How to spawn a vehicle
Any player at any time can use Vehicle or Aircraft terminal to spawn a vehicle, provided he can pay the Nanite cost.
Main Battle Tanks and Liberators can always be spawned from terminals at a Warpgate. If your faction controls a Tech Plant on your current continent, then you can spawn these vehicles from any Vehicle or Aircraft Terminal.
Players can also spawn directly into a vehicle from the main map, as if they had used the vehicle terminal in person.
- This can be done on any uncontested base with a functional vehicle terminal.
- The player’s last used vehicle loadout will be used for this method of vehicle spawning. If you haven’t spawned this type of vehicle on current session, the first loadout will be used.
Finally, Light Vehicle and Air Terminals can be constructed by players, and used to spawn some of the vehicles. They will have to pay in both Cortium and Nanites.
Common Vehicle Certifications
When a vehicle is damaged beyond a certain threshold, it will start burning. Burning vehicles slowly lose health over over time, and become less controllable.
Fire Suppression – when activated, instantly repairs the vehicle just above the burning threshold, and then slowly repairs it over time for a small amount of health, depending on Fire Suppression Rank and vehicle type (ESFs are repaired more).
Smoke Screen – when activated, for the next 8 seconds the vehicle will continuously emit a cloud of smoke, which will prevent the vehicle from being locked-on or appearing on enemy minimap. Allied vehicles within 30m will share these effects.
Turbo / Afterburners – provides an on-demand boost to speed and acceleration by holding the “sprint” key.
Scout Radar – detects movement of nearby enemy infantry in a large radius and relays that information to all nearby players.
Vehicle Stealth – reduces the distance at which the vehicle will automatically appear on enemy minimap. Increases the time it takes for lock-on launcher to acquire a lock on the vehicle. Engagement Radar will not pick up enemy aircraft even with Rank 1 of Vehicle Stealth.
Nanite Auto Repair – automatically repairs vehicle out of combat, if it’s not burning. Auto-repair is activated in 12 seconds after taking damage (8 seconds for ESFs).
Composite Armor – increases damage resistance. Can have wildly different effects depending on vehicle.
Mineguard – increases vehicle’s Bottom Armor. It will also specifically reduce Tank Mine and AV Grenade damage.
Proximity Radar – detects movement of enemy infantry in a small radius and relays that information to all vehicle occupants.
Many ground vehicles have access to weapons with same names. However, for the purposes of balance, lighter vehicles carry weaker versions of the weapons. Weapons have to be unlocked and upgraded separately for different vehicles.
Basilisk – a high caliber machinegun. The most common and the most versatile vehicle weapon, capable of dealing average damage to all types of targets.
Drake – a variant of the Basilisk, mounted on heavy aircraft. Has slightly rate of fire, but remains effective at longer ranges.
Kobalt – fast firing anti-infantry machinegun. Cannot damage heavily armored targets.
Fury – automatic grenade launcher. Effective against infantry, and can deal light damage to armored vehicles. Can be tricky to use at range due to low velocity and heavy projectile drop.
Bulldog – a heavy mortar. Effective against infantry, and can damage armored vehicles. Basically, a beefier and slower version of the Fury.
Walker – fast firing anti-aircraft machinegun. Good effective range. Limited applications against ground vehicles.
Ranger – anti-aircraft automatic flak cannon. Its flak rounds will automatically detonate near enemy aircraft and deal indirect damage. Walker is nearly useless against ground targets.
Halberd – single shot rocket launcher. Effective against ground vehicles. On direct hits, one-shots infantry without Flak Armor.
Vulcan – anti-armor chaingun. Takes a second to ramp up to full rate of fire. Extremely effective against all ground vehicles at close range, passable against infantry.
Gatekeeper – anti-vehicle rocket launcher, built around sustained fire. Long effective range. Ineffective against infantry.
Marauder – automatic grenade launcher. Effective against infantry. Deals more splash damage than Fury. Cannot damage heavily armored vehicles.
Mjolnir – anti-vehicle burst fire grenade launcher. Effective against ground vehicles at close range. Ineffective against infantry.
Enforcer – recoil-less magnetic dart launcher, effective against ground vehicles. Has long effective range and a continuous reload mechanic – it reloads one round at a time, and the reload process can be interrupted at any time to fire the weapon.
Canister – anti-infantry shotgun. High damage per shot and good rate of fire. Cannot damage armored vehicles.
Aphelion – automatic energy weapon, effective against ground vehicles at close range. Takes 1.5 seconds to ramp up to full rate of fire. If the gunner releases the trigger after firing at least 6 shots, Aphelion will release a highly damaging blade projectile. As far as damage-per-minute goes, it is optimal to repeatedly strike the target with the blade projectile.
Saron – semi-automatic energy weapon, effective against vehicles. At close range, it can be quickly fired to deal a burst of damage, and at long range it can be tap-fired for maximum accuracy.
PPA – automatic energy weapon, effective against infantry. Fires explosive balls of plasma that deal splash damage to infantry. Cannot damage heavily armored vehicles.
Facts and Tips
Vehicle Management menu (default “Page Down”) allows to restrict access to the vehicle, and to kick out individual players.
Player can own only one vehicle at a time. If he spawns another vehicle, the previous one will deconstruct.
Player can transfer ownership of his vehicle to a squad member. Use Vehicle Management menu to set access to “Squad Only”, then exit the vehicle. If a squad member enters the vehicle, they will become the new owner, and will be able to pilot it. The vehicle will not deconstruct if the original owner logs out or spawns another vehicle.
Destroying a vehicle counts as a “kill” for the purposes of weapon medals and directives. Vehicle doesn’t have to be occupied.
Tanks take different damage based on direction of the attack. Valkyries take less damage from below. All other vehicles take the same damage from all directions.
Vehicle pilot can use a V + 0 voice callout to ask for a gunner.
Flash is a light all-terrain-vehicle, commonly used for quick and cheap transportation, though it has limited combat applications when equipped with a cloaking device.
Cost: 50 Nanites
Crew (2): driver/gunner, rumble seat passenger.
The rumble seat passenger can rotate 360 degrees and can use all of the personal equipment.
The Flash driver can freelook in third person view, as long as the Flash doesn’t have any weapons installed. Otherwise, the driver can only look in front of himself in both view modes. Both passenger and the driver are exposed to enemy fire.
Weapons: the Flash can choose from a limited selection of weapons, some of which can even inflict light damage to vehicles. But they all have limited aiming angles and are hard to use on the move.
Wraith Cloaking Device: a special utility slot, that allows the Flash to be cloaked when piloted by an Infiltrator. This allows the Flash to be effective in hit-and-run attacks, where it moves while cloaked, and briefly engages while stationary. This playstyle is also sometimes combined with rumble seat passengers with anti-vehicle equipment.
Turbo: a utility slot, functions like an on-demand rocket booster, and allows for some daredevil stunts. Mostly used for fun.
C4 Delivery: Flash can be used in a cheap kamikaze-style attack: throw a couple of C4 bricks on your own Flash, and drive it into enemy tank. Jump out before the collision and detonate the C4.
Harasser is a fast and maneuverable combat buggy, most effective in flanking attacks. It has light armor and can be damaged by small arms fire, but still can survive hits from tank cannons. It can mount a variety of weapons to specialize against any type of target.
Cost: 150 Nanites
Crew (3): driver, gunner, back rumble seat passenger.
Rumble seat passenger can look in the rear hemisphere, and use all personal equipment. Engineers can repair the Harasser from the rumble seat at 30% of the normal repair speed. Repair tool has to be aimed at one of the rear wheels. Can transport a MAX in the rumble seat.
Turbo is a Harasser’s passive system, so it can be used without wasting a utility slot.
Weapons: Harassers can mount all vehicle secondary weapons. They are generally weaker than MBT or Sunderer versions, or have a shorter effective range.
The Basilisk is equipped by default, and funnily enough, it is the only weapon that’s not considered viable on the Harasser, as it simply lacks the necessary firepower.
Harassers usually equip close range anti-vehicle or anti-infantry empire-specific weapons, and try to engage enemy targets at close range, giving preference to flanking attacks and hunting damaged vehicles.
Harassers require good driver-gunner coordination to be effective. The rumble seat is usually kept empty, so in an emergency the gunner can switch to it and repair the Harasser.
Harassers have earned the love and adoration of the community with their daredevil nature, and focus on teamwork, skill and fast decision making. You can bathe in Harasser love and learn how to play them at these resources:
Sunderer is a heavily armored vehicle for infantry transportation and vehicle support. Can be deployed to provide a respawn station, which is instrumental in any base attack.
Cost: 200 Nanites.
Crew (12): driver, two gunners and 9 passengers.
Weapons: Sunderers can mount a variety of weapons, but they are mostly used for self-defense.
Mobile Respawn Station: when stationary, the Sunderer can be deployed (default key “B”) to become a respawn station for allied infantry. Deploying the Sunderer also opens access to Infantry Terminals on its sides.
Sunderers cannot be deployed in No Deploy Zones around enemy bases, which ensures the attackers cannot just impudently deploy Sunderers on top of bases’ Capture Points. Deploying a Sunderer also creates a No Deploy Zone around it. No Deploy Zones are marked as red and white circles on your minimap.
Deployed Sunderers have only 15m range of minimap auto detection, so once they are deployed, they will be harder to find for enemies.
When your Sunderer comes to a full stop, there is a few second delay before you can deploy. You can circumvent this delay by doing Arklur’s preparation trick:
Originally posted on reddit.
- Spawn a Sunderer
- At any point after leaving the vehicle pad, come to a full stop and wait until [Deploy] prompt shows up on the UI, above the green Sunderer’s silhoutte at the right side of the screen.
- Ignore the prompt and continue driving to your destination.
- The vehicle will now be able to deploy immediately after stopping, any number of times, for the rest of the vehicle’s lifetime
Squad Spawning – players can spawn directly into a Sunderer piloted by one of their squad members, even if it isn’t deployed. The Sunderer has to be in allied territory, or within 1000m when in enemy territory.
GSD – Gate Shield Diffuser – this utility allows Sunderers to go through base Vehicle Shields. This can be used to bypass the base’s defenses, and deploy the Sunderer in one of the perimeter towers, effectively using it as a garage.
GSD can also be occasionally useful when attacking AMP Stations and Tech Plants, as it allows to get up to a whole squad directly on to the capture point. Can also be used to drive over enemy-controlled energy bridges.
Deployment Shield – a defense slot, that creates a shield over deployed Sunderers. This shield roughly doubles Sunderer’s effective health, and automatically regenerates out of combat.
Cloak Bubble – when equipped with Vehicle Stealth Rank 5, a deployed Sunderer will create a cloaking bubble, concealing the sunderer itself, as well as any nearby allied infantry.
Blockade Armor – makes Sunderers more resistant to damage, and it’s sometimes used in “Battle Bus” loadouts. With proper upgrades and crew, a Battle Bus can even take on enemy tanks.
Proximity Repair System – defense slot, repairs nearby vehicles. Doesn’t repair the Sunderer itself. Allied Sunderers are repaired at 50% rate.
Vehicle Ammo Dispenser – defense slot, resupplies ammunition to nearby vehicles.
ANT stands for Advanced Nanite Transport is a mining and construction vehicle. Full information about ANT is available in the Construction System Guide.
Cost: 200 Nanites.
Crew (4): driver/miner, secondary miner/gunner, 2 passengers.
The driver controls a mining tool in front, and there’s another mining tool on top of the ANT, which can be replaced by a secondary weapon. ANTs have the same weapon selection as Sunderers.
ANT can be deployed to provide access to a Construction Terminal, which can be used to build fortifications and other objects.
Lightning is a light one-manned tank. It is fast and sturdy, and can specialize against any type of target. It loses to heavier tanks in direct confrontation, so has to rely on flanking attacks or numerical superiority.
Cost: 350 Nanites.
Crew (1): driver/gunner.
Weapons: by default, Lightning uses C75 Viper general-purpose auto cannon. Viper can be replaced by a single shot Python cannon, specialized against infantry or vehicles, or the Skyguard – a rapid fire Flak Cannon.
Watch Wrel’s Skyguard video review. It was made before Engagement Radar was available, which is a mandatory certification for a Skyguard Lightning.
Engagement Radar – a utility slot, autospots enemy aircraft within hundreds of meters, and even shows direction to them if they are off screen. Watch video review by Camikaze78.
Main Battle Tanks
MBTs are Main Battle Tanks. They are different for each faction. MBTs can always be spawned at a Warpgate. To be able to spawn them at other bases, your faction has to control a Tech Plant on your current continent.
Cost: 450 Nanites.
Crew (2): pilot/main gunner and secondary gunner.
Main weapon: cannons. Can be specialized against vehicles or infantry.
Secondary weapon: a large variety of weapons with different specializations.
Prowler is a mobile artillery unit. Its dual cannons can sustain a high damage output, and Prowler can deploy to boost the firepower even further. Prowler has the highest cruising speed and smallest hit box.
Unique ability: Anchored Mode – Prowler can anchor itself in place to increase rate of fire and projectile velocity of its main cannon. Secondary weapons aren’t affected. There is no rivaling an anchored Prowler in open field anti-vehicle battle.
Prowler is the best tank for soloing, because when deployed it can deal an obscene amount of damage to vehicles even without a secondary gunner, so the secondary weapon slot can be dedicated to an anti-air weapon for self defense.
Vanguard is the most classic tankity tanky tank tank. Has a big-ass cannon and best armor. Vanguard’s cannons pack a punch and have the highest projectile speed, but low rate of fire, so hitting each individual shot is crucial.
Unique ability: Vanguard Shield – when activated, this ability will create an overshield around the Vanguard, absorbing a high amount of damage for a short time.
This ability allows Vanguards to decisively win straight up engagements with other tanks, even when caught off guard. Shield can even protect the Vanguard against C4, if activated in time.
Magrider is a hover tank. It uses a magnetic levitation system, which enables it to strafe to dodge enemy fire, and makes it good at climbing, and generally great at switching the direction of movement.
Magrider has a fixed main turret, so it can fire only at targets targets directly in front of it. The driver’s third person camera is also fixed, and cannot be used to look around. Magrider’s cannon is the weakest out of three MBTs, and has the shortest effective range.
Due to both of these factors, Magrider pretty much requires a secondary gunner to be safe from flanking attacks and to be effective on the battlefield. In return, Magrider’s secondary weapons are truly fearsome, and deal a ton of damage.
Magrider is stable on the move, and its cannons have zero recoil, so inside a firefight, it is the most mobile tank. However, when simply moving around, Magrider is actually the slowest MBT, and it also has the largest hitbox.
Overall, it’s often said that Magrider plays like a heavy Harasser. Flanking, ballsy positioning and having a good gunner are mandatory for any Magrider.
Unique ability: Magburner – gives the Magrider a short burst of speed and levitation height. Can be used to engage or disengage, as well as to move over otherwise impassable terrain.
Tips for MBTs
Empire Specific Fighters are one manned jets, capable of vertical take off and landing. They are different for each faction, and can be specialized against air or ground targets.
Cost: 350 Nanites.
Crew (1): pilot.
ESFs have light armor, so they can be damaged by small arms fire, and flak hurts them a lot. However, they are fast and bursty, so without anti-air on stand-by, you can’t do a lot against them from ground.
ESFs can only engage targets directly in front of them, so they’re vulnerable from sides and rear.
Afterburners: all ESFs have afterburners as a passive system, which gives them an on-demand access to a burst of speed and acceleration. Using afterburners is a requirement for Reverse Maneuver, which is a basic move in dogfighting.
Primary Weapon: nosecannons. Mainly used against other aircraft, but they’re capable of dealing damage to heavily armored ground vehicles as well. There is also one anti-infantry nose-cannon per faction.
Secondary Weapon: various air-to-air and air-to-ground rockets. They can be heat seeking, use lock-on mechanics, laser guided or dumbfired.
External Fuel Tanks can be used instead of a secondary weapon to increase afterburner fuel capacity and/or recharge rate. This is mostly useful when the ESF is used just for transportation, but many elite pilots choose Fuel Tanks to be able to perfrom multiple Reverse Maneuvers back to back during dogfights.
Automatic repairs: if an ESF is piloted by an Engineer, it will automatically repair in 12 seconds after taking damage. Repair speed is equal to Nanite Auto Repair Rank 1. This effect does not stack with NAR itself.
Improved Nanite Auto Repair: normally, NAR activates in 12 seconds after taking damage. For ESFs, this delay is reduced to 8 seconds.
Engagement Radar: all ESFs have Engagement Radar as a passive system, which automatically spots nearby aircraft, and shows direction to them when they are off screen. Vehicle Stealth 1+ will counteract the radar.
Ejection Seat – allows the pilot to safely eject from the ESF at any height. The Ejection Seat will remove the effects of ESF’s momentum from the pilot, and protect them against any fall damage.
Ejection Seat is sometimes used to stealthily deliver single operatives in key positions.
Mosquito has high rate of fire weapons with sustainable fire, and can do the most damage in one salvo, but take the longest to unleash it. Has smallest hit box overall, and highest cruising speed.
Scythe’s slim frontal profile, and its unique set of weapons makes it the most effective ESF in hover duels at range. Light PPA and Dual Photon Pods unleash a hell of hurt on soft ground targets.
Reaver is the slowest ESF, and has the biggest hit box. However, its weapons do a lot of damage, especially up close, and Reaver can make use of its highest afterburner speed to close in with the target.
Learn to fly ESF
- Aircraft Handling Basics
- Wrel’s video about ESF basics.
- Hader’s Comprehensive ESF Guide
- Current state of ESF Balance by Rexoplex
Liberator is a heavy air-to-ground gunship, armed and armored to the teeth. Liberators can can always be spawned at a Warpgate. To be able to spawn them at other bases, your faction has to control a Tech Plant on your current continent.
Cost: 450 Nanites.
Crew (3): pilot/nosegunner, belly weapon gunner, tail weapon gunner.
Nosegun: automatic weapon, effective against ground vehicles or aircraft at close range. The CAS30 Tank Buster is especially notorious for dealing utterly devastating damage.
Belly weapon: big weapons that can engage targets below the Liberator. Mainly used against vehicles, but some of the belly guns can do some damage to infantry and aircraft.
The C150 Dalton is especially notorious for its high damage per shot. With a lot of skill and/or luck, it can even one shot ESFs out of the air.
Tail weapon: mostly used for self defense and additional source of damage. Can be specialized against ground or air targets.
Galaxy is a heavy aircraft for transporting infantry and providing support to allied aircraft and vehicles. Galaxies are slow, but extremely beefy, and require combined fire of several anti-air units to take down.
Cost: 450 Nanites.
Crew (12): pilot, four gunners (left, right, top and rear hemispheres) and 7 passengers.
Weapons: by default, Galaxy has general-purpose machineguns mounted on all four turrets, but left and right turrets can use air-to-ground mortars and all-purpose rocket pods, and top and tail turrets can mount anti-air machineguns and AA rocket pods, for self defense and support.
Galaxy Drops: when anyone jumps out of a Galaxy from any height, he is protected from fall damage, so even a completely stock Galaxy can be effectively used to deliver troops wherever needed.
Squad spawning: dead squad members can spawn directly into a Galaxy that is piloted by one of their squad members, as long as it’s in allied or territory or within 1000m.
Galaxy has two most frequent uses:
Galaxy squad drop – the whole squad, including the pilot, uses the Galaxy to drop directly on an objective, such as a generator or a capture point. Galaxy falls down and crashes after the drop.
Battle Galaxy – most of the squad drops on the objective, and the Galaxy remains occupied by skeleton crew – pilot and one or several gunners. Galaxy continues to float or circle above the objective, and dead squad members can deploy in the gal and drop once again, while the gunners provide fire support from above.
Vehicle Ammo Dispenser and Nanite Proximity Repair System: with one of these defensive slot items, Galaxy can serve as a mobile rearm & repair station for allied aircraft and even ground vehicles, but it’s something that usually requires coordinated teamplay.
A small air transport vehicle.
Cost: 250 Nanites.
Crew: pilot, gunner, and 4 passengers on rumble seats. Cannot transport MAXes.
Weapons: one 360 degree view turret is mounted on lower front side of the Valkyrie. By default it’s a general-purpose machinegun, but it can be replaced by a variety of specialized anti-infantry and anti-vehicle weapons. However, none of the options can be called very strong, even in their specialized fields.
Squad Spawning and Safe Fall: similar to Galaxies, Valkyries grant fall damage protection to anyone who jumps out of them, and squad members can respawn inside a Valkyrie piloted by a squad member, as long as it’s in allied territory, or within 1000m.
Rumble seats: passengers on rumble seats can repair the Valkyrie at a 30% of normal speed, use their personal equipment. They are protected from Flak and other explosive damage, but they are still vulnerable.
Bottom armor: Valkyries take 50% reduced damage from the bottom projection. Only the position of the shooter and Valk’s orientation are important, not where the projectile hits.
Overall Valkyrie is underwhelming; it’s marginally faster than a Galaxy, and marginally tougher than an ESF. Its only advantage is low nanite cost. As far as “combat viability” goes, Valkyrie is mostly useful for its Scout Radar and Squad Spawning, and being able to repeatedly drop squadmembers on roofs and balconies.
- You can learn a lot about tanks at Armorpedia