Kept cards
Warden Gunship
Units, structures and abilities
Warden Gunship
unit / jslc / Gunship
An armed aircraft for sustained pressure within its weapon range.
The expeditionary roster emphasizes specialized equipment working together. Warden Gunship fills its gunship position.
Status: Expanded production. Tier 3. Source release.
Supply: 1750
Training: 35 s
Health: 232
Armor reduction: 0%
Domain: air
Speed: 105
Altitude: 130
Base damage: 66
Range: 165
Reload: 1.35 s
Targets: ground, naval
Tier: 3
Operating length: 18 m · representative
Operating rotor width: 15 m · representative
Physical height: 4.8 m · representative
Gross mass reference: 12 t · representative
Requires: Producer: Flight Wing or Forward Dirt Airfield, A completed research facility
Tip: Support the ground advance without lingering inside concentrated air defense.
Counter: Use weapons that can reach its altitude.
Note: Representative measurements are approximate physical envelopes; published measurements are labeled separately.
Note: Operating dimensions include rotor clearance. A folded storage footprint does not provide room to take off.
prereq:Producer: Flight Wing or Forward Dirt Airfield
prereq:A completed research facility
Supply: 1750
Training: 35 s
Health: 232
Armor reduction: 0%
Domain: air
Speed: 105
Altitude: 130
Base damage: 66
Range: 165
Reload: 1.35 s
Targets: ground, naval
Tier: 3
Operating length: 18 m · representative
Operating rotor width: 15 m · representative
Physical height: 4.8 m · representative
Gross mass reference: 12 t · representative
Nightglass Drone
Units, structures and abilities
Nightglass Drone
unit / jslc / Reconnaissance
A mobile observer that helps expose concealed opposition.
The expeditionary roster emphasizes specialized equipment working together. Nightglass Drone fills its reconnaissance position.
Status: Expanded production. Tier 3. Source release.
Supply: 900
Training: 20 s
Health: 124
Armor reduction: 0%
Domain: air
Speed: 125
Altitude: 75
Weapon: Unarmed
Surface detection: 320
Concealment: Revealed by detection or firing
Tier: 3
Physical length: 5 m · representative
Wingspan / outer width: 9 m · representative
Physical height: 2 m · representative
Gross mass reference: 1.5 t · representative
Requires: Producer: Flight Wing or Drone Foundry or Forward Dirt Airfield, A completed research facility
Tip: Probe before committing expensive units and use its detection radius.
Counter: Intercept the scout before its main force arrives.
Note: Representative measurements are approximate physical envelopes; published measurements are labeled separately.
prereq:Producer: Flight Wing or Drone Foundry or Forward Dirt Airfield
prereq:A completed research facility
Supply: 900
Training: 20 s
Armor reduction: 0%
Domain: air
Speed: 125
Altitude: 75
Weapon: Unarmed
Surface detection: 320
Concealment: Revealed by detection or firing
Tier: 3
Physical length: 5 m · representative
Wingspan / outer width: 9 m · representative
Physical height: 2 m · representative
Gross mass reference: 1.5 t · representative
Aurora Lifter
Units, structures and abilities
Aurora Lifter
unit / jslc / Transport
A carrier for nearby friendly ground troops, with capacity defined by its loadout.
The expeditionary roster emphasizes specialized equipment working together. Aurora Lifter fills its transport position.
Status: Expanded production. Tier 4. Source release.
Supply: 2400
Training: 44 s
Health: 398
Armor reduction: 0%
Domain: air
Speed: 85
Altitude: 110
Weapon: Unarmed
Passenger capacity: 12
Tier: 4
Physical length: 40 m · representative
Wingspan / outer width: 38 m · representative
Physical height: 12 m · representative
Gross mass reference: 100 t · representative
Requires: Producer: Flight Wing or Forward Dirt Airfield, A completed research facility
Tip: Load before crossing dangerous terrain and unload onto clear land.
Counter: Destroying a loaded transport also loses its passengers.
Note: Carries ground combat units; resource workers and loaded transports cannot embark. Unloading needs clear land within 140.
Note: Representative measurements are approximate physical envelopes; published measurements are labeled separately.
prereq:Producer: Flight Wing or Forward Dirt Airfield
prereq:A completed research facility
Supply: 2400
Training: 44 s
Health: 398
Armor reduction: 0%
Domain: air
Speed: 85
Altitude: 110
Weapon: Unarmed
Passenger capacity: 12
Tier: 4
Physical length: 40 m · representative
Wingspan / outer width: 38 m · representative
Physical height: 12 m · representative
Gross mass reference: 100 t · representative
Hammerhead Bomber
Units, structures and abilities
Hammerhead Bomber
unit / jslc / Strike aircraft
An aircraft that delivers attacks according to its listed target domains.
The expeditionary roster emphasizes specialized equipment working together. Hammerhead Bomber fills its strike aircraft position.
Status: Expanded production. Tier 3. Source release.
Supply: 1850
Training: 34 s
Health: 233
Armor reduction: 0%
Domain: air
Speed: 105
Altitude: 130
Base damage: 66
Range: 165
Reload: 1.35 s
Targets: air, ground, naval
Actions: rearm
Air-to-air missiles: 2
Tier: 3
Physical length: 22 m · representative
Wingspan / outer width: 18 m · representative
Physical height: 6 m · representative
Gross mass reference: 45 t · representative
Requires: Producer: Flight Wing or Forward Dirt Airfield, A completed research facility
Tip: Approach through gaps in air defense and leave room to return for rearming when needed.
Tip: Rearm: return within 140 of a compatible operational expanded producer to refill missiles.
Tip: Actions share one readiness timer: rearm 20s. Using an action briefly reveals the unit.
Counter: Protect likely targets with air defense.
Note: Representative measurements are approximate physical envelopes; published measurements are labeled separately.
prereq:Producer: Flight Wing or Forward Dirt Airfield
prereq:A completed research facility
Supply: 1850
Training: 34 s
Health: 233
Armor reduction: 0%
Domain: air
Speed: 105
Altitude: 130
Base damage: 66
Range: 165
Reload: 1.35 s
Targets: air, ground, naval
Actions: rearm
Air-to-air missiles: 2
Tier: 3
Physical length: 22 m · representative
Wingspan / outer width: 18 m · representative
Physical height: 6 m · representative
Gross mass reference: 45 t · representative
Shema Air-Superiority Fighter
Units, structures and abilities
Shema Air-Superiority Fighter
unit / jslc / Fighter
An aircraft focused on aerial engagements; some loadouts also attack surface targets.
The expeditionary roster emphasizes specialized equipment working together. Shema Air-Superiority Fighter fills its fighter position.
Status: Expanded production. Tier 4. Source release.
Supply: 2100
Training: 38 s
Health: 257
Armor reduction: 0%
Domain: air
Speed: 105
Altitude: 130
Base damage: 72
Range: 165
Reload: 1.35 s
Targets: air
Actions: rearm
Air-to-air missiles: 8
Tier: 4
Physical length: 17 m · representative
Wingspan / outer width: 12 m · representative
Physical height: 4.8 m · representative
Gross mass reference: 30 t · representative
Requires: Producer: Flight Wing or Forward Dirt Airfield, A completed research facility
Tip: Check target domains and remaining missiles before committing.
Tip: Rearm: return within 140 of a compatible operational expanded producer to refill missiles.
Tip: Actions share one readiness timer: rearm 20s. Using an action briefly reveals the unit.
Counter: Layer air defense and exploit limited ammunition where listed.
Note: Representative measurements are approximate physical envelopes; published measurements are labeled separately.
prereq:Producer: Flight Wing or Forward Dirt Airfield
prereq:A completed research facility
Supply: 2100
Training: 38 s
Armor reduction: 0%
Domain: air
Speed: 105
Altitude: 130
Base damage: 72
Range: 165
Reload: 1.35 s
Targets: air
Actions: rearm
Air-to-air missiles: 8
Tier: 4
Physical length: 17 m · representative
Wingspan / outer width: 12 m · representative
Physical height: 4.8 m · representative
Gross mass reference: 30 t · representative
Zion Raptor
Units, structures and abilities
Zion Raptor
unit / jslc / Strike aircraft
An aircraft that delivers attacks according to its listed target domains.
A fictional Battlestar-themed strike craft, pairing an angular airframe with the roster’s unusual tactical systems.
Status: Expanded production. Tier 5. Source release.
Supply: 2300
Training: 42 s
Health: 349
Armor reduction: 0%
Domain: air
Speed: 105
Altitude: 90
Base damage: 79
Range: 165
Reload: 1.35 s
Targets: ground, naval, air
Surface detection: 320
Deep detection: 320
Actions: warp, rearm, deep scan
Air-to-air missiles: 2
Tier: 5
Physical length: 12 m · fictional
Wingspan / outer width: 10 m · fictional
Physical height: 4 m · fictional
Gross mass reference: 35 t · representative
Requires: Producer: Flight Wing or Forward Dirt Airfield, A completed research facility
Tip: Approach through gaps in air defense and leave room to return for rearming when needed.
Tip: Warp: choose an air destination within 600; movement and attack orders clear.
Tip: Rearm: return within 140 of a compatible operational expanded producer to refill missiles.
Tip: Deep scan: choose a point within 320; reveals underground structures in the scan area for 20 seconds. The onboard sensor also refreshes nearby contacts automatically.
Tip: Actions share one readiness timer: warp 30s, rearm 20s, deep scan 20s. Using an action briefly reveals the unit.
Counter: Protect likely targets with air defense.
Note: Deep-node interaction depends on the match’s underground connection; ordinary surface detection does not reveal every underground node.
Note: Research and a compatible producer authorize a finite Battlestar reserve: four Raptors and eight Vipers per owner. Queued launches reserve stock; the separate strategic-power button is not required.
Note: Size is an authored physical envelope for this fictional design.
prereq:Producer: Flight Wing or Forward Dirt Airfield
prereq:A completed research facility
Supply: 2300
Training: 42 s
Health: 349
Armor reduction: 0%
Domain: air
Speed: 105
Altitude: 90
Base damage: 79
Range: 165
Reload: 1.35 s
Targets: ground, naval, air
Surface detection: 320
Deep detection: 320
Actions: warp, rearm, deep scan
Air-to-air missiles: 2
Tier: 5
Physical length: 12 m · fictional
Wingspan / outer width: 10 m · fictional
Physical height: 4 m · fictional
Gross mass reference: 35 t · representative
Zion Viper
Units, structures and abilities
Zion Viper
unit / jslc / Fighter
An aircraft focused on aerial engagements; some loadouts also attack surface targets.
A fictional Battlestar-themed interceptor whose forward cannon rewards lining up the attack.
Status: Expanded production. Tier 5. Source release.
Supply: 1900
Training: 36 s
Health: 439
Armor reduction: 0%
Domain: air
Speed: 105
Altitude: 85
Base damage: 78
Range: 165
Reload: 1.35 s
Targets: air, ground, naval
Forward firing arc: 50°
Tier: 5
Physical length: 10 m · fictional
Wingspan / outer width: 6 m · fictional
Physical height: 3 m · fictional
Gross mass reference: 35 t · representative
Requires: Producer: Flight Wing or Forward Dirt Airfield, A completed research facility
Tip: Check target domains and remaining missiles before committing.
Counter: Layer air defense and exploit limited ammunition where listed.
Note: Research and a compatible producer authorize a finite Battlestar reserve: four Raptors and eight Vipers per owner. Queued launches reserve stock; the separate strategic-power button is not required.
Note: Size is an authored physical envelope for this fictional design.
prereq:Producer: Flight Wing or Forward Dirt Airfield
prereq:A completed research facility
Supply: 1900
Training: 36 s
Health: 439
Armor reduction: 0%
Domain: air
Speed: 105
Altitude: 85
Base damage: 78
Range: 165
Reload: 1.35 s
Targets: air, ground, naval
Forward firing arc: 50°
Tier: 5
Physical length: 10 m · fictional
Wingspan / outer width: 6 m · fictional
Physical height: 3 m · fictional
Gross mass reference: 35 t · representative
Strata Spear
Units, structures and abilities
Strata Spear
unit / jslc / Strike aircraft
An aircraft that delivers attacks according to its listed target domains.
The expeditionary roster emphasizes specialized equipment working together. Strata Spear fills its strike aircraft position.
Status: Expanded production. Tier 4. Source release.
Supply: 1950
Training: 37 s
Health: 255
Armor reduction: 0%
Domain: air
Speed: 105
Altitude: 130
Base damage: 72
Range: 165
Reload: 1.35 s
Targets: ground, naval
Actions: deep strike
Tier: 4
Physical length: 22 m · fictional
Wingspan / outer width: 18 m · fictional
Physical height: 6 m · fictional
Gross mass reference: 35 t · representative
Requires: Producer: INS Adir (CVN-107) or Flight Wing or Forward Dirt Airfield, A completed research facility
Tip: Approach through gaps in air defense and leave room to return for rearming when needed.
Tip: Deep strike: attack a currently revealed underground structure within reach. Three successful penetrations can remove a full-health target; a drill must approach closely.
Tip: Actions share one readiness timer: deep strike 12s. Using an action briefly reveals the unit.
Counter: Protect likely targets with air defense.
Note: Deep-node interaction depends on the match’s underground connection; ordinary surface detection does not reveal every underground node.
Note: Size is an authored physical envelope for this fictional design.
prereq:Producer: INS Adir (CVN-107) or Flight Wing or Forward Dirt Airfield
prereq:A completed research facility
Supply: 1950
Training: 37 s
Health: 255
Armor reduction: 0%
Domain: air
Speed: 105
Altitude: 130
Base damage: 72
Range: 165
Reload: 1.35 s
Targets: ground, naval
Actions: deep strike
Tier: 4
Physical length: 22 m · fictional
Wingspan / outer width: 18 m · fictional
Physical height: 6 m · fictional
Gross mass reference: 35 t · representative
INS Nahshol (910)
Units, structures and abilities
INS Nahshol (910)
unit / jslc / Patrol craft
A small combat boat that operates on navigable water.
A compact Dvora-class patrol-boat identity: a sharp bow, small cabin and working deck rather than a miniature destroyer.
Status: Expanded production. Tier 1. Source release.
Supply: 800
Training: 15 s
Health: 153
Armor reduction: 12%
Domain: naval
Speed: 92
Base damage: 15
Range: 105
Reload: 0.7 s
Targets: ground, naval
Tier: 1
Physical length: 25 m · representative
Outer beam / deck width: 5.5 m · representative
Height envelope: 7 m · representative
Requires: Producer: Naval Complex Disko Bay, Navigable water beside the producer
Tip: Use waterways to cover crossings and intercept exposed coastal units.
Counter: Contest narrow water routes with surface-capable weapons.
Note: Representative measurements are approximate physical envelopes; published measurements are labeled separately.
Note: Ship height is a representative waterline-to-mast visual envelope.
prereq:Producer: Naval Complex Disko Bay
prereq:Navigable water beside the producer
https://z4yin-jcom-training-jslc-and-conquer.pages.dev/guide/img/f853ac1cd11256b706.webp
Card image img/f853ac1cd11256b706.webp
Supply: 800
Training: 15 s
Armor reduction: 12%
Domain: naval
Speed: 92
Base damage: 15
Range: 105
Reload: 0.7 s
Targets: ground, naval
Tier: 1
Physical length: 25 m · representative
Outer beam / deck width: 5.5 m · representative
Height envelope: 7 m · representative
INS Rimon (613)
Units, structures and abilities
INS Rimon (613)
unit / jslc / Surface warship
A larger naval combatant with the target coverage listed below. Produces aircraft.
The Sa’ar 6 identity brings a compact corvette hull and angular superstructure to the faction’s fictional fleet.
Status: Expanded production. Tier 3. Source release.
Supply: 1600
Training: 32 s
Health: 704
Armor reduction: 12%
Domain: naval
Speed: 62
Base damage: 57
Range: 210
Reload: 1.1 s
Targets: air, ground, naval
Flight deck: Helicopter deck
Aircraft capacity: 1
Included aircraft: 1
Default air group: 1 × MH-60R Seahawk
Deck mass budget: 15 t · game limit
Tier: 3
Physical length: 90 m · published
Outer beam / deck width: 13 m · published
Height envelope: 28 m · representative
Requires: Producer: Naval Complex Disko Bay, A completed research facility, Navigable water beside the producer
Tip: Secure water access and keep the ship in range of the battle it is supporting.
Counter: Concentrate surface-capable fire rather than feeding units into its range.
Note: The completed ship includes its default air group once. These small game complements are not real squadron totals. Launch and recover actual aircraft through the ship controls.
Note: Auto complement starts off. Enable it to replace lost default aircraft and landing craft with paid production. It waits for supply, research, queue room and deck limits; surviving deployed aircraft still count and are not duplicated.
Note: Compatible alternatives may join the ship even when they are not its normal air group. Deck controls check launch category, operating clearance, storage space, aircraft count and a local mass budget. These game limits are not certified deck ratings.
Note: Fuel, consumables and routine aviation sustainment are not simulated. An aircraft that fits does not acquire a new weapon or mission system.
Note: Representative measurements are approximate physical envelopes; published measurements are labeled separately.
Note: Ship height is a representative waterline-to-mast visual envelope.
prereq:Producer: Naval Complex Disko Bay
prereq:A completed research facility
prereq:Navigable water beside the producer
https://z4yin-jcom-training-jslc-and-conquer.pages.dev/guide/img/9a7b13e1c6f98b1edd.webp
Card image img/9a7b13e1c6f98b1edd.webp
Supply: 1600
Training: 32 s
Armor reduction: 12%
Domain: naval
Speed: 62
Base damage: 57
Range: 210
Reload: 1.1 s
Targets: air, ground, naval
Flight deck: Helicopter deck
Aircraft capacity: 1
Included aircraft: 1
Default air group: 1 × MH-60R Seahawk
Deck mass budget: 15 t · game limit
Tier: 3
Physical length: 90 m · published
Outer beam / deck width: 13 m · published
Height envelope: 28 m · representative
USS Amittai (DDG-248)
Units, structures and abilities
USS Amittai (DDG-248)
unit / jslc / Surface warship
A larger naval combatant with the target coverage listed below. Produces aircraft.
A recognizable destroyer class with a long hull, forward gun and substantial deckhouse; no particular flight or ship is specified.
Status: Expanded production. Tier 4. Source release.
Supply: 2200
Training: 41 s
Health: 789
Armor reduction: 12%
Domain: naval
Speed: 62
Base damage: 64
Range: 210
Reload: 1.1 s
Targets: ground, naval
Flight deck: Helicopter deck
Aircraft capacity: 2
Included aircraft: 2
Default air group: 2 × MH-60R Seahawk
Deck mass budget: 30 t · game limit
Tier: 4
Physical length: 155.29 m · published
Outer beam / deck width: 18 m · published
Height envelope: 45 m · representative
Requires: Producer: Naval Complex Disko Bay, A completed research facility, Navigable water beside the producer
Tip: Secure water access and keep the ship in range of the battle it is supporting.
Counter: Concentrate surface-capable fire rather than feeding units into its range.
Note: The completed ship includes its default air group once. These small game complements are not real squadron totals. Launch and recover actual aircraft through the ship controls.
Note: Auto complement starts off. Enable it to replace lost default aircraft and landing craft with paid production. It waits for supply, research, queue room and deck limits; surviving deployed aircraft still count and are not duplicated.
Note: Compatible alternatives may join the ship even when they are not its normal air group. Deck controls check launch category, operating clearance, storage space, aircraft count and a local mass budget. These game limits are not certified deck ratings.
Note: Fuel, consumables and routine aviation sustainment are not simulated. An aircraft that fits does not acquire a new weapon or mission system.
Note: Representative measurements are approximate physical envelopes; published measurements are labeled separately.
Note: Ship height is a representative waterline-to-mast visual envelope.
prereq:Producer: Naval Complex Disko Bay
prereq:A completed research facility
prereq:Navigable water beside the producer
Supply: 2200
Training: 41 s
Armor reduction: 12%
Domain: naval
Speed: 62
Base damage: 64
Range: 210
Reload: 1.1 s
Targets: ground, naval
Flight deck: Helicopter deck
Aircraft capacity: 2
Included aircraft: 2
Default air group: 2 × MH-60R Seahawk
Deck mass budget: 30 t · game limit
Tier: 4
Physical length: 155.29 m · published
Outer beam / deck width: 18 m · published
Height envelope: 45 m · representative
USS Coelacanth (SSN-36)
Units, structures and abilities
USS Coelacanth (SSN-36)
unit / jslc / Concealed naval attacker
A naval attacker with the game’s concealment behavior.
A Seawolf-class identity, represented by a low streamlined hull and sail. Its concealment and weapons follow the game rules.
Status: Expanded production. Tier 4. Source release.
Supply: 2400
Training: 43 s
Health: 796
Armor reduction: 12%
Domain: naval
Speed: 62
Base damage: 64
Range: 210
Reload: 1.1 s
Targets: ground, naval
Concealment: Revealed by detection or firing
Tier: 4
Physical length: 107.6 m · published
Outer beam / deck width: 12.2 m · published
Height envelope: 15 m · representative
Requires: Producer: Naval Complex Disko Bay, A completed research facility, Navigable water beside the producer
Tip: Use concealment to approach, then remember firing reveals the unit.
Counter: Bring detection and weapons able to engage naval targets.
Note: Representative measurements are approximate physical envelopes; published measurements are labeled separately.
Note: The submarine height includes hull and sail; only part of that envelope is visible above water.
prereq:Producer: Naval Complex Disko Bay
prereq:A completed research facility
prereq:Navigable water beside the producer
Supply: 2400
Training: 43 s
Health: 796
Armor reduction: 12%
Domain: naval
Speed: 62
Base damage: 64
Range: 210
Reload: 1.1 s
Targets: ground, naval
Concealment: Revealed by detection or firing
Tier: 4
Physical length: 107.6 m · published
Outer beam / deck width: 12.2 m · published
Height envelope: 15 m · representative
INS Adir (CVN-107)
Units, structures and abilities
INS Adir (CVN-107)
unit / jslc / Mobile aircraft production
A naval production platform that trains compatible aircraft while operational. Produces aircraft.
INS Adir (CVN-107) is a fictional faction vessel built around the authored Ford-class carrier concept: a broad flight deck and starboard island.
Status: Expanded production. Tier 5. Source release.
Supply: 4200
Training: 70 s
Health: 926
Armor reduction: 12%
Domain: naval
Speed: 62
Weapon: Unarmed
Flight deck: CATOBAR
Aircraft capacity: 16
Included aircraft: 8
Default air group: 1 × F-35C Lightning II; 1 × F/A-18E Super Hornet; 1 × F/A-18F Super Hornet; 1 × EA-18G Growler; 1 × E-2D Advanced Hawkeye; 1 × CMV-22B Osprey; 1 × MH-60R Seahawk; 1 × MH-60S Seahawk
Deck mass budget: 300 t · game limit
Tier: 5
Physical length: 337.11 m · published
Outer beam / deck width: 78.03 m · published
Height envelope: 65 m · representative
Hull beam: 40.84 m
Requires: Producer: Naval Complex Disko Bay, A completed research facility, Navigable water beside the producer
Tip: Protect the flight deck and keep supply available for its queue.
Counter: Threaten the production platform to interrupt reinforcement.
Note: The completed ship includes its default air group once. These small game complements are not real squadron totals. Launch and recover actual aircraft through the ship controls.
Note: Auto complement starts off. Enable it to replace lost default aircraft and landing craft with paid production. It waits for supply, research, queue room and deck limits; surviving deployed aircraft still count and are not duplicated.
Note: Compatible alternatives may join the ship even when they are not its normal air group. Deck controls check launch category, operating clearance, storage space, aircraft count and a local mass budget. These game limits are not certified deck ratings.
Note: Fuel, consumables and routine aviation sustainment are not simulated. An aircraft that fits does not acquire a new weapon or mission system.
Note: Representative measurements are approximate physical envelopes; published measurements are labeled separately.
Note: Ship height is a representative waterline-to-mast visual envelope.
prereq:Producer: Naval Complex Disko Bay
prereq:A completed research facility
prereq:Navigable water beside the producer
https://z4yin-jcom-training-jslc-and-conquer.pages.dev/guide/img/b513e76d2f74d1c32a.webp
Card image img/b513e76d2f74d1c32a.webp
Supply: 4200
Training: 70 s
Armor reduction: 12%
Domain: naval
Speed: 62
Weapon: Unarmed
Flight deck: CATOBAR
Aircraft capacity: 16
Included aircraft: 8
Default air group: 1 × F-35C Lightning II; 1 × F/A-18E Super Hornet; 1 × F/A-18F Super Hornet; 1 × EA-18G Growler; 1 × E-2D Advanced Hawkeye; 1 × CMV-22B Osprey; 1 × MH-60R Seahawk; 1 × MH-60S Seahawk
Deck mass budget: 300 t · game limit
Tier: 5
Physical length: 337.11 m · published
Outer beam / deck width: 78.03 m · published
Height envelope: 65 m · representative
Hull beam: 40.84 m
USS Westmark (LHD-26)
Units, structures and abilities
USS Westmark (LHD-26)
unit / jslc / Amphibious assault ship
A large amphibious ship combining a five-aircraft default group, ground-cargo space and two included LCACs. Produces aircraft.
The expeditionary roster emphasizes specialized equipment working together. USS Westmark (LHD-26) fills its mobile aircraft production position.
Status: Expanded production. Tier 4. Source release.
Supply: 3600
Training: 62 s
Health: 841
Armor reduction: 12%
Domain: naval
Speed: 62
Weapon: Unarmed
Ground payload points: 24
Flight deck: STOVL / rotorcraft
Aircraft capacity: 8
Included aircraft: 5
Default air group: 1 × F-35B Lightning II; 1 × MV-22B Osprey; 1 × CH-53K King Stallion; 1 × AH-1Z Viper; 1 × UH-1Y Venom
Deck mass budget: 180 t · game limit
Included LCACs: 2
Tier: 4
Physical length: 257.25 m · published
Outer beam / deck width: 42 m · representative
Height envelope: 55 m · representative
Hull beam: 32.31 m
Requires: Producer: Naval Complex Disko Bay, A completed research facility, Navigable water beside the producer
Tip: Keep the ship offshore while aircraft and landing craft deliver the force.
Tip: Stage cargo in docked LCACs before launching the assault.
Counter: Concentrated naval and air attacks.
Counter: Loss of embarked units when their transport is destroyed.
Note: The completed ship includes its default air group once. These small game complements are not real squadron totals. Launch and recover actual aircraft through the ship controls.
Note: Auto complement starts off. Enable it to replace lost default aircraft and landing craft with paid production. It waits for supply, research, queue room and deck limits; surviving deployed aircraft still count and are not duplicated.
Note: Compatible alternatives may join the ship even when they are not its normal air group. Deck controls check launch category, operating clearance, storage space, aircraft count and a local mass budget. These game limits are not certified deck ratings.
Note: Fuel, consumables and routine aviation sustainment are not simulated. An aircraft that fits does not acquire a new weapon or mission system.
Note: Well-deck craft launch and recover only through the stern gate.
Note: Ground cargo uses 24 payload points. One Merkava uses 8 points, a light vehicle 4, and a rifle infantry unit 1. These are game load limits, separate from aircraft deck space.
Note: Transfer nearby ground units to the ship or its docked LCAC, launch the craft, then choose a clear beach. A beach-assault order follows a traversable route and unloads only when clear ground is available. Recover the surviving craft for reuse.
Note: Representative measurements are approximate physical envelopes; published measurements are labeled separately.
Note: Ship height is a representative waterline-to-mast visual envelope.
prereq:Producer: Naval Complex Disko Bay
prereq:A completed research facility
prereq:Navigable water beside the producer
https://z4yin-jcom-training-jslc-and-conquer.pages.dev/guide/img/f14e247bb524b57391.webp
USS Westmark (LHD-26) (roster.coalition.vehicle.wasp-class-lhd) is absent from data/roster name and id indexes.
unit / jslc / Amphibious assault ship
A large amphibious ship combining a five-aircraft default group, ground-cargo space and two included LCACs. Produces aircraft.
The expeditionary roster emphasizes specialized equipment working together. USS Westmark (LHD-26) fills its mobile aircraft production position.
Status: Expanded production. Tier 4. Source release.
Supply: 3600
Training: 62 s
Health: 841
Armor reduction: 12%
Domain: naval
Speed: 62
Weapon: Unarmed
Ground payload points: 24
Flight deck: STOVL / rotorcraft
Aircraft capacity: 8
Included aircraft: 5
Default air group: 1 × F-35B Lightning II; 1 × MV-22B Osprey; 1 × CH-53K King Stallion; 1 × AH-1Z Viper; 1 × UH-1Y Venom
Deck mass budget: 180 t · game limit
Included LCACs: 2
Tier: 4
Physical length: 257.25 m · published
Outer beam / deck width: 42 m · representative
Height envelope: 55 m · representative
Hull beam: 32.31 m
Requires: Producer: Naval Complex Disko Bay, A completed research facility, Navigable water beside the producer
Tip: Keep the ship offshore while aircraft and landing craft deliver the force.
Tip: Stage cargo in docked LCACs before launching the assault.
Counter: Concentrated naval and air attacks.
Counter: Loss of embarked units when their transport is destroyed.
Note: The completed ship includes its default air group once. These small game complements are not real squadron totals. Launch and recover actual aircraft through the ship controls.
Note: Auto complement starts off. Enable it to replace lost default aircraft and landing craft with paid production. It waits for supply, research, queue room and deck limits; surviving deployed aircraft still count and…
Note: Compatible alternatives may join the ship even when they are not its normal air group. Deck controls check launch category, operating clearance, storage space, aircraft count and a local mass budget. These game li…
Note: Fuel, consumables and routine aviation sustainment are not simulated. An aircraft that fits does not acquire a new weapon or mission system.
Note: Well-deck craft launch and recover only through the stern gate.
Note: Ground cargo uses 24 payload points. One Merkava uses 8 points, a light vehicle 4, and a rifle infantry unit 1. These are game load limits, separate from aircraft deck space.
Note: Transfer nearby ground units to the ship or its docked LCAC, launch the craft, then choose a clear beach. A beach-assault order follows a traversable route and unloads only when clear ground is available. Recover …
Note: Representative measurements are approximate physical envelopes; published measurements are labeled separately.
Note: Ship height is a representative waterline-to-mast visual envelope.
img/f14e247bb524b57391.webp
LCAC Shoal (LCAC-180)
Units, structures and abilities
LCAC Shoal (LCAC-180)
unit / jslc / Amphibious landing connector
An unarmed air-cushion landing craft that carries actual ground units from its LHD across water and onto clear land.
The expeditionary roster emphasizes specialized equipment working together. LCAC Shoal (LCAC-180) fills its transport position.
Status: Included ship complement. Tier 4. Source release.
Replacement supply: 750
Replacement time: 20 s
Health: 368
Armor reduction: 12%
Domain: naval
Speed: 85
Weapon: Unarmed
Ground payload points: 8
Tier: 4
Physical length: 28 m · published
Outer beam / deck width: 14.7 m · published
Height envelope: 7 m · representative
Requires: Two craft included with a completed USS Westmark (LHD-26), Lost craft: enable paid Auto complement on the ship; supply, research and queue requirements still apply
Tip: Protect the beach approach before committing a loaded craft.
Tip: Use the same surviving craft for repeated trips.
Counter: Enemy fire during launch or beach approach.
Counter: Blocked shore routes and crowded unloading ground.
Note: Well-deck craft launch and recover only through the stern gate.
Note: Ground cargo uses 8 payload points. One Merkava uses 8 points, a light vehicle 4, and a rifle infantry unit 1. These are game load limits, separate from aircraft deck space.
Note: Transfer nearby ground units to the ship or its docked LCAC, launch the craft, then choose a clear beach. A beach-assault order follows a traversable route and unloads only when clear ground is available. Recover the surviving craft for reuse.
Note: The LHD includes exactly two LCACs in its purchase price. This craft is not sold as an ordinary standalone unit. Lost craft use paid ship replenishment; the listed supply and time are replacement values.
Note: Representative measurements are approximate physical envelopes; published measurements are labeled separately.
Note: Ship height is a representative waterline-to-mast visual envelope.
prereq:Two craft included with a completed USS Westmark (LHD-26)
prereq:Lost craft: enable paid Auto complement on the ship; supply, research and queue requirements still apply
https://z4yin-jcom-training-jslc-and-conquer.pages.dev/guide/img/6886e96eb7b24ff6c7.webp
Card image img/6886e96eb7b24ff6c7.webp
Replacement supply: 750
Replacement time: 20 s
Health: 368
Armor reduction: 12%
Domain: naval
Speed: 85
Weapon: Unarmed
Ground payload points: 8
Tier: 4
Physical length: 28 m · published
Outer beam / deck width: 14.7 m · published
Height envelope: 7 m · representative
Maccabee Laser Drill
Units, structures and abilities
Maccabee Laser Drill
unit / jslc / Close assault
A short-range attacker that trades safe reach for a heavier hit.
Maccabee is a fictional breach machine whose drill makes its engineering purpose visible at a glance.
Status: Expanded production. Tier 4. Source release.
Supply: 1750
Training: 35 s
Health: 119
Armor reduction: 12%
Domain: ground
Speed: 70
Base damage: 30
Range: 65
Reload: 0.55 s
Targets: ground, naval
Actions: demolish, deep strike
Tier: 4
Physical length: 10 m · fictional
Body width: 4 m · fictional
Physical height: 4 m · fictional
Requires: Producer: Motor Pool, A completed research facility
Tip: Approach behind a screen, then close on a vulnerable structure or unit.
Tip: Demolish: approach a visible surface target for a single enhanced hit.
Tip: Deep strike: attack a currently revealed underground structure within reach. Three successful penetrations can remove a full-health target; a drill must approach closely.
Tip: Actions share one readiness timer: demolish 20s, deep strike 12s. Using an action briefly reveals the unit.
Counter: Keep distance and fire during its approach.
Note: A surface unit does not by itself create an underground route or invasion squad.
Note: Deep-node interaction depends on the match’s underground connection; ordinary surface detection does not reveal every underground node.
Note: Size is an authored physical envelope for this fictional design.
prereq:Producer: Motor Pool
prereq:A completed research facility
Supply: 1750
Training: 35 s
Health: 119
Armor reduction: 12%
Domain: ground
Speed: 70
Base damage: 30
Range: 65
Reload: 0.55 s
Targets: ground, naval
Actions: demolish, deep strike
Tier: 4
Physical length: 10 m · fictional
Body width: 4 m · fictional
Physical height: 4 m · fictional
HQ Command
Units, structures and abilities
HQ Command
building / jslc / Base infrastructure
A permanent installation supporting the production and services listed below. Produces vehicle.
The expeditionary roster emphasizes specialized equipment working together. HQ Command fills its base infrastructure position.
Status: Expanded production. Tier 1. Source release.
Supply: 2000
Construction: 35 s
Health: 2286
Armor reduction: 20%
Domain: ground
Weapon: Unarmed
Tier: 1
Requires: An available construction worker; clear land within 650 of the worker
Tip: Finish its prerequisites and defend it while the builder works.
Tip: Repair the completed structure for supply, or sell it for a health-scaled refund of up to half its price.
Counter: An unfinished or isolated installation is easier to deny.
prereq:An available construction worker; clear land within 650 of the worker
https://z4yin-jcom-training-jslc-and-conquer.pages.dev/guide/img/27eacc5c8cccc8707a.webp
Card image img/27eacc5c8cccc8707a.webp
Supply: 2000
Construction: 35 s
Health: 2286
Armor reduction: 20%
Domain: ground
Weapon: Unarmed
Tier: 1
Fusion Yard
Units, structures and abilities
Fusion Yard
building / jslc / Base infrastructure
A permanent installation supporting the production and services listed below.
The expeditionary roster emphasizes specialized equipment working together. Fusion Yard fills its base infrastructure position.
Status: Expanded production. Tier 1. Source release.
Supply: 800
Construction: 16 s
Health: 634
Armor reduction: 20%
Domain: ground
Weapon: Unarmed
Tier: 1
Requires: An available construction worker; clear land within 650 of the worker
Tip: Finish its prerequisites and defend it while the builder works.
Tip: Repair the completed structure for supply, or sell it for a health-scaled refund of up to half its price.
Counter: An unfinished or isolated installation is easier to deny.
prereq:An available construction worker; clear land within 650 of the worker
Supply: 800
Construction: 16 s
Health: 634
Armor reduction: 20%
Domain: ground
Weapon: Unarmed
Tier: 1
Logistics Exchange
Units, structures and abilities
Logistics Exchange
building / jslc / Base infrastructure
A permanent installation supporting the production and services listed below. Generates supply while operational. Accepts returning resource workers.
The expeditionary roster emphasizes specialized equipment working together. Logistics Exchange fills its base infrastructure position.
Status: Expanded production. Tier 1. Source release.
Supply: 950
Construction: 20 s
Health: 598
Armor reduction: 20%
Domain: ground
Weapon: Unarmed
Passive supply: 4.75/s
Tier: 1
Requires: An available construction worker; clear land within 650 of the worker
Tip: Finish its prerequisites and defend it while the builder works.
Tip: Repair the completed structure for supply, or sell it for a health-scaled refund of up to half its price.
Counter: An unfinished or isolated installation is easier to deny.
prereq:An available construction worker; clear land within 650 of the worker
Supply: 950
Construction: 20 s
Health: 598
Armor reduction: 20%
Domain: ground
Weapon: Unarmed
Passive supply: 4.75/s
Tier: 1
Operator School
Units, structures and abilities
Operator School
building / jslc / Base infrastructure
A permanent installation supporting the production and services listed below. Produces infantry.
The expeditionary roster emphasizes specialized equipment working together. Operator School fills its base infrastructure position.
Status: Expanded production. Tier 1. Source release.
Supply: 700
Construction: 17 s
Health: 588
Armor reduction: 20%
Domain: ground
Weapon: Unarmed
Tier: 1
Requires: An available construction worker; clear land within 650 of the worker
Tip: Finish its prerequisites and defend it while the builder works.
Tip: Repair the completed structure for supply, or sell it for a health-scaled refund of up to half its price.
Counter: An unfinished or isolated installation is easier to deny.
prereq:An available construction worker; clear land within 650 of the worker
Supply: 700
Construction: 17 s
Health: 588
Armor reduction: 20%
Domain: ground
Weapon: Unarmed
Tier: 1