At the end of every build chain stands one machine nothing else replaces — and one building that does something different for every faction.
Titans — what stands at the end of the chain
Every faction has a second tier behind the experimental works: its own faction-exclusive building that requires the tech center and the experimental works at once. That makes it the most expensive build gate in the game, and what rolls out of it carries the top armour tier 25 and more structure than any other unit. Only the Aegis Order has two titans — one on the ground and a flying fortress. A titan still replaces no army: it is slow, it costs as much as several tanks, and left alone it rarely lasts long.
| Faction | Titan | Hull + shield | Cost | What sets it apart |
|---|---|---|---|---|
| The Steel Union | Blast Furnace | 2060 | 520 Fe · 290 Cu · 340 Ti | Melts wrecks into heavy tanks |
| The Scrap Legion | Carcass | 2500 | 480 Fe · 270 Cu · 315 Ti | Launches drones from its hull |
| The Aegis Order | Titan | 750 + 886 | 480 Fe · 270 Cu · 315 Ti | Two continuous beams plus anti-air |
| The Aegis Order | Castellum | 420 + 640 | 535 Fe · 315 Cu · 360 Ti | Flying fortress, fires straight down |
| The Collective | Hydra | 1800 | 2095 K | 3 turrets of its own, breaks apart into fighting segments |
| The Blight | Moloch Broodmother | 2472 | 1960 K | Hardens as soon as it stands still |
| The Orbitals | Landing Fortress | 1944 | 690 Fe · 385 Cu · 485 Ti | 4 turrets of its own, on death 4 × Stormlander bail out |
Every titan does something nobody else can
They are not the same machine in six paint jobs. The Steel Union blast furnace melts down wrecks around it and casts heavy tanks on the spot — a rolling factory at the front. The Scrap Legion carcass is a mobile drone carrier and the longest-reaching of the machines; its own gun stays deliberately weak in exchange. The Collective hydra falls apart on death into segments that keep fighting — the enemy has to kill it twice; its turrets sit one behind the other, so it turns broadside to the foe in combat. The Bloom moloch spawn hardens as soon as it stands still and then takes noticeably less damage. The Aegis Order titan carries two continuous laser beams plus anti-air — the answer to exactly that Scrap Legion carrier. The Orbitals landing fortress carries turrets of its own that always all fire; when it falls, its crew bails out and fights on — it too has to be killed twice.
Superweapons — six installations, six effects
Every faction builds its own superweapon, all behind the tech centre, and only one at a time. Four of them deal flat damage: a fixed amount that does NOT run through the armour curve — a rifleman and a construction yard lose the same number of points. Two things still reduce it: an energy shield absorbs first (one shield point soaks 1,2 damage), and Bloom units that have hardened take less. Only the superweapon itself and the Orbitals station modules up in orbit are immune. The table compares all six; the sections below explain each one.
| Faction | Name | Effect | Radius or length | Damage | Hits | Own / allied |
|---|---|---|---|---|---|---|
| The Steel Union | Missile Silo | Missile onto a point | 20 m | 260 | everything: units, buildings, air | yes |
| The Scrap Legion | Scrap Cannon | Drone swarm, interceptable | 32 m | 14 × 90 | ground units and buildings | yes, in the blast |
| The Aegis Order | Orbital Cannon | Beam along a line | 65 × 11 m | 260 | everything: units, buildings, air | yes |
| The Collective | Reactivator | Wrecks rise as your own units | 27 m | no damage | unit wrecks | own wrecks too |
| The Blight | Maw Gate | Larvae break out of the ground | 43 m | 24 larvae, 10 s | enemies only (units, buildings) | no |
| The Orbitals | Kinetic Rod | Tungsten rod from orbit, ground keeps burning | 14 m | 340 + 8 s × 12 | everything: units, buildings, air | yes |
Missile silo — Steel Union
One click on any point of the map, then the missile flies visibly to the target for 7 seconds. On impact EVERY target within 20 m takes 260 damage: units and buildings, ground and air, enemy, allied and your own. No falloff towards the edge — anything whose outline touches the circle takes the full amount. Counter: use the flight time and spread out; a base built wall to wall loses several buildings in one blow.
Scrap cannon — Scrap Legion
The cannon launches 14 kamikaze drones (70 hit points, 70 km/h). Within 32 m of the click point they hunt ENEMY ground targets that are in view — cloaked and unscouted ones are spared, and so are aircraft; at most 3 drones dive onto the same target while others remain. Each drone explodes for 90 flat damage within 7.4 m, and that blast hits ALL ground targets inside it, including your own and allied units standing next to the target. Air units are untouched. Counter: anti-air — drones that are shot down do not explode, every one fewer is one impact fewer.
Orbital cannon — Aegis Order
Two clicks set the start and end of a strip, at most 65 m long and 11 m wide. First a warning line stands on the target for 3,5 seconds, then the beam runs down the line in 1,6 seconds. Every target standing in the strip when the beam front passes takes 260 damage once — units and buildings, ground and air, your own and allied ones too. Anyone who runs sideways out of the strip before the front arrives escapes; buildings cannot. Counter: take the warning line seriously and dodge sideways, not forwards.
Reactivator — Collective
The reactivator deals NO damage. After 1,6 seconds of warning, every unit wreck within 27 m rises again, at most 24, nearest first — as Collective units of their original type, at 30 % of their hit points. Enemy wrecks stay at that value: a foreign hull does not heal. Your own Collective wrecks then heal up normally. Buildings and units from the experimental works are not raised. Counter: shoot the wrecks to pieces before the pulse — what no longer lies there cannot rise.
Maw gate — Bloom
After 1,6 seconds of tremor the ground tears open within 43 m and 24 larvae break out. This is NOT area damage: the larvae fight like units and attack ENEMIES only, units and buildings alike — your own and allied ones are spared. Each larva has 14 hit points and deals 16 damage every 0,9 seconds, and here armour counts as usual. After 10 seconds they decay. If every larva lives its full time they add up to a good 4.200 damage — about twice a missile in a dense base. Counter: clear the larvae at once; a dead larva bites no more.
Kinetic rod — The Orbitals
One click sets the target, and it is immediately marked for ALL players for 5 seconds. Then the tungsten rod strikes: 340 flat damage to every target within 14 m — units and buildings, ground and air, your own and allied too; wrecks there are smashed as well. Less area than the missile, but harder than any other superweapon. Afterwards the crater keeps burning for 8 seconds: 12 damage per second to ground units walking into it — whoever owns them, reduced by armour, buildings and aircraft are spared. Counter: leave the marked area and avoid the crater afterwards.
Charge, warning and the lobby
After completion and after every launch the superweapon recharges for about 4 minutes. The charge rate depends on power: with a deficit the bar keeps counting more slowly instead of stopping outright. Launch and impact are announced to ALL players, not just the target — the target position stays secret (except for the kinetic rod, whose marker everyone sees). Missile, beam, rod and the drone blasts do not ask who owns what: your own units inside the area are hit too, and a badly placed marker costs you your own army. Whether superweapons exist at all is a lobby setting — switched off, no superweapon can be built, and that is enforced on the server, not merely hidden in the build menu.