Raid & Rescue ‹ Back to base

Field manual

Guide

Every unit, its stats at each tier, and the research behind it

How to play

A side-view battlefield, your base on the left, theirs on the right. You fly the only helicopter; everything else marches.

The objective

One unarmed explosives van wins the war. Drive yours into the enemy base, and keep theirs away from yours.

  • Both sides earn money over time and spend it on ground units that march toward the other base
  • Everything you buy exists to clear a lane for the van, or to stop theirs
  • Long stalemates escalate: a few minutes in, income jumps until somebody breaks through

Fly

Left thumb flies. Right thumb fights.

  • A floating joystick on the left of the screen moves the helicopter; the nose follows your heading
  • GUN (hold), MSL and BMB on the right. Buttons dim when that ammo is spent
  • Reversing is a maneuver: the nose rears up through the turn, so you can snap-shoot upward mid-flip
  • Land on your own pad to refuel, rearm and repair. Land gently: hard touchdowns and an empty tank both end the aircraft
  • Two helicopters that meet in the air destroy each other

Buy

The bar along the bottom is your war chest for this battle.

  • INF, SPC, TNK, RKT, VAN and HELI, each with its price. Grayed when you can't afford it
  • Bought units roll out of your base and march right on their own. Ground units that pass the enemy base are gone; only the van matters at the door
  • Infantry and specialists come in pairs; rockets fire once and are spent; a spare helicopter is the most expensive thing on the bar, so don't lose the first one cheaply

Take ground

The map fights back. Learn what each structure does before you fly past it.

  • Balloon houses hold a garrison of up to five. They man a gun, fly a barrage balloon whose cable kills helicopters, and pay income to whoever holds them. Empty one out, then walk a soldier in
  • AA batteries shoot only at aircraft: an eight-round flak burst, then a reload. The reload is your window. Destroy one and two specialist crews can rebuild the ruin for your side
  • Tanks, soldiers and specialists shoot back at anything flying below their own height. Hug the ground only where there are no enemy troops

Airlift

Your helicopter is also the only transport.

  • Park near friendly infantry and they climb in on their own. Higher helicopter tiers carry more
  • DROP releases one at a time. From altitude they parachute, and they need air under them for the canopy to open
  • Landing on infantry squishes them, yours included. Land beside them, not on them. Your own pad is always safe
  • Missiles lock half a second after launch onto where you were. Break hard and they sail past

Between battles

Winning pays. Spend it in the Lab and the Hangar, then go back and win faster.

  • Wins pay BattleCoins and Blueprints, drop prize boxes, and post your clear time to the leaderboards
  • The Research Lab upgrades one stat of one tier at a time; the Hangar buys the next tier outright
  • Every mission has a ladder of difficulty levels. Clear the required level and the next mission opens
  • Leave mid-battle and RESUME picks up exactly where you were

Economy

Three currencies. Two you earn by playing; one you can buy.

BattleCoins

The everyday currency — what the front pays you for fighting.

How to get it

  • Winning a battle (more for beating the mission's par time)
  • Supply-drop crates caught mid-battle
  • Prize boxes

What it's for

  • Starting a research project
  • Boosting a running project's clock (2× / 4× / 8×) to finish sooner
  • Buying a unit tier in the Hangar (alongside Blueprints)

Blueprints

The advancement currency — earned by progress, not grinding.

How to get it

  • First-ever clear of a mission (+3)
  • Setting a new personal-best time on a replay (+1)
  • Some mission rewards, supply drops, and prize boxes

What it's for

  • Completing a research project instantly instead of waiting
  • Hiring extra researchers (2nd–5th: 5, 15, 45, 135)
  • Buying a unit tier in the Hangar (alongside BattleCoins)

War Bonds

Premium

The premium currency. Mostly purchased, spent in the War Chest.

How to get it

  • Bond packs from the War Chest (10 / 25 / 50 / 100 / 250 / 600)
  • Occasional battle rewards, supply drops, and prize boxes

What it's for

  • Exchanging in the War Chest for BattleCoins or Blueprints
  • Hiring researchers the fast way (2, 5, 13, 39 bonds)

Commissions

One-time purchases from the War Chest — bought with real money, not War Bonds, and restored automatically on a new device.

Quartermaster's Commission

Premium

One-time purchase. Supply crates open the moment you catch them — no waiting, no ads, permanently.

How you get it

  • Bought once in the War Chest (real money, not bonds)
  • Restores automatically on a new device

What it does

  • Every crate, every battle, opens at once from then on

Research Aid Commission

Premium

One-time purchase. Hires a lab aide who keeps the research bench moving while you fight.

How you get it

  • Bought once in the War Chest (real money, not bonds)
  • Restores automatically on a new device

What it does

  • Finished research is collected automatically on your next visit
  • The next level of the same project starts immediately when your BattleCoins cover it

Commission Bundle

Premium

Both commissions above in a single purchase. Only offered while you hold neither.

How you get it

  • Bought once in the War Chest (real money, not bonds)
  • Restores automatically on a new device

What it does

  • Grants the Quartermaster's and Research Aid Commissions together

Field Commission

Premium

The one-time starter. Twelve War Bonds and a second researcher, then it leaves the shelf for good.

How you get it

  • Bought once in the War Chest (real money, not bonds)
  • Sometimes promoted as a limited offer

What it does

  • 12 War Bonds credited at once
  • One extra researcher for the lab

Units

Helicopter

Your one aircraft, and the only line-breaker in the game. Rearms and refuels only on its own pad; carries a gun, missiles and bombs, and can airlift soldiers to paradrop behind enemy lines. Lose all your lives with no buyback and the battle is lost.

Tier Cost HP Fuel Gun Missiles Bombs Troop seats Hangar
T1 Bell 47 $500 30 100 75 1/2 1/2 2 Prize box
T2 Sikorsky H-5 $550 34 110 85 1/3 2/2 4 1500⚙ 15▤
T3 Sikorsky H-19 Chickasaw $575 40 130 70 0/2 1/1 6 2000⚙ 25▤
T4 Bell Sioux Scout $575 40 100 90 2/4 0/2 1 2500⚙ 35▤
T5 Bell UH-1 Iroquois $600 46 130 60 1/3 1/2 6 3250⚙ 45▤

Tank

The battering ram of the ground push — heavy hit points, straight down the field, trading fire with anything in range.

Tier Cost Per buy HP Damage Range Speed Fire int Hits air Doctrine Hangar
T1 Old Tank $40 1 10 3 120 16 1.3s — — Prize box
T2 Liberty Heavy $45 1 12 4 120 16 1.25s — — 1500⚙ 15▤
T3 M46 Patton $52 1 14 5 120 16 1.2s — — 1800⚙ 20▤
T4 M48 Patton $60 1 16 6 120 16 1.15s — — 2000⚙ 25▤
T5 M60 $70 1 20 7 120 14 1.1s — Bazooka Crew — anti-air rocket every 30s 2400⚙ 30▤

Soldier

Cheap infantry, bought two at a time. Takes balloon houses one-for-one against the garrison inside, so numbers win ground.

Tier Cost Per buy HP Damage Range Speed Fire int Hits air Doctrine Hangar
T1 Private $25 2 1 1 120 16 0.7s — — Prize box
T2 Private 1st Class $28 2 2 1 120 16 0.65s — — 1500⚙ 15▤
T3 Corporal $32 2 3 1 120 16 0.6s — — 1800⚙ 15▤
T4 Fireteam Leader $36 2 4 1 120 16 0.55s — — 2000⚙ 25▤
T5 Sergeant $40 2 5 2 120 18 0.5s — — 2400⚙ 30▤

Specialist team

Armed engineers, bought two at a time. They rebuild a ruined gun emplacement and hold their own with a carbine — the only unit that repairs a strongpoint.

Tier Cost Per buy HP Damage Range Speed Fire int Hits air Doctrine Hangar
T1 Tech 3rd Class $20 2 2 2 120 16 0.7s — — Prize box
T2 Tech 2nd Class $25 2 3 2 120 16 0.65s — — 1500⚙ 15▤
T3 Tech 1st Class $30 2 4 2 120 16 0.6s — — 1800⚙ 15▤
T4 Master Specialist $35 2 5 2 120 16 0.55s — — 2000⚙ 25▤
T5 Warrant Officer $40 2 6 3 120 18 0.5s — Field Engineering — garrison 8, balloon ×2 HP 2400⚙ 30▤

Rocket launcher

A single rocket, consumed the moment it fires. Fragile, but it reaches out and deletes a target the rest of the column cannot.

Tier Cost Per buy HP Damage Range Speed Fire int Hits air Doctrine Hangar
T1 Crusader Mk I $15 1 4 0 250 16 3s yes — Prize box
T2 M19 Carriage $21 1 5 0 265 16 2.7s yes — 1500⚙ 15▤
T3 M42 Duster $27 1 6 0 280 16 2.4s yes — 1800⚙ 20▤
T4 M386 Honest John $33 1 7 0 280 16 2.1s yes — 2000⚙ 25▤
T5 M474 Launcher $40 1 8 0 280 18 1.8s yes Twin Rails — 2 rockets, 0.5s apart 2400⚙ 30▤

Explosives van

Unarmed, and the way you actually win: drive it into the enemy base. Everything else exists to clear a lane for it.

Tier Cost Per buy HP Damage Range Speed Fire int Hits air Doctrine Hangar
T1 Demo Van $60 1 20 0 0 16 instant — — Prize box
T2 Cargo Hauler $65 1 25 0 0 16 instant — — 1500⚙ 15▤
T3 Armored Carrier $72 1 30 0 0 16 instant — — 1800⚙ 20▤
T4 Command Track $80 1 36 0 0 16 instant — — 2000⚙ 25▤
T5 M113 Carrier $88 1 42 0 0 18 instant — Decoy Convoy — 2 carriers, one of them real 2400⚙ 30▤

Base

Your home position — sets your income and starting funds, and at higher tiers grants an activatable ability: a radar sweep, a missile battery, or a called-in air strike.

Tier Income Start funds Ability Hangar
T1 Outpost ×1 +0 — Prize box
T2 RADAR OUTPOST ×1 +0 RADAR SWEEP, 12s active, 60s recharge 1000⚙ 1▤
T3 MISSILE BASE ×1 +0 MISSILE BATTERY, 10s active, 60s recharge 2500⚙ 20▤
T4 FORWARD COMMAND ×1 +0 AIR STRIKE, 30s call-in, 6s active, 120s recharge 3000⚙ 25▤

Research

Each line upgrades one stat of one tier. Costs are BattleCoins; times are how long the work takes.

Helicopter

Airframe Armor T1
L1 +2 HP · $15 · 15mL2 +2 HP · $30 · 30mL3 +2 HP · $60 · 2hL4 +2 HP · $120 · 4hL5 +2 HP · $240 · 8hL6 +2 HP · $480 · 20hL7 +2 HP · $960 · 48h
Fuel Tanks T1
L1 +5 FUEL · $10 · 15mL2 +5 FUEL · $20 · 30mL3 +5 FUEL · $40 · 2hL4 +5 FUEL · $80 · 4hL5 +5 FUEL · $160 · 8hL6 +5 FUEL · $320 · 20hL7 +5 FUEL · $640 · 48h
Gun Magazines T1
L1 +5 ROUNDS · $10 · 15mL2 +5 ROUNDS · $20 · 30mL3 +5 ROUNDS · $30 · 1hL4 +5 ROUNDS · $45 · 2hL5 +5 ROUNDS · $65 · 3hL6 +5 ROUNDS · $90 · 6hL7 +5 ROUNDS · $125 · 11hL8 +5 ROUNDS · $175 · 21hL9 +5 ROUNDS · $250 · 39hL10 +5 ROUNDS · $290 · 72h
Missile Racks T1
L1 +1 MISSILE · $240 · 6h
Ground Crew T1
L1 −0.2s PAD TIME · $20 · 15mL2 −0.2s PAD TIME · $40 · 30mL3 −0.2s PAD TIME · $60 · 1hL4 −0.2s PAD TIME · $80 · 2hL5 −0.2s PAD TIME · $100 · 3hL6 −0.2s PAD TIME · $120 · 6hL7 −0.2s PAD TIME · $140 · 11hL8 −0.2s PAD TIME · $160 · 21hL9 −0.2s PAD TIME · $180 · 39hL10 −0.2s PAD TIME · $200 · 72h
Bombs T1
L1 +1 BOMB · $280 · 6h
Airframe Armor T2
L1 +2 HP · $15 · 15mL2 +2 HP · $30 · 30mL3 +2 HP · $60 · 2hL4 +2 HP · $120 · 4hL5 +2 HP · $240 · 8hL6 +2 HP · $480 · 20hL7 +2 HP · $960 · 48h
Fuel Tanks T2
L1 +5 FUEL · $10 · 15mL2 +5 FUEL · $20 · 30mL3 +5 FUEL · $40 · 2hL4 +5 FUEL · $80 · 4hL5 +5 FUEL · $160 · 8hL6 +5 FUEL · $320 · 20hL7 +5 FUEL · $640 · 48h
Gun Magazines T2
L1 +5 ROUNDS · $10 · 15mL2 +5 ROUNDS · $20 · 30mL3 +5 ROUNDS · $30 · 1hL4 +5 ROUNDS · $45 · 2hL5 +5 ROUNDS · $65 · 3hL6 +5 ROUNDS · $90 · 6hL7 +5 ROUNDS · $125 · 11hL8 +5 ROUNDS · $175 · 21hL9 +5 ROUNDS · $250 · 39hL10 +5 ROUNDS · $290 · 72h
Cabin Bench T2
L1 +1 SEAT · $90 · 6h
Missile Racks T2
L1 +1 MISSILE · $240 · 1hL2 +1 MISSILE · $480 · 8h
Ground Crew T2
L1 −0.2s PAD TIME · $20 · 15mL2 −0.2s PAD TIME · $40 · 30mL3 −0.2s PAD TIME · $60 · 1hL4 −0.2s PAD TIME · $80 · 2hL5 −0.2s PAD TIME · $100 · 3hL6 −0.2s PAD TIME · $120 · 6hL7 −0.2s PAD TIME · $140 · 11hL8 −0.2s PAD TIME · $160 · 21hL9 −0.2s PAD TIME · $180 · 39hL10 −0.2s PAD TIME · $200 · 72h
Airframe Procurement T2

Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.

L1 −$10 COST · $250 · 2hL2 −$10 COST · $265 · 2hL3 −$10 COST · $280 · 2hL4 −$10 COST · $295 · 3hL5 −$10 COST · $310 · 3h
Airframe Armor T3
L1 +2 HP · $15 · 15mL2 +2 HP · $30 · 30mL3 +2 HP · $60 · 2hL4 +2 HP · $120 · 4hL5 +2 HP · $240 · 8hL6 +2 HP · $480 · 20hL7 +2 HP · $960 · 48h
Fuel Tanks T3
L1 +5 FUEL · $10 · 15mL2 +5 FUEL · $20 · 30mL3 +5 FUEL · $40 · 2hL4 +5 FUEL · $80 · 4hL5 +5 FUEL · $160 · 8hL6 +5 FUEL · $320 · 20hL7 +5 FUEL · $640 · 48h
Gun Magazines T3
L1 +5 ROUNDS · $10 · 15mL2 +5 ROUNDS · $20 · 30mL3 +5 ROUNDS · $30 · 1hL4 +5 ROUNDS · $45 · 2hL5 +5 ROUNDS · $65 · 3hL6 +5 ROUNDS · $90 · 6hL7 +5 ROUNDS · $125 · 11hL8 +5 ROUNDS · $175 · 21hL9 +5 ROUNDS · $250 · 39hL10 +5 ROUNDS · $290 · 72h
Cabin Bench T3
L1 +1 SEAT · $150 · 6hL2 +1 SEAT · $300 · 6h
Missile Racks T3
L1 +1 MISSILE · $300 · 3hL2 +1 MISSILE · $600 · 3h
Ground Crew T3
L1 −0.2s PAD TIME · $20 · 15mL2 −0.2s PAD TIME · $40 · 30mL3 −0.2s PAD TIME · $60 · 1hL4 −0.2s PAD TIME · $80 · 2hL5 −0.2s PAD TIME · $100 · 3hL6 −0.2s PAD TIME · $120 · 6hL7 −0.2s PAD TIME · $140 · 11hL8 −0.2s PAD TIME · $160 · 21hL9 −0.2s PAD TIME · $180 · 39hL10 −0.2s PAD TIME · $200 · 72h
Missile Motors T3
L1 +0.1s BURN · $40 · 30mL2 +0.1s BURN · $80 · 2hL3 +0.1s BURN · $160 · 4hL4 +0.1s BURN · $320 · 8hL5 +0.1s BURN · $640 · 20h
Seeker Head T3

Advances in step with Missile Motors

L1 +1 RE-LOCK · $120 · 2hL2 +1 RE-LOCK · $300 · 6hL3 +1 RE-LOCK · $700 · 18hL4 +1 RE-LOCK · $1500 · 48h
Airframe Procurement T3

Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.

L1 −$10 COST · $250 · 2hL2 −$10 COST · $265 · 2hL3 −$10 COST · $280 · 2hL4 −$10 COST · $295 · 3hL5 −$10 COST · $310 · 3hL6 −$10 COST · $325 · 3hL7 −$10 COST · $340 · 4hL8 −$5 COST · $355 · 4h
Airframe Armor T4
L1 +2 HP · $20 · 15mL2 +2 HP · $50 · 30mL3 +2 HP · $110 · 2hL4 +2 HP · $250 · 4hL5 +2 HP · $500 · 8hL6 +3 HP · $1000 · 20hL7 +3 HP · $2000 · 48h
Fuel Tanks T4
L1 +5 FUEL · $15 · 15mL2 +5 FUEL · $30 · 30mL3 +5 FUEL · $60 · 2hL4 +5 FUEL · $120 · 4hL5 +5 FUEL · $240 · 8hL6 +8 FUEL · $480 · 20hL7 +8 FUEL · $960 · 48h
Gun Magazines T4
L1 +5 ROUNDS · $25 · 15mL2 +5 ROUNDS · $50 · 30mL3 +5 ROUNDS · $75 · 1hL4 +5 ROUNDS · $110 · 2hL5 +5 ROUNDS · $160 · 3hL6 +5 ROUNDS · $225 · 6hL7 +5 ROUNDS · $310 · 11hL8 +5 ROUNDS · $435 · 21hL9 +10 ROUNDS · $620 · 39hL10 +10 ROUNDS · $710 · 72h
Cabin Bench T4
L1 +1 SEAT · $500 · 6h
Missile Racks T4
L1 +1 MISSILE · $400 · 6hL2 +1 MISSILE · $800 · 12h
Bomb Racks T4
L1 +1 BOMB · $600 · 6hL2 +1 BOMB · $1200 · 12h
Ground Crew T4
L1 −0.2s PAD TIME · $30 · 15mL2 −0.2s PAD TIME · $60 · 30mL3 −0.2s PAD TIME · $90 · 1hL4 −0.2s PAD TIME · $120 · 2hL5 −0.2s PAD TIME · $180 · 3hL6 −0.2s PAD TIME · $250 · 6hL7 −0.2s PAD TIME · $340 · 11hL8 −0.2s PAD TIME · $420 · 21hL9 −0.2s PAD TIME · $530 · 39hL10 −0.2s PAD TIME · $700 · 72h
Missile Motors T4
L1 +0.1s BURN · $40 · 30mL2 +0.1s BURN · $80 · 2hL3 +0.1s BURN · $160 · 4hL4 +0.1s BURN · $320 · 8hL5 +0.1s BURN · $640 · 20hL6 +0.1s BURN · $900 · 36h
Seeker Head T4
L1 +1 RE-LOCK · $120 · 2hL2 +1 RE-LOCK · $300 · 6hL3 +1 RE-LOCK · $700 · 18hL4 +1 RE-LOCK · $1500 · 48h
Airframe Procurement T4

Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.

L1 −$10 COST · $250 · 2hL2 −$10 COST · $265 · 2hL3 −$10 COST · $280 · 2hL4 −$10 COST · $295 · 3hL5 −$10 COST · $310 · 3hL6 −$10 COST · $325 · 3hL7 −$10 COST · $340 · 4hL8 −$5 COST · $355 · 4h
Airframe Armor T5
L1 +2 HP · $25 · 15mL2 +2 HP · $60 · 30mL3 +2 HP · $130 · 2hL4 +2 HP · $290 · 4hL5 +2 HP · $580 · 8hL6 +3 HP · $1150 · 20hL7 +3 HP · $2300 · 48h
Fuel Tanks T5
L1 +5 FUEL · $20 · 15mL2 +5 FUEL · $40 · 30mL3 +5 FUEL · $80 · 2hL4 +5 FUEL · $160 · 4hL5 +5 FUEL · $320 · 8hL6 +8 FUEL · $640 · 20hL7 +8 FUEL · $1280 · 48h
Gun Magazines T5
L1 +5 ROUNDS · $30 · 15mL2 +5 ROUNDS · $55 · 30mL3 +5 ROUNDS · $85 · 1hL4 +5 ROUNDS · $125 · 2hL5 +5 ROUNDS · $185 · 3hL6 +5 ROUNDS · $260 · 6hL7 +5 ROUNDS · $355 · 11hL8 +5 ROUNDS · $500 · 21hL9 +10 ROUNDS · $710 · 39hL10 +10 ROUNDS · $825 · 72h
Cabin Bench T5
L1 +1 SEAT · $200 · 6hL2 +1 SEAT · $400 · 6hL3 +1 SEAT · $800 · 6hL4 +1 SEAT · $1600 · 6h
Missile Racks T5
L1 +1 MISSILE · $450 · 6hL2 +1 MISSILE · $900 · 12h
Bomb Racks T5
L1 +1 BOMB · $700 · 6h
Ground Crew T5
L1 −0.2s PAD TIME · $35 · 15mL2 −0.2s PAD TIME · $70 · 30mL3 −0.2s PAD TIME · $105 · 1hL4 −0.2s PAD TIME · $140 · 2hL5 −0.2s PAD TIME · $210 · 3hL6 −0.2s PAD TIME · $290 · 6hL7 −0.2s PAD TIME · $390 · 11hL8 −0.2s PAD TIME · $480 · 21hL9 −0.2s PAD TIME · $610 · 39hL10 −0.2s PAD TIME · $800 · 72h
Missile Motors T5
L1 +0.1s BURN · $50 · 30mL2 +0.1s BURN · $100 · 2hL3 +0.1s BURN · $200 · 4hL4 +0.1s BURN · $400 · 8hL5 +0.1s BURN · $800 · 20hL6 +0.1s BURN · $1100 · 36h
Seeker Head T5
L1 +1 RE-LOCK · $150 · 2hL2 +1 RE-LOCK · $350 · 6hL3 +1 RE-LOCK · $800 · 18hL4 +1 RE-LOCK · $1700 · 48h
Airframe Procurement T5

Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.

L1 −$10 COST · $250 · 2hL2 −$10 COST · $265 · 2hL3 −$10 COST · $280 · 2hL4 −$10 COST · $295 · 3hL5 −$10 COST · $310 · 3hL6 −$10 COST · $325 · 3hL7 −$10 COST · $340 · 4hL8 −$10 COST · $355 · 4hL9 −$10 COST · $370 · 4hL10 −$10 COST · $385 · 5h

Tank

Gun Optics T1
L1 +2 · $30 · 15mL2 +2 · $50 · 1hL3 +2 · $70 · 4hL4 +2 · $100 · 8hL5 +2 · $140 · 12h
Tank Armor T1
L1 +1 HP · $15 · 15mL2 +1 HP · $30 · 45mL3 +2 HP · $60 · 3hL4 +2 HP · $120 · 8hL5 +2 HP · $240 · 24h
Tank Cannon T1
L1 +1 DMG · $30 · 15mL2 +1 DMG · $90 · 2hL3 +1 DMG · $270 · 12h
Gun Optics T2
L1 +2 · $35 · 15mL2 +2 · $58 · 1hL3 +2 · $80 · 4hL4 +2 · $115 · 8hL5 +2 · $160 · 12h
Tank Armor T2
L1 +1 HP · $15 · 15mL2 +1 HP · $30 · 45mL3 +2 HP · $60 · 3hL4 +2 HP · $120 · 8hL5 +2 HP · $240 · 24h
Tank Cannon T2
L1 +1 DMG · $30 · 15mL2 +1 DMG · $90 · 2hL3 +1 DMG · $270 · 12h
Tank Procurement T2

Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.

L1 −$1 COST · $103 · 2hL2 −$1 COST · $109 · 2hL3 −$1 COST · $115 · 2hL4 −$1 COST · $121 · 3hL5 −$1 COST · $127 · 3h
Gun Optics T3
L1 +2 · $40 · 15mL2 +2 · $65 · 1hL3 +2 · $90 · 4hL4 +2 · $130 · 8hL5 +2 · $180 · 12h
Tank Armor T3
L1 +1 HP · $15 · 15mL2 +1 HP · $30 · 45mL3 +2 HP · $60 · 3hL4 +2 HP · $120 · 8hL5 +2 HP · $240 · 24h
Tank Cannon T3
L1 +1 DMG · $30 · 15mL2 +1 DMG · $90 · 2hL3 +1 DMG · $270 · 12h
Tank Procurement T3

Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.

L1 −$1 COST · $86 · 2hL2 −$1 COST · $92 · 2hL3 −$1 COST · $97 · 2hL4 −$1 COST · $102 · 3hL5 −$1 COST · $107 · 3hL6 −$1 COST · $112 · 3hL7 −$1 COST · $118 · 4hL8 −$1 COST · $123 · 4hL9 −$1 COST · $128 · 4hL10 −$1 COST · $133 · 5hL11 −$1 COST · $138 · 5hL12 −$1 COST · $144 · 6h
Tank Armor T4
L1 +1 HP · $20 · 15mL2 +1 HP · $40 · 45mL3 +2 HP · $80 · 3hL4 +2 HP · $160 · 8hL5 +2 HP · $320 · 24h
Tank Cannon T4
L1 +1 DMG · $40 · 15mL2 +1 DMG · $120 · 2hL3 +1 DMG · $360 · 12h
Gun Optics T4
L1 +2 · $45 · 15mL2 +2 · $72 · 1hL3 +2 · $100 · 4hL4 +2 · $145 · 8hL5 +2 · $200 · 12h
Tank Procurement T4

Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.

L1 −$1 COST · $73 · 2hL2 −$1 COST · $78 · 2hL3 −$1 COST · $82 · 2hL4 −$1 COST · $86 · 3hL5 −$1 COST · $91 · 3hL6 −$1 COST · $95 · 3hL7 −$1 COST · $100 · 4hL8 −$1 COST · $104 · 4hL9 −$1 COST · $108 · 4hL10 −$1 COST · $113 · 5hL11 −$1 COST · $117 · 5hL12 −$1 COST · $122 · 6hL13 −$1 COST · $126 · 6hL14 −$1 COST · $130 · 7hL15 −$1 COST · $135 · 8hL16 −$1 COST · $139 · 8hL17 −$1 COST · $144 · 8hL18 −$1 COST · $148 · 8hL19 −$1 COST · $152 · 8hL20 −$1 COST · $157 · 8h
Tank Armor T5
L1 +1 HP · $25 · 15mL2 +1 HP · $50 · 45mL3 +2 HP · $100 · 3hL4 +2 HP · $200 · 8hL5 +2 HP · $400 · 24h
Tank Cannon T5
L1 +1 DMG · $50 · 15mL2 +1 DMG · $150 · 2hL3 +1 DMG · $450 · 12h
Gun Optics T5
L1 +2 · $50 · 15mL2 +2 · $80 · 1hL3 +2 · $110 · 4hL4 +2 · $160 · 8hL5 +2 · $220 · 12h
Powerpack T5
L1 +50% SPEED · $60 · 15mL2 +50% SPEED · $90 · 30mL3 +50% SPEED · $130 · 1hL4 +50% SPEED · $190 · 2hL5 +50% SPEED · $280 · 3hL6 +50% SPEED · $400 · 6hL7 +50% SPEED · $560 · 11hL8 +50% SPEED · $800 · 21h
Bazooka Crew T5

A fourth crewman rides the turret with a rocket on his shoulder. Every thirty seconds, one rocket arcs up at whatever is flying. It is not guided, it is not upgradeable, and it does not care how expensive your helicopter was.

L1 +1 · $1750 · 48h
Tank Procurement T5

Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.

L1 −$1 COST · $61 · 2hL2 −$1 COST · $65 · 2hL3 −$1 COST · $69 · 2hL4 −$1 COST · $73 · 3hL5 −$1 COST · $76 · 3hL6 −$1 COST · $80 · 3hL7 −$1 COST · $84 · 4hL8 −$1 COST · $87 · 4hL9 −$1 COST · $91 · 4hL10 −$1 COST · $95 · 5hL11 −$1 COST · $98 · 5hL12 −$1 COST · $102 · 6hL13 −$1 COST · $106 · 6hL14 −$1 COST · $109 · 7hL15 −$1 COST · $113 · 8hL16 −$1 COST · $117 · 8hL17 −$1 COST · $121 · 8hL18 −$1 COST · $124 · 8hL19 −$1 COST · $128 · 8hL20 −$1 COST · $132 · 8hL21 −$1 COST · $135 · 8hL22 −$1 COST · $139 · 8hL23 −$1 COST · $143 · 8hL24 −$1 COST · $146 · 8hL25 −$1 COST · $150 · 8hL26 −$1 COST · $154 · 8hL27 −$1 COST · $157 · 8hL28 −$1 COST · $161 · 8hL29 −$1 COST · $165 · 8hL30 −$1 COST · $169 · 8h

Soldier

Infantry Gear T1
L1 +1 HP · $15 · 15mL2 +1 HP · $45 · 2hL3 +1 HP · $135 · 12h
Infantry Rifles T1
L1 +1 DMG · $30 · 15mL2 +1 DMG · $90 · 2hL3 +1 DMG · $270 · 12h
Infantry Gear T2
L1 +1 HP · $15 · 15mL2 +1 HP · $45 · 2hL3 +1 HP · $135 · 12h
Infantry Rifles T2
L1 +1 DMG · $30 · 15mL2 +1 DMG · $90 · 2hL3 +1 DMG · $270 · 12h
Infantry Procurement T2

Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.

L1 −$1 COST · $118 · 2hL2 −$1 COST · $125 · 2hL3 −$1 COST · $132 · 2h
Infantry Gear T3
L1 +1 HP · $15 · 15mL2 +1 HP · $45 · 2hL3 +1 HP · $135 · 12h
Infantry Rifles T3
L1 +1 DMG · $30 · 15mL2 +1 DMG · $90 · 2hL3 +1 DMG · $270 · 12h
Infantry Procurement T3

Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.

L1 −$1 COST · $106 · 2hL2 −$1 COST · $112 · 2hL3 −$1 COST · $119 · 2hL4 −$1 COST · $125 · 3hL5 −$1 COST · $131 · 3hL6 −$1 COST · $138 · 3hL7 −$1 COST · $144 · 4h
Infantry Gear T4
L1 +1 HP · $20 · 15mL2 +1 HP · $60 · 2hL3 +1 HP · $180 · 12h
Infantry Rifles T4
L1 +1 DMG · $40 · 15mL2 +1 DMG · $120 · 2hL3 +1 DMG · $360 · 12h
Infantry Procurement T4

Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.

L1 −$1 COST · $96 · 2hL2 −$1 COST · $102 · 2hL3 −$1 COST · $108 · 2hL4 −$1 COST · $113 · 3hL5 −$1 COST · $119 · 3hL6 −$1 COST · $125 · 3hL7 −$1 COST · $131 · 4hL8 −$1 COST · $137 · 4hL9 −$1 COST · $142 · 4hL10 −$1 COST · $148 · 5hL11 −$1 COST · $154 · 5h
Infantry Gear T5
L1 +1 HP · $25 · 15mL2 +1 HP · $75 · 2hL3 +1 HP · $225 · 12h
Infantry Rifles T5
L1 +1 DMG · $50 · 15mL2 +1 DMG · $150 · 2hL3 +1 DMG · $450 · 12h
Rifle Squad T5

A Sergeant does not arrive with a buddy; he arrives with a squad. Every infantry purchase fields four soldiers instead of two, at the same price. Arithmetic wins house fights.

L1 +2 PER BUY · $1750 · 48h
Infantry Procurement T5

Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.

L1 −$1 COST · $88 · 2hL2 −$1 COST · $93 · 2hL3 −$1 COST · $99 · 2hL4 −$1 COST · $104 · 3hL5 −$1 COST · $109 · 3hL6 −$1 COST · $114 · 3hL7 −$1 COST · $120 · 4hL8 −$1 COST · $125 · 4hL9 −$1 COST · $130 · 4hL10 −$1 COST · $136 · 5hL11 −$1 COST · $141 · 5hL12 −$1 COST · $146 · 6hL13 −$1 COST · $151 · 6hL14 −$1 COST · $157 · 7hL15 −$1 COST · $162 · 8h

Specialist team

Specialist Gear T1
L1 +1 HP · $15 · 15mL2 +1 HP · $45 · 2hL3 +1 HP · $135 · 12h
Specialist Carbines T1
L1 +1 DMG · $45 · 1hL2 +1 DMG · $135 · 8h
Specialist Gear T2
L1 +1 HP · $15 · 15mL2 +1 HP · $45 · 2hL3 +1 HP · $135 · 12h
Squad Attachment T2
L1 +1 PER BUY · $120 · 6h
Specialist Carbines T2
L1 +1 DMG · $45 · 1hL2 +1 DMG · $135 · 8h
Specialist Procurement T2

Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.

L1 −$1 COST · $83 · 2hL2 −$1 COST · $88 · 2hL3 −$1 COST · $93 · 2hL4 −$1 COST · $98 · 3hL5 −$1 COST · $103 · 3h
Specialist Gear T3
L1 +1 HP · $15 · 15mL2 +1 HP · $45 · 2hL3 +1 HP · $135 · 12h
Squad Attachment T3
L1 +1 PER BUY · $120 · 6h
Specialist Carbines T3
L1 +1 DMG · $45 · 1hL2 +1 DMG · $135 · 8h
Specialist Procurement T3

Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.

L1 −$1 COST · $73 · 2hL2 −$1 COST · $78 · 2hL3 −$1 COST · $82 · 2hL4 −$1 COST · $86 · 3hL5 −$1 COST · $91 · 3hL6 −$1 COST · $95 · 3hL7 −$1 COST · $100 · 4hL8 −$1 COST · $104 · 4hL9 −$1 COST · $108 · 4hL10 −$1 COST · $113 · 5h
Specialist Gear T4
L1 +1 HP · $20 · 15mL2 +1 HP · $60 · 2hL3 +1 HP · $180 · 12h
Specialist Carbines T4
L1 +1 DMG · $60 · 1hL2 +1 DMG · $180 · 8h
Squad Attachment T4
L1 +1 PER BUY · $150 · 6h
Specialist Procurement T4

Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.

L1 −$1 COST · $65 · 2hL2 −$1 COST · $69 · 2hL3 −$1 COST · $73 · 2hL4 −$1 COST · $77 · 3hL5 −$1 COST · $81 · 3hL6 −$1 COST · $85 · 3hL7 −$1 COST · $89 · 4hL8 −$1 COST · $93 · 4hL9 −$1 COST · $97 · 4hL10 −$1 COST · $101 · 5hL11 −$1 COST · $105 · 5hL12 −$1 COST · $109 · 6hL13 −$1 COST · $113 · 6hL14 −$1 COST · $117 · 7hL15 −$1 COST · $121 · 8h
Specialist Gear T5
L1 +1 HP · $25 · 15mL2 +1 HP · $75 · 2hL3 +1 HP · $225 · 12h
Specialist Carbines T5
L1 +1 DMG · $75 · 1hL2 +1 DMG · $225 · 8h
Squad Attachment T5
L1 +1 PER BUY · $180 · 6h
Field Engineering T5

A Warrant Officer team can walk into a garrisoned balloon house and stay. The house is rebuilt around them: room for eight rifles instead of five, a hardened winch, and a balloon that sees further and takes twice the punishment. The works are permanent — whoever holds that house holds them.

L1 +1 · $1600 · 48h
Specialist Procurement T5

Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.

L1 −$1 COST · $59 · 2hL2 −$1 COST · $63 · 2hL3 −$1 COST · $66 · 2hL4 −$1 COST · $70 · 3hL5 −$1 COST · $73 · 3hL6 −$1 COST · $77 · 3hL7 −$1 COST · $81 · 4hL8 −$1 COST · $84 · 4hL9 −$1 COST · $88 · 4hL10 −$1 COST · $91 · 5hL11 −$1 COST · $95 · 5hL12 −$1 COST · $98 · 6hL13 −$1 COST · $102 · 6hL14 −$1 COST · $105 · 7hL15 −$1 COST · $109 · 8hL16 −$1 COST · $113 · 8hL17 −$1 COST · $116 · 8hL18 −$1 COST · $120 · 8hL19 −$1 COST · $123 · 8hL20 −$1 COST · $127 · 8h

Rocket launcher

Launcher Plating T1
L1 +1 HP · $15 · 15mL2 +1 HP · $45 · 2hL3 +1 HP · $135 · 12h
Launcher Plating T2
L1 +1 HP · $15 · 15mL2 +1 HP · $45 · 2hL3 +1 HP · $135 · 12h
Launcher Procurement T2

Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.

L1 −$1 COST · $117 · 2hL2 −$1 COST · $124 · 2hL3 −$1 COST · $131 · 2hL4 −$1 COST · $139 · 3hL5 −$1 COST · $146 · 3hL6 −$1 COST · $153 · 3h
Rocket Motors T3
L1 +0.1s BURN · $40 · 30mL2 +0.1s BURN · $80 · 2hL3 +0.1s BURN · $160 · 4hL4 +0.1s BURN · $320 · 8hL5 +0.1s BURN · $640 · 20h
Seeker Head T3

Advances in step with Rocket Motors

L1 +1 RE-LOCK · $120 · 2hL2 +1 RE-LOCK · $300 · 6hL3 +1 RE-LOCK · $700 · 18hL4 +1 RE-LOCK · $1500 · 48h
Launcher Plating T3
L1 +1 HP · $15 · 15mL2 +1 HP · $45 · 2hL3 +1 HP · $135 · 12h
Battery Crews T3
L1 +1 PER BUY · $400 · 6hL2 +1 PER BUY · $1200 · 24h
Launcher Procurement T3

Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.

L1 −$1 COST · $102 · 2hL2 −$1 COST · $108 · 2hL3 −$1 COST · $114 · 2hL4 −$1 COST · $120 · 3hL5 −$1 COST · $126 · 3hL6 −$1 COST · $132 · 3hL7 −$1 COST · $138 · 4hL8 −$1 COST · $144 · 4hL9 −$1 COST · $150 · 4hL10 −$1 COST · $156 · 5hL11 −$1 COST · $162 · 5hL12 −$1 COST · $168 · 6h
Launcher Plating T4
L1 +1 HP · $20 · 15mL2 +1 HP · $60 · 2hL3 +1 HP · $180 · 12h
Rocket Motors T4
L1 +0.1s BURN · $50 · 30mL2 +0.1s BURN · $100 · 2hL3 +0.1s BURN · $200 · 4hL4 +0.1s BURN · $400 · 8hL5 +0.1s BURN · $800 · 20h
Seeker Head T4
L1 +1 RE-LOCK · $150 · 2hL2 +1 RE-LOCK · $350 · 6hL3 +1 RE-LOCK · $800 · 18hL4 +1 RE-LOCK · $1700 · 48h
Battery Crews T4
L1 +1 PER BUY · $500 · 6hL2 +1 PER BUY · $1500 · 24h
Launcher Procurement T4

Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.

L1 −$1 COST · $89 · 2hL2 −$1 COST · $95 · 2hL3 −$1 COST · $100 · 2hL4 −$1 COST · $105 · 3hL5 −$1 COST · $111 · 3hL6 −$1 COST · $116 · 3hL7 −$1 COST · $122 · 4hL8 −$1 COST · $127 · 4hL9 −$1 COST · $132 · 4hL10 −$1 COST · $138 · 5hL11 −$1 COST · $143 · 5hL12 −$1 COST · $148 · 6hL13 −$1 COST · $154 · 6hL14 −$1 COST · $159 · 7hL15 −$1 COST · $165 · 8hL16 −$1 COST · $170 · 8hL17 −$1 COST · $175 · 8hL18 −$1 COST · $181 · 8h
Launcher Plating T5
L1 +1 HP · $25 · 15mL2 +1 HP · $75 · 2hL3 +1 HP · $225 · 12h
Rocket Motors T5
L1 +0.1s BURN · $60 · 30mL2 +0.1s BURN · $120 · 2hL3 +0.1s BURN · $240 · 4hL4 +0.1s BURN · $480 · 8hL5 +0.1s BURN · $960 · 20h
Seeker Head T5
L1 +1 RE-LOCK · $180 · 2hL2 +1 RE-LOCK · $400 · 6hL3 +1 RE-LOCK · $900 · 18hL4 +1 RE-LOCK · $1900 · 48h
Battery Crews T5
L1 +1 PER BUY · $600 · 6hL2 +1 PER BUY · $1800 · 24h
Twin Rails T5

The launch truck carries a second rocket, rippled half a second behind the first. A battery that used to announce itself once now says it twice — and there is no answer to the second rocket that was not already too late for the first.

L1 +1 · $2000 · 48h
Launcher Procurement T5

Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.

L1 −$1 COST · $78 · 2hL2 −$1 COST · $83 · 2hL3 −$1 COST · $88 · 2hL4 −$1 COST · $93 · 3hL5 −$1 COST · $97 · 3hL6 −$1 COST · $102 · 3hL7 −$1 COST · $107 · 4hL8 −$1 COST · $111 · 4hL9 −$1 COST · $116 · 4hL10 −$1 COST · $121 · 5hL11 −$1 COST · $126 · 5hL12 −$1 COST · $130 · 6hL13 −$1 COST · $135 · 6hL14 −$1 COST · $140 · 7hL15 −$1 COST · $144 · 8hL16 −$1 COST · $149 · 8hL17 −$1 COST · $154 · 8hL18 −$1 COST · $159 · 8hL19 −$1 COST · $163 · 8hL20 −$1 COST · $168 · 8hL21 −$1 COST · $173 · 8hL22 −$1 COST · $177 · 8hL23 −$1 COST · $182 · 8hL24 −$1 COST · $187 · 8hL25 −$1 COST · $192 · 8h

Explosives van

Van Plating T1
L1 +1 HP · $15 · 15mL2 +1 HP · $30 · 45mL3 +2 HP · $60 · 3hL4 +2 HP · $120 · 8hL5 +2 HP · $240 · 24h
Van Plating T2
L1 +1 HP · $15 · 15mL2 +1 HP · $30 · 45mL3 +2 HP · $60 · 3hL4 +2 HP · $120 · 8hL5 +2 HP · $240 · 24h
Convoy Procurement T2

Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.

L1 −$1 COST · $31 · 2hL2 −$1 COST · $33 · 2hL3 −$1 COST · $35 · 2hL4 −$1 COST · $37 · 3hL5 −$1 COST · $39 · 3h
Van Plating T3
L1 +1 HP · $15 · 15mL2 +1 HP · $30 · 45mL3 +2 HP · $60 · 3hL4 +2 HP · $120 · 8hL5 +2 HP · $240 · 24h
Convoy Procurement T3

Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.

L1 −$1 COST · $30 · 2hL2 −$1 COST · $32 · 2hL3 −$1 COST · $34 · 2hL4 −$1 COST · $35 · 3hL5 −$1 COST · $37 · 3hL6 −$1 COST · $39 · 3hL7 −$1 COST · $41 · 4hL8 −$1 COST · $43 · 4hL9 −$1 COST · $44 · 4hL10 −$1 COST · $46 · 5hL11 −$1 COST · $48 · 5hL12 −$1 COST · $50 · 6h
Van Plating T4
L1 +1 HP · $20 · 15mL2 +1 HP · $40 · 45mL3 +2 HP · $80 · 3hL4 +2 HP · $160 · 8hL5 +2 HP · $320 · 24h
Convoy Procurement T4

Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.

L1 −$1 COST · $30 · 2hL2 −$1 COST · $32 · 2hL3 −$1 COST · $34 · 2hL4 −$1 COST · $35 · 3hL5 −$1 COST · $37 · 3hL6 −$1 COST · $39 · 3hL7 −$1 COST · $41 · 4hL8 −$1 COST · $43 · 4hL9 −$1 COST · $44 · 4hL10 −$1 COST · $46 · 5hL11 −$1 COST · $48 · 5hL12 −$1 COST · $50 · 6hL13 −$1 COST · $52 · 6hL14 −$1 COST · $53 · 7hL15 −$1 COST · $55 · 8hL16 −$1 COST · $57 · 8hL17 −$1 COST · $59 · 8hL18 −$1 COST · $61 · 8hL19 −$1 COST · $62 · 8hL20 −$1 COST · $64 · 8h
Van Plating T5
L1 +1 HP · $25 · 15mL2 +1 HP · $50 · 45mL3 +2 HP · $100 · 3hL4 +2 HP · $200 · 8hL5 +2 HP · $400 · 24h
Decoy Convoy T5

Every payload run fields two identical carriers. One holds the charge; the other holds sandbags. Nobody knows which — not the defender, not the spotter, not even the commander who bought them. The truth comes out at the far end of the field, one way or the other.

L1 +1 · $2000 · 48h
Convoy Procurement T5

Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.

L1 −$1 COST · $30 · 2hL2 −$1 COST · $32 · 2hL3 −$1 COST · $34 · 2hL4 −$1 COST · $35 · 3hL5 −$1 COST · $37 · 3hL6 −$1 COST · $39 · 3hL7 −$1 COST · $41 · 4hL8 −$1 COST · $43 · 4hL9 −$1 COST · $44 · 4hL10 −$1 COST · $46 · 5hL11 −$1 COST · $48 · 5hL12 −$1 COST · $50 · 6hL13 −$1 COST · $52 · 6hL14 −$1 COST · $53 · 7hL15 −$1 COST · $55 · 8hL16 −$1 COST · $57 · 8hL17 −$1 COST · $59 · 8hL18 −$1 COST · $61 · 8hL19 −$1 COST · $62 · 8hL20 −$1 COST · $64 · 8hL21 −$1 COST · $66 · 8hL22 −$1 COST · $68 · 8hL23 −$1 COST · $70 · 8hL24 −$1 COST · $71 · 8hL25 −$1 COST · $73 · 8hL26 −$1 COST · $75 · 8hL27 −$1 COST · $77 · 8hL28 −$1 COST · $79 · 8h

Base

War Economy T1

Raises the funds your base generates for the rest of the battle. A better base command post supports a longer ladder and a higher ceiling.

L1 +2% INCOME · $56 · 2hL2 +2% INCOME · $59 · 2hL3 +2% INCOME · $63 · 2hL4 +2% INCOME · $66 · 3hL5 +2% INCOME · $69 · 3hL6 +2% INCOME · $73 · 3hL7 +2% INCOME · $76 · 4hL8 +2% INCOME · $79 · 4hL9 +2% INCOME · $83 · 4hL10 +2% INCOME · $86 · 5hL11 +2% INCOME · $90 · 5hL12 +2% INCOME · $93 · 6h
Supply Depot T1
L1 +$10 START · $15 · 15mL2 +$10 START · $30 · 1hL3 +$10 START · $60 · 4hL4 +$10 START · $120 · 18h
Drivetrain Labs T1
L1 +5% SPEED · $60 · 15mL2 +5% SPEED · $180 · 2hL3 +5% SPEED · $540 · 12h
War Economy T2

Raises the funds your base generates for the rest of the battle. A better base command post supports a longer ladder and a higher ceiling.

L1 +2% INCOME · $52 · 2hL2 +2% INCOME · $56 · 2hL3 +2% INCOME · $59 · 2hL4 +2% INCOME · $62 · 3hL5 +2% INCOME · $65 · 3hL6 +2% INCOME · $68 · 3hL7 +2% INCOME · $71 · 4hL8 +2% INCOME · $74 · 4hL9 +2% INCOME · $78 · 4hL10 +2% INCOME · $81 · 5hL11 +2% INCOME · $84 · 5hL12 +2% INCOME · $87 · 6hL13 +2% INCOME · $90 · 6hL14 +2% INCOME · $93 · 7hL15 +2% INCOME · $96 · 8h
Supply Depot T2
L1 +$10 START · $15 · 15mL2 +$10 START · $30 · 1hL3 +$10 START · $60 · 4hL4 +$10 START · $120 · 18h
Drivetrain Labs T2
L1 +5% SPEED · $60 · 15mL2 +5% SPEED · $180 · 2hL3 +5% SPEED · $540 · 12h
Sweep Duration T2
L1 +2s SWEEP · $40 · 30mL2 +2s SWEEP · $90 · 2hL3 +2s SWEEP · $200 · 6hL4 +2s SWEEP · $450 · 18h
Antenna Cooling T2
L1 −3s COOLDOWN · $50 · 45mL2 −3s COOLDOWN · $110 · 3hL3 −3s COOLDOWN · $240 · 8hL4 −3s COOLDOWN · $520 · 24h
War Economy T3

Raises the funds your base generates for the rest of the battle. A better base command post supports a longer ladder and a higher ceiling.

L1 +2% INCOME · $49 · 2hL2 +2% INCOME · $52 · 2hL3 +2% INCOME · $55 · 2hL4 +2% INCOME · $58 · 3hL5 +2% INCOME · $61 · 3hL6 +2% INCOME · $64 · 3hL7 +2% INCOME · $67 · 4hL8 +2% INCOME · $70 · 4hL9 +2% INCOME · $73 · 4hL10 +2% INCOME · $76 · 5hL11 +2% INCOME · $79 · 5hL12 +2% INCOME · $82 · 6hL13 +2% INCOME · $85 · 6hL14 +2% INCOME · $88 · 7hL15 +2% INCOME · $91 · 8hL16 +2% INCOME · $94 · 8hL17 +2% INCOME · $97 · 8hL18 +2% INCOME · $100 · 8h
Supply Depot T3
L1 +$10 START · $15 · 15mL2 +$10 START · $30 · 1hL3 +$10 START · $60 · 4hL4 +$10 START · $120 · 18h
Drivetrain Labs T3
L1 +5% SPEED · $60 · 15mL2 +5% SPEED · $180 · 2hL3 +5% SPEED · $540 · 12h
Arming Cycle T3
L1 +1s ARMED · $60 · 1hL2 +1s ARMED · $140 · 4hL3 +1s ARMED · $320 · 12hL4 +1s ARMED · $700 · 30h
Autoloader T3
L1 −0.4s RELOAD · $80 · 1hL2 −0.4s RELOAD · $180 · 4hL3 −0.4s RELOAD · $400 · 12hL4 −0.4s RELOAD · $900 · 30h
Magazine Handling T3
L1 −8s COOLDOWN · $100 · 2hL2 −8s COOLDOWN · $240 · 7hL3 −8s COOLDOWN · $560 · 24h
Search Radar T3
L1 +40 RANGE · $70 · 2hL2 +40 RANGE · $160 · 5hL3 +40 RANGE · $380 · 16h
Missile Motors T3
L1 +0.1s BURN · $40 · 30mL2 +0.1s BURN · $80 · 2hL3 +0.1s BURN · $160 · 4hL4 +0.1s BURN · $320 · 8hL5 +0.1s BURN · $640 · 20h
Seeker Head T3

Advances in step with Missile Motors

L1 +1 RE-LOCK · $120 · 2hL2 +1 RE-LOCK · $300 · 6hL3 +1 RE-LOCK · $700 · 18hL4 +1 RE-LOCK · $1500 · 48h
War Economy T4

Raises the funds your base generates for the rest of the battle. A better base command post supports a longer ladder and a higher ceiling.

L1 +2% INCOME · $46 · 2hL2 +2% INCOME · $49 · 2hL3 +2% INCOME · $52 · 2hL4 +2% INCOME · $55 · 3hL5 +2% INCOME · $58 · 3hL6 +2% INCOME · $60 · 3hL7 +2% INCOME · $63 · 4hL8 +2% INCOME · $66 · 4hL9 +2% INCOME · $69 · 4hL10 +2% INCOME · $72 · 5hL11 +2% INCOME · $74 · 5hL12 +2% INCOME · $77 · 6hL13 +2% INCOME · $80 · 6hL14 +2% INCOME · $83 · 7hL15 +2% INCOME · $86 · 8hL16 +2% INCOME · $88 · 8hL17 +2% INCOME · $91 · 8hL18 +2% INCOME · $94 · 8hL19 +2% INCOME · $97 · 8hL20 +2% INCOME · $99 · 8hL21 +2% INCOME · $102 · 8h
Supply Depot T4
L1 +$10 START · $15 · 15mL2 +$10 START · $30 · 1hL3 +$10 START · $60 · 4hL4 +$10 START · $120 · 18h
Drivetrain Labs T4
L1 +5% SPEED · $60 · 15mL2 +5% SPEED · $180 · 2hL3 +5% SPEED · $540 · 12h
Forward Observers T4
L1 −4s CALL-IN · $90 · 2hL2 −4s CALL-IN · $220 · 5hL3 −4s CALL-IN · $520 · 16hL4 −4s CALL-IN · $1100 · 36h
Airfield Turnaround T4
L1 −10s COOLDOWN · $100 · 2hL2 −10s COOLDOWN · $240 · 7hL3 −10s COOLDOWN · $560 · 22hL4 −10s COOLDOWN · $1200 · 44h
Heavy Bomb Group T4
L1 +2 BOMBS · $150 · 3hL2 +2 BOMBS · $350 · 10hL3 +2 BOMBS · $800 · 30hL4 +2 BOMBS · $1700 · 60h

Numbers pulled live from the game. Get Raid & Rescue.