Kept cards
Separate an order from its result.
Mechanics
Separate an order from its result.
A target or destination is an order. A unit can still be approaching or blocked. Attack reach uses weapon range plus the target footprint; a large target is reachable before its center enters the printed range.
A target or destination is an order. A unit can still be approaching or blocked. Attack reach uses weapon range plus the target footprint; a large target is reachable before its center enters the printed range.
Keep allies clear of the blast.
Mechanics
Keep allies clear of the blast.
Expanded artillery splash, mine explosions and strategic area attacks can damage your own forces and teammates inside the affected area. Keep spacing around the target. Automatic target selection remains hostile-only; shared team membership gives no blast immunity.
Expanded artillery splash, mine explosions and strategic area attacks can damage your own forces and teammates inside the affected area. Keep spacing around the target. Automatic target selection remains hostile-only; shared team membership gives no blast immunity.
Give a continuing movement order.
Mechanics
Give a continuing movement order.
P assigns a patrol around the chosen center and radius. E assigns an escort to a friendly unit; in team matches this can be a teammate’s unit. Units follow traversable routes and can engage nearby threats. Move, attack, stop or construction orders replace the assignment. A blocked route is still an order, not proof of movement.
P assigns a patrol around the chosen center and radius. E assigns an escort to a friendly unit; in team matches this can be a teammate’s unit. Units follow traversable routes and can engage nearby threats. Move, attack, stop or construction orders replace the assignment. A blocked route is still an order, not proof of movement.
Send the right unit to repair.
Mechanics
Send the right unit to repair.
R first assigns selected repair specialists to a damaged or broken-down friendly vehicle or completed structure, including allied assets. If no specialist is selected, eligible tanks can begin their own limited crew repair. Other vehicles do not gain repair capability from this order. Paid structure repair remains a separate building action.
R first assigns selected repair specialists to a damaged or broken-down friendly vehicle or completed structure, including allied assets. If no specialist is selected, eligible tanks can begin their own limited crew repair. Other vehicles do not gain repair capability from this order. Paid structure repair remains a separate building action.
Let the tank crew make a field patch.
Mechanics
Let the tank crew make a field patch.
Eligible tanks need 8 seconds without damage or firing. After 3 seconds of preparation, the stationary crew restores up to 15% of maximum health at 2% per second. Starting at 65% health or above permits a 90% ceiling; 35% to below 65% permits 70%. Worse damage needs a specialist. Damage or a new move, attack or stop order interrupts work. Cooldown: 60 seconds from acceptance; no supply cost.
Eligible tanks need 8 seconds without damage or firing. After 3 seconds of preparation, the stationary crew restores up to 15% of maximum health at 2% per second. Starting at 65% health or above permits a 90% ceiling; 35% to below 65% permits 70%. Worse damage needs a specialist. Damage or a new move, attack or stop order interrupts work. Cooldown: 60 seconds from acceptance; no supply cost.
Launch the fleet you actually carry.
Mechanics
Launch the fleet you actually carry.
Aviation ships arrive with small included air groups; the USS Westmark (LHD-26) also carries two LCACs. Launch and recover those actual units. Optional Auto complement buys replacements for lost default craft when supply, research, queue and deck limits allow; aircraft still alive on a mission are not replaced. Large decks can also operate compatible alternatives such as Chinook. Fuel and routine sustainment are not simulated.
Aviation ships arrive with small included air groups; the USS Westmark (LHD-26) also carries two LCACs. Launch and recover those actual units. Optional Auto complement buys replacements for lost default craft when supply, research, queue and deck limits allow; aircraft still alive on a mission are not replaced. Large decks can also operate compatible alternatives such as Chinook. Fuel and routine…
Know what a catalog choice deploys.
Mechanics
Know what a catalog choice deploys.
Expanded units and structures have their own catalog price, production time, role and combat values. Choose a compatible producer, complete prerequisites and keep enough supply available. Upgrades and support concepts without an action remain marked as reference designs.
Expanded units and structures have their own catalog price, production time, role and combat values. Choose a compatible producer, complete prerequisites and keep enough supply available. Upgrades and support concepts without an action remain marked as reference designs.
A fictional strategy sandbox.
Mechanics
A fictional strategy sandbox.
The three factions, orbital powers and Antarctic forces belong to this satirical game. Unit labels and balance numbers are game rules, not claims about real people, organizations or weapon performance.
The three factions, orbital powers and Antarctic forces belong to this satirical game. Unit labels and balance numbers are game rules, not claims about real people, organizations or weapon performance.
Jewish Space Laser Command
Choose your faction
Jewish Space Laser Command
JSLC carries a naval plotting board into an orbital war. Armored engineers open the ground route, tracked columns hold it, and aircraft arrive with orders precise enough to include a notice period. Its expanded roster reaches from Marine Infantry, Lance Teams, and forward observers to heavy armor, carrier aviation, layered missile defenses, and the JSL Orbital Platform. The space laser is the headline; the column underneath still needs a way through.
Strengths: Build a secure foothold and advance with a mixed force. The core roster pays more for stronger damage and tougher units. Use that strength to hold a useful position, scout the next one, and bring air support or longer-range fire where the available unit's field behavior supports it.
Weaknesses: Losses cost more to replace, and a powerful column cannot guard every collection route at once. Keep a reserve and check defense entries for their actual targets; an impressive interceptor name does not make it an answer to every ground attack.
Tip: Put an SCV to work on a Fusion Plant, then finish Ground Command. Keep another worker gathering if one is available.
Multipliers: {"cost":1.25,"hp":1.1,"damage":1.3,"speed":1}. Income factor: 1.
JSLC carries a naval plotting board into an orbital war. Armored engineers open the ground route, tracked columns hold it, and aircraft arrive with orders precise enough to include a notice period. Its expanded roster reaches from Marine Infantry, Lance Teams, and forward observers to heavy armor, carrier aviation, layered missile defenses, and the JSL Orbital Platform. The space laser is the hea…
Release multipliers {"cost":1.25,"hp":1.1,"damage":1.3,"speed":1}
Put an SCV to work on a Fusion Plant, then finish Ground Command. Keep another worker gathering if one is available.
AoI
Choose your faction
AoI
AoI's battlefield is a collection of courtyards, workshops, dusty pickups, and routes an armored commander would rather ignore. Its expanded roster gives the irregular force a cast of specialists: Scrap Gunners, Tube Hunters, Cell Medics, Wire Cutters, a Wandering Engineer, recoilless buggies, scrap armor, and mobile mortars. Concealed blocks and tunnel clusters make the underground network part of its identity. Every patched panel tells the same story: keep moving, keep replacing, and make the…
Strengths: Use the core roster's lower prices and higher speed to apply pressure on more than one approach. Scout with a small group, raid an exposed route, and reinforce a fight you can win. Preserve core Tunnel Nodes: they can keep AoI alive after its HQ is removed.
Weaknesses: Core units have less health, so cheap replacements can disappear quickly in a direct fight. Your Resource Harvester also builds structures; a construction assignment takes that worker away from collection. A surviving tunnel preserves your side, but it does not restore the lost HQ's resource deposit point.
Tip: Assign a Resource Harvester to a Generator Shed, then finish a Training Courtyard. Keep collection running with another worker when possible.
Multipliers: {"cost":0.8,"hp":0.9,"damage":1.15,"speed":1.2}. Income factor: 1.1.
AoI's battlefield is a collection of courtyards, workshops, dusty pickups, and routes an armored commander would rather ignore. Its expanded roster gives the irregular force a cast of specialists: Scrap Gunners, Tube Hunters, Cell Medics, Wire Cutters, a Wandering Engineer, recoilless buggies, scrap armor, and mobile mortars. Concealed blocks and tunnel clusters make the underground network part …
Release multipliers {"cost":0.8,"hp":0.9,"damage":1.15,"speed":1.2}
Assign a Resource Harvester to a Generator Shed, then finish a Training Courtyard. Keep collection running with another worker when possible.
Penguins
Choose your faction
Penguins
Antarctica has stopped requesting a seat at the table and started claiming the fish on it. Beneath the ice, the Penguin Atlantean Hegemony's lore joins an Ancient Outpost, ZPM energy, and crystal machinery to a deeply serious waddle. Its expanded roster identity spans Emperor Zealots, Atlantean Dragoon Walkers, Puddle Jumpers, and polar strategic powers. The names promise a civilization that treats a plasma flipper as ordinary equipment and the rest of the world as disputed fishing grounds.
Strengths: The current core roster favors affordable, durable bodies and stronger income, with less damage per hit. Keep production moving, bring enough units to sustain an engagement, and focus their fire. Use the expanded entries to choose specialist roles, with their listed field behavior guiding the attack.
Weaknesses: Lower damage per hit can give an opponent time to reinforce. A shield, warp, or ice theme in the lore does not by itself establish regeneration, teleportation, or terrain control in battle. Check the relevant unit or power before building your plan around that effect.
Tip: Use an Ice SCV to complete a Fish Reactor, then a Waddle Academy. Put an available worker on a nearby resource patch.
Multipliers: {"cost":0.65,"hp":1.2,"damage":0.8,"speed":1.1}. Income factor: 1.3.
Antarctica has stopped requesting a seat at the table and started claiming the fish on it. Beneath the ice, the Penguin Atlantean Hegemony's lore joins an Ancient Outpost, ZPM energy, and crystal machinery to a deeply serious waddle. Its expanded roster identity spans Emperor Zealots, Atlantean Dragoon Walkers, Puddle Jumpers, and polar strategic powers. The names promise a civilization that trea…
Release multipliers {"cost":0.65,"hp":1.2,"damage":0.8,"speed":1.1}
Use an Ice SCV to complete a Fish Reactor, then a Waddle Academy. Put an available worker on a nearby resource patch.
JSLC Rifle Infantry
Units, structures and abilities
JSLC Rifle Infantry
unit / jslc / Line infantry
A low-cost frontline unit for numbers, escorts and early pressure.
One element of a combined force: its value depends on the units that protect it and the task it is given.
Status: Standard production. Tier 2. Source native.
Supply: 125
Health: 88
Damage / shot: 10
Range: 90
Speed: 70
Reload: 0.55 s
Training: 1.5 s
Physical length: 0.8 m · representative
Body width: 0.65 m · representative
Physical height: 1.8 m · representative
Requires: Headquarters, Ground Command
Tip: Screen more expensive units with a dispersed line.
Tip: Close as a group; isolated infantry have little health.
Counter: Longer-ranged fire before the squad can close.
Counter: Concentrated armor fire against isolated troops.
Note: Representative measurements are approximate physical envelopes; published measurements are labeled separately.
prereq:Headquarters
prereq:Ground Command
https://z4yin-jcom-training-jslc-and-conquer.pages.dev/guide/img/8c0da5d72025225c54.webp
JSLC Rifle Infantry (core.unit.jslc.infantry) is absent from data/roster name and id indexes.
unit / jslc / Line infantry
A low-cost frontline unit for numbers, escorts and early pressure.
One element of a combined force: its value depends on the units that protect it and the task it is given.
Status: Standard production. Tier 2. Source native.
Supply: 125
Health: 88
Damage / shot: 10
Range: 90
Speed: 70
Reload: 0.55 s
Training: 1.5 s
Physical length: 0.8 m · representative
Body width: 0.65 m · representative
Physical height: 1.8 m · representative
Requires: Headquarters, Ground Command
Tip: Screen more expensive units with a dispersed line.
Tip: Close as a group; isolated infantry have little health.
Counter: Longer-ranged fire before the squad can close.
Counter: Concentrated armor fire against isolated troops.
Note: Representative measurements are approximate physical envelopes; published measurements are labeled separately.
img/8c0da5d72025225c54.webp
Merkava IV
Units, structures and abilities
Merkava IV
unit / jslc / Mobile firepower
A durable direct-fire unit that anchors a mixed force.
One element of a combined force: its value depends on the units that protect it and the task it is given.
Status: Standard production. Tier 2. Source native.
Supply: 350
Health: 242
Damage / shot: 29
Range: 120
Speed: 55
Reload: 0.9 s
Training: 3.5 s
Crew repair / order: Up to 15% maximum HP
Crew repair rate: 2% maximum HP/s
Crew preparation: 3 s
Crew cooldown: 60 s
Physical length: 9 m · representative
Body width: 3.8 m · representative
Physical height: 2.7 m · representative
Requires: Ground Command
Tip: Use infantry to cover the approach and concentrate vehicles on one target.
Tip: Withdraw damaged vehicles before the next volley.
Tip: R can start a limited crew repair after 8 seconds without damage or firing. Stop in cover; the crew cannot move or fight while working.
Tip: Health ceilings depend on starting damage: 90% for light damage, 70% for moderate damage. Below 35% health, bring a specialist. A separate mechanical breakdown still follows its own repair process.
Counter: Rocket teams that maintain their longer reach.
Counter: Concentrated fire on a narrow approach.
Note: Representative measurements are approximate physical envelopes; published measurements are labeled separately.
prereq:Ground Command
https://z4yin-jcom-training-jslc-and-conquer.pages.dev/guide/img/75334bbd961815fe9f.webp
Merkava IV (core.unit.jslc.vehicle) is absent from data/roster name and id indexes.
unit / jslc / Mobile firepower
A durable direct-fire unit that anchors a mixed force.
One element of a combined force: its value depends on the units that protect it and the task it is given.
Status: Standard production. Tier 2. Source native.
Supply: 350
Health: 242
Damage / shot: 29
Range: 120
Speed: 55
Reload: 0.9 s
Training: 3.5 s
Crew repair / order: Up to 15% maximum HP
Crew repair rate: 2% maximum HP/s
Crew preparation: 3 s
Crew cooldown: 60 s
Physical length: 9 m · representative
Body width: 3.8 m · representative
Physical height: 2.7 m · representative
Requires: Ground Command
Tip: Use infantry to cover the approach and concentrate vehicles on one target.
Tip: Withdraw damaged vehicles before the next volley.
Tip: R can start a limited crew repair after 8 seconds without damage or firing. Stop in cover; the crew cannot move or fight while working.
Tip: Health ceilings depend on starting damage: 90% for light damage, 70% for moderate damage. Below 35% health, bring a specialist. A separate mechanical breakdown still follows its own repair process.
Counter: Rocket teams that maintain their longer reach.
Counter: Concentrated fire on a narrow approach.
Note: Representative measurements are approximate physical envelopes; published measurements are labeled separately.
img/75334bbd961815fe9f.webp
F-35I Adir
Units, structures and abilities
F-35I Adir
unit / jslc / Air strike
A fast, expensive aircraft with a heavy single shot and a longer reload.
One element of a combined force: its value depends on the units that protect it and the task it is given.
Status: Standard production. Tier 2. Source native.
Supply: 650
Health: 187
Damage / shot: 62
Range: 165
Speed: 105
Reload: 1.35 s
Training: 6 s
Physical length: 15.7 m · published
Wingspan / outer width: 10.7 m · published
Physical height: 4.38 m · published
Gross mass reference: 31.75 t · representative
Requires: Ground Command
Tip: Use air routes to reach separated islands and exposed buildings.
Tip: Avoid sending aircraft into a defended target one at a time.
Counter: Focused fire from defending units.
Counter: Loss of the producer needed to replace aircraft.
prereq:Ground Command
https://z4yin-jcom-training-jslc-and-conquer.pages.dev/guide/img/3a52c22a5a724cc203.webp
F-35I Adir (core.unit.jslc.bomber) is absent from data/roster name and id indexes.
unit / jslc / Air strike
A fast, expensive aircraft with a heavy single shot and a longer reload.
One element of a combined force: its value depends on the units that protect it and the task it is given.
Status: Standard production. Tier 2. Source native.
Supply: 650
Health: 187
Damage / shot: 62
Range: 165
Speed: 105
Reload: 1.35 s
Training: 6 s
Physical length: 15.7 m · published
Wingspan / outer width: 10.7 m · published
Physical height: 4.38 m · published
Gross mass reference: 31.75 t · representative
Requires: Ground Command
Tip: Use air routes to reach separated islands and exposed buildings.
Tip: Avoid sending aircraft into a defended target one at a time.
Counter: Focused fire from defending units.
Counter: Loss of the producer needed to replace aircraft.
img/3a52c22a5a724cc203.webp
Hermes 900
Units, structures and abilities
Hermes 900
unit / jslc / Fast aerial pressure
The fastest standard chassis trades health for reach and mobility.
One element of a combined force: its value depends on the units that protect it and the task it is given.
Status: Standard production. Tier 2. Source native.
Supply: 275
Health: 105
Damage / shot: 17
Range: 145
Speed: 125
Reload: 0.7 s
Training: 3.5 s
Physical length: 8.3 m · representative
Wingspan / outer width: 15 m · representative
Physical height: 3.3 m · representative
Gross mass reference: 1.5 t · representative
Requires: Ground Command
Tip: Shift quickly between exposed targets.
Tip: Use its range; low health makes close exchanges costly.
Counter: Iron Dome or Iron Beam coverage.
Counter: Several defenders firing together.
Note: Representative measurements are approximate physical envelopes; published measurements are labeled separately.
prereq:Ground Command
Hermes 900 (core.unit.jslc.drone) is absent from data/roster name and id indexes.
unit / jslc / Fast aerial pressure
The fastest standard chassis trades health for reach and mobility.
One element of a combined force: its value depends on the units that protect it and the task it is given.
Status: Standard production. Tier 2. Source native.
Supply: 275
Health: 105
Damage / shot: 17
Range: 145
Speed: 125
Reload: 0.7 s
Training: 3.5 s
Physical length: 8.3 m · representative
Wingspan / outer width: 15 m · representative
Physical height: 3.3 m · representative
Gross mass reference: 1.5 t · representative
Requires: Ground Command
Tip: Shift quickly between exposed targets.
Tip: Use its range; low health makes close exchanges costly.
Counter: Iron Dome or Iron Beam coverage.
Counter: Several defenders firing together.
Note: Representative measurements are approximate physical envelopes; published measurements are labeled separately.
INS Rimon (613)
Units, structures and abilities
INS Rimon (613)
unit / jslc / Naval anchor
A costly, high-health warship with more range than a light boat.
One element of a combined force: its value depends on the units that protect it and the task it is given.
Status: Standard production. Tier 2. Source native.
Supply: 813
Health: 572
Damage / shot: 55
Range: 210
Speed: 62
Reload: 1.1 s
Training: 8 s
Physical length: 90 m · published
Outer beam / deck width: 13 m · published
Height envelope: 28 m · representative
Flight deck: Helicopter deck
Aircraft capacity: 1
Included aircraft: 1
Default air group: 1 × MH-60R Seahawk
Deck mass budget: 15 t · game limit
Requires: Ground Command
Tip: Hold a sea approach while lighter forces maneuver.
Tip: Use its range against coastal targets; inland objectives need another route.
Counter: Concentrated aircraft or shore fire.
Counter: Landlocked theatres, where this unit is not offered.
Note: Available only when the theatre has navigable water.
Note: Representative measurements are approximate physical envelopes; published measurements are labeled separately.
Note: Ship height is a representative waterline-to-mast visual envelope.
Note: The completed ship includes its default air group once. These small game complements are not real squadron totals. Launch and recover actual aircraft through the ship controls.
Note: Auto complement starts off. Enable it to replace lost default aircraft and landing craft with paid production. It waits for supply, research, queue room and deck limits; surviving deployed aircraft still count and are not duplicated.
Note: Compatible alternatives may join the ship even when they are not its normal air group. Deck controls check launch category, operating clearance, storage space, aircraft count and a local mass budget. These game limits are not certified deck ratings.
Note: Fuel, consumables and routine aviation sustainment are not simulated. An aircraft that fits does not acquire a new weapon or mission system.
prereq:Ground Command
https://z4yin-jcom-training-jslc-and-conquer.pages.dev/guide/img/9a7b13e1c6f98b1edd.webp
Card image img/9a7b13e1c6f98b1edd.webp
Supply: 813
Damage / shot: 55
Range: 210
Speed: 62
Reload: 1.1 s
Training: 8 s
Physical length: 90 m · published
Outer beam / deck width: 13 m · published
Height envelope: 28 m · representative
Flight deck: Helicopter deck
Aircraft capacity: 1
Included aircraft: 1
Default air group: 1 × MH-60R Seahawk
Deck mass budget: 15 t · game limit
Armored D9
Units, structures and abilities
Armored D9
unit / jslc / Builder and supply worker
A construction and gathering worker whose value is the base it sustains.
One element of a combined force: its value depends on the units that protect it and the task it is given.
Status: Standard production. Tier 2. Source native.
Supply: 325
Health: 231
Damage / shot: 5
Range: 35
Speed: 64
Reload: 1.2 s
Training: 4.5 s
Physical length: 8.2 m · representative
Body width: 4.5 m · representative
Physical height: 4.2 m · representative
Requires: Headquarters, Ground Command
Tip: Build the next prerequisite, then return to gathering.
Tip: Keep its route to headquarters behind a fighting screen.
Counter: Raids on workers or their deposit route.
Counter: Loss of the headquarters needed to unload supply.
Note: Representative measurements are approximate physical envelopes; published measurements are labeled separately.
prereq:Headquarters
prereq:Ground Command
https://z4yin-jcom-training-jslc-and-conquer.pages.dev/guide/img/1611cfb54233655f33.webp
Armored D9 (core.unit.jslc.scv) is absent from data/roster name and id indexes.
unit / jslc / Builder and supply worker
A construction and gathering worker whose value is the base it sustains.
One element of a combined force: its value depends on the units that protect it and the task it is given.
Status: Standard production. Tier 2. Source native.
Supply: 325
Health: 231
Damage / shot: 5
Range: 35
Speed: 64
Reload: 1.2 s
Training: 4.5 s
Physical length: 8.2 m · representative
Body width: 4.5 m · representative
Physical height: 4.2 m · representative
Requires: Headquarters, Ground Command
Tip: Build the next prerequisite, then return to gathering.
Tip: Keep its route to headquarters behind a fighting screen.
Counter: Raids on workers or their deposit route.
Counter: Loss of the headquarters needed to unload supply.
Note: Representative measurements are approximate physical envelopes; published measurements are labeled separately.
img/1611cfb54233655f33.webp
AoI Rifle Infantry
Units, structures and abilities
AoI Rifle Infantry
unit / aoi / Line infantry
A low-cost frontline unit for numbers, escorts and early pressure.
One element of a combined force: its value depends on the units that protect it and the task it is given.
Status: Standard production. Tier 4. Source native.
Supply: 80
Health: 72
Damage / shot: 9
Range: 90
Speed: 84
Reload: 0.55 s
Training: 1.5 s
Physical length: 0.8 m · representative
Body width: 0.65 m · representative
Physical height: 1.8 m · representative
Requires: Headquarters, Training Courtyard, Tunnel Node
Tip: Screen more expensive units with a dispersed line.
Tip: Close as a group; isolated infantry have little health.
Counter: Longer-ranged fire before the squad can close.
Counter: Concentrated armor fire against isolated troops.
Note: Representative measurements are approximate physical envelopes; published measurements are labeled separately.
prereq:Headquarters
prereq:Training Courtyard
prereq:Tunnel Node
https://z4yin-jcom-training-jslc-and-conquer.pages.dev/guide/img/d8316bb9b2d9a3e64e.webp
AoI Rifle Infantry (core.unit.aoi.infantry) is absent from data/roster name and id indexes.
unit / aoi / Line infantry
A low-cost frontline unit for numbers, escorts and early pressure.
One element of a combined force: its value depends on the units that protect it and the task it is given.
Status: Standard production. Tier 4. Source native.
Supply: 80
Health: 72
Damage / shot: 9
Range: 90
Speed: 84
Reload: 0.55 s
Training: 1.5 s
Physical length: 0.8 m · representative
Body width: 0.65 m · representative
Physical height: 1.8 m · representative
Requires: Headquarters, Training Courtyard, Tunnel Node
Tip: Screen more expensive units with a dispersed line.
Tip: Close as a group; isolated infantry have little health.
Counter: Longer-ranged fire before the squad can close.
Counter: Concentrated armor fire against isolated troops.
Note: Representative measurements are approximate physical envelopes; published measurements are labeled separately.
img/d8316bb9b2d9a3e64e.webp
Hilux Technical
Units, structures and abilities
Hilux Technical
unit / aoi / Mobile firepower
A durable direct-fire unit that anchors a mixed force.
One element of a combined force: its value depends on the units that protect it and the task it is given.
Status: Standard production. Tier 2. Source native.
Supply: 224
Health: 198
Damage / shot: 25
Range: 120
Speed: 66
Reload: 0.9 s
Training: 3.5 s
Physical length: 5.33 m · representative
Body width: 1.85 m · representative
Physical height: 2.6 m · representative
Requires: Training Courtyard
Tip: Use infantry to cover the approach and concentrate vehicles on one target.
Tip: Withdraw damaged vehicles before the next volley.
Counter: Rocket teams that maintain their longer reach.
Counter: Concentrated fire on a narrow approach.
Note: Representative measurements are approximate physical envelopes; published measurements are labeled separately.
prereq:Training Courtyard
https://z4yin-jcom-training-jslc-and-conquer.pages.dev/guide/img/e54879251283c0f0ce.webp
Hilux Technical (core.unit.aoi.vehicle) is absent from data/roster name and id indexes.
unit / aoi / Mobile firepower
A durable direct-fire unit that anchors a mixed force.
One element of a combined force: its value depends on the units that protect it and the task it is given.
Status: Standard production. Tier 2. Source native.
Supply: 224
Health: 198
Damage / shot: 25
Range: 120
Speed: 66
Reload: 0.9 s
Training: 3.5 s
Physical length: 5.33 m · representative
Body width: 1.85 m · representative
Physical height: 2.6 m · representative
Requires: Training Courtyard
Tip: Use infantry to cover the approach and concentrate vehicles on one target.
Tip: Withdraw damaged vehicles before the next volley.
Counter: Rocket teams that maintain their longer reach.
Counter: Concentrated fire on a narrow approach.
Note: Representative measurements are approximate physical envelopes; published measurements are labeled separately.
img/e54879251283c0f0ce.webp
Paraglider
Units, structures and abilities
Paraglider
unit / aoi / Light air raider
A quick, fragile aircraft whose short range demands a close approach.
One element of a combined force: its value depends on the units that protect it and the task it is given.
Status: Standard production. Tier 4. Source native.
Supply: 192
Health: 68
Damage / shot: 12
Range: 70
Speed: 141.6
Reload: 0.65 s
Training: 3.8 s
Physical length: 4 m · representative
Wingspan / outer width: 11 m · representative
Physical height: 5 m · representative
Gross mass reference: 0.3 t · representative
Requires: Training Courtyard, Tunnel Node
Tip: Look for gaps instead of concentrated defense.
Tip: Use another group to occupy the defenders first.
Counter: Iron Beam coverage.
Counter: Long-range units firing before it closes.
Note: Representative measurements are approximate physical envelopes; published measurements are labeled separately.
prereq:Training Courtyard
prereq:Tunnel Node
https://z4yin-jcom-training-jslc-and-conquer.pages.dev/guide/img/e2a9f5add50613f8ce.webp
Paraglider (core.unit.aoi.paraglider) is absent from data/roster name and id indexes.
unit / aoi / Light air raider
A quick, fragile aircraft whose short range demands a close approach.
One element of a combined force: its value depends on the units that protect it and the task it is given.
Status: Standard production. Tier 4. Source native.
Supply: 192
Health: 68
Damage / shot: 12
Range: 70
Speed: 141.6
Reload: 0.65 s
Training: 3.8 s
Physical length: 4 m · representative
Wingspan / outer width: 11 m · representative
Physical height: 5 m · representative
Gross mass reference: 0.3 t · representative
Requires: Training Courtyard, Tunnel Node
Tip: Look for gaps instead of concentrated defense.
Tip: Use another group to occupy the defenders first.
Counter: Iron Beam coverage.
Counter: Long-range units firing before it closes.
Note: Representative measurements are approximate physical envelopes; published measurements are labeled separately.
img/e2a9f5add50613f8ce.webp