DM1 PLASMA CANNON – POINT DEFENSE

DM1 PLASMA CANNON - UEF POINT DEFENSETier 1 point defense turrets all serve the same purpose: they chew up enemy T1 land units, and don’t really do anything past that. They’re a big strain on your early economy, but if you can guess where the enemy will attack, you have a good chance of getting more than your money’s worth from the turret.

DM1 Plasma Cannon Stats

Armor: 850hp
Cost: M250, E2000, T250
Intel
sight: 24 (469m)
Physics
     size for adjacency: 4
Veterancy: 15, 30, 75, 150, 300 kills
* veteran level 2: +213 hp
* veteran level 4: +213 hp
* veteran level 5: repair 2 hp/s

DM1 Plasma Cannon Weapons:

Light Plasma Cannon
(Direct Fire)
150.00 dps
range: 30 (586m)
projectile weapon: 75 damage
rate of fire: 2 (every 0.5s)
* veteran level 1: +19 damage
* veteran level 3: +19 damage

RAILGUN – ANTI-AIR TURRET

RAILGUN - UEF ANTI-AIR TURRETUnlike T1 mobile anti-air, T1 turrets can actually shoot down enemy aircraft if you build enough of them. If you suspect the opponent of either going for an early bomber / transport strike or teching up and sending in gunships, build a bunch of these. Just a few turrets can convince the opponent that it’s not a good idea to take to the skies.

Railgun Stats

Armor: 1200hp
Abilities: Amphibious
Cost: M200, E2000, T250
Intel
sight: 24 (469m)
Physics:
size for adjacency: 4
Veterancy: 15, 30, 75, 150, 300 kills
* veteran level 2: +300 hp
* veteran level 4: +300 hp
* veteran level 5: repair 2 hp/s

Railgun Weapons

Linked Railgun
(Anti Air)
15.00 dps
range: 44 (859m)
projectile weapon: 5 damage x 2 projectiles = 10 damage per salvo
rate of fire: 1.5 (every 0.67s)
* veteran level 1: +1 damage
* veteran level 3: +1 damage

CALCICRETE – WALL SECTION

CALCICRETE - WALL SECTIONWalls don’t count against your unit limit, but you can select and Ctrl-K them if you want to make an entryway. Walls really aren’t very effective except as a way to slow units down, as most units will simply shoot over the top of them  anyway. If you’re on a hill, they might give you some protection, but you might just want to build them a little back from the cliff edge in that case.

Calicrete Stats

Armor: 4000hp
Cost: M2, E10, T10

SA1-1000 – RADAR SYSTEM

SA1-1000 - UEF RADAR SYSTEMTech 1 radar isn’t very useful on land, because you have Land Scouts anyway. Instead, build one where you want to upgrade it later, and then when you get an excess of energy at tech level 2, build yourself a T2 radar, which actually has uses in intelligence gathering.

SA1-1000 Stats

Armor: 10hp
Abilities: Upgradeable
Cost: M80, E720 (-20), T80, build rate: 10
Intel
sight: 20 (391m)
radar: 115 (2.25km)
Physics
size for adjacency: 4

SP1-1000 – SONAR SYSTEM

SP1-1000 - UEF SONAR SYSTEMTech 1 sonar is like tech 1 radar: so small as to be almost useless, especially since frigates have a decent sonar range. Build one and upgrade it later.

SP1-1000 Stats

Armor: 600hp
Abilities: Upgradeable
Cost: M64, E544 (-10), T80, build rate: 10
Intel
sight: 20 (391m)
sonar: 115 (2.25km)
Physics
size for adjacency: 4

DN1 – TORPEDO LAUNCHER

DN1 - UEF TORPEDO LAUNCHER A Torpedo Launcher is basically an immobile, well-armored, floating sub. Don’t expect it to defend against decent ships any more than T1 point defense will stop T2 land units, but it’ll at least take down a few subs, thus making it much more manageable for your weak T1 UEF navy.

DN1 Stats

Armor: 4700hp
Cost: M600, E4000, T500
Intel
sight: 24 (469m)
sonar: 32 (625m)
Physics
size for adjacency: 4
Veterancy: 5, 10, 25, 50, 100 kills
* veteran level 2: +1175 hp
* veteran level 4: +1175 hp
* veteran level 5: repair 2 hp/s

DN1 Weapons

Angler Torpedo
(Anti Navy)
     300.00 dps
range: 32 (625m)
projectile weapon: 600 damage
rate of fire: 0.5 (every 2s)
* veteran level 1: +150 damage
* veteran level 3: +150 damage