Bodies and Propulsions

Designing units

Units are composed of three parts: a body, a propulsion and a turret. The body defines the armour, the propulsion its speed, and the turret its function.


The body changes the cost and the armour level of a unit. They are broken into 3 tiers defining the size of the unit. The larger the unit is, the more advanced turret it can hold without impacting its speed and the more HP it has.

Medium (tier 2) and large (tier 3) bodies must be researched before you can to produce them. In Battleplan, you don't require a factory module to build larger tanks.

Each tier has 4 versions, identified by their faction and corresponding colour. The faction impacts the cost and armour of the unit. 3 are designable from start and one superclass body must be researched.

Bug Viper Leopard Retaliation Scorpion Cobra Tiger Retribution Mantis Python Panther Vengeance


The faction can be identified mostly by it's color.

New Paradigm (yellow) bodies are cheap with almost no armour. Using yellow bodies allow to increase firepower by producing more units faster. But they don't stay long.

Project bodies (grey) are all-rounder bodies, with average cost and armour.

Collective (green-blue) bodies are expensive and heavily armoured. They are the opposite of yellow bodies, with fewer but more robust units. Beware though, some weapons ignore armour so they are not always better.

Nexus (black) bodies must be researched first. They are even more costly and have lower HP, but an almost impenetrable armour. Those can be tricky to use because they are costly and somewhat of an all-or-nothing against specific weapons.

Size (tiers)

Bodies come into three size for each faction. The small size (tier 1) is available from start (expect Nexus ones), the larger ones must be researched first: medium (tier 2) then large (tier 3).

Larger bodies have more HP and more engine power. They can get more speed with lower tier turret, or keep the same speed as a smaller body with a lower tier turret. The size also give a bonus to armour, making lower tier weapons a little less effective against them.


Propulsion set the speed and hit points of a unit. There are 3 ground propulsion and one aerial. Wheels are the basic propulsion. Hover trades hit points for speed, and tracks speed for HP. Gain and loss are proportional to the base hit points of the body.



Wheels are the average ground propulsion, with decent speed and hit points. They make versatile tanks, able to serve as mobile reinforcements as well as general strike forces.

They are a good choice when you need some mobility, either defensively to avoid being out ranged or send reinforcements, or offensively for hit'n run attacks.



Tracks make slow but very durable tanks. Those provides far more hit points and are more suitable for defense. But they can still sometime be outranged and you will have hard times to cover the map. When using tracks, make sure you also have long range or aerial support to compensate their lack of mobility.

They are a good choice when you need robust units at a very specific spot, like defending your base. They can be used offensively if you can make sure you won't be attacked elsewhere while they are on the way.



Hovers make fast units able to cross water planes, making them perfect for scouting, hit'n run tactics and surprise attacks. But their lack of durability make them poorly suited for open battles.

They are a good choice for scouting when VTOLs are not available or striking an undefended target before the reinforcements can arrive. Hovers gives you the choice to take a battle or not, and where. But their effectiveness will drop quickly when they meet some defenses.



Vertical Take-Off and Landing are aircrafts. These cost more than ground tanks and have low HP like hovers. They can be targeted only when on ground or with other VTOLs, dedicated AA weapons or pulse guns. VTOLs also carries a limited amount of ammunitions and must return to a rearming pad once they are depleted. They can be built only from a VTOL factory.

Even faster than hovers and not bothered by the terrain, VTOLs can strike almost anywhere, anytime. But they don't pack that much firepower and once anti-air defenses are set, they won't stay long.

Some weapons cannot be mounted on VTOLs, like artillery turrets, cannons or missiles. Researching advanced mortars unlocks bombs.

VTOLs can have multiple uses, depending on how much of they you have. With a few ones, they can assist your tanks and reduce the firepower on ground when your opponent must build some anti-air tanks or structures. When in mass, they can pick a few targets before your opponent can react. But they can still have much more ground firepower instead of air control.

To prevent them from landing, open the command tab and use patrol or fly in circles when moving them. They will stay in-air and will react faster when a target comes in range.


See the dedicated weapon page. There are also support turrets like construction, repair and sensors.


Armour reduces incoming damage for each shot by its amount. The minimum amount taken is 10% of the base damage. Pulse guns and flamers ignore armour and always deal full damage.

Small bodies

Faction Body Cost Base HP Armour
Project Viper 120 60 5
New Paradigm Bug 80 60 0
Collective Leopard 160 60 10
Nexus Retaliation 200 40 35

Medium bodies

Faction Body Cost Base HP Armour
Project Cobra 240 150 7
New Paradigm Scorpion 160 150 2
Collective Panther 320 150 12
Nexus Retribution 400 100 50

Large bodies

Faction Body Cost Base HP Armour
Project Python 480 375 11
New Paradigm Mantis 320 375 6
Collective Tiger 640 375 16
Nexus Vengeance 800 250 80


Propulsion Speed Body HP
Wheels base speed x2
Hover ~+33% x1
Tracks ~-25% x4
VTOL Fast x1.5