JSLC › KEPT

Kept cards

Resource Plot

Units, structures and abilities

Resource Plot

building / aoi / Resource site

A faction resource plot replenishes 120 stock after 14 seconds when empty.

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

Status: Standard production. Tier 2. Source native.

Health: 260

Supply: 350

Construction: 8 s

Requires: Generator Shed

Tip: Keep access clear for collection.

Tip: Owned plots differ from finite neutral gathering patches.

Counter: Interception of collecting workers.

prereq:Generator Shed

Resource Plot (core.building.aoi.farm) is absent from data/roster name and id indexes.

building / aoi / Resource site

A faction resource plot replenishes 120 stock after 14 seconds when empty.

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

Status: Standard production. Tier 2. Source native.

Health: 260

Supply: 350

Construction: 8 s

Requires: Generator Shed

Tip: Keep access clear for collection.

Tip: Owned plots differ from finite neutral gathering patches.

Counter: Interception of collecting workers.

Covered Workshop

Units, structures and abilities

Covered Workshop

building / aoi / Covered workshop

An AoI structure unlocked through the Resource Plot branch.

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

Status: Standard production. Tier 3. Source native.

Health: 210

Supply: 500

Construction: 11 s

Requires: Resource Plot

Tip: Treat it as part of the faction’s structure roster.

Tip: Reserve supply for field units when no current plan needs it.

Counter: Direct fire against its light structure health.

prereq:Resource Plot

https://z4yin-jcom-training-jslc-and-conquer.pages.dev/guide/img/404c1588dcc631bd8d.webp

Covered Workshop (core.building.aoi.greenhouse) is absent from data/roster name and id indexes.

building / aoi / Covered workshop

An AoI structure unlocked through the Resource Plot branch.

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

Status: Standard production. Tier 3. Source native.

Health: 210

Supply: 500

Construction: 11 s

Requires: Resource Plot

Tip: Treat it as part of the faction’s structure roster.

Tip: Reserve supply for field units when no current plan needs it.

Counter: Direct fire against its light structure health.

img/404c1588dcc631bd8d.webp

Concealed Block

Units, structures and abilities

Concealed Block

building / aoi / Urban infrastructure

An AoI concealed structure unlocked after the Training Courtyard.

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

Status: Standard production. Tier 3. Source native.

Health: 560

Supply: 600

Construction: 13 s

Requires: Training Courtyard

Tip: Inspect the live map and tunnel view for local access.

Tip: Do not assume an unlisted income or weapon bonus.

Counter: Sustained pressure on a lightly defended structure.

prereq:Training Courtyard

Concealed Block (core.building.aoi.urban) is absent from data/roster name and id indexes.

building / aoi / Urban infrastructure

An AoI concealed structure unlocked after the Training Courtyard.

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

Status: Standard production. Tier 3. Source native.

Health: 560

Supply: 600

Construction: 13 s

Requires: Training Courtyard

Tip: Inspect the live map and tunnel view for local access.

Tip: Do not assume an unlisted income or weapon bonus.

Counter: Sustained pressure on a lightly defended structure.

Tunnel Node

Units, structures and abilities

Tunnel Node

building / aoi / Network survival and production

An AoI network structure can keep the faction alive after headquarters falls.

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

Status: Standard production. Tier 4. Source native.

Health: 440

Supply: 750

Construction: 16 s

Requires: Generator Shed, Training Courtyard

Tip: Preserve a route as insurance against headquarters loss.

Tip: Against AoI, search for surviving core Tunnel Nodes before assuming victory.

Counter: Destroying remaining core tunnel structures.

Counter: Local underground scans and breach actions where available.

prereq:Generator Shed

prereq:Training Courtyard

https://z4yin-jcom-training-jslc-and-conquer.pages.dev/guide/img/cc623376a4ec58cb1b.webp

Card image img/cc623376a4ec58cb1b.webp

Health: 440

Supply: 750

Construction: 16 s

Headquarters

Units, structures and abilities

Headquarters

building / penguins / Command and economy

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

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

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/93835bcfd61dfb9bb0.webp

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

building / penguins / Command and economy

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

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

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/93835bcfd61dfb9bb0.webp

Fish Reactor

Units, structures and abilities

Fish Reactor

building / penguins / Power and progression

Provides 100 power and opens the next construction step.

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

Status: Standard production. Tier 1. Source native.

Health: 600

Supply: 300

Construction: 7 s

Power provided: 100

Requires: Ice 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:Ice SCV

https://z4yin-jcom-training-jslc-and-conquer.pages.dev/guide/img/d93e79c5367c2a9f47.webp

Fish Reactor (core.building.penguins.plant) is absent from data/roster name and id indexes.

building / penguins / Power and progression

Provides 100 power and opens the next construction step.

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

Status: Standard production. Tier 1. Source native.

Health: 600

Supply: 300

Construction: 7 s

Power provided: 100

Requires: Ice 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.

img/d93e79c5367c2a9f47.webp

Waddle Academy

Units, structures and abilities

Waddle Academy

building / penguins / Army production

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

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

Status: Standard production. Tier 2. Source native.

Health: 900

Supply: 500

Construction: 10 s

Requires: Fish Reactor

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:Fish Reactor

Waddle Academy (core.building.penguins.barracks) is absent from data/roster name and id indexes.

building / penguins / Army production

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

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

Status: Standard production. Tier 2. Source native.

Health: 900

Supply: 500

Construction: 10 s

Requires: Fish Reactor

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.

Fish Depot

Units, structures and abilities

Fish Depot

building / penguins / Resource site

A faction resource plot replenishes 120 stock after 14 seconds when empty.

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

Status: Standard production. Tier 2. Source native.

Health: 260

Supply: 400

Construction: 9 s

Requires: Fish Reactor

Tip: Keep access clear for collection.

Tip: Owned plots differ from finite neutral gathering patches.

Counter: Interception of collecting workers.

prereq:Fish Reactor

Fish Depot (core.building.penguins.farm) is absent from data/roster name and id indexes.

building / penguins / Resource site

A faction resource plot replenishes 120 stock after 14 seconds when empty.

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

Status: Standard production. Tier 2. Source native.

Health: 260

Supply: 400

Construction: 9 s

Requires: Fish Reactor

Tip: Keep access clear for collection.

Tip: Owned plots differ from finite neutral gathering patches.

Counter: Interception of collecting workers.

Armored Personnel Carrier

Units, structures and abilities

Armored Personnel Carrier

unit / shared / Armored carrier reference

A fast armored chassis with modest damage and short weapon range.

One element of a combined force: its value depends on the units that protect it and the task it is given.

Status: Scenario reference. Tier 0. Source native.

Supply: 320

Health: 260

Damage / shot: 12

Range: 85

Speed: 85

Reload: 0.6 s

Training: 3.5 s

Physical length: 7 m · representative

Body width: 2.8 m · representative

Physical height: 2.6 m · representative

Requires: Scenario placement or a compatible specialist mode

Tip: Its speed favors repositioning over long-range duels.

Tip: Check the scenario before planning around transport behavior.

Counter: Longer-ranged heavy fire.

Note: Not in this launcher’s standard faction production lists. Stats shown are unscaled base values.

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

prereq:Scenario placement or a compatible specialist mode

Armored Personnel Carrier (reference.unit.apc) is absent from data/roster name and id indexes.

unit / shared / Armored carrier reference

A fast armored chassis with modest damage and short weapon range.

One element of a combined force: its value depends on the units that protect it and the task it is given.

Status: Scenario reference. Tier 0. Source native.

Supply: 320

Health: 260

Damage / shot: 12

Range: 85

Speed: 85

Reload: 0.6 s

Training: 3.5 s

Physical length: 7 m · representative

Body width: 2.8 m · representative

Physical height: 2.6 m · representative

Requires: Scenario placement or a compatible specialist mode

Tip: Its speed favors repositioning over long-range duels.

Tip: Check the scenario before planning around transport behavior.

Counter: Longer-ranged heavy fire.

Note: Not in this launcher’s standard faction production lists. Stats shown are unscaled base values.

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

Combat Dozer

Units, structures and abilities

Combat Dozer

unit / shared / Heavy utility reference

A heavily armored, slow chassis with very short weapon reach.

One element of a combined force: its value depends on the units that protect it and the task it is given.

Status: Scenario reference. Tier 0. Source native.

Supply: 350

Health: 340

Damage / shot: 6

Range: 35

Speed: 48

Reload: 1 s

Training: 4.5 s

Physical length: 8.2 m · representative

Body width: 4.5 m · representative

Physical height: 4.2 m · representative

Requires: Scenario placement or a compatible specialist mode

Tip: Its durability is much stronger than its weapon output.

Tip: Use the faction’s actual builder for standard construction.

Counter: Ranged units staying outside its short reach.

Note: Not in this launcher’s standard faction production lists. Stats shown are unscaled base values.

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

prereq:Scenario placement or a compatible specialist mode

Combat Dozer (reference.unit.dozer) is absent from data/roster name and id indexes.

unit / shared / Heavy utility reference

A heavily armored, slow chassis with very short weapon reach.

One element of a combined force: its value depends on the units that protect it and the task it is given.

Status: Scenario reference. Tier 0. Source native.

Supply: 350

Health: 340

Damage / shot: 6

Range: 35

Speed: 48

Reload: 1 s

Training: 4.5 s

Physical length: 8.2 m · representative

Body width: 4.5 m · representative

Physical height: 4.2 m · representative

Requires: Scenario placement or a compatible specialist mode

Tip: Its durability is much stronger than its weapon output.

Tip: Use the faction’s actual builder for standard construction.

Counter: Ranged units staying outside its short reach.

Note: Not in this launcher’s standard faction production lists. Stats shown are unscaled base values.

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

Mobile Anti-Air

Units, structures and abilities

Mobile Anti-Air

unit / shared / Air-defense chassis reference

A fast-firing, long-range chassis defined in the shared unit table.

One element of a combined force: its value depends on the units that protect it and the task it is given.

Status: Scenario reference. Tier 0. Source native.

Supply: 340

Health: 160

Damage / shot: 24

Range: 170

Speed: 80

Reload: 0.4 s

Training: 4 s

Physical length: 8 m · representative

Body width: 3 m · representative

Physical height: 4 m · representative

Requires: Scenario placement or a compatible specialist mode

Tip: Compare its range and reload when a scenario offers it.

Tip: A unit name alone does not add special targeting or damage rules.

Counter: Focused fire against its modest health.

Note: Not in this launcher’s standard faction production lists. Stats shown are unscaled base values.

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

prereq:Scenario placement or a compatible specialist mode

Mobile Anti-Air (reference.unit.anti_air) is absent from data/roster name and id indexes.

unit / shared / Air-defense chassis reference

A fast-firing, long-range chassis defined in the shared unit table.

One element of a combined force: its value depends on the units that protect it and the task it is given.

Status: Scenario reference. Tier 0. Source native.

Supply: 340

Health: 160

Damage / shot: 24

Range: 170

Speed: 80

Reload: 0.4 s

Training: 4 s

Physical length: 8 m · representative

Body width: 3 m · representative

Physical height: 4 m · representative

Requires: Scenario placement or a compatible specialist mode

Tip: Compare its range and reload when a scenario offers it.

Tip: A unit name alone does not add special targeting or damage rules.

Counter: Focused fire against its modest health.

Note: Not in this launcher’s standard faction production lists. Stats shown are unscaled base values.

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

Heavy Howitzer

Units, structures and abilities

Heavy Howitzer

unit / shared / Siege chassis reference

The longest-ranged base chassis, with a large shot and slow reload.

One element of a combined force: its value depends on the units that protect it and the task it is given.

Status: Scenario reference. Tier 0. Source native.

Supply: 480

Health: 140

Damage / shot: 65

Range: 300

Speed: 42

Reload: 2.2 s

Training: 5.5 s

Physical length: 10 m · representative

Body width: 3.2 m · representative

Physical height: 3.4 m · representative

Requires: Scenario placement or a compatible specialist mode

Tip: Screen it so enemies cannot exploit its low health.

Tip: Move the screen forward first; do not let the gun lead.

Counter: Fast attackers reaching the gun between shots.

Note: Not in this launcher’s standard faction production lists. Stats shown are unscaled base values.

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

prereq:Scenario placement or a compatible specialist mode

Heavy Howitzer (reference.unit.artillery) is absent from data/roster name and id indexes.

unit / shared / Siege chassis reference

The longest-ranged base chassis, with a large shot and slow reload.

One element of a combined force: its value depends on the units that protect it and the task it is given.

Status: Scenario reference. Tier 0. Source native.

Supply: 480

Health: 140

Damage / shot: 65

Range: 300

Speed: 42

Reload: 2.2 s

Training: 5.5 s

Physical length: 10 m · representative

Body width: 3.2 m · representative

Physical height: 3.4 m · representative

Requires: Scenario placement or a compatible specialist mode

Tip: Screen it so enemies cannot exploit its low health.

Tip: Move the screen forward first; do not let the gun lead.

Counter: Fast attackers reaching the gun between shots.

Note: Not in this launcher’s standard faction production lists. Stats shown are unscaled base values.

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

Civilian

Units, structures and abilities

Civilian

unit / shared / Civilian

A neutral noncombatant with no weapon damage.

One element of a combined force: its value depends on the units that protect it and the task it is given.

Status: Scenario reference. Tier 0. Source native.

Supply: 0

Health: 100

Damage / shot: 0

Range: 0

Speed: 24

Reload: 2 s

Training: 0 s

Physical length: 0.8 m · representative

Body width: 0.65 m · representative

Physical height: 1.8 m · representative

Requires: Scenario placement or a compatible specialist mode

Tip: Keep combat away from civilian areas.

Tip: This is a scenario entity, not a production choice.

Note: Not in this launcher’s standard faction production lists. Stats shown are unscaled base values.

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

prereq:Scenario placement or a compatible specialist mode

Civilian (reference.unit.civilian) is absent from data/roster name and id indexes.

unit / shared / Civilian

A neutral noncombatant with no weapon damage.

One element of a combined force: its value depends on the units that protect it and the task it is given.

Status: Scenario reference. Tier 0. Source native.

Supply: 0

Health: 100

Damage / shot: 0

Range: 0

Speed: 24

Reload: 2 s

Training: 0 s

Physical length: 0.8 m · representative

Body width: 0.65 m · representative

Physical height: 1.8 m · representative

Requires: Scenario placement or a compatible specialist mode

Tip: Keep combat away from civilian areas.

Tip: This is a scenario entity, not a production choice.

Note: Not in this launcher’s standard faction production lists. Stats shown are unscaled base values.

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

Peacekeeper

Units, structures and abilities

Peacekeeper

unit / jslc / Line infantry

An affordable infantry body for the front line and nearby objectives.

The expeditionary roster emphasizes specialized equipment working together. Peacekeeper fills its line infantry position.

Status: Expanded production. Tier 1. Source release.

Supply: 200

Training: 6 s

Health: 81

Armor reduction: 0%

Domain: ground

Speed: 70

Base damage: 8

Range: 90

Reload: 0.55 s

Targets: ground, naval

Tier: 1

Physical length: 0.8 m · representative

Body width: 0.65 m · representative

Physical height: 1.8 m · representative

Requires: Producer: Standard Barracks or Operator School

Tip: Move with supporting weapons and avoid arriving one at a time.

Counter: Concentrated fire and attacks from beyond its range.

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

prereq:Producer: Standard Barracks or Operator School

Peacekeeper (roster.coalition.infantry.peacekeeper) is absent from data/roster name and id indexes.

unit / jslc / Line infantry

An affordable infantry body for the front line and nearby objectives.

The expeditionary roster emphasizes specialized equipment working together. Peacekeeper fills its line infantry position.

Status: Expanded production. Tier 1. Source release.

Supply: 200

Training: 6 s

Health: 81

Armor reduction: 0%

Domain: ground

Speed: 70

Base damage: 8

Range: 90

Reload: 0.55 s

Targets: ground, naval

Tier: 1

Physical length: 0.8 m · representative

Body width: 0.65 m · representative

Physical height: 1.8 m · representative

Requires: Producer: Standard Barracks or Operator School

Tip: Move with supporting weapons and avoid arriving one at a time.

Counter: Concentrated fire and attacks from beyond its range.

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

Marine Infantry

Units, structures and abilities

Marine Infantry

unit / jslc / Line infantry

An affordable infantry body for the front line and nearby objectives.

The expeditionary roster emphasizes specialized equipment working together. Marine Infantry fills its line infantry position.

Status: Expanded production. Tier 1. Source release.

Supply: 225

Training: 7 s

Health: 81

Armor reduction: 0%

Domain: ground

Speed: 70

Base damage: 8

Range: 90

Reload: 0.55 s

Targets: ground, naval

Actions: capture

Tier: 1

Physical length: 0.8 m · representative

Body width: 0.65 m · representative

Physical height: 1.8 m · representative

Requires: Producer: Standard Barracks or Operator School

Tip: Move with supporting weapons and avoid arriving one at a time.

Tip: Capture: approach a completed hostile building at no more than 25% health; it must have no loaded passengers.

Tip: Actions share one readiness timer: capture 20s. Using an action briefly reveals the unit.

Counter: Concentrated fire and attacks from beyond its range.

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

prereq:Producer: Standard Barracks or Operator School

https://z4yin-jcom-training-jslc-and-conquer.pages.dev/guide/img/8c0da5d72025225c54.webp

Card image img/8c0da5d72025225c54.webp

Supply: 225

Training: 7 s

Armor reduction: 0%

Domain: ground

Speed: 70

Base damage: 8

Range: 90

Reload: 0.55 s

Targets: ground, naval

Actions: capture

Tier: 1

Physical length: 0.8 m · representative

Body width: 0.65 m · representative

Physical height: 1.8 m · representative

Breach Specialist

Units, structures and abilities

Breach Specialist

unit / jslc / Close assault

A short-range attacker that trades safe reach for a heavier hit.

The expeditionary roster emphasizes specialized equipment working together. Breach Specialist fills its close assault position.

Status: Expanded production. Tier 1. Source release.

Supply: 375

Training: 9 s

Health: 82

Armor reduction: 0%

Domain: ground

Speed: 70

Base damage: 21

Range: 65

Reload: 0.55 s

Targets: ground, naval

Tier: 1

Physical length: 0.8 m · representative

Body width: 0.65 m · representative

Physical height: 1.8 m · representative

Requires: Producer: Standard Barracks or Operator School

Tip: Approach behind a screen, then close on a vulnerable structure or unit.

Counter: Keep distance and fire during its approach.

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

prereq:Producer: Standard Barracks or Operator School

Supply: 375

Training: 9 s

Armor reduction: 0%

Domain: ground

Speed: 70

Base damage: 21

Range: 65

Reload: 0.55 s

Targets: ground, naval

Tier: 1

Physical length: 0.8 m · representative

Body width: 0.65 m · representative

Physical height: 1.8 m · representative

D9 Bulldozer

Units, structures and abilities

D9 Bulldozer

unit / jslc / Construction and support

A worker that places and completes expanded structures. Automatically repairs your nearby equipment.

The armored D9 keeps the broad crawler tracks and heavy front blade of its real construction origin. Here it builds the command’s foothold.

Status: Expanded production. Tier 1. Source release.

Supply: 325

Training: 10 s

Health: 215

Armor reduction: 12%

Domain: ground

Speed: 64

Weapon: Unarmed

Equipment repair: 12 HP/s

Tier: 1

Physical length: 8.2 m · representative

Body width: 4.5 m · representative

Physical height: 4.2 m · representative

Requires: Producer: Standard Headquarters or HQ Command or Motor Pool

Tip: Keep it alive until construction finishes and leave room around the foundation.

Counter: Interrupt construction by threatening the assigned worker.

Note: Automatic support works within 120 on your own units and structures, according to its healing or repair role. It does not heal the provider itself or the separately owned forces of a teammate.

Note: R assigns this unit to repair friendly vehicles or completed structures, including allied assets and mechanical breakdowns at full health. Its automatic equipment-repair aura pauses during that assignment.

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

prereq:Producer: Standard Headquarters or HQ Command or Motor Pool

https://z4yin-jcom-training-jslc-and-conquer.pages.dev/guide/img/1611cfb54233655f33.webp

Card image img/1611cfb54233655f33.webp

Supply: 325

Training: 10 s

Health: 215

Armor reduction: 12%

Domain: ground

Speed: 64

Weapon: Unarmed

Equipment repair: 12 HP/s

Tier: 1

Physical length: 8.2 m · representative

Body width: 4.5 m · representative

Physical height: 4.2 m · representative

Builder Drone

Units, structures and abilities

Builder Drone

unit / jslc / Construction and support

A worker that places and completes expanded structures. Automatically repairs your nearby equipment.

The expeditionary roster emphasizes specialized equipment working together. Builder Drone fills its construction and support position.

Status: Expanded production. Tier 1. Source release.

Supply: 300

Training: 8 s

Health: 214

Armor reduction: 12%

Domain: ground

Speed: 64

Weapon: Unarmed

Equipment repair: 12 HP/s

Tier: 1

Physical length: 8 m · representative

Body width: 2.5 m · representative

Physical height: 3.5 m · representative

Requires: Producer: Standard Headquarters or HQ Command or Motor Pool

Tip: Keep it alive until construction finishes and leave room around the foundation.

Counter: Interrupt construction by threatening the assigned worker.

Note: Automatic support works within 120 on your own units and structures, according to its healing or repair role. It does not heal the provider itself or the separately owned forces of a teammate.

Note: R assigns this unit to repair friendly vehicles or completed structures, including allied assets and mechanical breakdowns at full health. Its automatic equipment-repair aura pauses during that assignment.

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

prereq:Producer: Standard Headquarters or HQ Command or Motor Pool

https://z4yin-jcom-training-jslc-and-conquer.pages.dev/guide/img/73122e46bd5b9af08d.webp

Card image img/73122e46bd5b9af08d.webp

Supply: 300

Training: 8 s

Health: 214

Armor reduction: 12%

Domain: ground

Speed: 64

Weapon: Unarmed

Equipment repair: 12 HP/s

Tier: 1

Physical length: 8 m · representative

Body width: 2.5 m · representative

Physical height: 3.5 m · representative

Lance Team

Units, structures and abilities

Lance Team

unit / jslc / Anti-vehicle support

A dedicated support weapon for engaging armored targets.

The expeditionary roster emphasizes specialized equipment working together. Lance Team fills its anti-vehicle support position.

Status: Expanded production. Tier 2. Source release.

Supply: 425

Training: 11 s

Health: 98

Armor reduction: 0%

Domain: ground

Speed: 48

Base damage: 37

Range: 190

Reload: 1.35 s

Targets: ground, naval

Tier: 2

Physical length: 0.8 m · representative

Body width: 0.65 m · representative

Physical height: 1.8 m · representative

Requires: Producer: Standard Barracks or Operator School

Tip: Use a front line to buy time for repeated shots.

Counter: Pressure the weapon before it can exploit its reach.

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

prereq:Producer: Standard Barracks or Operator School

Supply: 425

Training: 11 s

Health: 98

Armor reduction: 0%

Domain: ground

Speed: 48

Base damage: 37

Range: 190

Reload: 1.35 s

Targets: ground, naval

Tier: 2

Physical length: 0.8 m · representative

Body width: 0.65 m · representative

Physical height: 1.8 m · representative

Field Medic

Units, structures and abilities

Field Medic

unit / jslc / Infantry medical support

An unarmed support unit that restores your nearby infantry.

The expeditionary roster emphasizes specialized equipment working together. Field Medic fills its infantry medical support position.

Status: Expanded production. Tier 2. Source release.

Supply: 350

Training: 10 s

Health: 92

Armor reduction: 0%

Domain: ground

Speed: 70

Weapon: Unarmed

Infantry healing: 8 HP/s

Tier: 2

Physical length: 0.8 m · representative

Body width: 0.65 m · representative

Physical height: 1.8 m · representative

Requires: Producer: Standard Barracks or Operator School

Tip: Keep it close enough to help, behind the units taking fire.

Counter: Separate it from its escort or focus the support unit.

Note: Automatic support works within 120 on your own units and structures, according to its healing or repair role. It does not heal the provider itself or the separately owned forces of a teammate.

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

prereq:Producer: Standard Barracks or Operator School

Supply: 350

Training: 10 s

Health: 92

Armor reduction: 0%

Domain: ground

Speed: 70

Weapon: Unarmed

Infantry healing: 8 HP/s

Tier: 2

Physical length: 0.8 m · representative

Body width: 0.65 m · representative

Physical height: 1.8 m · representative