SplinterFaction Real-time strategy
Units & Roles

SplinterFaction's ground rosters follow a consistent shape at each tech tier, which makes them easy to learn: a raider, a main battle tank, and an artillery piece — with the artillery frequently doubling as anti-air. A mixed army beats a pure army. Any single unit type has an answer.

The roles

RoleJobFederation of KalaLoz Alliance
ScoutFast, cheap, sees far, often unarmed. Information, not damage. Build them early and keep building them.Gnat (air)Flea, Gnat (air)
RaiderFast, cheap, hits hard, dies fast. Gets behind the line to kill constructors, converters and supply depots. Never in a head-on fight.A.K.Diamondback
Main battle tank / assaultThe backbone. Durable, solid damage, moderate cost. Most of your army.Storm → Bear → GoliathRoach → Reaper → Mammoth
SkirmisherFire, reposition, fire again rather than standing still and trading. At Tier 1 the main battle tanks fill this role themselves.StormRoach, Flashpoint
Skirmish supportStacks disruption so the units around it can kill. Don't field it alone; don't judge it by kill count.Equalizer—
ArtilleryLong range, slow, devastating, helpless up close. Must be screened.Thud, AvalancheScorpion, Luger, Emperor Scorpion
Anti-airDedicated AA generally cannot shoot ground. Some artillery doubles as AA — the Scorpion engages ground, air and naval alike.Crasher, PhalanxPulverizer, Scorpion
AirInterceptors kill only aircraft. Strike fighters handle both. Bombers hit ground hard and need escort.Sparrow, Hawk, Crow, Falcon (nuclear)Wasp, Hornet, Bumblebee, Locust
TransportGunships that carry units, not transports that happen to have a gun. Put an army where it cannot be expected.Condor, EagleDragonfly (unarmed), Crane, Titan
NavalA full parallel roster from Sea Factories in deep water. On a water map, sea control is economy control.Piranha, Crusader, Conqueror, Colossus, HarbingerSnake, Enforcer, Executioner, Warlord, Leviathan
SupportThe units that don't shoot but decide fights. Fragile, and worth more than the units they protect.Deleter (area cloak)Protector (area shield)
Defence structuresLight anti-ground stops raider swarms. Anti-air ladders from cheap to long-reaching. Heavy turrets punish anything that holds still.Menlo, Stinger, Immolator, Javelin, GuardianJericho, Razor, Inferno, Rattlesnake, Annihilator, Earthquake Mine

Tier 4 units are game-enders

Placeholder: Juggernaut

Juggernaut

Federation of Kala · Tier 4

Six weapon systems simultaneously: a rapid-fire particle cannon, two heavy plasma cannons, twin guided cluster rocket launchers, and a vertically launched missile system. Committing a Juggernaut to a front is a statement that the front is about to cease to exist.

Placeholder: Silverback

Silverback

Loz Alliance · Tier 4

An Endbringer-class mobile target evaporator: a sustained heavy beam railgun, a rapid-fire secondary railgun, and a forward microwave beam. A convergence of firepower that most armies are simply not built to answer.

They can be killed. They take a lot of killing. If your opponent fields one and you have no answer prepared, the game is probably over — and if you field one, understand that you've committed a very large fraction of your economy to a single target that must not be caught alone or unsupported. Both factions' Tier 3 turrets — the Guardian and the Annihilator — exist specifically to answer MASSIVE-category targets like these.

Doctrine notes

Composition beats selection

Tanks in front, artillery behind, AA along, support tucked in the middle — that composition has no clean counter. There is no damage-type counter web to memorise; there is only what you brought.

Focus the support

In an enemy army, the constructors and artillery are worth ten times the assault units. Set Target on them before you arrive and let your army do the focus-firing for you.

Two constructors, never upgraded

Ground and air. That's the whole roster, and they share the Commander's build list. There is no advanced builder tier and no structure only the Commander can place — so never risk the Commander to build something.

Reclaim the field

Dead units drop parts worth a high percentage of their cost. After a large engagement the ground is a bank. Whoever holds the field afterwards collects it — put constructors on patrol and they'll do it hands-free.