Interceptor Swarm
hits air- Cost
- 90 K
- Structure
- 55
- Damage
- 14 at 150
- Speed
- 24
- Armor
- Tier 9
The Interceptor Swarm is pure anti-air: a cloud of mini interceptor drones reliably brings down air targets, but on the ground it is defenseless.
Machines and salvage
Purely robotic, without a power grid and with ONE currency instead of three ores. Draws much of its income from wrecks; the assimilator reprograms enemy units and fights on with them.
Almost all of it sits behind research: every production building offers one combat unit to begin with, everything else you unlock in the tree.
The Interceptor Swarm is pure anti-air: a cloud of mini interceptor drones reliably brings down air targets, but on the ground it is defenseless.
The Assimilator is the Collective's battle mech - heavily armored and fitted with a reprogramming beam: it briefly seizes control of an enemy vehicle instead of just destroying it. A captured target turns on its own army.
The Siege Strider is walking artillery: a tall walker with a back-mounted mortar that lobs area damage into targets from great range. Slow and helpless up close (minimum range), but devastating against buildings and packed formations - the mobile siege of the mech line.
The Salvage Drone looks for wrecks only - across the whole map. It grabs the entire wreck with its claw and hauls it to the refinery; nothing decays while in transit. It never mines ore and never fights back: if it falls on the way, TWO wrecks lie there - its own and its haul.
The Bombardier is a heavy, slow carpet bomber: it carries ONE load of five bombs and releases them one after another beneath itself on the run - they lay a swathe along its flight path, devastating against buildings and dense troop concentrations. Afterwards it peels off, rearms at the Hover Cube and attacks the same target again on its own, as long as it lives and no new order comes in. Sluggish and with no air defense whatsoever - a rewarding target for enemy fighters and flak.
The Deconstructor eats buildings piece by piece and turns the spoils into drones of its own. It deals the highest building damage of all demolition units, but must close right in - a base with intact towers is no easy meal.
The Fabricator is the Collective's mobile seed-cell: it drives to any point and unfolds there into a new base - the only way to relocate the base or rebuild it after a loss.
The Far Eye is an unarmed reconnaissance drone with twice the sight range of a Humvee - ideal for lighting up the map early and spotting enemy movements. It is made of glass (a single flak hit is enough) and defenseless, but fast. Launches from the Hover Cube.
The Freight Walker carries up to 5 infantry quickly across the map - unarmed, but like all Collective machines it slowly self-repairs out of combat. When destroyed, the passengers disembark alive.
The Golem is the all-rounder of the Collective tank line: solid cannon, solid speed, punches through medium armor - and slowly self-repairs out of combat instead of needing a workshop.
The Shredder is the Collective's anti-swarm answer: a durable walker mech that grinds salvaged scrap in a drum and flings it out as a wide ring of shrapnel. It plants itself in the middle of a swarm of cheap units and clears it out, where the fragile Incendium would long since have fallen apart. Short range - long-range artillery keeps it at bay - and nearly useless against real armor. Beware: its wide blast also hits your own nearby infantry.
The Hydra is a segmented colossus: when it dies it does not simply fall apart, it breaks into three battle-worthy pieces that fight on. Your opponent has to kill it twice.
A piece of a shattered Hydra - small, fast and far more thinly armoured than the original. Not buildable; it only arises from the dying Hydra.
The Incendium closes the Collective's only role gap: a cheap area weapon. It melts down salvaged scrap and fires it as an incendiary charge - the largest blast radius of its role group, but the shortest range. It has to get closer than a Grenadier, Mortar Trooper or Plasma Thrower, yet then it hits the densest mass. Against swarms of cheap units it is the answer the faction was missing; against single armoured targets it achieves little.
The Ion Caster is a siege weapon with a charge beam: instead of steady fire it charges its ion beam for a few seconds and then unleashes ONE massive long-range shot. Devastating against heavy targets and buildings, helpless against swarms.
The Hunter Drone is the Collective's air-superiority fighter - specialized in fighting other flyers: high air damage and a range bonus. On the ground it is defenseless (it engages air targets ONLY), but it decides the air battle. Launches from the Hover Cube.
The Creeper Mine is a rolling self-destructor: it charges its target and detonates on contact with devastating area damage - the fastest unit of the faction, but single-use. Triggers only on an attack order.
The Lance Drone hunts everything armored: its railgun lance reliably punches through vehicles and mechs, but is clearly inferior against infantry.
The Moloch is the Collective's heaviest tank: its heavy cannon punches through almost anything, its thick hull takes enormous punishment - and it regenerates piece by piece out of combat.
The Nanite Thrower fires clouds of disassembly machines. The impact itself does little - it leaves behind a decay that gnaws at the building for ten seconds and STACKS with every further hit. Keep the pressure up and whole wall lines come down; let up, and you watch the enemy repair.
The Nexus Lord is the Collective's heavyweight: a massive main cannon, thick armor, and the ability to heal itself AND eject small repair drones on the march that keep the surrounding army alive.
The Phantom Drone moves cloaked and only becomes visible when it closes in or after it fires. Its precision cannon almost always hits and punches through light to medium armor - ideal for ambushes and harvester hunting.
The Repair Drone is the Collective's unarmed support: within its aura your units heal noticeably faster, and it reinforces the faction-wide self-repair. On a contested field it keeps a line alive.
The Scrap Golem is the Collective's durable frontline mech: thick armor, plenty of hull and a solid medium cannon. Like every Collective unit it devours nearby wrecks out of combat and patches itself back together - a walking scrapheap that holds a line where lighter mechs would already have fallen apart.
The Scavenger Drone mines ore AND salvages wrecks: destroyed units and ruins - yours and the enemy's - it breaks down into resources. Battlefields become mines; aggression pays off economically.
The Swarm Weaver is the mobile repairer of the mech front: within its nanite aura friendly units heal much faster. Unlike the slow-footed Repair Drone it is armored and fast enough to keep up with the mech ball - and defends itself with a light weapon.
The Scarab is the entry into the Collective's tank line: fast and cheap, with a precise light cannon against vehicles - only half as effective against infantry.
The Recon Drone is built for scouting: high speed and wide sight with limited firepower - ideal for exploring the map early and hunting enemy harvesters.
The Warden Bot is the Collective's basic infantry: cheap chain-fire against other infantry, weak against armor. It self-repairs out of combat and devours nearby wrecks to heal and upgrade itself.
The Assimilation Core is the second tier beyond the Experimental Works and thus the Collective's most expensive build gate. The Hydra is grown here.
The Barracks builds the Collective's robot infantry and also serves as a field hospital - infantry near it is healed automatically. Like all Collective units they repair themselves out of combat as well.
The Network Node extends the area in which new buildings may be erected - a cheap way to expand the base toward ore deposits or the front line without needing a second Compute Core.
The Bunker is unarmed itself, but can be garrisoned with up to 5 infantry (right-click, like a transport): each occupant fires its OWN weapon out of the embrasures - +40% range, but slightly reduced damage. Pick the garrison to match the enemy (riflemen vs infantry, anti-tank vs vehicles). The occupants are untargetable while the bunker stands - if it falls, they die with it. Requires a barracks.
The Chronimus Coil is a chain charge-beam: the first coil must stand near the Compute Core, each further one within range of an existing one - so a chain grows that can reach far beyond the base. The Compute Core charges ONE beam and fires it from the outermost coil that has a target; the deeper it sits in the chain, the more damage and range (maximum at 5 coils). Only ONE coil fires at a time - and if the chain is cut in the middle, everything behind it goes dark.
The Compute Core is the Collective's primary structure: the central processing unit the base grows around. It provides a base number of build slots (raised further by Data Centers), and you may build around it - losing it can mean immediate elimination depending on the victory mode and is to be avoided at any cost.
The Detector Tower is an anti-stealth sensor: it reveals cloaked enemy units (Phantom, Ghost, Wraith and others) within a wide radius, so your units and towers can see and fire on them. Unarmed itself - a pure reconnaissance structure against the stealth meta. Requires a radar.
The Experimental Works is the Collective's most expensive but most powerful production facility - the towering Nexus Lord is assembled here.
The Mech Factory builds the Collective's mech line - from the Recon Drone scout through the resilient Scrap Golem to the heavy battle mechs. Like all Collective units they patch themselves back together out of combat.
The Hover Cube is the launch platform of the Collective air force: Far Eye, Hunter Drone and Bombardier rise from here. The flyers carry a limited supply of ammunition and return here to rearm and repair - without a Hover Cube the entire air force stands still.
The Magnet Catapult hurls a lump of scrap across half the base - the Collective’s only true area weapon. Up close it is blind (minimum range) and easily cracked by infantry; beyond that it blankets siege gear before it can fire.
The Magnet Claw is no killer but a bouncer: its magnetic pulse rips a vehicle out of formation and drags it a stretch closer, straight into the fire of the neighbouring towers. On its own it achieves little - in a group it takes apart any closed advance.
The Wall is built as a LINE: the 1st click sets the start, then you drag the wall line and a second click builds it; Shift+click sets a corner and keeps going. Each segment starts at nearly 0% HP and grows over a few seconds - a wall thrown down in front of an enemy is vulnerable at first. Very high armor (concrete): small arms barely scratch it, only siege cracks it. Blocks paths and channels attacks. Gates and towers can be placed into a wall, seamlessly replacing the segment.
The Nanite Sprayer is the Collective’s anti-swarm emplacement: instead of firing it fogs everything around it with nanites. The coating eats away over time, stacks with every further burst and keeps working even after the target has left its range - whoever runs through arrives damaged on the other side. It does little against single heavy targets and ignores aircraft entirely.
The power plant produces energy for the base - without enough energy, production and buildings run slower. Upgradeable with turbine upgrades at the technology center (two levels, +50 energy per power plant each).
The Sensor Hub has two jobs: it unlocks the minimap, and within its radius the fog veil lifts over ground you have already explored - enemy units there become visible too. It does NOT reveal territory you have never scouted. Late in the research tree comes the choice: extend that coverage across the entire explored map, or remove your own forces from all enemy long-range detection.
The Reactivator is the Collective's superweapon: once charged, it sends a nanite pulse to any point and reanimates ALL unit wrecks in the radius - EXACTLY the type they once were (rank and upgrades included), but now under Collective control. Enemy wrecks return as husks at 30% HP and stay there; your own wrecks also start at 30% but heal back up like all Collective units. Buildings and experimental units cannot be reanimated. A battlefield full of debris becomes a second army.
The Data Center is the power-plant substitute of the currentless Collective: instead of energy it raises the BUILDING LIMIT. Each one grants further build slots (upgradable at the tech center) while occupying none itself, so it can always be built when the limit runs full.
The Recycler is the Collective's wreck drop-off and the counterpart to the refinery: salvage drones (and any harvester hauling a building wreck) dump their load here in passing and turn straight back around - no docking, no unloading time, no queueing behind ore harvesters. That is where roughly a third of a salvager's working time used to go. The payout stays the normal salvage share; you pay with build cost and with having to defend the site. Without a Recycler, deliveries fall back to the refinery - losing it slows salvage down, it does not stop it.
The Component Works breaks ore down into Components - the Collective's only currency - and comes with a Scavenger Drone on construction. Scavenger Drones deliver exclusively here; the closer it sits to the ore, the shorter the trips. It takes wrecks as well, but for those the Recycler is the faster address.
The Scrap Thrower fires wrecks: if one lies within its reach it loads it and strikes hard and with splinter effect - the wreck is consumed. Without ammunition at the door only half the damage remains. It therefore stands strongest right after a repelled wave.
The Component Depot increases storage capacity for Components. The command center and refineries provide a base capacity - once the store is full, loaded Scavenger Drones stop and wait until space frees up again (the economy stalls rather than wasting surplus). Since the Collective keeps everything in ONE currency, a single depot buffers the entire stock.
The Scatter Flak puts a splinter cloud into the approach instead of a single shot: everything airborne around the burst takes damage, own ground troops below stay untouched. Weaker than a classic flak tower against a lone fighter, considerably stronger against a swarm.
The Technology Center is the Collective's research forge: upgrade levels for infantry, vehicles and mechs are researched here. A completed level takes effect immediately and on ALL of your units - including the ones built long ago.
The Gate is built as a LINE like the wall (1st click start, 2nd click end, Shift for a corner) - as wide as you need. It lets your own units pass: each segment sinks into the ground when a friendly unit is near, and stays shut while an enemy stands beside it - so your wall line stays open for you but sealed against attackers. Built over an existing wall, it replaces those segments. Very high armor like the wall; each segment grows up from ~0% HP while building.
The Vehicle Factory is the economic and military backbone of the Collective - Scavenger and Salvage Drones for ore and wreck recovery roll off the line here, as does the entire vehicle line.
Collective vehicles and mechs do repair themselves out of combat, but only up to a partial threshold - docked at the workshop they are restored COMPLETELY, step by step (costs resources, proportional to the damage healed). Combat units even retreat to it automatically at low health.
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