Bodies and Propulsions
Units are composed of three parts: a body, a propulsion and a turret.
The body defines the general tier of the unit and it's armour. Medium and large bodies must be researched before being able to produce them. Contrary to the original game, no factory module is required to build larger tanks.
Each tier has 4 bodies, 3 designable from start and one superclass body that must be researched.
Project bodies are grey and are the average bodies. New Paradigm bodies are yellow and are cheaper but lightly armoured, while Collective bodies are green-blue and are more expensive and heavily armoured. Nexus bodies are black are basically a body of the next tier while keeping the original engine power. Their cost is between the next tier of Project and New Paradigm.
Bodies work the best with a same-tier turret, but it is still allowed to mix tiers. A tank with a higher tier turret will be slower, dealing massive damage while staying rather frail and expensive. A tank with a lower tier turret will cost a bit less and will trade firepower and some durability for speed.
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, while tracks are the opposite. 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.
Tracks make slow but very robust tanks. These are the best defensive propulsion and could also serve offensively as first line. Compared to wheels, they have far more hit points, but their lack of mobility will leave you opened to hit and run tactics as well as fast strikes around the map.
When using tracks, make sure you also have long range or aerial support to prevent them being permanently outranged. These are the best choice to temporarily hold a strategic position before adding static defenses or advancing.
The last ground propulsion is dedicated to speed. Hovers are fast and can also cross lakes, making them perfect for scouting, hit'n run tactics and suprise attacks on undefended targets. But their lack of durability make them not really suited for confrontations, unless you can stay out of range most of the time.
Vertical Take-Off and Landing are aircrafts. These cost more than ground tanks and have the same amount of hit points as wheels, but can be targeted only when on ground or with other VTOLs, dedicated AA weapons or scouts. VTOLs also carries a limited amount of ammunitions and must return to a rearming pad once they are depleted. VTOLs can be built only from a VTOL factory.
Small VTOLs are very fast and can cross the entire map within seconds. They work best either in large squads or for opportunity strikes, but will lack firepower once medium or large tanks comes into play and some won't return home once dedicated AA weapons are in use.
Some weapons cannot be mounted on VTOLs, like artillery turrets or cannons. Researching advanced mortars unlocks bombs.
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.