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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