SKYDOS

Your units

Humanity has 20 units, built by four buildings of your mothership: the Barracks, the Factory, the Aeronautical Shipyard and the Command Center. This page presents them one by one, with their figures, their role, their abilities and the AI units they are most effective against.

How to read a unit card

Each card shows the values the game uses. The prerequisites are the buildings and technologies you must own to start production. The cost is paid when production starts, the build time is that of a level 1 producing building on a server at speed ×1, and the upkeep is taken every hour as long as the unit exists.

The combat values follow the rules of the Combat page. The armour gives the unit's target category, in brackets; the preferred targets are the categories it hits at full power. The effective against line lists the AI units that fall into these categories and whose armour does not reduce its damage.

UnitBuildingHPATKDEFSpeedRangeArmourDamage
SoldierBarracks5015651LightBallistic
ScoutBarracks308371LightBallistic
Rocket LauncherBarracks4036652LightPiercing
Mechanical SkeletonBarracks901430101LightBallistic
Humanoid RobotBarracks1502828102ArmouredBallistic
Rocket RobotBarracks1205016103ArmouredPiercing
Cybernetic CommanderBarracks2003248102ArmouredBallistic
Armed BuggyFactory100248202LightBallistic
Armored TransportFactory200025200ArmouredBallistic
Light TankFactory3504040123ArmouredExplosive
Heavy TankFactory6005080103ArmouredExplosive
Heavy Assault TankFactory1,0001104094ArmouredExplosive
Reconnaissance DroneShipyard2002250EvasiveBallistic
FighterShipyard1204814233EvasiveBallistic
BomberShipyard2007216224EvasiveExplosive
War VesselShipyard8009090225ArmouredPiercing + Explosive
Strategic BomberShipyard50015022205EvasiveExplosive
Admiral VesselCommand Center3,00090125186ArmouredPiercing + Explosive
Shield VesselCommand Center2,000080180ArmouredBallistic
Colonial VesselCommand Center500020200ArmouredBallistic

Building and maintaining an army

Each producing building has its own production queue. If you build several Barracks, each has its own queue: that is the way to train faster. Each level of the building beyond the first reduces the build time by 2 %. A building that is out of service or switched off pauses its queue.

Combat units fire ammunition made by the Armory: one round per unit and per combat turn. A unit without ammunition does not fire; a force leaving on an attack takes its own and brings back the rest. The Armory level is also the main prerequisite of advanced units.

Upkeep is the real ceiling of your army. Human infantry eats food, robots and vehicles mostly consume energy and iron. If a resource falls to zero with a negative production, your buildings shut down, then starvation kills units. Before launching a big production run, check the net production shown at the top of the screen.

The Barracks: infantry

The Barracks trains infantry: cheap units that are quick to produce, classed as « infantry » targets. They walk slowly, unless an Armored Transport carries them.

Soldier

Soldier
Producing building
Barracks
Prerequisites
none
Cost
40 Energy · 160 Iron · 100 Food
Build time (level 1, speed ×1)
20 min
Upkeep per hour
1 Food
HP · ATK · DEF
50 · 15 · 6
Speed · range · zone
5 tiles/h · 1 · 1
Armour (category)
Light (Infantry)
Damage type
Ballistic
Preferred targets
Infantry, Light vehicles
Ammunition
Cartridges
Effective against
Robotic Sentinel, Assault Robot, Infiltrator Commando

The Soldier is the first unit of the game, available without any prerequisite. Ballistic, it targets infantry and light vehicles: it does the job against the Robotic Sentinels of the early game, but loses a large part of its damage against anything armoured. In large numbers, it remains useful in a garrison.

Scout

Scout
Producing building
Barracks
Prerequisites
Resource Scanner
Cost
60 Energy · 120 Iron · 20 Silicium · 80 Food
Build time (level 1, speed ×1)
20 min
Upkeep per hour
1 Food
HP · ATK · DEF
30 · 8 · 3
Speed · range · zone
7 tiles/h · 1 · 1
Armour (category)
Light (Infantry)
Damage type
Ballistic
Preferred targets
Infantry
Ammunition
Cartridges
Stealthy
yes
Effective against
Robotic Sentinel, Assault Robot, Infiltrator Commando

The Scout is a reconnaissance unit: it brings 3 vision points to spying and exploration missions, and counts in your counter-intelligence when it stays on board. It is stealthy: a force made only of stealth units is spotted by the AI only at very short range. It requires level 3 of the common research trunk.

Rocket Launcher

Rocket Launcher
Producing building
Barracks
Prerequisites
Armory level 1
Cost
100 Energy · 300 Iron · 60 Silicium · 120 Food
Build time (level 1, speed ×1)
23 min
Upkeep per hour
1 Energy · 1 Food
HP · ATK · DEF
40 · 36 · 6
Speed · range · zone
5 tiles/h · 2 · 1
Armour (category)
Light (Infantry)
Damage type
Piercing
Preferred targets
Vehicles, Aircraft
Ammunition
Rockets
Effective against
Spy Drone, Mobile Turret, AI Armored, Siege Ram, Mechanical Colossus, Combat Drone, Interceptor, AI Fighter, AI Bomber, Constructor, Nano Swarm, Capital Ship, The Guardian

The Rocket Launcher is the first answer to armoured and aerial units: its piercing damage loses nothing against them, and it targets precisely these two categories. Fragile, it must be protected by other units that can take hits.

Mechanical Skeleton

Mechanical Skeleton
Producing building
Barracks
Prerequisites
Armory level 3
Cost
200 Energy · 400 Iron · 100 Silicium · 60 Food
Build time (level 1, speed ×1)
25 min
Upkeep per hour
1 Energy · 1 Iron · 1 Food
HP · ATK · DEF
90 · 14 · 30
Speed · range · zone
10 tiles/h · 1 · 1
Armour (category)
Light (Infantry)
Damage type
Ballistic
Preferred targets
Infantry, Light vehicles
Ammunition
Cartridges
Effective against
Robotic Sentinel, Assault Robot, Infiltrator Commando

The Mechanical Skeleton is a defender: its DEF is twice its ATK, which makes it an excellent garrison pillar, since DEF is what ripostes when your ship is attacked. Its upkeep stays light.

Humanoid Robot

Humanoid Robot
Producing building
Barracks
Prerequisites
Armory level 5
Cost
400 Energy · 600 Iron · 300 Silicium
Build time (level 1, speed ×1)
35 min
Upkeep per hour
2 Energy · 2 Iron
HP · ATK · DEF
150 · 28 · 28
Speed · range · zone
10 tiles/h · 2 · 1
Armour (category)
Armoured (Infantry)
Damage type
Ballistic
Preferred targets
Infantry, Vehicles
Ammunition
Advanced Mags
Effective against
Robotic Sentinel, Assault Robot, Infiltrator Commando

The Humanoid Robot is the first armoured infantry: it resists ballistic damage and targets infantry as well as vehicles. Versatile, it needs no food at all, which greatly lightens the upkeep of a large army.

Rocket Robot

Rocket Robot
Producing building
Barracks
Prerequisites
Armory level 7
Cost
600 Energy · 800 Iron · 400 Silicium
Build time (level 1, speed ×1)
45 min
Upkeep per hour
2 Energy · 2 Iron
HP · ATK · DEF
120 · 50 · 16
Speed · range · zone
10 tiles/h · 3 · 1
Armour (category)
Armoured (Infantry)
Damage type
Piercing
Preferred targets
Vehicles, Structures
Ammunition
Rockets
Effective against
Mobile Turret, AI Armored, Siege Ram, Mechanical Colossus, Constructor, Capital Ship, The Guardian

The Rocket Robot hits hard and far: piercing damage, range 3, vehicle and structure targets. It fires before most AI units and stays effective against armoured units as well as against VM buildings.

Cybernetic Commander

Cybernetic Commander
Producing building
Barracks
Prerequisites
Armory level 13, Command Center level 13
Cost
1,600 Energy · 2,400 Iron · 1,800 Silicium · 400 Food
Build time (level 1, speed ×1)
1 h
Upkeep per hour
3 Energy · 2 Iron · 3 Food
HP · ATK · DEF
200 · 32 · 48
Speed · range · zone
10 tiles/h · 2 · 1
Armour (category)
Armoured (Infantry)
Damage type
Ballistic
Preferred targets
Infantry, Vehicles
Ammunition
Advanced Mags
Effective against
Robotic Sentinel, Assault Robot, Infiltrator Commando

The Cybernetic Commander carries an aura: as long as it is alive, every allied unit in the combat gains +15 % ATK and +10 % DEF. Two Commanders do not add up their auras, but a Commander adds to the Admiral Vessel. It requires a high-level Armory and Command Center.

The Factory: vehicles

The Factory produces vehicles: more expensive, tougher, often with a longer range. Heavy tanks carry area damage, which hits a whole enemy stack.

Armed Buggy

Armed Buggy
Producing building
Factory
Prerequisites
none
Cost
160 Energy · 360 Iron · 30 Silicium
Build time (level 1, speed ×1)
30 min
Upkeep per hour
1 Energy · 2 Iron · 2 Food
HP · ATK · DEF
100 · 24 · 8
Speed · range · zone
20 tiles/h · 2 · 1
Armour (category)
Light (Light vehicles)
Damage type
Ballistic
Preferred targets
Infantry, Light vehicles
Ammunition
Cartridges
Effective against
Robotic Sentinel, Assault Robot, Infiltrator Commando

The Armed Buggy is one of the fastest ground units. Ballistic, it targets infantry and light vehicles: it is a good Robotic Sentinel hunter and a reinforcement that quickly reaches an ally under attack.

Armored Transport

Armored Transport
Producing building
Factory
Prerequisites
none
Cost
150 Energy · 270 Iron · 30 Silicium
Build time (level 1, speed ×1)
33 min
Upkeep per hour
2 Energy · 2 Iron · 2 Food
HP · ATK · DEF
200 · 0 · 25
Speed · range · zone
20 tiles/h · 0 · 1
Armour (category)
Armoured (Vehicles)
Damage type
Ballistic
Preferred targets
Infantry, Light vehicles
Ammunition
Cartridges

The Armored Transport does not fight: it carries up to 10 Barracks units, which then travel at its speed (20 tiles per hour) instead of their own. A force moves at the speed of its slowest unit: a few transports are enough to speed up a whole infantry army. It can also join a reconnaissance mission to carry Scouts.

Light Tank

Light Tank
Producing building
Factory
Prerequisites
Armory level 9
Cost
600 Energy · 1,800 Iron · 225 Silicium
Build time (level 1, speed ×1)
40 min
Upkeep per hour
3 Energy · 4 Iron · 4 Food
HP · ATK · DEF
350 · 40 · 40
Speed · range · zone
12 tiles/h · 3 · 1
Armour (category)
Armoured (Vehicles)
Damage type
Explosive
Preferred targets
Vehicles, Infantry, Structures
Ammunition
Shells
Effective against
Robotic Sentinel, Heavy Sentinel, Assault Robot, Mobile Turret, AI Armored, Siege Ram, Mechanical Colossus, Constructor, Capital Ship, The Guardian

The Light Tank is the first line vehicle: explosive damage, range 3, vehicle, infantry and structure targets. Explosive against armour, it loses nothing against AI Armored units and Heavy Sentinels: it is the versatile answer of the mid game.

Heavy Tank

Heavy Tank
Producing building
Factory
Prerequisites
Armory level 11
Cost
900 Energy · 2,175 Iron · 375 Silicium
Build time (level 1, speed ×1)
1 h 15 min
Upkeep per hour
6 Energy · 6 Iron · 4 Food
HP · ATK · DEF
600 · 50 · 80
Speed · range · zone
10 tiles/h · 3 · 2
Armour (category)
Armoured (Vehicles)
Damage type
Explosive
Preferred targets
Vehicles, Structures
Ammunition
Shells
Effective against
Mobile Turret, AI Armored, Siege Ram, Mechanical Colossus, Constructor, Capital Ship, The Guardian

The Heavy Tank takes hits: high HP and DEF, area damage 2. It targets vehicles and structures and forms the heart of a solid garrison as well as of a siege. The Combat page details a worked example that pits it against the Soldier facing AI Armored units.

Heavy Assault Tank

Heavy Assault Tank
Producing building
Factory
Prerequisites
Armory level 13
Cost
2,250 Energy · 7,500 Iron · 1,200 Silicium
Build time (level 1, speed ×1)
2 h
Upkeep per hour
8 Energy · 8 Iron · 6 Food
HP · ATK · DEF
1,000 · 110 · 40
Speed · range · zone
9 tiles/h · 4 · 3
Armour (category)
Armoured (Vehicles)
Damage type
Explosive
Preferred targets
Vehicles, Structures
Ammunition
Shells
Effective against
Mobile Turret, AI Armored, Siege Ram, Mechanical Colossus, Constructor, Capital Ship, The Guardian

The Heavy Assault Tank is the ground breakthrough weapon: very high ATK, range 4, zone 3. Its DEF is more modest: it is an attack unit, not a garrison one.

The Aeronautical Shipyard: aerial units and vessels

The Shipyard produces the fastest units of the game. Aerial units have evasive armour: part of the enemy shots miss them, but the AI's explosive damage only loses a little against them.

Reconnaissance Drone

Reconnaissance Drone
Producing building
Shipyard
Prerequisites
Coordination Network
Cost
120 Energy · 225 Iron · 105 Silicium
Build time (level 1, speed ×1)
15 min
Upkeep per hour
1 Energy · 1 Iron · 1 Silicium
HP · ATK · DEF
20 · 0 · 2
Speed · range · zone
25 tiles/h · 0 · 1
Armour (category)
Evasive (Aircraft)
Damage type
Ballistic
Preferred targets
Infantry, Light vehicles
Ammunition
Cartridges
Stealthy
yes

The Reconnaissance Drone is the best intelligence unit: 5 vision points, very fast, stealthy. It spies on AI VMs, explores ship wrecks and strengthens your counter-intelligence. It requires the last level of the common trunk.

Fighter

Fighter
Producing building
Shipyard
Prerequisites
Armory level 13
Cost
750 Energy · 2,100 Iron · 675 Silicium
Build time (level 1, speed ×1)
50 min
Upkeep per hour
2 Energy · 2 Iron · 1 Silicium
HP · ATK · DEF
120 · 48 · 14
Speed · range · zone
23 tiles/h · 3 · 1
Armour (category)
Evasive (Aircraft)
Damage type
Ballistic
Preferred targets
Aircraft, Vehicles
Ammunition
Missiles
Effective against
Spy Drone, Combat Drone, Interceptor, AI Fighter, AI Bomber, Nano Swarm

The Fighter is your anti-air unit: it targets aerial units and vehicles and dodges better than other aerial units. Essential as soon as the AI fields Combat Drones and Interceptors.

Bomber

Bomber
Producing building
Shipyard
Prerequisites
Armory level 15
Cost
1,050 Energy · 2,175 Iron · 825 Silicium
Build time (level 1, speed ×1)
1 h 30 min
Upkeep per hour
3 Energy · 3 Iron · 2 Silicium
HP · ATK · DEF
200 · 72 · 16
Speed · range · zone
22 tiles/h · 4 · 3
Armour (category)
Evasive (Aircraft)
Damage type
Explosive
Preferred targets
Structures, Vehicles
Ammunition
Missiles
Effective against
Mobile Turret, AI Armored, Siege Ram, Mechanical Colossus, Constructor, Capital Ship, The Guardian

The Bomber hits structures and vehicles with zone 3 explosive damage. Fast, it is ideal for sieges, provided it is protected from Interceptors.

War Vessel

War Vessel
Producing building
Shipyard
Prerequisites
Armory level 16
Cost
4,500 Energy · 12,000 Iron · 6,000 Silicium
Build time (level 1, speed ×1)
3 h
Upkeep per hour
5 Energy · 5 Iron · 2 Silicium · 10 Food
HP · ATK · DEF
800 · 90 · 90
Speed · range · zone
22 tiles/h · 5 · 1
Armour (category)
Armoured (Vehicles)
Damage type
Piercing + Explosive
Preferred targets
Aircraft, Vehicles, Structures
Ammunition
Torpedoes
Effective against
Spy Drone, Mobile Turret, AI Armored, Siege Ram, Mechanical Colossus, Combat Drone, Interceptor, AI Fighter, AI Bomber, Constructor, Nano Swarm, Capital Ship, The Guardian

The War Vessel combines piercing and explosive damage (the better one applies to each target), a range of 5 and the HP of a ship. It targets aerial units, vehicles and structures: it is the centrepiece of late-game fleets.

Strategic Bomber

Strategic Bomber
Producing building
Shipyard
Prerequisites
Armory level 18
Cost
7,500 Energy · 18,000 Iron · 9,000 Silicium
Build time (level 1, speed ×1)
4 h
Upkeep per hour
8 Energy · 6 Iron · 3 Silicium · 5 Food
HP · ATK · DEF
500 · 150 · 22
Speed · range · zone
20 tiles/h · 5 · 4
Armour (category)
Evasive (Aircraft)
Damage type
Explosive
Preferred targets
Structures
Ammunition
Missiles
Effective against
the AI's buildings and towers

The Strategic Bomber only targets structures, with the largest zone in the game. Against units, it only strikes at reduced power: it is used to bring down VM buildings and towers, behind an escort that deals with the garrison.

The Command Center: special units

The Command Center builds three unique vessels, unlocked by the Technology branch of research. Their number is limited per mothership, missions in progress included.

Admiral Vessel

Admiral Vessel
Producing building
Command Center
Prerequisites
Command Center level 16, Armory level 20, Advanced Engineering
Cost
22,500 Energy · 45,000 Iron · 22,500 Silicium · 7,500 Food
Build time (level 1, speed ×1)
8 h
Upkeep per hour
15 Energy · 10 Iron · 15 Silicium · 10 Food
HP · ATK · DEF
3,000 · 90 · 125
Speed · range · zone
18 tiles/h · 6 · 1
Armour (category)
Armoured (Vehicles)
Damage type
Piercing + Explosive
Preferred targets
Aircraft, Vehicles, Structures
Ammunition
Torpedoes
Limit
1 per mothership
Effective against
Spy Drone, Mobile Turret, AI Armored, Siege Ram, Mechanical Colossus, Combat Drone, Interceptor, AI Fighter, AI Bomber, Constructor, Nano Swarm, Capital Ship, The Guardian

The Admiral Vessel is the best support unit of the game: its aura gives +25 % ATK and +20 % DEF to every allied unit in the combat, and a force that takes it along travels 30 % faster. It also has the longest range in the game, tied with the AI's Guardian. Only one per mothership: do not lose it.

Shield Vessel

Shield Vessel
Producing building
Command Center
Prerequisites
Command Center level 16, Armory level 20, Defense Techniques
Cost
12,000 Energy · 22,500 Iron · 16,500 Silicium
Build time (level 1, speed ×1)
4 h
Upkeep per hour
20 Energy · 10 Iron · 10 Silicium · 5 Food
HP · ATK · DEF
2,000 · 0 · 80
Speed · range · zone
18 tiles/h · 0 · 1
Armour (category)
Armoured (Vehicles)
Damage type
Ballistic
Preferred targets
Aircraft, Vehicles
Ammunition
Missiles
Limit
2 per mothership

The Shield Vessel does not attack: it brings a shield reserve of 5,000 points, which recharges on its own and absorbs damage when your ship is attacked. You can have 2 per mothership. With the Defense 7 research, your nearby allies' shield vessels also reinforce your defence.

Colonial Vessel

Colonial Vessel
Producing building
Command Center
Prerequisites
Command Center level 10, Research Center level 6, Colonization
Cost
20,000 Energy · 40,000 Iron · 8,000 Silicium · 14,000 Food
Build time (level 1, speed ×1)
12 h
Upkeep per hour
—
HP · ATK · DEF
500 · 0 · 20
Speed · range · zone
20 tiles/h · 0 · 1
Armour (category)
Armoured (Vehicles)
Damage type
Ballistic
Preferred targets
Infantry, Light vehicles
Ammunition
Cartridges
Limit
1 per mothership

The Colonial Vessel founds a new mothership on a free tile you can see. Each mothership can found up to 3 colonies, one at a time; colony N costs N times the price and carries a dowry of 1,000 × N of each resource. A sufficient tonnage is also needed, the sum of the levels of your interior buildings weighted by their upkeep: 180, 360 then 540 points. The vessel travels at 20 tiles per hour; if the tile is taken on arrival, it comes back and everything is returned to you.

Building your army

No unit wins alone. A good army mixes units that take hits (high DEF and HP: Mechanical Skeleton, Heavy Tank), units that strike (Rocket Robot, Heavy Assault Tank, Bomber) and units that cover each category of the AI: infantry, vehicles, aerial units.

  • In a garrison, favour DEF: it is what ripostes. The Mechanical Skeleton, the Heavy Tank and the Cybernetic Commander make excellent defenders.
  • When attacking, favour ATK and range: long-range units fire before the riposte of short-range ones.
  • Against AI armour, avoid all-ballistic armies: piercing and explosive damage lose nothing against it.
  • Against AI aerial units, bring Rocket Launchers, Fighters or War Vessels.
  • For sieges, add units that target structures, and auras for the whole force.