Structures [ Structures | Land Units | Air Units | Naval Units ]
Land Units [ Structures | Land Units | Air Units | Naval Units ]
Air Units [ Structures | Land Units | Air Units | Naval Units ]
Naval Units [ Structures | Land Units | Air Units | Naval Units ]
Land Factory (Type: T2 Land Factory)
Upgrades: T3 Land Factory
Built By: T1,T2,T3 Engineer | SCU | ACU
Health: 9000
Build Cost: 7200E | 900M
Build Rate (per second): 40E | 5M
Storage: 800E | 160M
Description: The T2 Land Factory creates more powerful Tech 2 land units and can also produce Tech 1 units faster than the T1 Land Factory.
Upgrades: T3 Land Factory
Built By: T1,T2,T3 Engineer | SCU | ACU
Health: 9000
Build Cost: 7200E | 900M
Build Rate (per second): 40E | 5M
Storage: 800E | 160M
Description: The T2 Land Factory creates more powerful Tech 2 land units and can also produce Tech 1 units faster than the T1 Land Factory.
Air Factory (Type: T2 Air Factory)
Upgrades: T3 Air Factory
Built By: T1,T2,T3 Engineer | SCU | ACU
Health: 9000
Build Cost: 13500E | 900M
Build Rate (per second): 60E | 4M
Storage: 800E | 160M
Description: The T2 Air Factory creates more powerful Tech 2 air units and can also produce Tech 1 air units faster than the T1 Air Factory.
Upgrades: T3 Air Factory
Built By: T1,T2,T3 Engineer | SCU | ACU
Health: 9000
Build Cost: 13500E | 900M
Build Rate (per second): 60E | 4M
Storage: 800E | 160M
Description: The T2 Air Factory creates more powerful Tech 2 air units and can also produce Tech 1 air units faster than the T1 Air Factory.
Naval Factory (Type: T2 Naval Factory)
Upgrades: T3 Naval Factory
Built By: T1,T2,T3 Engineer | SCU | ACU
Health: 18000
Build Cost: 7200E | 1080M
Build Rate (per second): 40E | 6M
Storage: 800E | 160M
Description: The T2 Naval Factory can now build Tech 2 naval units which include cruisers and destroyers, and can also produce Tech 1 naval units faster than the T1 Naval Factory.
Upgrades: T3 Naval Factory
Built By: T1,T2,T3 Engineer | SCU | ACU
Health: 18000
Build Cost: 7200E | 1080M
Build Rate (per second): 40E | 6M
Storage: 800E | 160M
Description: The T2 Naval Factory can now build Tech 2 naval units which include cruisers and destroyers, and can also produce Tech 1 naval units faster than the T1 Naval Factory.
Mass Pump (Type: T2 Mass Extractor)
Upgrades: T3 Mass Extractor (After T3 Factory upgrade)
Built By: T2 Engineer
Health: 2160
Build Cost: 5400E | 90M
Build Rate (per second): 60E | 10M
Yield: -9E | 6M
Description: The T2 Mass Extractor works the same as the T1 version but yields more.
Upgrades: T3 Mass Extractor (After T3 Factory upgrade)
Built By: T2 Engineer
Health: 2160
Build Cost: 5400E | 90M
Build Rate (per second): 60E | 10M
Yield: -9E | 6M
Description: The T2 Mass Extractor works the same as the T1 version but yields more.
EG - 200 Fusion Reactor (Type: T2 Power Generator)
Upgrades: None
Built By: T2 Engineer
Health: 2160
Build Cost: 12000E | 1200M
Build Rate (per second): 60E | 6M
Yield: 500E
Description: The T2 Power Gens produce a good amount of energy and works even better with Energy Storage structures connected to them.
Upgrades: None
Built By: T2 Engineer
Health: 2160
Build Cost: 12000E | 1200M
Build Rate (per second): 60E | 6M
Yield: 500E
Description: The T2 Power Gens produce a good amount of energy and works even better with Energy Storage structures connected to them.
Triad (Type: T2 Point Defense)
Upgrades: None
Built By: T2,T3 Engineer | SCU
Health: 1800
Build Cost: 3600E | 540M
Build Rate (per second): 80E | 12M
Storage/Yield: N/A
Description: T2 Point Defenses are terrific land defenses throughout the game and have greater range and power than the T1 PDs. They are defenseless against air units that can attack the land.
Upgrades: None
Built By: T2,T3 Engineer | SCU
Health: 1800
Build Cost: 3600E | 540M
Build Rate (per second): 80E | 12M
Storage/Yield: N/A
Description: T2 Point Defenses are terrific land defenses throughout the game and have greater range and power than the T1 PDs. They are defenseless against air units that can attack the land.
Air Cleaner (Type: T2 Anti-Air Flak Artillery)
Upgrades: None
Built By: T2,T3 Engineer | SCU
Health: 3900
Build Cost: 5600E | 560M
Build Rate (per second): 80E | 8M
Storage/Yield: N/A
Description: The T2 Air Cleaner has greater range and power than the T1 Anti-Air Turret. It is great throughout the game, even at T3 levels, for supporting the more expensive T3 Anti-Air defenses.
Upgrades: None
Built By: T2,T3 Engineer | SCU
Health: 3900
Build Cost: 5600E | 560M
Build Rate (per second): 80E | 8M
Storage/Yield: N/A
Description: The T2 Air Cleaner has greater range and power than the T1 Anti-Air Turret. It is great throughout the game, even at T3 levels, for supporting the more expensive T3 Anti-Air defenses.
Tsunami (Type: T2 Torpedo Launcher)
Upgrades: None
Built By: T2,T3 Engineer | SCU
Health: 12500
Build Cost: 4500E | 1500M
Build Rate (per second): 60E | 10M
Storage/Yield: N/A
Description: The upgraded T2 Torpedo Launcher works better than the T1 and works well with ships and land defenses.
Upgrades: None
Built By: T2,T3 Engineer | SCU
Health: 12500
Build Cost: 4500E | 1500M
Build Rate (per second): 60E | 10M
Storage/Yield: N/A
Description: The upgraded T2 Torpedo Launcher works better than the T1 and works well with ships and land defenses.
SA2 - 2000 (Type: T2 Radar System)
Upgrades: None
Built By: T2,T3 Engineer | SCU
Health: 50
Build Cost: 3600E | 180M
Build Rate (per second): 60E | 3M
Yield: -250E
Description: The T2 Radar System has greater range than the T1 but eats up a lot more energy. It is a good idea to connect Power Gens to it to help lower its negative energy yield.
Upgrades: None
Built By: T2,T3 Engineer | SCU
Health: 50
Build Cost: 3600E | 180M
Build Rate (per second): 60E | 3M
Yield: -250E
Description: The T2 Radar System has greater range than the T1 but eats up a lot more energy. It is a good idea to connect Power Gens to it to help lower its negative energy yield.
SP2 - 2000 (Type: T2 Sonar System)
Upgrades: None
Built By: T2,T3 Engineer | SCU
Health: 1400
Build Cost: 3600E | 120M
Build Rate (per second): 60E | 2M
Yield: -100E
Description: The T2 Sonar System has greater range than the T1 but eats up a lot more energy.
Upgrades: None
Built By: T2,T3 Engineer | SCU
Health: 1400
Build Cost: 3600E | 120M
Build Rate (per second): 60E | 2M
Yield: -100E
Description: The T2 Sonar System has greater range than the T1 but eats up a lot more energy.
Klink Hammer (Type: T2 Artillery Installation)
Upgrades: None
Built By: T2,T3 Engineer | SCU
Health: 3600
Build Cost: 18000E | 2520M
Build Rate (per second): 100E | 14M
Storage/Yield: N/A
Description: T2 Artillary is a great assault tool that has great range and hits hard. It's main weakness is its slow rate of fire and almost always requires protection from enemy units. Although they are not as powerful and have shorter range than T3 Arty, they build much faster and can be useful for quick range attacks throughout the game.
Upgrades: None
Built By: T2,T3 Engineer | SCU
Health: 3600
Build Cost: 18000E | 2520M
Build Rate (per second): 100E | 14M
Storage/Yield: N/A
Description: T2 Artillary is a great assault tool that has great range and hits hard. It's main weakness is its slow rate of fire and almost always requires protection from enemy units. Although they are not as powerful and have shorter range than T3 Arty, they build much faster and can be useful for quick range attacks throughout the game.
Aloha (Type: T2 Tactical Missile Launcher)
Upgrades: None
Built By: T2,T3 Engineer | SCU
Health: 1500
Build Cost: 4000E | 800M
Build Rate (per second): 50E | 10M
Storage/Yield: N/A
Description: The T2 Tactical Missile Launcher is great for weakening enemy arty and defensive lines not protected by Tactical Missile Defense and Sheilds. If a few are placed close enough to an enemy base you can even attack the enemy ACU and blow their base at mid-game!
Upgrades: None
Built By: T2,T3 Engineer | SCU
Health: 1500
Build Cost: 4000E | 800M
Build Rate (per second): 50E | 10M
Storage/Yield: N/A
Description: The T2 Tactical Missile Launcher is great for weakening enemy arty and defensive lines not protected by Tactical Missile Defense and Sheilds. If a few are placed close enough to an enemy base you can even attack the enemy ACU and blow their base at mid-game!
Buzzkill (Type: T2 Tactical Missile Defense)
Upgrades: None
Built By: T2,T3 Engineer | SCU
Health: 3000
Build Cost: 3200E | 280M
Build Rate (per second): 80E | 7M
Storage/Yield: N/A
Description: T2 Tactical Missile Defense is useful only against an enemy who is trying to hurt you at mid-game using T2 Tactical Missile Launchers. As long as the enemy doesn't have any TMLs you should be ok without these.
Upgrades: None
Built By: T2,T3 Engineer | SCU
Health: 3000
Build Cost: 3200E | 280M
Build Rate (per second): 80E | 7M
Storage/Yield: N/A
Description: T2 Tactical Missile Defense is useful only against an enemy who is trying to hurt you at mid-game using T2 Tactical Missile Launchers. As long as the enemy doesn't have any TMLs you should be ok without these.
SD - Pulse (Type: T2 Shield Generator)
Upgrades: None
Built By: T2,T3 Engineer | SCU
Health/Sheild: 250/9000
Build Cost: 6000E | 600M
Build Rate (per second): 100E | 10M
Yield: -200E
Description: The T2 Shield Generator requires a lot of energy but makes for a great protection tool. You can always place Sheilds that aren't seeing much action on 'pause' to save energy until you get more Power Gens built. Connecting them directly to Power Gens helps to decrease their negative energy yield.
Upgrades: None
Built By: T2,T3 Engineer | SCU
Health/Sheild: 250/9000
Build Cost: 6000E | 600M
Build Rate (per second): 100E | 10M
Yield: -200E
Description: The T2 Shield Generator requires a lot of energy but makes for a great protection tool. You can always place Sheilds that aren't seeing much action on 'pause' to save energy until you get more Power Gens built. Connecting them directly to Power Gens helps to decrease their negative energy yield.
Stealth Field Generator (Type: T2 Stealth Field Generator)
Upgrades: None
Built By: T2,T3 Engineer | SCU
Health: 200
Build Cost: 28000E | 800M
Build Rate (per second): 60E | 4M
Yield: -175E
Description: The T2 Stealth Field Generator cloaks any units within its range from Radars, but not optical sensors. It is a structure, making it immobile, so it is mostly used to hide units for base protection.
Upgrades: None
Built By: T2,T3 Engineer | SCU
Health: 200
Build Cost: 28000E | 800M
Build Rate (per second): 60E | 4M
Yield: -175E
Description: The T2 Stealth Field Generator cloaks any units within its range from Radars, but not optical sensors. It is a structure, making it immobile, so it is mostly used to hide units for base protection.
Refuel & Repair (Type: T2 Air Staging Facility)
Upgrades: None
Built By: T2,T3 Engineer | SCU
Health: 500
Build Cost: 2100E | 350M
Build Rate (per second): 60E | 10M
Storage/Yield: N/A
Description: The T2 Air Staging Facility is necessary for any air patrol routes and long range air attacks. Planes on patrol will return for refueling or repairing when necessary.
Upgrades: None
Built By: T2,T3 Engineer | SCU
Health: 500
Build Cost: 2100E | 350M
Build Rate (per second): 60E | 10M
Storage/Yield: N/A
Description: The T2 Air Staging Facility is necessary for any air patrol routes and long range air attacks. Planes on patrol will return for refueling or repairing when necessary.
Land Units [ Structures | Land Units | Air Units | Naval Units ]
Engineer (Type: T2 Engineer)
Upgrades: None
Built At: Any T2 Factory | Fatboy
Health: 734
Build Cost: 800E | 160M
Build Rate (per second): 40E | 8M
Storage: 50E | 10M
Description: T2 Engineers have access to T2 structures and build T1 structures faster than T1 Engineers.
Upgrades: None
Built At: Any T2 Factory | Fatboy
Health: 734
Build Cost: 800E | 160M
Build Rate (per second): 40E | 8M
Storage: 50E | 10M
Description: T2 Engineers have access to T2 structures and build T1 structures faster than T1 Engineers.
Pillar (Type: T2 Heavy Tank)
Upgrades: None
Built At: T2, T3 Land | Fatboy
Health: 1200
Build Cost: 800E | 160M
Build Rate (per second): 40E | 8M
Storage/Yield: N/A
Description: The T2 Heavy Tank is slow but packs a punch at mid-game and is pretty useful throughout the game.
Upgrades: None
Built At: T2, T3 Land | Fatboy
Health: 1200
Build Cost: 800E | 160M
Build Rate (per second): 40E | 8M
Storage/Yield: N/A
Description: The T2 Heavy Tank is slow but packs a punch at mid-game and is pretty useful throughout the game.
Flapjack (Type: T2 Mobile Missile Launcher)
Upgrades: None
Built At: T2, T3 Land | Fatboy
Health: 264
Build Cost: 1600E | 240M
Build Rate (per second): 40E | 6M
Storage/Yield: N/A
Description: Mobile Missile Launchers often require protection but are good support units on the offensive and can be good enemy harassment at mid-game.
Upgrades: None
Built At: T2, T3 Land | Fatboy
Health: 264
Build Cost: 1600E | 240M
Build Rate (per second): 40E | 6M
Storage/Yield: N/A
Description: Mobile Missile Launchers often require protection but are good support units on the offensive and can be good enemy harassment at mid-game.
Sky Boxer (Type: T2 Mobile Anti-Air Flak Artillery)
Upgrades: None
Built At: T2, T3 Land | Fatboy
Health: 1000
Build Cost: 800E | 160M
Build Rate (per second): 40E | 8M
Storage/Yield: N/A
Description: The Sky Boxer is a more powerful unpgrade to the T1 Mobile AA and is great for supporting large attacks and harassing enemy air units.
Upgrades: None
Built At: T2, T3 Land | Fatboy
Health: 1000
Build Cost: 800E | 160M
Build Rate (per second): 40E | 8M
Storage/Yield: N/A
Description: The Sky Boxer is a more powerful unpgrade to the T1 Mobile AA and is great for supporting large attacks and harassing enemy air units.
Riptide (Type: T2 Amphibious Tank)
Upgrades: None
Built At: T2, T3 Land | Fatboy
Health: 734
Build Cost: 900E | 120M
Build Rate (per second): 30E | 4M
Storage/Yield: N/A
Description: The T2 Amphibious Tank works well mostly on maps with small rivers and lakes but is weaker, more expensive, and less powerful than the T2 Heavy Tank.
Upgrades: None
Built At: T2, T3 Land | Fatboy
Health: 734
Build Cost: 900E | 120M
Build Rate (per second): 30E | 4M
Storage/Yield: N/A
Description: The T2 Amphibious Tank works well mostly on maps with small rivers and lakes but is weaker, more expensive, and less powerful than the T2 Heavy Tank.
Parashield (Type: T2 Mobile Shield Generator)
Upgrades: None
Built At: T2, T3 Land | Fatboy
Health/Sheild: 150/3000
Build Cost: 900E | 120M
Build Rate (per second): 30E | 4M
Yield: -100E
Description: The Parashield is a great frontline support unit for attacking enemy defenses and arty. Be sure to have enough energy when using them, or 'pause' any T2 Sheild Gens while supporting an attack group with these.
Upgrades: None
Built At: T2, T3 Land | Fatboy
Health/Sheild: 150/3000
Build Cost: 900E | 120M
Build Rate (per second): 30E | 4M
Yield: -100E
Description: The Parashield is a great frontline support unit for attacking enemy defenses and arty. Be sure to have enough energy when using them, or 'pause' any T2 Sheild Gens while supporting an attack group with these.
Air Units [ Structures | Land Units | Air Units | Naval Units ]
Stork (Type: T2 Torpedo Bomber)
Upgrades: None
Built At: T2, T3 Air | Atlantis
Health: 130
Build Cost: 1800E | 300M
Build Rate (per second): 126E | 12M
Storage/Yield: N/A
Description: The Stork is a navy killer and works even better when used with other naval units against the enemy navy.
Upgrades: None
Built At: T2, T3 Air | Atlantis
Health: 130
Build Cost: 1800E | 300M
Build Rate (per second): 126E | 12M
Storage/Yield: N/A
Description: The Stork is a navy killer and works even better when used with other naval units against the enemy navy.
Stinger (Type: T2 Gunship)
Upgrades: None
Built At: T2, T3 Air | Atlantis
Health: 120
Build Cost: 8640E | 432M
Build Rate (per second): 120E | 6M
Storage/Yield: N/A
Description: The Stinger is both a gunship and a transport(1 unit each). This unit works well against land based targets and even better when combined with other units. Its main weakness lies in enemy air fighters, AA defenses and mobile AA units.
Upgrades: None
Built At: T2, T3 Air | Atlantis
Health: 120
Build Cost: 8640E | 432M
Build Rate (per second): 120E | 6M
Storage/Yield: N/A
Description: The Stinger is both a gunship and a transport(1 unit each). This unit works well against land based targets and even better when combined with other units. Its main weakness lies in enemy air fighters, AA defenses and mobile AA units.
C14 Star Lifter (Type: T2 Air Transport)
Upgrades: None
Built At: T2, T3 Air | Atlantis
Health: 210
Build Cost: 3200E | 120M
Build Rate (per second): 160E | 4M
Storage/Yield: N/A
Description: The T2 Air Transport holds more units and can take more hits than the T1.
Upgrades: None
Built At: T2, T3 Air | Atlantis
Health: 210
Build Cost: 3200E | 120M
Build Rate (per second): 160E | 4M
Storage/Yield: N/A
Description: The T2 Air Transport holds more units and can take more hits than the T1.
Naval Units [ Structures | Land Units | Air Units | Naval Units ]
Governor Class (Type: T2 Cruiser)
Upgrades: None
Built At: T2, T3 Naval
Health: 3500
Build Cost: 18000E | 2000M
Build Rate (per second): 80E | 8M
Storage/Yield: N/A
Description: The T2 Cruiser is good against air units but is very susceptible to Sub attacks.
Upgrades: None
Built At: T2, T3 Naval
Health: 3500
Build Cost: 18000E | 2000M
Build Rate (per second): 80E | 8M
Storage/Yield: N/A
Description: The T2 Cruiser is good against air units but is very susceptible to Sub attacks.
Valiant Class (Type: T2 Destroyer)
Upgrades: None
Built At: T2, T3 Naval
Health: 7200
Build Cost: 15000E | 2250M
Build Rate (per second): 60E | 9M
Storage/Yield: N/A
Description: The T2 Destroyer is a more powerful version of the T1 Frigate but has no radar and sonar. It's more of a stand-up unit carrying anti-sub and anti-torpedo weapons and works well with Cruisers.
Upgrades: None
Built At: T2, T3 Naval
Health: 7200
Build Cost: 15000E | 2250M
Build Rate (per second): 60E | 9M
Storage/Yield: N/A
Description: The T2 Destroyer is a more powerful version of the T1 Frigate but has no radar and sonar. It's more of a stand-up unit carrying anti-sub and anti-torpedo weapons and works well with Cruisers.




