Titan: Infiltration

Field Installations: The Strategic Cornerstones of Terrestrial Warfare

Field Installations represent the formidable cornerstones of your planetary infrastructure, serving as the primary command, production, and energy generation hubs that sustain your entire military campaign. These imposing structures—from Command Centres coordinating strategic operations to Reactor Installations harvesting crucial energy resources—transform contested territories into fortified command networks capable of projecting power across vast expanses. Each Installation type fulfils a specialised role within your strategic framework, yet all share the common characteristic of superior RTN integration that elevates them beyond mere tactical assets to become the strategic foundation of extended operations.

The true power of Field Installations manifests through their exceptional RTN architecture—each structure boasts an impressive array of high-capacity network interfaces that dramatically outperforms their Outpost counterparts. These superior connections create the foundation for expansive mesh networks, facilitating the seamless transfer of resources, manufacturing patterns, research data, and command protocols across your ever-expanding sphere of influence. A thoughtfully constructed Installation network doesn't merely support your forces—it multiplies their effectiveness through optimised resource distribution, creating cascading tactical advantages across multiple engagement zones simultaneously.

Beyond their individual capabilities, the strategic placement of Field Installations requires forward-thinking battlefield calculus. Each structure represents a significant investment of resources and time, making their positioning a critical decision with long-term implications. Commanders must consider not only current tactical needs but anticipate future expansion requirements, potential enemy incursions, and defensive vulnerabilities. The network topology created through Installation placement will determine your operational flexibility for the duration of the campaign—overlapping RTN coverage provides redundancy against targeted strikes, whilst strategic chokepoints can funnel enemy forces into prepared killing zones. Remember that disconnection from the central command network renders even the most powerful Installation incapable of receiving new directives or coordinating nearby mobile units, transforming RTN integrity from a logistical concern into an existential necessity.

NOTE: All of the renders below contain a reference 2.4m humanoid figure for scale. See how many of them you can find! (hint: you will need to zoom in!)

Mk I Command Centre

Mk II Command Centre

Mk III Command Centre

Mk I Command Centre

Mk II Command Centre

Mk III Command Centre

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 fieldinstallations 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 cannot create combat troops or any other form of mobile unit.

This unit exists as a Field unit only, there is no Naval counterpart.


Command Centre Installation Specifications:



Unit Classification: Mk I Mk II Mk III Unit of Measure
Maximum Power Draw:9281,7092,502MW
Maximum Power Generation:600700900MW
Maximum Thermal Output:70142184MW
Length:904535Meters
Width:904535Meters
Height854050Meters
Max Cruise Speed:n/an/an/aKPH
Max Sprint Speed:n/an/a n/aKPH
Cruise Acceleration:n/an/an/a m/s2
Sprint Acceleration:n/an/an/am/s2
Max. Sprint Duration:n/a n/a n/a Seconds
Min. Sprint Cooldown:n/an/an/aSeconds
Recon Range:n/an/an/aKm
Combat Range:n/an/an/aKm
Recon Runtime:16:2418:5118:51Minutes
Combat Runtime:05:4406:3606:36Minutes
Maximum Armour:1,0001,4001,960mm Equivalent
Maximum Shields:3,0004,2005,880mm Equivalent
Combat Rating:ExtremeExtremeExtremeSpecification
RTN Max Capacity:2,2004,4006,600MW
Combat RTN Draw: 9281,7092,502MW
Health:7008751,050mm Equivalent
Maximum Fuel Cell Capacity:250250250Kg
Maximum Power Plant Capacity:100100100MW
Maximum Fuel Cells: 7 (96% load)8 (99% load)10 (94% load)Quantity
Maximum Power Plants:6 (93% load)8 (87% load)10 (87% load)Quantity
Maximum Propulsion Systems:n/an/an/aQuantity
Maximum Shield Generators:8610Quantity
RTN Nodes:468Quantity
Low-Yield Weapon Slots:n/a4n/aQuantity
Medium-Yield Weapon Slots:n/an/a4Quantity
High-Yield Weapon Slots:8n/an/aQuantity
Auxiliary General Technology Slots:172125Quantity
Standard General Technology Slots:141822Quantity
Advanced General Technology Slots:141420Quantity
Auxiliary PFM Slots000Quantity
Standard PFM Slots000Quantity
Advanced PFM Slots121212Quantity
Construction Time:3529771,047Seconds
Research Time:271751806Seconds
Crew Compliment:TBCTBCTBCQuantity
Nett Mass:TBCTBCTBCTonnes
Max Gross Mass:TBCTBCTBCTonnes

Mk I Military Installation

Mk II Military Installation

Mk III Military Installation

Mk I Military Installation

Mk II Military Installation

Mk III Military Installation

Whilst Military Installations do not directly contribute to the operation and expansion of the RTN in the same way Reactor, Production, and Research Installations 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 destroy! This is owing to an increased number of technology 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 Installations and Outposts, if you can get close enough by punching a hole through their defences, Military Installations can be fully explored and attacked from within, although you should expect to encounter a much-increased combat resistance inside to match the formidable weapons systems outside.

Entering these Installations is one of the hardest challenges you will face in the campaign!

This unit exists as a Field unit only, there is no Naval counterpart.


Field Military Installation Specifications:



Unit Classification: Mk I Mk II Mk III Unit of Measure
Maximum Power Draw:1,0441,8922,719MW
Maximum Power Generation:600700900MW
Maximum Thermal Output:70142184MW
Length:804035Meters
Width:804035Meters
Height653045Meters
Max Cruise Speed:n/an/an/aKPH
Max Sprint Speed:n/an/a n/aKPH
Cruise Acceleration:n/an/an/a m/s2
Sprint Acceleration:n/an/an/am/s2
Max. Sprint Duration:n/a n/a n/a Seconds
Min. Sprint Cooldown:n/an/an/aSeconds
Recon Range:n/an/an/aKm
Combat Range:n/an/an/aKm
Recon Runtime:16:2418:5118:51Minutes
Combat Runtime:05:4406:3606:36Minutes
Maximum Armour:1,0001,4001,960mm Equivalent
Maximum Shields:3,0004,2005,880mm Equivalent
Combat Rating:ExtremeExtremeExtremeSpecification
RTN Max Capacity:2,2004,4006,600MW
Combat RTN Draw: 1,0441,8922,719MW
Health:7008751,050mm Equivalent
Maximum Fuel Cell Capacity:250250250Kg
Maximum Power Plant Capacity:100100100MW
Maximum Fuel Cells: 7 (96% load)8 (99% load)10 (94% load)Quantity
Maximum Power Plants:6 (93% load)8 (87% load)10 (87% load)Quantity
Maximum Propulsion Systems:n/an/an/aQuantity
Maximum Shield Generators:8610Quantity
RTN Nodes:468Quantity
Low-Yield Weapon Slots:444Quantity
Medium-Yield Weapon Slots:444Quantity
High-Yield Weapon Slots:8n/an/aQuantity
Auxiliary General Technology Slots:172125Quantity
Standard General Technology Slots:141822Quantity
Advanced General Technology Slots:141420Quantity
Auxiliary PFM Slots000Quantity
Standard PFM Slots000Quantity
Advanced PFM Slots121212Quantity
Construction Time:4021,2231,225Seconds
Research Time:309941942Seconds
Crew Compliment:TBCTBCTBCQuantity
Nett Mass:TBCTBCTBCTonnes
Max Gross Mass:TBCTBCTBCTonnes

Mk I Field Production Installation

Mk II Field Production Installation

Mk III Field Production Installation

Mk I Field Production Installation

Mk II Field Production Installation

Mk III Field Production Installation

Apart from a small subset of mobile units the Command Centre can manufacture, the Production Installation is responsible for all mobile unit production throughout the entire engagement. Production requests are submitted to the Installation via any of the Outposts responsible for mobile unit management with the Outpost typically selecting the closest Production Installation under the least load.

The Installation 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 Installation will request an allocation of power from its closest, least loaded Reactor Installation (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 Installation. 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 Installations 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.

This unit exists as either a Field Production Installation or its Naval counterpart, the Naval Production Installation.


Field Production Installation Specifications:



Unit Classification: Mk I Mk II Mk III Unit of Measure
Maximum Power Draw:3938771,272MW
Maximum Power Generation:300400500MW
Maximum Thermal Output:367395MW
Length:804540Meters
Width:802530Meters
Height562036Meters
Max Cruise Speed:n/an/an/aKPH
Max Sprint Speed:n/an/a n/aKPH
Cruise Acceleration:n/an/an/a m/s2
Sprint Acceleration:n/an/an/am/s2
Max. Sprint Duration:n/a n/a n/a Seconds
Min. Sprint Cooldown:n/an/an/aSeconds
Recon Range:n/an/an/aKm
Combat Range:n/an/an/aKm
Recon Runtime:22:0801:2701:27Minutes
Combat Runtime:07:4508:5508:55Minutes
Maximum Armour:480672941mm Equivalent
Maximum Shields:1,8002,5203,528mm Equivalent
Combat Rating:MediumMediumMediumSpecification
RTN Max Capacity:1,8003,6005,400MW
Combat RTN Draw: 3938771,272MW
Health:300375450mm Equivalent
Maximum Fuel Cell Capacity:250250250Kg
Maximum Power Plant Capacity:100100100MW
Maximum Fuel Cells: 5 (87% load)6 (86% load)7 (87% load)Quantity
Maximum Power Plants:4 (72% load)4 (90% load)5 (90% load)Quantity
Maximum Propulsion Systems:n/an/an/aQuantity
Maximum Shield Generators:446Quantity
RTN Nodes:234Quantity
Low-Yield Weapon Slots:n/a4n/aQuantity
Medium-Yield Weapon Slots:n/an/a4Quantity
High-Yield Weapon Slots:4n/an/aQuantity
Auxiliary General Technology Slots:172125Quantity
Standard General Technology Slots:141822Quantity
Advanced General Technology Slots:8811Quantity
Auxiliary PFM Slots888Quantity
Standard PFM Slots000Quantity
Advanced PFM Slots000Quantity
Construction Time:185620639Seconds
Research Time:142477492Seconds
Crew Compliment:TBCTBCTBCQuantity
Nett Mass:TBCTBCTBCTonnes
Max Gross Mass:TBCTBCTBCTonnes

Mk I Field Reactor Installation

Mk II Field Reactor Installation

Mk III Field Reactor Installation

Mk I Field Reactor Installation

Mk II Field Reactor Installation

Mk III Field Reactor Installation

In terms of criticality, the Reactor Installation 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 Farm Outposts.

It is usually the second Installation 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 ASU 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 Installation 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 Installations 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 several Installations 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.

This unit exists as either a Field Reactor Installation or its Naval counterpart, the Naval Reactor Installation.


Field Reactor Installation Specifications:



Unit Classification: Mk I Mk II Mk III Unit of Measure
Maximum Power Draw:6541,4151,979MW
Maximum Power Generation:500500700MW
Maximum Thermal Output:52105136MW
Length:1407060Meters
Width:1407060Meters
Height804052Meters
Max Cruise Speed:n/an/an/aKPH
Max Sprint Speed:n/an/a n/aKPH
Cruise Acceleration:n/an/an/a m/s2
Sprint Acceleration:n/an/an/am/s2
Max. Sprint Duration:n/a n/a n/a Seconds
Min. Sprint Cooldown:n/an/an/aSeconds
Recon Range:n/an/an/aKm
Combat Range:n/an/an/aKm
Recon Runtime:17:4220:2220:22Minutes
Combat Runtime:06:1207:0807:08Minutes
Maximum Armour:7201,0081,411mm Equivalent
Maximum Shields:2,4003,3604,704mm Equivalent
Combat Rating:HighHighHighSpecification
RTN Max Capacity:2,0004,0006,000MW
Combat RTN Draw: 6541,4151,979MW
Health:480600720mm Equivalent
Maximum Fuel Cell Capacity:250250250Kg
Maximum Power Plant Capacity:100100100MW
Maximum Fuel Cells: 6 (93% load)7 (95% load)8 (98% load)Quantity
Maximum Power Plants:5 (83% load)6 (86% load)7 (92% load)Quantity
Maximum Propulsion Systems:n/an/an/aQuantity
Maximum Shield Generators:848Quantity
RTN Nodes:468Quantity
Low-Yield Weapon Slots:n/a4n/aQuantity
Medium-Yield Weapon Slots:n/an/a4Quantity
High-Yield Weapon Slots:8n/an/aQuantity
Auxiliary General Technology Slots:172125Quantity
Standard General Technology Slots:141822Quantity
Advanced General Technology Slots:131015Quantity
Auxiliary PFM Slots000Quantity
Standard PFM Slots101010Quantity
Advanced PFM Slots000Quantity
Construction Time:303906912Seconds
Research Time:233697702Seconds
Crew Compliment:TBCTBCTBCQuantity
Nett Mass:TBCTBCTBCTonnes
Max Gross Mass:TBCTBCTBCTonnes

Mk I Field Research Installation

Mk II Field Research Installation

Mk III Field Research Installation

Mk I Field Research Installation

Mk II Field Research Installation

Mk III Field Research Installation

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 Installations. 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 Installations, research activities are added to a work queue and are processed in the order they are added. As with Production Installations, 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 Installations. This greatly accelerates the process but comes at a cost to other research activities in progress.

As with all other units, when the Research Installation 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 Installation with the least load at that time. Once a research task completes, the tech is immediately available to all Production Installations 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 of any weapon or technology component available, assigned to a given slot.

This unit exists as either a Field Research Installation or its Naval counterpart, the Naval Research Installation.


Field Research Installation Specifications:



Unit Classification: Mk I Mk II Mk III Unit of Measure
Maximum Power Draw:4549381,333MW
Maximum Power Generation:300400500MW
Maximum Thermal Output:367395MW
Length:1104040Meters
Width:1104040Meters
Height525264Meters
Max Cruise Speed:n/an/an/aKPH
Max Sprint Speed:n/an/a n/aKPH
Cruise Acceleration:n/an/an/a m/s2
Sprint Acceleration:n/an/an/am/s2
Max. Sprint Duration:n/a n/a n/a Seconds
Min. Sprint Cooldown:n/an/an/aSeconds
Recon Range:n/an/an/aKm
Combat Range:n/an/an/aKm
Recon Runtime:22:0801:2701:27Minutes
Combat Runtime:07:4508:5508:55Minutes
Maximum Armour:480672941mm Equivalent
Maximum Shields:1,8002,5203,528mm Equivalent
Combat Rating:MediumMediumMediumSpecification
RTN Max Capacity:1,8003,6005,400MW
Combat RTN Draw: 4549381,333MW
Health:300375450mm Equivalent
Maximum Fuel Cell Capacity:250250250Kg
Maximum Power Plant Capacity:100100100MW
Maximum Fuel Cells: 5 (87% load)6 (86% load)7 (87% load)Quantity
Maximum Power Plants:4 (72% load)4 (90% load)5 (90% load)Quantity
Maximum Propulsion Systems:n/an/an/aQuantity
Maximum Shield Generators:446Quantity
RTN Nodes:468Quantity
Low-Yield Weapon Slots:n/a4n/aQuantity
Medium-Yield Weapon Slots:n/an/a4Quantity
High-Yield Weapon Slots:8n/an/aQuantity
Auxiliary General Technology Slots:172125Quantity
Standard General Technology Slots:141822Quantity
Advanced General Technology Slots:12811Quantity
Auxiliary PFM Slots888Quantity
Standard PFM Slots000Quantity
Advanced PFM Slots000Quantity
Construction Time:238705693Seconds
Research Time:183542533Seconds
Crew Compliment:TBCTBCTBCQuantity
Nett Mass:TBCTBCTBCTonnes
Max Gross Mass:TBCTBCTBCTonnes

Mk I Field Stockpile Installation

Mk II Field Stockpile Installation

Mk III Field Stockpile Installation

Mk I Field Stockpile Installation

Mk II Field Stockpile Installation

Mk III Field Stockpile Installation

The Stockpile Installation 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 Installation 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 Installation remains operational. The Installation can be configured to perform an emergency dump of its stored units to other Stockpile Installations or, indeed, Outposts, should it become critically damaged and is at risk of failing.

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

This unit exists as either a Field Stockpile Installation or its Naval counterpart, the Naval Stockpile Installation.


Field Stockpile Installation Specifications:



Unit Classification: Mk I Mk II Mk III Unit of Measure
Maximum Power Draw:5781,3221,862MW
Maximum Power Generation:500500700MW
Maximum Thermal Output:52105136MW
Length:603025Meters
Width:603025Meters
Height452535Meters
Max Cruise Speed:n/an/an/aKPH
Max Sprint Speed:n/an/a n/aKPH
Cruise Acceleration:n/an/an/a m/s2
Sprint Acceleration:n/an/an/am/s2
Max. Sprint Duration:n/a n/a n/a Seconds
Min. Sprint Cooldown:n/an/an/aSeconds
Recon Range:n/an/an/aKm
Combat Range:n/an/an/aKm
Recon Runtime:17:4220:2220:22Minutes
Combat Runtime:06:1207:0807:08Minutes
Maximum Armour:7201,0081,411mm Equivalent
Maximum Shields:2,4003,3604,704mm Equivalent
Combat Rating:HighHighHighSpecification
RTN Max Capacity:2,0004,0006,000MW
Combat RTN Draw: 5781,3221,862MW
Health:480600720mm Equivalent
Maximum Fuel Cell Capacity:250250250Kg
Maximum Power Plant Capacity:100100100MW
Maximum Fuel Cells: 6 (93% load)7 (95% load)8 (98% load)Quantity
Maximum Power Plants:5 (83% load)6 (86% load)7 (92% load)Quantity
Maximum Propulsion Systems:n/an/an/aQuantity
Maximum Shield Generators:848Quantity
RTN Nodes:234Quantity
Low-Yield Weapon Slots:n/a2n/aQuantity
Medium-Yield Weapon Slots:n/an/a2Quantity
High-Yield Weapon Slots:4n/an/aQuantity
Auxiliary General Technology Slots:172125Quantity
Standard General Technology Slots:141822Quantity
Advanced General Technology Slots:91015Quantity
Auxiliary PFM Slots000Quantity
Standard PFM Slots101010Quantity
Advanced PFM Slots000Quantity
Construction Time:237783824Seconds
Research Time:182602634Seconds
Crew Compliment:TBCTBCTBCQuantity
Nett Mass:TBCTBCTBCTonnes
Max Gross Mass:TBCTBCTBCTonnes

Field Outposts: Tactical Flexibility and Network Extension

Field Outposts represent the versatile frontier of your expanding military presence, serving as adaptable forward bases that extend your strategic reach whilst providing specialised support services beyond the capabilities of major Installations. These compact yet highly functional structures—from Armoured Operations Outposts producing combat vehicles to Communications Outposts extending your command footprint—enable precise tailoring of your military infrastructure to specific tactical requirements. Though individually less robust than their Installation counterparts, the true strength of Outposts emerges through their complementary deployment alongside major structures, creating interlocking zones of capability that exponentially enhance your operational effectiveness.

The RTN integration of Field Outposts presents a distinctive strategic profile—whilst each structure typically contains fewer network interfaces than Installations, with somewhat reduced range and capacity, their comparative construction efficiency enables rapid network expansion across contested territories. This creates compelling tactical opportunities for aggressive commanders, allowing them to quickly establish presence in newly secured regions whilst maintaining essential connections back to core command structures. The measured deployment of Outposts along critical supply lines and at strategic chokepoints can dramatically extend your effective operational radius without the resource commitment required for full Installation construction.

Field Outposts offer unparalleled tactical flexibility through their specialised functions and relatively modest resource requirements. Communications Outposts can establish forward relay points for deep reconnaissance operations; Shield Wall Outposts can create defensive perimeters around vulnerable production facilities; Windfarm Outposts can establish secondary power generation in areas unsuitable for Reactor Installations. This functional diversity allows commanders to address specific operational challenges without overcommitting resources to inappropriate infrastructure. However, the reduced RTN interface count of Outposts creates potential vulnerability to network isolation—careful planning must ensure multiple redundant connections back to core Installation nodes, preferably through geographically diverse routes that cannot be simultaneously compromised by enemy action. The most successful commanders view Outposts not as standalone assets but as integral components within a comprehensively designed RTN architecture spanning their entire area of operations.

NOTE: All of the renders below contain a reference 2.4m humanoid figure for scale. See how many of them you can find! (hint: you will need to zoom in!)

Mk I Field Armoured Operations Outpost

Mk II Field Armoured Operations Outpost

Mk III Field Armoured Operations Outpost

Mk I Field Armoured Operations Outpost

Mk II Field Armoured Operations Outpost

Mk III Field Armoured Operations Outpost

Armoured Operations Outposts are the most versatile of all Outposts as they can create Heavy Armour Terrain Units (HATU), Armoured Support Units (ASU), and Mechanised Combat Vehicles (MCV) all from the one location. As with Dock, Airforce Operations and Barracks Outposts, the Armoured Operations Outpost can be equipped with Refuelling Pods as one or more of its internal technologies 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 technology 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 Installations, 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.

This unit exists as a Field Armoured Operations Outpost only; there is no Naval counterpart.


Field Armoured Operations Outpost Specifications:



Unit Classification: Mk I Mk II Mk III Unit of Measure
Maximum Power Draw:5781,1171,559MW
Maximum Power Generation:500500700MW
Maximum Thermal Output:52105136MW
Length:807055Meters
Width:704040Meters
Height323236Meters
Max Cruise Speed:n/an/an/aKPH
Max Sprint Speed:n/an/a n/aKPH
Cruise Acceleration:n/an/an/a m/s2
Sprint Acceleration:n/an/an/am/s2
Max. Sprint Duration:n/a n/a n/a Seconds
Min. Sprint Cooldown:n/an/an/aSeconds
Recon Range:n/an/an/aKm
Combat Range:n/an/an/aKm
Recon Runtime:22:0801:2701:27Minutes
Combat Runtime:07:4508:5508:55Minutes
Maximum Armour:315441617mm Equivalent
Maximum Shields:1,3501,8902,646mm Equivalent
Combat Rating:HighHighHighSpecification
RTN Max Capacity:1,5003,0004,500MW
Combat RTN Draw: 5781,1171,559MW
Health:270338405mm Equivalent
Maximum Fuel Cell Capacity:250250250Kg
Maximum Power Plant Capacity:100100100MW
Maximum Fuel Cells: 6 (93% load)7 (95% load)8 (98% load)Quantity
Maximum Power Plants:5 (83% load)6 (86% load)7 (92% load)Quantity
Maximum Propulsion Systems:n/an/an/aQuantity
Maximum Shield Generators:446Quantity
RTN Nodes:234Quantity
Low-Yield Weapon Slots:n/a0n/aQuantity
Medium-Yield Weapon Slots:n/a22Quantity
High-Yield Weapon Slots:4n/an/aQuantity
Auxiliary General Technology Slots:172125Quantity
Standard General Technology Slots:141822Quantity
Advanced General Technology Slots:91013Quantity
Auxiliary PFM Slots000Quantity
Standard PFM Slots1055Quantity
Advanced PFM Slots000Quantity
Construction Time:203420690Seconds
Research Time:156323530Seconds
Crew Compliment:TBCTBCTBCQuantity
Nett Mass:TBCTBCTBCTonnes
Max Gross Mass:TBCTBCTBCTonnes

Mk I Field Airforce Operations Outpost

Mk II Field Airforce Operations Outpost

Mk III Field Airforce Operations Outpost

Mk I Field Airforce Operations Outpost

Mk II Field Airforce Operations Outpost

Mk III Field Airforce Operations Outpost

Airforce Operations Outposts are responsible for the production of all Aerial Operations Vehicles (AOV) available to the command team. These include various specializations such as Assault AOV (a.k.a. "The Harpy"), APC AOV (a.k.a. "The Griffin"), ATC AOV (a.k.a. "The Valkyrie"), Communications AOV (a.k.a. "The Chimera"), Deployment AOV (a.k.a. "The Thunderbird"), Recon AOV (a.k.a. "The Shriek"), and ARS AOV (a.k.a. "The Phoenix").

As with other unit production Outposts, they can be equipped with Refuelling Pods that allow any garrisoned AOV to be fully repaired and refuelled, subject to the Outpost having sufficient power available. The maintenance of aerial units is critical to maintaining air superiority and effective reconnaissance capabilities.

This unit exists as either a Field Airforce Operations Outpost or its Naval counterpart, the Naval Airforce Operations Outpost, which features specialized elevator systems to transport aerial units between underwater storage bays and surface launch platforms.


Field Airforce Operations Outpost Specifications:



Unit Classification: Mk I Mk II Mk III Unit of Measure
Maximum Power Draw:5781,1171,559MW
Maximum Power Generation:500500700MW
Maximum Thermal Output:52105136MW
Length:1204545Meters
Width:1203535Meters
Height201616Meters
Max Cruise Speed:n/an/an/aKPH
Max Sprint Speed:n/an/a n/aKPH
Cruise Acceleration:n/an/an/a m/s2
Sprint Acceleration:n/an/an/am/s2
Max. Sprint Duration:n/a n/a n/a Seconds
Min. Sprint Cooldown:n/an/an/aSeconds
Recon Range:n/an/an/aKm
Combat Range:n/an/an/aKm
Recon Runtime:00:3604:1704:17Minutes
Combat Runtime:08:3609:5409:54Minutes
Maximum Armour:195273382mm Equivalent
Maximum Shields:9001,2601,764mm Equivalent
Combat Rating:HighHighHighSpecification
RTN Max Capacity:1,5003,0004,500MW
Combat RTN Draw: 5781,1171,559MW
Health:180225270mm Equivalent
Maximum Fuel Cell Capacity:250250250Kg
Maximum Power Plant Capacity:100100100MW
Maximum Fuel Cells: 6 (93% load)7 (95% load)8 (98% load)Quantity
Maximum Power Plants:5 (83% load)6 (86% load)7 (92% load)Quantity
Maximum Propulsion Systems:n/an/an/aQuantity
Maximum Shield Generators:446Quantity
RTN Nodes:234Quantity
Low-Yield Weapon Slots:n/a0n/aQuantity
Medium-Yield Weapon Slots:n/a22Quantity
High-Yield Weapon Slots:4n/an/aQuantity
Auxiliary General Technology Slots:172125Quantity
Standard General Technology Slots:141822Quantity
Advanced General Technology Slots:91013Quantity
Auxiliary PFM Slots000Quantity
Standard PFM Slots1055Quantity
Advanced PFM Slots000Quantity
Construction Time:203420690Seconds
Research Time:156323530Seconds
Crew Compliment:TBCTBCTBCQuantity
Nett Mass:TBCTBCTBCTonnes
Max Gross Mass:TBCTBCTBCTonnes

Mk I Field Clone Production Outpost

Mk II Field Clone Production Outpost

Mk III Field Clone Production Outpost

Mk I Field Clone Production Outpost

Mk II Field Clone Production Outpost

Mk III Field Clone Production Outpost

The Clone Production Outpost is responsible for the creation, garrisoning and repair of all humanoid-based units including combat troops, officers, and all crew. These troops are organized into different categories including Officers (Captain, Lieutenant, Sergeant), Specialists (Medic, Sentinel, Sniper), Operators (Assault Merc, Commando), and Enlisted personnel (Grenadier, Merc, Private).

As with other unit types, the Clone Production 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 technologies 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 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.

This unit exists as either a Field Clone Production Outpost or its Naval counterpart, the Naval Clone Production Outpost, which specializes in training and deployment of aquatic-capable troops and crew with specialized training facilities for underwater combat.


Field Clone Production Outpost Specifications:



Unit Classification: Mk I Mk II Mk III Unit of Measure
Maximum Power Draw:5781,1171,559MW
Maximum Power Generation:500500700MW
Maximum Thermal Output:52105136MW
Length:706050Meters
Width:504035Meters
Height322824Meters
Max Cruise Speed:n/an/an/aKPH
Max Sprint Speed:n/an/a n/aKPH
Cruise Acceleration:n/an/an/a m/s2
Sprint Acceleration:n/an/an/am/s2
Max. Sprint Duration:n/a n/a n/a Seconds
Min. Sprint Cooldown:n/an/an/aSeconds
Recon Range:n/an/an/aKm
Combat Range:n/an/an/aKm
Recon Runtime:00:3604:1704:17Minutes
Combat Runtime:08:3609:5409:54Minutes
Maximum Armour:195273382mm Equivalent
Maximum Shields:9001,2601,764mm Equivalent
Combat Rating:HighHighHighSpecification
RTN Max Capacity:1,5003,0004,500MW
Combat RTN Draw: 5781,1171,559MW
Health:180225270mm Equivalent
Maximum Fuel Cell Capacity:250250250Kg
Maximum Power Plant Capacity:100100100MW
Maximum Fuel Cells: 6 (93% load)7 (95% load)8 (98% load)Quantity
Maximum Power Plants:5 (83% load)6 (86% load)7 (92% load)Quantity
Maximum Propulsion Systems:n/an/an/aQuantity
Maximum Shield Generators:446Quantity
RTN Nodes:234Quantity
Low-Yield Weapon Slots:n/a0n/aQuantity
Medium-Yield Weapon Slots:n/a22Quantity
High-Yield Weapon Slots:4n/an/aQuantity
Auxiliary General Technology Slots:172125Quantity
Standard General Technology Slots:141822Quantity
Advanced General Technology Slots:9810Quantity
Auxiliary PFM Slots000Quantity
Standard PFM Slots1055Quantity
Advanced PFM Slots000Quantity
Construction Time:203403645Seconds
Research Time:156310496Seconds
Crew Compliment:TBCTBCTBCQuantity
Nett Mass:TBCTBCTBCTonnes
Max Gross Mass:TBCTBCTBCTonnes

Mk I Field Communications Outpost

Mk II Field Communications Outpost

Mk III Field Communications Outpost

Mk I Field Communications Outpost

Mk II Field Communications Outpost

Mk III Field Clone Production Outpost

Communications Outposts offer much increased coverage of the communications signals needed 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 several Radar Range Boosters to supply 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 Comms Range Extender that can be equipped to Communications ASU (a.k.a. "The Wolf"), Communications NSU (a.k.a. "The Kraken"), Communications NSSU (a.k.a. "The Hydra"), and Communications AOV (a.k.a. "The Chimera") units, it is still 2-3 times that of other Installations 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.

This unit exists as either a Field Communications Outpost or its Naval counterpart, the Naval Communications Outpost, which utilizes sophisticated sonar arrays and quantum entanglement communications to maintain reliable connections through water.


Field Communications Outpost Specifications:



Unit Classification: Mk I Mk II Mk III Unit of Measure
Maximum Power Draw:3627201,036MW
Maximum Power Generation:300400500MW
Maximum Thermal Output:367395MW
Length:554540Meters
Width:605040Meters
Height201616Meters
Max Cruise Speed:n/an/an/aKPH
Max Sprint Speed:n/an/a n/aKPH
Cruise Acceleration:n/an/an/a m/s2
Sprint Acceleration:n/an/an/am/s2
Max. Sprint Duration:n/a n/a n/a Seconds
Min. Sprint Cooldown:n/an/an/aSeconds
Recon Range:n/an/an/aKm
Combat Range:n/an/an/aKm
Recon Runtime:22:0801:2701:27Minutes
Combat Runtime:07:4508:5508:55Minutes
Maximum Armour:315441617mm Equivalent
Maximum Shields:1,3501,8902,646mm Equivalent
Combat Rating:MediumMediumMediumSpecification
RTN Max Capacity:1,3502,7004,050MW
Combat RTN Draw: 3627201,036MW
Health:225281338mm Equivalent
Maximum Fuel Cell Capacity:250250250Kg
Maximum Power Plant Capacity:100100100MW
Maximum Fuel Cells: 5 (87% load)6 (86% load)7 (87% load)Quantity
Maximum Power Plants:4 (72% load)4 (90% load)5 (90% load)Quantity
Maximum Propulsion Systems:n/an/an/aQuantity
Maximum Shield Generators:223Quantity
RTN Nodes:112Quantity
Low-Yield Weapon Slots:n/a0n/aQuantity
Medium-Yield Weapon Slots:n/a11Quantity
High-Yield Weapon Slots:2n/an/aQuantity
Auxiliary General Technology Slots:172125Quantity
Standard General Technology Slots:141822Quantity
Advanced General Technology Slots:668Quantity
Auxiliary PFM Slots844Quantity
Standard PFM Slots000Quantity
Advanced PFM Slots000Quantity
Construction Time:136285468Seconds
Research Time:104219360Seconds
Crew Compliment:TBCTBCTBCQuantity
Nett Mass:TBCTBCTBCTonnes
Max Gross Mass:TBCTBCTBCTonnes

Mk I Field Generator Outpost

Mk II Field Generator Outpost

Mk III Field Generator Outpost

Mk I Field Generator Outpost

Mk II Field Generator Outpost

Mk III Field Generator Outpost

Generator Outposts are highly strategic units in your power management infrastructure. They have very limited offensive or defensive capabilities so are typically deployed near much stronger Installations or Outposts for protection. 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 Power Plants during periods of high load and supplement the available power to the RTN in that location.

Unlike Reactor Installations and Wind Farm Outposts which provide continuous power generation, Generator Outposts have a finite runtime depending on the research level and quantity of Fuel Cells and Power Plants they are equipped with. Once all fuel is expended, they will shut down until they can be recharged through the RTN.

With RTN interfaces that can handle 1,200 MW/Sec (Mk I), 2,400 MW/Sec (Mk II), or 3,600 MW/Sec (Mk III) throughput, these Outposts serve as critical power reserves during high-demand combat operations. Their modular design allows for 4-8 weapon slots depending on mark, and 12-36 technology slots, giving you flexibility in their defensive configuration despite their primary support role.

They are invaluable additions to Installations along active front lines where extended, heavy conflict places additional burden on power reserves. Strategic placement of Generator Outposts can mean the difference between maintaining operational capabilities during prolonged engagements and having your systems fail at critical moments.

This unit exists as either a Field Generator Outpost or its Naval counterpart, the Naval Generator Outpost, which features similar functionality but with increased efficiency and output due to hydrodynamic cooling in the underwater environment.


Field Generator Outpost Specifications:



Unit Classification: Mk I Mk II Mk III Unit of Measure
Maximum Power Draw:249496724MW
Maximum Power Generation:200300300MW
Maximum Thermal Output:234761MW
Length:857060Meters
Width:857060Meters
Height484032Meters
Max Cruise Speed:n/an/an/aKPH
Max Sprint Speed:n/an/a n/aKPH
Cruise Acceleration:n/an/an/a m/s2
Sprint Acceleration:n/an/an/am/s2
Max. Sprint Duration:n/a n/a n/a Seconds
Min. Sprint Cooldown:n/an/an/aSeconds
Recon Range:n/an/an/aKm
Combat Range:n/an/an/aKm
Recon Runtime:00:3604:1704:17Minutes
Combat Runtime:08:3609:5409:54Minutes
Maximum Armour:195273382mm Equivalent
Maximum Shields:9001,2601,764mm Equivalent
Combat Rating:LowLowLowSpecification
RTN Max Capacity:1,2002,4003,600MW
Combat RTN Draw: 249496724MW
Health:120150180mm Equivalent
Maximum Fuel Cell Capacity:250250250Kg
Maximum Power Plant Capacity:100100100MW
Maximum Fuel Cells: 4 (77% load)4 (91% load)5 (86% load)Quantity
Maximum Power Plants:3 (62% load)3 (77% load)4 (73% load)Quantity
Maximum Propulsion Systems:n/an/an/aQuantity
Maximum Shield Generators:323Quantity
RTN Nodes:123Quantity
Low-Yield Weapon Slots:n/a0n/aQuantity
Medium-Yield Weapon Slots:n/a11Quantity
High-Yield Weapon Slots:2n/an/aQuantity
Auxiliary General Technology Slots:172125Quantity
Standard General Technology Slots:141822Quantity
Advanced General Technology Slots:657Quantity
Auxiliary PFM Slots633Quantity
Standard PFM Slots000Quantity
Advanced PFM Slots000Quantity
Construction Time:105214348Seconds
Research Time:80164268Seconds
Crew Compliment:TBCTBCTBCQuantity
Nett Mass:TBCTBCTBCTonnes
Max Gross Mass:TBCTBCTBCTonnes

Mk I Field Shield Wall Outpost

Mk II Field Shield Wall Outpost

Mk III Field Shield Wall Outpost

Mk I Field Shield Wall Outpost

Mk II Field Shield Wall Outpost

Mk III Field Shield Wall Outpost

The Shield Wall Outpost represents a critical component in defensive line establishment, projecting powerful energy barriers that can span significant distances between defensive positions. Unlike the personal shields equipped to individual units, these shield walls create large-scale, interconnected defensive barriers that can be linked between multiple Outposts to form comprehensive protection zones.

The Outpost's primary innovation lies in its frequency modulation systems, which can be calibrated to recognize specific energy signatures of friendly units and weapons fire. This selective permeability allows allied forces to move and fight through the barriers while maintaining protection against enemy attacks. However, this discrimination capability comes at a significant cost to shield strength - modulating frequencies to allow friendly passage typically reduces the shield's overall defensive rating by 40-60% compared to pure defensive mode.

Combat Computers play a crucial role in managing these shield walls, constantly adjusting frequencies in microsecond intervals to maintain the optimal balance between permeability and protection. The system can be configured to prioritize different unit types or weapons signatures, though each additional permitted signature further reduces overall shield effectiveness.

The Outpost's relatively low power output and limited component slots reflect its specialized nature - it is not designed for direct combat but rather to support other defensive positions. With only 0-2 weapon slots (depending on mark) but 12-16 technology slots, its configuration emphasizes defensive capabilities over offensive power. Shield Wall Outposts have moderate RTN interface capacity, handling 75.0-225.0 MW/Sec throughput across their three marks.

Multiple Shield Wall Outposts are typically deployed in overlapping configurations to provide redundancy and allow for maintenance rotations without compromising defensive lines. Shield wall effectiveness is highly dependent on stable power supply from the RTN, as the energy requirements for maintaining large-scale modulated barriers are substantial. Many commanders choose to pair Shield Wall Outposts with dedicated Generator Outposts to ensure consistent power availability during high-intensity engagements.

This unit exists as a Field Shield Wall Outpost only; there is no Naval counterpart mentioned in current specifications.


Field Shield Wall Outpost Specifications:



Unit Classification: Mk I Mk II Mk III Unit of Measure
Maximum Power Draw:7441,2931,851MW
Maximum Power Generation:600700900MW
Maximum Thermal Output:70142184MW
Length:454030Meters
Width:454030Meters
Height100125150Meters
Max Cruise Speed:n/an/an/aKPH
Max Sprint Speed:n/an/a n/aKPH
Cruise Acceleration:n/an/an/a m/s2
Sprint Acceleration:n/an/an/am/s2
Max. Sprint Duration:n/a n/a n/a Seconds
Min. Sprint Cooldown:n/an/an/aSeconds
Recon Range:n/an/an/aKm
Combat Range:n/an/an/aKm
Recon Runtime:16:2418:5118:51Minutes
Combat Runtime:05:4406:3606:36Minutes
Maximum Armour:6759451,323mm Equivalent
Maximum Shields:2,2503,1504,410mm Equivalent
Combat Rating:ExtremeExtremeExtremeSpecification
RTN Max Capacity:1,6503,3004,950MW
Combat RTN Draw: 7441,2931,851MW
Health:525656788mm Equivalent
Maximum Fuel Cell Capacity:250250250Kg
Maximum Power Plant Capacity:100100100MW
Maximum Fuel Cells: 7 (96% load)8 (99% load)10 (94% load)Quantity
Maximum Power Plants:6 (93% load)8 (87% load)10 (87% load)Quantity
Maximum Propulsion Systems:n/an/an/aQuantity
Maximum Shield Generators:348Quantity
RTN Nodes:123Quantity
Low-Yield Weapon Slots:n/a0n/aQuantity
Medium-Yield Weapon Slots:n/a00Quantity
High-Yield Weapon Slots:0n/an/aQuantity
Auxiliary General Technology Slots:172125Quantity
Standard General Technology Slots:141822Quantity
Advanced General Technology Slots:91218Quantity
Auxiliary PFM Slots000Quantity
Standard PFM Slots000Quantity
Advanced PFM Slots1266Quantity
Construction Time:202449781Seconds
Research Time:155346601Seconds
Crew Compliment:TBCTBCTBCQuantity
Nett Mass:TBCTBCTBCTonnes
Max Gross Mass:TBCTBCTBCTonnes

Mk I Field Solar Collector Outpost

Mk II Field Solar Collector Outpost

Mk III Field Solar Collector Outpost

Mk I Field Solar Collector Outpost

Mk II Field Solar Collector Outpost

Mk III Field Solar Collector Outpost

The Solar Collector Outpost serves as a sustainable power generation facility that harnesses energy from the sun to supplement your RTN power grid. Unlike Reactor Installations which extract geothermal energy, these Outposts provide a renewable energy source that varies with daylight conditions but requires no fuel consumption.

Solar Collectors function as an excellent complementary power source to other generation methods like Wind Farm Outposts and Generator Outposts, helping to create a diverse and resilient power infrastructure. Their effectiveness varies based on local weather patterns and daylight hours, making strategic placement and environmental scanning crucial for optimal performance.

While Solar Collector Outposts generate less power than Reactor Installations, they offer several strategic advantages: they can be deployed in areas unsuitable for geothermal tapping, they operate silently with minimal thermal signature, and they provide steady power generation without requiring fuel reserves. Their reduced defensive capabilities mean they should be placed within the protection envelope of more combat-oriented structures.

This unit exists as either a Field Solar Collector Outpost or its Naval counterpart, the Naval Solar Collector Outpost, which features surface-mounted photovoltaic arrays combined with underwater power storage and distribution systems.


Field Solar Collector Outpost Specifications:



Unit Classification: Mk I Mk II Mk III Unit of Measure
Maximum Power Draw:150302447MW
Maximum Power Generation:200200200MW
Maximum Thermal Output:132634MW
Length:907560Meters
Width:907560Meters
Height252016Meters
Max Cruise Speed:n/an/an/aKPH
Max Sprint Speed:n/an/a n/aKPH
Cruise Acceleration:n/an/an/a m/s2
Sprint Acceleration:n/an/an/am/s2
Max. Sprint Duration:n/a n/a n/a Seconds
Min. Sprint Cooldown:n/an/an/aSeconds
Recon Range:n/an/an/aKm
Combat Range:n/an/an/aKm
Recon Runtime:02:3406:3306:33Minutes
Combat Runtime:09:1810:4110:41Minutes
Maximum Armour:90126176mm Equivalent
Maximum Shields:450630882mm Equivalent
Combat Rating:Very LowVery LowVery LowSpecification
RTN Max Capacity:1,0502,1003,150MW
Combat RTN Draw: 150302447MW
Health:455668mm Equivalent
Maximum Fuel Cell Capacity:250250250Kg
Maximum Power Plant Capacity:100100100MW
Maximum Fuel Cells: 2 (93% load)3 (74% load)3 (87% load)Quantity
Maximum Power Plants:2 (52% load)2 (65% load)2 (81% load)Quantity
Maximum Propulsion Systems:n/an/an/aQuantity
Maximum Shield Generators:123Quantity
RTN Nodes:111Quantity
Low-Yield Weapon Slots:n/a0n/aQuantity
Medium-Yield Weapon Slots:n/a11Quantity
High-Yield Weapon Slots:2n/an/aQuantity
Auxiliary General Technology Slots:172125Quantity
Standard General Technology Slots:141822Quantity
Advanced General Technology Slots:345Quantity
Auxiliary PFM Slots422Quantity
Standard PFM Slots000Quantity
Advanced PFM Slots000Quantity
Construction Time:61132218Seconds
Research Time:47101168Seconds
Crew Compliment:TBCTBCTBCQuantity
Nett Mass:TBCTBCTBCTonnes
Max Gross Mass:TBCTBCTBCTonnes

Mk I Field Transporter Outpost

Mk II Field Transporter Outpost

Mk III Field Transporter Outpost

Mk I Field Transporter Outpost

Mk II Field Transporter Outpost

Mk III Field Transporter Outpost

The Transporter Outpost represents a crucial logistics hub in the RTN infrastructure, capable of transmitting non-organic matter as energy patterns across the network. Unlike standard RTN interfaces that primarily handle power and data transmission, Transporter Outposts incorporate specialized pattern buffers and re-materialization chambers for converting physical items into energy streams and back again.

The Outpost's sophisticated matter-energy conversion systems allow for the rapid transfer of vehicles, weapons, ammunition, and other supplies between connected Outposts without physical transport. However, the complexity of organic neural patterns prevents the transport of living crews and troops, who must still be moved via conventional means such as Armoured Personnel Carriers (APCs). The Outpost features multiple re-materialization chambers with varying sizes to handle different types of cargo, from small arms to heavy vehicles.

Advanced error-checking algorithms and pattern integrity fields ensure accurate reconstruction of transported items, while quantum encryption protocols prevent pattern interception during transit. The Outpost's power consumption scales with both the mass and complexity of transported items, requiring careful management of RTN power loads during large-scale logistics operations.

With specifications supporting 4-12 weapon slots and 12-36 technology slots across its three marks, the Transporter Outpost balances defensive capabilities with its specialized function. Its RTN interfaces can handle throughput of 75.0 MW/Sec (Mk I), 150.0 MW/Sec (Mk II), or 225.0 MW/Sec (Mk III), making it a significant node in your resource network.

This unit exists as either a Field Transporter Outpost or its Naval counterpart, the Naval Transporter Outpost, which is specially adapted for underwater operations with pressure-sealed re-materialization chambers and additional shielding to maintain stable pattern transfer through water.


Field Transporter Outpost Specifications:



Unit Classification: Mk I Mk II Mk III Unit of Measure
Maximum Power Draw:249496724MW
Maximum Power Generation:200300300MW
Maximum Thermal Output:234761MW
Length:605040Meters
Width:605040Meters
Height403228Meters
Max Cruise Speed:n/an/an/aKPH
Max Sprint Speed:n/an/a n/aKPH
Cruise Acceleration:n/an/an/a m/s2
Sprint Acceleration:n/an/an/am/s2
Max. Sprint Duration:n/a n/a n/a Seconds
Min. Sprint Cooldown:n/an/an/aSeconds
Recon Range:n/an/an/aKm
Combat Range:n/an/an/aKm
Recon Runtime:00:3604:1704:17Minutes
Combat Runtime:08:3609:5409:54Minutes
Maximum Armour:195273382mm Equivalent
Maximum Shields:9001,2601,764mm Equivalent
Combat Rating:LowLowLowSpecification
RTN Max Capacity:1,2002,4003,600MW
Combat RTN Draw: 249496724MW
Health:120150180mm Equivalent
Maximum Fuel Cell Capacity:250250250Kg
Maximum Power Plant Capacity:100100100MW
Maximum Fuel Cells: 4 (77% load)4 (91% load)5 (86% load)Quantity
Maximum Power Plants:3 (62% load)3 (77% load)4 (73% load)Quantity
Maximum Propulsion Systems:n/an/an/aQuantity
Maximum Shield Generators:323Quantity
RTN Nodes:111Quantity
Low-Yield Weapon Slots:n/a0n/aQuantity
Medium-Yield Weapon Slots:n/a11Quantity
High-Yield Weapon Slots:2n/an/aQuantity
Auxiliary General Technology Slots:172125Quantity
Standard General Technology Slots:141822Quantity
Advanced General Technology Slots:457Quantity
Auxiliary PFM Slots633Quantity
Standard PFM Slots000Quantity
Advanced PFM Slots000Quantity
Construction Time:94203338Seconds
Research Time:72156260Seconds
Crew Compliment:TBCTBCTBCQuantity
Nett Mass:TBCTBCTBCTonnes
Max Gross Mass:TBCTBCTBCTonnes

Mk I Field Weapons Platform Outpost

Mk II Field Weapons Platform Outpost

Mk III Field Weapons Platform Outpost

Mk I Field Weapons Platform Outpost

Mk II Field Weapons Platform Outpost

Mk III Field Weapons Platform Outpost

The Weapons Outpost represents a critical component in defensive line establishment, projecting powerful energy barriers that can span significant distances between defensive positions. Unlike the personal shields equipped to individual units, these shield walls create large-scale, interconnected defensive barriers that can be linked between multiple Outposts to form comprehensive protection zones.

The Outpost's primary innovation lies in its frequency modulation systems, which can be calibrated to recognize specific energy signatures of friendly units and weapons-platform fire. This selective permeability allows allied forces to move and fight through the barriers while maintaining protection against enemy attacks. However, this discrimination capability comes at a significant cost to shield strength - modulating frequencies to allow friendly passage typically reduces the shield's overall defensive rating by 40-60% compared to pure defensive mode.

Combat Computers play a crucial role in managing these shield walls, constantly adjusting frequencies in microsecond intervals to maintain the optimal balance between permeability and protection. The system can be configured to prioritize different unit types or weapons-platform signatures, though each additional permitted signature further reduces overall shield effectiveness.

The Outpost's relatively low power output and limited component slots reflect its specialized nature - it is not designed for direct combat but rather to support other defensive positions. With only 0-2 weapon slots (depending on mark) but 12-16 technology slots, its configuration emphasizes defensive capabilities over offensive power. Weapons Outposts have moderate RTN interface capacity, handling 75.0-225.0 MW/Sec throughput across their three marks.

Multiple Weapons Outposts are typically deployed in overlapping configurations to provide redundancy and allow for maintenance rotations without compromising defensive lines. Shield wall effectiveness is highly dependent on stable power supply from the RTN, as the energy requirements for maintaining large-scale modulated barriers are substantial. Many commanders choose to pair Weapons Outposts with dedicated Generator Outposts to ensure consistent power availability during high-intensity engagements.

This unit exists as a Field Weapons Outpost only; there is no Naval counterpart mentioned in current specifications.


Field Weapons Platform Outpost Specifications:



Unit Classification: Mk I Mk II Mk III Unit of Measure
Maximum Power Draw:5401,0651,494MW
Maximum Power Generation:500500700MW
Maximum Thermal Output:52105136MW
Length:554540Meters
Width:554540Meters
Height443632Meters
Max Cruise Speed:n/an/an/aKPH
Max Sprint Speed:n/an/a n/aKPH
Cruise Acceleration:n/an/an/a m/s2
Sprint Acceleration:n/an/an/am/s2
Max. Sprint Duration:n/a n/a n/a Seconds
Min. Sprint Cooldown:n/an/an/aSeconds
Recon Range:n/an/an/aKm
Combat Range:n/an/an/aKm
Recon Runtime:17:4220:2220:22Minutes
Combat Runtime:06:1207:0807:08Minutes
Maximum Armour:480672941mm Equivalent
Maximum Shields:1,8002,5203,528mm Equivalent
Combat Rating:HighHighHighSpecification
RTN Max Capacity:1,5003,0004,500MW
Combat RTN Draw: 5401,0651,494MW
Health:360450540mm Equivalent
Maximum Fuel Cell Capacity:250250250Kg
Maximum Power Plant Capacity:100100100MW
Maximum Fuel Cells: 6 (93% load)7 (95% load)8 (98% load)Quantity
Maximum Power Plants:5 (83% load)6 (86% load)7 (92% load)Quantity
Maximum Propulsion Systems:n/an/an/aQuantity
Maximum Shield Generators:446Quantity
RTN Nodes:111Quantity
Low-Yield Weapon Slots:n/a0n/aQuantity
Medium-Yield Weapon Slots:n/a11Quantity
High-Yield Weapon Slots:2n/an/aQuantity
Auxiliary General Technology Slots:172125Quantity
Standard General Technology Slots:141822Quantity
Advanced General Technology Slots:61013Quantity
Auxiliary PFM Slots000Quantity
Standard PFM Slots1055Quantity
Advanced PFM Slots000Quantity
Construction Time:165378642Seconds
Research Time:127291494Seconds
Crew Compliment:TBCTBCTBCQuantity
Nett Mass:TBCTBCTBCTonnes
Max Gross Mass:TBCTBCTBCTonnes

Mk I Field Windfarm Outpost

Mk II Field Windfarm Outpost

Mk III Field Windfarm Outpost

Mk I Field Windfarm Outpost

Mk II Field Windfarm Outpost

Mk III Field Windfarm Outpost

The Wind Farm Outpost serves as a supplementary power generation facility, using advanced wind turbine arrays with dynamic height adjustment and blade configuration systems. Unlike Reactor Installations that require specific geological conditions, Wind Farm Outposts can be deployed more flexibly, though their efficiency is highly dependent on environmental conditions. The Outpost employs sophisticated atmospheric monitoring and predictive algorithms to optimize turbine positioning and power generation in real-time.

Each turbine incorporates metamaterial blade designs that can alter their aerodynamic properties on the fly, allowing for optimal energy capture across varying wind conditions. The Outpost's relatively low weapon slot count (2-6 depending on mark) reflects its focus on power generation over defence, making it reliant on support from other defensive structures. Environmental Scanners are crucial for initial placement, as they help identify optimal wind corridors and thermal uplift patterns for maximum generation efficiency.

The Wind Farm Outpost's power generation capability serves as an important complement to Reactor Installations, helping smooth out power distribution across the RTN during peak demand periods. This is particularly valuable during combat operations when multiple units are drawing heavily on RTN power reserves. With mass specifications ranging from 86,175 tonnes (Mk I) to 161,579 tonnes (Mk III), these are substantial structures that provide reliable renewable energy.

Despite their limited defensive capabilities, Wind Farm Outposts offer strategic advantages through their ability to operate continuously without fuel consumption. Their modular design allows for 12-36 technology slots depending on mark, providing flexibility to enhance power efficiency, RTN connectivity, or limited defensive capabilities as needed.

This unit exists as either a Field Wind Farm Outpost or its Naval counterpart, the Naval Wind Farm Outpost, which combines surface wind turbines with underwater current turbines for hybrid energy generation in marine environments.


Field Windfarm Outpost Specifications:



Unit Classification: Mk I Mk II Mk III Unit of Measure
Maximum Power Draw:150302447MW
Maximum Power Generation:200200200MW
Maximum Thermal Output:132634MW
Length:1058570Meters
Width:1058570Meters
Height604840Meters
Max Cruise Speed:n/an/an/aKPH
Max Sprint Speed:n/an/a n/aKPH
Cruise Acceleration:n/an/an/a m/s2
Sprint Acceleration:n/an/an/am/s2
Max. Sprint Duration:n/a n/a n/a Seconds
Min. Sprint Cooldown:n/an/an/aSeconds
Recon Range:n/an/an/aKm
Combat Range:n/an/an/aKm
Recon Runtime:02:3406:3306:33Minutes
Combat Runtime:09:1810:4110:41Minutes
Maximum Armour:90126176mm Equivalent
Maximum Shields:450630882mm Equivalent
Combat Rating:Very LowVery LowVery LowSpecification
RTN Max Capacity:1,0502,1003,150MW
Combat RTN Draw: 150302447MW
Health:455668mm Equivalent
Maximum Fuel Cell Capacity:250250250Kg
Maximum Power Plant Capacity:100100100MW
Maximum Fuel Cells: 2 (93% load)3 (74% load)3 (87% load)Quantity
Maximum Power Plants:2 (52% load)2 (65% load)2 (81% load)Quantity
Maximum Propulsion Systems:n/an/an/aQuantity
Maximum Shield Generators:123Quantity
RTN Nodes:111Quantity
Low-Yield Weapon Slots:n/a0n/aQuantity
Medium-Yield Weapon Slots:n/a11Quantity
High-Yield Weapon Slots:2n/an/aQuantity
Auxiliary General Technology Slots:172125Quantity
Standard General Technology Slots:141822Quantity
Advanced General Technology Slots:345Quantity
Auxiliary PFM Slots422Quantity
Standard PFM Slots000Quantity
Advanced PFM Slots000Quantity
Construction Time:61132218Seconds
Research Time:47101168Seconds
Crew Compliment:TBCTBCTBCQuantity
Nett Mass:TBCTBCTBCTonnes
Max Gross Mass:TBCTBCTBCTonnes