Glossary

## COMMAND (cmd)

*Main article: Command*

Represents how much "stuff" your commander can do. Also referred to as CMD

### Used for

Command is used to build vehicles, buildings, modifications. It is also used to deploy on planets, and give commands (mining, salvage, offensive/defensive commands) on planet. If you're hard up for cash, you can sell command on the black market. Also, selling things on the market or putting up trades costs a small amount of command.

### Gained through

Everyone is given command at 12:00 pm game time. Paid players receive 100 command a day and unpaid players receive 50 command a day. You can also buy command on the market if you have cash to burn and don't want to wait for midnight. You also gain command through capturing relics, but I'll talk about that when I talk about relics.

## CREDITS (creds, cr)

Standard currency. Referred to as creds, cr.

### Used for

You use credits to buy stuff off of the Black Market. Stuff includes vehicles, buildings, modifications, command, ore, tinybucks. Stuff does NOT include construx, at least not directly.

### Gained through

Credits can be gained through selling stuff on the Black Market or turning in Tinybucks from the Headquarters -> Tinybucks page (if you have Paid Days for your account).

## ORE

Building material. Can be mined on various planets using vehicles or mining bases.

### Used for

Ore is used for building vehicles, buildings, modifications. You can also sell it for creds on the market.

### Gained through

Refineries deployed on non-practice, non-faction planets will give you some small amount of ore each turn. Over 60-90 turns, this ends up being a fair amount. You can also gain ore through Active Mining, Recycling units or buying it on the Black Market.

Ore deposits color now change based on the amount of Ore they contain. Deposits with 500 or less ore are yellow, 1,000 or less ore are red, 1,500 or less ore are green and deposits containing 1,500 or more ore are now purple (a planet may need to completely orbit before these colors are correctly displayed). This change also modifies the Mining Surveyor Acti, this Mod now increases the amount of ore a deposit contains by 10%, if the deposit has less than 1,500 ore in it. These colors only appear if you are not using the Icon zoom-level.

These colors only appear if you are not using the Icon zoom-level.

## TINYBUCKS (TBs)

*Main article: TinyBucks*

Special currency.

### Used for

Tinybucks are primarily used for reviving dead crews, buying construx sets, earning paid days. You can also use tinybucks to trade for construx or to train your non-command crews.

### Gained through

Currently you gain tinybucks through completing offers on the Paypal purchases (from Account Settings), Black Market, or making good suggestions or bug reports.

Now, let's toss out some other definitions you should know

## CONSTRUX (strux)

*Main article: Construx*
Construx are like plans. If you have the construx for the "Ferdelance Tank", then you can build Ferdelance Tanks. Having just a single construx of a particular unit/buliding/mod is enough to be able to build it. However, having more construx of the same unit/building/mod gives you a higher efficiency when building that unit/building/mod. The higher your efficiency, the less ore and command it will take to build that particular thing. You get construx from trading or from SETS. Most factions will have shared construx, which means everyone in the faction can build it without having the construx itself.

### CONSTRUX SETS (strux sets, sets)

SETS can be thought of as booster packs. Each set contains one advanced construx, two intermediate, and four simple.

### EFFICIENCY

EFFICIENCY is the number listed under Manage Forces->Construction. This represents how efficiently you can produce a particular item and therefore how much it will cost you in terms of ore and command. Each CONSTRUX you possess, including the first, gives you 10% efficiency in producing an item. By this reasoning, it will take ten construx of one object to get 100% efficiency in producing it. Construx shared by the faction also add 10% to your efficiency. Ore and command costs are lowered in integral amounts. That is to say, efficiency will not lower your command cost from 5 to 4.5, it will only lower it from 5 to 4. This being the case, it will sometimes take a fair amount of efficiency to notice a change in the command cost of an object.

**Note:**

-When reducing command cost it will only reduce the base command cost, oversight will remain the same (eg. Base Cost for Gunslinger is 5 cmd while the Oversight adds 16 cmd (Total of 21) when you have 100% Efficiency then Total will then become 19 (Base Cost of 3 and Oversight of 16 still).

-The game reports 100% efficiency as 50% efficiency now. Each construx adds 5% according to the game, but in reality, the cost value is still the same.

### OVERKILL

OVERKILL is the amount of damage inflicted on a unit that exceeds to amount necessary to destroy the unit. Overkill may influence the success of salvaging this unit.

### OVERSIGHT (OS)

OVERSIGHT is seen in the build unit dialogue which you see when you click on a unit under Manage Forces->Construction. OVERSIGHT represents how much attention your commander is giving to building this particular vehicle. Note that OVERSIGHT only applies to vehicles, not to buildings or modifications. The more OVERSIGHT given, the more command is spent to build the vehicle, but the more likely you are to get more SLOTS on the vehicle. Frizz on the Tinywarz forums stated "At 100% it is impossible to get 0 Mod Slots. At 100% oversight + all bonuses it is impossible to get 0-1 Mod Slots.

\_f"

**Note:** -It is now impossible to build a 0 Mod Slot unit. All units except specified units (scouts including probes and drones) are always built with at least 1 Mod Slot.

### VARIANTS (vars)

User constructed vehicles have a chance of being a variant. A vehicle can have up to three variants that modify its armor, shields, shield recharge, damage, energy weapon recharge and ammo. Some vehicles may also have an experimental variant that provides a specific effect for that vehicle. The number of construx the player building the vehicle has (plus any shared construx that player's faction has) determines how many variants a vehicle receives. If a vehicle is constructed with a variant, it will appear in the tab along with any mod slot it receives.

* Every construx over 10 provides a 4% chance of a 1st variant (ie. 15 construx (15-10)\*4% = 20% chance of 1st variant).
* Every construx over 20 provides a 4% chance of a 2nd variant (ie. 25 construx (25-20)\*4% = 20% chance of 2nd variant, 35 construx (35-20)\*4% = 60% chance of 2nd variant)
* Every construx over 30 provides a 4% chance of a 3rd variant (ie. 35 construx (35-30)\*4% = 20% chance of 3rd variant, 45 construx (45-30)\*4% = 60% chance of 3rd variant, 50 construx (50-30) = 80% chance of 3rd variant), caps at 80% for 50+ construx

**Note:** -There is always a slight chance to build a unit with one variant. -With the cap removed for 1 and 2 variant units, having 45 construx guarantees a 2 variant unit.

Vehicle variants are:

* [A] Armor - +25% armor
* [S] Shields - +25% shields
* [R] Shield Recharge - +5 Shield Recharge
* [D] Damage - +1 Missile, +2 Ballistic, +3 Energy
* [E] Recharge - -1 Recharge for energy weapons
* [M] Ammo - +100% Ammo
* [X] Experimental - varies by vehicle
* [+] Activated - varies by vehicle (created using a Bandit's Eye mod, not during construction)
* [I] Integrated Mods - varies by mod (created using Tears of the Sha'kahr mod, not during construction)

Vehicles cannot have a variant that would not give them a benefit (ie. a vehicle with only Energy weapons could not be an Ammo variant). If a vehicle has no default weapons, it can only gain the A, S, and/or R variants. Vehicles without shields cannot get the S or R variants.

## CREWS

*Main article: Crew*

You start off with your COMMAND CREW and a few NON-COMMAND CREWS. Crews are essentially pilots for your vehicles. In order to be able to deploy a vehicle, you must have a crew manning it. Crews, including your command crew, have GUNNERY and PILOTING ratings which can take on values of rookie, skilled, veteran, or elite.

PILOT ratings are important for determining whether a particular crew can man a particular vehicle: SIMPLE vehicles require ROOKIE PILOTING or better, INTERMEDIATE vehicles require SKILLED PILOTING or better, ADVANCED vehicles require VETERAN PILOTING or better. MEKAS (vehicles with Meka in their name) require an additional level of piloting, as a result only crews with ELITE PILOTING can drive Advanced Mekas.

GUNNERY ratings just determine how good that particular crew is at shooting stuff. Rookie is horribly bad and it will be hard to take on many units at once with just a rookie pilot. As you move up in gunnery rankings, your unit has better accuracy.

Your command crew gains piloting and gunnery levels through the headquarters by spending level points. After your commander reaches elite/elite, you can spend further level points on merits for the commander.

Your other crews have a probability of leveling with each kill. The probability is determined by how much exp they have at that point in time, so the more exp they have, the higher their chance of leveling. Upon leveling, they will randomly gain a level in piloting or gunnery until they have reached elite/elite. After reaching elite/elite, with every subsequent level they make they have a 25% chance of getting a Merit.

MERITS are just bonuses given to those particular crews. They are reflected by bonuses in combat or other nice little perks in general. Note: shortened 2 letter trade version inside () after full name.

```
 Armorer              (AR): Crew's unit receives +25% Armor
 Battlefield Promotion(BP): Crew can pilot Command Units
 Beserker              (BZ): Crew does +1 Missile, +2 Ballistic, +3 Energy Damage
 Eagle Eye             (EE): Crew's energy and missile weapons receive +1 Range
 Energy Specialist     (ES): Crew's unit receives +10% Shield Recharge
 Engineer             (EN): Crew's unit receives +25% Shields
 Marksmanship          (MM): Crew re-rolls any misses (unavailable for Commander)
 Packrat               (PR): Crew's unit receives +100% Ammo, all units in same square gain 1 ammo / 10 turns
 Quick Reflexes        (QR): Crew's unit gains dodge (2 Gunnery levels)
 Rockhound             (RH): Crew's unit gains mining efficiency (5), yield bonus (15), can salvage, and gains salvage bonus (5)
 Speed Demon           (SD): Crew's unit receives +1 Max Speed / Cloak Speed (if it has in-built cloaking)
 Steady Hand           (SH): Crew's unit receives +3 Controlled Speed
 War Hero              (WH): Crew receives a -0.2 (1.1) CE modifier (unavailable for Commander), +10% Survivability, +10% Auto-Salvage
 Acti master          (AM) All actis on the unit gain -1 cooldown / +1 charge, regen +1 charge every 10 turns

```

Crews can die in combat. If a crew's vehicle is destroyed, that crew has a base 50% chance of escaping the wreckage and living to fight another day. Excess damage that reduces the unit's armor below zero can decrease this chance, while certain mods and Commander abilities can raise these odds.

If it fails that roll, then it goes to the cryogenic chambers or wherever until you decide to spend some cash and revive them. Reviving crews costs some amount of command, until they reach level 8 or higher in which case they cost 1 TinyBuck. There are also Power-Ups which can revive crews.

Which brings us to RECRUITING CREWS. You recruit crews from Headquarters->Units. Each new recruit costs 4 command which can be reduced to 2 command by commander abilities and faction levels. There is a limit of recruiting 5 crews a day.

### EXPERIENCE POINTS (exp, xp)

*Main Article: Experience*

These are currently only gained through killing stuff on planet. **Experience** given by a kill is determined by several factors including CE (Combat Efficiency) cost of destroyed unit, total CE of enemy army, total CE cost of your deploy, and whether the enemy is a bandit or an enemy player.

Naturally, the higher the CE cost of the destroyed unit, the more exp you receive from the kill.

The crew that fired the killing shot will receive the full exp for the destroyed unit; other units that fired on the target that turn or in previous turns do not receive any exp. Your command crew will receive 10% of the exp value of any killed made by any regular crew unless that crew has reached elite/elite level and three merits. When a crew receives its third merit, it no longer receives any exp (there is no way for that crew to improve further), and the full value of any kill it makes goes to the command crew.

You will almost always get more experience from killing other players than from killing bandits. The amount of EXP given by players versus the amount of EXP given by bandits is somewhere between 5x and 10x. So, if you want to gain a lot of EXP, the best way is to attack other players.

The more CE you deploy with, the less exp you will get per kill. So, in short, this means IN ORDER TO GAIN A LOT OF EXP, YOU SHOULD DEPLOY WITH AS LITTLE CE AS POSSIBLE. Exp starts to diminish when a drop cost goes over 1000 CE. The easiest way to achieve this optimum drop cost, is to deploy simple and intermediate units with modifications instead of advanced units. If you really want some advice, post some strategies in the General Discussion forum and see what others have done as well.

### LEVELS

*Main article: Crew*

Both COMMAND CREW and normal CREWS gain levels.

Your COMMAND CREW will gain a level once it reaches a certain EXP threshold. You will require 500 EXP POINTS for your first level. This means once your COMMANDER has gained 500 EXP POINTS, he will go up one LEVEL. Each LEVEL will give you three LEVEL POINTS until you reach LEVEL 20. After that, you will only get two LEVEL POINTS for each LEVEL.

The HEADQUARTERS tab on the main page will allow you to view how much EXP is required until your next commander LEVEL. The formula is (CURRENT LEVEL\*NEXT LEVEL)\*250.

Normal CREWS gain levels differently than COMMAND CREWS. Normal CREWS have a probability of gaining a level with each kill they make, and with the more EXPERIENCE a CREW has, the higher the probability of gaining a LEVEL. The higher the LEVEL of a crew, the lower the probability of gaining a level. See section on CREWS for more details.

## VEHICLES

Vehicles are just that, vehicles. You need a pilot for your vehicles, see Crew for piloting and vehicle level stuff. All vehicles have a MAX MOVEMENT SPEED, CONTROLLED MOVEMENT SPEED, SHIELDS, ARMOR, COMBAT EFFICIENCY. Some vehicles also have WEAPONS of various types.

**SHIELDS** are a kind of hit point in some sense, and info about shields is shown as "Shields: 30 [+4/T]". This means that the unit has 30 points worth of shielding and regenerates 4 points every turn.

**ARMOR** is simply shown as "Armor: 30". Each hit to a unit's armor has a chance of causing a critical hits. Critical hits can do things such as slow your unit down, destroy weapons, and other such bad things. Some units can repair damage each turn, but most do not.

**MAX SPEED** and **CONTROLLED SPEED** determine how far a unit can move in a given turn. A unit can move a number of squares up and equal to its MAX SPEED. A unit which does not move gets no to-hit penalty. A unit which moves at or below it's CONTROLLED SPEED will get a small to-hit penalty. A unit which moves above its CONTROLLED SPEED will get a large penalty to hit. Also worth noting is that a unit which has moved is harder to hit. Also, a unit can never move beyond its MAX SPEED.

Here are the exact numbers for penalties: -1 level for moving at or under controlled speed -2 levels for moving over Controlled Speed and..... -1 additional level for every additional square moved above Controlled Speed. (example: A unit with 1 Controlled Speed moving 5 squares would receive a (5 - 1) + 2 = 6 Gunnery Level penalty), capped at 8 levels (6 movement over controlled)

### WEAPONS

WEAPONS are classified as BALLISTIC, ENERGY, or MISSILE, and each comes with its own characteristics. If one looks at a weapon, one will see a picture designating type, a number designating RANGE, a number designating DAMAGE, and a number designating RECHARGE or AMMUNITION.

#### BALLISTIC

**BALLISTIC** weapons are represented by a smattering of gray dots and can hit units up to their listed RANGE at no penalty. They can not hit beyond this range and have no minimum range. AMMUNITION, represented by three grey dots, tells you how many times you can fire this weapon before you run out of ammo. Once a weapon runs out of ammo, it can no longer be fired until more ammo is obtained from commands or supply depots.

#### ENERGY

**ENERGY** weapons are represented by two green lines and can hit units up to their listed RANGE at no penalty. They can also hit units at up to twice their listed range with a fairly heavy to-hit penalty. Energy weapons have no minimum range. Energy weapons have a RECHARGE time instead of AMMO. RECHARGE time tells you how many turns after firing you will have to wait until the weapon can be fired again. To show an example, the Wolverine Meka has a recharge of two on its weapons. That means, if it fires on turn 21, it can fire again on turn 23.

#### MISSILE

**MISSILE** weapons are represented by what looks like a few missiles. They can hit up to their listed RANGE with a fairly heavy to-hit penalty. They can hit up to twice their listed range with no penalty at all, so they effectively have a minimum range. MISSILE weapons, like BALLISTIC weapons, have ammunition. This ammo works in the same way.

### CRITICAL HITS (critical, crit)

Every time a unit receives damage to its armor there is a small chance it may suffer a critical hit, this chance can be improved with certain abilities. There are three different types of critical hits, each with their own effects. Note, none of these effects are permanent; if a player-controlled unit suffers one of these, the damage will automatically be repaired when the army undeploys.

* Weapon Destroyed: Unit loses one random weapon
* Powerplant Hit: Unit loses one point of movement
* Crew Hit: Unit becomes less accurate (-1 level)

### MOD SLOTS (slots)

VEHICLES can have slots. Each slot can hold one modification. There are no restrictions for matching mods and vehicles except that one vehicle can not have two of the same mod. That is to say simple vehicles can use intermediate mods but with a serious CE penalty of a 1.25 Multiplier (simple - advanced is 1.5, intermediate - advanced is 1.25), and advanced vehicles can use simple mods with no penalty. The amount of SLOTS a vehicle is built with is determined largely by luck and also by how much OVERSIGHT you put into the vehicle while building it.

### COMBAT EFFICIENCY (CE)

COMBAT EFFICIENCY represents in some sense the costs associated with a vehicle. COMBAT EFFICIENCY is modified (usually raised) by assigning a crew or adding modifications. That is to say, the more mods and the better crew a vehicle has, the more it will cost to deploy. This is different than EFFICIENCY.

## Planets

*Main article: Planets*
*As you would expect, all planets cycle around the sun. However, even though only a 180° cycle is displayed in DropShock it represents a full planets cycle. When a planet shows up on the top right side of the screen, its cycle starts. It will then move clockwise around the sun until its* horizon *at the top left side. It will take a certain amount of turns (each turn is approx. one minute) for a planet to cycle around the sun that is specific to each planet. This also describes the maximum playtime a player (or base) can be* deployed *to a planet. If the planet has reached its horizon all players and bases will instantly undeploy with no further costs to the player.*

### Wulf - Practice Planet

The practice planet is, unsurprisingly, a place for practice. It costs nothing to deploy there, and you do not permanently lose destroyed units. However there is no ore, no bandits and no exp awarded, it should be used for for duels and testing, and it can be useful for the absolute beginner, as it costs nothing to deploy there.

Wulf has four possible deployment zones, if all zones are occupied by units, no further player can deploy.

### Riona & Taris - Training Planets

The training planets have 60-turn cycles and are 270x270 squares in size.

The two training planets are most basic of the planets, they have a small amount of ore and the easiest bandits. Making them the perfect planets for new players. Bandit types are almost exclusively simple, with occasional Ferdelances, and there are no bandits bases.

You cannot attack another player on the training planets, meaning new players are safe from being wiped out by a high level player. Players above level 20 will receive a penalty to exp gained on training planets, but they can spawn advanced bandits.

### Konu & Esika - Relic Planet

Konu is the Relic planet, it is designed for higher level players, and as such it has more ore (and more ore is produced by refineries), and harder bandits. Bandits will range from small groups of simples as found on training planet, to large groups of intermediate and advanced bandits, and finally bandit bases, which will contain a variety of buildings and a selection of bandit units.

Bandits will respawn in quadrants, however, the presence of living bandits (including buildings) or ore in the quadrant will prevent this.

You can attack other players from enemy factions on Konu, experience gained from players is often many times larger than that gained from bandits.

There are also four Relics that occur on Konu, these can be captured by any player for a cost of 3 command. This relic will then broadcast its location for all other players to see. Relics can only be captured/stolen if there are no enemy units in the same sector, and whoever owns the relic at the end of the planets cycle will gain an amount of command for each member of their faction or themselves (depending on relic tax and amount paid to owner. Command is based on the amount of turns since the relic's first capture (more command) and the number of players in the faction (less command). Based on large numbers of players in the default factions, captured relics will not provide any command for these factions.

Esika is a similar planet, designed for new players to get an idea of PvP. It only has three relics, which pay out slightly less command (-25%) but it has CE limits similar to Aldus, to help out lower level players. Cloaking and activated units are not allowed on Esika.

The formula for a relic is : Command Gained per Member = 2 \* (round((.5/((NUMBER OF FACTION MEMBERS/10)+1))^2)) \* (TOTAL NUMBER OF TURNS RELIC PLANET HAS - TURN RELIC WAS CAPTURED)

Keep in mind that Esika relics pay out by the turn, so it is always advantageous to capture an Esika relic for some free command.

### Aldus & Zedus - PvP Training Planets

#### Aldus

* Captured Beacon provides 1.5 FP every two turns
* 5 additional FP paid every 5 turns when the Sha'Kahr Queen is in-play

Aldus is a mix between training and PvP planets, although not advisable for unpaid players, the lower levels can deploy and receive advantages to PvP that they will not receive on Konu, or the Faction Planets (Note: there is still great risk, as players of a similar level will have the same advantage, and higher level players will usually be much more experienced in PvP) the advantage occurs with the CE caps imposed on players deploying, based on level. So a lower level means you can deploy a larger army. The CE caps are listed on the planet's deployment screen.

As expected you may attack other players on Aldus, gaining much more exp than from equivalent bandits. The bandits themselves tend to be groups of Advanced bandits, with a faster than normal move rate and the ability to respawn in areas. Also included are a couple of unique bandit vehicles. Bases cannot be deployed to Aldus. Mining on Aldus is similar to that on Konu.

Also, Aldus feature some very powerful Sha'Kahr units.

Aldus also features a beacon. If captured, it will provide 0.75 Faction Points every turn, however it will also broadcast your position for other players to see every 3 turns. The beacon remains attached to the vehicle which captured it, and reduces its maximum speed to 4 (the Move Out / Improved Move Out and Fall In commands are currently the only ways to increase a beacon carrier's speed) If the vehicle with the beacon travels out-of-bounds then it will lose the beacon, which will drop in the last in-bounds square the vehicle went through.

#### Zedus

* Captured Beacon provides 2 FP every turn
* Faction Points paid to Beacon's controller at Horizon
* No Sha'Kahr / Beacon broadcast on this planet

Factions with less than 50,000fp:

* Receive x4 faction points

Factions with less than 100,000fp:

* Receive x3 faction points

Factions with less than 200,000fp:

* Receive x2 faction points

Zedus is somewhat similar to Aldus, with the exception that you'll find fewer bandits and no Sha'Kahr units. Cloaking does not function.

Note: Out-of-bounds movement is no longer allowed on Zedus and Aldus.

### Hadeas - Faction Planet

Hadeas is the first of two types of faction planets, where factions can earn Faction Points, in order to purchase faction level and shared strux. In order to deploy to Hadeas, you must be paid, and your faction must have a base on the planet, there are no bandits, however there are a few scattered ore deposits.

Factions compete over beacons, which are captured much like relics, but instead of holding on to them, a faction must drag the beacon back to their Faction HQ building, using the unit that captured it. This beacon carrier has a maximum move of 4 squares per turn. The beacon disappears when it hits the Faction HQ, and the faction is credited with 7 Faction Points for the effort, at this point a new beacon will spawn randomly on the map. There are always three beacons on the planet at any time, a single vehicle cannot capture both beacons at once, but a player with two vehicles may capture one with each.

Although there are no bandits, there is an alien base that randomly deploys and undeploys to and from the planet. This Sha'Kahr base is coloured purple, and will attack anything that comes within its sight. The base purely uses alien technology, organized into one of a number of different base layouts.

### Hellion & Infernus - Faction War Planets

The second of the two faction type planets, Hellion and Infernus are also a place for factions to earn Faction Points. Unlike Hadeas, they are home to bandits. These bandits consist of medium to large groups of intermediate and advanced bandits. They also have scattered ore deposits.

The objective on Hellion and Infernus is different to beacons, instead there are from 4 up to 6 Nodes (quantity is randomly chosen in the beginning of the cycle), which are guarded by a bandit base, using a pre-designed layout and advanced buildings. When a node is captured by a player, it functions much like a relic, and will broadcast its location. By using a captured Node, a player with the base admin may deploy buildings from their faction storage in order to guard the Node, at a cost to the player. Each Node may support up to 45 buildings, and buildings cannot be deployed if there is an enemy nearby. Every 12 hours factions who own each Node are awarded Faction Points for their efforts.

* 12 hours - 15 faction points
* 24 hours - 25 faction points
* 36 hours - 35 faction points
* 48 hours - 45 faction points
* 60 hours - 55 faction points
* 72 hours - 65 faction points
* Horizon - 100 faction points

Nodes Provide: 15-65fp paid every 720 turns, 100fp pay-out at Horizon Super Node gives x3 pay-out and 1,000fp at Horizon Nodes also give .05fp to .15fp per turn

Additionally, Factions with less than 50,000fp:

* Can deploy 40 extra buildings
* 75% discount to deploy buildings
* Receive x2 faction points

Factions with less than 100,000fp:

* Can deploy 30 extra buildings
* 50% discount to deploy buildings
* Receive x1.5 faction points

Factions with less than 200,000fp:

* Can deploy 20 extra buildings

Factions with less than 300,000fp:

* Can deploy 10 extra buildings

The two planets also have certain limitations on deployment. If a faction captures a Node on one of the planets, no player from the same faction may deploy to the other planet, also, a player cannot deploy to either Faction War planet within 24 hours of joining a faction.

Factions must have less than 200,000 fps to deploy to Hellion.

### Dominus

This is a Faction Territories planet where factions can face-off in an attempt to seize and hold as much of the planet as possible. The Faction Territories planet shifts the focus from base attack and defense to open field combat; small bases can still be created to allow factions to organize and resupply, but most areas of conflict on Dominus are well outside a base's protection.

Planet Details:

* 81 quadrants on Dominus (9x9), bases cannot be deployed when a player deploys
* 49 capture-able quadrants / territories (7x7)
* 25 possible build-able quadrants / territories (5x5), quadrants next to deployment area cannot be made build-able - a faction can only have one build-able quadrant / base, this base can be deployed to
* Edge quadrants of planet is the deploy-able area, players cannot deploy to a quadrant with a territory node in it (unless they are deploying to a base)
* For 10 Command one captured territory can be enabled for deploying buildings, this has a small building limit (see below), buildings are deployed Faction War style
* Factions can only capture 1 territory every 3 turns, it costs 3 command to capture a territory, only Commanders can capture territories
* If faction controls no territory then any territory can be captured
* If a faction controls a territory, then additional captured territories must be adjacent (up, down, left or right) to a captured territory
* Command spent deploying units or buildings is retained by the planet (less 30%), this amount is paid back to faction based on control of planet - 50%, 70% and 90% controlled gives 10%, 15% and 20% of Territory Command pool paid back every Node pay-out period
* Territory Command pool available to factions is displayed on the planet info window in the deploy screen and starts at 1,000 Command Points
* Faction allies do not share control of Nodes, so control of planet is measured in-terms of each faction individually
* At horizon, remaining Command on planet is paid back to factions based on percent of Nodes controlled at that time and percent of Nodes controlled over the orbit (all Command remaining in pool is paid back)
* Nodes provide line of sight
* Players in default factions can not deploy to Dominus
* Factions can capture Nodes from allies
* First Node can't be captured within 20 turns of payout
* Activated units cannot deploy to this planet

Factions with less than 50,000fp:

* Can deploy 90 buildings
* 75% discount to deploy buildings
* Receive x4 faction points

Factions with less than 100,000fp:

* Can deploy 60 buildings
* 50% discount to deploy buildings
* Receive x3 faction points

Factions with less than 200,000fp:

* Receive x2 faction points
* Can deploy 40 buildings

Factions with less than 300,000fp:

* Can deploy 30 buildings

Factions with less than 400,000fp:

* Can deploy 20 buildings

Factions with over 400,000fp:

* Can deploy 10 buildings

### Rynn

Survival of the underground colony of Rynn requires the support of your forces. To keep the colony alive, food and medicine must be shuttled to the planet via Supply vehicles. By paying 25 Command you can deploy with a Supply vehicle to Rynn, the colonists will then open a Hatch to their underground colony. If you are able to navigate the Supply vehicle to the Hatch your army will be rewarded with 50 Command points. There are also Abandon Supplies scattered across the planet, these can be loaded onto your Supply vehicle to increase your reward when you reach the Hatch (+10 Command each). Although several Hatches can be open at any given time, you will only be rewarded when you reach your Hatch (you will have vision of your Hatch while deployed with a Supply vehicle).

Be warned, if your Supply vehicle is destroyed by an enemy, they will gain 25 Command points. You will also lose your Supply vehicle if you Evac from the planet or your Commander is killed. Media coverage of Rynn is extremely heavy, so expect acts you take to assist or harm the colonists to be well publicized. It takes approximately 30 minutes to complete a resupply mission.

Rynn features:

* 80% discount on drop-cost
* A sliding CE cap of 20,000 to 10,000 from Levels 50 to 90
* No Activated units
* No out of bounds movement
* It costs no Command to gather Abandon Supplies
* Up-to 100 additional Command can be earned from gathering Supplies
* Factions & allies can only deploy up to 8 members
* Supply vehicle at the proper Node pays 50 Command
* Abandon Supplies increase Supply vehicle's reward
* Destroyed Supply vehicles pay 25 Command to killer
* Factions & allies can only deploy up to 8 members

## FACTION POINTS (FPs)

### CONSTRUX SLOTS (shared slots)

Construx Slots may be purchased for Faction Points, these slots are then active forever. You can then place faction owned Construx into a Slot and everyone in the faction can use that construx to build, as if they had that construx included in their personal construx. Once set, a Construx Slot cannot be changed.

It costs 250 FPs to buy a Simple Construx Slot, 1000 FPs to buy an Intermediate Construx Slot, and 2500 FPs to buy an Advanced Construx Slot.

### FACTION RANKS

*Main article: Faction Points*

Faction leaders can spend Faction Points to customize their outfits in the following areas - Combat, Construction, and Research. Each area provides 12 possible levels, which each level providing a variety of combat, defense, and construction advantages, as well as unique vehicles, mods and buildings that can only be obtained through faction levels. The constux for these items are automatically placed in a shared slot, making them build-able by all members of the faction. Construx obtained through Faction Levels cannot be given or traded.

Faction vehicles, mods and/or buildings from one faction cannot be used by another faction unless the other faction has the faction ranks to also make use of the vehicles, mods and/or buildings.

Though self-evident, it should be noted that if you switch factions, you lose the Faction Ranks of the faction you leave while gaining the Faction Ranks of the faction you join.

### Tiers

Some Faction Level benefits vary by the number of members a faction has. These abilities are divided into Tiers: Tier 1 (30 or fewer paid members) / Tier 2 (more than 30 paid members)

* In the table below, the Tier 1 benefit is to the left of the slash, while the Tier 2 benefit is to the right of the slash.
* If there is no slash-separated stats in a Faction Level description, both Tiers get the same benefit.

## Faction Levels

This means is that every member of a faction gets the advantages that it has from its Faction Levels. such as bonuses to hit or special construx. The Faction Points needed to buy Faction Levels are acquired on the various planets, such as: Infernus, Hadeas, Hellion, Dominus, Aldus and Zedus. They may only be purchased by the faction leader(s), and are permanent benefits.

These are the official lists for the faction levels:

### Combat Levels

* Level 1. Simple Unit (Prowler)
* Level 2. Crews cost one less Command to Recruit
* Level 3. Increased crew survival rate (+5%/+2.5%)
* Level 4. Intermediate Unit (Hawkeye Spotter)
* Level 5. Improved Unit Salvage Chance (+5%/+2.5%)
* Level 6. Increased crew survival rate (+5%/+2.5%)
* Level 7. Advanced Unit (Dreadnaught Meka)
* Level 8. Improved Unit Salvage Chance (+5%/+2.5%)
* Level 9. Command bonus (50% / 25% of unit's deploy cost) per PVP vehicle kill
* Level 10. Elite Unit (Battle Axe III Meka)

### Construction Levels

* Level 1. Simple Building (Command Tower)
* Level 2. Build speed increased by 20%
* Level 3. Improved Building Salvage Chance (+8%/+4%)
* Level 4. Intermediate Building (Resupply Compound)
* Level 5. Build speed increased by 20%
* Level 6. Improved Building Salvage Chance (+8%/+4%)
* Level 7. Advanced Building (EMP Generator)
* Level 8. Build speed increased by 20%
* Level 9. Faction earns free Command (150 / 100 per day)
* Level 10. Elite Building (Shield Generator Improved)

### Research Levels

* Level 1. Simple Mod (Gladius Energy Weapon)
* Level 2. One additional Build Slot and bonus to get Mods Slots (+10%)
* Level 3. Improved Mod Salvage Chance (+8%/+4%)
* Level 4. Intermediate Mod (Punisher Assault Turret)
* Level 5. Crews receive an increased chance of earning merits (+5%/+2.5%) and recruited crews start at level 2
* Level 6. One additional Build Slot and bonus to get Variants (+8%)
* Level 7. Advanced Mod (Escape Pod)
* Level 8. Improved Mod Salvage Chance (+8%/+4%)
* Level 9. Crews receive an increased chance of earning merits (+5%/+2.5%) and recruited crews start at level 3
* Level 10. Elite Mod (Shadow Whisperer)

### Costs

You buy **Faction Levels** using faction points at increasing costs:

* Level 1: 330fp
* Level 2: 990fp (1,320 total)
* Level 3: 1,980fp (3,300 total)
* Level 4: 3,300fp (6,600 total)
* Level 5: 4,950fp (11,500 total)
* Level 6: 6,930fp (18,480 total)
* Level 7: 9,240fp (27,720 total)
* Level 8: 11,880fp (39,600 total)
* Level 9: 14,850fp (54,450 total)
* Level 10: 18,150fp (72,600 total)

Total cost to max all 3 faction levels: 217,600 FP

Remember faction points are permanently used when a level is bought, so to gain a new level you have to collect the total amount of faction points mentioned above additionally to the faction points you already own.

Each different tree, or line of abilities (Combat/Construct/Research) are treated separately. Therefore level 2 in each tree will cost a total of 3,960 FP. This means that by spreading your points you can gain a greater, total number of levels. But by consolidating all your points into one Tree you can achieve a higher rank in that area.

## TURNS

The turns in TinyWarz follows the order as listed: (Meaning everything you do will be calculated in this order)

### ACTIS

-Actis are the mods which can be manually activated, they happen at the beginning of turn for quick surprise and has a capability to turn the tides of a battle. Most Actis are only active for the single turn that they're activated. The main exception is Mobile Uplink, which provides its benefits for up to 5 turns -- as long as your commander stays in place.

### COMMANDS

-Commands like evasive action, aim shot, and etc. take place so that you are able to use them right away (Not wait a turn).

### MOVEMENT

-Your units move so it can not affect combat right away (The effects happen next turn).

### SHIELD DRAIN

-If any of your units are in the same quadrant as an enemy Sha'Kahr Interdictor building or EMP Generator building, those units will lose a portion of their shields every turn they're in sight of the building.

### POINT DEFENSE SYSTEM

-If any of your units are in the same quadrant as an enemy Point Defense System building or enemy Sha'kahr, those units will take 75 damage for Point Defense System and 15 damage for Sha'kahr.

## Integration

By using Sha'kahr Tears with a mod, you can now permanently, while not taking up a mod slot, add mods onto a unit allow for a total of 2 integrations or 6 mods total.

- Integrate Mod on Simple Unit: 70% chance to Integrate mod, 40% chance to destroy a Tear

- Integrate Mod on Intermediate Unit: 40% chance to Integrate mod, 70% chance to destroy a Tear

- Integrate Mod on Advanced Unit: 20% chance to Integrate mod, 90% chance to destroy a Tear

- Integrating a Mod onto a non-Meka has receives +10% chance to Integrate a mod & -10% chance to destory a Tear

- 50-70 Unit Construx gives +0 to +10% chance to Integrate a mod & -0 to -10% chance to destory a Tear (all shared faction construx are included)

- 50-70 Mod Construx gives +0 to +10% chance to Integrate a mod & -0 to -10% chance to destory a Tear (all shared faction construx are included)

- Chance to Integrate will not go above 90%, Chance to destroy a Tear will not go below at 10%

- When integrating a second mod onto a unit, divide the chance to Integrate by 2

If the Integration chance is failed a destroy check is made for one Tear, if the Tear is not destroyed a new Integration check is made, this process repeats until Integration succeeds or a Tear is destroyed when Integration fails. This process improves the chance of Integration above the percent-chance to integrate listed above.

## Special Weapons

Besides having different weapon types, there are special weapons as well. The weapon effects do not appear on all weapons but they do appear on certain ones. These weapon effects allow you to deal a little extra damage, make your opponent easier to hit and a bunch of other various effects.

**Effects**

AArm - Does 75% damage to shields and 150% damage to armor.

Acid - Does 150% damage to armor, any hits causes 4 armor to dissolve each turn for the next 2 turns if target has >10 armor.

ACom - Does double damage to Command Units, there is a 5% chance of resetting all Cooldowns on that unit and a 15% chance of removing 1 Acti Charge.

AEMP - Does 20 damage to all units in that square if it hits.

AMeka - ...

Blind - Units hit receive a penalty to attack next turn (2 Gunnery Levels).

Bndt - Does +X damage against bandits.

Build - Does a 50 percent damage bonus when attacking Buildings.

EMP - Does 150% to shields and 75% damage to armor.

Mag - Units hit lose 50% Shield Regen this turn.

Mark - Units hit are easier to hit next turn (2 Gunnery Levels).

Rail - Units hit can only move at Controlled Speed next turn.

Range - Unit's main-guns can be increased to 11.

Snipe - Does 150% to armor and no damage to buildings.

Vamp - Does 50% damage to armor. Adds 100% of shield damage done back to firer's shields.

Web - Does 25% damage to Shields. Units hit on their armor receive -1 max speed next turn. Units hit on their shields receive -1 controlled speed next turn.

## Stack Bonus

There is now a penalty applied to stacks of units which will make units that are stacked together much easier to-hit in combat. For every four units in a stack, each unit will be one Gunnery Level easier to-hit.

**Also Note:**

- Buildings count as part of a stack, ie. a building in the same square as a unit gives a bonus of two thirds of a gunnery level to-hit either the unit or the building.

- Destroyed units & buildings, Ore deposits, Relics, and Beacons do not count as part of a stack.

- Stacks do not take into consideration enemy, friendly and allied units. All are counted the same when considering the number of units in a stack.

This should encourage you to think more about your units' movements (when deploying a large number of forces) and to co-ordinate more with your teammates when making attacks or defending

## Survivabilty

All crews have a chance of surviving to fight another day after the death of their vehicle, the base survivability starts at 50% and is modified by a few abilities, mods and units.

**Modifiers**

Survivor Escape Pod - Mod that increases by 20%

Preserver Escape Pod - Mod that increases by 30%

Lone-eye Probe - Unit that increases by 20%

Survivalist - Ability that increases by 25%.

Overkill - For each damage taken after the unit has reached 0 armor, 1% is subtracted from survivability.

## Miscellaneous Information

### Chat

The chat system is a multi-channel chatting system to allow you to chat with your faction or with the general public. It contains three areas of chat at all times and has a extra chat in certain conditions. The chat also contain various codes that you can type in to further help you at getting to understand TinyWarz, but only if you know them.

**Channels**

All Chat - General conversations and getting to know your fellow players

Trade Chat - Haggling or merely posting requests

Faction Chat - Chatting and planning with your faction mates in private

Planet Chat - To create short-term agreements or merely beg for your life (only appears when you're on planet)

**Codes**

/w <name> <message> - Whisper

/r <message> - Reply

:Ask Frizz: - Link to the Ask Frizz page

:Chat Policies: - Link to the Chat Policies

:Bite: - Link to the Do not bite New Players Page

:FAQ: - Link to the FAQ

:Forum: - Link to the Forum

:Glossary: - Link to the Glossary

:Guide: - Link to the Guide

:Help: - Link to the Help

:New Player: - Link to the New Player Referral Page

:RewardGamer: - Link to RewardGamer

:Tutorial: and :Tutorials: - Link to the Tutorial Page

:Wiki: - Link to the Wiki

## IMAGE PACK

*Main article: Image\_Pack*
-The Image Pack was used as an anti-lag measure. There used to be a "penalty" displayed when ending of your turn early, that is NOT actually a penalty, more like what you AREN'T receiving because you AREN'T using the Image Pack. To use the image pack and gain back that Command you needed to install that image pack