+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.

18 of 60 units
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
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.