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Unit Role Matrix

Every faction in the Warfare domain fills the same 13 role slots with theme-appropriate units. This ensures mechanical balance while allowing visual/audio theming.

The 13 Required Roles

#SlotTierDescription
1T1 Cheap1Expendable early-game unit, low cost, low stats
2T1 Core1Main line infantry, backbone of the army
3T2 Elite2Premium infantry, high damage/survivability
4T2 Anti-Armor2Specialized anti-vehicle/heavy unit
5T2 Support2Suppression/support fire, MG equivalent
6T2 Recon2Scout/reconnaissance, fast and fragile
7T3 Light Vehicle3Fast vehicle, flanking and pursuit
8T3 Heavy Vehicle3Main battle tank or heavy walker
9T3 Artillery3Long-range bombardment
10Defense 1Light static defense (MG nest, tower)
11Defense 2Heavy static defense (AT, missile)
12CommanderHero/command unit with buffs
13Spike UnitFaction signature unit, unique capability

Full Faction Matrix

SlotRepublicCISWestClassic EnemyGuerrilla
T1 CheapMilitia cloneB1MilitiaConscriptIrregular
T1 CoreClone trooperB1 improved / B2Rifle squadRifle infantryRaider rifle
T2 EliteARC trooperCommando droidSpec opsGuards / assaultVeteran cell
T2 Anti-ArmorClone ATHeavy droid ATATGM teamAT teamRPG team
T2 SupportRepeater teamHeavy blasterMG teamMG teamHMG / recoilless
T2 ReconScout trooperCommando scoutDrone reconScout / mech reconInfiltrator
T3 Light VehicleAT-RT / speederDwarf / spiderTechnical / IFVIFVTechnical
T3 Heavy VehicleWalker / tankAAT / heavy droidMBTMBT / assault gun(N/A)
T3 ArtillerySP batteryShelling droidMLRS / howitzerTube + rocket artyMortar / rocket
Defense 1Blaster towerDroid towerMG nestBunkerFortified nest
Defense 2Heavy laserShielded turretAT / missileHeavy missileRocket emplacement
CommanderJedi / clone cmdrTactical relayOfficer / UAVCommissar / cmdField emir
Spike UnitShield eliteDroidekaDrone strikeThermobaricAmbush wave

Role Details

T1 Cheap (Expendable)

The early-game filler. Cheap to produce, dies fast, buys time. Every faction needs something to throw at a wall while real units train.

  • Unit class: MilitiaLight
  • Behavior: Swarm, HoldLine
  • Defense: Unarmored, Biological

T1 Core (Line Infantry)

The backbone. Reliable damage, reasonable survivability, produced in bulk through mid-game. The unit you build the most of.

  • Unit class: CoreLineInfantry
  • Behavior: HoldLine, AdvanceFire
  • Defense: InfantryArmor, Biological

T2 Elite (Premium Infantry)

Expensive but powerful. Used for key engagements, not mass production. Order factions get more value here; Swarm factions get less.

  • Unit class: EliteLineInfantry
  • Behavior: AdvanceFire
  • Defense: InfantryArmor, Biological

T2 Anti-Armor

Specialized counter to vehicles and heavy units. Low rate of fire, high single-target damage. Essential for breaking heavy pushes.

  • Unit class: AntiArmor
  • Behavior: AntiArmor, HoldLine
  • Weapon: ExplosiveAT or MissileGuided

T2 Support

Suppression fire and area denial. Holds lanes, forces enemies to slow down or take alternate routes. Machine guns, heavy blasters, recoilless rifles.

  • Unit class: HeavyInfantry
  • Behavior: HoldLine, MoralePressure
  • Weapon: SuppressionWeapon

T2 Recon

Fast, fragile scout. Provides vision, spots for artillery, harasses flanks. Drones in modern theme, speeder bikes in Star Wars.

  • Unit class: Recon
  • Behavior: Kite
  • Defense: Unarmored

T3 Light Vehicle

Fast vehicle for flanking, pursuit, and exploitation. Technicals, IFVs, AT-RTs, spider droids.

  • Unit class: FastVehicle
  • Behavior: AdvanceFire, Charge
  • Defense: Mechanical

T3 Heavy Vehicle

Main battle tank or equivalent. High armor, high damage, slow. Anchors defensive lines or spearheads assaults.

  • Unit class: MainBattleVehicle
  • Behavior: AdvanceFire, AntiArmor
  • Defense: HeavyArmor, Mechanical

INFO

Guerrilla faction does not have a heavy vehicle. Their asymmetric doctrine relies on RPG teams and ambushes instead.

T3 Artillery

Long-range area bombardment. Expensive, devastating against formations. MLRS, howitzers, shelling droids, SP batteries.

  • Unit class: Artillery
  • Behavior: SiegePriority
  • Defense: Mechanical

Defense 1 (Light Static)

Basic defensive emplacement. MG nests, blaster towers, bunkers. Covers approaches and slows enemy advances.

  • Unit class: StaticMG
  • Defense: Fortified

Defense 2 (Heavy Static)

Anti-armor or heavy defensive position. Missile emplacements, turbolasers, AT positions. Stops heavy pushes.

  • Unit class: StaticAT
  • Defense: Fortified

Commander

Hero or command unit that provides buffs to nearby units. Jedi, officers, commissars, field emirs. One per army, powerful but vulnerable.

  • Unit class: HeroCommander
  • Behavior: HoldLine
  • Defense: Heroic

Spike Unit

Faction signature capability. Something unique that breaks the normal rules — droideka shields, drone strikes, thermobaric weapons, ambush waves.

  • Unit class: ShieldedElite or varies by faction
  • Behavior: Faction-specific

Released under the MIT License.