Codex — Units
Roster tactical cards — combat role and canonical stats.
Ground forces
Light ground infantry — low cost, moderate staying power. The first unit every faction fields and the anchor of forward defense.
HP 8 · DMG 3 · RNG 1 · MOV 1 · AP 2 · SGT 2
Fast light cavalry for early raids and forward screening — trades staying power for speed.
HP 8 · DMG 3 · RNG 1 · MOV 2 · AP 3 · SGT 2
Mid-tier heavy ground unit — the primary breakthrough tool before faction-specific armor becomes available.
HP 12 · DMG 4 · RNG 1 · MOV 2 · AP 4 · SGT 2
Defensive heavy infantry — high HP for holding positions; slow movement limits offensive use.
HP 12 · DMG 3 · RNG 1 · MOV 1 · AP 3 · SGT 2
Ranged ground bombardment — fires at distance 3 without entering melee, enabling suppression without retaliation.
HP 6 · DMG 5 · RNG 3 · MOV 1 · AP 4 · SGT 3
Long-range precision — Range 4 lets it fire on targets that cannot retaliate in the same turn.
HP 8 · DMG 4 · RNG 4 · MOV 1 · AP 5 · SGT 4
Eurasian Union flagship armor — elite heavy breakthrough unit, immune to encirclement; the hardest-hitting ground vehicle in the game.
HP 16 · DMG 6 · RNG 1 · MOV 2 · AP 5 · SGT 2
South American Union light ranged infantry — cheap Range 2 skirmisher that takes half damage on Union home territory.
HP 9 · DMG 3 · RNG 2 · MOV 2 · AP 3 · SGT 2
African Coalition fast cavalry — Move 3 and Sight 4 with hit-and-run: strikes in melee, then withdraws before the counterblow.
HP 9 · DMG 4 · RNG 1 · MOV 3 · AP 4 · SGT 4
European Alliance heavy artillery — Damage 6 at Range 3 with no retaliation; the dedicated city-cracking piece, paid for in Move 1.
HP 10 · DMG 6 · RNG 3 · MOV 1 · AP 4 · SGT 3
South Asian Confederation mass-mobilization infantry — no tech requirement and the cheapest combat unit in the game; numbers are the doctrine.
HP 8 · DMG 3 · RNG 1 · MOV 3 · AP 2 · SGT 3
Chinese Harmony elite defender — 15 HP and Range 2 make it a mobile firebase built to hold border tiles indefinitely.
HP 15 · DMG 5 · RNG 2 · MOV 2 · AP 5 · SGT 2
Chinese Harmony heavy breakthrough armor — Damage 6 assault vehicle that opens the wall the Fortress Guard holds.
HP 14 · DMG 6 · RNG 1 · MOV 2 · AP 4 · SGT 2
Naval forces
Fast naval reconnaissance — earliest naval unit, built for speed and sight over combat power.
HP 6 · DMG 1 · RNG 1 · MOV 4 · AP 3 · SGT 4
Naval infantry carrier — can capture coastal cities from adjacent water tiles.
HP 10 · DMG 2 · RNG 1 · MOV 3 · AP 4 · SGT 3
Naval heavy artillery — Range 3 fires on coastal cities and naval targets without entering melee.
HP 14 · DMG 5 · RNG 3 · MOV 2 · AP 5 · SGT 3
Pacific Union naval infantry platform — 14 HP hull with Range 2 fire that lands marines and menaces every coastline it can reach.
HP 14 · DMG 5 · RNG 2 · MOV 2 · AP 4 · SGT 3
Air forces
Generic multi-role air unit — high mobility and range cover multiple tiles in a single turn.
HP 8 · DMG 4 · RNG 2 · MOV 4 · AP 4 · SGT 4
Unarmed air scout — zero damage, but Sight 5 makes it the farthest-seeing unit in any roster.
HP 4 · DMG 0 · RNG 0 · MOV 4 · AP 2 · SGT 5
American Federation elite air asset — low-observable standoff striker that hits at Range 2 and relocates before the response arrives.
HP 6 · DMG 4 · RNG 2 · MOV 3 · AP 4 · SGT 3