TORRENT / Guides / Unit roster

Unit roster

The v1 target is roughly 40 units per faction. This page covers the Tier-1 land roster — the units you'll live and die by in the first ten minutes of every match — plus a tour of what waits at higher tiers.

The mirror policy

The two factions are about 85% mirrored. Every core role — constructor, raider, assault, artillery, AA, air scout, and so on — exists on both sides, with different stats and flavor. On top of that shared skeleton, each side has three to five signature units (marked ) that have no direct counterpart. This keeps balance tractable while giving each network a real identity.

  • Vantage — angular, pale gunmetal with cyan accents. More expensive per unit, slightly longer range, precision weapons. Wins cost-equal fights at range; loses when swarmed.
  • Feral — rounded, rust and bronze with red accents. Cheaper, faster to build, more numerous. Wins by raiding, flanking, and drowning you in metal.

Tier-1 land roster

These come from your Bot Lab and Vehicle Plant. Names are shown Vantage / Feral; a dash means the role is a signature with no mirror on that side.

RoleVantageFeralWhat it's for
Constructor bot Fabber Welder Builds the T1 set, reclaims wreckage, and repairs. Your economy's hands.
Scout Optic Flea Very fast, cheap, weak; provides radar-dot vision. Information, not firepower.
Raider Blade Pup Fast light attacker; wins early metal-spot skirmishes and hunts constructors.
Assault bot Warden Brute The bread-and-butter line unit. Your main battle mass.
Rocket bot Lancer Fist Slow projectile that outranges static defense at T1. Siege support.
Light tank Claw Roller The Vehicle-Plant alternative line — tougher, faster on open ground.
Mobile AA Spike Burst Projectile flak versus aircraft. Travel with your army or it dies to air.
Plasma artillery Lobber Feral signature: a cheap arcing harass gun that lobs plasma over the front.
Sniper skirmisher Ray Vantage signature: long thin laser, high range, extremely fragile. Kite or lose it.
Crawling bomb Tick Feral signature: a cheap suicide unit, devastating against clumped formations.

Vantage doctrine

Play Vantage like a duelist. Your units cost more but hit harder at range, so you want to fight at the edge of your reach and never let a Feral swarm close the gap. The Ray sniper epitomizes this: a glass cannon that deletes single targets from far away and dies to a stiff breeze. Lean on your superior static defense line to hold ground while your army picks fights on its own terms. Later you unlock the game's strongest defensive tech — mobile shield domes, hover railgun snipers, and the Archon walking fortress.

Feral doctrine

Play Feral like a swarm. Individually your units are worse; collectively they're everywhere at once. Build cheap, build fast, and trade aggressively — every wreck you leave is metal for your Welders to reclaim. Your Pup raiders are the fastest in the game; use them to snipe constructors and starve the enemy economy. The Tick crawling bomb turns any enemy clump into a liability, and the Lobber keeps static positions honest. Feral's mobile artillery is the best in the game — punish anything that stands still.

Beyond Tier 1

Tier 1 is where matches start; here's what the tech tree opens up as you build higher-tier factories.

Tier-2 land

Heavier mirrored assault, artillery, and AA, plus signature specialists:

  • Aegis ◆ (Vantage) — a mobile shield generator projecting a projectile-stopping dome; heavy energy drain.
  • Lance ◆ (Vantage) — a hover railgun sniper.
  • Swarmhost ◆ (Feral) — a carrier that continuously fabricates expendable drones.
  • Quake ◆ (Feral) — mobile rolling artillery with massive splash.

Air (T1 / T2)

Scout, fighter, and bomber at T1; gunship, torpedo bomber, transport, and strategic bomber at T2. Aircraft are fast and fragile and never hover-fight — they make passes. Air superiority is about intercept timing, not building a deathball.

Experimentals (T3)

Enormous units, each built from a dedicated Experimental Gantry and costing as much as a whole army:

  • Archon ◆ (Vantage) — a walking fortress with layered shields and a beam array.
  • Meridian ◆ (Vantage) — an immobile-deploy, ultra-long-range cannon.
  • Behemoth ◆ (Feral) — an armored ram-mech that crushes buildings by walking through them.
  • Locust Engine ◆ (Feral) — a factory-on-legs that streams free drone swarms.

Static defense & strategic weapons

Static defense scales from T1 laser/ballistic turrets to T2 heavy turrets, long-range plasma, anti-nuke and shield domes, radar/jammers, and minefields. Vantage statics are stronger per cost; Feral statics are cheaper and build faster. Strategic weapons — the nuclear silo (a city-killer, countered by anti-nuke domes), tactical missile launchers, and the Meridian-class long-range cannon — each have a visible, scoutable structure and a specific counter. Nothing wins from the shadows.

How stats work (and why there's no armor table)

Every unit is defined by a compact data schema: metalCost, energyCost, buildTime, maxHealth, speed, turnRate, sightRadius, radarRadius, and per-weapon damage, reloadTime, range, projectileSpeed, arc, aoeRadius, energyPerShot, and accuracyError.

Crucially, damage is uniform — there is no armor-type rock-paper-scissors table. Counters emerge from the physics instead:

  • Projectile speed vs target speed — fast raiders simply outrun slow shells, so they beat artillery for free.
  • Arc vs walls — arcing weapons lob over terrain that blocks direct fire.
  • Splash vs clumps — area weapons punish tight formations; spreading out is a real decision.
  • Range vs range — outranging your enemy lets you deal damage you never take.

This is the Total Annihilation / Beyond All Reason lineage: far easier to read and to balance than a hidden damage matrix. All of these numbers live in hot-reloadable JSON data files, so balance can be tuned live in dev mode.