Nuclear Dawn

Nuclear Dawn

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ND Knowledge preservation
By QBob
Dump of mostly useful information from the official wiki (which is dead).
   
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Classes and kits, pt1
ASSAULT
Assault players aren’t just common foot soldiers. Armed with a number of kits that cover all tactical roles, Assaults are the most versatile combatants in the game. Moderately armored with powerful long range weapons, they are a force to be reckoned with, especially when they use their Thermal Vision to seek out stealth players.

Special Ability
The Assault's Thermal Vision is the most effective way of dealing with cloaked Stealths. It grows less effective over distance. Use it to defend your Exos.
Note that while using Thermal Vision the player's heads up display (HUD) still shows all of the information otherwise provided with it off.

Infantry Kit
As an Assault Infantry, you are the backbone of any front line force. True, the Exo is the meat on those bones, but without you, they're extremely stabbable fat bags of jelly. You are the most versatile Soldier in Nuclear Dawn and are almost never at a severe disadvantage. You will always find yourself on the front line, protecting Exos from Stealths, using your grenades to flush out any hunkered-down enemies, and generally sending as much fire the enemy's way as possible.

Loadouts:
    Consortium:
  • FN-H F2100 TR Assault rifle
  • BAG-90 pistol
  • M-87 Fragmentation Grenades
  • Thermal Vision
    Empire:
  • C1 Avenger Assault rifle
  • BAG-90 pistol
  • M-87 Fragmentation grenades
  • Thermal Vision

Grenadier Kit
The Assault Grenadier is the perfect class to bridge the gap between Structure destruction and Soldier slaying. You are armed with a powerful and high ammo capacity grenade launcher that can inflict heavy damage to structures, and your Shotgun is devastating to enemy troops in close quarters. You will also be armed with Fragmentation grenades, perfect for destroying clusters of enemies or clearing out Resource points.

Loadouts:
Loadouts for this kit is similar for both sides
  • M52 Hydra grenade launcher
  • SPETZ-9 Shotgun
  • BAG-90 pistol
  • M-87 Fragmentation grenades
  • Thermal Vision

Marksman Kit
The Assault Marksman is excellent for killing all types of enemy infantry. With this kit, you get to outrange and take out enemy Exos, and you still have the Thermal Vision to take out Stealths. However, sniping in Nuclear Dawn is not as easy as in other games: Except for Stealth units, only headshots are one-shot kills, and the Exo is still hard to put down. You have chosen a more technical class. Unlike the Stealth Sniper, you are built for camping. You have two landmines to defend you, and your higher health means you can survive a volley from the enemy. Bring a Medic, and you'll have someone to heal you and guard the door. Bring an Engineer, and your combined four initial mines, the Ammo Pack, and his shotgun, will make you untouchable.

Loadouts:
    Consortium:
  • Paladin PLR-5 Sniper rifle
  • BAG-90 pistol
  • Daisycutter anti-personnel Mine
  • Thermal Vision
    Empire:
  • PSG-L Sniper rifle
  • BAG-90 pistol
  • Daisycutter anti-personnel Mine
  • Thermal Vision

EXO
The heaviest of all classes. It commands respect with its chaingun and almost unlimited supply of bullets. What the Exo lacks in speed, it makes up for with overwhelming firepower, against both Soldiers and Structures. They are the primary targets of Stealth Assassins and have no defense against them, other than Assault teammates.

Special Ability
As an Exo, you are able to lock down your suit to give yourself near pinpoint accuracy with your heavy weapons. However, locking down the suit will leave you completely immobile, and you will only be able to view within a 180 degree arc in front of you.



Suppression Kit
The Suppression Exo is the heavyweight behind any team, destroying anything that decides to get too close. You are the perfect class for defending Resource Points against large numbers of attackers thanks to your huge health pool and unstoppable close range devastation. Generally inaccurate, you gain near pinpoint accuracy when locked down. Even if the enemy has the advantage of numbers, they will think twice about attacking any position that has you inside.

Loadouts:
Loadouts for this kit is similar for both sides
  • GAU-20p Chaingun
  • Bag90 pistol
  • Suit Lockdown
Siege Kit
The Siege Exo is Nuclear Dawn's number one wrecking machine. Your primary role is to destroy as many enemy Structures as possible. With your heavily-armored Exo suit and powerful devastating explosive weapons, you are practically a walking tank that will destroy everything the other Commander puts in your way. There is little defense against a pack of you and your Siege friends covered by anti-Stealth Assaults. Commanders know you out-range everything he has, so be cautious about corners. The Empire's version carries more ammunition, but the Consortium's causes more damage to balance this.

Loadouts:
    Consortium
  • M95 L.A.W.S
  • Bag90 pistol
  • Suit Lockdown
    Empire
  • X01 Railgun
  • Bag90 pistol
  • Suit Lockdown
Classes and kits, pt2
STEALTH
The lightest, quickest player in the field. The Stealths' Special Ability is a light refraction cloaking mechanism that renders them invisible to the naked eye, and allows them to take down any enemy with razor sharp knives, or from a distance with a sniper kit. Beware, though, as Stealths are true glass cannons, and will easily perish in open combat.

Special Ability
The Tactical Cloak turns you invisible. It's the life and blood of the Stealth class and allows you to position yourself skillfully for maximum carnage. The Assault's Special Ability, the Thermal Visor, can see through your disguise, however. Also keep in mind that there is a temporary "mid-cloak" phase where the player is not fully visible nor fully cloaked. It is suggested that you run in a random direction when cloaking in front of an enemy, then switch directions once fully cloaked so they can't predict your plan of action.

Assassin Kit
As a Stealth Assassin, you are the lethal infiltrator of Nuclear Dawn. Your primary role is to take out key targets on the battlefield, such as the slow-moving Exos and any support troops (Except Assaults) to prevent them from providing aid to the people trying to kill your team. Your tactical cloak is extremely important, but remember, any good or even half-baked Assault will see and kill you quickly.

Loadouts:
    Consortium
  • MP-500 Sub machine gun
  • Bag90 pistol
  • Knives
  • Tactical Cloak
    Empire
  • SP-5 K1 Sub machine gun
  • Bag90 pistol
  • Arm blades
  • Tactical Cloak
Sniper Kit
Stealth Snipers are designed for rapid re-positioning so as to always engage the highest value target from a prime position. You are not good for camping, as Assault counter-snipers will see you and everyone else will chase you. You are practically defenseless in close range or open combat. The Silencer attachment is your best friend, as it does not let your victims know which direction you are shooting from.

Loadouts:
    Consortium
  • Paladin PLR-5 Sniper rifle
  • Bag90 pistol
  • Tactical cloak
    Empire
  • PSG-L Sniper rifle
  • Bag90 pistol
  • Tactical cloak
Saboteur Kit
Stealth Saboteurs are ambush and harassment units. You specialize in taking out undefended buildings (Especially Relay Towers and Supply Stations), killing clustered enemies, or even simply assassinating a target. You can carry a max of three R.E.D. bombs, which are set with fire and detonated with alt-fire. The Saboteur can replenish one R.E.D. from an ammo pack or multiple from a supply station. Once eight R.E.D.s are placed, any subsequent R.E.D.s will replace the oldest R.E.D.s so that the maximum amount of R.E.D.s one player can detonate at once never exceeds eight. As usual, Assaults are your weakness.

Loadouts:
    Consortium
  • MP-7 Machine pistol
  • Bag90 pistol
  • R.E.D.
  • Tactical cloak
    Empire
  • PP-22 Machine pistol
  • Bag90 pistol
  • R.E.D.
  • Tactical cloak

SUPPORT
The Support class ensures that both Structures and Soldiers remain upright with its Engineer and Medic kits, respectively. In combat, a Support can cripple enemy fortifications and Soldierss with EMP and gas grenades. If the situation calls for it, the Flamethrower weapon kit can burn a path straight through the toughest enemies.

Special Ability
Unlike the other classes, Supports don't have a specific ability. Instead, when you press the Ability button, you'll pull out your kit's unique weapon.



Medic Kit
Being the Medic in your Squad is often far more valuable than bringing another powerful gun to the team. With your Medical Packs able to heal teammates back to full health and poison grenades to hold off any attackers while they heal up, you can easily determine the success or failure of any front line confrontation. Your enemies will learn to fear the purple cross, as your Hypospray reduces damage by 70% for the people you give it to. Don't think you're defenseless, either; your machine pistol's amazingly high rate of fire is second only to the Exo's Chaingun. If your enemies get too close, show them the hard way that you are more than just a healer.

Loadouts:
    Consortium
  • MP-7 Machine Pistol
  • BAG-90 Pistol
  • Field Medical Pack
  • Hypospray
  • P-12 Poison Grenade
    Empire
  • PP-22 Machine Pistol
  • BAG-90 Pistol
  • Field Medical Pack
  • Hypospray
  • U-23 Radiation Grenade
Engineer Kit
You are the Commander's best friend. He expends Resource Points to fix Structures, and they take a long time to heal. Your Blowtorch repairs Structures for free and extremely quickly. Also, the Commander cannot repair the Command Bunker. Defense not your plan? Then use your E.M.P. Grenades to take the enemy's power out for a short time so your Siege teammates can take it down without worrying about the turrets. Those grenades also act as a flashbang against Soldiers. In the early game and in no-build zones, your two Ammo kits are crucial to keeping troops well-stocked. Your repair tool can also be used to destroy enemy buildings and is perfect for taking down power lines defended by a turret you have just E.M.P.'d.

Loadouts:
Loadouts for this kit is similar for both sides
  • SPETZ-9 Shotgun
  • BAG-90 Pistol
  • Field Repair Tool
  • Ammo Kit
  • Daisycutter Anti-Personnel Mine
  • E.M.P. Grenade
BBQ Kit
The BBQ kit is lethal in the right hands. Outfitted with Poison grenades, Fragmentation grenades, and a powerful Flamethrower, you are able to cause all kinds of chaos. Enemy Medics will have a tough time if their patients are both poisond AND burning. You can also just enter a room and set everything alight, causing damage and confusion for your teammates to capitalize on. You have a Radar Kit, which reveals enemy activity to your Commander in a small radius when thrown. You can destroy most Structures annoyingly fast- annoying for the other Commander, that is. Beware: You have low health and extremely low range.

Loadouts:
    Consortium
  • NX-300 Flamethrower
  • BAG-90 Pistol
  • P-12 Poison Grenade
  • M-87 Fragmentation Grenade
  • Radar Kit
    Empire
  • NX-300 Flamethrower
  • Bag90 Pistol
  • U-23 Radiation Grenade
  • M-87 Fragmentation Grenade
  • Radar Kit
Weapons and gear
Information about weapons and gear preserved in this steam guide:
https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=115664064
Gizmos pt1
Gizmos are upgrades for certain loadouts, generally improving them in one particular area.
General Gizmos are available across all kits as long as the prerequisite general rank has been reached and/or surpassed. Class Gizmos require a certain class level in that class.
(This rank can be seen when choosing gizmos in the load-out screen or if you go to your career page on the menu).
Certain gizmos have two tiers, with the highest tier providing greater bonuses than the lower tier. Specific class gizmos gain tier 2 status at the class levels 25 and 30.

General Gizmos
Icon                         
Name
Descripion
Unlock Level
Tier 1 Effect
Tier 2 Effect
Armour Piercing
Hardened bullet tips trade some tissue disruption for increased armor penetration, resulting in higher damage to heavily armored targets.
1
Increases damage against Exos by 35%; decreases damage against Supports, Assaults, and Stealths by 25%
-
Magazine Compression
Tier 1 Flavor Text: Improvements in industrial processes have allowed for magazines with improved ammunition capacities to be produced efficiently and cheaply.
Tier 2 Flavor Text: Breakthroughs in state of the art bullet compression technology has allowed for the creation of magazines with unmatched ammunition capacity at an affordable cost.
5/35
+20% magazine capacity
+40% magazine capacity
Advanced Munitions
Tier 1 Flavor Text: Higher quality munitions deliver more effective damage output resulting in a slight damage increase with all weapons.
Tier 2 Flavor Text: State of the art AI-driven munitions deliver unmatched damage output resulting in a moderate damage increase with all weapons.
8/45
increases damage done vs. infantry with all weapons by 7.5% and increases the damage done vs. structures with the repair tool by 15%
increases damage done vs. infantry with all weapons by 7.5% and increases the damage done vs. structures with the repair tool by 15%
Silencer
This simple accessory reduces weapon report and the muzzle flare of most ballistic weapons.
12
Adds a silencer attachment to applicable weapons (Rifles, SMGs, and sidearms).
-
Weapon Stabilizer
Customized weapon kits reduce recoil and increase weapon performance over longer ranges.
21
Adds an optical scope to applicable weapons (Rifles, SMGs, and siege weapons) and increases accuracy for all weapons.
-
Tactical Regeneration
A colony of miniaturized, AI-driven medbots in your bloodstream automatically repair all tissue and bone damage, when your body is at rest.
60
Automatically regenerate health after sustaining damage for a period of time, 100 health over 30 seconds. Currently the only means of healing while under the affects of Hypospray.
-

Assault Gizmos
Icon                         
Name
Descripion
Unlock Level
Tier 1 Effect
Tier 2 Effect
Advanced Inventory
Tier 1 Flavor Text: Extra ammunition helps increase time in the field as well as survivability while reducing reliance on supply stations.
Tier 2 Flavor Text: Additional magazines enable soldiers to stay in the field for lengthier durations of time especially when resupplies are scarce.
10/25
Increases magazines carried by one.
Increases magazines carried by two.
Sprinter
Tier 1 Flavor Text: Smart ganglia organize ATP production and distribution in your legs, making you faster on all terrains.
Tier 2 Flavor Text: Synthetic fibre grafts, coupled with smart ATP processing, give you a considerable speed boost on the battlefield.
15/30
Increases movement speed 7,5%
Increases movement speed 15%
Kinetic Field
A powerful multiphasic energy cocoon surrounds you, deflecting the first kinetic impact from any source. Extremely slow recharge.
50
Deflects first source of damage
-

Exo Gizmos
Icon                         
Name
Descripion
Unlock Level
Tier 1 Effect
Tier 2 Effect
Armadillo
Tier 1 Flavor Text: Scrap metal salvaged from the battlefield is used as reinforcement for your existing armour, reducing incoming damage from all sources.
Tier 2 Flavor Text: The motors in your suit are used to generate a powerful structural integrity field, which greatly increases your resistance to all damage types.
10/25
Increases overall damage resistance by 7.5%
Increases overall damage resistance by 15%
Siege specialist
Tier 1 Flavor Text: You mastered the use of your weaponry for siege warfare. As a result, damage against structures receive a moderate increase.
Tier 2 Flavor Text: Kit mastery and years of role experience combine in the ultimate siege warfare boost. Damage against structures receive a substantial increase.
15/30
Increases damage vs. structures by 7.5% and firing rate by 12.5%
Increases damage vs. structures by 15% and firing rate by 25%
Homewrecker
Advanced targeting software linked directly with your arm motors corrects your aim, greatly increasing damage against all structure types.
50
Increases damage vs. structures by 20%
-
Gizmos pt2
Stealth Gizmos
Icon                         
Name
Descripion
Unlock Level
Tier 1 Effect
Tier 2 Effect
Melee specialist
Tier 1 Flavor Text: Black Ops experience on the battlefield translates in an damage increase when wielding your blades.
Tier 2 Flavor Text: Refined grips and a life time of experience allow you to strike with deadly precision, greatly increasing your blades' damage.
10/25
increases damage done with knives/armblades and backstabs with 17,5%
increases damage done with knives/armblades and backstabs with 35%
Chameleon
Tier 1 Flavor Text: Enhanced bio-circuitry drains your body heat to provide a power boost that increases cloaking time.
Tier 2 Flavor Text: Advanced power management routines plugged into your cortex increase cloaking time and decrease cloak cooldown time.
15/30
Increases maximum cloaking time by 2,5 seconds and 7.5% faster stealth energy regeneration
Increases maximum cloaking time by 5 seconds and 15% faster stealth energy regeneration
Nano lungs
Surgically implanted miniaturized iron lungs minimize thoracic movement during respiration. Breathing no longer affects your weapons precisions when sniping, or wielding other firearms.
50
Negates "breathing" effect when using ironsights/scopes
-

Support Gizmos
Icon                         
Name
Descripion
Unlock Level
Tier 1 Effect
Tier 2 Effect
Smooth operator
Tier 1 Flavor Text: Time spent customizing your tools makes you more effective on the battlefield, granting a moderate repair and healing bonus.
Tier 2 Flavor Text: You tweaked your tools with salvaged components from home base, granting a substantial repair and healing bonus.
10/25
Increases healing done by 15% and repairing done by 5%
Increases healing done by 30% and repairing done by 10%
Bunny
Tier 1 Flavor Text: The humorously named Hamper bandolier allows you to carry a small amount of extra grenades of all types.
Tier 2 Flavor Text: Redesigned grenade holding satchels allow you to carry more grenades than regular kits allow, for all types of grenades.
15/30
Increases grenades carried by one.
Increases grenades carried by two.
Support warfare
The devastation of war turns you away from your chosen Support profession, and advanced training and customization make all your weapons, including grenades, deadlier.
50
Increases damage done with all weapons the same way as advanced munitions, increases damage done with P12/U23 grenades by 55% and increases the splash effect on frag grenades
-
Research Tech
Command Bunker
The Command Bunker has two researches: Power Modulation and Field Tactics.
  • Power Modulation: Makes power production more efficient, increasing the capacity of all generators. The Command Bunker's power generation increases by 12.5%, and the Power Station's increases by 10%. It is required to construct the Radar Station. (Cost: 2500R)
  • Field Tactics: Unlocks the Armory, a building where advanced researches can be made. (Cost: 2500R)
Armory
The Armory contains advanced researches.
  • Advanced Kits: Unlocks advanced kits for the foot soldiers, i.e. the Grenadier Kit for the assault, the Siege Kit for the exo, and the BBQ Kit for the support. (Cost: 2500R)
  • Advanced Manufacturing: Allows the building of advanced turrets (Rocket, Sonic, and Flamethrower, turrets). (Cost: 2500R)
  • Commander Abilities: Unlocks the use of the three abilities (Heal, Poison, and Damage) at the Command Bunker. Has three tiers of research. (Cost: 2500R / 5000R / 12500R)
  • Infantry Boost: Increases health and weapon damage for all infantry classes. Has three tiers of research. (Cost: 5000R / 12500R / 25000R)
  • Structural Reinforcement: Increases hit points for all Structures. Existing structures will be upgraded as well. Has three tiers of research. (Cost: 5000R / 12500R / 25000R)
Research Stats
Infantry Boost I - A slight increase in health and weapon damage for all infantry classes
  • 10% greater max health upon spawn
  • 5% more damage against players
Infantry Boost II - A moderate increase in health and weapon damage for all infantry classes
  • 15% greater max health upon spawn
  • 8% more damage against players
Infantry Boost III - A substantial increase in health and weapon damage for all infantry classes
  • 20% greater max health upon spawn
  • 12% more damage against players
Structure Boost I - A slight hit point increase for all structures. Upgrades existing structures as well.
  • 10% greater max health
Structure Boost II - A moderate hit point increase for all structures. Upgrades existing structures as well.
  • 15% greater max health
Structure Boost III - A substantial hit point increase for all structures. Upgrades existing structures as well.
  • 25% greater max health
Empire Structures
Command Bunker
  • Cost: N/A
  • HP: 16,000
  • Power: +1200 (+1350 With Power Modulation)
  • Time to build: N/A
The Command Bunker is the most important building in the entire game. It is where the Commander enters RTS Commander Mode. In Warfare Mode the team loses when the Command Bunker is destroyed. It provides a little more than a Power Plant's worth of power for the starting buildings. It can only be repaired by a engineer, as the Commander repair button does not exist for this building. It also makes cloaked enemy Stealths visible to all units. If the Assembler is destroyed, the Command Bunker can build another one.

Assembler
  • Cost: 10,000R
  • HP: 7500
  • Power: -500
  • Time to build: 56 Seconds
This building allows you to build all other buildings. Start by clicking on this building and finding the structure you wish to build. If this building is destroyed you can no longer build any other buildings. Starting assembler cannot be sold, but you can sell additional ones.

Transport Gate
  • Cost: 1500R
  • HP: 5000
  • Power: -100
  • Time to build: 25 Seconds
This is the structure from which FPS Soldiers spawn. Interestingly enough, it has the highest hit points with the lowest cost of any other structure. It can be used as cover for your troops or even as a distraction for turrets, though this is generally undesirable.

Power Station
  • Cost: 3000R
  • HP: 5000
  • Power: +950 (+1045 with power modulation)
  • Time to build: 35 seconds
The Power Station provides power to other structures. Power is a resource that Commanders need to keep an eye on and use effectively to maximize their efficiency. Power Stations have good health, but can still be taken down by a single Siege Exo. They are also large, so intelligent space management is crucial. The Empire's version generates a little more Power.
It may be a good idea to build Power Stations near secure front lines to prevent a smart team from destroying a Power Relay and taking the forward base off of the Power grid. However, this may also expose the Stations to fire, and it takes much longer to recover from a destroyed Power Station than a Power Relay.

Relay Tower
  • Cost: 1750R
  • HP: 3000
  • Power: N/A
  • Time to build: 25 Seconds
  • Radius: 2,400 units
This structure is used to distribute a Commander's power. For the Empire, each Tower must be within line of sight to be placed. Commanders should plan ahead and make a route with their power nodes. They should also try to get maximum distance with each node for maximum Resource efficiency. The Empire's version has almost double range and roughly 1/3 less activation time, allowing the Empire to, in the reversal of a popular theme, move extremely fast, while the Consortium lumbers along.

Supply Station
  • Cost: 2000R
  • HP: 1250
  • Power: -100
  • Time to build: 18 Seconds
Supply Stations heal 400 HP with a full health supply. Therefore, Exos usually drain these instantly and then wait near it for full recovery. It takes nearly a full Ammo bar to restore an empty Siege Exo's ammunition and about 40% to restore an empty Infantry Assault's rifle. Grenades take nearly nothing to supply, about 5-10%.

Armory
  • Cost: 2000R
  • HP: 3500
  • Power: -250
  • Time to build: 59 Seconds
  • Requires : Field Tactics
The Armory is used to research Advanced Kits, higher level turrets, and Commander Abilities. It is almost impossible for a team to win without this structure. FPS Soldiers can use it to resupply and heal instantly and change their class.

Radar Station
  • Cost: 3000R
  • HP: 3500
  • Power: -250
  • Time to build: 33 Seconds
  • Requires: Armory and Power Modulation
  • Radius: 3,000 units
The Radar Station reveals enemy activity in a large radius. It also reveals the location of cloaked Stealths to the Commander, and consequently, the Commander's turrets.

Artillery
  • Cost: 3000R
  • HP: 2100
  • Power: -225
  • Time to build: 34 Seconds
  • Radius: 2,500 units
  • Reload Time: 8 seconds
  • Rounds/volley: 3 rounds
  • Rate of Fire: 1 rounds/second
  • Damage/round: 175
The Artillery is capable of launching high explosive shells at long range. It is manually fired by the Commander, which means if the Commander is not paying attention, then the Artillery is wasted. If he does pay attention, then the Artillery has the potential to do more damage both offensively and defensively then a turret. Commanders can toggle the Artillery to allow their Soldiers to control the structure. To fire, the Soldier opens the radial menu (default is hold "q") and moves the mouse down to "Request Artillery Strike." The target area is where the Soldier was aiming; and if there is an in-range Artillery with strike calls allowed, it will fire on the target area. Multiple Artillery will not fire for a single call.

Machine-gun Turret
  • Cost: 3,500R
  • Health: 2,100HP
  • Power: -150
  • Build Time: 23 seconds
  • Radius: 1,500 units
  • Rounds/volley: 1 rounds
  • Rate of Fire: 0.2 rounds/second
  • Damage/round: 8
The Machine Gun Turret is a high rate of fire defense structure for taking down enemy infantry. It has standard turret range, but is a bit weak, especially against Exos.

Rocket Turret
  • Cost: 4,000R
  • Health: 2,100HP
  • Requires: Armoury and Advanced Manufacturing
  • Power: -200
  • Build Time: 22 seconds
  • Radius: 1,500 units
  • Reload Time: 1.25 seconds
  • Rounds/volley: 1/4 rounds
  • Rate of Fire: 0.125 rounds/second
  • Damage/round: 40
The Rocket Turret is capable of launching high-damage missiles at armored enemies. It is more effective than the Machine Gun Turret, having much more power for the same range. It only costs 500R more than the MG Turret.

Flamethrower Turret
  • Cost: 3,000R
  • Health: 4,500HP
  • Requires : Armoury and Advanced Manufacturing
  • Power : -200
  • Build Time: 14 seconds
  • Radius: 550 units
  • Rounds/volley: 1 rounds
  • Rate of Fire: 0.1 rounds/second
  • Damage/round: 10
The Flamethrower Turret is ideal for incinerating enemies at close quarters. It has high power at a short range, but is not as powerful as the Rocket Turret. It is the cheapest turret.
Consortium Structures
Command Bunker
  • Cost: N/A
  • HP: 16,000
  • Power: +1200 (+1350 With Power Modulation)
  • Time to build: N/A
The Command Bunker is the most important building in the entire game. It is where the Commander enters RTS Commander Mode. In Warfare Mode the team loses when the Command Bunker is destroyed. It provides a little more than a Power Plant's worth of power for the starting buildings. It can only be repaired by a engineer, as the Commander repair button does not exist for this building. It also makes cloaked enemy Stealths visible to all units. If the Assembler is destroyed, the Command Bunker can build another one.

Assembler
  • Cost: 10,000R
  • HP: 7500
  • Power: -500
  • Time to build: 56 Seconds
This building allows you to build all other buildings. Start by clicking on this building and finding the structure you wish to build. If this building is destroyed you can no longer build any other buildings. Starting assembler cannot be sold, but you can sell additional ones.

Transport Gate
  • Cost: 1500R
  • HP: 5000
  • Power: -100
  • Time to build: 25 Seconds
This is the structure from which FPS Soldiers spawn. Interestingly enough, it has the highest hit points with the lowest cost of any other structure. It can be used as cover for your troops or even as a distraction for turrets, though this is generally undesirable.

Power Station
  • Cost: 3000R
  • HP: 5000
  • Power: +750 (+825 with power modulation)
  • Time to build: 35 seconds
The Power Station provides power to other structures. Power is a resource that Commanders need to keep an eye on and use effectively to maximize their efficiency. Power Stations have good health, but can still be taken down by a single Siege Exo. They are also large, so intelligent space management is crucial. The Empire's version generates a little more Power.
It may be a good idea to build Power Stations near secure front lines to prevent a smart team from destroying a Power Relay and taking the forward base off of the Power grid. However, this may also expose the Stations to fire, and it takes much longer to recover from a destroyed Power Station than a Power Relay.

Wireless Repeater
  • Cost: 2,000R
  • Health: 3,000HP
  • Power: 0
  • Build Time: 26 seconds
  • Radius: 1,750 units
This structure is used to distribute a Commander's power. For the Consortium, there does not need to be a clear line of sight. Commanders should try to get maximum distance with each node for maximum Resource efficiency. The Empire's version has almost double range and roughly 1/3 less activation time, allowing the Empire to, in the reversal of a popular theme, move extremely fast, while the Consortium lumbers along.

Supply Station
  • Cost: 2000R
  • HP: 1250
  • Power: -100
  • Time to build: 18 Seconds
Supply Stations heal 400 HP with a full health supply. Therefore, Exos usually drain these instantly and then wait near it for full recovery. It takes nearly a full Ammo bar to restore an empty Siege Exo's ammunition and about 40% to restore an empty Infantry Assault's rifle. Grenades take nearly nothing to supply, about 5-10%.

Armory
  • Cost: 2000R
  • HP: 3500
  • Power: -250
  • Time to build: 59 Seconds
  • Requires : Field Tactics
The Armory is used to research Advanced Kits, higher level turrets, and Commander Abilities. It is almost impossible for a team to win without this structure. FPS Soldiers can use it to resupply and heal instantly and change their class.

Radar Station
  • Cost: 3000R
  • HP: 3500
  • Power: -250
  • Time to build: 33 Seconds
  • Requires: Armory and Power Modulation
  • Radius: 3,000 units
The Radar Station reveals enemy activity in a large radius. It also reveals the location of cloaked Stealths to the Commander, and consequently, the Commander's turrets.

Artillery
  • Cost: 3000R
  • HP: 2100
  • Power: -225
  • Time to build: 34 Seconds
  • Radius: 2,500 units
  • Reload Time: 8 seconds
  • Rounds/volley: 3 rounds
  • Rate of Fire: 1 rounds/second
  • Damage/round: 175
The Artillery is capable of launching high explosive shells at long range. It is manually fired by the Commander, which means if the Commander is not paying attention, then the Artillery is wasted. If he does pay attention, then the Artillery has the potential to do more damage both offensively and defensively then a turret. Commanders can toggle the Artillery to allow their Soldiers to control the structure. To fire, the Soldier opens the radial menu (default is hold "q") and moves the mouse down to "Request Artillery Strike." The target area is where the Soldier was aiming; and if there is an in-range Artillery with strike calls allowed, it will fire on the target area. Multiple Artillery will not fire for a single call.

Machine-gun Turret
  • Cost: 3,500R
  • Health: 2,100HP
  • Power: -150
  • Build Time: 23 seconds
  • Radius: 1,500 units
  • Rounds/volley: 1 rounds
  • Rate of Fire: 0.2 rounds/second
  • Damage/round: 8
The Machine Gun Turret is a high rate of fire defense structure for taking down enemy infantry. It has standard turret range, but is a bit weak, especially against Exos.

Rocket Turret
  • Cost: 4,000R
  • Health: 2,100HP
  • Requires: Armoury and Advanced Manufacturing
  • Power: -200
  • Build Time: 22 seconds
  • Radius: 1,500 units
  • Reload Time: 2.5 seconds
  • Rounds/volley: 1/4 rounds
  • Rate of Fire: 0.25 rounds/second
  • Damage/round: 75
The Rocket Turret is capable of launching high-damage missiles at armored enemies. It is more effective than the Machine Gun Turret, having much more power for the same range. It only costs 500R more than the MG Turret.

Sonic Turret
  • Cost: 3,000R
  • Health: 4,500HP
  • Requires: Armoury and Advanced Manufacturing
  • Power: -200
  • Build Time: 14 seconds
  • Radius: 250 units
  • Rate of Fire: 0.1 rounds/second
  • Damage/round: 10
The Sonic Turret is ideal for incapacitating enemies at close quarters. It has high power coupled with great health, but only has a small range. It is the cheapest turret.
Resource Points
Warfare mode is all about resources. Your main goal may well be to destroy the enemy bunker, but in order for you to keep your factions war machine operational you will have to locate, capture, and hold the resource points scattered throughout the levels.
Resource points can be captured by simply standing next to them and letting your suits electronics do all the hard routing and cracking work while you just focus on staying alive long enough.

Primary Resource Points
There is only one Primary resource points in each level. Centrally located and difficult to defend, primary resource points are Golden Age installations that cannot be captured by a single soldier. You will need at least two soldiers of the same faction nearby a resource point in order to capture it. As a rule of thumb, it's always best to bring a few more friends along, as these are the most hotly contested locations in any level.
Primary node provides 250 resources to your income.

Secondary Resource Points
Secondary resource points are usually found at important crossroads, and often make for interesting outposts. Unlike Primary resources, Secondary points are able to be captured by a single soldier.
Secondary nodes provide 130 resources to your income.

Tertiary Resource Points
Tertiary resource points are the smallest, fastest to capture, and easiest to lose. They also provide the smallest amount of resources.
Tertiary nodes provide 50 resources to your income.