JSLC › KEPT

Kept cards

Sayyad (FB-72)

Units, structures and abilities

Sayyad (FB-72)

unit / aoi / Coastal raider

A fast light craft for fights along a navigable coastline.

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: 208

Health: 131

Damage / shot: 16

Range: 105

Speed: 110.4

Reload: 0.7 s

Training: 4.2 s

Physical length: 20 m · representative

Outer beam / deck width: 5 m · representative

Height envelope: 6 m · representative

Requires: Training Courtyard, Tunnel Node

Tip: Stay in water with a reachable coastal target.

Tip: Use local transport controls when the active mode supports them.

Counter: Heavier naval fire.

Counter: Defenders covering the shore you must approach.

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.

prereq:Training Courtyard

prereq:Tunnel Node

https://z4yin-jcom-training-jslc-and-conquer.pages.dev/guide/img/c6acace39daf2d9eda.webp

Sayyad (FB-72) (core.unit.aoi.boat) is absent from data/roster name and id indexes.

unit / aoi / Coastal raider

A fast light craft for fights along a navigable coastline.

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: 208

Health: 131

Damage / shot: 16

Range: 105

Speed: 110.4

Reload: 0.7 s

Training: 4.2 s

Physical length: 20 m · representative

Outer beam / deck width: 5 m · representative

Height envelope: 6 m · representative

Requires: Training Courtyard, Tunnel Node

Tip: Stay in water with a reachable coastal target.

Tip: Use local transport controls when the active mode supports them.

Counter: Heavier naval fire.

Counter: Defenders covering the shore you must approach.

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.

img/c6acace39daf2d9eda.webp

Attack Drone

Units, structures and abilities

Attack Drone

unit / aoi / 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: 176

Health: 86

Damage / shot: 15

Range: 145

Speed: 150

Reload: 0.7 s

Training: 3.5 s

Physical length: 5 m · representative

Wingspan / outer width: 9 m · representative

Physical height: 2 m · representative

Gross mass reference: 1.5 t · representative

Requires: Training Courtyard

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:Training Courtyard

https://z4yin-jcom-training-jslc-and-conquer.pages.dev/guide/img/131a3a42fe63d8d2cb.webp

Attack Drone (core.unit.aoi.drone) is absent from data/roster name and id indexes.

unit / aoi / 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: 176

Health: 86

Damage / shot: 15

Range: 145

Speed: 150

Reload: 0.7 s

Training: 3.5 s

Physical length: 5 m · representative

Wingspan / outer width: 9 m · representative

Physical height: 2 m · representative

Gross mass reference: 1.5 t · representative

Requires: Training Courtyard

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.

img/131a3a42fe63d8d2cb.webp

Rocket Team

Units, structures and abilities

Rocket Team

unit / aoi / Long-range support

A slow, lightly protected missile team with long reach and a heavy shot.

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: 240

Health: 77

Damage / shot: 37

Range: 190

Speed: 57.6

Reload: 1.35 s

Training: 4.8 s

Physical length: 0.8 m · representative

Body width: 0.65 m · representative

Physical height: 1.8 m · representative

Requires: Training Courtyard

Tip: Place it behind a screen and let shorter-ranged enemies approach.

Tip: Move before an enemy closes; low health leaves little recovery time.

Counter: Fast units closing the distance.

Counter: JSLC interceptor structures that engage rocket teams.

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/c2f82133863373e48a.webp

Rocket Team (core.unit.aoi.rocket) is absent from data/roster name and id indexes.

unit / aoi / Long-range support

A slow, lightly protected missile team with long reach and a heavy shot.

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: 240

Health: 77

Damage / shot: 37

Range: 190

Speed: 57.6

Reload: 1.35 s

Training: 4.8 s

Physical length: 0.8 m · representative

Body width: 0.65 m · representative

Physical height: 1.8 m · representative

Requires: Training Courtyard

Tip: Place it behind a screen and let shorter-ranged enemies approach.

Tip: Move before an enemy closes; low health leaves little recovery time.

Counter: Fast units closing the distance.

Counter: JSLC interceptor structures that engage rocket teams.

Note: Representative measurements are approximate physical envelopes; published measurements are labeled separately.

img/c2f82133863373e48a.webp

Resource Harvester

Units, structures and abilities

Resource Harvester

unit / aoi / Economy and construction

AoI’s builder and resource worker, with an automatic collection routine.

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: 184

Health: 162

Damage / shot: 2

Range: 35

Speed: 69.6

Reload: 1.2 s

Training: 4 s

Physical length: 8 m · representative

Body width: 2.5 m · representative

Physical height: 3.5 m · representative

Requires: Headquarters, Training Courtyard

Tip: Assign construction when expanding the technology chain.

Tip: Protect its circuit; ordinary move orders can be replaced by automatic collection.

Counter: Interception along its resource route.

Counter: Loss of the deposit headquarters.

Note: Representative measurements are approximate physical envelopes; published measurements are labeled separately.

prereq:Headquarters

prereq:Training Courtyard

https://z4yin-jcom-training-jslc-and-conquer.pages.dev/guide/img/13e03590d935656b78.webp

Resource Harvester (core.unit.aoi.harvester) is absent from data/roster name and id indexes.

unit / aoi / Economy and construction

AoI’s builder and resource worker, with an automatic collection routine.

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: 184

Health: 162

Damage / shot: 2

Range: 35

Speed: 69.6

Reload: 1.2 s

Training: 4 s

Physical length: 8 m · representative

Body width: 2.5 m · representative

Physical height: 3.5 m · representative

Requires: Headquarters, Training Courtyard

Tip: Assign construction when expanding the technology chain.

Tip: Protect its circuit; ordinary move orders can be replaced by automatic collection.

Counter: Interception along its resource route.

Counter: Loss of the deposit headquarters.

Note: Representative measurements are approximate physical envelopes; published measurements are labeled separately.

img/13e03590d935656b78.webp

Waddler

Units, structures and abilities

Waddler

unit / penguins / Line infantry

A low-cost frontline unit for numbers, escorts and early pressure.

Antarctic command gives this battlefield role its own fictional equipment and character.

Status: Standard production. Tier 2. Source native.

Supply: 65

Health: 96

Damage / shot: 6

Range: 90

Speed: 77

Reload: 0.55 s

Training: 1.5 s

Physical length: 0.7 m · fictional

Body width: 0.6 m · fictional

Physical height: 1.3 m · fictional

Requires: Headquarters, Waddle Academy

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: Size is an authored physical envelope for this fictional design.

prereq:Headquarters

prereq:Waddle Academy

https://z4yin-jcom-training-jslc-and-conquer.pages.dev/guide/img/95ca1167bcdfabfe0c.webp

Waddler (core.unit.penguins.infantry) is absent from data/roster name and id indexes.

unit / penguins / Line infantry

A low-cost frontline unit for numbers, escorts and early pressure.

Antarctic command gives this battlefield role its own fictional equipment and character.

Status: Standard production. Tier 2. Source native.

Supply: 65

Health: 96

Damage / shot: 6

Range: 90

Speed: 77

Reload: 0.55 s

Training: 1.5 s

Physical length: 0.7 m · fictional

Body width: 0.6 m · fictional

Physical height: 1.3 m · fictional

Requires: Headquarters, Waddle Academy

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: Size is an authored physical envelope for this fictional design.

img/95ca1167bcdfabfe0c.webp

Sled Tank

Units, structures and abilities

Sled Tank

unit / penguins / Mobile firepower

A durable direct-fire unit that anchors a mixed force.

Antarctic command gives this battlefield role its own fictional equipment and character.

Status: Standard production. Tier 2. Source native.

Supply: 182

Health: 264

Damage / shot: 18

Range: 120

Speed: 60.5

Reload: 0.9 s

Training: 3.5 s

Physical length: 7 m · fictional

Body width: 6 m · fictional

Physical height: 5 m · fictional

Requires: Waddle Academy

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: Size is an authored physical envelope for this fictional design.

prereq:Waddle Academy

https://z4yin-jcom-training-jslc-and-conquer.pages.dev/guide/img/6226fc4a3c8dae0a19.webp

Sled Tank (core.unit.penguins.vehicle) is absent from data/roster name and id indexes.

unit / penguins / Mobile firepower

A durable direct-fire unit that anchors a mixed force.

Antarctic command gives this battlefield role its own fictional equipment and character.

Status: Standard production. Tier 2. Source native.

Supply: 182

Health: 264

Damage / shot: 18

Range: 120

Speed: 60.5

Reload: 0.9 s

Training: 3.5 s

Physical length: 7 m · fictional

Body width: 6 m · fictional

Physical height: 5 m · fictional

Requires: Waddle Academy

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: Size is an authored physical envelope for this fictional design.

img/6226fc4a3c8dae0a19.webp

Flying Penguin

Units, structures and abilities

Flying Penguin

unit / penguins / Air strike

A fast, expensive aircraft with a heavy single shot and a longer reload.

Antarctic command gives this battlefield role its own fictional equipment and character.

Status: Standard production. Tier 2. Source native.

Supply: 338

Health: 204

Damage / shot: 38

Range: 165

Speed: 115.5

Reload: 1.35 s

Training: 6 s

Physical length: 16 m · fictional

Body width: 12 m · fictional

Physical height: 5 m · fictional

Requires: Waddle Academy

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.

Note: Size is an authored physical envelope for this fictional design.

prereq:Waddle Academy

https://z4yin-jcom-training-jslc-and-conquer.pages.dev/guide/img/2e15e5202f7497569f.webp

Flying Penguin (core.unit.penguins.bomber) is absent from data/roster name and id indexes.

unit / penguins / Air strike

A fast, expensive aircraft with a heavy single shot and a longer reload.

Antarctic command gives this battlefield role its own fictional equipment and character.

Status: Standard production. Tier 2. Source native.

Supply: 338

Health: 204

Damage / shot: 38

Range: 165

Speed: 115.5

Reload: 1.35 s

Training: 6 s

Physical length: 16 m · fictional

Body width: 12 m · fictional

Physical height: 5 m · fictional

Requires: Waddle Academy

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.

Note: Size is an authored physical envelope for this fictional design.

img/2e15e5202f7497569f.webp

Ice SCV

Units, structures and abilities

Ice SCV

unit / penguins / Builder and supply worker

A construction and gathering worker whose value is the base it sustains.

Antarctic command gives this battlefield role its own fictional equipment and character.

Status: Standard production. Tier 2. Source native.

Supply: 169

Health: 252

Damage / shot: 3

Range: 35

Speed: 70.4

Reload: 1.2 s

Training: 4.5 s

Physical length: 3 m · fictional

Body width: 3 m · fictional

Physical height: 2.5 m · fictional

Requires: Headquarters, Waddle Academy

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: Size is an authored physical envelope for this fictional design.

prereq:Headquarters

prereq:Waddle Academy

https://z4yin-jcom-training-jslc-and-conquer.pages.dev/guide/img/1e2df7dd0d2cff4745.webp

Ice SCV (core.unit.penguins.scv) is absent from data/roster name and id indexes.

unit / penguins / Builder and supply worker

A construction and gathering worker whose value is the base it sustains.

Antarctic command gives this battlefield role its own fictional equipment and character.

Status: Standard production. Tier 2. Source native.

Supply: 169

Health: 252

Damage / shot: 3

Range: 35

Speed: 70.4

Reload: 1.2 s

Training: 4.5 s

Physical length: 3 m · fictional

Body width: 3 m · fictional

Physical height: 2.5 m · fictional

Requires: Headquarters, Waddle Academy

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: Size is an authored physical envelope for this fictional design.

img/1e2df7dd0d2cff4745.webp

Headquarters

Units, structures and abilities

Headquarters

building / jslc / Command and economy

The command anchor, basic producer and deposit point for gathered supply.

A fixed foothold for a force that must protect its supply, command and fighting strength.

Status: Standard production. Tier 0. Source native.

Health: 2000

Power provided: 50

Requires: Starting command structure

Tip: Keep a defensive screen between headquarters and the enemy.

Tip: Maintain short, protected gathering routes.

Counter: A focused strike on command infrastructure.

Note: Starts on the map; not a normal tech-tree placement.

prereq:Starting command structure

https://z4yin-jcom-training-jslc-and-conquer.pages.dev/guide/img/27eacc5c8cccc8707a.webp

Headquarters (core.building.jslc.hq) is absent from data/roster name and id indexes.

building / jslc / Command and economy

The command anchor, basic producer and deposit point for gathered supply.

A fixed foothold for a force that must protect its supply, command and fighting strength.

Status: Standard production. Tier 0. Source native.

Health: 2000

Power provided: 50

Requires: Starting command structure

Tip: Keep a defensive screen between headquarters and the enemy.

Tip: Maintain short, protected gathering routes.

Counter: A focused strike on command infrastructure.

Note: Starts on the map; not a normal tech-tree placement.

img/27eacc5c8cccc8707a.webp

Fusion Plant

Units, structures and abilities

Fusion Plant

building / jslc / Power and progression

Provides 100 power and opens the next construction step.

A fixed foothold for a force that must protect its supply, command and fighting strength.

Status: Standard production. Tier 1. Source native.

Health: 600

Supply: 450

Construction: 8 s

Power provided: 100

Requires: SCV

Tip: Build it early to unlock the next structures.

Tip: Protect completed prerequisites; losing them can block expansion.

Counter: Raids against power and prerequisites.

prereq:SCV

Fusion Plant (core.building.jslc.plant) is absent from data/roster name and id indexes.

building / jslc / Power and progression

Provides 100 power and opens the next construction step.

A fixed foothold for a force that must protect its supply, command and fighting strength.

Status: Standard production. Tier 1. Source native.

Health: 600

Supply: 450

Construction: 8 s

Power provided: 100

Requires: SCV

Tip: Build it early to unlock the next structures.

Tip: Protect completed prerequisites; losing them can block expansion.

Counter: Raids against power and prerequisites.

Ground Command

Units, structures and abilities

Ground Command

building / jslc / Army production

The main production hub for your faction’s available combat units.

A fixed foothold for a force that must protect its supply, command and fighting strength.

Status: Standard production. Tier 2. Source native.

Health: 900

Supply: 650

Construction: 12 s

Requires: Fusion Plant

Tip: Keep its queue supplied while investing in the economy.

Tip: Several producers can work in parallel; one building advances one unit at a time.

Counter: Pressure on the producer or the workers funding its queue.

prereq:Fusion Plant

Ground Command (core.building.jslc.barracks) is absent from data/roster name and id indexes.

building / jslc / Army production

The main production hub for your faction’s available combat units.

A fixed foothold for a force that must protect its supply, command and fighting strength.

Status: Standard production. Tier 2. Source native.

Health: 900

Supply: 650

Construction: 12 s

Requires: Fusion Plant

Tip: Keep its queue supplied while investing in the economy.

Tip: Several producers can work in parallel; one building advances one unit at a time.

Counter: Pressure on the producer or the workers funding its queue.

Supply Works

Units, structures and abilities

Supply Works

building / jslc / Steady income

An operating supply installation adds 5.5 supply each second.

A fixed foothold for a force that must protect its supply, command and fighting strength.

Status: Standard production. Tier 2. Source native.

Health: 680

Supply: 700

Construction: 14 s

Power demand: 40

Supply / second: 5.5

Requires: Fusion Plant

Tip: Protect it long enough for recurring income to matter.

Tip: Account for its 40 power demand.

Counter: An early raid before the investment repays itself.

prereq:Fusion Plant

https://z4yin-jcom-training-jslc-and-conquer.pages.dev/guide/img/66e56a1245452cc53a.webp

Supply Works (core.building.jslc.desalination) is absent from data/roster name and id indexes.

building / jslc / Steady income

An operating supply installation adds 5.5 supply each second.

A fixed foothold for a force that must protect its supply, command and fighting strength.

Status: Standard production. Tier 2. Source native.

Health: 680

Supply: 700

Construction: 14 s

Power demand: 40

Supply / second: 5.5

Requires: Fusion Plant

Tip: Protect it long enough for recurring income to matter.

Tip: Account for its 40 power demand.

Counter: An early raid before the investment repays itself.

img/66e56a1245452cc53a.webp

Research Directorate

Units, structures and abilities

Research Directorate

building / jslc / Research and command

Adds command income and unlocks the JSLC interceptor branch.

A fixed foothold for a force that must protect its supply, command and fighting strength.

Status: Standard production. Tier 3. Source native.

Health: 620

Supply: 1050

Construction: 18 s

Power demand: 40

Command / second: 1.5

Requires: Fusion Plant, Ground Command

Tip: Finish it before committing to the defense chain.

Tip: Protect it alongside the power plant.

Counter: Raids that break the defense prerequisite chain.

prereq:Fusion Plant

prereq:Ground Command

Research Directorate (core.building.jslc.research) is absent from data/roster name and id indexes.

building / jslc / Research and command

Adds command income and unlocks the JSLC interceptor branch.

A fixed foothold for a force that must protect its supply, command and fighting strength.

Status: Standard production. Tier 3. Source native.

Health: 620

Supply: 1050

Construction: 18 s

Power demand: 40

Command / second: 1.5

Requires: Fusion Plant, Ground Command

Tip: Finish it before committing to the defense chain.

Tip: Protect it alongside the power plant.

Counter: Raids that break the defense prerequisite chain.

Iron Dome

Units, structures and abilities

Iron Dome

defense / jslc / Drone and rocket defense

Engages drones and rocket teams and helps stop short-range rocket strikes.

A fixed foothold for a force that must protect its supply, command and fighting strength.

Status: Standard production. Tier 4. Source native.

Health: 720

Supply: 900

Construction: 16 s

Power demand: 30

Target radius: 360

Damage / pulse: 70

Defense cadence: 0.65 s

Requires: Research Directorate

Tip: Layer it with Iron Beam for different eligible unit types.

Tip: Keep a ground screen; this is not a general-purpose gun turret.

Counter: Ground attackers outside its target set.

Counter: Air units other than its listed drone targets.

Note: Adds 58 percentage points against short-range rocket strikes and 18 against northern barrages.

Note: Interception is a chance, not a guarantee. Combined chance is capped at 92%; these systems do not intercept notice or laser strikes.

prereq:Research Directorate

https://z4yin-jcom-training-jslc-and-conquer.pages.dev/guide/img/10a07dce9a3b10df0d.webp

Card image img/10a07dce9a3b10df0d.webp

Supply: 900

Construction: 16 s

Power demand: 30

Target radius: 360

Damage / pulse: 70

Defense cadence: 0.65 s

David's Sling

Units, structures and abilities

David's Sling

defense / jslc / Layered strike defense

A rocket-team defense that contributes to northern-barrage and long-range strike interception.

A fixed foothold for a force that must protect its supply, command and fighting strength.

Status: Standard production. Tier 4. Source native.

Health: 760

Supply: 1100

Construction: 19 s

Power demand: 40

Target radius: 360

Damage / pulse: 70

Defense cadence: 0.65 s

Requires: Research Directorate

Tip: Combine it with Arrow when long-range strikes are the concern.

Tip: Use mobile units against threats the interceptor does not engage.

Counter: Ordinary ground units and aircraft outside its target set.

Note: Adds 55 percentage points against northern barrages and 14 against long-range ballistic strikes.

Note: Interception is a chance, not a guarantee. Combined chance is capped at 92%; these systems do not intercept notice or laser strikes.

prereq:Research Directorate

https://z4yin-jcom-training-jslc-and-conquer.pages.dev/guide/img/a07b851f58237251cf.webp

Card image img/a07b851f58237251cf.webp

Supply: 1100

Construction: 19 s

Power demand: 40

Target radius: 360

Damage / pulse: 70

Defense cadence: 0.65 s

Iron Beam

Units, structures and abilities

Iron Beam

defense / jslc / Light-air defense

An energy defense that engages drones and paragliders.

A fixed foothold for a force that must protect its supply, command and fighting strength.

Status: Standard production. Tier 5. Source native.

Health: 650

Supply: 1400

Construction: 22 s

Power demand: 40

Target radius: 360

Damage / pulse: 55

Defense cadence: 0.65 s

Requires: Iron Dome

Tip: Place it near assets threatened by light aircraft.

Tip: Keep Iron Dome standing for further construction.

Counter: Ground forces and bomber units outside its target set.

Note: Adds 22 percentage points against short-range rocket strikes.

Note: Interception is a chance, not a guarantee. Combined chance is capped at 92%; these systems do not intercept notice or laser strikes.

prereq:Iron Dome

https://z4yin-jcom-training-jslc-and-conquer.pages.dev/guide/img/66c94d120095a7db26.webp

Iron Beam (core.defense.jslc.iron_beam) is absent from data/roster name and id indexes.

defense / jslc / Light-air defense

An energy defense that engages drones and paragliders.

A fixed foothold for a force that must protect its supply, command and fighting strength.

Status: Standard production. Tier 5. Source native.

Health: 650

Supply: 1400

Construction: 22 s

Power demand: 40

Target radius: 360

Damage / pulse: 55

Defense cadence: 0.65 s

Requires: Iron Dome

Tip: Place it near assets threatened by light aircraft.

Tip: Keep Iron Dome standing for further construction.

Counter: Ground forces and bomber units outside its target set.

Note: Adds 22 percentage points against short-range rocket strikes.

Note: Interception is a chance, not a guarantee. Combined chance is capped at 92%; these systems do not intercept notice or laser strikes.

img/66c94d120095a7db26.webp

Arrow Battery

Units, structures and abilities

Arrow Battery

defense / jslc / Long-range strike defense

The final JSLC interceptor branch, strongest against the game’s long-range ballistic strike.

A fixed foothold for a force that must protect its supply, command and fighting strength.

Status: Standard production. Tier 5. Source native.

Health: 800

Supply: 1550

Construction: 24 s

Power demand: 50

Target radius: 360

Damage / pulse: 70

Defense cadence: 0.65 s

Requires: David's Sling

Tip: Build the Research Directorate and David’s Sling chain first.

Tip: Preserve a mixed defense; direct unit fire is limited to rocket teams.

Counter: Direct assaults by units outside its rocket-team target set.

Note: Adds 68 percentage points against long-range ballistic strikes.

Note: Interception is a chance, not a guarantee. Combined chance is capped at 92%; these systems do not intercept notice or laser strikes.

prereq:David's Sling

https://z4yin-jcom-training-jslc-and-conquer.pages.dev/guide/img/e2929754fc8fce364c.webp

Arrow Battery (core.defense.jslc.arrow) is absent from data/roster name and id indexes.

defense / jslc / Long-range strike defense

The final JSLC interceptor branch, strongest against the game’s long-range ballistic strike.

A fixed foothold for a force that must protect its supply, command and fighting strength.

Status: Standard production. Tier 5. Source native.

Health: 800

Supply: 1550

Construction: 24 s

Power demand: 50

Target radius: 360

Damage / pulse: 70

Defense cadence: 0.65 s

Requires: David's Sling

Tip: Build the Research Directorate and David’s Sling chain first.

Tip: Preserve a mixed defense; direct unit fire is limited to rocket teams.

Counter: Direct assaults by units outside its rocket-team target set.

Note: Adds 68 percentage points against long-range ballistic strikes.

Note: Interception is a chance, not a guarantee. Combined chance is capped at 92%; these systems do not intercept notice or laser strikes.

img/e2929754fc8fce364c.webp

Headquarters

Units, structures and abilities

Headquarters

building / aoi / Command and economy

The command anchor, basic producer and deposit point for gathered supply.

A fixed foothold for a force that must protect its supply, command and fighting strength.

Status: Standard production. Tier 0. Source native.

Health: 2000

Power provided: 50

Requires: Starting command structure

Tip: Keep a defensive screen between headquarters and the enemy.

Tip: Maintain short, protected gathering routes.

Counter: A focused strike on command infrastructure.

Note: Starts on the map; not a normal tech-tree placement.

prereq:Starting command structure

Headquarters (core.building.aoi.hq) is absent from data/roster name and id indexes.

building / aoi / Command and economy

The command anchor, basic producer and deposit point for gathered supply.

A fixed foothold for a force that must protect its supply, command and fighting strength.

Status: Standard production. Tier 0. Source native.

Health: 2000

Power provided: 50

Requires: Starting command structure

Tip: Keep a defensive screen between headquarters and the enemy.

Tip: Maintain short, protected gathering routes.

Counter: A focused strike on command infrastructure.

Note: Starts on the map; not a normal tech-tree placement.

Generator Shed

Units, structures and abilities

Generator Shed

building / aoi / Power and progression

Provides 100 power and opens the next construction step.

A fixed foothold for a force that must protect its supply, command and fighting strength.

Status: Standard production. Tier 1. Source native.

Health: 600

Supply: 300

Construction: 7 s

Power provided: 100

Requires: Resource Harvester

Tip: Build it early to unlock the next structures.

Tip: Protect completed prerequisites; losing them can block expansion.

Counter: Raids against power and prerequisites.

prereq:Resource Harvester

Health: 600

Supply: 300

Construction: 7 s

Power provided: 100

Training Courtyard

Units, structures and abilities

Training Courtyard

building / aoi / Army production

The main production hub for your faction’s available combat units.

A fixed foothold for a force that must protect its supply, command and fighting strength.

Status: Standard production. Tier 2. Source native.

Health: 900

Supply: 450

Construction: 10 s

Requires: Generator Shed

Tip: Keep its queue supplied while investing in the economy.

Tip: Several producers can work in parallel; one building advances one unit at a time.

Counter: Pressure on the producer or the workers funding its queue.

prereq:Generator Shed

Training Courtyard (core.building.aoi.barracks) is absent from data/roster name and id indexes.

building / aoi / Army production

The main production hub for your faction’s available combat units.

A fixed foothold for a force that must protect its supply, command and fighting strength.

Status: Standard production. Tier 2. Source native.

Health: 900

Supply: 450

Construction: 10 s

Requires: Generator Shed

Tip: Keep its queue supplied while investing in the economy.

Tip: Several producers can work in parallel; one building advances one unit at a time.

Counter: Pressure on the producer or the workers funding its queue.