


All factions share the same designs but use their own infantry crews. They are slow to move and require careful positioning, as they have limited fields of fire. These machines feature deployable firepower that can turn the tide of battle. They range from an exosuit cyborg to a mammoth titan with broadside cannons.

These armored units are quite potent in terms of firepower and can take more of a beating but are generally slower. They range from a sniper with healing abilities or a cavalry unit to a stealthy saboteur or an anti-armor hand-cannoneer. They each come with an animal companion to augment their abilities. These hero units are mostly unarmored, but generally fast and great scouts. Each faction has three to choose from, and they are produced in the Headquarters structure. In Skirmishes and multiplayer, each player can only have one hero unit which they choose beforehand. Heroes are unique units with powerful abilities. Their weapons are very powerful against all unit types, but they have minimum ranges where they cannot engage enemies who are too close as well as limited cones of fire. These mech units are specialized in long-ranged fire for use against static defenses or larger groups of enemies. Mega mechs are the heaviest of this category. These units breeze right through brick and stone buildings with ease, and their weapons often evaporate any cover the enemy may be using. They excel against just about everything but are slow and vulnerable to artillery. The biggest and most expensive mech units, plastered in thick armor and often carrying the heaviest weapons. They can walk through light cover and smaller buildings. Generally excel against light mechs and some infantry, but vulnerable to heavy mechs. Quite versatile, these units cost more but can take more of a beating than light mechs while being more affordable and faster than heavies. These units can break through small amounts of cover. They generally excel against infantry and some other light mechs, but vulnerable to medium mechs and anti-mech infantry. Some can work as scouts, anti-infantry units, while others still function as fire support. These are generally the faster and most affordable mechs but have less armor. These are mechanical armored units produced in a Workshop structure, and higher-tier units require the upgraded Advanced Workshop. They also can walk through barbed wire, unlike footsoldiers. They cannot garrison buildings, but they can still capture points and resources. They are the most expensive units produced in the Advanced Barracks, and can be healed either by medics or engineers.

These advanced infantry units wear mechanical exoskeletons, possessing varying types of armor and firepower that make them stronger than regular infantry. Can also garrison buildings.Įach faction has a specialized infantry unit they can produce in the Barracks but requires dropped weapon kits to acquire others eg, Polania can train machine-gunners but not medics or flamethrowers. Medics and engineers are weak in combat but can heal troops and build base structures as well as repair mechs and buildings. Anti-armor gunners wielding small cannons bring much-needed anti-mech firepower, but are slow and fire slowly. Flamethrowers can damage units regardless of cover but suffer from poor range. Machine gunners can suppress and lay waste to infantry they take time to set up but are powerful if put in bunkers or behind cover. These infantry are generally slower but are very effective at their given tasks. Their downside is being largely unable to deal with even light mech units, but they can outrun nearly every mech in existence if they need to avoid a fight. In combat, they can really only deal with other standard infantry and rely on greater numbers and positioning to gain an advantage. They can also switch out their weapons for kits found on the battlefield, allowing them to pick up grenades on top of their standard arms for extra firepower or hide behind cover to decrease the amount of damage taken. These footsoldiers are cheap and squishy, but quick to produce, versatile, quick on their feet, and can capture objectives. They can capture objectives like resource structures and strategic points. These are unarmored or less armored units trained in a Barracks structure, and higher-tier units require the upgraded Advanced Barracks.
