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RACES
 
  SAPIENS  KHRALEANS  TITANS   
 

UNITS
 
  SAPIENS
  marine
engineer
mecha ii
marauder
bopper
tank
helicopter
battery
destroyer
fuze
submarine

  KHRALEANS
  underling
infector
infected marine
swarmer
borfly
garuda
pinzer
wyrm
leviathan
salamander
kraken

  TITANS
  mecha
assimilator
cyber underling
speeder
guardian
eclipse
plasma tank
walker
hydronaut
mantisse
skimmer
 
 
 
ENGINEER
 
  Engineer Cost: 200 credits.
Type: ground light
The Engineer has no attack and defense, but its special abilities are very useful. Get next to a Mecha and re-program it to join your army. Use the EMP to disable nearby Titans within range for 1 round. The EMP also affects re-programmed Mechas so be careful. The EMP must recharge for 10 rounds before it can be used again. As support it multiplies the repair rate for units next to it by 2. Repair units faster by placing them next to multiple Engineers.
 
 
 
Engineer
sapiens
     
Cost 200 credits.
Type     ground light
 
Mobility
Moves per turn 1
surface 6
underground 0
after attack 0
 
Vision 3
Vision under. 0
 
Repair points 1
 
 
Attack strength versus  
Ground light 0
Ground heavy 0
Aerial 0
Aquatic 0
Amphibian 0
Attack range 1  
Attack range under. N/A  
Resurface bonus 0
Defense strength 0
Defense strength under. 0
 
Attack after move NO  
 
Teleport NO  
 
Special ability EMP radius 2
 
 
 
 

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