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UNCLAS // STRAT-BRIEF

Codex — Units

Roster tactical cards — combat role and canonical stats.

Ground forces

Infantry

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

Mobile Group

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

Main Battle Tank

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

Machine Gunner

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

Artillery

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

Sniper

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

Heavy Tank

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

Jungle Ranger

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

Swift Raider

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

Siege Cannon

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

Militia

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

Fortress Guard

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

Dragon's Fist

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

Air forces

Cyber & specialist