Structures

This article provides a list of structures in Nuclear Dawn, categorized by their teams.
Structure 	Cost 	HP 	Power 	Time to build 	Description
Empire Structures 	Empire Structures 	Empire Structures 	Empire Structures 	Empire Structures 	Empire Structures
Command Bunker 	N/A 	16,000 	+1250 (+1400 with Power Modulation)	N/A 	The Command Bunker is crucial in the game, serving as the entry point for the Commander's RTS Commander Mode. In Warfare Mode, the team loses if the Command Bunker is destroyed. It provides power for starting buildings, cannot be repaired by the Commander, and makes cloaked enemy Stealths visible. If the Assembler is destroyed, the Command Bunker can deploy one quickly at a higher resource cost.
Assembler 	10,000R 	7,500 	500 	56 Seconds (13 seconds for backup assembler) 	The Assembler allows the Commander to build other structures. If destroyed, the Commander can no longer build any other buildings. The Command Bunker can deploy a backup Assembler.
Transport Gate 	1,500R 	5,000 	100 	25 Seconds 	The structure from which Soldiers spawn, serving as cover or distraction for turrets. A good placement includes a nearby Supply Station and turrets to prevent spawn killing.
Power Station 	3,000R 	5,000 	+950 (+1045 with Power Modulation) 	43 Seconds 	Provides power to other structures. Strategic placement near secure front lines can prevent enemies from disrupting the power grid.
Relay Tower 	1,750R 	3,000 	N/A 	34 Seconds 	Distributes a Commander's power. For the Empire, each Tower must be within line of sight for placement.
Supply Station 	2,000R 	1,250 	100 	18 Seconds 	Critical for keeping Soldiers alive and stocked with ammunition. Front line placement is usually ineffective due to low health.
Armory 	2,000R 	3,500 	250 	34 Seconds 	Requires Field Tactics. Used to research Advanced Kits, higher level turrets, and Commander Abilities. Losing the armory means losing the supply of siege weapons and the ability to use commander abilities.
Artillery 	3,000R 	2,100 	225 	34 Seconds 	Capable of launching high explosive shells at long range. Can be controlled by Soldiers after the Feb 23, 2012 update.
Machine-gun Turret 	2,500R 	2,100 	150 	23 Seconds 	High rate of fire defense structure for taking down enemy light infantry. Cheapest turret, great for light defense.
Rocket Turret 	4,000R 	2,100 	200 	22 Seconds 	Requires Armoury and Advanced Manufacturing. Capable of launching high-damage missiles at armored enemies. Most expensive turret.
Radar Station 	3,000R 	3,500 	250 	33 Seconds 	Requires Armory and Power Modulation. Reveals enemy activity in a large radius and detects cloaked Stealths.
Flamethrower Turret 	3,000R 	4,500 	200 	14 Seconds 	Requires Armoury and Advanced Manufacturing. Ideal for incinerating enemies at close quarters.
Barrier 	1,500R 	3,000 	35 	11 Seconds 	Requires Armoury and Structure Boost I. A commander-buildable structure that provides small cover.
Wall 	1,750R 	5,000 	50 	13 Seconds 	Requires Armoury, Structure Boost I, and Structure Boost II. A commander-buildable structure that provides cover and blocks passages.
Consortium Structures	Consortium Structures	Consortium Structures	Consortium Structures 	Consortium Structures 	Consortium Structures
Command Bunker 	N/A 	16,000 	+950 (+1100 with Power Modulation) 	N/A 	Similar to the Empire Command Bunker, it is crucial in the game. Cannot be repaired by the Commander, makes cloaked enemy Stealths visible, and can deploy an Assembler if destroyed, but at a higher cost.
Assembler 	10,000R 	7,500 	500 	46 Seconds (13 seconds for the backup assembler)	Allows the Commander to build other structures. If destroyed, the Commander can no longer build any other buildings. The Command Bunker can deploy a backup Assembler. No known weak points.
Transport Gate 	1,500R 	5,000 	100 	27 Seconds 	Similar to the Empire's Transport Gate, serving as a spawn point. Weak point is the frame of the structure.
Power Station 	3,000R 	5,000 	+750 (+825 with Power Modulation) 	47 Seconds 	Provides power to other structures. Slightly smaller than the Empire's power station. Strategic placement near secure front lines is crucial.
Wireless Repeater 	2,000R 	3,000 	N/A 	35 Seconds 	Distributes a Commander's power. No clear line of sight required for placement.
Supply Station 	2,000R 	1,250 	100 	15 Seconds 	Similar to the Empire's Supply Station, critical for keeping Soldiers alive and stocked with ammunition. Front line placement is usually ineffective.
Armory 	2,000R 	3,500 	250 	32 Seconds 	Requires Field Tactics. Used to research Advanced Kits, higher level turrets, and Commander Abilities. Almost impossible for a team to win without this structure.
Artillery 	3,000R 	2,100 	225 	34 Seconds 	Similar to the Empire's Artillery, capable of launching high explosive shells at long range.
Machine-gun Turret 	2,500R 	2,100 	150 	24 Seconds 	Similar to the Empire's Machine Gun Turret, high rate of fire defense structure for taking down enemy light infantry.
Rocket Turret 	4,000R 	2,100 	200 	25 Seconds 	Requires Armoury and Advanced Manufacturing. Similar to the Empire's Rocket Turret, capable of launching high-damage missiles at armored enemies.
Radar Station 	3,000R 	3,500 	250 	35 Seconds 	Requires Armory and Power Modulation. Similar to the Empire's Radar Station, reveals enemy activity in a large radius.
Sonic Turret 	3,000R 	4,500 	200 	18 Seconds 	Requires Armoury and Advanced Manufacturing. Similar to the Empire's Flamethrower Turret, ideal for incapacitating enemies at close quarters.
Barrier 	1,500R 	3,000 	35 	11 Seconds 	Requires Armoury and Structure Boost I. Similar to the Empire's Barrier, a commander-buildable structure that provides small cover.
Wall 	1,750R 	5,000 	50 	13 Seconds 	Requires Armoury, Structure Boost I, and Structure Boost II. Similar to the Empire's Wall, a commander-buildable structure that provides cover and blocks passages.