Investigator

Scout - Fast. Detects mines. Use alt fire to change into a short-range radar detectable only by radar.

    Overview

    Blueprint
    • HP: 60
    • Build cost: 150 metal
    • Maximum range: 50

Peacekeeper

Basic Infantry - Durable. Amphibious. Attacks land, sea and seabed targets.

    Overview

    Blueprint
    • HP: 170
    • Build cost: 75 metal
    • Maximum range: 70
    • Total DPS: 23.4

    Physics

    • Max speed: 35
    • Acceleration: 350
    • Braking rate: -1
    • Turn rate: 720
    • Amphibious

    Physics

    • Max speed: 15
    • Acceleration: 50
    • Braking rate: 50
    • Turn rate: 720
    • Amphibious

    Recon

    • Vision radius: 150
    • Underwater vision radius: 150
    • Mine vision radius: 150

    Recon

    • Vision radius: 105
    • Underwater vision radius: 105

    Self Destruct

    • Blueprint
    • Range: 50
    • Yaw: 180° at 3000° per second
    • Pitch: 180° at 1500° per second
    • Targets: LandHorizontal, Seafloor
    • Charges in 3.0 seconds
    • Layer Ammo
      LandHorizontal
    • Blueprint
    • Type: Projectile
    • Flight type: Ballistic
    • Muzzle velocity: 90
    • Max velocity: 150
    • Turn rate: 3
    • Collision check: enemies
    • Collision response: impact
    • Seafloor
    • Blueprint
    • Type: Projectile
    • Flight type: Ballistic
    • Muzzle velocity: 90
    • Max velocity: 150
    • Turn rate: 3
    • Collision check: enemies
    • Collision response: impact
    • Target Priorities
      • Orbital
      • Structure - Wall
      • Mobile
      • Wall

    Weapon

    • Blueprint
    • Range: 70
    • Damage: 23.4 DPS: 19.5 damage every 0.83 seconds (1.2 shots per second)
    • Yaw: 180° at 360° per second
    • Pitch: 40° at 360° per second
    • Targets: LandHorizontal, Seafloor, WaterSurface
    • Layer Ammo
      AnyLand
    • Blueprint
    • Type: Projectile
    • Flight type: Ballistic
    • Damage: 19.5
    • Burn damage: 15, radius 2
    • Muzzle velocity: 150.0
    • Max velocity: 150.0
    • Collision check: enemies
    • Collision response: impact
    • Target Priorities
      • Mobile - Air
      • Structure - Wall
      • Air
      • Wall