Construction and Buildings
16.1Building Types
| Building Type | Role |
|---|---|
| Command Center | Core base, trains Workers, provides Supply |
| Production Building | Trains units |
| Supply Building | Increases maximum Supply |
| Tech Building | Unlocks upgrades or advanced units |
| Defense Building | Attacks enemies or protects territory |
| Extractor | Harvests Crystals from a Crystal Node |
| Relay | Supports faction mechanics or battlefield control |
| Fortification | Provides cover, protection, or blocking terrain |
16.2Construct Action
A Builder may perform the Construct Action to begin constructing a building.
To construct a building, the player must:
- Have access to the building
- Pay the building’s in-game cost
- Meet all prerequisites
- Place the building in a legal location
- Place construction counters as listed on the datasheet
Non-Core buildings must be available in the player’s Deployment List.
Command Centers follow the Core Infrastructure rules.
16.3Construction Time
Each building has a construction time listed in construction counters.
During the controlling player’s Command Phase, remove 1 construction counter from each friendly building under construction.
When the last construction counter is removed, the building is complete and becomes active.
16.4 Buildings Under Construction
A building under construction:
- Is on the Battlefield
- Can be attacked
- Blocks movement if its footprint blocks movement
- Does not produce units
- Does not provide Supply
- Does not provide technology
- Does not attack
- Does not use abilities unless a rule says otherwise
Unless its datasheet says otherwise, a building under construction has:
- Half its normal Cohesion, rounded up
- Its normal Toughness
- Its normal Armor
If a non-Core building is destroyed before completion, it is moved to the Destroyed Zone.
16.5 Legal Building Placement
A building must be placed:
- On open ground or legal terrain
- At least 2 inches from another unit, building, objective, or resource node unless designed to be placed on that node
- At least 2 inches from enemy units unless a rule allows otherwise
- Within the required distance of a Builder, Command Center, or other required structure
16.6 Crystal Extractors
A Crystal Extractor must be placed on a Crystal Node unless its datasheet says otherwise.
While active, it allows its controller to gather Crystals from that node during the Resource Phase.
If the extractor is destroyed or disabled, it does not gather Crystals.
16.7 Repairing Buildings
A Builder may perform the Repair Action on a friendly building within 2 inches.
Repair restores 1 Cohesion to the building unless a rule says otherwise.
A building cannot be repaired above its starting Cohesion.
Repair may cost Carbon if required by the building or faction rules.
16.8 Salvaging Buildings
A Builder may perform the Salvage Action on a friendly completed building within 2 inches.
A salvaged building is removed from the Battlefield and returned to the Deployment List if it is non-Core.
Salvaging takes a number of Command Phases equal to half the building’s construction time, rounded up.
Place salvage counters on the building when salvage begins.
During the controlling player’s Command Phase, remove 1 salvage counter.
When the last salvage counter is removed, the building is returned to the Deployment List.
Destroyed buildings cannot be salvaged.
17. Production and Training
17.1 Produce Action
A Production Building may perform the Produce Action to begin training or manufacturing a unit.
To produce a non-Worker unit, the player must:
-
Have the unit in their Deployment List
-
Have a copy available in the Deployment List zone
-
Pay the unit’s in-game cost
-
Meet all prerequisites
-
Have enough Supply available when the unit completes
-
Place production counters as listed on the datasheet
To produce a Worker, the player must:
- Have an eligible Command Center or Worker-producing building
- Be below their current Worker Limit
- Pay the Worker’s in-game cost
- Have enough Supply available when the Worker completes
- Place production counters as listed on the datasheet
17.2 Production Time
Each unit has a production time listed in production counters.
Default production times are:
| Unit Type | Production Time |
|---|---|
| Worker | 1 counter |
| Field Unit | 1 counter |
| Heavy Unit | 2 counters |
| Special Unit | 3 counters |
When the last production counter is removed, the unit enters the Battlefield.
17.3 Placing Completed Units
When a unit completes production, place it:
- Within 1 inch of the producing building, or
- In an adjacent legal hex, or
- At the producing building's rally point if the rally point is legal
A completed unit may not be placed:
- Within 1 inch of an enemy unit unless a rule allows it
- In impassable terrain
- Overlapping another unit or building
- Off the battlefield
If there is no legal placement, the unit remains in production until a legal placement becomes available.
17.4 Production Queues
Unless a building says otherwise, a Production Building may have only one unit in production at a time.
Some buildings have a production queue.
A production queue allows a building to line up multiple units, but only one production counter is removed from the first unit in the queue during each Command Phase unless a rule says otherwise.
17.5 Canceling Production
A player may cancel production during their Action Phase.
If production is canceled, return the asset to its previous zone if it is non-Core and refund half the paid resources, rounded down.
If the producing building is destroyed, production is canceled and no refund is gained unless a rule says otherwise.
17.6 Producing From the Deployment List
When a non-Core unit begins production, mark that unit as Committed.
When the unit completes, move it from the Deployment List to the Battlefield.
If production is canceled before completion, return the unit to the Deployment List.
If the producing building is destroyed before the unit completes, return the unit to the Deployment List unless a rule says the unit is lost.
18. Technology and Upgrades
18.1 Research Overview
Technology improves a player’s force during the game.
Upgrades may:
-
Improve weapon Strength
-
Improve Armor
-
Unlock new units
-
Unlock new buildings
-
Improve production
-
Improve resource gathering
-
Grant new abilities
-
Enhance faction mechanics
18.2 Upgrades in the Deployment List
Upgrades must be included in the player’s Deployment List unless a rule says otherwise.
An upgrade that is not in the Deployment List cannot be researched.
18.3 Research Action
A Tech Building may perform the Research Action to begin researching an upgrade.
To research an upgrade, the player must:
- Have the upgrade in their Deployment List
- Pay its in-game cost
- Meet its prerequisites
- Place research counters as listed on the upgrade
During the controlling player’s Command Phase, remove 1 research counter from each upgrade being researched.
When the last research counter is removed, the upgrade is complete and its effect applies.
18.4 Upgrade Types
| Upgrade Type | Effect |
|---|---|
| Permanent | Applies for the rest of the game |
| Timed | Lasts for a set number of turns or rounds |
| Activated | Grants an ability that may be used by paying a cost |
| Single-use | Resolves once, then is spent |
18.5 Tech Prerequisites
Some units, buildings, and upgrades require specific prerequisites.
Examples:
- Requires Barracks
- Requires Factory
- Requires Command Center Level 2
- Requires Crystal Extractor
- Requires Plasma Capacitors researched
Prerequisites must be active when production, construction, or research begins.
If a prerequisite building is destroyed after the process begins, the process continues unless a rule says otherwise.