Demolition Column
- Cost
- 360 Fe · 205 Cu · 230 Ti
- Structure
- 560
- Damage
- 24 at 150
- Speed
- 15
- Armor
- Tier 23
The Demolition Column carries no gun of its own but a swarm of charge-laden drones. It launches them from 340 paces, after which they regrow. Its power comes from numbers - and numbers can be intercepted: one flak gun in the enemy base eats half the swarm.
Plunderer
- Cost
- 45 Fe · 15 Cu
- Structure
- 46
- Damage
- 12 at 135
- Speed
- 15
- Armor
- Tier 2
The Plunderer is a looter: for every enemy it kills itself, it plunders iron - a quarter of the slain unit's build cost goes into your treasury. An aggressive Plunderer squad thus partly pays for itself, especially against expensive targets. As a fighter it is only average - its value is the supply it brings home.
Firebomber
- Cost
- 30 Fe · 10 Cu
- Structure
- 40
- Damage
- 16 at 90
- Speed
- 16
- Armor
- Tier 2
The Firebomber hurls Molotov cocktails with small area damage - a cheap counter to enemy infantry masses. Unlike the Flamethrower it fights at range instead of in melee, but is barely effective against vehicles.
Field Medic
- Cost
- 35 Fe · 20 Cu
- Structure
- 44
- Speed
- 21
- Armor
- Tier 2
The Field Medic is the unarmed backbone of the Scrap Legion swarm: within its aura friendly INFANTRY heals much faster. It does not service vehicles or mechs - it dresses wounds, it does not weld plate. A cheap way to keep an infantry line alive in a drawn-out fight; defenseless itself, it belongs behind the front.
Flak Buggy
hits air
- Cost
- 110 Fe · 50 Cu
- Structure
- 220
- Damage
- 28 at 240
- Speed
- 19.5
- Armor
- Tier 9
The Flak Buggy fights airborne targets ONLY - defenseless on the ground. In return it is more mobile than the other factions' flak vehicles and keeps the sky over the base clear.
Guerrilla
- Cost
- 15 Fe
- Structure
- 42
- Damage
- 9 at 78
- Speed
- 18
- Armor
- Tier 2
The Guerrilla is the cheapest combat unit in the game and gets noticeably better with every battle - trained faster than the Steel Union rifleman, but with somewhat less firepower per shot.
Trench Gunner
- Cost
- 40 Fe · 15 Cu
- Structure
- 52
- Damage
- 5 at 95
- Deployed
- 13 at 150
- Speed
- 13
- Armor
- Tier 3
The Trench Gunner is a two-man team (machine gunner + ammo bearer) with a deploy mode: mobile they move into position with a weak sidearm; deployed ('Deploy' button) the heavy MG fires twice as far in rapid bursts - devastating against infantry waves, but rooted and briefly defenseless while setting up. A move order packs it up automatically.
Gyrocopter
flying
- Cost
- 55 Fe · 30 Cu
- Structure
- 70
- Damage
- 9 at 130
- Speed
- 60
- Armor
- Tier 5
The Gyrocopter is a bolted-together makeshift aircraft: dirt-cheap and fast, but hardly dangerous alone and extremely fragile. Its MG belt lasts ten shots - then it plunders an enemy wreck nearby: it lands beside it and tears fresh ammo out of it. On the ground it is fair game for any ground weapon and breaks off the raid under fire; with no wreck around it returns to the drone nest. It lives on numbers - five gyrocopters cost less than one enemy fighter. Can only attack ground targets.
Hacker Van
- Cost
- 250 Fe · 145 Cu · 180 Ti
- Structure
- 150
- Speed
- 21
- Armor
- Tier 7
The Hacker Van fires an EMP burst that disables enemy vehicles, mechs and defense towers in the area for several seconds and instantly discharges energy shields - it deals no damage itself.
Sky Hunter
hits air
- Cost
- 30 Fe · 15 Cu
- Structure
- 40
- Damage
- 12 at 150
- Speed
- 15
- Armor
- Tier 2
The Sky Hunter is the dedicated infantry flak: its rapid-fire MANPAD reliably downs flying targets - but on the ground it is utterly defenseless and needs an escort. Cheap and fragile, quick to field against air swarms.
Carcass
- Cost
- 480 Fe · 270 Cu · 315 Ti
- Structure
- 2500
- Damage
- 48 at 170
- Speed
- 10
- Armor
- Tier 25
The Carcass is a tower of welded containers: heavily armoured, and from its hatches scrap drones launch continuously, throwing themselves at anything that comes within reach. They return to the drone nest to rearm.
Coyote
- Cost
- 35 Fe · 15 Cu
- Structure
- 48
- Damage
- 16 at 75
- Speed
- 36
- Armor
- Tier 10
The Coyote is the Scrap Legion' recon mech: the fastest unit of the mech line with wide sight, but quickly overwhelmed in open combat.
Devastator
- Cost
- 320 Fe · 190 Cu · 225 Ti
- Structure
- 500
- Damage
- 28 at 165
- Speed
- 13.5
- Armor
- Tier 23
The Devastator is the Scrap Legion' heavy combat unit: three independent weapon systems, one of them also against air. It deliberately picks out already-weakened enemies and finishes them first.
Bounty Hunter
- Cost
- 110 Fe · 50 Cu · 30 Ti
- Structure
- 55
- Damage
- 38 at 205
- Speed
- 15
- Armor
- Tier 2
The Bounty Hunter is an elite sniper with a bounty: the more experienced its target, the harder it hits - against a high-level veteran it deals many times its base damage, whether infantry, tank or heavy unit. Against fresh units it is just a normal (strong) sniper. Besides the barracks it also needs a black market lab.
Marauder
- Cost
- 80 Fe · 30 Cu · 10 Ti
- Structure
- 127
- Damage
- 26 at 130
- Speed
- 27
- Armor
- Tier 16
The Marauder is the all-rounder of the Scrap Legion tank line: solid in every category, outstanding in none - and faster than the heavier counterparts of the other factions.
Mortar Thrower
- Cost
- 25 Fe · 10 Cu
- Structure
- 38
- Damage
- 12 at 105
- Speed
- 15
- Armor
- Tier 3
The Mortar Thrower lobs explosive charges with area damage - strong against dense infantry and vehicle formations, weak against single targets. Cheaper than the grenadier, with a somewhat smaller blast radius.
Overdrive Tank
- Cost
- 100 Fe · 55 Cu · 30 Ti
- Structure
- 193
- Damage
- 41 at 150
- Speed
- 22.5
- Armor
- Tier 20
The Overdrive Tank is the Scrap Legion' heavy tank: deliberately less armor than the Steel Union's, but a clearly higher rate of fire. A trade of toughness for sustained fire.
Plunderer
- Cost
- 60 Fe
- Structure
- 65
- Speed
- 27
- Armor
- Tier 9
The Plunderer is the Scrap Legion' harvester - it mines ore and delivers it to the refinery. The closer the refinery is to the deposit, the shorter the trip and the more harvesters work efficiently side by side.
Raider Buggy
- Cost
- 25 Fe · 10 Cu
- Structure
- 51
- Damage
- 10 at 75
- Speed
- 37.5
- Armor
- Tier 9
The Raider Buggy is the Scrap Legion' cheap scout: very fast and far-sighted, but in combat only usable against infantry.
Railgun Mech
- Cost
- 100 Fe · 60 Cu · 40 Ti
- Structure
- 75
- Damage
- 85 at 270
- Speed
- 18
- Armor
- Tier 13
The Railgun Mech has the greatest range in the whole game: a single, very hard precision hit instead of a salvo. Against nimble infantry, though, the railgun is as unreliable as any tank cannon.
Retreat Wagon
- Cost
- 400 Fe · 195 Cu · 105 Ti
- Structure
- 90
- Speed
- 16.5
- Armor
- Tier 7
The Retreat Wagon is the Scrap Legion' mobile headquarters: it drives to any point on the map and can be deployed there into another command center - the only way to relocate the base or rebuild it after a loss.
Salvo Buggy
- Cost
- 85 Fe · 45 Cu · 15 Ti
- Structure
- 55
- Damage
- 43 at 230
- Speed
- 21
- Armor
- Tier 9
The Salvo Buggy is the Scrap Legion' artillery: enormous range and area damage, ideal against buildings and towers. It must stop to fire, has a minimum range and is defenseless in close combat.
Jackal
- Cost
- 60 Fe · 25 Cu
- Structure
- 93
- Damage
- 24 at 105
- Speed
- 34.5
- Armor
- Tier 12
The Jackal is the Scrap Legion' light tank - faster than its counterparts and able to run over infantry. Its first shot after a firing pause hits especially hard, making it ideal for ambushes.
Shadow Runner
- Cost
- 190 Fe · 100 Cu · 135 Ti
- Structure
- 110
- Damage
- 30 at 165
- Speed
- 30
- Armor
- Tier 9
The Shadow Runner is the Scrap Legion' cloaked tank - invisible to the enemy until it fires or someone gets too close.
Shredder
- Cost
- 380 Fe · 240 Cu · 290 Ti
- Structure
- 700
- Damage
- 70 at 170
- Speed
- 15
- Armor
- Tier 25
The Shredder grabs the nearest weakened target with a harpoon, pulls it in and saws it apart - healing itself in the process. The most expensive but also most voracious Scrap Legion unit.
Smuggler
- Cost
- 60 Fe · 20 Cu
- Structure
- 105
- Speed
- 34.5
- Armor
- Tier 9
The Smuggler carries up to 5 infantry across the map - fast and unarmed, but solidly armored. When destroyed, its passengers disembark alive.
Swarm Launcher
- Cost
- 110 Fe · 60 Cu · 35 Ti
- Structure
- 50
- Damage
- 13 at 255
- Speed
- 19.5
- Armor
- Tier 9
The Swarm Launcher blankets an entire area with a salvo of six rockets - devastating against bases and dense formations, imprecise against single targets. The salvo also hits your own troops in the spread radius, so keep your distance from your army.
Suicide Bomber
- Cost
- 25 Fe · 10 Cu
- Structure
- 28
- Speed
- 18
- Armor
- Tier 2
The Suicide Bomber carries no weapon but a charge: it runs at its target and blows itself up. Extremely fragile and cheap, but devastating against anything it reaches - including buildings. It only detonates on an explicit attack order.
Demolition Thrower
hits air
- Cost
- 30 Fe · 15 Cu
- Structure
- 42
- Damage
- 44 at 140
- Speed
- 13.5
- Armor
- Tier 3
The Demolition Thrower is the infantry's answer to tanks and mechs - its charges punch through heavy armor reliably but don't hit guaranteed. Shorter range and less damage per hit than the guided-missile squad, but cheaper and with a shorter reload. Like it, it is the only infantry of its faction to bring AIRCRAFT down too (50% more range against air targets).
Sprinter Mech
- Cost
- 50 Fe · 30 Cu · 20 Ti
- Structure
- 105
- Damage
- 40 at 165
- Speed
- 25.5
- Armor
- Tier 18
The Sprinter Mech is the Scrap Legion' combat mech - clearly more agile than the heavy mechs of the other factions and able to overrun infantry.
System Hacker
- Cost
- 40 Fe · 20 Cu · 5 Ti
- Structure
- 46
- Speed
- 13.5
- Armor
- Tier 2
The System Hacker briefly disables a single enemy vehicle or tower with a ranged shot - no damage, no consumption, can fire again as soon as the cooldown is over.
Carrier Drone
flying
- Cost
- 170 Fe · 95 Cu · 35 Ti
- Structure
- 320
- Speed
- 13
- Armor
- Tier 6
The Carrier Drone is a flying mothership: it does not attack itself but continuously sends kamikaze mini-drones from a limited stock at ground targets. Once the stock is empty (visible on the docking rails), it lands at an enemy wreck and builds new drones from it - vulnerable on the ground while it does. With no wreck nearby it returns to the drone nest, where the stock regrows on its own. Slow and defenseless against air attacks - needs an escort.
Mercenary Camp
- Cost
- 140 Fe
- Structure
- 220
- Armor
- Tier 13
- Power
- -30
The Mercenary Camp trains infantry and also serves as a field hospital - infantry near it is healed automatically.
Outpost
- Cost
- 50 Fe
- Structure
- 120
- Armor
- Tier 13
- Power
- -10
The Outpost 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 field camp.
Bunker
- Cost
- 110 Fe · 30 Cu
- Structure
- 900
- Armor
- Tier 15
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.
Field Camp
- Structure
- 900
- Armor
- Tier 13
- Power
- 50
The Field Camp is the heart of the base: you may build around it, and losing it can mean immediate elimination depending on the victory mode - the same role as the command center, just on hydraulic supports instead of firmly anchored.
Detector Tower
- Cost
- 80 Fe · 35 Cu
- Structure
- 180
- Armor
- Tier 15
- Power
- -20
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.
Drone Platform
- Cost
- 190 Fe · 115 Cu · 55 Ti
- Structure
- 260
- Armor
- Tier 14
- Power
- -45
The Drone Platform keeps a stock of scrap drones and sends them at anything that comes into range; spent drones are rebuilt. The platform itself is defenceless - its reach is the flight range of its drones, and whoever gets to it finds nothing that shoots back. Requires a Scrap Archive.
Black Market Lab
- Cost
- 300 Fe · 215 Cu · 255 Ti
- Structure
- 450
- Armor
- Tier 13
- Power
- -80
The Black Market Lab is the most expensive but most powerful production facility: Devastators, cloak mechs and sabotage tech roll off the line here, and it also unlocks the bounty hunter in the barracks.
Mech Yard
- Cost
- 190 Fe · 80 Cu
- Structure
- 350
- Armor
- Tier 13
- Power
- -50
The Mech Yard produces the entire Scrap Legion mech line - from the nimble Coyote to the Sprinter Mech to the precise Railgun Mech.
Rubble Hurler
- Cost
- 130 Fe · 80 Cu · 55 Ti
- Structure
- 220
- Damage
- 62 at 340
- Armor
- Tier 15
- Power
- -35
The Rubble Hurler is the Scrap Legion' long-range defensive gun: it flings scrap over enormous distances, outreaching every siege weapon (artillery, MLRS, Railgun Mech) and taking out enemy siege equipment before it reaches the base. At close range it is blind - infantry and fast melee attackers counter it. Requires a scrap archive.
Scrap Flak
hits air
- Cost
- 110 Fe · 55 Cu
- Structure
- 300
- Damage
- 30 at 340
- Armor
- Tier 15
- Power
- -25
The Scrap Flak is the Scrap Legion's anti-air gun: a welded-together rapid-fire mount that only aims upwards. Its range beats every other tower, but at ground level it is utterly blind - without positions beside it, the first squad of infantry takes the base apart. Requires a Tracking Station.
Cannon Emplacement
- Cost
- 90 Fe · 35 Cu · 15 Ti
- Structure
- 240
- Damage
- 44 at 250
- Armor
- Tier 15
- Power
- -30
The gun turret is the heaviest stationary defense: its gun reliably punches through vehicle and mech armor, but struggles against individual infantry.
Drone Nest
- Cost
- 190 Fe · 85 Cu
- Structure
- 350
- Armor
- Tier 13
- Power
- -40
The Drone Nest is the Scrap Legion's air base: gyrocopters and carrier drones launch here. Damaged aircraft return to repair - and to rearm: both carry a limited stock. Where there has been fighting they also help themselves, though: they land at an enemy wreck and plunder their ammo out of it.
Wall
- Cost
- 25 Fe
- Structure
- 550
- Armor
- Tier 20
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.
Scrap Nest
- Cost
- 60 Fe · 20 Cu
- Structure
- 160
- Damage
- 14 at 245
- Armor
- Tier 15
- Power
- -15
The MG nest fires fast and often - ideal for wearing down advancing infantry early, but almost useless against vehicles and mechs.
Mine Thrower
- Cost
- 150 Fe · 60 Cu · 30 Ti
- Structure
- 240
- Armor
- Tier 14
- Power
- -20
The Mine Thrower scatters scrap mines around itself and replaces spent ones. It does not shoot - it denies ground and forces the attacker to change route or accept losses. Against aircraft it is useless. Requires a Mercenary Camp.
Generator
- Cost
- 80 Fe
- Structure
- 250
- Armor
- Tier 13
- Power
- 100
The Generator supplies energy for the base - without enough energy, production and buildings run slower. Upgradeable at the scrap archive with turbine upgrades (two levels, +50 energy per generator each).
Tracking Station
- Cost
- 70 Fe · 30 Cu
- Structure
- 200
- Armor
- Tier 13
- Power
- -75
The Tracking Station 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.
Smeltery
- Cost
- 100 Fe
- Structure
- 400
- Armor
- Tier 13
- Power
- -25
The Smeltery processes ore into resources and comes with a Plunderer on construction. Harvesters deliver exclusively to the Smeltery - the closer it sits to the ore, the shorter the trips and the more harvesters can work efficiently side by side.
Scout Tower
- Cost
- 75 Fe · 25 Cu · 15 Ti
- Structure
- 180
- Damage
- 45 at 260
- Armor
- Tier 15
- Power
- -20
The sniper tower sees and shoots farther than any other defense tower - deadly against infantry, especially anti-tank soldiers, but of little use against vehicles.
Scrap Cannon
- Cost
- 400 Fe · 255 Cu · 340 Ti
- Structure
- 550
- Armor
- Tier 15
- Power
- -80
The Scrap Cannon is the Scrap Legion' ultimate superweapon: once charged, it launches a swarm of 14 kamikaze drones that fly into the target area and spread out on their own onto units and buildings - each drone its own impact with area damage (including your own!). The swarm is the only interceptable superweapon: flak and air defense can shoot down drones in flight.
Scrap Yard Works
- Cost
- 420 Fe · 275 Cu · 325 Ti
- Structure
- 520
- Armor
- Tier 13
- Power
- -110
The Scrap Yard is the second tier beyond the Black Market Lab and thus the Scrap Legion's most expensive build gate. What gets welded together here are no longer experimental weapons, but titans.
Scrap Depot
- Cost
- 100 Fe
- Structure
- 300
- Armor
- Tier 13
- Power
- -5
The Scrap Depot increases storage space - all three ores share ONE pool. Field camps and smelteries provide a base capacity. Once the pool is full, loaded plunderers stay docked and wait (the economy stalls rather than wasting surplus); copper and titanium together may only occupy 60% of it, so there is always room for iron. Costs only iron and is quick to build.
Scrap Archive
- Cost
- 150 Fe · 85 Cu · 25 Ti
- Structure
- 250
- Armor
- Tier 13
- Power
- -60
The Scrap Archive is the base's research forge: upgrade levels for energy, infantry, vehicles, mechs and air are researched here. A completed level takes effect immediately and on ALL of your units - including the ones built long ago.
Gate
- Cost
- 55 Fe · 15 Cu
- Structure
- 520
- Armor
- Tier 20
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.
Debris Catapult
- Cost
- 200 Fe · 105 Cu · 60 Ti
- Structure
- 280
- Damage
- 58 at 560
- Armor
- Tier 15
- Power
- -40
The Debris Catapult hurls scrap over enormous distances - slowly, but it calculates the path of approaching units and throws where they are about to be. Against a marching column that is devastating; anyone who dodges or stops makes the prediction worthless. It is blind up close. Requires a Scrap Archive.
Motor Pool
- Cost
- 250 Fe
- Structure
- 300
- Armor
- Tier 13
- Power
- -50
The Motor Pool is the economic and military backbone of the base - it builds both Plunderers for mining and the entire wheeled and tracked vehicle line, all cheaper and faster to build than Steel Union.
Repair Yard
- Cost
- 200 Fe · 85 Cu · 25 Ti
- Structure
- 350
- Armor
- Tier 13
- Power
- -50
Vehicles and mechs can drive back to the repair yard and dock to be fully repaired step by step (costs resources, proportional to the damage healed) - combat units even retreat to it automatically at low health.
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