Talk:Urban Assault/move

Resistance
The Command Center of the Resistance. In the Single-player campaign, the Resistance Host Station is inferior to all the enemy host station classes in terms of self-defense weaponry, shielding, and energy reserves. However, the advantage it has over its enemy counterparts is the ability to teleport instantly to the user's desired location depending on the energy reserves left, instead of moving. Teleporting doesn't cost any energy if the user beams to its own power station. In Multiplayer, all the host stations use the beaming technology.
 * Resistance Host Station

A cheap and fast anti-air tank. Weak by itself, but effective against aircraft when deployed in huge numbers. The Weasel is typically used against the Sulgogars, as all their formidable vehicles are airborne, posing little threat to swarms of Weasels, which are more efficient than using a squad of Falcons.
 * Weasel

The anti-air tank Fox is slightly more expensive than the Weasel, but has stronger shielding and firepower. In the single-player campaign, the Fox is the first vehicle that the Resistance uses, and its power is raised dramatically after obtaining the double-shot capacity upgrade from the Mykonian territories.
 * Fox

The Jaguar tank is one of the first few vehicles that the Resistance gets to use in the Single-player campaign. The Jaguar is formidable when used in great numbers. The Jaguar and Tiger are the typical tanks that are best used against host stations and their own vehicle class.
 * Jaguar

The Tiger is the most powerful tank in the Resistance arsenal, with more firepower and armour than the Jaguar. It is slower however, and much more vulnerable to bombers. The Tiger is effective against host stations and tanks. In the single-player campaign, a fully upgraded Tiger can hold on its own against even a Leonid tank.
 * Tiger

The Rhino is the Resistance special-class tank, which is specifically used for the purpose of taking out enemy host stations. Its shielding is the weakest of all Resistance units, but it fires an extremely powerful long-range nuclear rocket that is strong enough to destroy most vehicles in one shot. When user-piloted, the Rhino can hit an enemy mothership several sectors away without getting into their target systems. The Rhino is also useful in destroying buildings and slow, lone tanks.
 * Rhino

The Rocksled is a fast-moving car, which is available late in the single-player campaign. It is a suicide unit which blows itself up to destroy nearby enemies. Best used against clusters of tanks and host stations. The suicide mechanism can only be triggered by the user, which means that the user has to jump and take control of the vehicle. On its own, the Rocksled may be virtually defenseless, with only a weak machine gun to fire on its own.
 * Rock sled

The Firefly is a lightly-armoured helicopter with weak weaponry. It is used in swarms, flooding the enemy target systems. Although it can often be taken down in one shot, its size and speed makes it hard for the enemies to target.
 * Firefly

The Wasp is a light helicopter, available for capture early in the Single-player campaign. As a helicopter, it does well against heavy-medium tanks. It's thunder will be shortened later on by the Hornet, but its speed and maneuverability make it indespensible.
 * Wasp

The Hornet is similar to the Wasp, but with heavier armour and far superior firepower. The Hornet uses homing missiles which follows a targeted enemy. The homing missiles are however slower, so their use are more suited towards slow tanks. As the Hornet possesses heavier armour, this also means it is slower than the Wasp, and thus easier to destroy.
 * Hornet

The Dragonfly is a superior version of the Hornet, with more energy reserves to withstand enemy blasts, and rapid-firing rockets that render tanks inert. A user-piloted Dragonfly can even take down slow planes and deal with enemy host stations, a task which the Hornet may find difficult to accomplish. However, it is still most effective against tanks.
 * Dragonfly

The Falcon is the standard Resistance plane. Like most planes, it is best used to take out enemy planes, helicopters, and bombers, and its fast speed makes it an effective dogfighter. In the single-player campaign the Falcon can be upgraded with double-shot homing missiles, increasing its power and possibly rivalling even the Warhammer.
 * Falcon

This is the only bomber that the Resistance have. The Marauder is deadly against tanks, but without Falcon assistance it is helpless against enemy planes.
 * Marauder

The Warhammer is a rich man's version of a Falcon. It is even faster than a Falcon. The tradeoff is weaker shielding, but then again, Warhammer weaponry is faster and stronger than the Falcon missile.
 * Warhammer

Satellites do not have weaponry, but they are able to peel back the fog of war. Due to their small size, they are tough targets to hit, and so players in the Single-player campaign exploit that by mass-producing scouts and sending them to the enemy, flooding their target systems. In this way the Scout is a cheaper alternative to the Firefly.
 * Scout

Ghorkovs
The first Ghorkovian host station is shaped just like a Gigant. It is the smallest of all host stations, and uses electromagnetic impulses to defend itself, just like the anti-host station vehicle Gigant.
 * Turantul I

The Turantul II is deployed, supposedly after seeing how numerous Turantul I motherships, time and time again lost to the Resistance Host Station SDU7. It is definitely superior to the Turantul I in terms of firepower. The Turantul II uses rockets to defend itself.
 * Turantul II (Skorpio)

The Speedy is one of the fastest tanks. Bombers and Helicopters would find it difficult to destroy. In fact, the Speedy is extremely effective as an anti-aircraft vehicle.
 * Speedy

The Ghorkovs lose out to the Resistance when it comes to ground units. The Tekh-Trak is a faster version of the Tiger, with weaker armour. The Ghorkovian tanks are better used against enemy host stations. Tekh-Trak are effective in combating other tanks as well, but it is no match for the Resistance Tiger and the Taerkasten Leonid.
 * Tekh-Trak

The Ghargoil is the first Ghorkovian vehicle that the Resistance encounters. This helicopter is the basic unit used against tanks.
 * Ghargoil

Ghargoil 2 helicopters are upgraded versions of the Ghargoil helicopters, with double-shot missiles.
 * Ghargoil 2

Being the third in the line of Ghargoil series, the Ghargoil 3 is undoubtedly superior when it comes to taking out tanks. However, Ghargoil 3 is a bomber instead of a helicopter, unlike Ghargoil and Ghargoil 2. This fast-moving bomber releases bombs in rapid succession, destroying its intended targets with ease.
 * Ghargoil 3

This plane is similar to the Resistance Firefly. The purposes are the same too: Flood the enemy target systems. However the Ying is more effective against aircraft.
 * Ying

The Yang is a bomber-class vehicle. The Yang is shaped like a classical airplane, and is very slow and vulnerable. Its weaponry is unusual in the fact that they are anti-gravity bombs, causing them to slowly descend, creating a wall of fire to block ground and air units.
 * Yang

Tien-Ying 7 is the most powerful plane the Ghorkovs have, which is used against enemy aircraft. It is also expensive, like the Resistance Warhammer.
 * Tien-Ying 7

The Gigant is an anti-host station hovercraft. The Gigant works like the X01 Quadda, but are however more expensive and less efficient than the latter alien unit. Still, the Gigant is not to be underestimated when it comes to assaulting the enemy host stations. In the Single-player campaign, a trio of Gigants was stolen by Resistance operations and given to SDU7 for use. NOTE: The game data contains vehicle definitions of a Gigant 2, but since it has been phased out of the game plot, almost nothing is mentioned of it.
 * Gigant

Ghor-Scout is another satellite similar to the Resistance scout.
 * Ghor-Scout

Taerkastens
The Flying Fortress is the mothership of the Taerkastens. Although having strong firepower, the Flying Fortress's weapons are still poor in terms of speed and reloading, and fast-moving vehicles would find it easier to avoid getting hit, as compared to other host station's self-defense weaponry. It is thus extremely vulnerable when left alone, and is often backed-up with flak stations and vehicles.
 * Taerkasten Flying Fortress

It is the first Taerkasten vehicle that the Resistance may encounter. The Eisenhan has tougher shielding than even the initial Resistance Tiger, but with weaker firepower and lower hit points.
 * Eisenhan

The Leonid is the Resistance Tiger equivalent. It has tougher shielding than the Eisenhan, and is extremely difficult to take down even when using a fully upgraded Tiger. The best strategy against the Taerkastens is to abuse the superiority of the Resistance aircraft (And Ghorkovs if Multiplayer is included). A cluster of Leonid tanks usually means that they are going for an enemy host station.
 * Leonid

The helicopter-class Bronsteijn has powerful anti-tank ion cannons and is light and fast. In the single-player campaign, the Bronsteijn is an experimental aircraft used by the Taerkastens, and the Resistance SDU7 has a chance to steal and use it. The Taerkastens rarely used the Bronsteijn, preferring to use their own antiquated warcraft and weaponry.
 * Bronsteijn

The Mnosjetz is a slow-moving bomber. Its purpose, like all bombers, is to take out tanks. Like the Marauder, it is virtually helpless against dogfighter planes, and will fall to them in no time.
 * Mnosjetz

The Zeppelin is the most expensive Taerkasten unit. It is the heaviest-armoured of all vehicles and the hardest to take down. A single bomb from it is devastating, and can take out several tanks. It is also one of the slowest-moving vehicles however, and thus they are often taken down by relentless strong attacks before reaching their destination.
 * Zeppelin

The Hetzel is a typical slow-moving, heavily-armoured plane. Its rapid-fire missiles can prove to be extremely effective against helicopters. Its slow speed makes it vulnerable to faster planes like the Falcon.
 * Hetzel

The Phantom is one of the most fearsome planes. It isn't as fast as the Falcon or Warhammer, but it is still fast enough for dogfights. It is also heavily-armoured, thus adding on to its durability, making it last in battles. Defeating Phantoms would either require outnumbering them with dogfighter planes, or using anti-air tanks. The Phantom's weaponry are inferior to the likes of the Falcon and Warhammer though.
 * Phantom

The Serp is a suicide unit, a bullet-shaped plane. Like the Ghorkovian Ying, it is a tough target to hit with its speed and size. The Serp is almost guaranteed to hit its targeted enemy aircraft. To counter the Serp, it is most efficient to use anti-air tanks like the Speedy and Weasel.
 * Serp

The Ormu-Scout is a satellite that peels back the fog of war. It is slower than the other scouts though.
 * Ormu-Scout

The Ostwind is an anti-air tank, similar to the Fox and Weasel, but slower with heavier armour. It has rapid-fire missiles which repel enemy aircraft. It is definitely one of the best anti-air tanks ever developed. NOTE: The Ostwind is only available in the unreleased Metropolis Dawn expansion pack, where the player gets to play the role of the Taerkastens or Ghorkovs in Single-player.
 * Ostwind

Thor's Hammer is a heavy tank, and as the name implies, fires off a heavy projectile that can hit an enemy several sectors away, causing great damage. This is similar to the Rhino tank of the Resistance, but the Thor's Hammer is specifically made to deal with heavily-armoured tanks, with the enemy host stations as a secondary objective. NOTE: Thor's Hammer is only available in the unreleased Metropolis Dawn expansion pack, where the player gets to play the role of the Taerkastens or Ghorkovs in Single-player.
 * Thor's Hammer

Mykonians
The Mykonian Host Station is huge, and defends itself with a powerful ion cannon that can destroy a Resistance Tiger in just a few hits. However, it is easier to take out when outnumbered, since a single cannon can only destroy a vehicle at a time. In Multiplayer however, the Myko Station has four cannons (Powered down) to defend itself. The Myko Station is best defended together with Flak Stations.
 * Myko Station

The main attacking force of the Mykonians, along with the Myko Bomber later, the X01 Quadda has the toughest shielding of all Mykonian units, and uses rapid-firing ion cannons with deadly effect against Host Stations. A squad of X01 Quaddas can easily vanquish an undefended Resistance Host Station. Anti-air tanks are best used against them as X01 Quaddas can't touch tanks easily.
 * Myko X01 Quadda

The first Mykonian unit that the Resistance would encounter in the Single-player campaign. A Mykonian vehicle classified as a helicopter due to the way it moves, the Air Prism is best used against tanks, but is only effective if deployed in huge numbers. An anti-air tank such as the Fox can take it down in a few shots.
 * Myko 5P0 Air Prism

This Mykonian equivalent of a helicopter resembles an Hourglass with its two separate fuselages, thus its name. Its ion cannon weapon is extremely strong, even more powerful than the Mykonian Flak Station. It has weak shielding, but having good energy reserves, it can withstand at least a few hits from heavy tanks, while inflicting heavy damage on them in return.
 * Myko Hourglass

The Myko Static is an unusual plane, such that it has very slow horizontal air speed, but has a fast vertical speed. As a result, it appears to bounce up and down trying to chase after enemies in vain. The Myko Static is best used acting as a flak station. Its ion cannon are strangely effective against tanks. A typical strategy to defeating the Myko Static is to outnumber them with various vehicle types at once.
 * Myko Static

The Air Stick is a plane-class Mykonian vehicle. It is one of the fastest planes, and along with its rapid-fire ion cannon, will prove to be a difficult foe to take down even with its weak shielding. It is almost impossible to shake it off too, thus a squad of helicopters or bombers facing a Myko Air Stick may have to call for plane reinforcements before it inflicts too much damage on them.
 * Myko Air Stick

The Ground Cube, as the name implies, is a tank, or rather, its movements make it look like a tank. The Ground Cube is fast, but just like other Mykonian vehicles, has weak armour. It is best used against aircraft, instead of tanks and host stations, thus making it an anti-air tank equivalent. The Ground Cube is rarely encountered in the Single-player campaign.
 * Myko Ground Cube

The Myko Bomber is the fastest bomber of all, and like other bombers, is used for destroying tanks. Heavy tanks won't stand a chance against a swarm of mass-produced Myko Bombers, even with the former's tough armour. Due to their speed, taking down a Myko Bomber would require fast dogfighter planes instead of anti-air tanks.
 * Myko Bomber

The Mykonian equivalent of a scout. In a bio-vein infested environment, it may be hard to track it down without a map, due to its small size.
 * Myko Radar

The Myko Crusher is the cheaper alternative of the Myko Air Stick. Both are just about as fast though. NOTE: Myko Crusher is only seen in the unreleased Metropolis Dawn expansion pack, where the player gets to play the role of the Taerkastens or Ghorkovs in Single-player. It is available in Multiplayer for the Expansion Pack.
 * Myko Crusher

Sulgogars
The Sulgogar Queen is the Sulgogarian Mothership. Players may find it difficult to take down at first, as its single cannon can take out most Resistance vehicles in one hit. The best strategy against it is to destroy all the Sulgogar power stations, since the Sulgogar Queen cannot create new buildings of its own and will quickly be drained of its energy.
 * Sulgogar Queen

The Blue Spore is a bomber-class vehicle. Its small size and speed makes it one of the hardest targets to hit. It dies after firing off one shot.
 * Blue Spore

The Mean Green resembles a plane, meant to deal with enemy aircraft. Its weaponry is especially powerful against them, so it is best advised to use anti-air tanks like the Fox and Weasel against the Mean Green.
 * Mean Green

The Slime Lord, similar in appearance as the Sulgogar Queen, acts as an anti-host station weapon. It can deal twice as much damage as the Mean Green, with even greater damage on Host Stations. The Resistance Host Station should avoid the Slime Lord at all costs, as they may not survive such assaults, and should leave these creatures to Weasels.
 * Slime Lord

Little Brother is the Sulgogar equivalent of a satellite that peels back the fog of war. It is identical in terms of appearance to the Blue Spore.
 * Little Brother

Black Sect
The Anvil-Class Host Station was initially designed for the Resistance SDU7's use. It was unfortunately stolen by the Black Sect for its own evil purposes. The Anvil-Class Host Station is the most powerful amongst all the host stations, and combined together with the fact that it has stealth shielding over itself and its stolen vehicles, the Black Sect is undoubtedly the hardest faction to defeat in the Single Player campaign.
 * Black Sect Station (Anvil-Class Host Station)

Resistance
The standard Resistance Power Stations which powers up a Host Station with plasma energy. In Multiplayer, Power Station 1+ is named Power Station 2. Power Station 1+, with greater energy output, powers up a host station faster.
 * Power Station 1, 1+

In the Single-player campaign, Power Station 2 has the power output of Power Station 1+, with two Flak cannons to defend itself. Power Station 2+ retains the two flak cannons, with additional power output.
 * Power Station 2, 2+

Flak Stations defend power stations, host stations, or important key sectors. The Resistance Flak Station 1 has one single cannon, while Flak Station 2 is an upgraded version of Flak Station 1, with four defensive cannons. In Multiplayer, only Flak Station 2 is available.
 * Flak Station 1, 2

In Multiplayer, only Radar Station 1 is available. Radar Station 1 peel back the fog of war by a 10-sector radius, while Radar Station 2 peel back the fog of war by a 15-sector radius instead.
 * Radar Station 1, 2

Ghorkovs
The standard power stations just like the Single-player campaign's Resistance Power Station 1 and 1+.
 * Power Station 1, 2

A four-cannon flak station, similar to the Resistance Flak Station 2.
 * Flak Station

The Ghorkovian Radar Station works like the Resistance Radar Station 1, peeling back the fog of war back by a 10-sector radius.
 * Radar Station

Taerkastens
The standard power stations just like the Single-player campaign's Resistance Power Station 1 and 1+.
 * Power Station 1, 2

A four-cannon flak station. The Taerkasten Flak cannons deal heavier damage but since the Taerkasten only has primitive knowledge of technology, they reload slower.
 * Flak Station

The Taerkasten Radar Station works like the Resistance Radar Station 1, peeling back the fog of war back by a 10-sector radius.
 * Radar Station

Mykonians
In the Single-player campaign, the Mykonian power stations cost about as much as their terran foes' Power Station 1 with slightly greater energy output, thus making them more efficient. They are usually clustered together to provide even greater energy reload to host stations. In Multiplayer, the Mykonians were given Power Station 1 and 2, with energy output equal to their terran counterparts.
 * Power Station

The Mykonian Flak Station consists of one powerful Ion Cannon, which is equal to the Resistance and Ghorkov's Flak Stations, if not superior. It is also slightly more expensive though.
 * Flak Station

The Mykonian Radar Station works like the Resistance Radar Station 1, peeling back the fog of war back by a 10-sector radius.
 * Radar Station

Sulgogars
The Sulgogars have no buildings of their own. In the Single-player campaign, the Sulgogar Queens are usually fuelled by Resistance Power Stations, ostensibly captured beforehand.

Black Sect
The Black Sect also have no buildings of their own, save for their self-made flak station. The Black Sect Flak Station fires a laser shot similar in appearance to the Mykonian Flak Station's Ion Cannon, but reloads faster with a shorter range. It is however, not as durable as the Mykonian Flak Station, and is easier to destroy than a standard heavy tank.
 * Black Sect Flak Station

Other Buildings
The Stoudson Bomb was originally invented by the Resistance, who feared the off-world Mykonians and Sulgogars. It is capable of breaking down anything in the region into molecular levels. However, due to a design error, the enemy factions are able to learn how to break the trigger codes, thus giving them the ability to use the Bomb against their own foes as well.
 * Stoudson Bomb and Stoudson Key Sectors

In certain Single-player and Multiplayer levels, players may encounter the Stoudson Bomb, which when triggered, will cause the destruction of the entire region, including the user's own power stations and flak stations. However to start the Stoudson Bomb countdown, a faction must fully capture all the Stoudson Key Sectors, including the Stoudson Bomb sector itself. A triggered Stoudson Bomb (When countdown reaches 0) will eliminate all enemy vehicles and host stations, save for the faction which successfully captured and triggered it.

The Beam Gate only appears in Single-Player levels. The player must capture all Beam Gate Key Sectors to invoke the Beam Gate portals. Once the Beam Gate is open, the Host Station may teleport through it to the next level. There are a few levels where there may be more than one Beam Gate. The Beam Gate cannot be destroyed, not even with the triggering of the Stoudson Bomb.
 * Beam Gate