Resistance Units and Buildings Information

  • Information

    This is a basic overview list that contains the general information of the Resistance units and buildings.

    More detailed information will be made available at the individual faction/unit entries in UA Wiki/Lexicon in future.

    The Resistance is one of the four major factions in Microsoft Urban Assault. The Resistance is a playable faction in multiplayer mode.

    Host Station

    Single-player Host Stations

    Resistance Host Station (Player)

    Vehicle NameResistance Host Station
    Vehicle ID56
    Vehicle ClassHost Station (robo)
    EnergyN/A (Variable; changes between 300000 (750) to 1000000 (2500) throughout the Resistance campaign.)
    Shield70% (Default value; changes between 1% to 55% throughout the Resistance campaign.)
    Radar Range3
    Turret ID90, 91, 92, 93
    Total Turret Number4
    AI Flight Altitude300

    Weapon System

    Weapon ID90, 91, 92, 93
    Weapon ClassRocket (rocket)
    Weapon Firepower4000 (40)
    Damage MultiplierN/A
    Rate of Fire (AI)950 (0.95 seconds)
    Rate of Fire (User)350 (0.35 seconds)


    ---

    Resistance Host Station (Default/AI)

    Vehicle NameResistance Host Station
    Vehicle ID56
    Vehicle ClassHost Station (robo)
    EnergyN/A (Variable)
    Shield70%
    Radar Range3
    Turret ID90, 91, 92, 93
    Total Turret Number4
    AI Flight Altitude300

    Weapon System

    Weapon ID90, 91, 92, 93
    Weapon ClassRocket (rocket)
    Weapon Firepower4000 (40)
    Damage MultiplierN/A
    Rate of Fire (AI)950 (0.95 seconds)
    Rate of Fire (User)350 (0.35 seconds)


    ---

    NOTES

    * Placeholder.


    ---

    Multiplayer Host Stations

    Resistance Host Station (Default)

    Vehicle NameResistance Host Station
    Vehicle ID56
    Vehicle ClassHost Station (robo)
    EnergyN/A (Variable)
    Shield60%
    Radar Range3
    Turret ID90, 91, 92, 93
    Total Turret Number4
    AI Flight Altitude200

    Weapon System

    Weapon ID90, 91, 92, 93
    Weapon ClassRocket (rocket)
    Weapon Firepower13333 (133)
    Damage MultiplierN/A
    Rate of Fire (AI)1000 (1 seconds)
    Rate of Fire (User)650 (0.65 seconds)


    ---

    Resistance Host Station (Modem)

    Vehicle NameResistance Host Station
    Vehicle ID56
    Vehicle ClassHost Station (robo)
    EnergyN/A (Variable)
    Shield85%
    Radar Range3
    Turret ID159
    Total Turret Number1
    AI Flight Altitude200

    Weapon System

    Weapon ID120
    Weapon ClassRocket (rocket)
    Weapon Firepower23300 (233)
    Damage MultiplierN/A
    Rate of Fire (AI)950 (0.95 seconds)
    Rate of Fire (User)350 (0.35 seconds)


    ---

    NOTES

    * Placeholder.


    ---

    Vehicles

    Single-player & Multiplayer Vehicles

    Fox

    Vehicle NameFox
    Vehicle ID16
    Vehicle ClassLight Anti-air Tank (tank)
    Energy9500 (95)
    Shield50%
    Radar Range1
    AI Flight AltitudeN/A
    AI Attack Distance (vs Sectors)500
    AI Attack Distance (vs Units)550
    AI Retreat Distance (vs Sectors)150
    AI Retreat Distance (vs Units)460
    AI Task Preference Rating2 (vs Host Station)
    6 (vs Aircraft)
    7 (vs Helicopter)
    3 (vs Tank)
    5 (Sector Conquest)
    2 (Reconnaissance)

    Weapon System

    Weapon ID16
    Weapon ClassSurface-to-air Missile (missile)
    Weapon Firepower10000 (100)
    Damage Multiplierx0.7 vs Tanks
    x0.65 vs Host Stations
    Rate of Fire (AI)2100 (2.1 seconds)
    Rate of Fire (User)1100 (1.1 seconds)
    Salvo CountN/A
    Salvo DelayN/A
    Machine Gun/AutocannonYes; 4000 (40) damage per second


    ---

    Weasel

    Vehicle NameWeasel
    Vehicle ID1
    Vehicle ClassLight Anti-air Tank (tank)
    Energy7500 (75)
    Shield35%
    Radar Range1
    AI Flight AltitudeN/A
    AI Attack Distance (vs Sectors)650
    AI Attack Distance (vs Units)500
    AI Retreat Distance (vs Sectors)150
    AI Retreat Distance (vs Units)480
    AI Task Preference Rating1 (vs Host Station)
    5 (vs Aircraft)
    6 (vs Helicopter)
    2 (vs Tank)
    1 (Sector Conquest)
    3 (Reconnaissance)

    Weapon System

    Weapon ID1
    Weapon ClassPrecision-guided Surface-to-air Missile (missile)
    Weapon Firepower3000 (30)
    Damage Multiplierx0.7 vs Tanks
    x0.5 vs Host Stations
    Rate of Fire (AI)1000 (1 seconds)
    Rate of Fire (User)650 (0.65 seconds)
    Salvo CountN/A
    Salvo DelayN/A
    Machine Gun/AutocannonYes; 4000 (40) damage per second


    ---

    Jaguar

    Vehicle NameJaguar
    Vehicle ID2
    Vehicle ClassMedium Tank (tank)
    Energy10000 (100)
    Shield60%
    Radar Range1
    AI Flight AltitudeN/A
    AI Attack Distance (vs Sectors)550
    AI Attack Distance (vs Units)700
    AI Retreat Distance (vs Sectors)100
    AI Retreat Distance (vs Units)600
    AI Task Preference Rating4 (vs Host Station)
    2 (vs Aircraft)
    4 (vs Helicopter)
    6 (vs Tank)
    6 (Sector Conquest)
    1 (Reconnaissance)

    Weapon System

    Weapon ID2
    Weapon ClassMulti-shot Shell Cannon (grenade)
    Weapon Firepower12000 (120)
    Damage Multiplierx0.7 vs Helicopters
    x0.5 vs Aircraft
    x1.5 vs Host Stations
    Rate of Fire (AI)200 (0.2 seconds)
    Rate of Fire (User)200 (0.2 seconds)
    Salvo Count2
    Salvo Delay1000 (1 seconds)
    Machine Gun/AutocannonYes; 5000 (50) damage per second


    ---

    Tiger

    Vehicle NameTiger
    Vehicle ID3
    Vehicle ClassHeavy Tank (tank)
    Energy22000 (220)
    Shield75%
    Radar Range2
    AI Flight AltitudeN/A
    AI Attack Distance (vs Sectors)550
    AI Attack Distance (vs Units)900
    AI Retreat Distance (vs Sectors)100
    AI Retreat Distance (vs Units)200
    AI Task Preference Rating7 (vs Host Station)
    1 (vs Aircraft)
    4 (vs Helicopter)
    7 (vs Tank)
    7 (Sector Conquest)
    1 (Reconnaissance)

    Weapon System

    Weapon ID3
    Weapon ClassRailgun Shell Cannon (grenade)
    Weapon Firepower40000 (400)
    Damage Multiplierx0.7 vs Helicopters
    x0.5 vs Aircraft
    x1.5 vs Host Stations
    Rate of Fire (AI)3000 (3 seconds)
    Rate of Fire (User)1500 (1.5 seconds)
    Salvo CountN/A
    Salvo DelayN/A
    Machine Gun/AutocannonYes; 6000 (60) damage per second


    ---

    Rhino

    Vehicle NameRhino
    Vehicle ID12
    Vehicle ClassSpecial Artillery (tank)
    Energy40000 (400)
    Shield1%
    Radar Range1
    AI Flight AltitudeN/A
    AI Attack Distance (vs Sectors)2000
    AI Attack Distance (vs Units)1500
    AI Retreat Distance (vs Sectors)600
    AI Retreat Distance (vs Units)800
    AI Task Preference Rating10 (vs Host Station)
    1 (vs Aircraft)
    1 (vs Helicopter)
    2 (vs Tank)
    1 (Sector Conquest)
    1 (Reconnaissance)

    Weapon System

    Weapon ID12
    Weapon ClassSub-nuke Ballistic Rocket (rocket)
    Weapon Firepower340000 (3400)
    Damage MultiplierN/A
    Rate of Fire (AI)20000 (20 seconds)
    Rate of Fire (User)10000 (10 seconds)
    Salvo CountN/A
    Salvo DelayN/A
    Machine Gun/AutocannonNo


    ---

    Rock Sled

    Vehicle NameRock Sled
    Vehicle ID11
    Vehicle ClassSpecial Suicide Drone (car)
    Energy40000 (400)
    Shield20%
    Radar Range1
    AI Flight AltitudeN/A
    AI Attack Distance (vs Sectors)Default (800?)
    AI Attack Distance (vs Units)Default (650?)
    AI Retreat Distance (vs Sectors)Default (200?)
    AI Retreat Distance (vs Units)Default (100?)
    AI Task Preference Rating10 (vs Host Station)
    0 (vs Aircraft)
    0 (vs Helicopter)
    0 (vs Tank)
    0 (Sector Conquest)
    0 (Reconnaissance)

    Weapon System

    Weapon IDN/A
    Weapon ClassKamikaze (Special Explosion Attack)
    Weapon Firepower1500000 (15000; damage attenuates over distances)
    Damage MultiplierN/A
    Rate of Fire (AI)N/A
    Rate of Fire (User)N/A
    Salvo CountN/A
    Salvo DelayN/A
    Machine Gun/AutocannonYes; 5000 (50) damage per second


    ---

    Firefly

    Vehicle NameFirefly
    Vehicle ID10
    Vehicle ClassLight Jet-copter (heli)
    Energy5000 (50)
    Shield65%
    Radar Range1
    AI Flight Altitude150
    AI Attack Distance (vs Sectors)327
    AI Attack Distance (vs Units)823
    AI Retreat Distance (vs Sectors)200
    AI Retreat Distance (vs Units)150
    AI Task Preference Rating5 (vs Host Station)
    4 (vs Aircraft)
    5 (vs Helicopter)
    6 (vs Tank)
    6 (Sector Conquest)
    7 (Reconnaissance)

    Weapon System

    Weapon ID10
    Weapon ClassAir-to-ground Rocket (rocket)
    Weapon Firepower5000 (50)
    Damage Multiplierx1.5 vs Tanks
    x0.5 vs Aircraft
    Rate of Fire (AI)800 (0.8 seconds)
    Rate of Fire (User)550 (0.5 seconds)
    Salvo CountN/A
    Salvo DelayN/A
    Machine Gun/AutocannonYes; 6000 (60) damage per second


    ---

    Wasp

    Vehicle NameWasp
    Vehicle ID6
    Vehicle ClassLight Helicopter (heli)
    Energy9000 (90)
    Shield40%
    Radar Range1
    AI Flight Altitude200
    AI Attack Distance (vs Sectors)555
    AI Attack Distance (vs Units)666
    AI Retreat Distance (vs Sectors)333
    AI Retreat Distance (vs Units)444
    AI Task Preference Rating1 (vs Host Station)
    2 (vs Aircraft)
    5 (vs Helicopter)
    7 (vs Tank)
    7 (Sector Conquest)
    5 (Reconnaissance)

    Weapon System

    Weapon ID6
    Weapon ClassAir-to-ground Rocket (rocket)
    Weapon Firepower20000 (200)
    Damage Multiplierx1.5 vs Tanks
    x0.5 vs Aircraft
    Rate of Fire (AI)1800 (1.8 seconds)
    Rate of Fire (User)900 (0.9 seconds)
    Salvo CountN/A
    Salvo DelayN/A
    Machine Gun/AutocannonYes; 8000 (80) damage per second


    ---

    Hornet

    Vehicle NameHornet
    Vehicle ID15
    Vehicle ClassMedium Attack Helicopter (heli)
    Energy15000 (150)
    Shield65%
    Radar Range1
    AI Flight Altitude310
    AI Attack Distance (vs Sectors)750
    AI Attack Distance (vs Units)650
    AI Retreat Distance (vs Sectors)40
    AI Retreat Distance (vs Units)300
    AI Task Preference Rating5 (vs Host Station)
    2 (vs Aircraft)
    6 (vs Helicopter)
    8 (vs Tank)
    8 (Sector Conquest)
    4 (Reconnaissance)

    Weapon System

    Weapon ID15
    Weapon ClassAir-to-ground Guided-missile (missile)
    Weapon Firepower45000 (450)
    Damage Multiplierx1.5 vs Tanks
    x0.5 vs Aircraft
    Rate of Fire (AI)2000 (2 seconds)
    Rate of Fire (User)1000 (1 seconds)
    Salvo CountN/A
    Salvo DelayN/A
    Machine Gun/AutocannonYes; 15000 (150) damage per second


    ---

    Dragonfly

    Vehicle NameDragonfly
    Vehicle ID14
    Vehicle ClassHeavy Attack Helicopter (heli)
    Energy40000 (400)
    Shield75%
    Radar Range2
    AI Flight Altitude190
    AI Attack Distance (vs Sectors)850
    AI Attack Distance (vs Units)800
    AI Retreat Distance (vs Sectors)400
    AI Retreat Distance (vs Units)400
    AI Task Preference Rating8 (vs Host Station)
    3 (vs Aircraft)
    7 (vs Helicopter)
    9 (vs Tank)
    9 (Sector Conquest)
    3 (Reconnaissance)

    Weapon System

    Weapon ID14
    Weapon ClassRapid-Pulse Photon Shell (rocket)
    Weapon Firepower15000 (150)
    Damage Multiplierx1.5 vs Tanks
    x0.5 vs Aircraft
    Rate of Fire (AI)200 (0.2 seconds)
    Rate of Fire (User)350 (0.35 seconds)
    Salvo CountN/A
    Salvo DelayN/A
    Machine Gun/AutocannonYes; 35000 (350) damage per second


    ---

    Falcon

    Vehicle NameFalcon
    Vehicle ID4
    Vehicle ClassMedium Anti-air Jet Fighter (plane)
    Energy19000 (190)
    Shield40%
    Radar Range1
    AI Flight Altitude350
    AI Attack Distance (vs Sectors)900
    AI Attack Distance (vs Units)900
    AI Retreat Distance (vs Sectors)400
    AI Retreat Distance (vs Units)500
    AI Task Preference Rating2 (vs Host Station)
    9 (vs Aircraft)
    8 (vs Helicopter)
    1 (vs Tank)
    2 (Sector Conquest)
    5 (Reconnaissance)

    Weapon System

    Weapon ID4
    Weapon ClassAir-to-air Missile (missile)
    Weapon Firepower30000 (300)
    Damage Multiplierx0.5 vs Tanks
    x1.6 vs Helicopters
    x1.5 vs Aircraft
    x0.4 vs Host Stations
    Rate of Fire (AI)3000 (3 seconds)
    Rate of Fire (User)1000 (1 seconds)
    Salvo CountN/A
    Salvo DelayN/A
    Machine Gun/AutocannonYes; 7000 (70) damage per second


    ---

    Marauder

    Vehicle NameMarauder
    Vehicle ID5
    Vehicle ClassHeavy Bomber (plane)
    Energy22500 (225)
    Shield30%
    Radar Range2
    AI Flight Altitude550
    AI Attack Distance (vs Sectors)1250
    AI Attack Distance (vs Units)1200
    AI Retreat Distance (vs Sectors)300
    AI Retreat Distance (vs Units)300
    AI Task Preference Rating3 (vs Host Station)
    1 (vs Aircraft)
    3 (vs Helicopter)
    10 (vs Tank)
    10 (Sector Conquest)
    4 (Reconnaissance)

    Weapon System

    Weapon ID5
    Weapon ClassAir-to-ground Bomb (bomb)
    Weapon Firepower60000 (600)
    Damage Multiplierx1.5 vs Tanks
    Rate of Fire (AI)2000 (2 seconds)
    Rate of Fire (User)2000 (2 seconds)
    Salvo CountN/A
    Salvo DelayN/A
    Machine Gun/AutocannonNo


    ---

    Warhammer

    Vehicle NameWarhammer
    Vehicle ID7
    Vehicle ClassHeavy Anti-air Jet Fighter (plane)
    Energy34000 (340)
    Shield28%
    Radar Range1
    AI Flight Altitude120
    AI Attack Distance (vs Sectors)Default (800?)
    AI Attack Distance (vs Units)Default (650?)
    AI Retreat Distance (vs Sectors)Default (200?)
    AI Retreat Distance (vs Units)Default (100?)
    AI Task Preference Rating3 (vs Host Station)
    10 (vs Aircraft)
    10 (vs Helicopter)
    1 (vs Tank)
    2 (Sector Conquest)
    6 (Reconnaissance)

    Weapon System

    Weapon ID7
    Weapon ClassPrecision-guided Air-to-air Cruise Missile (missile)
    Weapon Firepower40000 (400)
    Damage Multiplierx0.5 vs Tanks
    x1.5 vs Helicopters
    x1.5 vs Aircraft
    x0.3 vs Host Stations
    Rate of Fire (AI)2200 (2.2 seconds)
    Rate of Fire (User)1200 (1.2 seconds)
    Salvo CountN/A
    Salvo DelayN/A
    Machine Gun/AutocannonYes; 9000 (90) damage per second


    ---

    Scout

    Vehicle NameScout
    Vehicle ID9
    Vehicle ClassSatellite (ufo)
    Energy5000 (50)
    Shield50%
    Radar Range4
    AI Flight Altitude800
    AI Attack Distance (vs Sectors)150
    AI Attack Distance (vs Units)100
    AI Retreat Distance (vs Sectors)10
    AI Retreat Distance (vs Units)50
    AI Task Preference Rating0 (vs Host Station)
    0 (vs Aircraft)
    0 (vs Helicopter)
    0 (vs Tank)
    0 (Sector Conquest)
    10 (Reconnaissance)


    ---

    User Gigant (Single-player only; Resistance campaign only)

    Vehicle NameUser Gigant (Resistance)
    Vehicle ID133
    Vehicle ClassSpecial Heavy Aircraft (glider)
    Energy55000 (550)
    Shield50%
    Radar Range1
    AI Flight Altitude100
    AI Attack Distance (vs Sectors)1200
    AI Attack Distance (vs Units)1000
    AI Retreat Distance (vs Sectors)340
    AI Retreat Distance (vs Units)440
    AI Task Preference Rating10 (vs Host Station)
    2 (vs Aircraft)
    3 (vs Helicopter)
    1 (vs Tank)
    1 (Sector Conquest)
    3 (Reconnaissance)

    Weapon System

    Weapon ID27
    Weapon ClassLaser Cannon (rocket)
    Weapon Firepower31000 (310)
    Damage Multiplierx0.3 vs Tanks
    x0.7 vs Helicopters
    x0.7 vs Aircraft
    Rate of Fire (AI)300 (0.3 seconds)
    Rate of Fire (User)400 (0.4 seconds)
    Salvo CountN/A
    Salvo DelayN/A
    Machine Gun/AutocannonYes; 8000 (80) damage per second


    ---

    User Bronsteijn (Single-player only; Resistance campaign only)

    Vehicle NameUser Bronsteijn (Resistance)
    Vehicle ID134
    Vehicle ClassCombat Satellite (heli)
    Energy50000 (500)
    Shield25%
    Radar Range1
    AI Flight Altitude250
    AI Attack Distance (vs Sectors)800
    AI Attack Distance (vs Units)750
    AI Retreat Distance (vs Sectors)0
    AI Retreat Distance (vs Units)400
    AI Task Preference Rating6 (vs Host Station)
    1 (vs Aircraft)
    6 (vs Helicopter)
    10 (vs Tank)
    9 (Sector Conquest)
    2 (Reconnaissance)

    Weapon System

    Weapon ID20
    Weapon ClassIon Cannon (rocket)
    Weapon Firepower120000 (1200)
    Damage Multiplierx0.5 vs Aircraft
    x0.8 vs Host Stations
    Rate of Fire (AI)1000 (1 seconds)
    Rate of Fire (User)3000 (3 seconds)
    Salvo CountN/A
    Salvo DelayN/A
    Machine Gun/AutocannonNo


    ---

    NOTES

    * The unit of time used in the game engine/data script is in milliseconds by default.

    * All energy values that appear in the game are divided by 100 from the actual engine/data script values.

    * Player-controlled units will receive -60% incoming damage and increased manoeuvrability, as well as alternative firepower.

    * AI-specific parameters such as flight altitudes or attack patterns are completely ignored when the unit is directly controlled by the player.

    * AI-controlled air units can override their pre-set flight altitude values when targeting player-controlled vehicles above them, or when attacking host stations.


    ---

    Buildings

    Single-player Buildings

    Power Station 1

    Building ID63 (3F)
    Building TypePower Station (kraftwerk)
    Sector Type201 (C9)
    Construction Cost100000 (1000)
    Structure ComponentNo
    Component IDN/A
    Structure ResistancePlaceholder
    Power Rating50


    ---

    Power Station 1+

    Building ID01 (01)
    Building TypePower Station (kraftwerk)
    Sector Type201 (C9)
    Construction Cost140000 (1400)
    Structure ComponentNo
    Component IDN/A
    Structure ResistancePlaceholder
    Power Rating128


    ---

    Power Station 2

    Building ID11 (0B)
    Building TypePower Station (kraftwerk)
    Sector Type201 (C9)
    Construction Cost175000 (1750)
    Structure ComponentYes; 2 Flak Turrets
    Component ID104, 105
    Structure ResistancePlaceholder
    Power Rating128

    Weapon System

    Weapon ID100
    Weapon ClassFlak Shell (grenade)
    Weapon Firepower7000 (70)
    Damage Multiplierx1.5 vs Tanks
    Rate of Fire (AI)1500 (1.5 seconds)
    Rate of Fire (User)800 (0.8 seconds)


    ---

    Power Station 2+

    Building ID64 (40)
    Building TypePower Station (kraftwerk)
    Sector Type201 (C9)
    Construction Cost190000 (1900)
    Structure ComponentYes; 2 Flak Turrets
    Component ID104, 105
    Structure ResistancePlaceholder
    Power Rating192

    Weapon System

    Weapon ID100
    Weapon ClassFlak Shell (grenade)
    Weapon Firepower7000 (70)
    Damage Multiplierx1.5 vs Tanks
    Rate of Fire (AI)1500 (1.5 seconds)
    Rate of Fire (User)800 (0.8 seconds)


    ---

    Flak Station 1

    Building ID28 (1C)
    Building TypeFlak Station (defcenter)
    Sector Type205 (CD)
    Construction Cost130000 (1300)
    Structure ComponentYes; 1 Flak Turret
    Component ID96
    Structure ResistancePlaceholder
    Turret Weapon96 - 96

    Weapon System

    Weapon ID96
    Weapon ClassAA Flak Missile (missile)
    Weapon Firepower4000x2 (40x2)
    Damage MultiplierN/A
    Rate of Fire (AI)700 (0.7 seconds)
    Rate of Fire (User)600 (0.6 seconds)


    ---

    Flak Station 2

    Building ID02 (02)
    Building TypeFlak Station (defcenter)
    Sector Type200 (C8)
    Construction Cost160000 (1600)
    Structure ComponentYes; 4 Flak Turrets
    Component ID100, 101, 102, 103
    Structure ResistancePlaceholder
    Turret Weapon100 - 100
    101 - 100
    102 - 100
    103 - 100

    Weapon System

    Weapon ID100
    Weapon ClassFlak Shell (grenade)
    Weapon Firepower7000 (70)
    Damage Multiplierx1.5 vs Tanks
    Rate of Fire (AI)1500 (1.5 seconds)
    Rate of Fire (User)800 (0.8 seconds)


    ---

    Radar Station 1

    Building ID03 (03)
    Building TypeRadar Station (radar)
    Sector Type204 (CC)
    Construction Cost90000 (900)
    Structure ComponentYes; 1 Radar Antenna
    Component ID109
    Structure ResistancePlaceholder
    Radar Range10


    ---

    Radar Station 2

    Building ID54 (36)
    Building TypeRadar Station (radar)
    Sector Type204 (CC)
    Construction Cost150000 (1500)
    Structure ComponentYes; 1 Radar Antenna
    Component ID98
    Structure ResistancePlaceholder
    Radar Range15


    ---

    NOTES

    * This list does not include special buildings that are normally not available for a construction.

    * The unit of time used in the game engine/data script is in milliseconds by default.

    * All energy values that appear in the game are divided by 100 from the actual engine/data script values.

    * The durability of structures in the game follows different algorithms to calculate damage on sector/sub-sector models. This information will be covered in the separate section.


    ---

    Multiplayer Buildings

    Power Station 1

    Building ID01 (01)
    Building TypePower Station (kraftwerk)
    Sector Type201 (C9)
    Construction Cost100000 (1000)
    Structure ComponentNo
    Component IDN/A
    Structure ResistancePlaceholder
    Power Rating64


    ---

    Power Station 2

    Building ID54 (36)
    Building TypePower Station (kraftwerk)
    Sector Type201 (C9)
    Construction Cost140000 (1400)
    Structure ComponentNo
    Component IDN/A
    Structure ResistancePlaceholder
    Power Rating128


    ---

    Power Station 3

    Building ID61 (3D)
    Building TypePower Station (kraftwerk)
    Sector Type201 (C9)
    Construction Cost180000 (1800)
    Structure ComponentNo
    Component IDN/A
    Structure ResistancePlaceholder
    Power Rating192


    ---

    Flak Station

    Building ID02 (02)
    Building TypeFlak Station (defcenter)
    Sector Type200 (C8)
    Construction Cost160000 (1600)
    Structure ComponentYes; 4 Flak Turrets
    Component ID100, 101, 102, 103
    Structure ResistancePlaceholder
    Turret Weapon100 - 100
    101 - 100
    102 - 100
    103 - 100

    Weapon System

    Weapon ID100
    Weapon ClassFlak Shell (grenade)
    Weapon Firepower7000 (70)
    Damage Multiplierx1.5 vs Tanks
    Rate of Fire (AI)1500 (1.5 seconds)
    Rate of Fire (User)800 (0.8 seconds)


    ---

    Radar Station

    Building ID03 (03)
    Building TypeRadar Station (radar)
    Sector Type204 (CC)
    Construction Cost90000 (900)
    Structure ComponentYes; 1 Radar Antenna
    Component ID109
    Structure ResistancePlaceholder
    Radar Range10


    ---

    NOTES

    * This list does not include special buildings that are normally not available for a construction.

    * The unit of time used in the game engine/data script is in milliseconds by default.

    * All energy values that appear in the game are divided by 100 from the actual engine/data script values.

    * The durability of structures in the game follows different algorithms to calculate damage on sector/sub-sector models. This information will be covered in the separate section.


    ---

    Please report any mistakes!

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