+FIELD GUIDE / 01

Every unit.
A purpose.

Know what to build, what to capture and what to keep away from danger. All faction units and independent camp allies, one role at a time.

20 of 60 units
Colonists001
Collector
Economy

Collector

Sběrač
View Collector

The foundation of your colony. Gathers minerals, builds your base and repairs completed structures.

Ground unitUnarmed

50M8s80HP
PRODUCED ATCommand Center
When to use it

BRING IT WHEN

Keep your economy working and replace lost workers before expanding production.

KEEP IN MIND

Unarmed and vulnerable. Minerals count only after delivery; building repairs spend minerals.

Full dossier
Colonists002
Guardian
Frontline

Guardian

Strážce
View Guardian

A dependable cannon tank that screens your specialist vehicles and trades at medium range.

Ground unitAttacks: Ground only

100M15s150HP
PRODUCED ATVehicle Factory
When to use it

BRING IT WHEN

Build the core of your army, protect artillery and hold approaches to your base.

KEEP IN MIND

Armor specialists punish it. Keep short-range Khar fighters at a distance.

Full dossier
Colonists003
Tracker
Scout

Tracker

Stopař
View Tracker

A fast reconnaissance vehicle with a light machine gun. Finds the enemy and threatens exposed light targets.

Ground unitAttacks: Ground only

75M12s90HP
PRODUCED ATLight Assembly
When to use it

BRING IT WHEN

Scout expansions, spot for artillery and raid workers or isolated support units.

KEEP IN MIND

Its gun is weak against armor and buildings. Speed is its main protection.

Full dossier
Colonists004
Spearhead
Anti-armor
View Spearhead

A rocket vehicle built to break armored targets with a burst of missiles.

Ground unitAttacks: Ground only

150M18s120HP
PRODUCED ATVehicle Factory
When to use it

BRING IT WHEN

Add it when enemy armored units threaten your tanks or approach your defensive line.

KEEP IN MIND

Poor damage against light units and structures. Protect it between bursts.

Full dossier
Colonists005
Hammer
SiegeRESEARCH REQUIRED

Hammer

Buchar
View Hammer

Long-range, deployed artillery for dismantling fortified positions and stationary groups.

Ground unitAttacks: Ground only

175M25s160HP40C
PRODUCED ATSpecial Assembly
When to use it

BRING IT WHEN

Use a scout to provide vision, set up behind your frontline and force the enemy to move.

KEEP IN MIND

Cannot fire while packed. Its minimum range leaves it exposed to close attacks; shells land after a delay.

Full dossier
Colonists006
Mechanic
Support

Mechanic

Mechanik
View Mechanic

A mobile repair specialist that spends minerals to keep nearby Colonist units fighting.

Ground unitUnarmed

125M15s90HP
PRODUCED ATLight Assembly
When to use it

BRING IT WHEN

Support valuable tanks during a fight or repair survivors before the next engagement.

KEEP IN MIND

Unarmed. Repairs drain your mineral bank and cannot save a unit from lethal damage.

Full dossier
Colonists007
Disruptor
SupportRESEARCH REQUIRED

Disruptor

Rušič
View Disruptor

A cleansing specialist that removes hostile slowing fields, damage links, decoys and maintained power suppression.

Ground unitUnarmed

135M20s100HP20C
PRODUCED ATSpecial Assembly
When to use it

BRING IT WHEN

Bring it against Khar control effects and clear a safe route for your vehicles.

KEEP IN MIND

Unarmed and dependent on its pulse. Position it within casting range before your army gets trapped.

Full dossier
Colonists008
Transport
LogisticsRESEARCH REQUIRED

Transport

Přepravník
View Transport

An armored carrier that moves a small mixed squad faster than it could travel on its own.

Ground unitUnarmed

140M22s180HP15C
PRODUCED ATLogistics Depot
When to use it

BRING IT WHEN

Move slow specialists, reinforce a remote position or reposition an exposed squad.

KEEP IN MIND

Light units use 1 cargo slot, armored units 2, and siege or backline firepower units 3. Passengers cannot fight or grant vision and die if the carrier is destroyed. Unloading needs free ground.

Full dossier
Colonists009
Minelayer
FieldcraftRESEARCH REQUIRED

Minelayer

Minér
View Minelayer

A field engineer that prepares paid, destructible mines along likely enemy routes.

Ground unitUnarmed

110M18s100HP15C
PRODUCED ATField Workshop
When to use it

BRING IT WHEN

Cover a flank, punish pursuit or make the opponent approach your position carefully.

KEEP IN MIND

Unarmed. Mines need time to arm and scouts or scans can reveal them. Each minelayer has limited active stock.

Full dossier
Colonists010
Bulwark
FieldcraftRESEARCH REQUIRED
View Bulwark

A heavily armored support vehicle that projects a temporary directional shield.

Ground unitUnarmed

125M24s240HP20C
PRODUCED ATField Workshop
When to use it

BRING IT WHEN

Face the shield toward incoming direct fire and cover a push or withdrawal.

KEEP IN MIND

Unarmed and slowed while shielding. Flanks, rear attacks and area fire bypass the frontal shield.

Full dossier
Colonists011
Bridgelayer
LogisticsRESEARCH REQUIRED

Bridgelayer

Přemosťovač
View Bridgelayer

A route-making vehicle that builds temporary bridges across narrow, straight stretches of water.

Ground unitUnarmed

130M20s150HP15C
PRODUCED ATLogistics Depot
When to use it

BRING IT WHEN

Open a flank or cross a river where the map offers a suitable pair of banks.

KEEP IN MIND

Unarmed. Bridges cost minerals, expire and can be destroyed. Both armies can use the crossing.

Full dossier
Colonists012
Recycler
Economy

Recycler

Recyklátor
View Recycler

A salvage specialist that turns visible mobile-unit wrecks into a partial mineral refund.

Ground unitUnarmed

90M12s100HP
PRODUCED ATLight Assembly
When to use it

BRING IT WHEN

Follow a successful fight and recover value from the wreckage before it disappears.

KEEP IN MIND

Unarmed. Movement, Stop or damage interrupts salvaging. Buildings and decoys provide no salvage.

Full dossier
Colonists013
Hawk
FighterRESEARCH REQUIRED

Hawk

Jestřáb
View Hawk

A long-range fighter that intercepts enemy aircraft and escorts ground-attack flights.

Air unitAttacks: Air only

110M20s110HP25C
PRODUCED ATAirfield
When to use it

BRING IT WHEN

Protect your army from air raids or clear hostile aircraft before committing your strike planes.

KEEP IN MIND

Attacks air only. Mobile anti-air and anti-air towers outrange it; ground troops cannot be attacked.

Full dossier
Colonists014
Ember
Air strikeRESEARCH REQUIRED

Ember

Žár
View Ember

An armored ground-attack aircraft with a cannon specialized in single-target damage against armor.

Air unitAttacks: Ground only

165M28s170HP40C
PRODUCED ATAirfield
When to use it

BRING IT WHEN

Fly over rivers and buildings to punish exposed tanks or attack from an unexpected direction.

KEEP IN MIND

Attacks ground only and is inefficient against light units. Fighters and anti-air can hit it before its cannon reaches them.

Full dossier
Colonists015
Arrow
Anti-air

Arrow

Šíp
View Arrow

An early ground vehicle that screens your army against aircraft with long-range anti-air fire.

Ground unitAttacks: Air only

110M15s95HP
PRODUCED ATVehicle Factory
When to use it

BRING IT WHEN

Add an air defense escort from the Vehicle Factory without waiting for research or an Airfield.

KEEP IN MIND

Attacks air only. Enemy ground units can destroy it unanswered, so keep it behind your frontline.

Full dossier
Colonists016
Cutter
Backline firepowerRESEARCH REQUIRED

Cutter

Řezač
View Cutter

A fragile walker that sweeps a transverse beam across clustered ground enemies from behind your frontline.

Ground unitAttacks: Ground only

225M35s170HP55C
PRODUCED ATSpecial Assembly
When to use it

BRING IT WHEN

Screen it with Guardians and keep vision ahead of your firing line. Its wide sweep punishes tightly packed troops without harming your escort.

KEEP IN MIND

Low health, zero armor and slow retreat make flanks and armor-piercing rushes lethal. Each shot briefly stops movement. Cannot attack aircraft and deals little damage to buildings.

Full dossier
Colonists017
Furnace
FrontlineRESEARCH REQUIRED

Furnace

Výheň
View Furnace

A heavy robot whose weapon gains output as heat builds, with a risk of overheating.

Ground unitAttacks: Ground only

240M32s340HP65C
PRODUCED ATRobotic Foundry
When to use it

BRING IT WHEN

Hold a protected firing position and manage cooling between engagements.

KEEP IN MIND

Enemies can exploit cooling windows or stay outside its reach.

Full dossier
Colonists018
Operator
SupportRESEARCH REQUIRED

Operator

Operátor
View Operator

A control robot that prepares one paid, destructible combat drone.

Ground unitUnarmed

170M25s130HP45C
PRODUCED ATRobotic Foundry
When to use it

BRING IT WHEN

Keep the Operator protected and its drone within the control link.

KEEP IN MIND

The drone costs resources and supply. Destroying either body disrupts the investment.

Full dossier
Colonists019
Dropship
LogisticsRESEARCH REQUIRED

Dropship

Výsadkový letoun
View Dropship

An aircraft that carries paid ground units across obstacles in four cargo slots.

Air unitUnarmed

230M32s210HP65C
PRODUCED ATAirfield
When to use it

BRING IT WHEN

Move valuable machinery across terrain or evacuate surviving specialists.

KEEP IN MIND

Anti-air and fighters threaten the transport. Unloading requires free ground, and destroyed transports lose their passengers.

Full dossier
Colonists020
Combat Drone
Support
View Combat Drone

A paid combat helper created by an Operator rather than trained in a factory.

Ground unitAttacks: Ground only

35M1.5s60HP
CREATED BYOperator
When to use it

BRING IT WHEN

Support the firing line while staying connected to its Operator.

KEEP IN MIND

It reserves supply, depends on its controller and provides no recyclable value.

Full dossier
COMMANDER’S NOTE

Camp allies are independent, temporary and autonomous: capture their camp instead of training them. Aircraft and camp allies cannot capture control points. Weapon target layers determine which units can attack aircraft.

Parameters reflect the current game catalog.
Working balance — values may change.