Taerkasten Units and Buildings Information

  • Information

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

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

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

    Host Station

    Single-player Host Stations

    Taerkasten Flying Fortress (Default/AI)

    Vehicle NameTaerkasten Flying Fortress
    Vehicle ID60
    Vehicle ClassHost Station (robo)
    EnergyN/A (Variable)
    Shield40%
    Radar Range3
    Turret ID78
    Total Turret Number4
    AI Flight Altitude350

    Weapon System

    Weapon ID81
    Weapon ClassShell Cannon (grenade)
    Weapon Firepower20000 (200)
    Damage MultiplierN/A
    Rate of Fire (AI)1700 (1.7 seconds)
    Rate of Fire (User)1200 (1.2 seconds)


    ---

    Taerkasten Flying Fortress (Player/Metropolis Dawn)

    Vehicle NameTaerkasten Flying Fortress
    Vehicle ID178
    Vehicle ClassHost Station (robo)
    EnergyN/A (Variable; changes between 550000 (1375) to 1000000 (2500) throughout the Metropolis Dawn Taerkasten campaign)
    Shield60%
    Radar Range3
    Turret ID149
    Total Turret Number4
    AI Flight Altitude350

    Weapon System

    Weapon ID87
    Weapon ClassShell Cannon (grenade)
    Weapon Firepower10000 (100)
    Damage MultiplierN/A
    Rate of Fire (AI)1700 (1.7 seconds)
    Rate of Fire (User)1200 (1.2 seconds)


    ---

    NOTES

    * Placeholder.


    ---

    Multiplayer Host Stations

    Taerkasten Flying Fortress (Default)

    Vehicle NameTaerkasten Flying Fortress
    Vehicle ID60
    Vehicle ClassHost Station (robo)
    EnergyN/A (Variable)
    Shield60%
    Radar Range3
    Turret ID78
    Total Turret Number4
    AI Flight Altitude350

    Weapon System

    Weapon ID81
    Weapon ClassShell Cannon (grenade)
    Weapon Firepower20000 (200)
    Damage MultiplierN/A
    Rate of Fire (AI)1700 (1.7 seconds)
    Rate of Fire (User)1200 (1.2 seconds)


    ---

    Taerkasten Flying Fortress (Modem)

    Vehicle NameTaerkasten Flying Fortress
    Vehicle ID60
    Vehicle ClassHost Station (robo)
    EnergyN/A (Variable)
    Shield85%
    Radar Range3
    Turret ID160
    Total Turret Number1
    AI Flight Altitude350

    Weapon System

    Weapon ID123
    Weapon ClassShell Cannon (grenade)
    Weapon Firepower30000 (300)
    Damage MultiplierN/A
    Rate of Fire (AI)1700 (1.7 seconds)
    Rate of Fire (User)1200 (1.2 seconds)


    ---

    NOTES

    * Placeholder.


    ---

    Vehicles

    Single-player & Multiplayer Vehicles

    Eisenhans

    Vehicle NameEisenhans
    Vehicle ID32
    Vehicle ClassMedium Tank (tank)
    Energy11000 (110)
    Shield80%
    Radar Range1
    AI Flight AltitudeN/A
    AI Attack Distance (vs Sectors)900
    AI Attack Distance (vs Units)900
    AI Retreat Distance (vs Sectors)200
    AI Retreat Distance (vs Units)100
    AI Task Preference Rating3 (vs Host Station)
    2 (vs Aircraft)
    3 (vs Helicopter)
    5 (vs Tank)
    6 (Sector Conquest)
    3 (Reconnaissance)

    Weapon System

    Weapon ID32
    Weapon ClassShell Cannon (grenade)
    Weapon Firepower18000 (180)
    Damage Multiplierx0.7 vs Helicopters
    x0.5 vs Aircraft
    x1.5 vs Host Stations
    Rate of Fire (AI)2300 (2.3 seconds)
    Rate of Fire (User)1100 (1.1 seconds)
    Salvo CountN/A
    Salvo DelayN/A
    Machine Gun/AutocannonYes; 10000 (100) damage per second


    ---

    Leonid

    Vehicle NameLeonid
    Vehicle ID37
    Vehicle ClassHeavy Tank (tank)
    Energy28000 (280)
    Shield86%
    Radar Range1
    AI Flight AltitudeN/A
    AI Attack Distance (vs Sectors)900
    AI Attack Distance (vs Units)700
    AI Retreat Distance (vs Sectors)50
    AI Retreat Distance (vs Units)40
    AI Task Preference Rating8 (vs Host Station)
    1 (vs Aircraft)
    5 (vs Helicopter)
    8 (vs Tank)
    5 (Sector Conquest)
    1 (Reconnaissance)

    Weapon System

    Weapon ID37
    Weapon ClassShell Cannon (grenade)
    Weapon Firepower41000 (410)
    Damage Multiplierx0.7 vs Helicopters
    x0.5 vs Aircraft
    x1.5 vs Host Stations
    Rate of Fire (AI)3200 (3.2 seconds)
    Rate of Fire (User)1700 (1.7 seconds)
    Salvo CountN/A
    Salvo DelayN/A
    Machine Gun/AutocannonYes; 10000 (100) damage per second


    ---

    Zeppelin

    Vehicle NameZeppelin
    Vehicle ID131
    Vehicle ClassSuper-Heavy Zeppelin Bomber (zeppelin)
    Energy50000 (500)
    Shield95%
    Radar Range5
    AI Flight Altitude250
    AI Attack Distance (vs Sectors)250
    AI Attack Distance (vs Units)100
    AI Retreat Distance (vs Sectors)50
    AI Retreat Distance (vs Units)5
    AI Task Preference Rating3 (vs Host Station)
    1 (vs Aircraft)
    1 (vs Helicopter)
    6 (vs Tank)
    7 (Sector Conquest)
    10 (Reconnaissance)

    Weapon System

    Weapon ID18
    Weapon ClassEarthquake Bomb (bomb)
    Weapon Firepower300000 (3000)
    Damage Multiplierx1.5 vs Tanks
    Rate of Fire (AI)10000 (10 seconds)
    Rate of Fire (User)7000 (7 seconds)
    Salvo CountN/A
    Salvo DelayN/A
    Machine Gun/AutocannonNo


    ---

    Mnosjetz

    Vehicle NameMnosjetz
    Vehicle ID38
    Vehicle ClassHeavy Biplane Bomber (plane)
    Energy20000 (200)
    Shield77%
    Radar Range1
    AI Flight Altitude150
    AI Attack Distance (vs Sectors)1500
    AI Attack Distance (vs Units)1500
    AI Retreat Distance (vs Sectors)10
    AI Retreat Distance (vs Units)10
    AI Task Preference Rating3 (vs Host Station)
    1 (vs Aircraft)
    2 (vs Helicopter)
    9 (vs Tank)
    10 (Sector Conquest)
    6 (Reconnaissance)

    Weapon System

    Weapon ID38
    Weapon ClassAir-to-ground Bomb (bomb)
    Weapon Firepower50000 (500)
    Damage Multiplierx1.5 vs Tanks
    Rate of Fire (AI)1800 (1.8 seconds)
    Rate of Fire (User)1800 (1.8 seconds)
    Salvo CountN/A
    Salvo DelayN/A
    Machine Gun/AutocannonNo


    ---

    Phantom

    Vehicle NamePhantom
    Vehicle ID8
    Vehicle ClassHeavy Anti-air Jet Fighter (plane)
    Energy30000 (300)
    Shield80%
    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 Rating3 (vs Host Station)
    10 (vs Aircraft)
    10 (vs Helicopter)
    1 (vs Tank)
    2 (Sector Conquest)
    6 (Reconnaissance)

    Weapon System

    Weapon ID8
    Weapon ClassAir-to-air Cruise Missile (missile)
    Weapon Firepower50000 (500)
    Damage Multiplierx0.5 vs Tanks
    x1.5 vs Helicopters
    x1.5 vs Planes
    x0.5 vs Host Stations
    Rate of Fire (AI)2500 (2.5 seconds)
    Rate of Fire (User)2500 (2.5 seconds)
    Salvo CountN/A
    Salvo DelayN/A
    Machine Gun/AutocannonYes; 10000 (100) damage per second


    ---

    Serp

    Vehicle NameSerp
    Vehicle ID36
    Vehicle ClassSuicide Anti-air Drone (plane)
    Energy9000 (90)
    Shield45%
    Radar Range1
    AI Flight Altitude300
    AI Attack Distance (vs Sectors)1000
    AI Attack Distance (vs Units)750
    AI Retreat Distance (vs Sectors)150
    AI Retreat Distance (vs Units)250
    AI Task Preference Rating5 (vs Host Station)
    9 (vs Aircraft)
    8 (vs Helicopter)
    1 (vs Tank)
    1 (Sector Conquest)
    7 (Reconnaissance)

    Weapon System

    Weapon ID36
    Weapon ClassPrecision-guided Anti-air Cruise Missile (missile)
    Weapon Firepower40000 (400)
    Damage Multiplierx0.5 vs Tanks
    x1.5 vs Helicopters
    x1.5 vs Aircraft
    Rate of Fire (AI)N/A (500)
    Rate of Fire (User)N/A (500)
    Salvo CountN/A
    Salvo DelayN/A
    Machine Gun/AutocannonNo


    ---

    Bronsteijn

    Vehicle NameBronsteijn
    Vehicle ID34
    Vehicle ClassCombat Satellite (heli)
    Energy40000 (400)
    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 ID34
    Weapon ClassIon Cannon (rocket)
    Weapon Firepower120000 (1200)
    Damage Multiplierx0.5 vs Aircraft
    Rate of Fire (AI)1000 (1 seconds)
    Rate of Fire (User)3000 (3 seconds)
    Salvo CountN/A
    Salvo DelayN/A
    Machine Gun/AutocannonNo


    ---

    Hetzel

    Vehicle NameHetzel
    Vehicle ID33
    Vehicle ClassHeavy Monoplane Attacker (plane)
    Energy18000 (180)
    Shield77%
    Radar Range1
    AI Flight Altitude150
    AI Attack Distance (vs Sectors)1500
    AI Attack Distance (vs Units)2000
    AI Retreat Distance (vs Sectors)10
    AI Retreat Distance (vs Units)10
    AI Task Preference Rating7 (vs Host Station)
    4 (vs Aircraft)
    7 (vs Helicopter)
    6 (vs Tank)
    6 (Sector Conquest)
    6 (Reconnaissance)

    Weapon System

    Weapon ID33
    Weapon ClassBordkanone (rocket)
    Weapon Firepower8000 (80)
    Damage Multiplierx1.5 vs Tanks
    x0.5 vs Aircraft
    Rate of Fire (AI)333 (0.33 seconds)
    Rate of Fire (User)333 (0.33 seconds)
    Salvo CountN/A
    Salvo DelayN/A
    Machine Gun/AutocannonNo


    ---

    Thor's Hammer (Odin)

    Vehicle NameThor's Hammer (Odin)
    Vehicle ID143
    Vehicle ClassSuper-Heavy Tank Buster Artillery (tank)
    Energy45000 (450)
    Shield89%
    Radar Range1
    AI Flight AltitudeN/A
    AI Attack Distance (vs Sectors)1400
    AI Attack Distance (vs Units)1400
    AI Retreat Distance (vs Sectors)100
    AI Retreat Distance (vs Units)40
    AI Task Preference Rating6 (vs Host Station)
    1 (vs Aircraft)
    1 (vs Helicopter)
    10 (vs Tank)
    4 (Sector Conquest)
    1 (Reconnaissance)

    Weapon System

    Weapon ID39
    Weapon ClassSuper-Heavy Artillery Shell Cannon (grenade)
    Weapon Firepower170000 (1700)
    Damage Multiplierx0.7 vs Helicopters
    x0.5 vs Aircraft
    x1.5 vs Host Stations
    Rate of Fire (AI)12000 (12 seconds)
    Rate of Fire (User)9000 (9 seconds)
    Salvo CountN/A
    Salvo DelayN/A
    Machine Gun/AutocannonYes; 18000 (180) damage per second


    ---

    Ostwind

    Vehicle NameOstwind
    Vehicle ID144
    Vehicle ClassLight-Medium Anti-air Tank (tank)
    Energy19000 (190)
    Shield84%
    Radar Range1
    AI Flight AltitudeN/A
    AI Attack Distance (vs Sectors)650
    AI Attack Distance (vs Units)500
    AI Retreat Distance (vs Sectors)400
    AI Retreat Distance (vs Units)480
    AI Task Preference Rating1 (vs Host Station)
    8 (vs Aircraft)
    9 (vs Helicopter)
    1 (vs Tank)
    2 (Sector Conquest)
    3 (Reconnaissance)

    Weapon System

    Weapon ID40
    Weapon ClassSurface-to-air Missile (missile)
    Weapon Firepower2000 (20)
    Damage Multiplierx0.3 vs Tanks
    x0.4 vs Host Stations
    Rate of Fire (AI)150 (0.15 seconds)
    Rate of Fire (User)150 (0.15 seconds)
    Salvo Count10
    Salvo Delay4200 (4.2 seconds)
    Machine Gun/AutocannonYes; 4000 (40) damage per second


    ---

    Ormu-Scout

    Vehicle NameOrmu-Scout
    Vehicle ID35
    Vehicle ClassSatellite (ufo)
    Energy7000 (70)
    Shield50%
    Radar Range4
    AI Flight Altitude500
    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 Rating0 (vs Host Station)
    0 (vs Aircraft)
    0 (vs Helicopter)
    0 (vs Tank)
    0 (Sector Conquest)
    9 (Reconnaissance)


    ---

    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 ID53 (35)
    Building TypePower Station (kraftwerk)
    Sector Type14 (0E)
    Construction Cost106000 (1060)
    Structure ComponentNo
    Component IDN/A
    Structure ResistancePlaceholder
    Power Rating50


    ---

    Power Station 2

    Building ID17 (11)
    Building TypePower Station (kraftwerk)
    Sector Type14 (0E)
    Construction Cost146000 (1460)
    Structure ComponentNo
    Component IDN/A
    Structure ResistancePlaceholder
    Power Rating128


    ---

    Flak Station

    Building ID31 (1F)
    Building TypeFlak Station (defcenter)
    Sector Type208 (D0)
    Construction Cost163000 (1630)
    Structure ComponentYes; 4 Flak Turrets
    Component ID108
    Structure ResistancePlaceholder
    Turret Weapon108 - 108

    Weapon System

    Weapon ID108
    Weapon ClassFlak Shell (grenade)
    Weapon Firepower21000 (210)
    Damage Multiplierx1.5 vs Tanks
    Rate of Fire (AI)4500 (4.5 seconds)
    Rate of Fire (User)3000 (3 seconds)


    ---

    Flak Station (Player/Metropolis Dawn)

    Building ID74 (4A)
    Building TypeFlak Station (defcenter)
    Sector Type208 (D0)
    Construction Cost163000 (1630)
    Structure ComponentYes; 4 Flak Turrets
    Component ID156
    Structure ResistancePlaceholder
    Turret Weapon156 - 109

    Weapon System

    Weapon ID109
    Weapon ClassFlak Shell (grenade)
    Weapon Firepower15000 (150)
    Damage Multiplierx1.5 vs Tanks
    Rate of Fire (AI)4500 (4.5 seconds)
    Rate of Fire (User)3000 (3 seconds)


    ---

    Radar Station

    Building ID73 (49)
    Building TypeRadar Station (radar)
    Sector Type239 (EF)
    Construction Cost100000 (1000)
    Structure ComponentYes; 1 Radar Antenna
    Component ID141
    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.


    ---

    Multiplayer Buildings

    Power Station 1

    Building ID17 (11)
    Building TypePower Station (kraftwerk)
    Sector Type14 (0E)
    Construction Cost106000 (1060)
    Structure ComponentNo
    Component IDN/A
    Structure ResistancePlaceholder
    Power Rating64


    ---

    Power Station 2

    Building ID57 (39)
    Building TypePower Station (kraftwerk)
    Sector Type14 (0E)
    Construction Cost146000 (1460)
    Structure ComponentNo
    Component IDN/A
    Structure ResistancePlaceholder
    Power Rating128


    ---

    Power Station 3

    Building ID64 (40)
    Building TypePower Station (kraftwerk)
    Sector Type14 (0E)
    Construction Cost186000 (1860)
    Structure ComponentNo
    Component IDN/A
    Structure ResistancePlaceholder
    Power Rating192


    ---

    Flak Station

    Building ID27 (1B)
    Building TypeFlak Station (defcenter)
    Sector Type208 (D0)
    Construction Cost163000 (1630)
    Structure ComponentYes; 4 Flak Turrets
    Component ID108
    Structure ResistancePlaceholder
    Turret Weapon108 - 108

    Weapon System

    Weapon ID108
    Weapon ClassFlak Shell (grenade)
    Weapon Firepower21000 (210)
    Damage Multiplierx1.5 vs Tanks
    Rate of Fire (AI)4500 (4.5 seconds)
    Rate of Fire (User)3000 (3 seconds)


    ---

    Radar Station

    Building ID30 (1E)
    Building TypeRadar Station (radar)
    Sector Type239 (EF)
    Construction Cost100000 (1000)
    Structure ComponentYes; 1 Radar Antenna
    Component ID141
    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!

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!