Kept cards
Repurposed Civilian Airliner
Units, structures and abilities
Repurposed Civilian Airliner
unit / aoi / Transport
A carrier for nearby friendly ground troops, with capacity defined by its loadout.
The Network roster combines improvised equipment with dispersed support. Repurposed Civilian Airliner fills its transport position.
Status: Expanded production. Tier 3. Source release.
Supply: 1850
Training: 32 s
Health: 357
Armor reduction: 0%
Domain: air
Speed: 85
Altitude: 110
Weapon: Unarmed
Passenger capacity: 6
Tier: 3
Physical length: 40 m · representative
Wingspan / outer width: 38 m · representative
Physical height: 12 m · representative
Gross mass reference: 100 t · representative
Requires: Producer: Service Gallery, 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 infantry only; loading needs nearby friendly troops. Unloading needs clear land within 140.
Note: This is an unarmed decoy structure; it does not compel enemy targeting.
Note: Representative measurements are approximate physical envelopes; published measurements are labeled separately.
prereq:Producer: Service Gallery
prereq:A completed research facility
Supply: 1850
Training: 32 s
Health: 357
Armor reduction: 0%
Domain: air
Speed: 85
Altitude: 110
Weapon: Unarmed
Passenger capacity: 6
Tier: 3
Physical length: 40 m · representative
Wingspan / outer width: 38 m · representative
Physical height: 12 m · representative
Gross mass reference: 100 t · representative
Council House
Units, structures and abilities
Council House
building / aoi / Base infrastructure
A permanent installation supporting the production and services listed below. Produces infantry, vehicle.
The Network roster combines improvised equipment with dispersed support. Council House fills its base infrastructure position.
Status: Expanded production. Tier 1. Source release.
Supply: 1700
Construction: 31 s
Health: 2243
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: 1700
Construction: 31 s
Health: 2243
Armor reduction: 20%
Domain: ground
Weapon: Unarmed
Tier: 1
Generator Shed
Units, structures and abilities
Generator Shed
building / aoi / Base infrastructure
A permanent installation supporting the production and services listed below.
The Network roster combines improvised equipment with dispersed support. Generator Shed fills its base infrastructure position.
Status: Expanded production. Tier 1. Source release.
Supply: 550
Construction: 12 s
Health: 624
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: 550
Construction: 12 s
Health: 624
Armor reduction: 20%
Domain: ground
Weapon: Unarmed
Tier: 1
Open Market
Units, structures and abilities
Open Market
building / aoi / Base infrastructure
A permanent installation supporting the production and services listed below. Generates supply while operational. Accepts returning resource workers.
The Network roster combines improvised equipment with dispersed support. Open Market fills its base infrastructure position.
Status: Expanded production. Tier 1. Source release.
Supply: 750
Construction: 16 s
Health: 590
Armor reduction: 20%
Domain: ground
Weapon: Unarmed
Passive supply: 3.75/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: 750
Construction: 16 s
Health: 590
Armor reduction: 20%
Domain: ground
Weapon: Unarmed
Passive supply: 3.75/s
Tier: 1
Arms Bazaar
Units, structures and abilities
Arms Bazaar
building / aoi / Base infrastructure
A permanent installation supporting the production and services listed below. Produces infantry.
The Network roster combines improvised equipment with dispersed support. Arms Bazaar fills its base infrastructure position.
Status: Expanded production. Tier 1. Source release.
Supply: 550
Construction: 14 s
Health: 582
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/a8e73c0252b3f90ca2.webp
Card image img/a8e73c0252b3f90ca2.webp
Supply: 550
Construction: 14 s
Health: 582
Armor reduction: 20%
Domain: ground
Weapon: Unarmed
Tier: 1
Salvage Yard
Units, structures and abilities
Salvage Yard
building / aoi / Base infrastructure
A permanent installation supporting the production and services listed below. Produces vehicle.
The Network roster combines improvised equipment with dispersed support. Salvage Yard fills its base infrastructure position.
Status: Expanded production. Tier 2. Source release.
Supply: 1250
Construction: 25 s
Health: 677
Armor reduction: 20%
Domain: ground
Weapon: Unarmed
Tier: 2
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: 1250
Construction: 25 s
Health: 677
Armor reduction: 20%
Domain: ground
Weapon: Unarmed
Tier: 2
Fabrication Bazaar
Units, structures and abilities
Fabrication Bazaar
building / aoi / Base infrastructure
A permanent installation supporting the production and services listed below.
The Network roster combines improvised equipment with dispersed support. Fabrication Bazaar fills its base infrastructure position.
Status: Expanded production. Tier 3. Source release.
Supply: 1750
Construction: 33 s
Health: 846
Armor reduction: 20%
Domain: ground
Weapon: Unarmed
Tier: 3
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: 1750
Construction: 33 s
Health: 846
Armor reduction: 20%
Domain: ground
Weapon: Unarmed
Tier: 3
Trading Caravan
Units, structures and abilities
Trading Caravan
building / aoi / Base infrastructure
A permanent installation supporting the production and services listed below. Generates supply while operational.
The Network roster combines improvised equipment with dispersed support. Trading Caravan fills its base infrastructure position.
Status: Expanded production. Tier 3. Source release.
Supply: 2050
Construction: 36 s
Health: 776
Armor reduction: 20%
Domain: ground
Weapon: Unarmed
Passive supply: 10.25/s
Tier: 3
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: 2050
Construction: 36 s
Health: 776
Armor reduction: 20%
Domain: ground
Weapon: Unarmed
Passive supply: 10.25/s
Tier: 3
Tunnel Node
Units, structures and abilities
Tunnel Node
building / aoi / Base infrastructure
A permanent installation supporting the production and services listed below.
The Network roster combines improvised equipment with dispersed support. Tunnel Node fills its base infrastructure position.
Status: Expanded production. Tier 1. Source release.
Supply: 450
Construction: 10 s
Health: 578
Armor reduction: 20%
Domain: ground
Weapon: Unarmed
Passenger capacity: 6
Concealment: Revealed by detection or firing
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.
Note: Carries infantry only; loading needs nearby friendly troops. Unloading needs clear land within 140.
Note: Local matches connect completed underground buildings to the tunnel view. Expanded structures do not count as the core Tunnel Nodes used by the headquarters-survival rule.
prereq:An available construction worker; clear land within 650 of the worker
https://z4yin-jcom-training-jslc-and-conquer.pages.dev/guide/img/cc623376a4ec58cb1b.webp
Card image img/cc623376a4ec58cb1b.webp
Supply: 450
Construction: 10 s
Health: 578
Armor reduction: 20%
Domain: ground
Weapon: Unarmed
Passenger capacity: 6
Concealment: Revealed by detection or firing
Tier: 1
Freight Tunnel
Units, structures and abilities
Freight Tunnel
building / aoi / Base infrastructure
A permanent installation supporting the production and services listed below.
The Network roster combines improvised equipment with dispersed support. Freight Tunnel fills its base infrastructure position.
Status: Expanded production. Tier 1. Source release.
Supply: 700
Construction: 15 s
Health: 588
Armor reduction: 20%
Domain: ground
Weapon: Unarmed
Concealment: Revealed by detection or firing
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.
Note: Local matches connect completed underground buildings to the tunnel view. Expanded structures do not count as the core Tunnel Nodes used by the headquarters-survival rule.
prereq:An available construction worker; clear land within 650 of the worker
Supply: 700
Construction: 15 s
Health: 588
Armor reduction: 20%
Domain: ground
Weapon: Unarmed
Concealment: Revealed by detection or firing
Tier: 1
Concealed Store
Units, structures and abilities
Concealed Store
building / aoi / Base infrastructure
A permanent installation supporting the production and services listed below. Generates supply while operational.
The Network roster combines improvised equipment with dispersed support. Concealed Store fills its base infrastructure position.
Status: Expanded production. Tier 2. Source release.
Supply: 800
Construction: 17 s
Health: 659
Armor reduction: 20%
Domain: ground
Weapon: Unarmed
Passive supply: 4/s
Concealment: Revealed by detection or firing
Tier: 2
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.
Note: Local matches connect completed underground buildings to the tunnel view. Expanded structures do not count as the core Tunnel Nodes used by the headquarters-survival rule.
prereq:An available construction worker; clear land within 650 of the worker
Supply: 800
Construction: 17 s
Health: 659
Armor reduction: 20%
Domain: ground
Weapon: Unarmed
Passive supply: 4/s
Concealment: Revealed by detection or firing
Tier: 2
Buried Workshop
Units, structures and abilities
Buried Workshop
building / aoi / Base infrastructure
A permanent installation supporting the production and services listed below. Automatically repairs your nearby equipment.
The Network roster combines improvised equipment with dispersed support. Buried Workshop fills its base infrastructure position.
Status: Expanded production. Tier 2. Source release.
Supply: 950
Construction: 20 s
Health: 665
Armor reduction: 20%
Domain: ground
Weapon: Unarmed
Equipment repair: 12 HP/s
Concealment: Revealed by detection or firing
Tier: 2
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.
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: Local matches connect completed underground buildings to the tunnel view. Expanded structures do not count as the core Tunnel Nodes used by the headquarters-survival rule.
prereq:An available construction worker; clear land within 650 of the worker
Supply: 950
Construction: 20 s
Health: 665
Armor reduction: 20%
Domain: ground
Weapon: Unarmed
Equipment repair: 12 HP/s
Concealment: Revealed by detection or firing
Tier: 2
Deep Shelter
Units, structures and abilities
Deep Shelter
building / aoi / Base infrastructure
A permanent installation supporting the production and services listed below.
The Network roster combines improvised equipment with dispersed support. Deep Shelter fills its base infrastructure position.
Status: Expanded production. Tier 2. Source release.
Supply: 1000
Construction: 21 s
Health: 667
Armor reduction: 20%
Domain: ground
Weapon: Unarmed
Passenger capacity: 6
Concealment: Revealed by detection or firing
Tier: 2
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.
Note: Carries infantry only; loading needs nearby friendly troops. Unloading needs clear land within 140.
Note: Local matches connect completed underground buildings to the tunnel view. Expanded structures do not count as the core Tunnel Nodes used by the headquarters-survival rule.
prereq:An available construction worker; clear land within 650 of the worker
Supply: 1000
Construction: 21 s
Health: 667
Armor reduction: 20%
Domain: ground
Weapon: Unarmed
Passenger capacity: 6
Concealment: Revealed by detection or firing
Tier: 2
Service Gallery
Units, structures and abilities
Service Gallery
building / aoi / Base infrastructure
A permanent installation supporting the production and services listed below. Produces vehicle, aircraft.
The Network roster combines improvised equipment with dispersed support. Service Gallery fills its base infrastructure position.
Status: Expanded production. Tier 3. Source release.
Supply: 1150
Construction: 23 s
Health: 740
Armor reduction: 20%
Domain: ground
Weapon: Unarmed
Concealment: Revealed by detection or firing
Tier: 3
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.
Note: Local matches connect completed underground buildings to the tunnel view. Expanded structures do not count as the core Tunnel Nodes used by the headquarters-survival rule.
prereq:An available construction worker; clear land within 650 of the worker
Supply: 1150
Construction: 23 s
Health: 740
Armor reduction: 20%
Domain: ground
Weapon: Unarmed
Concealment: Revealed by detection or firing
Tier: 3
Listening Vault
Units, structures and abilities
Listening Vault
building / aoi / Base infrastructure
A permanent installation supporting the production and services listed below.
The Network roster combines improvised equipment with dispersed support. Listening Vault fills its base infrastructure position.
Status: Expanded production. Tier 3. Source release.
Supply: 1250
Construction: 24 s
Health: 744
Armor reduction: 20%
Domain: ground
Weapon: Unarmed
Surface detection: 320
Concealment: Revealed by detection or firing
Tier: 3
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.
Note: Local matches connect completed underground buildings to the tunnel view. Expanded structures do not count as the core Tunnel Nodes used by the headquarters-survival rule.
prereq:An available construction worker; clear land within 650 of the worker
Supply: 1250
Construction: 24 s
Health: 744
Armor reduction: 20%
Domain: ground
Weapon: Unarmed
Surface detection: 320
Concealment: Revealed by detection or firing
Tier: 3
Hidden Interchange
Units, structures and abilities
Hidden Interchange
building / aoi / Base infrastructure
A permanent installation supporting the production and services listed below.
The Network roster combines improvised equipment with dispersed support. Hidden Interchange fills its base infrastructure position.
Status: Expanded production. Tier 3. Source release.
Supply: 1450
Construction: 27 s
Health: 752
Armor reduction: 20%
Domain: ground
Weapon: Unarmed
Concealment: Revealed by detection or firing
Tier: 3
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.
Note: Local matches connect completed underground buildings to the tunnel view. Expanded structures do not count as the core Tunnel Nodes used by the headquarters-survival rule.
prereq:An available construction worker; clear land within 650 of the worker
Supply: 1450
Construction: 27 s
Health: 752
Armor reduction: 20%
Domain: ground
Weapon: Unarmed
Concealment: Revealed by detection or firing
Tier: 3
Deep Command Post
Units, structures and abilities
Deep Command Post
building / aoi / Base infrastructure
A permanent installation supporting the production and services listed below.
The Network roster combines improvised equipment with dispersed support. Deep Command Post fills its base infrastructure position.
Status: Expanded production. Tier 4. Source release.
Supply: 2200
Construction: 39 s
Health: 850
Armor reduction: 20%
Domain: ground
Weapon: Unarmed
Concealment: Revealed by detection or firing
Tier: 4
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.
Note: Local matches connect completed underground buildings to the tunnel view. Expanded structures do not count as the core Tunnel Nodes used by the headquarters-survival rule.
prereq:An available construction worker; clear land within 650 of the worker
Supply: 2200
Construction: 39 s
Health: 850
Armor reduction: 20%
Domain: ground
Weapon: Unarmed
Concealment: Revealed by detection or firing
Tier: 4
Earthshaker Vault
Units, structures and abilities
Earthshaker Vault
building / aoi / Base infrastructure
A permanent installation supporting the production and services listed below.
The Network roster combines improvised equipment with dispersed support. Earthshaker Vault fills its base infrastructure position.
Status: Expanded production. Tier 5. Source release.
Supply: 3000
Construction: 52 s
Health: 949
Armor reduction: 20%
Domain: ground
Weapon: Unarmed
Concealment: Revealed by detection or firing
Tier: 5
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.
Note: Building or training this asset does not itself activate the separate strategic-power catalog.
prereq:An available construction worker; clear land within 650 of the worker
Supply: 3000
Construction: 52 s
Health: 949
Armor reduction: 20%
Domain: ground
Weapon: Unarmed
Concealment: Revealed by detection or firing
Tier: 5
Sandbag Nest
Units, structures and abilities
Sandbag Nest
defense / aoi / Fixed defense
A stationary weapon or defensive support position.
The Network roster combines improvised equipment with dispersed support. Sandbag Nest fills its fixed defense position.
Status: Expanded production. Tier 1. Source release.
Supply: 300
Construction: 8 s
Health: 572
Armor reduction: 20%
Domain: ground
Base damage: 22
Range: 190
Reload: 0.9 s
Targets: ground, naval
Passenger capacity: 6
Tier: 1
Requires: An available construction worker; clear land within 650 of the worker
Tip: Cover an approach that enemies must use and support any gaps in its target coverage.
Tip: Repair the completed structure for supply, or sell it for a health-scaled refund of up to half its price.
Counter: Outrange it, bypass its position or attack from an unsupported domain.
Note: Carries infantry only; loading needs nearby friendly troops. Unloading needs clear land within 140.
prereq:An available construction worker; clear land within 650 of the worker
Supply: 300
Construction: 8 s
Health: 572
Armor reduction: 20%
Domain: ground
Base damage: 22
Range: 190
Reload: 0.9 s
Targets: ground, naval
Passenger capacity: 6
Tier: 1
Concealed Cannon
Units, structures and abilities
Concealed Cannon
defense / aoi / Fixed defense
A stationary weapon or defensive support position.
The Network roster combines improvised equipment with dispersed support. Concealed Cannon fills its fixed defense position.
Status: Expanded production. Tier 2. Source release.
Supply: 700
Construction: 15 s
Health: 655
Armor reduction: 20%
Domain: ground
Base damage: 26
Range: 190
Reload: 0.9 s
Targets: ground, naval
Concealment: Revealed by detection or firing
Tier: 2
Requires: An available construction worker; clear land within 650 of the worker
Tip: Cover an approach that enemies must use and support any gaps in its target coverage.
Tip: Repair the completed structure for supply, or sell it for a health-scaled refund of up to half its price.
Counter: Outrange it, bypass its position or attack from an unsupported domain.
prereq:An available construction worker; clear land within 650 of the worker
Supply: 700
Construction: 15 s
Health: 655
Armor reduction: 20%
Domain: ground
Base damage: 26
Range: 190
Reload: 0.9 s
Targets: ground, naval
Concealment: Revealed by detection or firing
Tier: 2