantry
3
Napalm Shells leave ground that burns for a few turns. In field trials
Treads Better drive and tracks. +1 move
4
Second Shell Another main gun shell per battle. In field trials
Hull Down Low cover counts as full cover. In field trials
5
Siege Mode Further and truer shots while it stays put. In field trials
Juggernaut Built to soak up punishment. +30% health

Research

Research costs resources and research points. Research points come from the Research Lab and cap how much one Commander can learn in a season, so choose a path.

The Research Lab gives 10 research points per level, so a Commander has at most 120 at Lab level 12.

Shelving a finished project returns its points after 1 / 4 / 12 / 24 / 48 / 72 hours, by row.

Campaign

Campaign
NameEffectsCostRPResearch timeLab levelRequires
Forward Operations Milestone A second base, and Tier 2 clearance40,000 SLV 30,000 SUP 3,000 INT 15 CP
Headquarters 8
7h 57m
Fracture Survey Milestone Tier 3 clearance: richer shard, tougher outposts120,000 SLV 90,000 SUP 10,000 INT 60 CP
Headquarters 9
15h 57mForward Operations
Deep Expansion Milestone A third base, and Tier 4 clearance500,000 SLV 350,000 SUP 20,000 SHD 40,000 INT 200 CP
Headquarters 11
23h 57mFracture Survey

Economy

Production, power, construction and storage. The engine behind everything else.

NameEffectsCostRPResearch timeLab levelRequires
Salvage Sorting Bonus +10% salvage25 INT 15s1
Ration Packing Bonus +10% supply25 INT 15s1
Load Balancing Bonus +15% grid from Reactors25 INT 15s1
Bonded Storage Bonus +20% storage25 INT 15s1
Scrap Lines Major +15% salvage120 INT 222m3Salvage Sorting
Field Kitchens Major +15% supply120 INT 222m3Ration Packing
Shard Containment Unlock Unlocks the Shard Extractor and Containment Silo: your first Shard income155 INT 327m3Salvage Sorting
Quickcrete Bonus +10% construction speed70 INT 19m 30s3Load Balancing
Stacked Containers Bonus +20% storage70 INT 19m 30s3Bonded Storage
Deep Salvage Major +20% salvage, +10% supply350 INT 10 CP 32h 57m5Scrap Lines
Hydroponics Bonus +10% supply210 INT 6 CP 21h 27m5Field Kitchens
Shard Refining Bonus +15% shard210 INT 6 CP 21h 27m5Shard Containment
Prefabrication Major +15% construction speed350 INT 10 CP 32h 57m5Quickcrete
Vaults Bonus +20% storage210 INT 6 CP 21h 27m5Stacked Containers
Prospecting Charter Milestone +1 collector slot in every base560 INT 16 CP 54h 27m5
Mag Rails Bonus +10% salvage540 INT 18 CP 22h 57m7Deep Salvage
Total Reclamation Major +10% salvage, supply and shard900 INT 30 CP 35h 57m7Hydroponics, Deep Salvage
Resonators Bonus +20% shard540 INT 18 CP 22h 57m7Shard Refining
Fusion Cores Major +30% grid from Reactors900 INT 30 CP 35h 57m7Prefabrication
Autofabs Bonus +10% construction speed540 INT 18 CP 22h 57m7Prefabrication, Vaults
Strip Mining Major +25% salvage2,200 INT 80 CP 411h 57m9Mag Rails
Agri-Domes Major +25% supply2,200 INT 80 CP 411h 57m9Total Reclamation
Shard Resonance Major +40% shard2,200 INT 80 CP 411h 57m9Resonators
Arcology Milestone +4 building slots in every base240 SHD 3,520 INT 128 CP 617h 57m9Fusion Cores, Autofabs
Deep Vaults Major +40% storage2,200 INT 80 CP 411h 57m9Autofabs
Orbital Salvage Major +30% salvage5,000 INT 180 CP 419h 57m11Strip Mining
World Engine Milestone +25% to all production480 SHD 8,000 INT 288 CP 629h 57m11Agri-Domes, Strip Mining
Shard Heart Major +60% shard5,000 INT 180 CP 419h 57m11Shard Resonance
Nano-Assembly Major +25% construction speed5,000 INT 180 CP 419h 57m11Arcology
Strategic Reserve Major +50% storage5,000 INT 180 CP 419h 57m11Deep Vaults

Trade and Logistics

Better trades, more queues, cheaper armies, faster training and recovery.

NameEffectsCostRPResearch timeLab levelRequires
Caravans Unlock Unlocks the Trade Post: swap what you have too much of for what you need50 INT 33m1
Construction Crews Major +1 build queue slot in every base40 INT 22m1
Field Hospital Unlock Unlocks the Field Hospital: recover part of your battle losses50 INT 33m1
Field Logistics Bonus -10% army upkeep25 INT 15s1
Barter Bonus +4% trade rate70 INT 19m 30s3Caravans
Rapid Mobilisation Major Units train 25% faster120 INT 222m3Construction Crews
Triage Bonus Field Hospitals recover 10% more70 INT 19m 30s3Field Hospital
Ration Discipline Bonus -10% army upkeep70 INT 19m 30s3Field Logistics
Barrack Blocks Bonus +10% command70 INT 19m 30s3Field Logistics
Brokers Major +6% trade rate350 INT 10 CP 32h 57m5Barter
Convoys Bonus +20% storage210 INT 6 CP 21h 27m5Rapid Mobilisation
Field Medicine Major Field Hospitals recover 20% more350 INT 10 CP 32h 57m5Triage
Mess Halls Bonus -10% army upkeep210 INT 6 CP 21h 27m5Ration Discipline
Officer Cadres Major +10% command350 INT 10 CP 32h 57m5Barrack Blocks
Black Market Major +6% trade rate900 INT 30 CP 35h 57m7Brokers
Second Shift Major +1 build queue slot in every base900 INT 30 CP 35h 57m7Convoys
Combat Medics Bonus Field Hospitals recover 15% more540 INT 18 CP 22h 57m7Field Medicine
Drill Sergeants Bonus Units train 15% faster540 INT 18 CP 22h 57m7Mess Halls, Rapid Mobilisation
Logistics Hub Major +15% command900 INT 30 CP 35h 57m7Officer Cadres
Trade Empire Major +8% trade rate and +20% storage2,200 INT 80 CP 411h 57m9Black Market
Parallel Labs Major +1 research queue slot2,200 INT 80 CP 411h 57m9Second Shift
Regeneration Tanks Major Field Hospitals recover 20% more2,200 INT 80 CP 411h 57m9Combat Medics
Conscription Milestone +25% command3,520 INT 128 CP 617h 57m9Logistics Hub
Cartel Major +10% trade rate5,000 INT 180 CP 419h 57m11Trade Empire
Third Shift Major +1 build queue slot in every base5,000 INT 180 CP 419h 57m11Parallel Labs
Rapid Recovery Major Field Hospitals recover 25% more5,000 INT 180 CP 419h 57m11Regeneration Tanks
Supply Chain Mastery Milestone -30% army upkeep and units train 20% faster8,000 INT 288 CP 629h 57m11Drill Sergeants, Conscription

Military

New units and defences, and stronger troops. The way to new troop types.

NameEffectsCostRPResearch timeLab levelRequires
Combat Drills Major +10% infantry hp and attack40 INT 22m1
Sentries Unlock Unlocks the Watchtower: fewer raids and stronger defences50 INT 33m1
Scrounging Bonus +10% infantry hp25 INT 15s1
Breaching Kits Major +15% infantry attack120 INT 222m3Combat Drills
Motor Pool Unlock Unlocks the Motor Pool, Outrider buggies and the AT Launcher155 INT 327m3Combat Drills
Field Command Major
Squad leaders trained to coordinate a wider front.
+1 squad in battles you command120 INT 222m3Combat Drills
Fortifications Bonus +15% defence hp70 INT 19m 30s3Sentries
Doctrine Study Bonus +5% attack for every unit type70 INT 19m 30s3Scrounging
Faction Arsenal Unlock Unlocks your faction elite infantry, Sharpshooters and your faction defence455 INT 13 CP 43h 33m5Breaching Kits, Shard Containment
Composite Plating Bonus +10% vehicle hp210 INT 6 CP 21h 27m5Motor Pool
Command Staff Major
A forward staff to run a larger engagement.
+1 squad in battles you command350 INT 10 CP 32h 57m5Field Command
Hardened Emplacements Bonus +15% defence hp210 INT 6 CP 21h 27m5Fortifications
Hardpoints Major +20% defence attack350 INT 10 CP 32h 57m5Fortifications
Veteran Cadre Major +1 infantry move, +10% infantry hp900 INT 30 CP 35h 57m7Faction Arsenal
Heavy Armour Unlock Unlocks your faction heavy vehicle78 SHD 1,170 INT 39 CP 47h 9m7Composite Plating, Faction Arsenal
Aerospace Unlock Unlocks the Air Wing, Mortar Pit, Flak Battery and faction aircraft78 SHD 1,170 INT 39 CP 47h 9m7Faction Arsenal
Gun Laying Bonus +15% defence attack540 INT 18 CP 22h 57m7Hardened Emplacements, Hardpoints
Tank Hunters Bonus +15% vehicle attack540 INT 18 CP 22h 57m7Composite Plating
Elite Infantry Major +15% infantry hp and attack2,200 INT 80 CP 411h 57m9Veteran Cadre
Reactive Armour Major +20% vehicle hp2,200 INT 80 CP 411h 57m9Heavy Armour
Close Air Support Major +40% air strike damage2,200 INT 80 CP 411h 57m9Aerospace
Bastion Major +30% defence hp2,200 INT 80 CP 411h 57m9Gun Laying
Combined Arms Bonus +10% infantry and vehicle attack1,320 INT 48 CP 35h 57m9Tank Hunters, Veteran Cadre
Super Soldiers Major +20% infantry hp5,000 INT 180 CP 419h 57m11Elite Infantry
War Machine Milestone +20% hp and attack for every unit type480 SHD 8,000 INT 288 CP 629h 57m11Reactive Armour, Elite Infantry
Air Superiority Major +40% air strike damage5,000 INT 180 CP 419h 57m11Close Air Support
Citadel Major +25% defence hp and attack5,000 INT 180 CP 419h 57m11Bastion
Total War Major +15% attack for every unit type5,000 INT 180 CP 419h 57m11Combined Arms

Expansion and Intel

New bases and tiers, Intel, research speed, and fewer raids.

NameEffectsCostRPResearch timeLab levelRequires
Signals Intercept Unlock Unlocks the Intel Uplink · Intel pays for all research, so this is where it starts50 INT 33m1
Lab Protocols Bonus +10% research speed25 INT 15s1
Scouts Bonus -10% raid chance and +20% sight25 INT 15s1
Surveyors Bonus +15% to the bonus collectors give their base, and +15% sight70 INT 19m 30s3Signals Intercept
Decryption Major +20% intel120 INT 222m3Signals Intercept
Peer Review Bonus +10% research speed70 INT 19m 30s3Lab Protocols
Early Warning Bonus -10% raid chance70 INT 19m 30s3Scouts
Data Mining Bonus +15% intel210 INT 6 CP 21h 27m5Decryption
Field Labs Major +15% research speed350 INT 10 CP 32h 57m5Peer Review
Patrols Major -15% raid chance and +25% sight350 INT 10 CP 32h 57m5Early Warning
Outpost Doctrine Major +2 building slots in every base900 INT 30 CP 35h 57m7Forward Operations, Data Mining
Quantum Relay Major +25% intel900 INT 30 CP 35h 57m7Data Mining, Field Labs
Counter-Intelligence Bonus -10% raid chance540 INT 18 CP 22h 57m7Patrols
Listening Posts Bonus +15% intel1,320 INT 48 CP 35h 57m9Quantum Relay
Think Tank Major +20% research speed2,200 INT 80 CP 411h 57m9Quantum Relay
Deterrence Major -20% raid chance2,200 INT 80 CP 411h 57m9Counter-Intelligence
Oracle Network Milestone +40% intel and +1 research queue slot480 SHD 8,000 INT 288 CP 629h 57m11Quantum Relay
Singularity Lab Major +25% research speed5,000 INT 180 CP 419h 57m11Think Tank
Fortress World Major -25% raid chance5,000 INT 180 CP 419h 57m11Deterrence

Xenobiology

Autopsies on the fauna you kill. They cost specimens and a little Intel, never research points.

NameEffectsCostRPResearch timeLab levelRequires
Skitter Autopsy Major Chitin Plating: your infantry take 10% less damage from melee150 INT
30 Skitters
057m
Maulback Autopsy Major Hide Weave: +10% vehicle hp300 INT
6 Maulback
01h 57m
Spitter Autopsy Major Acid-proof Coatings: acid no longer strips the cover your squads shelter behind300 INT
15 Spitters
01h 57m
Quillback Autopsy Unlock Unlocks the Spine Mortar, a defence that lobs barbed spines over cover600 INT
6 Quillback
03h 57m
Glider Autopsy Major Tracking Rounds: your infantry track flyers, so they hit them without the evasion penalty400 INT
12 Gliders
02h 57m
Brood Flyer Autopsy Unlock Unlocks your faction flyer: VRI Glider Drones, or the Ashen Bonded Flyer1,200 INT
4 Brood Flyer
07h 57m
Nest Autopsy Major Bait Lures: drive a fauna pack into one raider outpost before you attack it, taking out 25% of its troops · One camp at a time: the next lure is ready 12h later500 INT
3 Nest
02h 57m
Apex Autopsy Milestone Unlocks your faction trophy: the VRI Xenology Wing (+10% production in its base) or the Ashen Apex Shrine (+15% damage for its troops)3,000 INT
1 Apex
011h 57m

Specialisations

Each base commits to one role and picks one of two perks at each tier as its Headquarters grows.

Perk tiers open at Headquarters 3 / 5 / 7 / 9 / 11. The first choice of specialisation is free.

Bastion

Defence

A fortress. Defences hit harder and last longer, raids get less. Good for frontline bases in dangerous regions.

HeadquartersFirst choiceSecond choice
3Reinforced Emplacements +20% defence hp.Layered Barriers +60% Barrier and Gate hp.
5Rangefinders Defences +1 range.Field Engineers -50% repair time; raids steal half as much.
7Killing Fields +25% defence damage.Deterrence -30% raid chance.
9Hold Fast Garrison +30% hp when defending.Spotter Network Watchtowers reach one tile further.
11Prefab Bunkers Defences and barriers cost 30% less.Commanding Heights High ground bonus doubled.

Warhost

Troops

A staging ground. Trains faster, fields more, hits harder and marches further. Good for the base you attack from.

HeadquartersFirst choiceSecond choice
3Drill Yards +25% training speed.Field Kitchens -20% upkeep for troops based here.
5Muster +20% command.Assault Doctrine +15% infantry attack.
7Armour School +15% vehicle hp and attack.Staff Officers +1 march slot.
9Veterans +1 unit level cap for troops from here.Forced March +25% travel speed.
11Elite Host +15% hp and attack for every unit based here.Medevac +20% of losses recovered.

Foundry

Industry

An industrial hub. More output, faster and cheaper building, more room. The engine behind your other bases.

HeadquartersFirst choiceSecond choice
3Smelters +15% salvage here.Ration Lines +15% supply here.
5Crane Crews +20% build speed here.Zoning +2 building slots.
7Shard Refinery +25% shard here.Grid Tie-in +25% grid here.
9Depots +25% storage (all bases).Standard Parts Buildings here cost 15% less.
11Full Automation +20% all production here.Night Shift +1 build queue slot here.

Relay

Intel and logistics

A command and signals hub. More intel, faster research, cheaper and faster marches, better trade.

HeadquartersFirst choiceSecond choice
3Listening Post +25% intel here.Analysts +10% research speed (all).
5Brokers +10% trade rate (all).Supply Lines Marches from here cost 30% less supply.
7Early Warning -20% raid chance here.Convoy Routes +30% travel speed from here.
9Codebreakers +40% intel here.Dispatch +1 march slot.
11Think Tank +20% research speed (all).Parallel Projects +1 research queue slot (all).

Change cost

HeadquartersChange cost
1120 SLV 72 SUP
2240 SLV 144 SUP
3480 SLV 288 SUP
4960 SLV 576 SUP
51,920 SLV 1,152 SUP
63,840 SLV 2,304 SUP
77,680 SLV 4,608 SUP
815,360 SLV 9,216 SUP
930,720 SLV 18,432 SUP
1061,440 SLV 36,864 SUP
11122,880 SLV 73,728 SUP
12245,760 SLV 147,456 SUP

World tiers

The world is a set of rings around the Fall Site. Each tier inward pays more and fights harder.

TierNameOutpost levelsRoomsLink bonusCollector turrets
1Outer Wastes1 to 105+5%1
2Scrublands3 to 146+7.5%1
3Fracture Zone5 to 207+10%2
4Shardlands7 to 248+12.5%2
5The Core9 to 408+15%2

The Core opens to every Commander on season day 60. Earlier tiers open through the Campaign.

Resource sites

Wreck Fields, Settlements, Shard Veins and Archives. Clear the fauna, then raise a collector linked to a base for steady output.

Collector slots open at Headquarters 2 / 5 / 8 / 11.

Clearing a resource site gives 50% of the Conquest an outpost would.

An overrun collector left uncleared for 48 hours is destroyed.

Wreck Field

Makes Salvage

Crashed hulks from the Fall, and the fauna nesting in them. Clear it and raise a collector for steady salvage.

TierPoor /mStandard /mRich /mCollector costFauna level
1 Outer Wastes0.5 to 0.90.6 to 1.20.9 to 1.8300 SLV 200 SUP to 600 SLV 400 SUP1 to 3
2 Scrublands0.9 to 5.41.2 to 7.21.8 to 10.8600 SLV 400 SUP to 3,600 SLV 2,400 SUP3 to 5
3 Fracture Zone5.4 to 17.57.2 to 23.410.8 to 35.13,600 SLV 2,400 SUP to 11,700 SLV 7,800 SUP5 to 7
4 Shardlands17.5 to 3223.4 to 42.635.1 to 63.911,700 SLV 7,800 SUP to 21,300 SLV 14,200 SUP7 to 9
5 The Core3242.663.921,300 SLV 14,200 SUP9 to 11

Settlement

Makes Supply

Survivors under siege by fauna. Clear the siege and raise a collector: they trade supply for protection.

TierPoor /mStandard /mRich /mCollector costFauna level
1 Outer Wastes0.3 to 0.50.4 to 0.70.5 to 1300 SLV 200 SUP to 600 SLV 400 SUP1 to 3
2 Scrublands0.5 to 3.10.7 to 4.21 to 6.3600 SLV 400 SUP to 3,600 SLV 2,400 SUP3 to 5
3 Fracture Zone3.1 to 10.24.2 to 13.66.3 to 20.53,600 SLV 2,400 SUP to 11,700 SLV 7,800 SUP5 to 7
4 Shardlands10.2 to 18.613.6 to 24.820.5 to 37.311,700 SLV 7,800 SUP to 21,300 SLV 14,200 SUP7 to 9
5 The Core18.624.837.321,300 SLV 14,200 SUP9 to 11

Shard Vein

Makes Shard

Exposed fallout crystal. Flying fauna roost on it. Clear it and raise a collector for steady shard.

TierPoor /mStandard /mRich /mCollector costFauna level
1 Outer Wastes0.1 to 0.20.2 to 0.30.2 to 0.5300 SLV 200 SUP to 600 SLV 400 SUP1 to 3
2 Scrublands0.2 to 1.30.3 to 1.80.5 to 2.7600 SLV 400 SUP to 3,600 SLV 2,400 SUP3 to 5
3 Fracture Zone1.3 to 4.41.8 to 5.82.7 to 8.83,600 SLV 2,400 SUP to 11,700 SLV 7,800 SUP5 to 7
4 Shardlands4.4 to 85.8 to 10.78.8 to 1611,700 SLV 7,800 SUP to 21,300 SLV 14,200 SUP7 to 9
5 The Core810.71621,300 SLV 14,200 SUP9 to 11

Archive

Makes Intel

Pre-Fall data vault, overgrown with nests. Clear it and raise a collector for steady intel.

TierPoor /mStandard /mRich /mCollector costFauna level
1 Outer Wastes0 to 0.10.10.1 to 0.2300 SLV 200 SUP to 600 SLV 400 SUP1 to 3
2 Scrublands0.1 to 0.50.1 to 0.70.2 to 1.1600 SLV 400 SUP to 3,600 SLV 2,400 SUP3 to 5
3 Fracture Zone0.5 to 1.80.7 to 2.31.1 to 3.53,600 SLV 2,400 SUP to 11,700 SLV 7,800 SUP5 to 7
4 Shardlands1.8 to 3.22.3 to 4.33.5 to 6.411,700 SLV 7,800 SUP to 21,300 SLV 14,200 SUP7 to 9
5 The Core3.24.36.421,300 SLV 14,200 SUP9 to 11

Hostile Outposts

Camps dig in around every base, matched to the force that base can field. Clearing one pays loot and Conquest.

Up to 3 outposts dig in around each base, a new one every 12 minutes while below that.

Conquest for clearing an outpost is its level times its tier times 4.

Each row is the standard camp. Some outposts field a different mix of troops at the same strength.

Tier 1 · Outer Wastes

LvGarrisonStrengthConquestLoot
16 Raiders224120 SLV 120 SUP 15 INT
310 Raiders · 4 Raider Gunners8112360 SLV 360 SUP 45 INT
512 Raiders · 6 Raider Gunners · 1 Technical · 1 Bunker22420600 SLV 600 SUP 75 INT
715 Raiders · 7 Raider Gunners · 1 Technical · 2 Bunker32628840 SLV 840 SUP 105 INT
917 Raiders · 8 Raider Gunners · 1 Technical · 3 Bunker432361,080 SLV 1,080 SUP 135 INT
1018 Raiders · 8 Raider Gunners · 1 Technical · 3 Bunker456401,200 SLV 1,200 SUP 150 INT

Tier 2 · Scrublands

LvGarrisonStrengthConquestLoot
310 Raiders · 4 Raider Gunners8124540 SLV 540 SUP 54 SHD 68 INT
511 Raiders · 1 Marksmen · 6 Raider Gunners · 1 Technical · 1 Bunker22540900 SLV 900 SUP 90 SHD 113 INT
712 Raiders · 1 Marksmen · 1 Mortar Team · 7 Raider Gunners · 1 Technical · 2 Bunker330561,260 SLV 1,260 SUP 126 SHD 158 INT
912 Raiders · 2 Marksmen · 1 Mortar Team · 8 Raider Gunners · 1 Technical · 3 Bunker432721,620 SLV 1,620 SUP 162 SHD 203 INT
1113 Raiders · 2 Marksmen · 1 Mortar Team · 9 Raider Gunners · 1 Technical · 3 Bunker489881,980 SLV 1,980 SUP 198 SHD 248 INT
1313 Raiders · 3 Marksmen · 2 Mortar Team · 9 Raider Gunners · 2 Technical · 4 Bunker6551042,340 SLV 2,340 SUP 234 SHD 293 INT
1413 Raiders · 3 Marksmen · 2 Mortar Team · 9 Raider Gunners · 2 Technical · 4 Bunker6761122,520 SLV 2,520 SUP 252 SHD 315 INT

Tier 3 · Fracture Zone

LvGarrisonStrengthConquestLoot
512 Raiders · 1 Marksmen · 6 Raider Gunners · 2 Technical · 1 Bunker275601,200 SLV 1,200 SUP 120 SHD 150 INT
817 Raiders · 2 Marksmen · 1 Mortar Team · 7 Raider Gunners · 1 Technical · 2 Bunker · 2 Shard Crawler638961,920 SLV 1,920 SUP 192 SHD 240 INT
1123 Raiders · 2 Marksmen · 1 Mortar Team · 9 Raider Gunners · 2 Technical · 3 Bunker · 3 Shard Crawler9941322,640 SLV 2,640 SUP 264 SHD 330 INT
1428 Raiders · 3 Marksmen · 2 Mortar Team · 9 Raider Gunners · 2 Technical · 4 Bunker · 5 Shard Crawler1,4521683,360 SLV 3,360 SUP 336 SHD 420 INT
1732 Raiders · 3 Marksmen · 2 Mortar Team · 10 Raider Gunners · 3 Technical · 5 Bunker · 6 Shard Crawler1,8312044,080 SLV 4,080 SUP 408 SHD 510 INT
2039 Raiders · 4 Marksmen · 2 Mortar Team · 11 Raider Gunners · 2 Technical · 6 Bunker · 8 Shard Crawler2,2512404,800 SLV 4,800 SUP 480 SHD 600 INT

Tier 4 · Shardlands

LvGarrisonStrengthConquestLoot
716 Raiders · 1 Marksmen · 1 Mortar Team · 7 Raider Gunners · 2 Technical · 2 Bunker · 1 Shard Crawler · 5 Shardborn6801122,100 SLV 2,100 SUP 210 SHD 263 INT
1020 Raiders · 2 Marksmen · 1 Mortar Team · 8 Raider Gunners · 1 Technical · 3 Bunker · 3 Shard Crawler · 7 Shardborn1,1521603,000 SLV 3,000 SUP 300 SHD 375 INT
1328 Raiders · 3 Marksmen · 2 Mortar Team · 9 Raider Gunners · 3 Technical · 4 Bunker · 4 Shard Crawler · 7 Shardborn1,6602083,900 SLV 3,900 SUP 390 SHD 488 INT
1629 Raiders · 3 Marksmen · 2 Mortar Team · 10 Raider Gunners · 2 Technical · 5 Bunker · 6 Shard Crawler · 8 Shardborn2,1472564,800 SLV 4,800 SUP 480 SHD 600 INT
1934 Raiders · 3 Marksmen · 2 Mortar Team · 11 Raider Gunners · 3 Technical · 6 Bunker · 7 Shard Crawler · 9 Shardborn2,6293045,700 SLV 5,700 SUP 570 SHD 713 INT
2243 Raiders · 4 Marksmen · 2 Mortar Team · 12 Raider Gunners · 2 Technical · 7 Bunker · 9 Shard Crawler · 10 Shardborn3,0933526,600 SLV 6,600 SUP 660 SHD 825 INT
2447 Raiders · 4 Marksmen · 3 Mortar Team · 13 Raider Gunners · 2 Technical · 8 Bunker · 10 Shard Crawler · 11 Shardborn3,4293847,200 SLV 7,200 SUP 720 SHD 900 INT

Tier 5 · The Core

LvGarrisonStrengthConquestLoot
920 Raiders · 2 Marksmen · 1 Mortar Team · 8 Raider Gunners · 2 Technical · 3 Bunker · 2 Shard Crawler · 6 Shardborn9991803,240 SLV 3,240 SUP 324 SHD 405 INT
1426 Raiders · 3 Marksmen · 2 Mortar Team · 9 Raider Gunners · 2 Technical · 4 Bunker · 5 Shard Crawler · 8 Shardborn1,8172805,040 SLV 5,040 SUP 504 SHD 630 INT
1934 Raiders · 3 Marksmen · 2 Mortar Team · 11 Raider Gunners · 3 Technical · 6 Bunker · 7 Shard Crawler · 9 Shardborn2,6293806,840 SLV 6,840 SUP 684 SHD 855 INT
2447 Raiders · 4 Marksmen · 3 Mortar Team · 13 Raider Gunners · 2 Technical · 8 Bunker · 10 Shard Crawler · 11 Shardborn3,4294808,640 SLV 8,640 SUP 864 SHD 1,080 INT
2959 Raiders · 5 Marksmen · 3 Mortar Team · 16 Raider Gunners · 4 Technical · 9 Bunker · 12 Shard Crawler · 13 Shardborn4,17258010,440 SLV 10,440 SUP 1,044 SHD 1,305 INT
3470 Raiders · 6 Marksmen · 4 Mortar Team · 19 Raider Gunners · 4 Technical · 11 Bunker · 15 Shard Crawler · 15 Shardborn5,01768012,240 SLV 12,240 SUP 1,224 SHD 1,530 INT
3977 Raiders · 7 Marksmen · 4 Mortar Team · 22 Raider Gunners · 5 Technical · 13 Bunker · 17 Shard Crawler · 18 Shardborn5,76478014,040 SLV 14,040 SUP 1,404 SHD 1,755 INT
4083 Raiders · 7 Marksmen · 4 Mortar Team · 22 Raider Gunners · 4 Technical · 13 Bunker · 18 Shard Crawler · 18 Shardborn5,91780014,400 SLV 14,400 SUP 1,440 SHD 1,800 INT

Hostiles

Raiders, fauna and the Irah-bound, with their stats per trooper before levels and tier.

Outpost troopers grow tougher with the camp's level, and fauna with the site's level.

Hostile Outpost

NameClassHPvs infvs vehvs structAimRangeMoveSquad
Raidersinfantry830.80.855554
Raider Gunnersinfantry1013.5355643
Technicalvehicle30102.52.555671
Bunkerstructure4563260601Fixed
Shard Crawlervehicle6098462551
Site Warden
Holds the deepest room of a deep site.
infantry3064465641
Marksmen
Raider heavy rifles. They pick a high perch and fire from far off, so scout before you advance.
infantry7510.570942Heavy rifle
Mortar Team
Lobs shells over cover from long range, but cannot hit anyone close to it.
infantry9334501032
Shardborninfantry1464368363

Fauna

NameClassHPvs infvs vehvs structAimRangeMoveSquad
Skitters
Melee swarm. Charges in, and cover does not help against claws.
infantry63.511.572176Close assault
Maulback
Melee brute with a hide like armour plate. Tears down the cover it hits.
vehicle4076970151Close assault
Spitters
Ranged. Each acid hit strips a step of cover from its target.
infantry92.53466543
Quillback
Artillery. Arcing spines ignore cover. Slow, so flank it.
infantry2043562821
Gliders
Flying skirmishers. Hard to hit without Tracking, never in cover.
infantry831.5170294Flies
Brood Flyer
Heavy flyer. Hard to hit without Tracking.
vehicle4566568371Flies
Nest
Spawns Skitters every two turns. Destroy every Nest and the rest scatter.
structure600000001Fixed
Apex
The alpha of a deep node.
vehicle12099972261Close assault

Irah-bound

NameClassHPvs infvs vehvs structAimRangeMoveSquad
Bound Husk
A thrall in fused Void plate. Slow to die, steady with its weapon.
infantry123.51.51.560543
Bound Lancer
A towering thrall with a short-range beam that cuts through armour and walls.
infantry2845660431
Voidcaller
Bends the Void around a squad and holds it frozen for a turn. Fragile. Kill it first, or keep your heads down.
infantry92.51165642
Riftstalker
Fast, close-quarters hunters that slip round your flanks.
infantry1051.5170283
Dimensional Gate
Opens a new squad of thralls every few turns. Destroy it and the rest break and flee.
structure1200000001Fixed

Relics and deep sites

Deep sites are sealed bunkers fought room by room with one force. The first Commander to the bottom recovers its Relic, which slots into a base.

Relic slots open at Headquarters 4 / 7 / 10.

A run must reach the bottom within 24 hours of arriving. A site collapses for 60 hours once its Relic is taken.

Relics

NameRarityEffects
Spotter's LensCommonSquads from this base see 1 tile further in battle.
Climbing RigCommonSquads from this base climb ladders for 1 move instead of 2.
Salvage MagnetCommon+5% salvage production in this base.
Ridge DoctrineRare+5 aim for squads from this base when they fire from higher ground.

Deep Site

A sealed bunker, cave or vault with a dug-in garrison. Fight down through it room by room with one force. The first commander to reach the bottom recovers the Relic kept there.

TierRooms
1 Outer Wastes5
2 Scrublands6
3 Fracture Zone7
4 Shardlands8
5 The Core8

Irah incursions

Gates tear open near established bases. Fight in through every stage and destroy the gate before it closes.

Incursions come to bases at Headquarters 5 and above. Each has 3 stages. The reward is set by your highest Headquarters, with 50% more per tier past the first.

Reward

Irah Incursion

A dimensional gate has torn open and Irah-bound thralls are pouring through. Fight in through three stages with one force and destroy the gate before it closes. What they bring through is worth taking.

Headquarters1 Outer Wastes2 Scrublands3 Fracture Zone4 Shardlands5 The Core
5990 SLV 810 SUP 90 INT1,485 SLV 1,215 SUP 81 SHD 135 INT1,980 SLV 1,620 SUP 108 SHD 180 INT2,475 SLV 2,025 SUP 135 SHD 225 INT2,970 SLV 2,430 SUP 162 SHD 270 INT
62,145 SLV 1,755 SUP 195 INT3,218 SLV 2,632 SUP 176 SHD 293 INT4,290 SLV 3,510 SUP 234 SHD 390 INT5,363 SLV 4,388 SUP 293 SHD 488 INT6,435 SLV 5,265 SUP 351 SHD 585 INT
74,675 SLV 3,825 SUP 425 INT7,013 SLV 5,737 SUP 383 SHD 638 INT9,350 SLV 7,650 SUP 510 SHD 850 INT11,688 SLV 9,562 SUP 638 SHD 1,063 INT14,025 SLV 11,475 SUP 765 SHD 1,275 INT
810,450 SLV 8,550 SUP 950 INT15,675 SLV 12,825 SUP 855 SHD 1,425 INT20,900 SLV 17,100 SUP 1,140 SHD 1,900 INT26,125 SLV 21,375 SUP 1,425 SHD 2,375 INT31,350 SLV 25,650 SUP 1,710 SHD 2,850 INT
922,550 SLV 18,450 SUP 2,050 INT33,825 SLV 27,675 SUP 1,845 SHD 3,075 INT45,100 SLV 36,900 SUP 2,460 SHD 4,100 INT56,375 SLV 46,125 SUP 3,075 SHD 5,125 INT67,650 SLV 55,350 SUP 3,690 SHD 6,150 INT
1049,500 SLV 40,500 SUP 4,500 INT74,250 SLV 60,750 SUP 4,050 SHD 6,750 INT99,000 SLV 81,000 SUP 5,400 SHD 9,000 INT123,750 SLV 101,250 SUP 6,750 SHD 11,250 INT148,500 SLV 121,500 SUP 8,100 SHD 13,500 INT
11110,000 SLV 90,000 SUP 10,000 INT165,000 SLV 135,000 SUP 9,000 SHD 15,000 INT220,000 SLV 180,000 SUP 12,000 SHD 20,000 INT275,000 SLV 225,000 SUP 15,000 SHD 25,000 INT330,000 SLV 270,000 SUP 18,000 SHD 30,000 INT
12242,000 SLV 198,000 SUP 22,000 INT363,000 SLV 297,000 SUP 19,800 SHD 33,000 INT484,000 SLV 396,000 SUP 26,400 SHD 44,000 INT605,000 SLV 495,000 SUP 33,000 SHD 55,000 INT726,000 SLV 594,000 SUP 39,600 SHD 66,000 INT

Timed effects

Effects that change the whole command for a while.

NameEffects
Landfall DrillsRelief convoy crews drill your first recruits around the clock and run your forces out in their transports until the convoys move on.Training and marches 95% faster