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