Structures increase defense and certain units generate income when active in Force. Other Structures have attacking abilities. A variety of Structures may be added to the player's Forces depending on Formations acquired and available to the player.
Units |
Commanders |
Assault Units |
Structures |
Force |
Formations |
Vindicator |
Structures acquired from Barracks[]
Structure | Att/Def Ability |
Proc | Credit Cost | Other Effects |
Medic Bay | 0 /0
Medic |
16.40% | $2,250,000 | Chance to Heal Force; Healing (3), per fight (0.49) |
Rally Flag | 0 / 0 | N/A | $75,000 | Generates $1,500/hour when active. |
Thermite Bunker | 16 / 16
Flamethrower |
24.90% | $40,000,000 | Chance to cause fire damage; Damage 2-5 (3,60), per fight (0,87). |
ComSat Terminal | 0 / 0 | N/A | $200,000 | Generates $4,000/hour when active. |
Foundry | 0 / 0 | N/A | $600,000 | Generates $15,000/hour when active. |
Power Plant | 0 / 0 | N/A | $7,500,000 | Generates $150,000/hour when active. |
Structures acquired from Missions[]
Structure | Att/Def Ability |
Proc | Other Effects |
Medic Bay | 0 / 0
Medic |
16.40% | Chance to heal force; Healing (3), per fight (0,49) |
Battle Flag | 0 / 0 | N/A | Generates $2,500/hour when active. |
Gunpod | 14 / 12
Concusive Blast |
44.00% | Chance to deal extra concussive damage; Damage 2-4 (3,00), per fight (1,32) |
Communications Array | 0 / 0 | N/A | Generates $65,000/hour when active. |
Advanced Foundry | 0 / 0 | N/A | Generates $25,000/hour when active |
Fusion Power Plant | 0 / 0 | N/A | Generates $200,000/hour when active |
Core Driller | 0 / 24 | N/A | Generates $600,000/hour when active |
Orbital Cannon | 45 / 10
Vaporize |
23.81% | Damage 2-7 (4,50), per fight (1,07); Prevent enemy infantry from entering battle. |
Adytum | 0 / 100
Sanctity |
Chance to bring 2 Righteous units into battle. | |
Pantheon | 40 / 80
Righteous Zeal Smite |
20.00%
100.00% |
Chance to control enemy commander; Damage 1-3 (2,00), per fight (2,00). |
The Prometheus | 0 / 0
Overload Warp Surge |
Chance to bring in two Assault | |
Fission Charge | 0 / 0
Blastwave |
60% | Chance to deal massive damage; Damage 8-22 (15,00), per fight (9,00) |
Structures acquired from Gifts[]
Structure | Attack/Defense | Other Information |
Factory | 0 / 0 | Generates $10,000/hour when active in force |
Missile Pod | 20 / 2 | Acquisition from gifts? or Boss/Epic Loot? |
Structure acquired from Combat Rank[]
Structure | Att/Def Ability |
Proc | Other Effects |
Command Center | 16 / 30
Force Force Field |
N/A
32.90% |
Health (+30); Generates $50,000/hour when active; Prevents enemy armored unit from entering battle. |
Xeno Singularis | 20 / 60
Encapsulate |
57.00% | Damage 2-4 (3,00); Chance to jam enemy structure. |
Structures acquired from Collection[]
Structure | Attack/Defense Ability |
Proc | Other Effects |
Thermite Bunker | 16 / 16
Flamethrower |
24.90% | Chance to cause fire damage; Damage 2-5 (3,60), per fight (0,87). |
ComSat | 0 / 0
Lock-on |
Chance to prevent one unit from being jammed. | |
Panopticon | 25 / 20
Reconaissance |
69.18% | Chance to bring additional flying unit into battle; Chance to prevent enemy flying unit from entering battle. |
Poseidon Engine | 40 / 40
Fusion Upgrade |
69.00% | Damage 2-6 (4,00) |
SkyCom Neuro-Core | 60 / 60
Omniscience |
59.00% | Damage 5-12 (8,50); Chance to bring another robotic into battle. |
SkyCom | 40 / 40
Combat Sentience |
59.31%
N/A |
Damage 4-12 (8,00), per fight (4,74); Healing (4), per fight (2,37) |
Artillery Encampment | 0 / 100
Bombardment |
Change to deal devastating damage. | |
Blockade | 0 / 100
Perimeter Defense |
Chance to deal massive damage against Epic Bosses. | |
Photonic Shield Generator | 0 / 500
Photon Barrier |
Chance to reduce damage from each attack. | |
Mobile Encampment | 15 / 70
Massive Rejuvenation |
50% | Chance to cause major healing vs. Epic Bosses and prevent enemy healing. |
Enclave Pylon | 0 / 100
Xenoply |
50% |
Chance to heal for each Xeno unit. |
10 / 60 Mass Repair |
60% | Chance to heal massively against Epic Bosses | |
Tesla Field | 100 / 70
EM Overload |
50% | Chance to cause damage and jam an enemy Structure. |
Structure acquired from Boss Battles[]
Structure | Attack/Defense Ability |
Proc | Other Effects |
Thermite Bunker | 16 / 16
Flamethrower |
24.90% | Chance to cause fire damage; Damage 2-5 (3,60), per fight (0,87). |
Structures acquired from Epic Boss Battles[]
Structure | Ability | Proc | Other Effects |
Missile Silo | 40 / 25
Assault |
30.15% | Damage 3-9 (6,00), per fight (1,81) |
Viral Cluster | 70 / 5
Biotoxin |
49.00% | Healing prevented (8); Jam an enemy infantry. |
Structures acquired from War Chips and War Packs[]
Structure | Attack/Defense Ability |
Proc | Other Effects |
Drop Pod | 0 / 0
Rapid Deployment |
100.00% | Brings additional infantry into battle. |
Fortified Extractor | 0 / 15
Fortification |
26.00% | Increase defense by 10%. |
Regeneration Bay | 0 / 20
Restoration |
36.00% | Health (+30); Healing (5); Increase defense by 5%. |
Blood Emblem | 8 / 12
Medic |
41.40% | Health (+30); Healing (3), per fight (1,24) |
Assembly Plant | 5 / 20
Rapid Construction |
100.00% | Bring another Armored unit into battle. |
Tesla Cannon | 18 / 14
Electrocution |
36.67% | Damage 1-2 (1,50), per fight (0,53); Prevent enemy armored units from entering battle. |
Machine Mill | 0 / 40
Assemble Mech (x2) |
98.00% | Chance to bring 2 robotic units into battle. |
Island Launchport | 0 / 40
Launchport |
Bring an extra Flying unit into battle. | |
Blood Pool | 0 / 40
Dark Spawn |
Brings another Bloodthirsty unit into battle. | |
Warp Tunnel | 0 / 40
Rift |
100.00% | Bring another Xeno unit into battle. |
Asylum | 30 / 20
Insanity |
28.84% | Damage 1-2 (1,50), per fight (0,53); Increase attack of Bloodthirsty units by 25%. |
Earthquake Generator | 34 / 20
Quake |
31.20% | Damage 2-6 (4,00), per fight (1,25); Prevent enemy assault unit from entering battle. |
Harbor Command | 10 / 50
Naval Dominance |
100.00% | Chance to bring another Naval unit into battle. |
Petrol Rig | 10 / 50
Refuel |
31.00% |
Generates $1,000,000/hour when active. Chance to heal for each Naval unit. |
Cloning Laboratory | 0 / 60
Clone |
52.00% |
Force Health: +100 Chance to heal (8) and bring another Infantry to battle. [Old ability: Chance to heal for each active Infantry unit.] |
Olympian Monolith | 46 / 18
Override Overload |
42.00%
34.00% |
Prevents enemy robotic from entering battle; Damage 3-5 (4,00). |
Sanctuary | 50 / 50
Sanctuary |
51.00% | Healing (8); Chance to bring another Righteous unit into battle. |
Bulwark | 0 / 100
Pike Shield |
72.03% | Damage 2-4 (3,00), per fight (2,16) |
Notes[]
- Proc rates posted where available. Additional testing of units to verify, or to determine rates differing from external sources, may apply. Individual results may vary due to Force position and configuration of Attacker and/or Defender.
- Thermite Bunker is perpetrated to be available only after collection, however this has not always been the case. See discussion.