← Knowledge baseThe Scrap Legion

The Scrap Legion

Scavengers and raiders

Bolted-together technology and cheap numbers. Lives off loot, drones and throwaway units like the suicide bomber, who detonates on contact.

  • Cheap units, quickly replaced
  • Drone carriers and the scrap cannon deliver numbers without build time
  • Strong infantry line
  • Thinly armored — area weapons clear the swarm
  • Individual units take little punishment

Almost all of it sits behind research: every production building offers one combat unit to begin with, everything else you unlock in the tree.

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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