JSLC › KEPT

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