+FIELD GUIDE / 01

Every unit.
A purpose.

Know what to build, what to capture and what to keep away from danger. All faction units and independent camp allies, one role at a time.

60 of 60 units
Colonists001
Collector
Economy

Collector

Sběrač
View Collector

The foundation of your colony. Gathers minerals, builds your base and repairs completed structures.

Ground unitUnarmed

50M8s80HP
PRODUCED ATCommand Center
When to use it

BRING IT WHEN

Keep your economy working and replace lost workers before expanding production.

KEEP IN MIND

Unarmed and vulnerable. Minerals count only after delivery; building repairs spend minerals.

Full dossier
Colonists002
Guardian
Frontline

Guardian

Strážce
View Guardian

A dependable cannon tank that screens your specialist vehicles and trades at medium range.

Ground unitAttacks: Ground only

100M15s150HP
PRODUCED ATVehicle Factory
When to use it

BRING IT WHEN

Build the core of your army, protect artillery and hold approaches to your base.

KEEP IN MIND

Armor specialists punish it. Keep short-range Khar fighters at a distance.

Full dossier
Colonists003
Tracker
Scout

Tracker

Stopař
View Tracker

A fast reconnaissance vehicle with a light machine gun. Finds the enemy and threatens exposed light targets.

Ground unitAttacks: Ground only

75M12s90HP
PRODUCED ATLight Assembly
When to use it

BRING IT WHEN

Scout expansions, spot for artillery and raid workers or isolated support units.

KEEP IN MIND

Its gun is weak against armor and buildings. Speed is its main protection.

Full dossier
Colonists004
Spearhead
Anti-armor
View Spearhead

A rocket vehicle built to break armored targets with a burst of missiles.

Ground unitAttacks: Ground only

150M18s120HP
PRODUCED ATVehicle Factory
When to use it

BRING IT WHEN

Add it when enemy armored units threaten your tanks or approach your defensive line.

KEEP IN MIND

Poor damage against light units and structures. Protect it between bursts.

Full dossier
Colonists005
Hammer
SiegeRESEARCH REQUIRED

Hammer

Buchar
View Hammer

Long-range, deployed artillery for dismantling fortified positions and stationary groups.

Ground unitAttacks: Ground only

175M25s160HP40C
PRODUCED ATSpecial Assembly
When to use it

BRING IT WHEN

Use a scout to provide vision, set up behind your frontline and force the enemy to move.

KEEP IN MIND

Cannot fire while packed. Its minimum range leaves it exposed to close attacks; shells land after a delay.

Full dossier
Colonists006
Mechanic
Support

Mechanic

Mechanik
View Mechanic

A mobile repair specialist that spends minerals to keep nearby Colonist units fighting.

Ground unitUnarmed

125M15s90HP
PRODUCED ATLight Assembly
When to use it

BRING IT WHEN

Support valuable tanks during a fight or repair survivors before the next engagement.

KEEP IN MIND

Unarmed. Repairs drain your mineral bank and cannot save a unit from lethal damage.

Full dossier
Colonists007
Disruptor
SupportRESEARCH REQUIRED

Disruptor

Rušič
View Disruptor

A cleansing specialist that removes hostile slowing fields, damage links, decoys and maintained power suppression.

Ground unitUnarmed

135M20s100HP20C
PRODUCED ATSpecial Assembly
When to use it

BRING IT WHEN

Bring it against Khar control effects and clear a safe route for your vehicles.

KEEP IN MIND

Unarmed and dependent on its pulse. Position it within casting range before your army gets trapped.

Full dossier
Colonists008
Transport
LogisticsRESEARCH REQUIRED

Transport

Přepravník
View Transport

An armored carrier that moves a small mixed squad faster than it could travel on its own.

Ground unitUnarmed

140M22s180HP15C
PRODUCED ATLogistics Depot
When to use it

BRING IT WHEN

Move slow specialists, reinforce a remote position or reposition an exposed squad.

KEEP IN MIND

Light units use 1 cargo slot, armored units 2, and siege or backline firepower units 3. Passengers cannot fight or grant vision and die if the carrier is destroyed. Unloading needs free ground.

Full dossier
Colonists009
Minelayer
FieldcraftRESEARCH REQUIRED

Minelayer

Minér
View Minelayer

A field engineer that prepares paid, destructible mines along likely enemy routes.

Ground unitUnarmed

110M18s100HP15C
PRODUCED ATField Workshop
When to use it

BRING IT WHEN

Cover a flank, punish pursuit or make the opponent approach your position carefully.

KEEP IN MIND

Unarmed. Mines need time to arm and scouts or scans can reveal them. Each minelayer has limited active stock.

Full dossier
Colonists010
Bulwark
FieldcraftRESEARCH REQUIRED
View Bulwark

A heavily armored support vehicle that projects a temporary directional shield.

Ground unitUnarmed

125M24s240HP20C
PRODUCED ATField Workshop
When to use it

BRING IT WHEN

Face the shield toward incoming direct fire and cover a push or withdrawal.

KEEP IN MIND

Unarmed and slowed while shielding. Flanks, rear attacks and area fire bypass the frontal shield.

Full dossier
Colonists011
Bridgelayer
LogisticsRESEARCH REQUIRED

Bridgelayer

Přemosťovač
View Bridgelayer

A route-making vehicle that builds temporary bridges across narrow, straight stretches of water.

Ground unitUnarmed

130M20s150HP15C
PRODUCED ATLogistics Depot
When to use it

BRING IT WHEN

Open a flank or cross a river where the map offers a suitable pair of banks.

KEEP IN MIND

Unarmed. Bridges cost minerals, expire and can be destroyed. Both armies can use the crossing.

Full dossier
Colonists012
Recycler
Economy

Recycler

Recyklátor
View Recycler

A salvage specialist that turns visible mobile-unit wrecks into a partial mineral refund.

Ground unitUnarmed

90M12s100HP
PRODUCED ATLight Assembly
When to use it

BRING IT WHEN

Follow a successful fight and recover value from the wreckage before it disappears.

KEEP IN MIND

Unarmed. Movement, Stop or damage interrupts salvaging. Buildings and decoys provide no salvage.

Full dossier
Colonists013
Hawk
FighterRESEARCH REQUIRED

Hawk

Jestřáb
View Hawk

A long-range fighter that intercepts enemy aircraft and escorts ground-attack flights.

Air unitAttacks: Air only

110M20s110HP25C
PRODUCED ATAirfield
When to use it

BRING IT WHEN

Protect your army from air raids or clear hostile aircraft before committing your strike planes.

KEEP IN MIND

Attacks air only. Mobile anti-air and anti-air towers outrange it; ground troops cannot be attacked.

Full dossier
Colonists014
Ember
Air strikeRESEARCH REQUIRED

Ember

Žár
View Ember

An armored ground-attack aircraft with a cannon specialized in single-target damage against armor.

Air unitAttacks: Ground only

165M28s170HP40C
PRODUCED ATAirfield
When to use it

BRING IT WHEN

Fly over rivers and buildings to punish exposed tanks or attack from an unexpected direction.

KEEP IN MIND

Attacks ground only and is inefficient against light units. Fighters and anti-air can hit it before its cannon reaches them.

Full dossier
Colonists015
Arrow
Anti-air

Arrow

Šíp
View Arrow

An early ground vehicle that screens your army against aircraft with long-range anti-air fire.

Ground unitAttacks: Air only

110M15s95HP
PRODUCED ATVehicle Factory
When to use it

BRING IT WHEN

Add an air defense escort from the Vehicle Factory without waiting for research or an Airfield.

KEEP IN MIND

Attacks air only. Enemy ground units can destroy it unanswered, so keep it behind your frontline.

Full dossier
Colonists016
Cutter
Backline firepowerRESEARCH REQUIRED

Cutter

Řezač
View Cutter

A fragile walker that sweeps a transverse beam across clustered ground enemies from behind your frontline.

Ground unitAttacks: Ground only

225M35s170HP55C
PRODUCED ATSpecial Assembly
When to use it

BRING IT WHEN

Screen it with Guardians and keep vision ahead of your firing line. Its wide sweep punishes tightly packed troops without harming your escort.

KEEP IN MIND

Low health, zero armor and slow retreat make flanks and armor-piercing rushes lethal. Each shot briefly stops movement. Cannot attack aircraft and deals little damage to buildings.

Full dossier
Colonists017
Furnace
FrontlineRESEARCH REQUIRED

Furnace

Výheň
View Furnace

A heavy robot whose weapon gains output as heat builds, with a risk of overheating.

Ground unitAttacks: Ground only

240M32s340HP65C
PRODUCED ATRobotic Foundry
When to use it

BRING IT WHEN

Hold a protected firing position and manage cooling between engagements.

KEEP IN MIND

Enemies can exploit cooling windows or stay outside its reach.

Full dossier
Colonists018
Operator
SupportRESEARCH REQUIRED

Operator

Operátor
View Operator

A control robot that prepares one paid, destructible combat drone.

Ground unitUnarmed

170M25s130HP45C
PRODUCED ATRobotic Foundry
When to use it

BRING IT WHEN

Keep the Operator protected and its drone within the control link.

KEEP IN MIND

The drone costs resources and supply. Destroying either body disrupts the investment.

Full dossier
Colonists019
Dropship
LogisticsRESEARCH REQUIRED

Dropship

Výsadkový letoun
View Dropship

An aircraft that carries paid ground units across obstacles in four cargo slots.

Air unitUnarmed

230M32s210HP65C
PRODUCED ATAirfield
When to use it

BRING IT WHEN

Move valuable machinery across terrain or evacuate surviving specialists.

KEEP IN MIND

Anti-air and fighters threaten the transport. Unloading requires free ground, and destroyed transports lose their passengers.

Full dossier
Colonists020
Combat Drone
Support
View Combat Drone

A paid combat helper created by an Operator rather than trained in a factory.

Ground unitAttacks: Ground only

35M1.5s60HP
CREATED BYOperator
When to use it

BRING IT WHEN

Support the firing line while staying connected to its Operator.

KEEP IN MIND

It reserves supply, depends on its controller and provides no recyclable value.

Full dossier
Khars101
Harvester
Economy
View Harvester

The Khar worker. Collects minerals, grows the base and repairs completed buildings.

Ground unitUnarmed

50M8s80HP
PRODUCED ATCore
When to use it

BRING IT WHEN

Attune a new site for two seconds, then return to harvesting while it finishes at half assembly speed.

KEEP IN MIND

Unarmed. Carries minerals until delivery, and structural repairs consume your mineral reserve.

Full dossier
Khars102
Carapace
Frontline

Carapace

Krunýř
View Carapace

A durable, heavily armored close-range fighter that absorbs pressure and wins space.

Ground unitAttacks: Ground only

125M12s260HP
PRODUCED ATForming Chamber
When to use it

BRING IT WHEN

Lead an advance, screen specialists or combine it with a slowing field to catch retreating tanks.

KEEP IN MIND

Short reach and low speed make it vulnerable to kiting. Armor-piercing weapons cut through its durability.

Full dossier
Khars103
Prowler
Scout

Prowler

Slídil
View Prowler

A fast, unarmed scout whose reveal pulse exposes a targeted area for your army.

Ground unitUnarmed

70M12s90HP
PRODUCED ATMemory Hall
When to use it

BRING IT WHEN

Check enemy approaches, find mines and supply vision to long-range siege units.

KEEP IN MIND

Cannot attack. A scan is temporary; protect it if your siege position depends on its sight.

Full dossier
Khars104
Piercer
Anti-armor

Piercer

Průrazník
View Piercer

A fast close-range specialist that deals concentrated armor-piercing damage.

Ground unitAttacks: Ground only

150M15s160HP
PRODUCED ATForming Chamber
When to use it

BRING IT WHEN

Hunt armored vehicles, punish an exposed flank and retreat to a Connector between attacks.

KEEP IN MIND

Needs to reach close range. Light targets are inefficient trades and pursuit can deny its recovery.

Full dossier
Khars105
Thunderer
SiegeRESEARCH REQUIRED

Thunderer

Dunivec
View Thunderer

A deployed siege creature that marks a delayed resonant quake over a wide area.

Ground unitAttacks: Ground only

170M25s160HP35C
PRODUCED ATResonance Chamber
When to use it

BRING IT WHEN

Break buildings and combine a quake with the Dampener to catch slow or stationary enemies.

KEEP IN MIND

Must deploy first. The impact is delayed and enemies can leave the marked area; close attackers enter its minimum range.

Full dossier
Khars106
Connector
Support

Connector

Spojovač
View Connector

A free mobile restoration source for nearby Khar units once both it and the recipient are out of combat.

Ground unitUnarmed

115M15s90HP
PRODUCED ATMemory Hall
When to use it

BRING IT WHEN

Recover a raiding squad between attacks or sustain survivors behind your main army.

KEEP IN MIND

Unarmed. Attacking or taking damage delays restoration, so it cannot function as a combat healer.

Full dossier
Khars107
Dampener
SupportRESEARCH REQUIRED

Dampener

Tlumič
View Dampener

A control specialist that places a temporary field which slows hostile movement.

Ground unitUnarmed

135M20s100HP15C
PRODUCED ATResonance Chamber
When to use it

BRING IT WHEN

Catch retreating vehicles, help close-range fighters connect or hold enemies inside a quake marker.

KEEP IN MIND

Unarmed. Enemies can avoid the field or remove it with a Disruptor pulse.

Full dossier
Khars108
Tunneler
LogisticsRESEARCH REQUIRED

Tunneler

Tunelář
View Tunneler

A mobility specialist that creates a pair of destructible tunnel mouths for squad transfers.

Ground unitUnarmed

160M24s180HP20C
PRODUCED ATPassage Chamber
When to use it

BRING IT WHEN

Prepare a reinforcement route or shift a small force between two established positions.

KEEP IN MIND

Unarmed and stationary while preparing a mouth. Destroying either entrance breaks the connection.

Full dossier
Khars109
Ripper
FieldcraftRESEARCH REQUIRED

Ripper

Trhač
View Ripper

A close-range fighter that pulls a visible enemy mobile unit toward your army.

Ground unitAttacks: Ground only

155M22s170HP20C
PRODUCED ATResonance Forge
When to use it

BRING IT WHEN

Drag an exposed specialist or armored target out of formation and focus it down.

KEEP IN MIND

The pull itself deals no damage and cannot pass through obstacles or occupied ground. Follow it with real firepower.

Full dossier
Khars110
Deceiver
LogisticsRESEARCH REQUIRED

Deceiver

Klamavec
View Deceiver

A deception specialist that creates short-lived moving copies of a friendly combat unit.

Ground unitUnarmed

120M18s100HP15C
PRODUCED ATPassage Chamber
When to use it

BRING IT WHEN

Distract enemy fire, suggest a false army movement or cover a real squad reposition.

KEEP IN MIND

Unarmed. Decoys imitate attacks without damage or vision, cannot cast or harvest, and disappear on their first hit.

Full dossier
Khars111
Retuner
FieldcraftRESEARCH REQUIRED

Retuner

Přelaďovač
View Retuner

A channeling specialist that suppresses a visible resonance anchor, living root or individual Colonist production, research or defense building.

Ground unitUnarmed

140M22s120HP20C
PRODUCED ATResonance Forge
When to use it

BRING IT WHEN

Interrupt an anchor or root connection, or halt one independent Colonist building before an attack.

KEEP IN MIND

Unarmed. Movement, damage, lost vision or cleansing stops the channel. A redundant source can keep the network alive.

Full dossier
Khars112
Weaver
Support

Weaver

Tkadlec
View Weaver

A support unit that links nearby allies and shares part of incoming damage among the group.

Ground unitUnarmed

125M18s110HP
PRODUCED ATMemory Hall
When to use it

BRING IT WHEN

Spread focused damage across healthy units and keep a valuable target alive longer.

KEEP IN MIND

Unarmed. The link does not reduce total damage, and weakened partners can die from shared hits. Cleansing or losing the Weaver breaks it.

Full dossier
Khars113
Hunter
FighterRESEARCH REQUIRED

Hunter

Lovec
View Hunter

A fast interceptor that closes on enemy aircraft with short-range resonant attacks.

Air unitAttacks: Air only

105M20s100HP25C
PRODUCED ATAir Chamber
When to use it

BRING IT WHEN

Catch exposed strike aircraft, contest airspace and escort your Sowers.

KEEP IN MIND

Attacks air only. Its short reach exposes it to anti-air defenses; it cannot protect itself against ground attackers.

Full dossier
Khars114
Sower
Air strikeRESEARCH REQUIRED

Sower

Rozsévač
View Sower

An armored attack flyer that marks a delayed area blast against ground targets.

Air unitAttacks: Ground only

160M28s160HP40C
PRODUCED ATAir Chamber
When to use it

BRING IT WHEN

Cross terrain to strike clustered light units, workers or tightly packed support squads.

KEEP IN MIND

Attacks ground only. Armor reduces its effectiveness, enemies can leave the blast marker and anti-air outranges it.

Full dossier
Khars115
Stinger
Anti-air

Stinger

Bodavec
View Stinger

A ground-based anti-air specialist that protects Khar forces from enemy aircraft.

Ground unitAttacks: Air only

100M15s110HP
PRODUCED ATForming Chamber
When to use it

BRING IT WHEN

Produce it from the Forming Chamber as an early answer to air raids without advanced research.

KEEP IN MIND

Attacks air only. Ground attackers need to be handled by the rest of your army.

Full dossier
Khars116
Echocaster
Backline firepowerRESEARCH REQUIRED

Echocaster

Ozvěnář
View Echocaster

A fragile resonant walker whose strike chains through up to four nearby, visible ground enemies, losing strength with each jump.

Ground unitAttacks: Ground only

215M35s160HP50C
PRODUCED ATResonance Chamber
When to use it

BRING IT WHEN

Keep Carapaces between it and the enemy. Time its chain strike with your assault, then withdraw behind cover while it reloads.

KEEP IN MIND

Spreading out limits the chain; obstacles and lost vision stop jumps. Low health, zero armor and a brief firing pause leave it exposed to flanks. Cannot attack aircraft and is weak against structures.

Full dossier
Khars117
Prism
Fire supportRESEARCH REQUIRED

Prism

Hranol
View Prism

A resonance fighter that switches between a mobile weapon and a slow, stronger firing mode.

Ground unitAttacks: Ground only

225M30s240HP60C
PRODUCED ATResonance Forge
When to use it

BRING IT WHEN

Prepare its stronger mode before a short, coordinated attack.

KEEP IN MIND

The transition can be interrupted. Flanking punishes the slow firing mode.

Full dossier
Khars118
Razor
AssaultRESEARCH REQUIRED

Razor

Břit
View Razor

A fighter that commits to an announced straight-line dash and return.

Ground unitAttacks: Ground only

180M24s125HP40C
PRODUCED ATResonance Forge
When to use it

BRING IT WHEN

Set up a clear approach for a brief strike against exposed enemies.

KEEP IN MIND

Targets can evade the announced route. Bodies and terrain can block the attack.

Full dossier
Srost201
Cultivator
Worker

Cultivator

Pěstitel
View Cultivator

A living worker that harvests minerals, grows structures and repairs damaged buildings.

Ground unitUnarmed

55M8s75HP
PRODUCED ATMother Core
When to use it

BRING IT WHEN

Keep mineral deliveries moving. A Cultivator merges into a growing structure and returns when it completes or is cancelled.

KEEP IN MIND

Unarmed and lightly protected. Destroying a growing building also kills its embedded Cultivator; repairs cost minerals.

Full dossier
Srost202
Ridgeback
Frontline

Ridgeback

Hřbetnatec
View Ridgeback

A heavily plated organism that holds the frontline with short-range mandible attacks.

Ground unitAttacks: Ground only

120M14s330HP
PRODUCED ATWar Hatchery
When to use it

BRING IT WHEN

Shield your Spitters and support organisms while closing the distance to a vulnerable enemy.

KEEP IN MIND

Short reach makes it vulnerable to ranged pressure. Armor specialists can cut through its shell.

Full dossier
Srost203
Prowler
Scout

Prowler

Dravec
View Prowler

A fast, lightly armored predator with anti-light claws that can mark the scent of one visible enemy.

Ground unitAttacks: Ground only

70M10s70HP
PRODUCED ATSmall Hatchery
When to use it

BRING IT WHEN

Scout routes, pursue exposed workers and provide vision for your slower fighting organisms.

KEEP IN MIND

Needs to get close to attack. Armor, concentrated fire and defended entrances punish it.

Full dossier
Srost204
Acid Spitter
Anti-armor
View Acid Spitter

A ranged acid specialist whose projectiles corrode armor and inflict limited damage over time.

Ground unitAttacks: Ground only

150M17s110HP
PRODUCED ATWar Hatchery
When to use it

BRING IT WHEN

Keep it behind Ridgebacks and focus its acid projectiles on expensive armored enemies.

KEEP IN MIND

Its light body needs protection. Fast attackers can close the gap, and it cannot target aircraft.

Full dossier
Srost205
Sporecaster
SiegeRESEARCH REQUIRED

Sporecaster

Výtrusník
View Sporecaster

A living siege organism that roots in place to create persistent spore fields after marked, delayed impacts.

Ground unitAttacks: Ground only

170M25s190HP40C
PRODUCED ATSpore Chamber
When to use it

BRING IT WHEN

Bring forward vision and a protective screen when breaking a defended ground position.

KEEP IN MIND

Requires deployment and Specialized Production. Enemies can leave the marked impact or rush inside its minimum range.

Full dossier
Srost206
Mender
Support

Mender

Hojič
View Mender

A support organism that restores nearby friendly ground creatures after both leave combat.

Ground unitUnarmed

105M15s90HP
PRODUCED ATSmall Hatchery
When to use it

BRING IT WHEN

Withdraw with a Mender and recover inside living territory, where its recovery is stronger.

KEEP IN MIND

An attack or damage interrupts recovery. It cannot heal aircraft or save a unit under focused fire.

Full dossier
Srost207
Mistweaver
ControlRESEARCH REQUIRED

Mistweaver

Mlhovec
View Mistweaver

An unarmed spore organism that creates a temporary field slowing enemy ground movement.

Ground unitUnarmed

135M20s125HP20C
PRODUCED ATSpore Chamber
When to use it

BRING IT WHEN

Help your short-range frontline make contact or make it harder to leave a Sporecaster impact.

KEEP IN MIND

The mist deals no damage. Enemies can leave the field, spread out or cleanse it.

Full dossier
Srost208
Brood Carrier
TransportRESEARCH REQUIRED
View Brood Carrier

A living ground transport that slowly restores the health of passengers in its four-slot brood pouch.

Ground unitUnarmed

145M22s250HP20C
PRODUCED ATMigration Hatchery
When to use it

BRING IT WHEN

Evacuate survivors along a protected route. Each passenger recovers 6 HP/s, or a base 9 HP/s in connected living territory.

KEEP IN MIND

Heavy units use more slots. Slower than the Colonist transport; destruction kills its passengers. Unloading needs clear ground and stationary preparation.

Full dossier
Srost209
Burrower
MobilityRESEARCH REQUIRED

Burrower

Norař
View Burrower

A specialist that prepares a short local transfer of nearby ground allies within living territory.

Ground unitUnarmed

160M24s160HP20C
PRODUCED ATMigration Hatchery
When to use it

BRING IT WHEN

Spend 25 minerals and two seconds of preparation to reposition a small group for an assault or retreat.

KEEP IN MIND

Both ends must be in your active living area, with free landing space. Four cargo slots limit the group; it creates no permanent tunnel mouths.

Full dossier
Srost210
Grappler
ControlRESEARCH REQUIRED

Grappler

Chapadlovec
View Grappler

A combat organism that briefly holds a visible enemy ground unit in place with its tentacles.

Ground unitAttacks: Ground only

155M22s185HP20C
PRODUCED ATMutation Chamber
When to use it

BRING IT WHEN

Hold an enemy inside acid or spores while the rest of the brood attacks.

KEEP IN MIND

The target can still fight. Moving, damage to the Grappler, lost vision or cleansing interrupts the hold.

Full dossier
Srost211
Parasite
SupportRESEARCH REQUIRED

Parasite

Parazit
View Parasite

An unarmed specialist that infects one combat unit, revealing it and weakening direct weapon damage by 30% for eight seconds.

Ground unitUnarmed

140M22s100HP20C
PRODUCED ATMutation Chamber
When to use it

BRING IT WHEN

Weaken a dangerous damage dealer while the infection adds limited damage over time.

KEEP IN MIND

Cannot target workers. Cleansing removes the infection and weakness; it does not spread or stack, and already-fired ammunition keeps its damage.

Full dossier
Srost212
Symbiont
Support

Symbiont

Symbiont
View Symbiont

A support organism that transfers 16 of its own HP per second to one wounded ally within range.

Ground unitUnarmed

110M18s95HP
PRODUCED ATSmall Hatchery
When to use it

BRING IT WHEN

Keep a healthy Symbiont near a valuable survivor to transfer health during a maintained channel.

KEEP IN MIND

Creates no new health and stops at one HP. Movement, damage to the donor or a broken connection interrupts the transfer.

Full dossier
Srost213
Stinger
FighterRESEARCH REQUIRED

Stinger

Žihadlo
View Stinger

A swift flying organism that intercepts hostile aircraft with biological darts.

Air unitAttacks: Air only

105M20s115HP25C
PRODUCED ATSky Hatchery
When to use it

BRING IT WHEN

Escort Blightwings and protect your army from enemy air raids.

KEEP IN MIND

Attacks air only. Ground anti-air and anti-air towers can engage it without taking return fire.

Full dossier
Srost214
Blightwing
Air strikeRESEARCH REQUIRED

Blightwing

Morovec
View Blightwing

An armored flying organism that attacks ground targets with concentrated spore fire.

Air unitAttacks: Ground only

160M28s190HP40C
PRODUCED ATSky Hatchery
When to use it

BRING IT WHEN

Fly over terrain and buildings to threaten exposed armor from another approach.

KEEP IN MIND

Cannot attack aircraft. Escort it with Stingers and avoid mobile or stationary anti-air.

Full dossier
Srost215
Spinecaster
Anti-air

Spinecaster

Ostnostřel
View Spinecaster

A ground organism that launches long-range spines at aircraft, available without advanced research.

Ground unitAttacks: Air only

110M15s120HP
PRODUCED ATWar Hatchery
When to use it

BRING IT WHEN

Add air defense to your army directly from the War Hatchery while your air branch is still locked.

KEEP IN MIND

Targets aircraft only. Keep ground attackers away with Ridgebacks and other fighting organisms.

Full dossier
Srost216
Spewer
Backline firepowerRESEARCH REQUIRED

Spewer

Chrlič
View Spewer

A fragile bombardier that launches three delayed acid blasts into clustered ground enemies while sheltered behind your brood.

Ground unitAttacks: Ground only

230M35s190HP55C
PRODUCED ATSpore Chamber
When to use it

BRING IT WHEN

Protect it with Ridgebacks and sustain pressure near your living network. Mistweavers help keep enemies inside the marked impacts; no siege deployment is required.

KEEP IN MIND

Enemies can move out of each marked blast. Low health, zero armor, slow movement and pauses during the salvo make a flank dangerous. Cannot attack aircraft and deals little damage to buildings.

Full dossier
Srost217
Brood Mother
SupportRESEARCH REQUIRED

Brood Mother

Líhňová matka
View Brood Mother

A living carrier that prepares up to three paid, temporary brood creatures in the living network.

Ground unitUnarmed

250M34s320HP70C
PRODUCED ATMutation Chamber
When to use it

BRING IT WHEN

Prepare a brood inside connected living ground before pressuring nearby territory.

KEEP IN MIND

Preparation can be interrupted. Area attacks and pressure on the mother punish the brood investment.

Full dossier
Srost218
Morph
Fire supportRESEARCH REQUIRED

Morph

Měňavec
View Morph

A biological fighter that transforms into a rooted firing form on living ground.

Ground unitAttacks: Ground only

210M30s290HP55C
PRODUCED ATMutation Chamber
When to use it

BRING IT WHEN

Prepare a defended firing position within the connected network.

KEEP IN MIND

Transformation takes time and can be interrupted. Rooting does not restore health and leaves it open to flanks.

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Srost219
Broodling
Assault
View Broodling

A paid, temporary creature prepared by a Brood Mother, outside ordinary production queues.

Ground unitAttacks: Ground only

45M3s38HP
CREATED BYBrood Mother
When to use it

BRING IT WHEN

Spend a prepared brood on a timed attack from living territory.

KEEP IN MIND

It reserves supply, expires and provides no recyclable value. Grouped creatures are vulnerable to area damage.

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Camp allies301
Stone Thrower
Camp support

Stone Thrower

Kamenný strom
View Stone Thrower

A slow, walking woodland giant that hurls real stone projectiles at ground units and aircraft. Temporary autonomous support from a captured Stone Grove.

Ground unitAttacks: Ground and air

120s support45s lifetime240HP
OBTAINED FROMStone Grove
When to use it

BRING IT WHEN

Capture a Stone Grove to open another front. Its steady ranged fire can pressure exposed troops and aircraft while your own army fights elsewhere.

KEEP IN MIND

Slow and weak against armor and buildings. It attacks automatically, leaves after 45 seconds and cannot capture objectives, board transports or be copied. You cannot redirect it as part of your army.

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Camp allies302
Root Skitter
Camp raider

Root Skitter

Kořenový běs
View Root Skitter

A fast, fragile bark creature that rushes exposed workers. Skitter Nests and Stone Groves send it on temporary, autonomous ground raids.

Ground unitAttacks: Ground only

120s support45s lifetime45HP
OBTAINED FROMSkitter Nest or Stone Grove
When to use it

BRING IT WHEN

Secure a Skitter Nest to threaten an unguarded economy: its raiders seek nearby visible workers. The skitter in a Stone Grove wave follows ordinary attack-move alongside the Stone Thrower instead of using the nest’s worker-hunting orders.

KEEP IN MIND

Only 45 HP and poor damage against armor and structures. Cannot attack aircraft. Each Skitter leaves after 45 seconds; camp allies cannot be controlled, transported, copied or used to capture another camp.

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Camp allies303
Root Saboteur
Camp raider

Root Saboteur

Kořenový sabotér
View Root Saboteur

A fast autonomous ground raider from a captured Saboteur Den, specialized in attacking exposed base infrastructure.

Ground unitAttacks: Ground only

120s support45s lifetime90HP
OBTAINED FROMSaboteur Den
When to use it

BRING IT WHEN

Capture its Highlands camp to threaten visible supply depots, resonance anchors and nodes, living roots or catalyst extractors along the raid route.

KEEP IN MIND

Armed defenders take priority over economic targets and can screen the approach. Saboteurs cannot attack aircraft or inspect hidden infrastructure. They provide temporary support and cannot be commanded or transported.

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COMMANDER’S NOTE

Camp allies are independent, temporary and autonomous: capture their camp instead of training them. Aircraft and camp allies cannot capture control points. Weapon target layers determine which units can attack aircraft.

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