'eavy Armour | |||||
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Unit(s) | Warboss | Equips the Warboss's biggest set of armour, increasing his health by 900. | ||
Tier | 3 | ||||
Cost | ![]() ![]() ![]() |
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Angry Bits | |||||
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Unit(s) | Warboss | Grants the Now I'm Angry ability which lets the Warboss charge at the enemy, increasing his damage and knocking back enemies. | ||
Tier | 1 | ||||
Cost | ![]() ![]() ![]() |
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Assashun's Knife | |||||
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Unit(s) | Kommando Nob | Equips a close-combat knife that is effective against infantry and grants the Assassinate ability. Increases melee skill by 10 while equipped. | ||
Tier | 1 | ||||
Cost | ![]() ![]() ![]() |
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Bang Bang Hammer | |||||
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Unit(s) | Warboss | Equips the Warboss with a heavy hammer. With each melee attack the Warboss makes, allied infantry in radius 20 have their damage increased by 5% and speed increased by 0.15 for 10 seconds. | ||
Tier | 1 | ||||
Cost | ![]() ![]() ![]() |
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Battery Pack | |||||
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Unit(s) | Mekboy | Grants the 'Ave A Taste ability, which allows the Mek to restore energy and health to friendly infantry. Also increases the Mek's energy by 50. | ||
Tier | 1 | ||||
Cost | ![]() ![]() ![]() |
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Beamy Deffgun (Mekboy) | |||||
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Unit(s) | Mekboy | Equips the Mekboy with a beamy deffgun, an anti-vehicle weapon that requires a brief set-up time. | ||
Tier | 2 | ||||
Cost | ![]() ![]() ![]() |
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Booby Traps | |||||
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Unit(s) | Kommando Nob | Plant an explosive which can be triggered remotely, dealing damage to all targets, but especially ambient buildings. | ||
Tier | 2 | ||||
Cost | ![]() ![]() ![]() |
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Boom Time! | |||||
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Unit(s) | Kommando Nob | Whenever the Kommando Nob retreats, he drops a grenade that does ability knockback and stuns enemy infantry for 7 seconds in radius 6. Also increases health by 100. | ||
Tier | 2 | ||||
Cost | ![]() ![]() ![]() |
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Boss Pole | |||||
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Unit(s) | Warboss | Gives the Warboss a boss pole that keeps da boyz in line. Allied infantry in radius 25 of the Warboss receive 50% less suppression and have 20% increased health. The Warboss himself also benefits. | ||
Tier | 1 | ||||
Cost | ![]() ![]() ![]() |
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Cybork Implants | |||||
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Unit(s) | Warboss | Replaces the Stomp ability with Big Stomp, doing increased knockback and damage as well as stunning enemies. Also increases health by 100. | ||
Tier | 1 | ||||
Cost | ![]() ![]() ![]() |
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Dakka Dakka Dakka | |||||
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Unit(s) | Mekboy | Equips the Mek with a big shoota, which has increased range and damage over his standard shoota. | ||
Tier | 1 | ||||
Cost | ![]() ![]() ![]() |
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Deffgun | |||||
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Unit(s) | Mekboy | Equips the Mek with a deffgun, a heavy suppression weapon effective against infantry but requiring a brief set-up time. | ||
Tier | 1 | ||||
Cost | ![]() ![]() ![]() |
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Electric Armor | |||||
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Unit(s) | Mekboy | Grants the Electric Shock ability, which damages nearby enemies when activated. Also increases the Mekboy's health by 200. | ||
Tier | 1 | ||||
Cost | ![]() ![]() ![]() |
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Enhanced Kustom Shoota | |||||
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Unit(s) | Warboss | Upgrades the Warboss's ranged weapon and grants the Shoot 'em Good ability that knocks down enemies. | ||
Tier | 1 | ||||
Cost | ![]() ![]() ![]() |
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Extra Equipment | |||||
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Unit(s) | Kommando Nob | Gives the Kommando Nob some backup ammo and supplies, increasing his energy by 75, health by 100, and health regeneration by 0.3 (3 hp/s). | ||
Tier | 1 | ||||
Cost | ![]() ![]() ![]() |
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Improved Camouflage | |||||
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Unit(s) | Kommando Nob | Removes the energy drain from the Kommando Nob's Infiltrate ability. Also increases health by 50. | ||
Tier | 2 | ||||
Cost | ![]() ![]() ![]() |
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Kaboom! | |||||
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Unit(s) | Kommando Nob | Trigger a massive explosion right under the Kommando's feet, killing nearby foes and sending him flying (and severely damaged). | ||
Tier | 2 | ||||
Cost | ![]() ![]() ![]() |
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Kustom Force Field | |||||
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Unit(s) | Mekboy | Grants the versatile Kustom Force Field ability that repels melee attacks and further makes the Mek resistant to ranged attacks. | ||
Tier | 2 | ||||
Cost | ![]() ![]() ![]() |
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Mega-Rumblah | |||||
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Unit(s) | Mekboy | Grants the Mega-Rumblah ability, which destroys buildings and stuns any enemies around the Mekboy after a short delay. | ||
Tier | 3 | ||||
Cost | ![]() ![]() ![]() |
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Power Klaw | |||||
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Unit(s) | Warboss | Equips the Warboss with a massive power klaw, effective against all targets. | ||
Tier | 2 | ||||
Cost | ![]() ![]() ![]() |
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Proximity Mines | |||||
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Unit(s) | Mekboy | Grants the Proximity Mines ability, deployable mines that suppress infantry and slow vehicles. | ||
Tier | 1 | ||||
Cost | ![]() ![]() ![]() |
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Rokkit Launcha | |||||
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Unit(s) | Kommando Nob | Equips a rokkit launcha that is effective against vehicles and grants the Right in Me Crosshairs ability. | ||
Tier | 3 | ||||
Cost | ![]() ![]() ![]() |
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Speshul Shoota | |||||
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Unit(s) | Kommando Nob | Equips a close-range shotgun effective against infantry with a 30% chance to do weapon knockback on hit. Also grants the High Explosive Shells ability. | ||
Tier | 2 | ||||
Cost | ![]() ![]() ![]() |
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Spiky Armor | |||||
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Unit(s) | Warboss | Whenever the Warboss is struck by melee weapon, all enemies in radius 3 of the Warboss take 8 piercing damage. Also increases health by 200 and health regeneration by 0.15 (1.5 hp/second). | ||
Tier | 1 | ||||
Cost | ![]() ![]() ![]() |
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Stikkbombz | |||||
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Unit(s) | Kommando Nob | Grants the Stikkbomb ability which throws a salvo of effective anti-infantry and anti-garrison grenades. | ||
Tier | 1 | ||||
Cost | ![]() ![]() ![]() |
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Supa Tuff Beam | |||||
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Unit(s) | Mekboy | Grants the Supa Tuff Beam ability which makes an allied infantry unit resistant to damage, knockback and suppression. | ||
Tier | 3 | ||||
Cost | ![]() ![]() ![]() |
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Trophy Rack | |||||
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Unit(s) | Warboss | Gives the Warboss a trophy rack that frightens all enemy units in radius 20, reducing their damage by 25%. | ||
Tier | 2 | ||||
Cost | ![]() ![]() ![]() |
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