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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