Titan: Infiltration

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.

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.


Light Command Centre

Medium Command Centre

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


Facility Specifications:


  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW
  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW
  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW

Light Military Facility

Medium Military Facility

Heavy 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!


Facility Specifications:


  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW
  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW
  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW

Light Production Facility

Medium Production Facility

Heavy 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.


Facility Specifications:


  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW
  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW
  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW

Light Reactor Facility

Medium Reactor Facility

Heavy 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 several 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.


Facility Specifications:


  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW
  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW
  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW

Light Research Facility

Medium Research Facility

Heavy 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.


Facility Specifications:


  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW
  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW
  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW

Light Stockpile Facility

Medium Stockpile Facility

Heavy 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.


Facility Specifications:


  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW
  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW
  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW

Outpost 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 transporter 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.


Light Barracks

Medium Barracks

Heavy Barracks

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.


Outpost Specifications:


  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW
  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW
  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW

Light Transporter

Medium Transporter

Heavy Transporter

Transporter outposts offer much increased coverage of the transporter 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 several 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 transporter 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.


Outpost Specifications:


  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW
  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW
  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW

Light Docks

Medium Docks

Heavy Docks

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.


Outpost Specifications:


  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW
  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW
  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW

Light Garage

Medium Garage

Heavy Garage

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.


Outpost Specifications:


  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW
  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW
  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW

Light Generator

Medium Generator

Heavy Generator

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.


Outpost Specifications:


  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW
  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW
  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW

Light Hanger

Medium Hanger

Heavy Hanger

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.


Outpost Specifications:


  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW
  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW
  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW

Light Shieldwall

Medium Shieldwall

Heavy Shieldwall

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.


Outpost Specifications:


  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW
  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW
  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW

Light Transporter

Medium Transporter

Heavy Transporter

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.


Outpost Specifications:


  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW
  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW
  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW

Light Windfarm

Medium Windfarm

Heavy Windfarm

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…


Outpost Specifications:


  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW
  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW
  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW

Light Weapons Pod

Medium Weapons Pod

Heavy Weapons Pod

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.


Outpost Specifications:


  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW
  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW
  • RTN Interfaces:
    CLASSIFIED
  • RTN Throughput:
    CLASSIFIED MW/sec
  • Weapon Slots:
    CLASSIFIED
  • Component Slots:
    CLASSIFIED
  • Net Mass:
    CLASSIFIED Kg.
  • Max. Additional Mass:
    CLASSIFIED Kg.
  • Nom. Power Draw:
    CLASSIFIED MW
  • Max. Power Draw:
    CLASSIFIED MW
  • Nom. Heat Output:
    CLASSIFIED MW
  • Max. Heat Output:
    CLASSIFIED MW