Titan: Infiltration

Entropy Combat Zone

Unit Classifications

As defined in the Entropy Combat Zone Rules of Engagement, all teams shall have access to a regulated set of units and technology. They are able to expend effort researching to futher enhance this technology, again, withing a proscribed set of parameters. These regulations allow for enhanced matching of teams, both with each other, and the magnitude of the dispute being resolved, to ensure there is no conscious or unconcious bias on the outcome.

Unit Class Types

There are units, weapons, and components available for a wide range of missions, terrains, and coniditions:

4

Types of
Boat

6

Types of
Bot

6

Types of
Drone

6

Types of
Facility

3

Types of
Mech

10

Types of
Outpost

3

Types of
Sub

5

Types of
Tank

11

Types of
Troop


More information about the operation and role of the RTN can be found here:

Resource Transport Network (RTN)...

Extensive background information on components and weapons technologies can be found here:

Unit Component and Weapons Technology...

Boat Overview

A range of boats are available, enabling you to extend your military presence on both lakes, larger rivers and in the seas immediately surrounding each island. Be sure not to venture too far from land as the ocean depths contain an assortment of wildlife that will not take kindly to such incursions in their world and will be more than a match for even the strongest hardware at your disposal!

APC Boat





The armoured personnel carrier boat variant is used for transporting large numbers of mobile units either in-land via larger river networks, across larger inland lakes that would take too long to traverse by land and circumnavigating the island to drop units behind enemy lines.

As with all other APC units, it is equipped with ultra-short range transporter technology and high-density pattern matrix that store the matter streams of units digitally to minimise their mass and simplify the onboarding /alighting processes for a wide range of unit types.

Everything from tanks to troops is dematerialised for storage using an optimised implementation of the transporter pads and then dematerialised a safe distance from the boat when they are ready to be deployed.

There are still upper limits to the total number of units a single APC can transport due to power and capacity considerations.


Assault Boat





Of all the boats available, assault boats have the largest number of component slots and the highest configuration maximums for power, heat, and mass, allowing those slots to be fully exploited to create a formidable war machine.

They are also the only boat that is capable of being equipped with long range missiles that other units can call upon with the long-range fire control component.


Comms Boat





As with other types of units, the comms variant of a boat typically provides escort duty to a larger group of units and acts as a relay for communications. Any unit that is within its own range of a comms unit will be able to function much further from any RTN nodes (facilities and outposts) allowing for tactical strikes deep behind enemy lines or, indeed, the establishment of an additional command centre far removed from this rest of the network.

This approach is not, however, without considerable risk… if the comms unit is lost, control of all mobile units that were exploiting it will also be lost and they will go in to standby once their current orders are completed, leaving them and their crew very vulnerable to enemy acquisition.

Even something as simple as running out of fuel will effectively trap the entire squad of units as they will be unable to move out of range until an alternative communications path is established.


Recon Boat





A recon boat is, by design, a low specification unit. It is not designed to carry heavy weapons or armour, but it is designed to be fast, agile and stealthy so that it can travel deep into enemy territory largely undetected and undertake a detailed threat assessment of the forces in the area in order to formulate a stronger strategy for capturing that area.


Bot Overview

Bot overview coming soon...

APC Bot





In much the same way as the APC Boat is used to securely transport troops by water, the APC Bot is used to transport them over land. Typically, these are often used to evacuate crew from Bots and outposts that are at risk of falling to the enemy. If the troops simply evacuated the building, they would be quickly cut down by enemy fire, the APC Bot affords a degree of protection to evacuating them in large numbers and pulling back out of range of enemy fire.

The APC employs the same optimised transporter technology for the loading and unloading of other mobile unts. Whilst usually these are troops, they can also be other vehicles that are damaged beyond local repair or have run out of fuel, if an ARS unit is not available to fix them.


ARS Bot





The Automated Repair System bot is one of the most important mobile units available. It is comparatively quick and cheap to manufacture and can breathe new life into units that have been heavily damaged in battle or run out of fuel before they were able to return to their outpost.

As with other ARS units, the ARS Bot uses a scaled up implementation of the ARS component that can be fitted to all units, enabling them to attempt localised repairs based on respective component priorities driven by mission profiles. It is coupled with industrial grade short range replicators that allow for surgical precision in the removal of irrevocably damaged items and their replacement with newly created counterparts.

Additionally, the ARS Units can carry additional fuel reserves which are replenished when they unit is garrisoned to an outpost equipped with refuelling pods. These fuel reserves can then be used to refuel other mobile units to allow for their recovery or to continue with the mission as planned.


Assault Bot





As with boats, the Assault Bot is the highest specification bot available in terms of component slots and upper limits on maximum configured mass, heat, and power output. It can be configured in either a defensive mode to provide protection for other units or in offensive mode where it leads the charge!


Comms Bot





In keeping with other comms units, the comms bot is designed to be equipped with comms extenders to greatly increase the distance over which it can maintain communications with the resource network. It can also be equipped with comms jammers which will attempt to overpower and disrupt the comms extenders of any enemy units in range, thereby preventing any units it is providing coverage for from receiving new orders. This can be highly disruptive to enemy strategies if used effectively.


Deployment Bot





Aside from the initial complement of officers, the deployment bot is the only other hardware available at the start of any mission (excluding action training missions available in the simulator once unlocked for a given island). Its first action is always to build the initial command centre so a secure connection can be established to the star ship and its command team in orbit.

Deployment bots are used to create all facilities and outposts and are often configured with environmental scanners to scout an area prior to deployment and provide detailed environmental data to the command team so they can locate the optimal placement of certain facilities and outposts such as Reactor Facilities and Wind Farm Outposts. This data is also used to assess the effectiveness of stealth tech such as thermal vision, thermal stealth, and night vision. This has a direct bearing on the strategies that the various combat computers will devise so the more data on local conditions the better.

The deployment units all work by preprograming their nanotech payloads to create the desired structure upon detonation. The nanotech will interract with the classified Titatn Corporaiton nanotech that is seeded across all participating islands, and restructure local surroundings using the energy released to fuel the construction of the desired unit.

They are not, however, used to create mobile units – this takes place in the respective outpost.

In addition to garage outposts, the command centre can also create deployment bots, albeit at a reduced throughput – if the bot is lost before command centre construction is underway, a new drop ship must be requested from orbit which can take some time and will leave you at a disadvantage compared to other combatants so be sure to take good care of it – some of the wildlife is not friendly and deployment bots have very limited offensive and defensive abilities.


Recon Bot





As with other recon class units, the recon bot is designed to be fast, agile, and loaded with stealth – it is a small unit and ideal for leveraging the cover of forests and wooded areas to further reduce its visibility.

Typically equipped with a range of components to scan the offensive and defensive might of enemy installations, it provides invaluable strategic data to help shape the decisions made by both the command team in orbit and the combat computers installed in the various unit’s planetside. As new intelligence is discovered, it is distributed in real time across the RTN and comms networks to update all other unit AIs.

Recon units can, as with deployment units, be equipped with environmental scanners that are used to build up a more accurate picture of local environmental conditions which can impact everything from reactor placement to what countermeasures to equip units with (thermal vision and stealth are more effective in colder conditions, for example)


Drone Overview

Drone overview coming soon...

APC Drone





The Armored Personnel Carrier Drone is a armored, airborne troop transport capable of delivering a small strike team by air. These are invaluable tools for quickly sending forces to areas that need immediate attention or as a way of moving troops over difficult terrain. The primary disadvantage is that due to the size of the drone the troop capacity is limited.


ARS Drone





The Automated Repair System Drone is a small drone that is capable of repairing units that have taken damage in the field. They are relatively quick to build and fairly inexpensive, and being a drone, they have a decent range and speed, meaning these units can be quickly deployed to any battle site within minutes to provide repair and support for combat units to keep them in the fight a little longer.


Assault Drone





This drone has one purpose - the destroy the enemy. It is a flying weapons platform that can be equipped with a number of different weapons systems. Drones are typically more vulnerable than land and water based units and can be shot down fairly easily, so armor isn't much of a consideration for these units, but their speed and firepower make them an excellent choice for lightning raids behind enemy lines to disrupt production or to quickly intercept and harass enemy forces until other units can arrive.


Comms Drone





This drone's primary purpose is to extend the communications network between field units and the command units or the base. If a comms outpost or other unit is destroyed and the newtork is disrupted, these drones can be quickly deployed to patch holes in the communications network. They are also useful for setting up temporary networks to allow incursions into enemy territory.


Deployment Drone





The deployment drone is a larger unit than the Deployment Bot. Like the Deployment Bot, it is capable of deploying new outposts and facilities. The biggest difference between the Bot and the Drone are that the Drone is larger and can complete the deployment faster than the Bot, and it can deploy larger facilites.


Recon Drone





This drone is designed to be fast, agile, and stealthy. What it lacks and offensive capability, it makes up for with raw field intelligence allowing the command network to see and track enemy units and production. Unlike the smaller Recon Bot, this drone has a longer range, better speed, and more sophisticated sensors. It can also suffer more damage. (They can also be programmed with an auto-retreat function, telling the drone to return to base for repairs if it comes under fire.)


Facilities Overview

The various facilities that can be deployed to support a given mission for the core backbone to the entire Resource Transport Network. They enable everything from command and control connectivity for all planet side units back to the command team in orbit, to primary power generation, to technological research. Facilities have a greater number of RTN interfaces than outposts, enabling wider mesh connectivity, and those interfaces have greater range and higher capacity. The careful, strategic placement of your facilities is instrumental in developing a robust and performant RTN to support your campaigns.

Command Centre Facility





The Command Centre is the single most important unit in the entire inventory. It is responsible for establishing and maintaining the communications uplink with your star ship in orbit above Entropy and acts as a relay for all strategic orders from the command team to the other facilities and outposts as well as to the officers directly responsible for the mobile units.

Due to the criticality of this unit, it is strongly advised to build at least one additional facility a significant distance from any existing command centres to provide geographic resilience to the command uplink.

As far as the ECZ rules of engagement are concerned, a team is deemed to have forfeit the campaign if they have no viable command centres connected to their RTN.

Unlike any other facility, the command centre does have very limited mobile unit production capabilities, albeit at a much-reduced throughput and product line. It can create additional deployment bots (but not deployment drones due to the increased complexity involved) and it also, like the barracks outpost, can create officers and crew mates for all unit types. It can not create combat troops or any other form of mobile unit.


Military Facility





Whilst military facilities do not directly contribute to the operation and expansion of the RTN in the same way reactor, production, and research facilities do, they nonetheless fulfil an invaluable service. They have an above average number of RTN interfaces, on a par with a command centre, and they are exceptionally hard to kill! This is owing to an increased number of component and weapon slots and greatly increased operational tolerances regarding power and heat management.

They are typically used to fortify strategically important areas, either geographically or from the perspective of the RTN mesh topology. In addition to affording considerable protection to other units in range, they can smooth hot spots on the RTN mesh to allow power to flow more freely where it is most needed.

As with all other facilities and outposts, if you can get close enough by punching a hole through their defences, military facilities can be fully explored and attacked from within, although you should expect to encounter a much increased combat resistance inside to make the formidable weapons systems outside.

Locating the historical artifacts in these facilities is one of the hardest things you will need to do in the campaign!


Production Facility





Apart from a small subset of mobile units the command centre can manufacture, the production facility is responsible for all mobile unit production throughout the entire engagement. Production requests are submitted to the facility via any of the outposts responsible for mobile unit management with the outpost typically selecting the closest production facility under the least load.

The facility maintains a schedule of works for all requests submitted by all outposts and, by default, they are processed in the order they are submitted, although any given build request can be reprioritised to the top of the list to get rushed through.

As a given build is nearing completion, the facility will request an allocation of power from its closest, least loaded reactor facility (which may well not be the same one powering the requesting outpost). The reactor will reserve the requested amount of energy and transfer it over the RTN to the production facility. Once the unit is built, it is then dematerialised and transmitted over the RTN again to the requesting outpost where it undergoes final re-materialisation and assigned its initial combat orders.

If any RTN interface connections become oversubscribed due to power demands of downstream facilities and outposts, the speed with which mobile unit related energy transfers take place may well decline, unless it has been prioritised above servicing operational power. In this case, mobile unit builds will continue to operate at 100% but there may not be sufficient power to sustain high load when downstream buildings are under heavy attack and have many systems operational.


Reactor Facility





In terms of criticality, the reactor facility is only second to the command centre. The efficient extraction and distribution of geothermal energy is the primary resource to manage across the battlefield, which is supplemented with secondary energy reserves from wind farms.

It is usually the second facility built but don’t be tempted to rush the process and build adjacent to the command centre just to get it operational as quickly as possible! The efficiency of the reactors is, in part, driven by the thickness and composition of the crust at a given location. Equipping your deployment bot with an environmental scanner (and upgrading that scanner as quickly as possible) will start to build a resource heat map that shows you the optimal build sites as well as those best avoided. Choosing the correct location can double or even triple the amount of power a reactor can provide per unit time!

Be sure to also think about the placement of your reactors as your forces expand across the island. As all facilities and most outposts have at least three interfaces, as much as possible you want to plan for multiple, diverse routes of power to each building. Having a long chain of buildings stretching across the island may help you cover territory more quickly, but what happens if one building in that chain is lost and you have no alternate paths? Suddenly you have a number of facilities and outposts, potentially behind enemy lines, running on internal power only which may be enough to keep the lights on for five minutes or so.

Additionally, if a building is disconnected from the RTN and has no path back to a command centre, you can’t issue any new orders to that unit, and it will be unable to forward orders on to any mobile units in comms range.

When it comes to planning the topology of the resource transfer network, play for the long game, not the quick wins; it is the single most important resource you own.


Research Facility





The only conventional means of progressing through the tech tree and expanding the array of technology available to your team is by undertaking research and that requires the construction of research facilities. In line with the ECZ rules of engagement, you must go on to win that campaign to retain any research undertaken in any given campaign. If your team loses, all research gained is forfeit. Additionally, you can acquire research from the black market prior to descending from orbit – the technology still needs to be acquired in order (you can't just jump to the latest and greatest) but you do get to retain it no matter the outcome planet side.

Much the same as production facilities, research activities are added to a work queue and are processed in the order they are added. As with production facilities, research can be prioritised and pushed to the top of the queue but if it's ultra-urgent, it can be distributed across all research facilities. This greatly accelerates the process but comes at a cost to other research activities in progress.

As with all other units, when the research facility is actively researching, it will draw considerably more power than when it's simply in an idle state.

Research can be undertaken either from the tech tree map on the command bridge or from the HUD when selecting any unit. In both cases, the research is automatically assigned to the facility with the least load at that time. Once a research task completes, the tech is immediately available to all production facilities and can be used for construction. Existing units are not upgraded unless they are garrisoned and told to do so.

All configuration profiles for units will automatically select the most advanced version on any weapon or component available, assigned to a given slot.


Stockpile Facility





The stockpile facility is very much a strategic tool. It is used to securely store pre-created mobile units ready for rapid deployment in response to threats. It serves to smooth out the impact on power draw when large numbers of units are required quickly as they have been pre created and ‘cached’ during periods of low demand.

When needed, the mobile units can either be re-materialised directly by the stockpile facility or transported via the RTN to any suitable outpost for re-materialisation. While there is a load on the RTN to transfer the energy pattern, this is considerably lower than the energy required to perform the initial build and the units are transported to where they are most needed much faster than it would take to build them from scratch or pull them in from other areas.

Critically, the units in storage are impervious to damage as long as the facility remains operational. The facility can be configured to perform an emergency dump of its stored units to other stockpile facilities or, indeed, outposts, should it become critically damaged and is at risk of failing.

A word of caution, however, is that if a stockpile facility should be sequestered by enemy forces by hacking, they will gain access to all stockpiled units in addition to the facility once they connect it to their RTN. In most cases, it would be preferable to initiate self-destruct than allow a stockpile facility to fall into enemy hands.


Mech Overview

Mech overview coming soon...

300 Series Mech





The 300 Series mech is essentially a light scout and support mech. It is optimized for speed, agility, and/or stealth, depending on the specific configuration. These are the first mechs available and are the fastest to produce. Different variants of this mech can be specialized for stealth recon, repair support, or communications jamming.


500 Series Mech





This is the primary assault mech. Like the 300 Series, it can be configured in several different configurations. The standard configuration is primarily an anti-personnel mech, but it can be made into an anti-drone variant, or a hunter-killer variant used to hunt stealth units.


700 Series Mech





This is the largest and heaviest of the Mech line. It's standard variant include an anti-vehicle variant, but it can also be equipped with heavy weapons useful against outposts and facilities, or with heavy energy weapons useful in attacking shields.


Outposts Overview

Outposts offer a much more diverse range of services to support your campaigns. In addition to providing garrison, servicing, and construction points for all mobile units, they can provide tactical supplementation for defence, power generation, and communications coverage. They typically have a lower number of RTN interfaces, which, in turn, have slightly shorter range and lower capacity than the Facility counterparts. Similarly, their defensive capabilities and power consumptions are proportionally lower.

Barracks Outpost





The barracks outpost is responsible for the creation, garrisoning and repair of all humanoid based units including combat troops, officers, and all crew.

As with other unit types, the barracks outpost is configured in accordance with the selected deployment profile. Within the configuration maximums of the current research level, the outpost can be configured with the desired weaponry as well as internal components that influence all aspects of its operation from how strong the shields are to how long it can run its defences without RTN power; from how much stealth it has, to how many units it can repair at the same time – everything is fully within your control.

Troop units are no different to other mobile units in that they need fuel to power their internal systems. Any mobile unit equipped with a combat computer will interrupt its current orders when fuel reserves reach a critical level and attempt to make its way back to the nearest suitable outpost with a refuelling and repair pod installed. The unit will auto-garrison within range and connect itself to the pod so that it can be fully repaired and refuelled before being returned to the battlefield to resume its mission.

If you do not use a combat computer, you will need to keep a closer eye on alerts for low fuel conditions so you can intervene and instruct the unit to refuel.


Comms Outpost





Communications outposts offer much increased coverage of the communications signals required to keep mobile units in contact with the RTN and therefore the command centres and the command team in orbit. Typically, they are also equipped with a number of radar range boosters to provide increased coverage of the surrounding area, so the mobile units don’t encounter any surprises.

While these outposts do not offer the kind of comms range increase found with the communications range extender that can be equipped to comms units, it is still 2-3 times that of other facilities and outposts. It is typical to also deploy some defensive capability around these units as they are often in more remote locations and their loss will sever access to any mobile units within the footprint.


Docks Outpost


The dock outpost is one of the more specialist outposts that can be deployed. They must be near either a large lake or the coastline in order for their ultra-short-range transporters to be able to place the boat or sub in sufficiently deep water.

Due to their proximity to water, they only ever have two RTN interfaces which may have a bearing on the RTN mesh topology you are striving to create so be sure to plan accordingly.


Garage Outpost


Garage outposts are the most versatile of all outposts as they can produce tanks, bots and mechs all from the one location. As with dock, hanger and barracks outposts, the garage outpost can be equipped with refuelling pods as one or more of its internal components so that any mobile unit the outpost can produce can be refuelled and repaired when it is garrisoned.

When these outposts are being explored internally, as with most other components they can be configured with, you are usually able to locate them and attack them from within. In a similar vein to the stockpile facilities, the refuelling pods can be configured to automatically decouple any attached unit and re-materialise it if the pod is in danger of being terminally damaged. If this is not configured, destroying the pod from within will also destroy any unit it contains.


Generator Outpost


Generator outposts are highly strategic units. They have very limited offensive or defensive capabilities so are typically deployed near much stronger facilities or outposts. They operate by drawing comparatively low levels of power from the RTN during periods of low load to charge their fuel cells which can then be expended to drive the generators during periods of high load and supplement the available power to the RTN in that location.

Unlike reactors and wind farm outposts, they have a finite runtime depending on the research level and quantity of fuel cells and generators they are equipped with. Once all fuel is expended, they will shut down until they can be recharged.

They are invaluable additions to installations along active front lines where extended, heavy conflict places additional burden on power reserves.


Hanger Outpost


Hanger outposts are responsible for the production of all drones available to the command team. As with other unit production outposts, they can be equipped with refuel and repair pods that allow any garrisoned drone to be fully repaired and refueled, subject to the outpost having sufficient power available.


Shield Wall Outpost


The Shield wall is typically deployed to provide an impervious barrier to physical matter in the form of units and projectiles, as well as energy weapons. It can be configured to allow allied units and weapons fire to pass but this does yield an appreciable drop in the shield’s effectiveness against the enemy. It can also be powered up and down on demand to conserve energy and allow easier movement of allied units.

While they can be deployed as point solutions to block a specific access path for example, more typically, the deployment unit would be instructed to deploy a ring of shield walls to provide perimeter defences around one or more facilities or outposts. Additional deployment units can be assigned to this task to expedite it as it can take a while to undertake.


Transporter Outpost


Transporter outposts form the access points to allow large numbers of mobile and troop units to be transferred quickly and securely across the vast distances that the RTN can span. Typically, one outpost would be close to a garage or barracks outpost which creates the units, and another transport outpost would be built close to the front line.

Units are dematerialised at one transporter and rematerialized a few seconds later at the other. While this does ensure the units are safe in transit, it comes at the cost of increased energy being transferred across the RTN. During periods of high load, for example, if once or more facility is under attack and has weapons and shields active, the RTN links may become over subscribed and you will need to choose if its more important to transfer units or to keep the defences running.

This is just one of a few reasons why careful planning of the RTN topology to ensure ample resilience and capacity is key to any successful campaign.


Weapons Platform Outpost


Weapons pod outposts can be deployed either tactically or strategically. They can be thought of as mini-military facilities that will provide considerable resistance to any enemy unit attempting to engage them. They can also be used to provide increased protection for less well protected installations.

They are also a highly robust method of extending the reach of the RTN to provide resilient routing of energy supply.


Wind Farm Outpost


Like generator outposts, windfarms are deployed to supplement energy supply for localised areas of the RTN. Unlike generators, windfarms generate power continuously although be sure to look for visual clues on where to place them.

Snow build-up on mountain tops will indicate the prevailing wind direction for a given island at a given time of year. The higher up a mountain on the wind facing (snow covered side), the more energy a windfarm will contribute. You may also find data on prevailing winds, ambient temperatures etc in the mission briefings and within the more detailed island data – understanding how to work in harmony with the environment will be of great value as its not only windfarms that are affected by local conditions…


Sub Overview

Sub overview coming soon...

Assault Sub





This sub is the standard attack submarine and is equipped with anti-ship weapons. It's primary role is to attack and destroy enemy shipping, including other submarines.


Comms Sub





This submarine has some limited stealth capability and is deployed to increase the communications range for naval units and shore-based landing operations. Being a submarine, they are difficult to track and disable.


Recon Sub





This submarine is a small, stealthy, agile submarine used for reconning enemy naval and shore defenses. It is especially useful for probing the weak spots of an island's defenses to locate suitable landing points for invasion.


Tank Overview

Tank overview coming soon...

100 Series Tank





The 100 series tank is primarily a light recon & support tank. It can be deployed to the front lines to repair outposts, facilities, and units. It has only a taken defensive armament.


300 Series Tank





The 300 series tank is specialized for anti-drone purposes. It is small, fast, and agile. It has numerous light machine guns with excellent radar and turret tracking capabilities making a serious threat to drone units.


500 Series Tank





The 500 series tank is specialized for anti-personnel purposes. It is equipped with an array of machine guns and other anti-personnel weapons. It is moderately fast and has moderate armor.


700 Series Tank





The 700 series tank is primarily tasked with anti-vehicle purposes. This tank has larger weapons and heavier armor in the expense of speed. It is designed to provide a stable artillery platform for defensive and offensive purposes.


900 Series Tank





The 900 series tank is the heaviest armed and armored of all of the tanks. I can be deployed with a number of weapons configurations useful in attacking shields, installations, tanks, or other heavy units.


Troop Overview

Troop overview coming soon...

Assault Merc





Assault Mercs are the heaviest armed and armored of all of the infantry units. They are capable of attacking small vehicles and other infantry troops with ease. They cost more and take longer to train than standard mercs.


Captain





The Captain forms the highest part of the command hierachy on the ground. They recioeve orders direct from the command team in orbit and diseminate them to the Lieutenants under their command to be broken down in to more tactical orders for lower ranks.


Commando





The Commando is essentially the opposite of the Defender. These units are very useful for attacking enemy bases and vehicles. They utilize stealth to slip past enemy lines and can use explosives to destroy enemy facilities and they can use heavy weapons to attack enemy vehicles.


Defender





Defenders are specialized units that lie in wait to ambush enemy infantry and vehicle units. They have temporary stealth ability while they are not moving and are useful for deploying to choke-points and blocking other paths of attack.


Lieutenant





Lietenents are the second tier of planet side command. They break down the orders from above into more tactical commands which are issued to the Seargents that report to them for onward assignment to the units under the Sergeants command.


Medic





The medic is a non-combat support unit that is designed to heal the wounds of the injured units in the field, negating the need for them to return to the base. They are vulnerable to attack and should be protected or kept out of the main battle.


Merc





The Mercenary is a heavier infantry unit than the private, having heavier weapons and slightly better armor. They are better trained, but take slightly longer and cost slightly more than the Private.


Private





This is the most basic of all of the infantry units. It is armed with only small weapons and virtually no armor. Quick to train and cheap to deploy, they can be produced in mass numbers very quickly.


Sentinel





Sentinels are specialized infantry troops that have been trained in hunting down stealth units and marking them on the map for their comrades to see and attack. They can be used defensively to create a perimeter around your base, or offensively to seek out enemy stealth units.


Sergeant





Each Sergeant has a number of mobile units under their command, which can be grouped either by unit type or by geographic location depending on the strategies employed. As with the two other officer grade units, the loss of a Seargent will result in no new orders being able to be issued to the units under their control, until a new commander has been asigned.


Sniper





The sniper is a lone unit that is deployed deep into the field. They have high stealth capability, but very little armor. Their long range and heavy weapons pose a serious threat to enemy officers. They can be used defensively to pick off enemy officers of assaulting forces, or offensively to soften enemy defenses before your assualt. They are very vulnerable to attack.