Unit Types
A unit is the sum of three choices: its chassis, its weapon, and its upgrade focus. This page gives you the comparative shape so you can read any of the 27 unit types at a glance and understand why one costs more or hits harder than another. All numbers below are Classic defaults.
The three chassis
The chassis is the foundation. It sets squad storage, soldier value, and how many ticks the unit takes to train.
| Chassis | Squad storage | Soldier value | Train time |
|---|---|---|---|
| Infantry | 1 | 1 | 2 ticks |
| Vehicle | 2 | 2 | 4 ticks |
| Tank | 3 | 3 | 6 ticks |
Infantry are cheap, fast to produce, and pack tightly into a squad: thirty fit in one. Vehicles are the middle tier, twice the body and twice the build time. Tanks are the heaviest, slowest, and most expensive, with only ten fitting in a squad. Soldier value also feeds two important systems: it drives recruitment overhead and it decides how much experience your survivors earn.
The three weapons
Every weapon is fully effective against one chassis, half effective against another, and weak against the third. Choosing a weapon is choosing what you intend to kill.
- Concussive is full strength against Infantry, half against Vehicles, weak against Tanks.
- Beam is full strength against Vehicles, half against Tanks, weak against Infantry.
- Explosive is full strength against Tanks, half against Infantry, weak against Vehicles.
A balanced force carries more than one weapon so it is not helpless against a chassis it cannot scratch.
The three upgrade focuses
The upgrade focus tunes the same chassis in three directions, shifting Hit Points, Damage, and Range, and it also changes when the unit acts in a battle. Range units fire first, Damage units join next, Armor units last and are targeted first.
Representative Classic stats by chassis and focus:
| Unit | Hit Points | Damage | Range |
|---|---|---|---|
| Infantry, Armor | 8 | 2 | 1 |
| Infantry, Damage | 6 | 7 | 2 |
| Infantry, Range | 4 | 4 | 3 |
| Vehicle, Armor | 16 | 4 | 1 |
| Vehicle, Damage | 12 | 14 | 2 |
| Vehicle, Range | 8 | 8 | 3 |
| Tank, Armor | 24 | 6 | 1 |
| Tank, Damage | 18 | 21 | 2 |
| Tank, Range | 12 | 12 | 3 |
The pattern holds across every chassis: Armor trades Damage and Range for the most Hit Points and is the cheapest, Damage is the heavy hitter at close range, and Range gives up Hit Points to strike from further out and shoot earlier in the fight. A Tank always out-bulks a Vehicle, which always out-bulks Infantry, at a matching cost.
See also
Start with the Military Overview for how units fit the wider loop, see Recruitment for what each unit costs and how long it queues, and read Combat to learn how weapon matchups and upgrade focus decide a battle.