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.