+FIELD GUIDE / 02

Every building.
A place in your plan.

Understand minerals, catalyst, supply and the infrastructure behind your army. See what each structure does and what it unlocks.

15 of 45 structures
Khars101
Core
Economy

Core

Jádro
View Core

The heart of a Khar base: produces Harvesters and accepts delivered minerals.

425M30s1200HP
PRODUCESHarvester
When to use it

BRING IT WHEN

Grow the economy and keep a completed Core safe throughout the match.

KEEP IN MIND

Losing your last completed headquarters ends the match. A Core under construction cannot prevent defeat.

Full dossier
Khars103
Forming Chamber
Production
View Forming Chamber

The main Khar combat branch, producing Carapaces, Piercers and Stinger anti-air escorts.

135M9s900HP
PRODUCESCarapace, Piercer, Stinger
When to use it

BRING IT WHEN

Build durable close-range fighters and fast armor hunters for your main army.

KEEP IN MIND

Needs direct resonance coverage and room to deploy units. Duplicate chambers do not satisfy a requirement for different branches.

Full dossier
Khars104
Resonance Source
Infrastructure

Resonance Source

Rezonanční zdroj
View Resonance Source

An independent anchor that immediately covers a radius of 640 after completion.

85M6s400HP
INFRASTRUCTUREOperates independently
When to use it

BRING IT WHEN

Place your production inside its direct field; overlap anchors to protect an important position.

KEEP IN MIND

There is no energy budget. Losing the last covering anchor stops dependent buildings and removes their nodes’ supply contribution.

Full dossier
Khars105
Resonance Tower
Defense

Resonance Tower

Rezonanční věž
View Resonance Tower

A stationary ground defense that needs direct coverage from a completed Resonance Source.

Attacks: Ground only

100M12s500HP
INFRASTRUCTUREDirect resonance coverage
When to use it

BRING IT WHEN

Cover a mining route or the return path of a small raiding group.

KEEP IN MIND

Cannot attack aircraft. Losing the last covering anchor stops it; siege can attack from farther away.

Full dossier
Khars106
Memory Hall
Production

Memory Hall

Síň paměti
View Memory Hall

The light Khar branch for Prowlers, Connectors and Forming-Chamber-gated Weavers.

125M8s900HP
PRODUCESCarapace, Prowler, Connector, Weaver
When to use it

BRING IT WHEN

Add scouting and recovery; expand into damage-sharing support once your main branch is established.

KEEP IN MIND

Needs direct resonance coverage. Producing a Weaver also requires a completed Forming Chamber.

Full dossier
Khars107
Resonance Chamber
ProductionRESEARCH REQUIRED

Resonance Chamber

Komora rezonance
View Resonance Chamber

The advanced Khar branch for Thunderer siege, Dampener control and Echocaster chain strikes.

220M25s900HP20C
PRODUCESThunderer, Dampener, Echocaster
When to use it

BRING IT WHEN

Combine delayed area damage, slowing fields and protected chain fire to create an opening for your assault.

KEEP IN MIND

Requires Specialized Production and a completed laboratory. Its specialists need careful positioning.

Full dossier
Khars108
Archive
Research

Archive

Archiv
View Archive

The Khar research building for advanced combat, movement and field technologies.

130M12s900HP
INFRASTRUCTUREDirect resonance coverage
When to use it

BRING IT WHEN

Unlock the production branches that answer the army or terrain you have scouted.

KEEP IN MIND

Needs direct resonance coverage, HQ Development and the required number of different production branches. Technology alone does not create a producer.

Full dossier
Khars109
Resonance Node
Supply

Resonance Node

Rezonanční uzel
View Resonance Node

Provides tactical auras and 20 physical supply places inside an active own resonance field, capped by command research.

60M10s300HP
INFRASTRUCTUREDirect resonance coverage
When to use it

BRING IT WHEN

Combine a completed node with Command Capacity I in the Core before growing beyond the first small group.

KEEP IN MIND

Does not extend the field. Destruction or suppression removes its contribution; command research sets the ceiling and supplies no places alone.

Full dossier
Khars112
Passage Chamber
ProductionRESEARCH REQUIRED

Passage Chamber

Komora průchodů
View Passage Chamber

Produces Tunnelers and Deceivers for alternative routes and deceptive movements.

165M22s900HP15C
PRODUCESTunneler, Deceiver
When to use it

BRING IT WHEN

Research Logistics after HQ Development and build it with a completed Memory Hall and Core.

KEEP IN MIND

Needs direct resonance coverage. Tunnel routes take preparation and decoys do not provide real combat strength.

Full dossier
Khars113
Resonance Forge
ProductionRESEARCH REQUIRED

Resonance Forge

Rezonanční kovárna
View Resonance Forge

Produces Rippers and Retuners to disrupt enemy formations and power connections.

165M22s900HP15C
PRODUCESRipper, Retuner, Prism, Razor
When to use it

BRING IT WHEN

Unlock Field Engineering and use the branch to create an opening before a focused attack.

KEEP IN MIND

Requires the Forming Chamber, laboratory and direct resonance coverage. Pulls and suppression still need an army to exploit them.

Full dossier
Khars114
Air Chamber
ProductionRESEARCH REQUIRED

Air Chamber

Vzdušná komora
View Air Chamber

A separate aerial production branch for Hunter interceptors and Sower ground-attack flyers.

220M25s900HP25C
PRODUCESHunter, Sower
When to use it

BRING IT WHEN

Add air mobility after establishing a production branch, an Archive and Specialized Production.

KEEP IN MIND

Needs direct resonance coverage and its own production investment. Flyers cannot capture control points or use ground transports and tunnels.

Full dossier
Khars115
Air Resonator
Defense

Air Resonator

Vzdušný rezonátor
View Air Resonator

A resonance-dependent anti-air tower that threatens aircraft with delayed area discharges.

Attacks: Air only

120M15s450HP
INFRASTRUCTUREDirect resonance coverage
When to use it

BRING IT WHEN

Defend your economy and production against air raids without waiting for an Air Chamber or research.

KEEP IN MIND

Attacks air only and needs direct resonance coverage. Aircraft can evade its delayed blast; ground attacks require other defenders.

Full dossier
Khars118
Attunement Chamber
Research

Attunement Chamber

Síň naladění
View Attunement Chamber

Researches three levels of first-strike power and protection for Khar combat groups.

150M20s850HP
INFRASTRUCTUREDirect resonance coverage
When to use it

BRING IT WHEN

Invest in a stronger prepared assault while keeping pressure on enemy development.

KEEP IN MIND

Needs direct resonance coverage. Research is paid in advance; upgrades do not replace scouting and disengagement.

Full dossier
Khars120
Resonance Extractor
Economy

Resonance Extractor

Rezonanční extraktor
View Resonance Extractor

A worker-operated catalyst extractor built directly on a catalyst deposit.

75M8s600HP
INFRASTRUCTURECatalyst deposit + local HQ + workers
When to use it

BRING IT WHEN

Add it after the first small raid when you are ready to pay for advanced research.

KEEP IN MIND

Requires a local completed HQ and up to three workers. The first basic raid does not need catalyst.

Full dossier
Khars130
Tunnel Mouth
Deployable

Tunnel Mouth

Ústí tunelu
View Tunnel Mouth

One endpoint of a Tunneler’s linked pair. Its transfer ability sends nearby friendly units to the other mouth.

40M4s260HP
CREATED BYTunneler
When to use it

BRING IT WHEN

Select an entrance and use its ability on your nearby squad to transfer it to free ground at the exit.

KEEP IN MIND

An unpaired or destroyed endpoint cannot transfer a squad. Cargo slots limit each transfer.

Full dossier
COMMANDER’S NOTE

Colonist buildings operate independently. Khars need direct resonance coverage; Srost needs connected living ground. Supply is separate, and paid queues reserve it immediately.

Parameters reflect the current game catalog.
Working balance — values may change.