Chapter 6

Deployment Lists

6.1What Is a Deployment List?

A Deployment List is the set of units, buildings, upgrades, technologies, and special assets a player may access during the game.

A unit, building, upgrade, or special asset must be available through your Deployment List to be trained, constructed, researched, summoned, deployed, or otherwise used unless a rule specifically says otherwise.

6.2What Goes on a Deployment List?

A Deployment List may include:

  • Field units

  • Heavy units

  • Special units

  • Vehicles

  • Monsters

  • Heroes

  • Production buildings

  • Defensive buildings

  • Supply buildings

  • Tech buildings

  • Crystal extraction structures

  • Upgrades

  • Faction-specific assets

  • Limited-use abilities

  • Special deployment options

  • Additional Worker capacity

6.3 Command Centers and Deployment Lists

Command Centers are Core Infrastructure. They do not cost Deployment Points unless a faction, mission, scenario, or datasheet says otherwise. Each player begins with 1 Command Center. A player may only control 1 active Command Center at a time unless a rule increases this limit.

6.4 Deployment Zones

Each player tracks their assets using the following zones.

ZoneMeaning
Deployment ListAssets available to build, train, research, or deploy
BattlefieldAssets currently in play
CommittedAssets currently being produced, constructed, or researched
Destroyed ZoneDestroyed assets that are normally unavailable for the rest of the game
Command InfrastructureCommand Centers and other rules-defined core assets
## 6.5 Moving Assets Between Zones When a unit begins production, move or mark it as **Committed**. When that unit completes production, move it to the Battlefield. When a building begins construction, move or mark it as **Committed**.

When that building completes construction, it remains on the Battlefield as an active building.

When an upgrade begins research, move or mark it as Committed.

When that upgrade completes research, it becomes researched and its effect applies.

When a non-Core unit or building is destroyed, move it from the Battlefield to the Destroyed Zone.

Destroyed assets cannot normally return to the Deployment List unless a rule specifically allows it.

6.6 No Infinite Production

A player may not train, build, summon, or deploy a non-Core asset if all copies of that asset are already on the Battlefield, Committed, researched, spent, or in the Destroyed Zone.

Example:

A player includes two Vanguard Trooper Squad profiles in their Deployment List. During the game, they train both. One is later destroyed and moved to the Destroyed Zone. The player may not train a third Vanguard Trooper Squad unless a rule allows them to return one from the Destroyed Zone or create an additional copy.

6.7 Multiple Copies

If a player wants access to multiple copies of the same unit, building, or upgrade, they must include multiple copies in their Deployment List unless the datasheet says one selection grants multiple copies.

Example:

Vanguard Trooper Squad Deployment Point Cost: 30 One selection includes up to 3 copies.

If no such rule exists, each copy must be purchased separately.

6.8 Unique Assets

Some assets have the Unique tag.

A player may only include one copy of a Unique asset in their Deployment List unless a mission, faction rule, or datasheet says otherwise.

6.9 Deployment Point Cost and In-Game Cost

Each asset may have two costs.

Cost Type

Used For

Deployment Point Cost

Building the pre-game Deployment List

In-Game Cost

Paying Carbon, Crystals, Credits, Biomass, Energy, Command Points, or other resources during the game

These costs are separate.

An asset may be cheap to include in a list but expensive to produce, or expensive to include but efficient to produce.