Main General Info Unit Stats/Info Strategy Resources

 

Advanced Construction Vehicle : Level 2 Construction Unit
What's New:
Strategy Notes:
STATS:
Energy 4263   Max. Velocity 1.6
Metal 481   Acceleration 0.018
Build Time 10397   Turn Rate 240
Armor 1205   Line of Sight 223
 
Worker Time 200   Build Distance 100 (+40)
Make Energy 21   Store Energy 100
Make Metal 0.5   Store Metal 100

 

Triton : Amphibious Tank
What's New: Improved weapon, speed, and acceleration. No longer leaves wreckage. Smaller model.
Strategy Notes: Someone left the Triton in the dryer too long and it shrunk. However, its new size and maneuverability in addition to losing the wreckage significanly aid in amphibious raids.
STATS:
Energy 2300   Max. Velocity 1.75 (+.45)
Metal 298   Acceleration 0.04 (+.031)
Build Time 6112   Turn Rate 350
Armor 1230   Line of Sight 240
 
Weapon 1 Range Damage Reload Time Area
Plasma Cannon 310 (-10) 115 (+3) 1.45 (-.35) 40 (-8)
  Energy Guided Type  
      Ballistic  

 

Bulldog : Heavy Assault Tank
What's New: Improved weapon. Speed boost.
Strategy Notes: The Bulldog now sports a much better weapon, allowing it to compete with (though not outperform) the heavier CORE tanks.
STATS:
Energy 2994   Max. Velocity 1.2 (+.1)
Metal 467   Acceleration 0.02 (+.01)
Build Time 8675   Turn Rate 325 (+25)
Armor 2102   Line of Sight 260
 
Weapon 1 Range Damage Reload Time Area
Plasma Cannon 360 (+40) 174 (+27) 1.4 54 (+16)
  Energy Guided Type  
      Ballistic  

 

Jammer : Radar Jammer Vehicle
What's New: Jam field temporarily deactivates if damaged. Larger jam radius. Speed boost.
Strategy Notes:
STATS:
Energy 1621   Max. Velocity 1.2 (+.2)
Metal 97   Acceleration 0.035
Build Time 5933   Turn Rate 505
Armor 460   Line of Sight 240
        Radar Jam 650 (+250)
 

 

Luger : Mobile Artillery
What's New: Major weapon improvement.
Strategy Notes: Mobile artillery now performs well as long range fire support against groups of units level 1 units, but remains inferior to mobile rocket launchers for base busting because of the low accuracy and low damage to structures. Note that the split damage. The first number is against level 1 units. The second number is for level 2 units and all structures. MA builds cheap and fast so it's often a good first choice out of your level 2 plant as it will have its greatest impact on the (not uncommon) hordes of level 1 units during the transition to level 2 combat units.
STATS:
Energy 2140   Max. Velocity 1
Metal 264   Acceleration 0.01
Build Time 4530   Turn Rate 350
Armor 525   Line of Sight 220
 
Weapon 1 Range Damage Reload Time Area
Plasma Cannon 830 (+210) 145/58 (+15/-72) 3.85 (+1.10) 168 (+120)
  Energy Guided Type Accuracy
      Ballistic 500 (-1500)

 

Recluse : All Terrain Tank
NEW UNIT
Strategy Notes: The Recluse is an all terrain tank carrying a line of sight rocket. The Spider with the paralyser weapon is now available from the Advanced Kbot lab. Recluses are more effective in small groups or as fire support because of the slow reload rate. They outrange most mobile units and need to take advantage of it because of their weak armor.
STATS:
Energy 4200   Max. Velocity 1.5
Metal 375   Acceleration 0.15
Build Time 9075   Turn Rate 1020
Armor 750   Line of Sight 210
 
Weapon 1 Range Damage Reload Time Area
Heavy Rocket 500 200 4 48
  Energy Guided Type  
      Line of Sight  

 

Seer : Mobile Radar Vehicle
What's New: Speed and radar range increase.
Strategy Notes: If you actually built one of these in OTA, you'll be happy to know it's improved in the UberHack.
STATS:
Energy 941   Max. Velocity 1.25 (+.15)
Metal 85   Acceleration 0.032
Build Time 3186   Turn Rate 500
Armor 480   Line of Sight 320
        Radar 1370 (+250)
 

 

Merl : Mobile Rocket Launcher
What's New: Increased Range. 2x damage to all stationary defenses--see *.
Strategy Notes: Mobile rocket launchers are the best unit for destroying stationary defenses. The extended range lets them attack from outside the range of most defensive structures but they can't hit mobile units if their life depended on it (and it often does.)
STATS:
Energy 2746   Max. Velocity 1.2
Metal 462   Acceleration 0.015
Build Time 8592   Turn Rate 430
Armor 540   Line of Sight 230
 
Weapon 1 Range Damage Reload Time Area
  1000 (+200) 500/1000* 12 96
  Energy Guided Type  
      Starburst Rocket  

 

Phalanx : Anti-Air Flak Vehicle
What's New: Lower Cost. Improved armor. Better Accuracy.
Strategy Notes: Flak vehicles can now survive long enough against gunships to get a few shots in.
STATS:
Energy 10500   Max. Velocity 1.21
Metal 415 (-415)   Acceleration 0.03
Build Time 15285 (-5095)   Turn Rate 511
Armor 1242 (+621)   Line of Sight 300
 
Weapon 1 Range Damage Reload Time Area
Flak Cannon 650 (-30) 128 .55 105
  Energy Guided Type Accuracy
      Ballistic Air Only 0 (-1000)

 

Panther : Lightning Tank
What's New: Improved Lightning Gun. Missiles only fire at aircraft. Cheaper/faster to build. Speed increase.
Strategy Notes: The Panther is now a highly effective advanced raider, that packs its own AA weapon as a bonus. If your opponent is relying on gunships for defense, a pack of Panthers are an excellent counter.
STATS:
Energy 3830   Max. Velocity 1.7 (+.4)
Metal 304 (-50)   Acceleration 0.07
Build Time 7676 (-2000)   Turn Rate 475
Armor 1100   Line of Sight 255
 
Weapon 1 Range Damage Reload Time Area
Lightning Gun 260 (+50) 135 (+15) 1.35 (-.2) 8
  Energy Guided Type  
      Line of Sight  
 
Weapon 2 Range Damage Reload Time Area
Missiles 600 (-4) 117 (+35) 2.5 (+.1) 48
  Energy Guided Type  
      LOS Air Only  

 

Penetrator : Mobile Energy Weapon
What's New: Improved speed, armor. Minor weapon upgrade. Reduced death explosion.
Strategy Notes: Hey, it doesn't blow up all your units now! Also, the Area of Effect improvement means it can blast trees, wreckage and such.
STATS:
Energy 17477   Max. Velocity 1.1 (+.5)
Metal 2604   Acceleration 0.01
Build Time 35706   Turn Rate 250 (+80)
Armor 1050 (+500)   Line of Sight 260
 
Weapon 1 Range Damage Reload Time Area
Annihilator Weapon 750 (+50) 1300 6 32 (+24)
  Energy Guided Type  
  1500   Line of Sight  

 

Scarab : Mobile Anti-Missile Defense
What's New: They explode big when self-destructed and small when destroyed. (Reverse of OTA). Better accelleration on missile (for quicker interception).
Strategy Notes:
STATS:
Energy 88000   Max. Velocity 1.2
Metal 1437   Acceleration 0.015
Build Time 95678   Turn Rate 430
Armor Open/Closed 780/1560   Line of Sight 155
 
Weapon 1 Range Damage Reload Time Area
Anti-Nuke Rocket 27000 Special 120 96
  Energy/Metal Guided Type  
  10000/200   Line of Sight  

 

Badger : Laser Reflective Tank
NEW UNIT
Strategy Notes: The Badger takes minimal damage (about 1/10th) from all light and heavy laser weapons in the game. It's chief role is busting DTed laser towers and CORE Exploiter metal extractors where a defender has relied too heavily on laser-based defenses. But it can also handle Cans and Sumos quite effectively.
STATS:
Energy 8250   Max. Velocity 1.3
Metal 310   Acceleration 0.06
Build Time 9145   Turn Rate 425
Armor 1050   Line of Sight 300
 
Weapon 1 Range Damage Reload Time Area
Plasma Cannon 310 115 1.45 40
  Energy Guided Type  
      Ballistic  

 

Gremlin : Stealth Tank
NEW UNIT
Strategy Notes: The Gremlin is a quick, but lightly armored raiding unit. It's not quite the raider the Zipper is, but that disadvantage is offset by it's radar-invisible stealth ability. Gremlins won't be spotted on the way in, and don't have to worry about outrunning jammer coverage.
STATS:
Energy 3480   Max. Velocity 2.2
Metal 212   Acceleration 0.02
Build Time 6704   Turn Rate 580
Armor 735   Line of Sight 380
 
Weapon 1 Range Damage Reload Time Area
Gauss Cannon 230 95 1 8
  Energy Guided Type  
      Line of Sight