Military is how you take over the server. Military buildings train units, units capture flags, and held flags give your whole country boosts. This page covers units, flag guards, flags, capturing, defense buildings, army limits and how orders work.
Units
Every military building trains one unit type on a timer while you are under your army limit. Each unit rolls its own small stat variation when it spawns, so no two soldiers are exactly alike. Skills, held flags, potions and events multiply the base numbers below.
| Tier | Unit | Trained by | Health | Damage | Attack every | DPS | Range | Speed | Sight | Notes |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | Gunman | Campsite | 120 | 7.2 | 0.6s | 12.0 | 4.5 | 6 | 20 | The starter soldier. |
| 2 | Militant | Military Camp | 160 | 4.25 | 0.12s | 35.4 | 6 | 6 | 20 | Fast-firing rifleman. |
| 3 | Sniper | Shooting Range | 120 | 46.2 | 2s | 23.1 | 15 | 6 | 24 | Long range. Can shoot down helicopters and planes. |
| 4 | Ballistic Shielder | Mobile Camp | 400 | 2 | 0.6s | 3.3 | 3 | 6 | 20 | Very high health, tiny damage: a shield wall. |
| 5 | Tactical Forces | Special Ops Facility | 420 | 11.175 | 0.25s | 44.7 | 5.25 | 4 | 24 | Elite infantry with the best gear. |
| 6 | Tank | Tank Depot | 300 | 40 | 4.5s | 8.9 | 24 | 2.5 | 28 | Shell splashes (area 7). Cannot target air units. Max 3 per player. |
| 7 | Helicopter | Helipad | 120 | 3 | 0.25s | 12.0 | 9 | 5 | 24 | Flies. Only Snipers, Tanks, APCs, SPAAs, Helicopters and planes can hit it. Zombies never can. Max 2 per player. |
| 8 | APC | APC Depot | 250 | 4 | 0.25s | 16.0 | 14 | 4 | 20 | Turret gun. When it dies it drops 3 Militants that keep fighting. Max 1 per player. |
| 9 | Military Boat | Military Boat Dock | 300 | 40 | 4.5s | 8.9 | 20 | 3 | 26 | Ocean unit. Its bow gun fires shells that splash (area 7). |
| 10 | Submarine | Submarine Depot | 500 | 4.5 | 0.25s | 18.0 | 22 | 3.5 | 28 | Ocean unit. Only another Submarine can hit it. |
| 11 | Modern Warship | Warship Port | 400 | 2.5 | 0.35s | 7.1 | 20 | 3.2 | 26 | Ocean unit. Rapid bullets plus a small blast every 5 s (area 5). |
| 12 | Golden Tank | Golden Tank Depot | 300 | 60 | 4.5s | 13.3 | 26 | 3 | 30 | Limited Robux offer. Splash area 7. Max 3 per player. |
| 13 | Golden Helicopter | Golden Helipad | 150 | 4 | 0.25s | 16.0 | 10 | 5.5 | 26 | Golden Ops event reward. Same air rules as the Helicopter. Max 2 per player. |
| 15 | Mummy | Mummy Tomb | 450 | 15 | 0.9s | 16.7 | 4.5 | 4.5 | 26 | Ancient Egypt event unit. Slow, tough melee. |
| 16 | Biplane | Tiny Airfield | 110 | 2.6 | 0.3s | 8.7 | 10 | 4 | 24 | Plane. Circles its target. Zombies and aliens can never hit planes. Max 4 per player (Wingmen skill: +2). |
| 17 | F14 | Airbase Armstrong | 280 | 8 | 0.2s | 40.0 | 14 | 9 | 30 | Plane. One of the fastest units in the game. Max 3 per player (Squadron skill: +1). |
| 18 | B2 | Airbase Canard | 150 | 100 | 6s | 16.7 | 8 | 7 | 34 | Plane bomber. Bombs splash area 12 and cannot hit air units. Max 1 per player (Bomb Bay skill: +1). |
| 19 | Alien Trooper | Alien Trooper Base | 380 | 24 | 0.9s | 26.7 | 4.5 | 5.5 | 26 | Alien Invasion event unit. A tough melee fighter. |
| 20 | UFO | UFO Hangar | 450 | 55 | 2.2s | 25.0 | 16 | 6 | 30 | Alien Invasion event unit and the strongest unit in the game. Its death ray hits every enemy within 9 studs of the target. Same air rules as the Helicopter. Beams down Alien Grunts. Max 2 per player. |
| 21 | Alien Grunt | Beamed down by a UFO | 140 | 7 | 0.8s | 8.8 | 4.5 | 6 | 24 | Every 90 seconds a UFO beams down Grunts, up to 3 per UFO and 6 per player. They do not count toward your army limit. |
| 22 | Artillery | Artillery Base | 260 | 55 | 6s | 9.2 | 42 | 2 | 48 | The longest range of any ground unit. Lobbed shells splash area 9. Cannot target air units. Does half damage to the Alien Boss. Max 4 per player. |
| 23 | SPAA | SPAA Depot | 400 | 8 | 0.25s | 32.0 | 22 | 3.5 | 28 | Anti-air tank with two guns. Only shoots planes and helicopters. Max 2 per player. |
| 24 | Anti Air Boat | Anti Air Dock | 350 | 6 | 0.2s | 30.0 | 24 | 3.2 | 30 | Ocean unit. Shoots down Sea Jets. When no aircraft is near, it shoots enemy ships with a weaker gun (a quarter of the damage). Max 2 per player. |
| 25 | ICBM Boat | Missile Dock | 700 | 160 (missile) | 35s | 4.6 | 480 | 3 | - | Ocean missile ship. It stays far out at sea and fires a big missile (blast 14) at the biggest fight within 480 studs. A new one comes about 90 seconds after it sinks. Max 1 per player. |
| 26 | Gunboat | Stilt Fort | 180 | 2 | 0.3s | 6.7 | 16 | 4.5 | 22 | Ocean unit. A small, fast and cheap boat. |
| 27 | Sea Jet | Launched by an Aircraft Carrier | 280 | 7 | 0.2s | 35.0 | 14 | 9 | 34 | The only unit that flies over land and sea. Attacks ships, planes and helicopters, never ground troops. Up to 2 per carrier, and they do not count toward your army limit. |
| 28 | Aircraft Carrier | Aircraft Carrier | 1200 | 0 | - | 0 | - | 2.5 | - | Ocean unit. Never attacks. Stays far out at sea and launches a Sea Jet 10 seconds after it arrives, then every 45 seconds while it has fewer than 2. A new one comes about 2 minutes after it sinks. Counts toward your fleet limit. Max 2 per player. |
| 29 | Support Caravan | Support Caravan | 350 | 0 | - | 0 | - | 5 | - | Supply truck. Never attacks and never captures flags. It loads supplies at its depot, drives to your hurt troops and heals them. Does not count toward your army limit. Max 1 per player. |
Speed is in studs per second. Sight is how far a unit looks for enemies.
Land, sea and air
- Land troops only fight land troops. Ships only fight ships. They never target each other, and splash damage never crosses the shore.
- The Sea Jet is the only unit that crosses between land and sea. It attacks ships, planes and helicopters. Land units that can shoot air units can only hit a Sea Jet while it flies over land.
- Planes (Biplane, F14, B2) attack land troops. Anything that is allowed to shoot air units (Snipers, Tanks, APCs, SPAAs, Helicopters, other planes) can shoot back at a plane. Zombies and aliens can never hurt a plane, except the Alien Boss.
- Helicopters and UFOs count as land units for targeting, but can only be hurt by Snipers, Tanks, APCs, SPAAs, Helicopters, UFOs and planes. The Artillery cannot hit them.
- Submarines can only be hit by other Submarines.
Support Caravan
The Support Caravan truck starts at its depot and fills its box with supplies in about 12 seconds. When a group of troops is hurt (each missing at least a tenth of its health), it drives there and drops supplies for 4 seconds: every hurt land troop within 20 studs gets back 30% of its health. An ally's group with 3 or more hurt troops goes first, then your own biggest group. Then it drives home and loads again. It can never bring a troop back to life.
Flag guards
Every flag nobody holds is guarded by the enemy country, an army in white uniforms. Guards refill one at a time until the flag's roster is full and patrol inside the flag. Guards count when you try to capture a flag (see below).
| Flags | Guards | Strength | One new guard every |
|---|---|---|---|
| Outer land flags (1-6) | 4 Gunmen, 2 Militants | weaker than normal troops | 5 seconds |
| Middle land flags (7-12) | 5 Snipers, 2 Tanks, 1 Biplane | a bit weaker than normal troops | 4 seconds |
| Centre flag (13) | 10 Tactical Forces, 3 Snipers, 2 Tanks, 1 APC, 2 F14s, 1 B2, 2 SPAAs | 1.5x health, a bit less damage | 6 seconds |
| Ocean home points (14-19) | 2 Military Boats | much weaker than normal | 30 seconds |
| Ocean outer ring (20-25) | 2 Military Boats, 1 Modern Warship | weaker than normal | 30 seconds |
| Inner sea (26-37) | 2 Modern Warships, 1 Anti Air Boat, 2 Military Boats | full strength | 12 seconds |
Flag 13 has a big airbase with anti-air missile launchers. While the enemy country holds flag 13, the launchers shoot players' planes that attack the flag or the zombie camps around it (60 damage per missile). When a player holds flag 13, the launchers help that player a little.
Zombie camps
Hidden zombie camps sit on the paths between flags. Zombies in a camp only fight troops walking along that path, and only those troops can fight them. Missiles, rockets and nukes cannot hurt them.
- Camps next to the outer flags have 3 weak Zombies. They stop coming once a player holds that flag.
- Camps between the middle flags have 4 Zombie Swordsmen. They stop while one player holds both flags next to the camp.
- Camps around flag 13 have up to 2 Giant Zombies, and a new Giant comes every 75 seconds. They also stop while one player holds both flags next to the camp.
Flags and capturing
There are 37 flags on the map. Soldiers stand inside a flag's zone to capture it. Your side (you and your allies) must have more units in the zone than everyone else there put together, guards, zombies and aliens included. When you do, every quarter second the capture bar moves by 5, so a flag with no defenders flips in about 5 seconds. If you do not outnumber them, the bar slowly goes back. A flag flies your colour the moment it flips, and every flag you hold gives your country its bonus right away. Land flags only count land units, and ocean flags only count ships and Sea Jets. The Bastion skill makes your flags 50% harder to take.
Home flags: your plot's number is your home flag (plot 1 owns flag 1) and your ocean home is flag 13 + your plot number (plot 1 owns ocean flag 14).
| Flag | Zone | Bonus while held | Connected to |
|---|---|---|---|
| 1 | Land: outer ring (home flags) | +15% Damage | 7 |
| 2 | Land: outer ring (home flags) | +15% Damage | 8 |
| 3 | Land: outer ring (home flags) | +15% Damage | 9 |
| 4 | Land: outer ring (home flags) | +15% Damage | 10 |
| 5 | Land: outer ring (home flags) | +15% Damage | 11 |
| 6 | Land: outer ring (home flags) | +15% Damage | 12 |
| 7 | Land: middle ring | +15% Cash, +2 Army Size | 1, 8, 12, 13 |
| 8 | Land: middle ring | +15% Cash, +2 Army Size | 2, 7, 9, 13 |
| 9 | Land: middle ring | +15% Cash, +2 Army Size | 3, 8, 10, 13 |
| 10 | Land: middle ring | +15% Cash, +2 Army Size | 4, 9, 11, 13 |
| 11 | Land: middle ring | +15% Cash, +2 Army Size | 5, 10, 12, 13 |
| 12 | Land: middle ring | +15% Cash, +2 Army Size | 6, 11, 7, 13 |
| 13 | Land: centre | +30% Cash | 7, 8, 9, 10, 11, 12 |
| 14 | Ocean: home points | +15% Ship Spawn Speed | 20, 25 |
| 15 | Ocean: home points | +15% Ship Spawn Speed | 20, 21 |
| 16 | Ocean: home points | +15% Ship Spawn Speed | 21, 22 |
| 17 | Ocean: home points | +15% Ship Spawn Speed | 22, 23 |
| 18 | Ocean: home points | +15% Ship Spawn Speed | 23, 24 |
| 19 | Ocean: home points | +15% Ship Spawn Speed | 24, 25 |
| 20 | Ocean: outer ring | +2 Sea Army, +15% Ocean Cash | 14, 15, 28 |
| 21 | Ocean: outer ring | +2 Sea Army, +15% Ocean Cash | 15, 16, 30 |
| 22 | Ocean: outer ring | +2 Sea Army, +15% Ocean Cash | 16, 17, 32 |
| 23 | Ocean: outer ring | +2 Sea Army, +15% Ocean Cash | 17, 18, 34 |
| 24 | Ocean: outer ring | +2 Sea Army, +15% Ocean Cash | 18, 19, 36 |
| 25 | Ocean: outer ring | +2 Sea Army, +15% Ocean Cash | 19, 14, 26 |
| 26 | Inner sea: gate | +1 Sea Army, +10% Ocean Cash | 25, 27 |
| 27 | Inner sea: hexagon | +1 Army Size, +1 Sea Army, +10% Cash, +10% Ocean Cash | 26, checkpoints 5 and 6 |
| 28 | Inner sea: gate | +1 Sea Army, +10% Ocean Cash | 20, 29 |
| 29 | Inner sea: hexagon | +1 Army Size, +1 Sea Army, +10% Cash, +10% Ocean Cash | 28, checkpoints 6 and 1 |
| 30 | Inner sea: gate | +1 Sea Army, +10% Ocean Cash | 21, 31 |
| 31 | Inner sea: hexagon | +1 Army Size, +1 Sea Army, +10% Cash, +10% Ocean Cash | 30, checkpoints 1 and 2 |
| 32 | Inner sea: gate | +1 Sea Army, +10% Ocean Cash | 22, 33 |
| 33 | Inner sea: hexagon | +1 Army Size, +1 Sea Army, +10% Cash, +10% Ocean Cash | 32, checkpoints 2 and 3 |
| 34 | Inner sea: gate | +1 Sea Army, +10% Ocean Cash | 23, 35 |
| 35 | Inner sea: hexagon | +1 Army Size, +1 Sea Army, +10% Cash, +10% Ocean Cash | 34, checkpoints 3 and 4 |
| 36 | Inner sea: gate | +1 Sea Army, +10% Ocean Cash | 24, 37 |
| 37 | Inner sea: hexagon | +1 Army Size, +1 Sea Army, +10% Cash, +10% Ocean Cash | 36, checkpoints 4 and 5 |
The six checkpoints of the inner sea cannot be captured or targeted. Ships sail through them to get from one hexagon flag to the next. Two flags that share a checkpoint count as neighbours for sending.
Giving orders
Walk up to any flag and hold the prompt:
- Send All: your whole army (of that flag's kind: land troops for land flags, ships for ocean flags) marches there, and future recruits follow.
- Send Half: needs the Officers skill. Sends half your army.
- Send 1: needs the Signals skill. Sends one soldier at a time.
You can only send troops to a flag you hold, one of your home flags, or a flag next to one you hold. The Commander skill removes that rule. Soldiers always march flag to flag along the map connections and stop to capture any unowned flag on the way, so a column sent deep into enemy land conquers everything in between. Fresh recruits walk to your home flag first. The Support Caravan, the ICBM Boat and the Aircraft Carrier are never sent: they do their own jobs.
Defense buildings
Defense buildings sit on your plot and fire at enemies by themselves. They never hurt your own or allied troops. For the first 2 minutes after you join, your defense buildings do not fire.
| Building | Max per plot | Fires when | Hit | Reload |
|---|---|---|---|---|
| Anti-Air Battery | 4 | An enemy player's plane flies within 150 studs of your land. The guns aim where the plane is going | 12 damage per second | 100 shots (25 seconds of fire), then 4 minutes to reload |
| Radar Station | 1 | Always on | Your Anti-Air Batteries reach 25% farther (about 188 studs) | None |
| Coastal Battery | 3 | An enemy player's ship comes within 115 studs of the battery. It never shoots Submarines or Sea Jets | One shell every 2 seconds, 20 damage each | 20 shells, then 2 minutes to reload |
| Rocket Battery | 3 | One of your troops has 3 or more friendly troops and 3 or more enemies within 24 studs | 2 bursts of 4 rockets, 70 damage each (blast 7) | 50s |
| Missile Silo | 3 | One of your troops has 5 or more friendly troops and 4 or more enemies within 30 studs | One missile, 150 damage (blast 16) | 90s |
| Nuke Silo | 1 | You aim it: press the Nuke button, move the target on the map, then press SEND NUKE. Each launch costs 10B coins | One nuke, 1,600 damage (blast 40) to every enemy it hits | 15m. The first nuke is ready 15m after you join, and you get a message when it is ready. Tap the button while it counts down to skip the wait with Robux. A nuke you skip with Robux launches for free |
The launchers aim at the fight where they do the most damage. A crosshair on the ground shows where every missile, rocket, artillery shell and nuke will land. When a nuke is launched, everyone in the server sees a red warning and hears an alarm. During the Alien Invasion event, a ready launcher with no fight to join fires at the Alien Boss instead and hits it extra hard. The Nuke Silo never fires by itself: you aim every nuke. Buildings the nuke cloud touches turn rusty until the cloud is gone. It is only for looks.
Missiles and rockets barely hurt flag guards and zombies, but they hit the flag 13 defenders like normal troops. A nuke hurts flag guards half as much, and the flag 13 defenders a quarter as much. Kills by your defense buildings count as your kills.
The ICBM Boat from the Missile Dock works like a launcher at sea: every 35 seconds it fires a missile (160 damage, blast 14) at the biggest fight within 480 studs.
Army limit
Your land army starts at 5 soldiers. It grows with:
- held flags (+2 per middle-ring flag, +1 per inner-sea hexagon flag),
- Citadels (+3 each, up to 3),
- skills (Army I and II, Legion, Pact with allies).
Your fleet has its own limit of 5 ships, raised by ocean flags (+2 per outer-ring flag, +1 per inner-sea flag) and the Fleet and Armada skills. Aircraft Carriers and ICBM Boats count as ships. Tanks, Helicopters, APCs, planes, UFOs, Artillery, SPAAs and Anti Air Boats also have their own per-player caps (see the unit table). Alien Grunts, Sea Jets from a carrier and the Support Caravan never count toward your army limit.
Alliances
The Ally skill (15,000 coins) unlocks alliances. Send a request from the Friends panel; if the other player accepts you are allied for the rest of the server session. Allies never fight each other, walk through each other's flags without flipping them, help each other capture flags, and can send troops to flags next to each other's territory. A Support Caravan heals allies' troops too. The United skill gives +10% damage while you have an ally, and Pact raises your army limit by 1 per ally (up to 2). Alliances end when either player leaves.