← Knowledge baseTITANS AND SUPERWEAPONS

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.

FactionTitanHull + shieldCostWhat sets it apart
The Steel UnionBlast Furnace2060520 Fe · 290 Cu · 340 TiMelts wrecks into heavy tanks
The Scrap LegionCarcass2500480 Fe · 270 Cu · 315 TiLaunches drones from its hull
The Aegis OrderTitan750 + 886480 Fe · 270 Cu · 315 TiTwo continuous beams plus anti-air
The Aegis OrderCastellum420 + 640535 Fe · 315 Cu · 360 TiFlying fortress, fires straight down
The CollectiveHydra18001965 KBreaks apart into fighting segments
The BlightMoloch Brood24721960 KHardens as soon as it stands still
The OrbitalsLanding Fortress1800460 Fe · 255 Cu · 325 TiBreaks apart into fighting segments

Every titan does something nobody else can

They are not the same machine in five 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 missile silo — one building, five effects

All five factions build the same register entry, and it does something different for each. The Steel Union fires a missile onto a point, the Scrap Legion a swarm of kamikaze drones — the only one that can be intercepted, and anti-air is the answer to it. The Aegis Order aims with two clicks: start and end of a line that an orbital beam travels down; anyone who runs sideways out of the swath before the front reaches them escapes. The Collective reactivator deals no damage at all — it raises the wrecks around it as your own units, foreign ones and your own alike. The Bloom maw gate tears the ground open and spits out larvae that keep feeding for a while: clear them away and you take less damage. Only one silo may exist at a time.

FactionNameEffectRadius or lengthDamage
The Steel UnionMissile SiloMissile onto a point150 px260
The Scrap LegionRaketensiloDrone swarm, interceptable240 px14 × 90
The Aegis OrderRaketensiloBeam along a line480 × 84 px260
The CollectiveRaketensiloWrecks rise as your own units200 pxno damage
The BlightRaketensiloLarvae break out of the ground320 px24 larvae, 10 s

Charge, warning and the lobby

After completion and after every launch the silo 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, and between the two lies a visible warning, for the missile the 7 seconds of flight time. The impact does not ask who owns what: your own units inside the radius die too, and a badly placed marker costs you your own army. Whether superweapons exist at all is a lobby setting — switched off, the silo cannot be built, and that is enforced on the server, not merely hidden in the build menu.