SplinterFaction Real-time strategy
Federation of Kala — Unit Reference

Fast walkers, cloaking, hull regeneration, missiles and plasma. Fed arrive first, leave first, and choose whether a fight happens at all.

Jump to: Command and construction · Production · Ground — Tier 1 · Ground — Tier 2 · Ground — Tier 3 · Ground — Tier 4 · Support · Air · Naval · Defence structures

Command and construction

Placeholder: Federation Command Unit

Federation Command Unit

Commander · EMG Disruption Cannon

The player's starting unit and the foundation of every match. It builds all structures, reclaims wreckage, and captures enemy buildings, while its EMG Disruption Cannon stacks impairment on anything it hits. The Commander upgrades through four tiers alongside overall tech progression, gaining range and dramatically increased damage at each step — by Tier 4 a single hit is a serious statement. Losing the Commander ends the game; protecting it while using it aggressively is the central tension of every match.

Placeholder: Lifter

Lifter

Ground constructor

The dedicated ground construction unit, capable of building structures, reclaiming wreckage, and capturing enemy buildings. Engineers are the backbone of any expanding economy — build them early, build them often, and keep them busy. An engineer doing nothing is metal and supply wasted.

Placeholder: Originator

Originator

Air constructor

The flying construction unit, capable of building, reclaiming, and capturing from the air. It reaches terrain and positions ground engineers cannot, making it invaluable for forward construction, island operations, or infrastructure where ground access is contested. Lightly built and cannot survive direct engagement — escort it or keep it clear of the front.

Production

Placeholder: Land Factory

Land Factory

Ground production

The primary ground production facility, building the full range of land units available at its tech tier. A second factory running in parallel dramatically increases output when metal income can sustain it — and since nothing can assist a factory, a second one is the only way to double production. Keep it away from the front.

Placeholder: VTOL Factory

VTOL Factory

Air production

Produces all air units. It activates immediately on completion. A second Air Plant runs parallel queues when air power is the strategic focus. Keep it away from the front line — a destroyed factory cannot be replaced quickly.

Placeholder: Sea Factory

Sea Factory

Naval production

The naval production facility, built on water and capable of producing the full naval roster. It must be placed in sufficiently deep water. Position it in a sheltered bay or behind a defensive line if possible.

Ground — Tier 1

Placeholder: A.K.

A.K.

Raider

The fastest bot in the Federation's ground roster, built for hit-and-run harassment rather than sustained combat. Its rapid-fire laser deals negligible damage to armoured targets, but against undefended economy structures and constructors it is ruthlessly efficient. Best deployed in swarms.

Placeholder: Storm

Storm

Skirmisher

A skirmisher built for the frontline. Its rocket is a bit on the slow side but high damage. Best used with constant manoeuvring so the rockets land while it deftly dodges incoming fire — the Storm is explicitly built around the fact that fast units genuinely dodge slow projectiles.

Placeholder: Equalizer

Equalizer

Disruption skirmisher

Carries an EMG Disruption Cannon that applies a stacking impairment effect with every hit, eventually locking a target down entirely. Against individual targets it is a reliable disabler; against a column, a coordinated volley can bring an entire advance to a standstill. It cannot really kill anything on its own — don't field it alone and don't judge it by its kill count.

Placeholder: Thud

Thud

Artillery

The Federation's indirect-fire answer to armoured pushes, lobbing high-velocity plasma shells in a steep arc over intervening terrain. Long reload and fragile frame mean it cannot take a hit, but a well-positioned battery devastates grouped units before they close. Keep it screened.

Placeholder: Crasher

Crasher

Mobile anti-air

A cheap, dedicated anti-air platform that punishes any commander who neglects air cover. Individual missiles hit lightly, but fast reload and guided tracking make it a persistent threat to anything airborne. Field them in clusters.

Ground — Tier 2

Placeholder: Bear

Bear

Heavy assault mech

Brings both a rapid-fire particle cannon and a long-range plasma cannon to bear simultaneously. The particle beam keeps sustained pressure on while the plasma cannon punishes anything that tries to hold ground at distance. Slower than Tier 1 skirmishers but a serious threat to any armoured unit that wanders into its considerable range.

Placeholder: Cobra

Cobra

Fire support

A dual-weapon fire support mech pairing a burst plasma cannon with a volley of guided cluster missiles, both slaved to the same targeting solution. Punishing against any unit that can't get clear in time. Slow on its feet and not built for the front line — keep it screened.

Placeholder: Dominator

Dominator

Disruption platform

The Federation's premier disruption platform at Tier 2, wielding a heavier EMG Disruption Cannon that hits harder and reaches further than the Equalizer. Each hit stacks impairment until the target is locked down entirely for ten seconds. Against high-value units, a full disruption cycle effectively removes the target from the fight long enough to finish it.

Placeholder: Avalanche

Avalanche

Burst artillery

Long-range burst artillery firing two simultaneous volleys of scatter-shot plasma shells, blanketing a wide area at ranges most units cannot answer. Defaults to hold-fire and must be directed deliberately — devastating against clustered formations, but poor positioning will get it killed before it fires twice.

Placeholder: Phalanx

Phalanx

Mobile anti-air

Trades the Crasher's guided missiles for a high-velocity burst machinegun that saturates a column of airspace with an overwhelming volume of fire. Long range and high burst count make it extremely difficult for aircraft to approach. Slow and lightly armoured — always operate it behind a screen.

Ground — Tier 3

Placeholder: Goliath

Goliath

Heavy assault

The Federation's premier Tier 3 ground combatant: twin precision laser cannons and twin plasma batteries all slaved to a single targeting solution. The lasers deliver punishing single-target damage while the plasma saturates the surrounding area in the same firing cycle. Slow and massive, but what it points at tends to stop existing.

Placeholder: Striker

Striker

Disruption assault

A large Tier 3 mech pairing a rapid-fire disruption laser with a sustained depleted-uranium particle cannon. A unit not killed outright by the combined fire will shortly find itself locked down and unable to fight back. Fast for its size and expensive enough to field carefully, it rewards aggressive, well-supported pushes.

Ground — Tier 4

Placeholder: Juggernaut

Juggernaut

Apex ground unit · game-ender

The Federation's Tier 4 behemoth and the most expensive unit in their land arsenal. Six weapon systems at once: a rapid-fire particle cannon, two heavy plasma cannons capable of crippling most units outright, twin guided cluster rocket launchers, and a vertically launched missile system. It moves slowly and turns slowly, but at the range its weapons operate, most enemies never get to exploit that. Committing a Juggernaut to a front is a statement that the front is about to cease to exist.

Support

Placeholder: Deleter

Deleter

Mobile area cloaker

Projects a wide area-cloaking field, concealing all friendly units within its radius from eyes and sensors alike. Activates immediately and runs at no energy cost. No meaningful weapon; cannot survive direct engagement. A Deleter tucked inside a formation turns an advancing army into a ghost column.

Air

Placeholder: Sparrow

Sparrow

Interceptor

A fast, agile interceptor purpose-built to deny enemy air operations. Its particle beam hits hard and reloads quickly, and its tight turn radius keeps it on target. No ground attack capability whatsoever — it exists solely to kill aircraft, and at that job it excels.

Placeholder: Hawk

Hawk

Strike fighter

Fast-tracking guided missiles that engage both air and ground without switching modes. Excels at neither role the way a dedicated interceptor or bomber would, but as a general-purpose fast response unit it goes wherever the enemy is least prepared.

Placeholder: Crow

Crow

Bomber

A heavy-payload bomber delivering clusters of explosive submunitions across a broad area — devastating against grouped units and unprotected structures. A rear-facing machinegun provides minimal self-defence; never fly it without an escort. Long reload: commit it to a target worth the wait.

Placeholder: Falcon

Falcon

Strategic nuclear bomber

Delivers a single nuclear payload capable of erasing everything within a substantial blast radius in one strike. Not a precision weapon and not a cheap one — it exists to end conversations, not start them. Keep it escorted and away from anti-air until the moment it matters, because it only needs to get through once.

Placeholder: Condor

Condor

Combat transport gunship

Lifts and deploys large numbers of ground units directly into contested territory, with a downward-firing particle cannon to suppress the ground while loading and unloading. It is a gunship and should be treated as one. The real threat is strategic: it can put a full army somewhere the enemy did not expect.

Placeholder: Eagle

Eagle

Tier 3 heavy transport

Lifts far heavier cargo than the Condor, including the Federation's largest ground units, with a burst rocket battery to suppress ground targets during deployment. An Eagle in the air means an army could appear anywhere on the map without warning.

Placeholder: Piranha

Piranha

Torpedo corvette

A fast corvette built for aggressive naval raiding. Its unguided torpedo deals heavy damage per hit and reloads quickly, relying on raw projectile speed. Cheap and quick enough to dictate engagement range; excels at harassing fleets and picking off isolated vessels.

Placeholder: Crusader

Crusader

Frigate

The workhorse frigate: a rapid-fire particle cannon for surface engagements and a missile battery for air defence. Neither weapon is overwhelming alone, but together they make the Crusader a credible threat in both roles. Anchor a fleet line with it rather than leading a charge.

Placeholder: Conqueror

Conqueror

Light cruiser

Slow but heavily armed, delivering its plasma payload in rapid successive bursts, each carrying enough cumulative damage to threaten all but the most durable naval targets. Long range lets it engage before smaller vessels can close. Let faster ships draw fire while the Conqueror dismantles whatever they pin down.

Placeholder: Colossus

Colossus

Tier 2 destroyer

Three plasma cannon batteries, twin cluster rocket launchers, and a flak machinegun in a single hull. No individual weapon is overwhelming, but the combined weight of fire makes it a credible threat at range while the machinegun discourages aircraft overhead. The most well-rounded ship in the Federation's roster.

Placeholder: Harbinger

Harbinger

Tier 3 capital ship

The most heavily armed vessel in the fleet: a central heavy plasma cannon for long-range priority targets, four broadside plasma batteries, a vertically launched missile system delivering a near-continuous rain of warheads, and a forward particle beam. No single system is what makes it dangerous — it is the totality of fire it brings to bear at once. Give it sea room and a target.

Defence structures

Placeholder: Menlo

Menlo

T1 light anti-ground

Hoses down anything in its short range with an extremely rapid particle beam that individually deals light damage but accumulates quickly. Best suited to stopping swarms of cheap raiders before they reach more valuable structures. Cheap, fast to build, effective in clusters.

Placeholder: Stinger

Stinger

T1 light anti-air

Sprays fifteen-round bursts of machine gun fire into the airspace above. Individual rounds deal minimal damage but the sheer volume makes passing through costly. The base layer of Federation air defence — stack several to cover key approach vectors.

Placeholder: Immolator

Immolator

T2 medium anti-ground

A high-arc plasma cannon delivering massive single-shot damage to ground and naval targets at long range. Its trajectory clears terrain and reaches targets behind cover that flat-firing turrets cannot touch. Deliberate reload, severe payoff per shot.

Placeholder: Javelin

Javelin

T2 long-range anti-air

Fires pairs of fast guided missiles with excellent tracking that make escape extremely difficult at range. Coverage extends well beyond most Tier 1 anti-air. Position it to cover approaches shorter-range turrets cannot reach.

Placeholder: Guardian

Guardian

T3 anti-MASSIVE

Fires a massive plasma shell with a large blast radius, preferring MASSIVE-category targets: enemy heavy units and capital ships. With no MASSIVE target in range it engages ordinary units, but it will turn away from whatever's hurting it the moment something big walks in. Build it as your answer to things nothing else can threaten, and keep other defences alongside.

Placeholder: Cloaking Tower

Cloaking Tower

Area cloak field · 300 radius

Projects a 300-radius cloaking field that conceals all friendly units within it. Activates instantly, cloaks itself, and runs at no energy cost. Fragile and unarmed — its value is entirely the invisibility it grants. A well-placed tower makes an entire defensive line or staging area disappear.

Placeholder: Large Cloaking Tower

Large Cloaking Tower

T3 area cloak field · 800 radius

The Tier 3 upgrade, concealing an entire sector of the map. Costs nothing to operate and activates immediately. Large enough to hide substantial force concentrations, forward bases, or entire defensive lines.

Placeholder: Healstation

Healstation

Repair field · Fed only

Projects a 500-radius repair field that continuously restores health to friendly units within range, pausing briefly after any unit takes damage. It does not repair during active combat — it is a recovery tool for units rotating off the front line. The only genuine healing structure in SplinterFaction. Place it far enough behind the line that units can actually benefit.

Loz Alliance reference Shared structures Unit roles