Cortex

Vehicles

Switch to Armada

Rascal

T2
T3
Amphibious
Light Scout Vehicle
Metal
26
Energy
270
Health
75
Speed
153
Damage
35
Buildpower
0
Weapons
BeamLaser

Rascals are super cheap and fast to build vehicles used for scouting and damaging the early eco structures of enemies. It is the fastest moving unit in the whole game (except ARMADA counterpart - Rover) but due to light armor any close confrontation will be lethal to it.

Evade laser towers and destroy metal extractors to slow down your foe's expansion early in the game!

In T2 warfare Rascals come as an effective counter to slow shooting units, like Snipers, Starlights and artillery. When produced constantly and sent to the front they can pull the heavy fire on themselves while your T2 units deal damage to artillery.

How to use this unit

Trapper

T2
T3
Amphibious
Stealthy Minelayer / Minesweeper
stealth, jammer
Metal
61
Energy
1300
Health
172
Speed
69
Damage
0
Buildpower
40
Weapons

Minelayer vehicles have stealth and a mini-radar jammer. This means, Minelayers can work safely in radar covered areas, without being detected. They serve 2 main purposes:

Deploying 3 different types of landmines for defense, and destroying enemy landmines with a wide area pulse "attack"

The pulse attack must be done manually; they don't see mines passively. Minelayers can also lay Dragon's Teeth to block off areas or funnel enemies into landmines, and Perimeter Cameras for vision.

It's a cheap way to secure places where you don't have time to set up proper defenses, like your flanks. Always lay mines away from your opponent's line of sight, and avoid having your own units on the minefield.

Mines are cloaked (hidden from sight) and have stealth (hidden from radar) until an enemy moves over one, but mines do require energy to remain cloaked.

Use the Queue Command or Grid Building commands to easily place minefields. Use Grid spacing to cover a large area.
  • ‍_‍_Light mines instant kills Grunts / Pawns
  • Medium mines are the most cost-effective vs. heavier T1 and early T2 units;
  • Heavy mines' huge explosion radius can wipe out whole clusters of units.
When grid-building mines, use the Build Split command. Hold SPACE to split the work among all selected minelayers.

‍_(on default keys)_

How to use this unit

Incisor

T2
T3
Amphibious
Light Tank
Metal
118
Energy
1042
Health
820
Speed
86
Damage
98
Buildpower
0
Weapons
BeamLaser

The Incisor is a light, fast moving tank armed with a weak, but very precise laser weapon, accurate even when fired on the move. This makes it useful against fast lightly armored units, such as Pawn. A bit slower than its ARMADA counterpart - Blitz - but it has a higher range, so always try to keep distance.

Being very cheap to build and having high top speeds can be useful for scouting and taking down unguarded metal extractors and eco.

In late T1 warfare Incisors can be used in large numbers for ambushing Commanders and speedy skirmishing. Light armor and short range makes it susceptible to defensive towers and Riot tanks.

How to use this unit

Construction Vehicle

T2
T3
Amphibious
Tech 1 Constructor
Metal
145
Energy
2100
Health
1430
Speed
51
Damage
0
Buildpower
90
Weapons

A construction vehicle is able to build basic T1 structures like the ones made by the Commander. Moreover it can build some more advanced land and air defense towers, advanced solar generators and most importantly the T2 Vehicle Lab. It is slightly faster and stronger than the Bot constructor, but it can not climb stepper hills, so it is effective only in expansion on relatively flat terrain.

Each Construction vehicle increases the player's energy and metal storage capacity by 50.

It is wise to use pairs of cons for expansion, so they can heal each other and build defensive structures faster. This makes them immune to light assault units like Fleas / Rover.

How to use this unit

Lasher

T2
T3
Amphibious
Missile Truck
Metal
155
Energy
2400
Health
860
Speed
42
Damage
48
Buildpower
0
Weapons
MissileLauncher

Lashers are long range light missile trucks. They can out range most T1 defensive units and deal constant damage to it. They can also serve as basic anti-air defense. Very ineffective in close combat, so always try to keep them at full distance by using FIGHT command, avoid flashes and other fast infantry. In larger packs Lashers can even take down Heavy Laser Turrets.

Combine with Pounders / Brutes and repairing units for a devastating front-line push!
How to use this unit

Muskrat

T2
T3
Amphibious
Amphibious Construction Vehicle
Metal
170
Energy
3500
Health
1110
Speed
41
Damage
0
Buildpower
80
Weapons

The Muskrat is an amphibious construction vehicle, which can travel on land and underwater equally well allowing easy expansion between islands, under rivers and across seas. Its build menu includes some water based units like underwater metal extractors, tidal generators and most importantly the amphibious complex, a lab that includes T2 amphibious tanks and bots. As all amphibious units it can easily cross stepper hills unlike regular vehicles. It can be destroyed by torpedoes so avoid submarines, launchers and destroyers. It is wise to use pairs of cons for expansion, so they can heal each other and build defensive structures faster. This makes them immune to light assault units like Fleas / Rover.

How to use this unit

Wolverine

T2
T3
Amphibious
Light Mobile Artillery
Metal
170
Energy
2500
Health
750
Speed
48
Damage
42
Buildpower
0
Weapons
Cannon

Wolverine is an artillery vehicle used to take down T1 defenses, especially Heavy Laser Turrets. It can out range all T1 defense towers except coastal defense plasma batteries like the Gauntlet. Shooting its plasma shells along a parabolic trajectory they are obviously helpless in close quarters combat.  Always keep them protected by Pounders / Incisors, or your own defensive structures. Don't forget to have targets in your radar's range or scouted.

How to use this unit

Garpike

T2
T3
Amphibious
Light Amphibious Tank
Metal
220
Energy
2600
Health
1420
Speed
59
Damage
77
Buildpower
0
Weapons
Cannon

Garpike is a light amphibious tank which can travel on land and underwater equally well. It is weaker than most land based tanks, so to use it effectively avoid direct fire exchange and try to surprise your opponent by destroying undefended targets near the shoreline. Don't forget to send one or two amphibious constructors with your assault to reclaim left wrecks and claim metal spots on the way.

How to use this unit

Pounder

T2
T3
Amphibious
Anti-Swarm Tank
Metal
220
Energy
2600
Health
1490
Speed
41
Damage
106
Buildpower
0
Weapons
Cannon

The Pounder is a powerful tank armed with a cannon with a wide area of effect, fulfilling its "Riot" role by easily destroying tightly-packed units. Its shots push lighter units (Pawn/Blitz etc.) away, potentially even knocking them off cliffs.

Its cannon's high "impulse" rating can even cancel other tanks' momentum, stopping them in their tracks.

However, it moves very slowly and is unable to shoot over other units, unlike Brutes, so they should be used in a staggered line whenever possible. They are also highly vulnerable to skirmishers and artillery, and medium tanks outrange and outclass them in head-to-head combat.

That said, it's an ideal defensive fighter for locking down fast and light units, and is incredibly effective at guarding chokepoints.

Build Dragon's Teeth to make your own killzones—trying to push through a tight space guarded by Pounders is suicide.
How to use this unit

Brute

T2
T3
Amphibious
Medium Assault Tank
Metal
235
Energy
2400
Health
1970
Speed
73
Damage
83
Buildpower
0
Weapons
Cannon

Medium assault tanks form the armored core of T1 vehicle armies. They have very high HP for their cost, combined with solid damage, speed and range, giving them excellent all-around performance. They excel at open field engagements and assaulting lighter defenses equally well.

Combine with Lashers or Wolverines for a great front-line push, or use large packs alone for raiding enemy bases.

However, their slower turning speed leaves them vulnerable to a Commander's D-gun attack; Pop-up lightning turrets efficiently destroy them; and landmines can punish blind tank pushes. They are very costly to build in large numbers, so supplement them with other forces to deal with certain threats.

Even in T2, these tanks' well-balanced stats can still make them useful.
How to use this unit

Omen

T2
T3
Amphibious
Radar Vehicle
radar
Metal
92
Energy
1300
Health
570
Speed
48
Damage
0
Buildpower
0
Weapons

Omen is a mobile radar vehicle. Always have at least one in your artillery/infantry combos. It doesn’t have any weapon of its own and has rather low HP, hence always keep it a bit behind your other forces. It is cheaper than its Armada counterpart, but also way slower.

How to use this unit

Obscurer

T2
T3
Amphibious
Radar Jammer Vehicle
jammer
Metal
105
Energy
1900
Health
580
Speed
41
Damage
0
Buildpower
0
Weapons

Obscurer is a mobile radar-jamming device that can hide your units away from the enemy’s field of view. In combination with cloakable units like Gremlins, or a Commander it makes them totally undetectable (if your enemy hasn’t built the intrusion countermeasure system).

How to use this unit

Salamander

T2
T3
Amphibious
Medium Heat Ray Amphibious Tank
Metal
350
Energy
4775
Health
2100
Speed
72
Damage
164
Buildpower
0
Weapons
BeamLaser

Salamanders are mid-weight raider tanks with accurate beam weapons. Amphibious capability lets them move on the seafloor, and also traverse hills at the same height tolerance as bots. Their power is not great, and falls off with distance, but their accuracy gives Cortex T2 vehicles a good option for dealing with faster units.

Use radar jammers near beaches to prevent enemies noticing Salamanders entering/exiting water.

Unlike Jaguars, Salamanders don't pack AA. Don't expose them to EMP drones or gunships!

How to use this unit

Quaker

T2
T3
Amphibious
Mobile Artillery
Metal
400
Energy
4400
Health
1000
Speed
48
Damage
84
Buildpower
0
Weapons
Cannon

T2 Artillery vehicles can overshoot most defensive and mobile units thanks to their great range, while being fairly cheap to produce. Quakers have more power and AoE than Mausers, in exchange for less accuracy, reload speed, and range.

They are well-suited to shelling packed enemy formations from a long distance.

It moves very slowly and will be helpless alone, so be prepared to defend it with units or keep it behind your defensive line.

How to use this unit

Fury

T2
T3
Amphibious
Anti-Air Flak Vehicle
Metal
470
Energy
10500
Health
2700
Speed
69
Damage
273
Buildpower
0
Weapons
Cannon

Fury is a mobile anti-air tank equipped with a flak cannon. Its weapon deals ludicrous amounts of AoE damage to aircrafts and can easily take down all T1 and most T2 aircrafts that come into its vicinity. Flak weapons have shorter range compared to other AA weapons, hence try not to keep it far behind the rest of your army. It doesn’t have anything to fight with against land units, so keep it covered.

How to use this unit

Advanced Construction Vehicle

T2
T3
Amphibious
Tech 2 Constructor
Metal
580
Energy
7000
Health
2150
Speed
50
Damage
0
Buildpower
250
Weapons
How to use this unit

Tiger

T2
T3
Amphibious
Heavy Assault Tank
Metal
665
Energy
10000
Health
5300
Speed
71
Damage
156
Buildpower
0
Weapons
Cannon

Tiger is a general purpose raider with significant armor and a decent plasma weapon. It can easily outrange and destroy most T1 units. This is the main and most numerous constituent of your T2 vehicle forces.

Build them in huge numbers to overpower your enemy with sheer force.

It is cheaper and more armored than its ARMADA counterpart (Bulls) but it deals less damage and offers shorter range. Combine them with Banishers to make a good counter to Bulls.

How to use this unit

Negotiator

T2
T3
Amphibious
Stealthy Rocket Launcher - good vs. static defense
stealth
Metal
880
Energy
6700
Health
1390
Speed
33
Damage
106
Buildpower
0
Weapons
StarburstLauncher

A heavy missile truck with unmatched range within T2 mobile units. It shoots missiles along a high-altitude arc, enabling you to take down targets covered by walls and hilltops. Its awesome range make it a perfect siege weapon, able to quickly obliterate enemy defensive structures and destroy strategic targets like geothermal powerplants.

It is very costly, but its Stealth ability keeps it hidden from enemy radar!

Helpless against mobile units, always keep it protected by your infantry. A bit cheaper than its ARMADA counterpart, the Ambassador.

Its large AoE makes it useful vs. tightly-packed units. Try line-firing to spread them out and carpet bomb an area!
How to use this unit

Banisher

T2
T3
Amphibious
Heavy Missile Tank
Metal
1000
Energy
23000
Health
2500
Speed
54
Damage
133
Buildpower
0
Weapons
MissileLauncher

Banisher Is a heavy missile tank. Its homing missiles have a long range and deal massive (1000) area damage to both land and air targets, but with a long reload time that leaves them open to counterattack.

A good hard-counter for the Hound, since it cannot dodge the missile. Banishers can also soften up units that may outrun your supporting army, like the fast Jaguars.

The Banisher is alsoa flexible AA unit: It kills most T2 threats like Roughnecks, Stiletto & Liche in 2-3 shots, though it's important to point out that:

The Banisher prioritizes targeting ground units first.

Its slow turning speed can easily get it killed. When moving into range, remember to keep its broadside facing the enemy so it can turn around and run. Use sparingly as a first strike unit for a devastating opening punch.

Never rely on Banishers alone, and always support them with other forces.
How to use this unit

Poison Arrow

T2
T3
Amphibious
Very Heavy Amphibious Tank
Metal
1050
Energy
29000
Health
6300
Speed
51
Damage
206
Buildpower
0
Weapons
Cannon

Poison Arrow is a heavy amphibious tank with thick armor and a powerful AoE plasma cannon. Too expensive and slow to use alone, its niche lies instead in easily killing groups of units sent to counter amphibious assaults. In essence, it is an upgraded Pounder with much greater range and speed—yet it is still quite vulnerable to T2 skirmishers and assault tanks.

As an amphibious tank, it can climb hills just as well as bots can, letting it strike from unexpected angles.

Combine with other amphibious tanks and support units that can follow them underwater, such as Trashers/Manticores for anti-air coverage and Muskrats to repair units and reclaim wrecks.

How to use this unit

Saviour

T2
T3
Amphibious
Mobile Anti-Nuke
Metal
1250
Energy
32000
Health
870
Speed
51
Damage
250
Buildpower
0
Weapons
StarburstLauncher

Saviour is a mobile anti-nuke missile system. It has a shorter range than regular anti-nuke static structures but you may move it around wherever you want.. In late-game it is very important to combine it within your striking forces to prevent them from getting nuked out of your territory. It stockpiles 1 anti-nuke in 90 seconds.

How to use this unit

Tzar

T2
T3
Amphibious
Very Heavy Assault Tank
Metal
1650
Energy
22000
Health
7800
Speed
41
Damage
300
Buildpower
0
Weapons
Cannon

Tzar is a super heavy tank. Equipped with a powerful AoE plasma cannon can obliterate whole groups of light units with one shot. It is very heavily armored and can take in massive amounts of damage.

It defines a great use in an early T2 game.

Take it to the front covered by some AA units in order to push through the remaining T1 units and defenses like a knife through butter. Though, better try not to lose it, because it leaves very precious wreckage (894 metal).

How to use this unit

Tremor

T2
T3
Amphibious
Heavy Artillery Vehicle
Metal
1850
Energy
49000
Health
3000
Speed
41
Damage
600
Buildpower
0
Weapons
2x Cannon

The Tremor constantly fires high trajectory shells at an incredibly fast pace to carpet bomb whole areas, even over walls and cliffs. Its huge range exceeds any other T2 mobile artillery but the Ambassador / Negotiator

It is useful on maps with many natural barriers separating different sections and bases.

_‍_The Tremor has two firing states—Spread, and Focused, which it is set to by default.

  • Focused fire tightens its accuracy at the cost of firing rate.
  • Spread fire decreases accuracy but increases rate of fire and damage per shot.
Tremors are a major friendly fire hazard! Be careful with firing anywhere near friendly units!

_‍_Tremors are an efficient counter to large amounts of slow, weak units, such as Sharpshooters and Mausers, but are vulnerable to being pushed. Consider building Fortification Walls as bunkers to keep them safe while they fire over the walls.

How to use this unit