Wonder Chow
Тип: Serial
Cyberdog:
Defense: +6%
Duration: 14 days
Level 16 required
Composed of a delicate blend of organic vegetables, basmati rice, unfortunate trespassers from the old Imperial Palace grounds, anabolic steroids, and industrial lubricant (for a healthy digestion) - Wonder Chow is just the thing to keep your Cyberdogs happy, healthy, and terrifying. This came directly from the old Imperial kennels - give your Cyberdogs the best.
Metabolic Accelerator
Тип: Serial
Trooper:
Speed: +25%
Capacity: +-10%
Duration: 7 days
Level 20 required
A device bionically grafted under your Troopers' skin that delivers a cocktail of metabolic and neural stimulants, greatly increasing their speed. All that energy has to come from somewhere, so your Troops may have a slightly reduced carrying capacity during raids - but will be perfectly suited for Invasions! Time to go on the offensive!
MD-01 Thermal Bore
Тип: Serial
Resources gain:
+5% Titanium
Duration: 3 days
Level 18 required
The MD-01 Thermal Bore uses peripheral plasma torches to cut through otherwise inaccessible bedrock to reach rich veins of Titanium Ore. The incredible pressures and wear on the system grant it a limited lifetime, but a significant increase in Ore recovered.
MD-02 "Termite" Droid
Тип: Serial
Resources gain:
+5% Uranium
Duration: 3 days
Level 18 required
An autonomous self-replicationg mining droid with organic components, the MD-02 "Termite" is attracted to the trace radiation of decaying Uranium ore. Though highly efficient, the extreme conditions take their toll on the organic components of the device and limit its operational life expectancy.
Occam's Razor
Тип: Serial
Resources gain:
+5% Credits
Duration: 7 days
Level 18 required
The details of the "Occam's Razor" device are unimportant. Suffice it to say it helps your tax collectors remind your populace of their civic duty in no uncertain terms. You will notice a surprising increase in the amount of taxes your citizens suddenly seem willing to pay to support the war effort. The fewer questions you ask, the better.
AutoDoc
Тип: Serial
Trooper:
Defense: +6%
Duration: 14 days
Level 18 required
Originally designed to reduce manpower on scientific expeditions, the basic AutoDoc Sleeve was eventually adopted across the Imperial Infantry Forces as standard kit. The ability to return wounded soldiers to the front lines quickly after an attack provides an indispensable advantage during defensive actions.
"Harpoon" Ammunition
Тип: Serial
Gladiator:
Defense: +6%
Duration: 14 days
Level 24 required
Abandoning traditional barrel rifling in favor of a smooth bore, fin-stabilized projectile nearly triples the stand-off engagement range of your Gladiators.The addition of a proximity fused, single-stage scramjet penetrator established the Harpoon Round as one of the most feared Infantry munitions of the Imperial Guard.
SPN-1CH
Тип: Serial
Trooper:
Offense: +4%
Duration: 14 days
Level 24 required
A highly experimental performance enhancing drug used by the old Imperial Army to boost Infantry stamina, aggression, and concentration. May cause permanent insanity - but guaranteed immediate results. Reheat before eating.
H-Virus
Тип: Serial
Trooper:
Offense: +7.5%
Speed: +-10%
Duration: 14 days
Level 28 required
This powerful mutagen alters your Infantry's metabolism to promote maximum muscular development - making them virtually unstoppable during attacks. Aside from making your men musclebound juggernauts, these metabolic changes also result in slightly reduced speed.
D-Virus
Тип: Serial
Trooper:
Offense: +7.5%
Training Speed: --10%
Duration: 14 days
Level 24 required
A variant of the H-Virus, the D-Virus also increases your infantry's offensive capability. The long incubation period for the virus will slow the rate at which you can produce new Infantry units - but it's a small price to pay for their increased lethality.
Holy Hand Grenade of Antioch
Тип: Serial
Trooper:
Offense: +5%
Duration: 7 days
Level 18 required
Blessed by Saint Attila himself, the Holy Hand Grenade allows you to blow thine enemies to tiny bits, in thy mercy. First shalt thou take out the Holy Pin, then shalt thou count to three, no more, no less. Though extremely rare, they can sometimes be found at abandoned army depots.
Power Cell
Тип: Serial
Valkyrie:
Capacity: +10%
Duration: 7 days
Level 24 required
Power Cells provide additional power to your Valkyrie's propulsion systems - granting them increased carrying capacity during Raids. Look for Power Cells in the ruins of ancient cities.
Dog Tags
Тип: Serial
Cyberdog:
Defense: +4%
Level 18 required
Dog Tags give you a slight defensive boost by helping your Allies find and return any of your Cyberdogs that may wander off and get lost in the Wastelands. Those vicious packs of feral Cyberdogs out there used to have homes - show "Fluffy" you care.
Yorick 2.0
Тип: Serial
Trooper:
Training Speed: -5%
Cost: --10+10%
Level 22 required
Yorick 2.0 model cranial implants reduce the amount of time needed to test and calibrate a Troopers' combat implants during construction - with only a marginal increase in cost.
Regenerator
Тип: Serial
Cyberdog:
Defense: +10%
Speed: +-20%
Duration: 14 days
Level 20 required
The Regenerator injects your Cyberdogs with synthetic stem cells and metabolic stimulants - promoting accelerated tissue regrowth. This dramatically increases their defensive capability, but may slow down their travel speed. Given that this is a defensive unit, the trade-off is well worth it. It is recommended that you make the New Guy try and get close enough to administer the shot.
Mk II "Rainmaker"
Тип: Special
Resources gain:
Credits: -15%
Duration: 3 days
Level 20 required
Water is one of your most precious commodities in the Wasteland. By equipping you units with the Mk. II "Rainmaker" waste reclamation device, your troops can reuse over 60% of their fluid waste - greatly reducing the cost of their maintenance.
Neural Stimulant
Тип: Special

Research Speed: -10%
Duration: 7 days
Level 20 required
The Neural Stimulant Compound DX-90 stimulates frontal lobe activity and synaptic response among your research teams - increasing their productivity, intuition and focus.
House Gun
Тип: Special
Trooper:
Defense: +4%
Level 20 required
Injects and electromagnetically guides medical nanobots throughout a wounded Infantry unit's circulatory system - healing all but the most serious wounds. Many Imperial Soldiers lived to defend the Empire another day because of this device.
BioCeramic Armor
Тип: Special
Cyberdog:
Defense: +8%
Offense: +-10%
Level 24 required
Genetically engineered bacterial assemblers bond silicate compounds to your Cyberdogs' skin cells and trigger enhanced dermal calcification - only slightly impairing their attack, they harden the beasts' hide into nearly impenetrable plates of BioCeramic armor that are effective against both kinetic and directed energy weapons.
Ambient Induction Battery
Тип: Special
Gladiator:
Defense: +10%
Training Speed: --15%
Duration: 7 days
Level 28 required
Once installed onto your Gladiator's armor, it generates additional power for shield and armor systems whenever the unit passes through one of the many strong magnetic fields present on the contemporary battlefield - giving your Gladiators a strong defensive boost. The careful calibration required to keep it from interfering with battle comnets adds slightly to unit production times.
Nano-Imaging Swarm
Тип: Special
Recon Drone:
Intelligence defense bonus: +6%
Duration: 14 days
Level 20 required
Originally developed to provide close-in urban imaging capability for traditional Recon Drones, the autonomous nano-swarming optical array represents a robust, infinitely redundant detection system that greatly enhances your Intelligent Defense capability.
"Worry" Beads
Тип: Special
S.C.A.R. Anti-Artillery Team:
Defense: +8%
Duration: 14 days
Level 32 required
The S.C.A.R. Anti-Artillery Team's aggressive tendencies are known across the Wasteland. Arcane initiation rites, brawls, and "training accidents" turned out to be such serious a problem that Command was forced to develop a training regime involving a specialized diet, meditation, "Primal Scream" therapy, and Pilates. Worry Beads help your soldiers concentrate and reduce stress - important when training with sensitive nuclear mines within your Sector…
Jolly Roger
Тип: Special
Trooper:
Offense: +2.5%
Level 18 required
The Jolly Roger requires no explanation. The mere sight of this flag may be enough to cause your enemies to flee in terror or fling themselves at your feet and beg for mercy. Seeing the skull and crossbones putting fear into the hearts of your enemies gives all your Troops an offensive boost! Avast, ye scurvy dogs - prepare to be boarded!
PG-51 "Eliminator"
Тип: Special
Trooper:
Offense: +5%
Defense: +-4%
Level 24 required
The PG-51 "Eliminator" man-portable Plasma Gun allows your soldier to resolve any differences of opinion they may have with the enemy with extreme (and messy) prejudice. Compatible with both offensive and defensive Infantry armor systems, this the most powerful weapon you can give your Infantry units.
Ripper
Тип: Special
Trooper:
Offense: +2.5%
Level 8 required
What's better than a Titanium-Graphite multipurpose combat blade that can cut through diamond like butter? One with a micro-caliber integrated submachine gun in the handle! ...Makes for a great bar-mitzvah gift or stocking-stuffer for that special little soldier in your life.
Nanobots
Тип: Special
Trooper:
Offense: +7.5%
Training Speed: --10%
Duration: 7 days
Level 22 required
Nanobots increase your Troops offensive rating by augmenting their physical strength during combat. The long period required for their immune systems to adjust to the nanobots increases each unit's production time - but the finished product is worth the wait!
Cluster Bomb
Тип: Special
Valkyrie:
Offense: +8%
Capacity: +-15%
Duration: 7 days
Level 28 required
Ragnarök mixed sub-munition cluster bombs - former property of the "Night Witches" Imperial Guard Squadron. Their effectiveness is exceeded only by their inhumanity. Now they're yours. Total Domination means Total War...show no mercy.
Nanospray
Тип: Special
Phantom:
Intelligence defense bonus: +6%
Duration: 14 days
Level 20 required
Mk III "Aurora"
Тип: Special
Trooper:
Defense: +8%
Speed: +-10%
Duration: 7 days
Level 22 required
The Mk III "Aurora" Active Defense System (ADS) is a portable Infantry defense countermeasure system capable of identifying incoming projectiles and EM radiation with linked multi-spectrum targeting sensor package and layered kinetic-kill/phase interference systems. Originally developed to protect Imperial Officers.
Nano-Inhibitors
Тип: Special
Trooper:
Defense: +10%
Cost: --10+10%
Duration: 14 days
Level 26 required
Nano-Inhibitors bond with individual synaptic connections in the peripheral nervous system on the cellular level - blocking pain receptors and slowing the onset of shock in wounded Infantry. Defensive Infantry equipped with Nano-Inhibitors can take a truly horrific amount of punishment before being put out of action, but the technology doesn't come cheap.
Mk III "Dune" Kit
Тип: Special
Resources gain:
Credits: -15%
Duration: 7 days
Level 30 required
Significantly more durable than the "Rainmaker" device, the "Dune" wasteland survival kit uses a combination of metabolic depressants and concentrated nutrient rations to reduce the logistical footprint of all Troops in the field. You'll notice how many credits you're saving almost immediately.
Mk IV "Longshot"
Тип: Special
Trooper:
Offense: +5%
Capacity: +-10%
Level 18 required
The Mk IV Multiple-Warhead Infantry Rocket Launcher is a self-contained, shoulder- fired infantry weapon capable of firing a range of variable-yield explosive rockets. Though it gives your Troopers unparalleled firepower, the additional weight will slightly reduce their carrying capacity.
Mammoth Drive
Тип: Special
Siege Tank:
Speed: +10%
Level 34 required
Developed in secret shortly after the outbreak of the Global War, this prototype for a new macro-synced servo technology was never put into full production. Your enemy's technicians will spend months trying to figure out how your Elephant Siege Tanks broke every maximum speed parameter in the manual.
Mk IV "Charon"
Тип: Special
Siege Tank:
Offense: +4%
Capacity: +-10%
Duration: 7 days
Level 37 required
The Mk IV "Charon" autonomous self-guided missile is one of the marvels of Imperial weapons technology. Going far beyond "smart" weapon, once fired the Charon will access all available command networked battle information and identify, target, and destroy the target of highest tactical priority at that given moment.
Mk. II "FEVER" Pathogen Round
Тип: Special
S.C.A.R. Sniper:
Offense: +100%
Duration: 7 days
Level 30 required
The Crystal sheathed "FEVER" pathogen round is one of the nastier innovations to come out of the secessionist laboraties. Upon penetration, the round fragments into six pathogen delivery modules. These travel throughout the body releasing the GT7-FVR pathogen. Targeting nerve cell ganglia, it burns through the cerebrospinal system before terminating in the hypothalamus. Acute fever progresses to convulsions, coma, and death within 5 minutes.
X-1 "Ogre" BioAmmunition
Тип: Special
S.C.A.R. Heavy Gunner:
Offense: +100%
Duration: 7 days
Level 30 required
Even during the worst episodes of the war, catalytic "Ogre" BioAmmunition was expresedly banned by direct order of the Emperor (despite it's combat effectiveness). Upon striking targets, the biogel immediately bonds to the surface and begins catalyzing highly-concentrated carbolic acid, whereupon it dissolves steel, plastic, composites, and flesh into a foul-smelling puddle of "Tank Soup".
Lucky Rabbit Foot
Тип: Special
S.C.A.R. Anti-Artillery Team:
Defense: +10%
Duration: 7 days
Level 32 required
Their work with explosives in the Wastelands has made the S.C.A.R. Anti-Artillery Teams understandably superstitious. And when the difference between a successful mission and a smoking hole in the ground comes down to a coin toss - they need all the luck they can get. Ironically, the units often lose as many men battling the 2,000lb. carnivorous sabretooth Rabbits to acquire the lucky feet as they do to accidental detonations.
Mk VI Universal Combat Armor
Тип: Special
Trooper:
Defense: +8%
Level 30 required
Mk VI "Chameleon" Universal Combat Armor is a self-fitting protective system rated for low to mid-range Infantry small arms. Boasting a limited adaptive camouflage capability, it offers a broad defensive advantage to all Infantry units.
"Atlas" Exoskeleton
Тип: Special
Gladiator:
Defense: +4%
Level 26 required
The Mk IX "Atlas" Combat Exoskeleton was the result of years of myomer synthetic musculature and bionics research. Still classified years after the death of the Emperor, this was the closely guarded secret behind the near-mythical speed, strength, and agility of his personal guard. Once surgically bonded to your Gladiators, you'll understand why.
KE-1 Kinetic Energy Shield
Тип: Special
Gladiator:
Defense: +8%
Offense: +-10%
Duration: 7 days
Level 30 required
The KE-1 Prototype Portable Kinetic Energy Shield was developed for the Imperial Gladiator units during the early stages of civil unrest before the outbreak of the War. Intended as a non-lethal protective system for riot suppression, it was discontinued in favor of much cheaper live ammo shoot-on-sight crowd suppression techniques during the last days of the Great Riots. Though effective, the extra weight reduces the Gladiator's attack.
X1"Ymir" Armor
Тип: Special
S.C.A.R. Heavy Gunner:
Defense: +8%
Duration: 14 days
Level 30 required
The X1 "Ymir" Armor system was an experimental armor model designed after the outbreak of the "Hades" organism. The result of early experimentation with the properties of the (then) newly discovered Crystals, it was never put into full production due to cost restraints. Fragmented records suggest that it may have been able to stand a direct shot from an Elephant Siege Tank.
"Spiderweb" MPD
Тип: Special
S.C.A.R. "Asp" Fireteam:
Defense: +8%
Duration: 14 days
Level 32 required
The "Spiderweb" Monofilament Protection Belt projects a dynamically changing web of molecular monofilament threads around a S.C.A.R. "Asp" Fireteam member. Incoming projectiles are sliced to ribbons the second they enter the Belt's protective radius. Unfortunately, so are team members who venture too close before the device is deactivated.
"Medea" Aerogel
Тип: Special
Combat Chassis:
Defense: +8%
Duration: 14 days
Level 38 required
In response to multiple incidents of Combat Chassis accidentally incinerating each other (graphically demonstrating the age-old military adage that there is no such thing as "friendly fire"), the Imperial Commandant's office commissioned research into hyper-insulating "Medea" Aerogel. Effective against high temperature and radiative threats, the Aerogel has an operational lifetime of around 2 weeks.
"Odysseus" Camouflage Emitter
Тип: Special
Mongoose ASV:
Defense: +6%
Duration: 14 days
Level 32 required
The "Odysseus" Mk II Active Camouflage Emitter makes your ASVs transparent to visible spectrum light - effectively making these units invisible to the naked eye.
"Fowler" Symbiote
Тип: Special
S.C.A.R. "Asp" Fireteam:
Speed: +30%
Level 32 required
"Fowler" symbiotes were discovered by the renowned scientist of the same name in the Charybdis system during the third century of the Second Empire. The organism increases synthesis of adenosine triphosphate (ATP) in a human host, granting soldiers an energy boost during muscle contractions. The increased speed makes a host appear to practically defy gravity when moving.
"Wings of Odin" Accelerator
Тип: Special
Nemesis:
Speed: +10%
Duration: 7 days
Level 32 required
After the catastrophic failure of Operation Eternal Night, the Nemesis Corps requisitioned the development of a new speed module. Once fitted with the "Wings of Odin" Accelerator module, they hunted down the unit responsible for the Eternal Night massacre and extracted their vengeance. The Accelerator temporarily increases the power of the Nemesis engines, but the additional strain burns it out after only a week of use.
Mk II Logistical Upgrade
Тип: Special
Combat Chassis:
Capacity: +50%
Level 38 required
The "Hephaestus" Logistical Upgrade was developed to expand the carrying capacity of the earlier model Combat Chassis. Engineers were able to find an additional 50% worth of cargo space by rerouting key systems, with no noticeable reduction in combat effectiveness. This space proved key in evacuating civilians from infected Sectors during the early days of the Hades epidemic...
Biomimetic Armor
Тип: Special
Mongoose ASV:
Defense: +8%
Speed: +-20%
Duration: 7 days
Level 34 required
Comprised of billions of long, interlocked mats of self-healing organic polymer chains sandwiched between layers of variable density electrostatic fluid, Biomimetic armor can heal itself and redistribute kinetic energy from impacts in much the same manner as living tissue. The additional weight will effect the ASV's speed - but your crew will thank you.
Titanium Mining Organisms
Тип: Elite
Resources gain:
+5% Titanium
Duration: 7 days
Level 24 required
Genetically engineered microbial organisms that metabolize Titanium waste tailings and extract trace amounts of metal missed during the refining process. This is War - you can afford to waste nothing!
MD-03 Uranium Nanobots
Тип: Elite
Resources gain:
+5% Uranium
Duration: 7 days
Level 24 required
The MD-03 "Firefly" Nanobots burrow deep into inaccessible veins of Uranium ore and extract usable amounts incrementally - literally pulling the element out of the bedrock atom-by-atom.
Mk II "Megamind" Analytical Core
Тип: Elite

Research Speed: -10%
Duration: 14 days
Level 24 required
The Mk II "Megamind" prototype research analytical core offers realtime voice-responsive analytical and modeling support for your research teams. Admittedly prone to short-circuiting over prolonged use, it remains a valuable asset to your research efforts.
ZG-5000
Тип: Elite
Valkyrie:
Offense: +3%
Level 26 required
It's light - and the handle's adjustable for easy carrying, good for righties and lefties. Breaks down into four parts, undetectable by x-ray, ideal for quick, discreet interventions. A word on firepower: titanium recharger, three thousand round clip with bursts of three to three hundred, and with the Replay button - it's even easier. A perfect weapon for your Valkyries.
Graviton Capacitor
Тип: Elite
Valkyrie:
Speed: +10%
Level 30 required
The Mk II Pulsed Graviton Capacitor increases the power of the Valkyrie's anti-gravity engines - allowing them greater speed.
Parallel Power Bus Mk I
Тип: Elite
Light Tank:
Offense: +4%
Speed: +-20%
Duration: 7 days
Level 26 required
Helps to redistribute power from the Scorpio Light Tank's drive systems to its main forward guns, increasing its effective firepower. Due to the high current loads at full power they tend to burn out quickly - but the increased damage when operational is worth the inconvenience.
Scorpion Augmentation Kit
Тип: Elite
Light Tank:
Capacity: +5%
Speed: +-5%
Duration: 7 days
Level 32 required
Reinforced Titanium self-welding support struts automatically unroll and attach along the centerline of the Scorpio Light Tank's hull, increasing its carrying capacity during Raids.
Neutron Tank
Тип: Elite
Siege Tank:
Speed: +25%
Duration: 7 days
Level 36 required
Injecting a burst of neutrons into the Elephant Siege Tank's reactor core accelerates the fusion reaction - boosting its power far past the design specifications. This is known as "spiking the punch" among tank crews, or "incredibly inadvisable" among engineers.
W-19 "Glasser" Tactical Nuke
Тип: Elite
Siege Tank:
Offense: +8%
Capacity: +-10%
Duration: 7 days
Level 38 required
The W-19 "Glasser" Tactical Thermonuclear Warhead was the pacification weapon of choice for the Imperial Guard Artillery Division. Its 24 megaton yield makes it easy to find where it was used. Look for a 3 mile-wide hole in the ground glazed with 2 feet of shattered silica. Saying this increases your offensive rating would be an understatement. It also vaporizes enemy resources, so use this for Invasions or sending a message.
Mk. IV "Berserker" Cannon
Тип: Elite
S.C.A.R. Heavy Gunner:
Offense: +100%
Level 30 required
The lighter Mk. IV "Berserker" Cannon exchanges the mobility needed for offensive maneuvers with the sheer firepower of a stand-off weapon. This allows the S.C.A.R. Heavy Gunners to take on a heavy offensive role if needed, and promises a nasty surprise for enemy troops used to dealing with these units as a Defensive force.
"Nero" Incendiary Fuel
Тип: Elite
Combat Chassis:
Offense: +100%
Duration: 7 days
Level 38 required
When the Hades organism appeared it became obvious that the standard flamethrower fuel issued to the Combat Chassis units burned at temperatures too low to guarantee total sterilization during clean-up sweeps through infected urban centers. The "Nero" low viscosity Antimony-potassium permanganate thermitic gel that replaced it burns at around 6,000 degrees Fahrenheit. Good enough for government work.
FN-17 "Fog of War"
Тип: Elite
Mongoose ASV:
Defense: +8%
Duration: 14 days
Level 32 required
A new take on a technique as old as war itself - the FN-17 "Fog of War" armored smoke screen system uses a mix of self-fulminating titanium tetrachloride and long-chain polymer organic compounds to block visible, UV, IR, and millimeter-wave spectra - providing defensive cover for advancing Armored Corps units.
PM-1 Plasma Mesh Distributor
Тип: Elite
Mongoose ASV:
Defense: +10%
Speed: +-25%
Duration: 14 days
Level 34 required
A highly unstable demonstration prototype, the PM-1 unit redirects current from an Armored unit's drive system to charge a defensive bubble of high-energy plasma surrounding the vehicle, contained by a fine mesh of charged superconducting wire. Though the technology appears promising, the immense power consumption reduces the maximum speed of any vehicle on which it is installed.
IAC-7 Kinetic Buffer
Тип: Elite
Viper APC:
Defense: +6%
Duration: 7 days
Level 36 required
The Imperial Armored Corps. Mk VII standard issue Kinetic Buffer is a non-reusable, worst-case-scenario device. It can absorb the Kinetic Energy of one kill-strength impact or explosion - after which Viper crews have about 60 seconds to eject the unit from the APC before it releases that energy. A favorite game among crews is trying to eject the Buffer directly next to the confused enemy soldier who just fired the Rocket at you as you roll past him unharmed...
Echidna SA-01
Тип: Elite
S.C.A.R. Sniper:
Defense: +4%
Level 30 required
"Echidna" Armor was issued as supplemental urban combat kit for Imperial S.C.A.R. sniper teams during the Time of Troubles. Covering the Snipers entire body and proof against any rifle projectile moving slower than 7km/s, this armor was the main justification for the Secessionist counter-sniper teams requesting man-portable railguns.
Chocolate Synthesizer
Тип: Elite
S.C.A.R. Anti-Artillery Team:
Defense: +4%
Level 32 required
Another holdover from Imperial experimentation with battlefield homeopathy, these standard S.C.A.R. Anti-Artillery Unit Chocolate Synthesizers ration out delicious portions of synthetic Dark Chocolate to stimulate the release of endorphins and serotonin, increasing their defensive ability. The unit has since developed a sweet tooth, and has been known to use breaching charges on vending machines to sate their cravings.
"Arachnid" Power Shield
Тип: Elite
S.C.A.R. "Asp" Fireteam:
Defense: +4%
Level 32 required
The Type III "Arachnid" Power Shield a more compact model of the standard power shields issued to the Imperial Guard Gladiator detachments. A lighter alternative to the heavy Gladiators' shields, the "Arachnid" is a mobile power field generator with a defensive rating comparable to that of its "bigger brothers". This shield provides S.C.A.R. "Asp" Fireteam members reliable cover when reloading between launches.
"Thor's Blood" Overcharger
Тип: Elite
Nemesis:
Cost: -10+-10%
Duration: 7 days
Level 38 required
"Thor's Blood" Overcharger injects the Nemesis Electroactive Armor's life support system with an efficient organic catalyst. The catalyst regulates decrease the amount of Resources for Nemesis construction. Prolonged usage has led to documented cases of spontaneous Valkyrie combustion.
"Sherpa" Exoskeleton
Тип: Elite
S.C.A.R. Anti-Artillery Team:
Speed: +30%
Defense: +4%
Level 32 required
The "Sherpa" Exoskeleton was developed to meet the additional equipment and ammunition requirements of teams dispatched on extended patrols during the last days of the Empire. The S.C.A.R. Anti-Artillery Teams have taken to using them for carrying extra tools, detonators, explosives, and for competitive minefield racing.
"Radgrid" Photonic Lance
Тип: Elite
Nemesis:
Offense: +4%
Level 38 required
The "Radgrid" Photonic Lance focuses a beam of photons into an energy blade capable of cutting through any material with a spectral reflectivity ratio lower than 99.98%. Utilized as much for it's pyschological impact as for its effectiveness as a personal melee weapon, rebels broke ranks and fled in terror as the ominous glow of the Nemeses's Lances illuminated cloud cover as they approached the battlefield.
Laser Interdiction System (LPS)
Тип: Elite
Mongoose ASV:
Defense: +10%
Capacity: +-30%
Level 36 required
A prototype protective system designed to shield the most important components of the Mongoose from a direct hit. Any incoming shell or projectile is either defused or prematurely detonated once as it passes through any of the system's 24mW pulsed UV laser beams. The incredible power drain of the system does have an effect on the unit's carrying capacity.
CB-1 Core Booster Prototype
Тип: Elite
Viper APC:
Defense: +8%
Offense: +-10%
Level 37 required
The CB-1 "Godzilla" core boosting kit was designed to upgrade older model Imperial APC power systems following the destruction of the Mk II Viper development program intended to replace them. Though having negative effect on the Viper's attack rating, the improvement in defensive power is immediately noticeable and endlessy stable.
"Basilisk" Optical Implant
Тип: Elite
S.C.A.R. Sniper:
Cost: -10+-10%
Duration: 14 days
Level 30 required
The "Basilisk" Optical Implant is a multispectral sensor package implanted directly into a S.C.A.R. Snipers retina. A spiral cuff electrode is bonded to the nervous tunic of the eyeball, increasing the peripheral viewing angle by 40%. Retinal target-lead projections enable a dramatic increase in accuracy when engaging moving targets, and full IR functionality is (of course) standard. As implantation negates the need for expensive weapon-mounted sighting systems and training, the procedure significantly reduces production cost.
Parallel Power Bus Mk II
Тип: Elite
Light Tank:
Offense: +8%
Speed: +-15%
Duration: 7 days
Level 28 required
Redistributes power from the Scorpio Light Tank's drive systems it main and secondary cannon batteries. Like the Mk I Power Bus, design flaws in its focal crystal give it a limited lifetime - but it boasts greatly increased firepower and a reduced impact on speed.
"Borealis" Power Distributer
Тип: Elite
Plasma Cannon:
Speed: +25%
Offense: +-5%
Duration: 7 days
Level 40 required
The Mk II "Borealis" Power Distributer optimizes the efficiency of the Plasma Cannon's engine, increasing it's speed with only a negligible impact on the main gun's firepower. This component was developed towards the end of the war when Artillery shortages demanded the ability to quickly reposition massive firepower in multiple engagements simultaneously.
Saturnus Logistical Upgrade
Тип: Elite
Thunderbolt:
Capacity: +100%
Level 40 required
A second generation model of the "Haephestus" Logistical Upgrade specially designed for the Thunderbolt. Installing the Upgrade effectively doubles the Thunderbolt's maximum payload weight. With their speed and increased capacity, upgraded Thunderbolts were widely used for Black Market smuggling during the Time of Troubles.
Bioelectric Cannon
Тип: Elite
Nemesis:
Offense: +4%
Level 38 required
The "Ragnarök" Bioelectric Cannon was developed as a fallback weapon in the event of main power loss during an engagement. Hardwired into the Nemesis's power grid, it can draw power directly from the electrical current generated by the operator's own nervous system - allowing them an extra level of combat effectiveness no matter the situation.
AP-4 "Piranha" Mine
Тип: Elite

Sector Defense: +2000
Duration: 7 days
Level 26 required
The AP-4 "Piranha" Self-Positioning Networked Mine System automatically networks with other mine units to actively pursue enemy intruders and self-repair gaps in damaged or cleared minefields. A nasty surprise for any intruder, and huge asset to your Sector's defensive bonus.
MS-2 "Boomerang"
Тип: Elite
S.C.A.R. "Asp" Fireteam:
Cost: -10+-10%
Duration: 7 days
Level 32 required
MS-02 "Boomerang" went into mass production during the Time of Troubles, when technologies were scarce and resources even scarcer. By using cheaper materials engineers managed to achieve comparable performance to the Mk. II "Blindside" Plasma missiles at a lower logistics footprint, however prolonged use may result in permanent damage to the man-portable launch system.
ID-99 Nanofactory
Тип: Elite
Thunderbolt:
Cost: -10+-10%
Duration: 7 days
Level 40 required
ID-99 Nanofactories are nanoscale self-replicating assemblers programmed to synthesize the exotic components needed for the Thunderbolt's actuator subsystems, greatly reducing their production cost.
Shrubek's Cube
Тип: Elite
Plasma Cannon:
Offense: +8%
Speed: +-10%
Duration: 7 days
Level 41 required
A power element of unknown origin unearthed immediately before the outbreak of the War - after it vaporised several unpaid interns in Quarantine, our technicians believe it to be some sort of compact energy source. They've managed to link it to the Plasma Cannon's main cannon capacitor banks, greatly increasing its firepower with only a minor impact on speed.
Patriotism Enhancer
Тип: Elite
Thunderbolt:
Training Speed: -10%
Duration: 14 days
Level 40 required
The "Patriotism-Enhancing Nerve Stimulator" Whip was a motivational device employed during the emergency construction of the Emitter Towers on the general Imperial population. Conscripted into forced labor, many citizens found it hard to focus on their obligation to the greater good of humanity. The "Patriotism Enhancer" assisted them. Turns out it works surprisingly well on Thunderbolt assembly line workers as well...
Thompson's Module
Тип: Elite
Exterminator:
Cost: -10+-10%
Duration: 14 days
Level 55 required
It is believed that Valerius Thompson, the Empire's most renowned military engineering genius, once saw a plan of optimizing the Exterminator's automated production in a dream. A few copies of his original sketches (along with doodles of horrible monsters from his other dreams) can still be found today, but it takes some time to decipher Thompson's handwriting.
PD-02 Shield Droid
Тип: Elite
Gauss Gun:
Defense: +6%
Duration: 14 days
Level 38 required
The PD-02 "Guardian Angel" shield droid was developed originally as a highly mobile, repulsor-mounted energy shield for guarding Imperial VIPs. By simply quickly positioning a small shield directly in the path of incoming fire the system avoids the power constraints of full coverage systems - making it perfect for defending the notoriously power-hungry Gauss Guns.
Freeman's Collider
Тип: Elite
Disintegrator:
Training Speed: -5%
Cost: --10+10%
Level 44 required
This compact 6 Teravolt Particle Collider allows you produce and isolate the antimatter used by your Disintegrators much faster - shortening their production time with only a minor increase in unit cost.
Embryonic Stimulator
Тип: Elite
Sandworm:
Training Speed: -5%
Cost: --10+10%
Level 44 required
Battlefield AR-3 HUD
Тип: Elite
Gauss Gun:
Defense: +8%
Duration: 14 days
Level 39 required
The Mk II Integrated Battlefield Augmented Reality Heads-Up Display artillery targeting system represents an exponential step forward in artillery fire control. The accuracy of your Gauss Guns will be drastically improved. However - the perceptual disassociation that comes with working with the AU system has been linked to severe schizophrenia among your artillerymen.
ID-67 "Hornet"
Тип: Elite
Exterminator:
Offense: +5%
Duration: 14 days
Level 55 required
A light Exterminator swarming munition. The ID-76 units operate home in on a target in dispersed, randomized flight paths before converging simultaneously in their final kill trajectory. Their effectiveness is proven by their perfect 100% kill record after release - the "Hornet" shows no mercy...
"Ramora" Spinal Implant
Тип: Elite
S.C.A.R. Sniper:
Defense: +8%
Level 30 required
Made of nonreactive surgical titanium alloy, the "Ramora" Spinal Implant is attached along the vertebral laminae. It's designed to interface directly with the S.C.A.R. Sniper's central and autonomic nervous systems, making them virtually unstoppable during attacks. The stabilizing effect on a Snipers' neurohumoral system during high-stress battlefield conditions ensures lightening reflexes and one shot - one kill lethality every time.
"Prometheus" Implant
Тип: Elite
Combat Chassis:
Defense: +10%
Level 38 required
The "Prometheus" Regenerative Implant was the culmination of years of oceanographic research into the regenerative abilities of marine invertebrates. When integrated into the endocrine system of Combat Chassis pilots, it allows them to regenerate up to 10% of tissue lost during a catastrophic hull breach. The implant system and its regenerative protein packs provide an indispensable advantage during defensive actions.
Mk III LIDAR Navigation System
Тип: Elite
Recon Drone:
Intelligence defense bonus: +15%
Level 20 required
Utilizing real-time laser imaging to create millimeter accurate rendered 3D models of the surrounding environment, the Tyche system supplements existing Recon Drone sensor payloads - significantly enhancing their Defensive capabilities.
"Azrael" Heavy Autocannon
Тип: Elite
Exterminator:
Offense: +10%
Level 55 required
A heavy assault gun that uses magnetically isolated antimatter ammunition, essentially turning Exterminators into airborne artillery units. The improvement in offensive power is immediately noticeable, making them THE definitive asset in air support firepower. Your Enemy is in for a nasty surprise.
Cardiovascular Symbiote
Тип: Elite
S.C.A.R. Heavy Gunner:
Cost: -10+-10%
Level 30 required
The XNS21 Cardiovascular Symbiotes are rare specimens of extraterrestrial lifeforms encountered during the almost forgotten zenith of the Empire's interstellar exploration. By enhancing the cardiovascular function of their host, they can be used to bring normally ineligible candidates up to the physical requirements of the S.C.A.R. Heavy Gunner units at much lower cost.
Mirage Scanner
Тип: Elite
"Nightmare" Scout:
Intelligence defense bonus: +15%
Level 20 required
Temporal Bomb
Тип: Elite
Exterminator:
Cost: -10+-10%
Duration: 7 days
Level 55 required
Temporal Bombs increase Exterminator offensive capability by penetrating deep within a hardened target, then opening up an infinite number of temporal gateways. All the target's component atoms are simultaneously transported to an infinite number of discrete moments throughout the spacetime continuum. The weapon is characterized by a decidedly unimpressive faint "popping" sound as the surrounding air rushes in to fill the resulting vacuum. The target now has the dubious honor of currently used to having been sort of always yet never existing, and providing dinner conversation for generations of theoretical physicists.
Hypnotist
Тип: Elite
Gauss Gun:
Defense: +8%
Offense: +-20%
Level 42 required
Exploiting the (as yet) vaguely understood properties of quantum polarity, this defensive system takes advantage of the dualistic nature of the quantum-paired projectiles it fires to keep the entire weapon system in a Schrödinger polarity flux - Meaning any weapon that attacks the system will only work if if the Cannon physically exists at that given moment or probability. Despite affecting the artillery's attack, the look on your Enemy's face as he fires at something that may or may not exist is entirely worth it.
"Seymour" Carnivorous Plant
Тип: Elite

Sector Defense: +3000
Duration: 14 days
Level 28 required
A carnivorous mutant plant that evolved in the radioactive fallout of the post-War Wasteland, when planted around your perimeter it provides a fearsome layer of protection against both infantry and armored units.
GKP-3 Stealth Field Generator
Тип: Elite
Interceptor:
Defense: +20%
Offense: +-30%
Level 50 required
Developed for hiding power generating base sub-systems during the War, the "Morpheus" Stealth Field Generator supplements your Interceptors Optical Cloaking systems with additional coverage across the EM spectrum, along with Neutrino and Gravitational detection systems. The minor side effect it has on the Interceptor's performance during attack is more than offset by the improved defensive rating it gives.
Beam Modulator
Тип: Elite
"Excalibur" Platform:
Defense: +10%
Offense: +-30%
Level 50 required
Biomass Reprocessor
Тип: Elite
Thunderbolt:
Cost: -10+-10%
Level 40 required
This emergency power unit uses Valkyrie metabolic processing technology to allow the bio-mechanical Thunderbolt to reprocess organic materials into fuel. Thunderbolts thus equipped can thrive quite happily on a highly nutritious Infantry unit-based protein diet, saving you precious Credits and Resources on fuel.
Antilles Engine
Тип: Elite
Fighter:
Speed: +10%
Level 55 required
Personally designed by the Legendary Imperial fighter ace (and later Admiral of the Combined Imperial Fleet) Admiral Dominic J. Antilles, this is the only surviving duplicate of the Antilles Fighter Engine - the one that broke the sub-orbital Fighter speed record of Mach 34. Legend says that was only at 60% power. See what you can make it do!
MG-31 "Scarab" Salvage Droid
Тип: Elite
Mongoose ASV:
Training Speed: -10%
Level 32 required
The MG-31 "Scarab" Salvage Droid scours the battlefield for usable armor components from destroyed units. The stockpile of usable parts it provides your factories reduces production time on all Armored Corps units.
ID-19 "Red Leg"
Тип: Elite
Gauss Gun:
Training Speed: -10%
Level 40 required
The "Red Leg" Artillery Assembly Droid takes over the dangerous work of munitions processing and handling for all Artillery units. Faster, cheaper, and less prone to being blown up, vaporized, electrocuted, or otherwise being rendered mission incapable; the "Red Leg" considerably shortens your Artillery unit production time.
ID-25 "Flyboy" Salvage Droid
Тип: Elite
Recon Drone:
Training Speed: -10%
Level 50 required
The "Flyboy" salvage droid recovers usable avionics components from downed Air units - providing you with valuable spare parts and greatly reducing production time for all airborne units.
Vault Thermopile Generator
Тип: Elite
Resources gain:
Credits: -15%
Level 28 required
Developed during the strategic carpet-bombing campaigns at the end of the War to provide emergency power to civilian bomb shelters, the Mk I EVTG unit allows your Vaults to put less drain on the Sector power grid, decreasing the amount of Credits consumed.
Extraction Optimizer
Тип: Serial
Resources gain:
+100% Uranium
+100% Titanium
Duration: 14 days
Level 1 required
In the Old Empire, being "honored" with a terraforming charter was either a great privilege or a death sentence. The difference was usually determined by whether or not the "honoree" was issued a Colonial Extraction Optimizer. The optimizer vastly improves resource extraction efficiency long enough for a colony to achieve self-sufficiency. Gen. Winters is rumored to be in possession of the only remaining Optimizers – held in reserve for those few Clans he deems worthy.
Nano Terminal
Тип: Elite
Resources gain:
Credits: -5%
Level 18 required

Total Domination Artifacts, Description