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 Name | Taerkasten Flying Fortress |
Vehicle ID | 60 |
Vehicle Class | Host Station (robo) |
Energy | N/A (Variable) |
Shield | 40% |
Radar Range | 3 |
Turret ID | 78 |
Total Turret Number | 4 |
AI Flight Altitude | 350 |
Weapon System
Weapon ID | 81 |
Weapon Class | Shell Cannon (grenade) |
Weapon Firepower | 20000 (200) |
Damage Multiplier | N/A |
Rate of Fire (AI) | 1700 (1.7 seconds) |
Rate of Fire (User) | 1200 (1.2 seconds) |
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Taerkasten Flying Fortress (Player/Metropolis Dawn)
Vehicle Name | Taerkasten Flying Fortress |
Vehicle ID | 178 |
Vehicle Class | Host Station (robo) |
Energy | N/A (Variable; changes between 550000 (1375) to 1000000 (2500) throughout the Metropolis Dawn Taerkasten campaign) |
Shield | 60% |
Radar Range | 3 |
Turret ID | 149 |
Total Turret Number | 4 |
AI Flight Altitude | 350 |
Weapon System
Weapon ID | 87 |
Weapon Class | Shell Cannon (grenade) |
Weapon Firepower | 10000 (100) |
Damage Multiplier | N/A |
Rate of Fire (AI) | 1700 (1.7 seconds) |
Rate of Fire (User) | 1200 (1.2 seconds) |
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NOTES
* Placeholder.
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Multiplayer Host Stations
Taerkasten Flying Fortress (Default)
Vehicle Name | Taerkasten Flying Fortress |
Vehicle ID | 60 |
Vehicle Class | Host Station (robo) |
Energy | N/A (Variable) |
Shield | 60% |
Radar Range | 3 |
Turret ID | 78 |
Total Turret Number | 4 |
AI Flight Altitude | 350 |
Weapon System
Weapon ID | 81 |
Weapon Class | Shell Cannon (grenade) |
Weapon Firepower | 20000 (200) |
Damage Multiplier | N/A |
Rate of Fire (AI) | 1700 (1.7 seconds) |
Rate of Fire (User) | 1200 (1.2 seconds) |
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Taerkasten Flying Fortress (Modem)
Vehicle Name | Taerkasten Flying Fortress |
Vehicle ID | 60 |
Vehicle Class | Host Station (robo) |
Energy | N/A (Variable) |
Shield | 85% |
Radar Range | 3 |
Turret ID | 160 |
Total Turret Number | 1 |
AI Flight Altitude | 350 |
Weapon System
Weapon ID | 123 |
Weapon Class | Shell Cannon (grenade) |
Weapon Firepower | 30000 (300) |
Damage Multiplier | N/A |
Rate of Fire (AI) | 1700 (1.7 seconds) |
Rate of Fire (User) | 1200 (1.2 seconds) |
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NOTES
* Placeholder.
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Vehicles
Single-player & Multiplayer Vehicles
Eisenhans
Vehicle Name | Eisenhans |
Vehicle ID | 32 |
Vehicle Class | Medium Tank (tank) |
Energy | 11000 (110) |
Shield | 80% |
Radar Range | 1 |
AI Flight Altitude | N/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 Rating | 3 (vs Host Station) 2 (vs Aircraft) 3 (vs Helicopter) 5 (vs Tank) 6 (Sector Conquest) 3 (Reconnaissance) |
Weapon System
Weapon ID | 32 |
Weapon Class | Shell Cannon (grenade) |
Weapon Firepower | 18000 (180) |
Damage Multiplier | x0.7 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 Count | N/A |
Salvo Delay | N/A |
Machine Gun/Autocannon | Yes; 10000 (100) damage per second |
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Leonid
Vehicle Name | Leonid |
Vehicle ID | 37 |
Vehicle Class | Heavy Tank (tank) |
Energy | 28000 (280) |
Shield | 86% |
Radar Range | 1 |
AI Flight Altitude | N/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 Rating | 8 (vs Host Station) 1 (vs Aircraft) 5 (vs Helicopter) 8 (vs Tank) 5 (Sector Conquest) 1 (Reconnaissance) |
Weapon System
Weapon ID | 37 |
Weapon Class | Shell Cannon (grenade) |
Weapon Firepower | 41000 (410) |
Damage Multiplier | x0.7 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 Count | N/A |
Salvo Delay | N/A |
Machine Gun/Autocannon | Yes; 10000 (100) damage per second |
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Zeppelin
Vehicle Name | Zeppelin |
Vehicle ID | 131 |
Vehicle Class | Super-Heavy Zeppelin Bomber (zeppelin) |
Energy | 50000 (500) |
Shield | 95% |
Radar Range | 5 |
AI Flight Altitude | 250 |
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 Rating | 3 (vs Host Station) 1 (vs Aircraft) 1 (vs Helicopter) 6 (vs Tank) 7 (Sector Conquest) 10 (Reconnaissance) |
Weapon System
Weapon ID | 18 |
Weapon Class | Earthquake Bomb (bomb) |
Weapon Firepower | 300000 (3000) |
Damage Multiplier | x1.5 vs Tanks |
Rate of Fire (AI) | 10000 (10 seconds) |
Rate of Fire (User) | 7000 (7 seconds) |
Salvo Count | N/A |
Salvo Delay | N/A |
Machine Gun/Autocannon | No |
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Mnosjetz
Vehicle Name | Mnosjetz |
Vehicle ID | 38 |
Vehicle Class | Heavy Biplane Bomber (plane) |
Energy | 20000 (200) |
Shield | 77% |
Radar Range | 1 |
AI Flight Altitude | 150 |
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 Rating | 3 (vs Host Station) 1 (vs Aircraft) 2 (vs Helicopter) 9 (vs Tank) 10 (Sector Conquest) 6 (Reconnaissance) |
Weapon System
Weapon ID | 38 |
Weapon Class | Air-to-ground Bomb (bomb) |
Weapon Firepower | 50000 (500) |
Damage Multiplier | x1.5 vs Tanks |
Rate of Fire (AI) | 1800 (1.8 seconds) |
Rate of Fire (User) | 1800 (1.8 seconds) |
Salvo Count | N/A |
Salvo Delay | N/A |
Machine Gun/Autocannon | No |
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Phantom
Vehicle Name | Phantom |
Vehicle ID | 8 |
Vehicle Class | Heavy Anti-air Jet Fighter (plane) |
Energy | 30000 (300) |
Shield | 80% |
Radar Range | 1 |
AI Flight Altitude | 350 |
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 Rating | 3 (vs Host Station) 10 (vs Aircraft) 10 (vs Helicopter) 1 (vs Tank) 2 (Sector Conquest) 6 (Reconnaissance) |
Weapon System
Weapon ID | 8 |
Weapon Class | Air-to-air Cruise Missile (missile) |
Weapon Firepower | 50000 (500) |
Damage Multiplier | x0.5 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 Count | N/A |
Salvo Delay | N/A |
Machine Gun/Autocannon | Yes; 10000 (100) damage per second |
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Serp
Vehicle Name | Serp |
Vehicle ID | 36 |
Vehicle Class | Suicide Anti-air Drone (plane) |
Energy | 9000 (90) |
Shield | 45% |
Radar Range | 1 |
AI Flight Altitude | 300 |
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 Rating | 5 (vs Host Station) 9 (vs Aircraft) 8 (vs Helicopter) 1 (vs Tank) 1 (Sector Conquest) 7 (Reconnaissance) |
Weapon System
Weapon ID | 36 |
Weapon Class | Precision-guided Anti-air Cruise Missile (missile) |
Weapon Firepower | 40000 (400) |
Damage Multiplier | x0.5 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 Count | N/A |
Salvo Delay | N/A |
Machine Gun/Autocannon | No |
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Bronsteijn
Vehicle Name | Bronsteijn |
Vehicle ID | 34 |
Vehicle Class | Combat Satellite (heli) |
Energy | 40000 (400) |
Shield | 25% |
Radar Range | 1 |
AI Flight Altitude | 250 |
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 Rating | 6 (vs Host Station) 1 (vs Aircraft) 6 (vs Helicopter) 10 (vs Tank) 9 (Sector Conquest) 2 (Reconnaissance) |
Weapon System
Weapon ID | 34 |
Weapon Class | Ion Cannon (rocket) |
Weapon Firepower | 120000 (1200) |
Damage Multiplier | x0.5 vs Aircraft |
Rate of Fire (AI) | 1000 (1 seconds) |
Rate of Fire (User) | 3000 (3 seconds) |
Salvo Count | N/A |
Salvo Delay | N/A |
Machine Gun/Autocannon | No |
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Hetzel
Vehicle Name | Hetzel |
Vehicle ID | 33 |
Vehicle Class | Heavy Monoplane Attacker (plane) |
Energy | 18000 (180) |
Shield | 77% |
Radar Range | 1 |
AI Flight Altitude | 150 |
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 Rating | 7 (vs Host Station) 4 (vs Aircraft) 7 (vs Helicopter) 6 (vs Tank) 6 (Sector Conquest) 6 (Reconnaissance) |
Weapon System
Weapon ID | 33 |
Weapon Class | Bordkanone (rocket) |
Weapon Firepower | 8000 (80) |
Damage Multiplier | x1.5 vs Tanks x0.5 vs Aircraft |
Rate of Fire (AI) | 333 (0.33 seconds) |
Rate of Fire (User) | 333 (0.33 seconds) |
Salvo Count | N/A |
Salvo Delay | N/A |
Machine Gun/Autocannon | No |
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Thor's Hammer (Odin)
Vehicle Name | Thor's Hammer (Odin) |
Vehicle ID | 143 |
Vehicle Class | Super-Heavy Tank Buster Artillery (tank) |
Energy | 45000 (450) |
Shield | 89% |
Radar Range | 1 |
AI Flight Altitude | N/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 Rating | 6 (vs Host Station) 1 (vs Aircraft) 1 (vs Helicopter) 10 (vs Tank) 4 (Sector Conquest) 1 (Reconnaissance) |
Weapon System
Weapon ID | 39 |
Weapon Class | Super-Heavy Artillery Shell Cannon (grenade) |
Weapon Firepower | 170000 (1700) |
Damage Multiplier | x0.7 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 Count | N/A |
Salvo Delay | N/A |
Machine Gun/Autocannon | Yes; 18000 (180) damage per second |
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Ostwind
Vehicle Name | Ostwind |
Vehicle ID | 144 |
Vehicle Class | Light-Medium Anti-air Tank (tank) |
Energy | 19000 (190) |
Shield | 84% |
Radar Range | 1 |
AI Flight Altitude | N/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 Rating | 1 (vs Host Station) 8 (vs Aircraft) 9 (vs Helicopter) 1 (vs Tank) 2 (Sector Conquest) 3 (Reconnaissance) |
Weapon System
Weapon ID | 40 |
Weapon Class | Surface-to-air Missile (missile) |
Weapon Firepower | 2000 (20) |
Damage Multiplier | x0.3 vs Tanks x0.4 vs Host Stations |
Rate of Fire (AI) | 150 (0.15 seconds) |
Rate of Fire (User) | 150 (0.15 seconds) |
Salvo Count | 10 |
Salvo Delay | 4200 (4.2 seconds) |
Machine Gun/Autocannon | Yes; 4000 (40) damage per second |
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Ormu-Scout
Vehicle Name | Ormu-Scout |
Vehicle ID | 35 |
Vehicle Class | Satellite (ufo) |
Energy | 7000 (70) |
Shield | 50% |
Radar Range | 4 |
AI Flight Altitude | 500 |
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 Rating | 0 (vs Host Station) 0 (vs Aircraft) 0 (vs Helicopter) 0 (vs Tank) 0 (Sector Conquest) 9 (Reconnaissance) |
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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.
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Buildings
Single-player Buildings
Power Station 1
Building ID | 53 (35) |
Building Type | Power Station (kraftwerk) |
Sector Type | 14 (0E) |
Construction Cost | 106000 (1060) |
Structure Component | No |
Component ID | N/A |
Structure Resistance | Placeholder |
Power Rating | 50 |
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Power Station 2
Building ID | 17 (11) |
Building Type | Power Station (kraftwerk) |
Sector Type | 14 (0E) |
Construction Cost | 146000 (1460) |
Structure Component | No |
Component ID | N/A |
Structure Resistance | Placeholder |
Power Rating | 128 |
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Flak Station
Building ID | 31 (1F) |
Building Type | Flak Station (defcenter) |
Sector Type | 208 (D0) |
Construction Cost | 163000 (1630) |
Structure Component | Yes; 4 Flak Turrets |
Component ID | 108 |
Structure Resistance | Placeholder |
Turret Weapon | 108 - 108 |
Weapon System
Weapon ID | 108 |
Weapon Class | Flak Shell (grenade) |
Weapon Firepower | 21000 (210) |
Damage Multiplier | x1.5 vs Tanks |
Rate of Fire (AI) | 4500 (4.5 seconds) |
Rate of Fire (User) | 3000 (3 seconds) |
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Flak Station (Player/Metropolis Dawn)
Building ID | 74 (4A) |
Building Type | Flak Station (defcenter) |
Sector Type | 208 (D0) |
Construction Cost | 163000 (1630) |
Structure Component | Yes; 4 Flak Turrets |
Component ID | 156 |
Structure Resistance | Placeholder |
Turret Weapon | 156 - 109 |
Weapon System
Weapon ID | 109 |
Weapon Class | Flak Shell (grenade) |
Weapon Firepower | 15000 (150) |
Damage Multiplier | x1.5 vs Tanks |
Rate of Fire (AI) | 4500 (4.5 seconds) |
Rate of Fire (User) | 3000 (3 seconds) |
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Radar Station
Building ID | 73 (49) |
Building Type | Radar Station (radar) |
Sector Type | 239 (EF) |
Construction Cost | 100000 (1000) |
Structure Component | Yes; 1 Radar Antenna |
Component ID | 141 |
Structure Resistance | Placeholder |
Radar Range | 10 |
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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.
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Multiplayer Buildings
Power Station 1
Building ID | 17 (11) |
Building Type | Power Station (kraftwerk) |
Sector Type | 14 (0E) |
Construction Cost | 106000 (1060) |
Structure Component | No |
Component ID | N/A |
Structure Resistance | Placeholder |
Power Rating | 64 |
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Power Station 2
Building ID | 57 (39) |
Building Type | Power Station (kraftwerk) |
Sector Type | 14 (0E) |
Construction Cost | 146000 (1460) |
Structure Component | No |
Component ID | N/A |
Structure Resistance | Placeholder |
Power Rating | 128 |
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Power Station 3
Building ID | 64 (40) |
Building Type | Power Station (kraftwerk) |
Sector Type | 14 (0E) |
Construction Cost | 186000 (1860) |
Structure Component | No |
Component ID | N/A |
Structure Resistance | Placeholder |
Power Rating | 192 |
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Flak Station
Building ID | 27 (1B) |
Building Type | Flak Station (defcenter) |
Sector Type | 208 (D0) |
Construction Cost | 163000 (1630) |
Structure Component | Yes; 4 Flak Turrets |
Component ID | 108 |
Structure Resistance | Placeholder |
Turret Weapon | 108 - 108 |
Weapon System
Weapon ID | 108 |
Weapon Class | Flak Shell (grenade) |
Weapon Firepower | 21000 (210) |
Damage Multiplier | x1.5 vs Tanks |
Rate of Fire (AI) | 4500 (4.5 seconds) |
Rate of Fire (User) | 3000 (3 seconds) |
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Radar Station
Building ID | 30 (1E) |
Building Type | Radar Station (radar) |
Sector Type | 239 (EF) |
Construction Cost | 100000 (1000) |
Structure Component | Yes; 1 Radar Antenna |
Component ID | 141 |
Structure Resistance | Placeholder |
Radar Range | 10 |
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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.
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