Age of Mecha
In a future forged by steel and war, nations no longer fight with swords or muskets—but with towering machines of destruction. Welcome to an era where pilots and power cores decide the fate of worlds.
Age of Mecha is a total conversion mod that brings the world of giant robots to the battlefield of Age of Strategy. Build your own squad of mechanized warriors, command advanced units like walkers, aerial frames, and heavy artillery mechs, and face off against rival factions in a post-apocalyptic future where humanity's survival depends on metal and might.
Features include:
Custom mech units with unique abilities and animations
Futuristic tech trees and upgrade paths
Campaigns set in dystopian cityscapes, off-world colonies, and ruined Earth zones
Original sprites and designs inspired by classic mecha anime and games
Forge alliances. Upgrade your frame. Conquer the new world.
This is the Age of Mecha.
Age of Mecha
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jalewolt711
- Posts: 109
- Joined: Fri Jun 07, 2019 4:17 am
- Location: Philippines
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Age of Mecha
IM NOT A MAKER, IM JUST A GAMER
Loveless, Darkness to the Light
Loveless, Darkness to the Light
-
jalewolt711
- Posts: 109
- Joined: Fri Jun 07, 2019 4:17 am
- Location: Philippines
- Contact:
Re: Age of Mecha
Here are 6 unique races/factions for Age of Mecha, each with its own theme, playstyle, and unit focus. These are designed to be distinct and inspired by various mecha anime/game archetypes:
---
1. Neo Terra Union (NTU)
Theme: Traditional military-industrial superpower
Playstyle: Balanced, adaptable
Strengths: Versatile units, strong defenses, advanced tanks and humanoid mechs
Flag Colors: Blue and white
Inspiration: Gundam Earth Federation, Titanfall IMC
---
2. Red Nova Syndicate
Theme: Rebel alliance of rogue pilots and warlords
Playstyle: Fast, aggressive, swarm tactics
Strengths: Cheap light mechs, hit-and-run raids, powerful late-game aces
Flag Colors: Crimson and black
Inspiration: Zaku-style rebels, Armored Core mercs
---
3. Zephyros Ascendancy
Theme: Elite flying mechs and aerial supremacy
Playstyle: Air domination and mobility
Strengths: Flight-capable units, high evasion, vertical combat
Flag Colors: Silver and teal
Inspiration: Macross, Knights of Sidonia, SRW flying frames
---
4. Iron Genesis
Theme: AI-controlled mechanical civilization
Playstyle: Slow buildup, overwhelming force
Strengths: Heavy armor, energy weapons, self-repairing units
Flag Colors: Dark gray and neon green
Inspiration: Terminator, Xenogears Deus, SRW Inspectors
---
5. Astral Forge Collective
Theme: Off-world colonists with alien-tech-infused mechs
Playstyle: Tech superiority, special abilities
Strengths: Cloaking, teleportation, energy shields
Flag Colors: Purple and gold
Inspiration: Zone of the Enders, RahXephon, Organoids
---
6. Crimson Howl Dominion
Theme: Beast-like bio-mecha hybrids
Playstyle: Feral and unpredictable
Strengths: Close combat, regeneration, berserker modes
Flag Colors: Red and bone-white
Inspiration: Evangelion, Zoids, SRW Bio-beasts
---
1. Neo Terra Union (NTU)
Theme: Traditional military-industrial superpower
Playstyle: Balanced, adaptable
Strengths: Versatile units, strong defenses, advanced tanks and humanoid mechs
Flag Colors: Blue and white
Inspiration: Gundam Earth Federation, Titanfall IMC
---
2. Red Nova Syndicate
Theme: Rebel alliance of rogue pilots and warlords
Playstyle: Fast, aggressive, swarm tactics
Strengths: Cheap light mechs, hit-and-run raids, powerful late-game aces
Flag Colors: Crimson and black
Inspiration: Zaku-style rebels, Armored Core mercs
---
3. Zephyros Ascendancy
Theme: Elite flying mechs and aerial supremacy
Playstyle: Air domination and mobility
Strengths: Flight-capable units, high evasion, vertical combat
Flag Colors: Silver and teal
Inspiration: Macross, Knights of Sidonia, SRW flying frames
---
4. Iron Genesis
Theme: AI-controlled mechanical civilization
Playstyle: Slow buildup, overwhelming force
Strengths: Heavy armor, energy weapons, self-repairing units
Flag Colors: Dark gray and neon green
Inspiration: Terminator, Xenogears Deus, SRW Inspectors
---
5. Astral Forge Collective
Theme: Off-world colonists with alien-tech-infused mechs
Playstyle: Tech superiority, special abilities
Strengths: Cloaking, teleportation, energy shields
Flag Colors: Purple and gold
Inspiration: Zone of the Enders, RahXephon, Organoids
---
6. Crimson Howl Dominion
Theme: Beast-like bio-mecha hybrids
Playstyle: Feral and unpredictable
Strengths: Close combat, regeneration, berserker modes
Flag Colors: Red and bone-white
Inspiration: Evangelion, Zoids, SRW Bio-beasts
IM NOT A MAKER, IM JUST A GAMER
Loveless, Darkness to the Light
Loveless, Darkness to the Light
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jalewolt711
- Posts: 109
- Joined: Fri Jun 07, 2019 4:17 am
- Location: Philippines
- Contact:
Re: Age of Mecha
MELEE UNITS
Close-combat mechs designed to engage enemies directly.
Infantry Frame – Basic humanoid mech
Brawler Mech – Heavy fists or melee hammers
Bladelancer – Fast unit with dual or polearms
Shock Frame – Stun-focused melee attacker
Bio-Beast – Organic close-range monster (Crimson Howl)
---
RANGED UNITS
Attack from a distance using energy or ballistic weapons.
Sniper Mech – Long-range laser or railgun unit
Marksman Frame – Mid-range with high accuracy
Missile Pod Mech – AoE or splash-damage attacks
Plasma Cannon Walker – Slow but devastating shots
Drone Swarm – Weak alone, powerful in groups
---
TANK UNITS
Heavily armored ground units that absorb damage.
Siege Walker – Slow, massive mech with high defense
Shield Tank – Soaks damage for nearby allies
Fortress Mech – Immobile or limited mobility but powerful
AI Goliath – Iron Genesis-exclusive massive tank unit
Defender Frame – Balanced mobility and armor
---
SUPPORT UNITS
Units that buff allies, debuff enemies, or provide utility.
Engineer Mech – Repairs allies and constructs turrets
Radar Unit – Reveals stealth units and boosts vision
Field Medic Drone – Heals organic or bio-units
Command Frame – Grants attack/defense boosts
EMP Bot – Disables enemy shields or mechs temporarily
---
AERIAL UNITS
Airborne units that fly over terrain and hit hard.
Interceptor Drone – Fast air unit, good vs. other flyers
Jet Mech – Midspeed flying attacker
Sky Fortress – Flying base with turrets
Bomber Frame – Drops explosive payloads
Wingblade Unit – Aerial melee mech (Zephyros-exclusive)
---
STEALTH/ASSASSIN UNITS
Special ops or infiltrator units with cloaking or high crits.
Ghost Frame – Can cloak and backstab
Saboteur Drone – Plants mines or EMPs
Phase Lancer – Teleports behind targets
Red Nova Ace – High mobility killer with crit chance
Astral Shade – Warp unit with alien tech
ARTILLERY UNITS
Long-range support units with area damage or terrain destruction.
Railgun Platform – High-damage, long-range, slow fire
Mortar Mech – Indirect fire with arc shots
EMP Artillery – Disables shields and disables enemy units in AoE
Nano Bombard – Iron Genesis unit that damages over time in an area
Siege Beam Array – Heavy energy cannon, melts through armor
---
COMMAND UNITS
High-cost, low-number leader units with passive or active buffs.
Tactical Commander – Boosts nearby units’ attack/defense
AI Core Brain – Iron Genesis unit that hacks enemies or controls drones
War Howler – Crimson Howl unit that rallies beast mechs with sonic roars
Astral Seer – Astral Forge unit that manipulates battlefield weather or visibility
Strike Marshal – Neo Terra’s battlefield general with orbital call-ins
---
NAVAL/AMPHIBIOUS UNITS
Specialized mechs for water or underwater combat.
Hydro Frame – Fast underwater unit with torpedoes
Amphibian Walker – Crosses land and sea, light armor
Sea Serpent Mech – Crimson Howl biomechanical unit
Sonar Subdrone – Detects underwater stealth units
Naval Siege Cannon – Huge platform that can only move in water
---
TRANSFORMING UNITS
Can switch between modes (mobility vs. attack or land vs. air).
Frame Shifter – Changes between flight and tank mode
Blade Wing – Fast melee air mode, armored walker mode
Siege Cycler – Defense mode boosts armor, attack mode boosts firepower
Cloak Phase Unit – Stealth mode vs. Assault mode
Wyrm Morph – Crimson Howl beast that mutates after combat
---
SPECIALIST UNITS
Rare or faction-unique units with niche but powerful roles.
Terraform Bot – Alters terrain (boosts ally movement or blocks enemy)
Nano Hive – Deploys healing or corrosive nanobots in AoE
Mind Jacker – Hacks enemy mechs (temporary control)
Warp Beacon – Allows teleportation of allied units
Exo Excavator – Destroys obstacles and builds field fortifications
EXPERIMENTAL UNITS
Prototype super-units or unstable tech with high risk and high reward.
Zero Core Frame – Runs on unstable energy, huge damage but self-destructs on death
Overdrive Titan – Can boost all stats temporarily, but overheats
Chrono Striker – Manipulates time (acts twice or delays enemy turns)
Singularity Mech – Creates gravity fields that pull enemies inward
Neural Sync Unit – Copies nearby friendly unit’s stats and abilities
---
DRONE & SWARM UNITS
Low-cost, mass-produced units meant for overwhelming tactics or support.
Swarm Drone – Weak alone, gains buffs with more nearby units
Repair Bot – Automatically repairs nearby mechs each turn
Exploder Drone – Charges and detonates on contact
Disruptor Drone – Low damage but reduces enemy accuracy or defense
Hive Controller – Buffs all nearby drones; fragile but essential
---
BIO-MECH UNITS
Living machines or organic hybrids, especially used by Crimson Howl or Astral Forge.
Mutant Frame – Grows stronger with each kill
Spine Ripper – Fast, melee-focused beast with bleeding effect
Bio-Spitter – Ranged acid attack; reduces armor over time
Organite Juggernaut – Regenerates health rapidly when idle
Corrupted Shell – A dead mech possessed by alien biomass (suicide unit)
---
STEALTH & INFILTRATION UNITS
Used for ambushes, assassination, or recon.
Wraith Frame – Can turn invisible for 2 turns
Backstabber Bot – Deals bonus damage from behind
Cloakcaster – Provides stealth aura to allies
Saboteur Bug – Disguises as terrain, explodes on trigger
Ghost Hacker – Can disable a single enemy unit for 1 turn
---
MOBILITY/UTILITY UNITS
Manipulate the map or positioning of other units.
Grapple Walker – Pulls enemies or allies across terrain
Jet Pack Trooper – Short-range flight over obstacles
Phase Jumper – Teleports short distances through obstacles
Anchor Bot – Prevents all nearby units (friend and foe) from moving
Logistics Carrier – Deploys units mid-battle (limited use)
---
RELIC/ANCIENT UNITS
Lore-based units tied to ruins, ancient tech, or lost civilizations (great for campaign or rare spawns).
Arc Frame – Prehistoric mech with mysterious energy
Rustbound Warden – Dormant for centuries, awakened by war
Voidwalker – Appears only during cosmic storms; ignores terrain
Star Core Guardian – Protects key locations, immune to EMP
Prototype Omega – Last remnant of a forgotten faction; overwhelming power but can’t heal
Close-combat mechs designed to engage enemies directly.
Infantry Frame – Basic humanoid mech
Brawler Mech – Heavy fists or melee hammers
Bladelancer – Fast unit with dual or polearms
Shock Frame – Stun-focused melee attacker
Bio-Beast – Organic close-range monster (Crimson Howl)
---
RANGED UNITS
Attack from a distance using energy or ballistic weapons.
Sniper Mech – Long-range laser or railgun unit
Marksman Frame – Mid-range with high accuracy
Missile Pod Mech – AoE or splash-damage attacks
Plasma Cannon Walker – Slow but devastating shots
Drone Swarm – Weak alone, powerful in groups
---
TANK UNITS
Heavily armored ground units that absorb damage.
Siege Walker – Slow, massive mech with high defense
Shield Tank – Soaks damage for nearby allies
Fortress Mech – Immobile or limited mobility but powerful
AI Goliath – Iron Genesis-exclusive massive tank unit
Defender Frame – Balanced mobility and armor
---
SUPPORT UNITS
Units that buff allies, debuff enemies, or provide utility.
Engineer Mech – Repairs allies and constructs turrets
Radar Unit – Reveals stealth units and boosts vision
Field Medic Drone – Heals organic or bio-units
Command Frame – Grants attack/defense boosts
EMP Bot – Disables enemy shields or mechs temporarily
---
AERIAL UNITS
Airborne units that fly over terrain and hit hard.
Interceptor Drone – Fast air unit, good vs. other flyers
Jet Mech – Midspeed flying attacker
Sky Fortress – Flying base with turrets
Bomber Frame – Drops explosive payloads
Wingblade Unit – Aerial melee mech (Zephyros-exclusive)
---
STEALTH/ASSASSIN UNITS
Special ops or infiltrator units with cloaking or high crits.
Ghost Frame – Can cloak and backstab
Saboteur Drone – Plants mines or EMPs
Phase Lancer – Teleports behind targets
Red Nova Ace – High mobility killer with crit chance
Astral Shade – Warp unit with alien tech
ARTILLERY UNITS
Long-range support units with area damage or terrain destruction.
Railgun Platform – High-damage, long-range, slow fire
Mortar Mech – Indirect fire with arc shots
EMP Artillery – Disables shields and disables enemy units in AoE
Nano Bombard – Iron Genesis unit that damages over time in an area
Siege Beam Array – Heavy energy cannon, melts through armor
---
COMMAND UNITS
High-cost, low-number leader units with passive or active buffs.
Tactical Commander – Boosts nearby units’ attack/defense
AI Core Brain – Iron Genesis unit that hacks enemies or controls drones
War Howler – Crimson Howl unit that rallies beast mechs with sonic roars
Astral Seer – Astral Forge unit that manipulates battlefield weather or visibility
Strike Marshal – Neo Terra’s battlefield general with orbital call-ins
---
NAVAL/AMPHIBIOUS UNITS
Specialized mechs for water or underwater combat.
Hydro Frame – Fast underwater unit with torpedoes
Amphibian Walker – Crosses land and sea, light armor
Sea Serpent Mech – Crimson Howl biomechanical unit
Sonar Subdrone – Detects underwater stealth units
Naval Siege Cannon – Huge platform that can only move in water
---
TRANSFORMING UNITS
Can switch between modes (mobility vs. attack or land vs. air).
Frame Shifter – Changes between flight and tank mode
Blade Wing – Fast melee air mode, armored walker mode
Siege Cycler – Defense mode boosts armor, attack mode boosts firepower
Cloak Phase Unit – Stealth mode vs. Assault mode
Wyrm Morph – Crimson Howl beast that mutates after combat
---
SPECIALIST UNITS
Rare or faction-unique units with niche but powerful roles.
Terraform Bot – Alters terrain (boosts ally movement or blocks enemy)
Nano Hive – Deploys healing or corrosive nanobots in AoE
Mind Jacker – Hacks enemy mechs (temporary control)
Warp Beacon – Allows teleportation of allied units
Exo Excavator – Destroys obstacles and builds field fortifications
EXPERIMENTAL UNITS
Prototype super-units or unstable tech with high risk and high reward.
Zero Core Frame – Runs on unstable energy, huge damage but self-destructs on death
Overdrive Titan – Can boost all stats temporarily, but overheats
Chrono Striker – Manipulates time (acts twice or delays enemy turns)
Singularity Mech – Creates gravity fields that pull enemies inward
Neural Sync Unit – Copies nearby friendly unit’s stats and abilities
---
DRONE & SWARM UNITS
Low-cost, mass-produced units meant for overwhelming tactics or support.
Swarm Drone – Weak alone, gains buffs with more nearby units
Repair Bot – Automatically repairs nearby mechs each turn
Exploder Drone – Charges and detonates on contact
Disruptor Drone – Low damage but reduces enemy accuracy or defense
Hive Controller – Buffs all nearby drones; fragile but essential
---
BIO-MECH UNITS
Living machines or organic hybrids, especially used by Crimson Howl or Astral Forge.
Mutant Frame – Grows stronger with each kill
Spine Ripper – Fast, melee-focused beast with bleeding effect
Bio-Spitter – Ranged acid attack; reduces armor over time
Organite Juggernaut – Regenerates health rapidly when idle
Corrupted Shell – A dead mech possessed by alien biomass (suicide unit)
---
STEALTH & INFILTRATION UNITS
Used for ambushes, assassination, or recon.
Wraith Frame – Can turn invisible for 2 turns
Backstabber Bot – Deals bonus damage from behind
Cloakcaster – Provides stealth aura to allies
Saboteur Bug – Disguises as terrain, explodes on trigger
Ghost Hacker – Can disable a single enemy unit for 1 turn
---
MOBILITY/UTILITY UNITS
Manipulate the map or positioning of other units.
Grapple Walker – Pulls enemies or allies across terrain
Jet Pack Trooper – Short-range flight over obstacles
Phase Jumper – Teleports short distances through obstacles
Anchor Bot – Prevents all nearby units (friend and foe) from moving
Logistics Carrier – Deploys units mid-battle (limited use)
---
RELIC/ANCIENT UNITS
Lore-based units tied to ruins, ancient tech, or lost civilizations (great for campaign or rare spawns).
Arc Frame – Prehistoric mech with mysterious energy
Rustbound Warden – Dormant for centuries, awakened by war
Voidwalker – Appears only during cosmic storms; ignores terrain
Star Core Guardian – Protects key locations, immune to EMP
Prototype Omega – Last remnant of a forgotten faction; overwhelming power but can’t heal
IM NOT A MAKER, IM JUST A GAMER
Loveless, Darkness to the Light
Loveless, Darkness to the Light
-
jalewolt711
- Posts: 109
- Joined: Fri Jun 07, 2019 4:17 am
- Location: Philippines
- Contact:
Re: Age of Mecha
1. CORE STRUCTURES (every faction needs these)
[Command Core]
Main base of operations
Functions: Unit production (basic), tech upgrades, win/lose condition
Upgrades to: Advanced Core or Battle Nexus (T4+)
[Resource Extractor]
Generates basic resources
Variants:
Neo Terra: Mining Rig
Iron Genesis: Auto-Harvester
Astral Forge: Energy Leech Node
[Barracks / Unit Bay]
Trains low-tier infantry, drones, and scouts
Upgrades to: Mech Hangar (T3)
Zephyros variant: Aerial Bay
Crimson variant: Hive Den
---
2. PRODUCTION STRUCTURES
[Mech Foundry]
Produces medium-to-heavy mechs
Required for T3+ units
Red Nova variant: Salvage Yard
Astral variant: Bioforge Core
[Aero Platform]
Builds flying units
Air-only unit access
Zephyros variant: Sky Gate
[Vehicle Factory]
Builds tanks, walkers, artillery
Neo Terra variant: Heavy Armor Plant
Iron Genesis variant: Drone Forge
---
3. TECH & UPGRADE STRUCTURES
[Research Hub]
Unlocks tier 2–4 tech, unit abilities, weapon upgrades
Variants:
Neo Terra: Military Lab
Red Nova: Hacker Den
Iron Genesis: Core Sync Nexus
Astral Forge: Psion Relay
[Field Relay Tower]
Extends command/control radius
Required to build far from base
Can detect cloaked units
---
4. DEFENSIVE STRUCTURES
[Auto-Turret]
Standard defense with ballistic or laser fire
Can be upgraded to EMP or Flame turrets
[Shield Emitter]
Creates temporary energy shields over nearby units
Astral/Iron exclusive tech
[Cloak Field Generator]
Hides nearby units from enemy radar
Zephyros & Red Nova only
[Beast Nest]
Spawns low-tier bio-units for defense
Crimson Howl exclusive
---
5. SPECIAL STRUCTURES
[Teleport Gate]
Allows fast deployment or recall of units across the map
Faction Unlock: Astral, Iron Genesis
[Superweapon Facility]
Constructs ultimate units or triggers map-wide attacks
Examples:
Neo Terra: Orbital Strike Beacon
Iron Genesis: Black Hole Engine
Crimson Howl: Eldritch Growth Node (summons a biomech horror)
[Relic Archive]
Unlocks relic or ancient units if placed near ruins
Adds lore and high-tier tech
---
6. ADVANCED ECONOMY STRUCTURES
[Fusion Reactor]
Generates high energy output for advanced units and structures
Vulnerable to explosion when destroyed
Iron Genesis & Neo Terra focused
[Harvest Control Node]
Improves yield of nearby Resource Extractors by 25–50%
Autonomous module: doesn't produce but enhances
[Terraform Spire]
Slowly alters terrain to buff friendly units or hinder enemies
Astral Forge & Crimson Howl exclusive
Examples: Acid Ground, Mist Fields, Regrowth zones
---
7. FACTION-UNIQUE STRUCTURES
[Zephyros: Wind Veil Tower]
Generates stealth field for aerial units and boosts flight speed
[Red Nova: Hack Relay Post]
Chance to disable enemy buildings or temporarily capture them
Limited to one active per map
[Crimson Howl: Nest Cluster]
Automatically spawns low-tier units over time
Self-heals and spreads bio-terrain
[Astral Forge: Warp Bloom]
Creates random effects each turn (buffs, teleports, psychic attacks)
Unpredictable but powerful
[Iron Genesis: Logic Cradle]
Allows remote control of drones within its range
If destroyed, affected drones go offline
---
8. UNIT SUPPORT STRUCTURES
[Auto-Repair Station]
Restores mech HP per turn if parked nearby
Upgrades: Add armor boost or EMP resistance modules
[Ammo Recharger]
Resupplies missile- or ammo-based units with limited uses
Useful for artillery/mech ranged units
[Command Uplink Node]
Boosts accuracy, vision, or speed of units within a radius
Can sync with Command Cores for global boosts
---
9. INFRASTRUCTURE & TERRAIN
[Bridge Constructor]
Builds bridges over water for ground-based units
Especially useful for Crimson Howl or Neo Terra ground armies
[Teleport Pad]
Local version of Teleport Gate
Short-range instant transport within owned territory
[Gate Lock Barrier]
Creates force-field barriers that open only for allies
Great for protecting vital structures or bottlenecks
---
10. LORE / SPECIAL TECH STRUCTURES
[Artifact Chamber]
Used to activate, analyze, or house relics found on the map
Allows access to rare unit variants or forgotten technologies
[Quantum Relay]
Enables rare tech like time skips, enemy delay, or AI auto-actions
Iron Genesis & Astral Forge late-game tech
[Elder Monolith]
Ancient, unbuildable but capturable structure
Grants powerful passive global buff (e.g. regen, vision, morale)
---11. TRAP & DECEPTION STRUCTURES
[Mine Layer Beacon]
Deploys mines around itself over time (anti-mech or EMP mines)
Can be upgraded to smart mines (only explode on enemies)
[Hologram Projector]
Creates fake buildings or units to confuse enemies
Red Nova exclusive
Disappears if attacked
[Burrow Trap Node]
Triggers a bio-creature or energy spike ambush when stepped on
Crimson Howl & Astral Forge exclusive
[Reflective Dome]
Reflects a portion of energy attacks back to the attacker
Short lifespan or HP-limited shield
---
12. ENVIRONMENT & WEATHER CONTROL
[Climate Engine]
Triggers battlefield-wide weather effects (acid rain, snowstorm, sandstorm)
Buffs or debuffs different factions
Astral Forge and Iron Genesis synergy
[Mist Generator]
Creates a fog field that reduces visibility or accuracy for all inside
Can be placed defensively or offensively
[Solar Flare Cannon]
Fires into the sky to trigger temporary EMP storm
Disables enemy shields/drones in a wide radius
---
13. MOBILITY STRUCTURES
[Maglift Rail Hub]
Deploys units across fast land-based rail lines
Allows instant movement along predefined rails
Neo Terra & Iron Genesis synergy
[Hover Gate]
Launch pad for short-range jumps for walkers or hover units
Useful in mountainous maps
[Bio-Tunnel Gate]
Creates organic wormhole tunnels underground
Crimson Howl exclusive
---
14. RESOURCE & MAP CONTROL STRUCTURES
[Outpost Beacon]
Expands your build radius faster than Field Relay Tower
Lightly armored, fast deployable
[Drone Hive Uplink]
Increases drone unit production and speed in the area
Can auto-deploy repair or scout drones
Iron Genesis exclusive
[Excavation Node]
Uncovers hidden relics or materials under ruins/terrain
May trigger events (awakening enemies, spawning neutral units)
---
15. BLACK OPS / SECRET TECH STRUCTURES
[Nanite Forge]
Slowly spawns unique units made from absorbed enemy wreckage
Astral Forge/Red Nova exclusive
[Psionic Beacon]
Reduces morale of nearby enemy troops (if morale is a factor)
Can even trigger panic or retreat in weaker enemies
[Time Dilation Spire]
Slows enemy turns/animations in a radius
Can make your side act more frequently near the field
---
---
16. SUPERSTRUCTURES (Endgame)
[Ascension Core]
Final-tier structure that unlocks T5 and Omega-class units
Expensive and requires 2–3 other structures completed
One per player only
[World Anchor]
Slows time globally except in its radius
Lets friendly units move normally, while others act every other turn
Astral Forge / Iron Genesis late-game building
[Godhead Relay]
Enables synchronization of 3+ super units for a fusion transformation
Think Voltron-style merge or mech-combination
Buffs them dramatically or fuses into a boss-tier unit
[Judgment Array]
Charges over time, then unleashes a massive beam attack across a wide arc
Very slow and very visible—risk vs. reward structure
---
17. CULT, DARK, OR AI-LOCKED STRUCTURES
[Submind Hatchery]
Breeds sub-minds that control enemy mechs for a few turns
Red Nova / Astral Forge exclusive
Fragile but powerful
[Rogue AI Temple]
Spawned by taking over neutral AI terminals
Can produce corrupted versions of enemy units
[Crimson Grove]
Bio-cult structure that boosts HP regen and mutates nearby units
Sometimes generates random unit mutations (visual or stat changes)
[Forgotten Spire]
A mysterious alien ruin that can be occupied but never built
Grants wild effects: resource burst, free tech, enemy vision disruption
---
18. ECONOMIC + STRATEGIC INFRASTRUCTURE
[Trade Nexus]
Grants bonus resources based on map control
The more Field Relay Towers and Outposts you own, the more income you get
Neo Terra & Red Nova synergy
[Refinery Complex]
Doubles resource extraction from nearby Extractors
Has a high power cost or upkeep
[Modular Factory]
Can produce any T1–T3 unit depending on current tech path
Versatile but vulnerable
---
19. SUPPORT & SPECIAL UTILITY BUILDINGS
[Drone Coordination Array]
Gives all drone-type units extra actions or passive buffs
Drone swarm synergy
[Wreckage Recycler]
Turns destroyed units (yours or enemy) into resources or unit charges
Red Nova + Iron Genesis synergy
[Decoy Builder]
Builds fake buildings/units that appear real on radar and visually
Extremely lightweight, dies in one hit
[Neural Sync Pillar]
Links up to 5 mechs into a shared-skill group
Buffs aim, dodge, or even movement if together
---
20. TERRAIN & MOBILITY CONTROL
[Gravity Distortion Well]
Reduces enemy move range in its radius
Air and ground affected
Can stack if multiple built
[Phase Tunnel Hub]
Allows teleportation between connected hubs
Not global—acts like a subway network
Astral Forge / Iron Genesis exclusive
[Contamination Pool]
Poisonous terrain spawner
Damages enemies that walk into it, but buffs bio-units
Crimson Howl synergy
---
This makes your total structure pool well over 75 structures, with support for:
Tech progression
Map control
Unit transformation
Mind control
Weather/terrain warping
Economic dominance
Tactical deception
[Command Core]
Main base of operations
Functions: Unit production (basic), tech upgrades, win/lose condition
Upgrades to: Advanced Core or Battle Nexus (T4+)
[Resource Extractor]
Generates basic resources
Variants:
Neo Terra: Mining Rig
Iron Genesis: Auto-Harvester
Astral Forge: Energy Leech Node
[Barracks / Unit Bay]
Trains low-tier infantry, drones, and scouts
Upgrades to: Mech Hangar (T3)
Zephyros variant: Aerial Bay
Crimson variant: Hive Den
---
2. PRODUCTION STRUCTURES
[Mech Foundry]
Produces medium-to-heavy mechs
Required for T3+ units
Red Nova variant: Salvage Yard
Astral variant: Bioforge Core
[Aero Platform]
Builds flying units
Air-only unit access
Zephyros variant: Sky Gate
[Vehicle Factory]
Builds tanks, walkers, artillery
Neo Terra variant: Heavy Armor Plant
Iron Genesis variant: Drone Forge
---
3. TECH & UPGRADE STRUCTURES
[Research Hub]
Unlocks tier 2–4 tech, unit abilities, weapon upgrades
Variants:
Neo Terra: Military Lab
Red Nova: Hacker Den
Iron Genesis: Core Sync Nexus
Astral Forge: Psion Relay
[Field Relay Tower]
Extends command/control radius
Required to build far from base
Can detect cloaked units
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4. DEFENSIVE STRUCTURES
[Auto-Turret]
Standard defense with ballistic or laser fire
Can be upgraded to EMP or Flame turrets
[Shield Emitter]
Creates temporary energy shields over nearby units
Astral/Iron exclusive tech
[Cloak Field Generator]
Hides nearby units from enemy radar
Zephyros & Red Nova only
[Beast Nest]
Spawns low-tier bio-units for defense
Crimson Howl exclusive
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5. SPECIAL STRUCTURES
[Teleport Gate]
Allows fast deployment or recall of units across the map
Faction Unlock: Astral, Iron Genesis
[Superweapon Facility]
Constructs ultimate units or triggers map-wide attacks
Examples:
Neo Terra: Orbital Strike Beacon
Iron Genesis: Black Hole Engine
Crimson Howl: Eldritch Growth Node (summons a biomech horror)
[Relic Archive]
Unlocks relic or ancient units if placed near ruins
Adds lore and high-tier tech
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6. ADVANCED ECONOMY STRUCTURES
[Fusion Reactor]
Generates high energy output for advanced units and structures
Vulnerable to explosion when destroyed
Iron Genesis & Neo Terra focused
[Harvest Control Node]
Improves yield of nearby Resource Extractors by 25–50%
Autonomous module: doesn't produce but enhances
[Terraform Spire]
Slowly alters terrain to buff friendly units or hinder enemies
Astral Forge & Crimson Howl exclusive
Examples: Acid Ground, Mist Fields, Regrowth zones
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7. FACTION-UNIQUE STRUCTURES
[Zephyros: Wind Veil Tower]
Generates stealth field for aerial units and boosts flight speed
[Red Nova: Hack Relay Post]
Chance to disable enemy buildings or temporarily capture them
Limited to one active per map
[Crimson Howl: Nest Cluster]
Automatically spawns low-tier units over time
Self-heals and spreads bio-terrain
[Astral Forge: Warp Bloom]
Creates random effects each turn (buffs, teleports, psychic attacks)
Unpredictable but powerful
[Iron Genesis: Logic Cradle]
Allows remote control of drones within its range
If destroyed, affected drones go offline
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8. UNIT SUPPORT STRUCTURES
[Auto-Repair Station]
Restores mech HP per turn if parked nearby
Upgrades: Add armor boost or EMP resistance modules
[Ammo Recharger]
Resupplies missile- or ammo-based units with limited uses
Useful for artillery/mech ranged units
[Command Uplink Node]
Boosts accuracy, vision, or speed of units within a radius
Can sync with Command Cores for global boosts
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9. INFRASTRUCTURE & TERRAIN
[Bridge Constructor]
Builds bridges over water for ground-based units
Especially useful for Crimson Howl or Neo Terra ground armies
[Teleport Pad]
Local version of Teleport Gate
Short-range instant transport within owned territory
[Gate Lock Barrier]
Creates force-field barriers that open only for allies
Great for protecting vital structures or bottlenecks
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10. LORE / SPECIAL TECH STRUCTURES
[Artifact Chamber]
Used to activate, analyze, or house relics found on the map
Allows access to rare unit variants or forgotten technologies
[Quantum Relay]
Enables rare tech like time skips, enemy delay, or AI auto-actions
Iron Genesis & Astral Forge late-game tech
[Elder Monolith]
Ancient, unbuildable but capturable structure
Grants powerful passive global buff (e.g. regen, vision, morale)
---11. TRAP & DECEPTION STRUCTURES
[Mine Layer Beacon]
Deploys mines around itself over time (anti-mech or EMP mines)
Can be upgraded to smart mines (only explode on enemies)
[Hologram Projector]
Creates fake buildings or units to confuse enemies
Red Nova exclusive
Disappears if attacked
[Burrow Trap Node]
Triggers a bio-creature or energy spike ambush when stepped on
Crimson Howl & Astral Forge exclusive
[Reflective Dome]
Reflects a portion of energy attacks back to the attacker
Short lifespan or HP-limited shield
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12. ENVIRONMENT & WEATHER CONTROL
[Climate Engine]
Triggers battlefield-wide weather effects (acid rain, snowstorm, sandstorm)
Buffs or debuffs different factions
Astral Forge and Iron Genesis synergy
[Mist Generator]
Creates a fog field that reduces visibility or accuracy for all inside
Can be placed defensively or offensively
[Solar Flare Cannon]
Fires into the sky to trigger temporary EMP storm
Disables enemy shields/drones in a wide radius
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13. MOBILITY STRUCTURES
[Maglift Rail Hub]
Deploys units across fast land-based rail lines
Allows instant movement along predefined rails
Neo Terra & Iron Genesis synergy
[Hover Gate]
Launch pad for short-range jumps for walkers or hover units
Useful in mountainous maps
[Bio-Tunnel Gate]
Creates organic wormhole tunnels underground
Crimson Howl exclusive
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14. RESOURCE & MAP CONTROL STRUCTURES
[Outpost Beacon]
Expands your build radius faster than Field Relay Tower
Lightly armored, fast deployable
[Drone Hive Uplink]
Increases drone unit production and speed in the area
Can auto-deploy repair or scout drones
Iron Genesis exclusive
[Excavation Node]
Uncovers hidden relics or materials under ruins/terrain
May trigger events (awakening enemies, spawning neutral units)
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15. BLACK OPS / SECRET TECH STRUCTURES
[Nanite Forge]
Slowly spawns unique units made from absorbed enemy wreckage
Astral Forge/Red Nova exclusive
[Psionic Beacon]
Reduces morale of nearby enemy troops (if morale is a factor)
Can even trigger panic or retreat in weaker enemies
[Time Dilation Spire]
Slows enemy turns/animations in a radius
Can make your side act more frequently near the field
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16. SUPERSTRUCTURES (Endgame)
[Ascension Core]
Final-tier structure that unlocks T5 and Omega-class units
Expensive and requires 2–3 other structures completed
One per player only
[World Anchor]
Slows time globally except in its radius
Lets friendly units move normally, while others act every other turn
Astral Forge / Iron Genesis late-game building
[Godhead Relay]
Enables synchronization of 3+ super units for a fusion transformation
Think Voltron-style merge or mech-combination
Buffs them dramatically or fuses into a boss-tier unit
[Judgment Array]
Charges over time, then unleashes a massive beam attack across a wide arc
Very slow and very visible—risk vs. reward structure
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17. CULT, DARK, OR AI-LOCKED STRUCTURES
[Submind Hatchery]
Breeds sub-minds that control enemy mechs for a few turns
Red Nova / Astral Forge exclusive
Fragile but powerful
[Rogue AI Temple]
Spawned by taking over neutral AI terminals
Can produce corrupted versions of enemy units
[Crimson Grove]
Bio-cult structure that boosts HP regen and mutates nearby units
Sometimes generates random unit mutations (visual or stat changes)
[Forgotten Spire]
A mysterious alien ruin that can be occupied but never built
Grants wild effects: resource burst, free tech, enemy vision disruption
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18. ECONOMIC + STRATEGIC INFRASTRUCTURE
[Trade Nexus]
Grants bonus resources based on map control
The more Field Relay Towers and Outposts you own, the more income you get
Neo Terra & Red Nova synergy
[Refinery Complex]
Doubles resource extraction from nearby Extractors
Has a high power cost or upkeep
[Modular Factory]
Can produce any T1–T3 unit depending on current tech path
Versatile but vulnerable
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19. SUPPORT & SPECIAL UTILITY BUILDINGS
[Drone Coordination Array]
Gives all drone-type units extra actions or passive buffs
Drone swarm synergy
[Wreckage Recycler]
Turns destroyed units (yours or enemy) into resources or unit charges
Red Nova + Iron Genesis synergy
[Decoy Builder]
Builds fake buildings/units that appear real on radar and visually
Extremely lightweight, dies in one hit
[Neural Sync Pillar]
Links up to 5 mechs into a shared-skill group
Buffs aim, dodge, or even movement if together
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20. TERRAIN & MOBILITY CONTROL
[Gravity Distortion Well]
Reduces enemy move range in its radius
Air and ground affected
Can stack if multiple built
[Phase Tunnel Hub]
Allows teleportation between connected hubs
Not global—acts like a subway network
Astral Forge / Iron Genesis exclusive
[Contamination Pool]
Poisonous terrain spawner
Damages enemies that walk into it, but buffs bio-units
Crimson Howl synergy
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This makes your total structure pool well over 75 structures, with support for:
Tech progression
Map control
Unit transformation
Mind control
Weather/terrain warping
Economic dominance
Tactical deception
IM NOT A MAKER, IM JUST A GAMER
Loveless, Darkness to the Light
Loveless, Darkness to the Light