M.A.X. Units
Formatted for 80 columns to get that authentic retro-gaming feel.
Combat units and defensive buildings:
Name Atk Sht Rng Amm Arm Hit Scn Spd Cst Terrain Alien Assault Gun 25 3 7 15 8 32 5 16 1 Land Alien Tank 20 3 5 15 14 32 4 8 1 Land Assault Gun 18 2 6 14 4 24 5 12 24 Land Infantry 16 1 4 4 2 8 4 5 6 Land, coast Infiltrator 6 1 4 12 2 8 4 5 27 Land, coast Missile Crawler 22 1 10 6 4 24 4 6 36 Land Mobile Anti Aircraft 22 1 7 10 4 24 4 7 18 Land Rocket Launcher 15 2 7 16 4 24 4 6 24 Land Scout 12 1 3 10 4 16 9 12 9 Land, water*2 Tank 16 2 4 14 10 24 4 6 12 Land Alien Gunboat 28 2 8 10 18 40 4 7 1 Water Corvette 14 2 5 14 6 32 5 9 18 Water Escort 22 1 7 24 6 32 9 9 18 Water Gunboat 20 2 7 14 12 36 4 7 24 Water Missile Cruiser 28 1 10 10 6 28 4 7 36 Water Submarine 20 2 4 16 2 24 6 7 18 Water Alien Attack Plane 25 2 5 10 6 20 5 18 1 Air Fighter 16 1 5 4 4 12 5 24 24 Air Ground Attack Plane 18 2 4 12 4 18 5 18 30 Air Anti Aircraft 18 2 8 20 8 24 4 - 12 - Artillery 18 2 8 16 9 24 4 - 16 - Gun Turret 16 2 6 14 12 24 4 - 8 - Land Mine 28 - - - - 2 1 - 1 Land Missile Launcher 28 1 11 10 6 24 4 - 24 - Sea Mine 28 - - - - 2 1 - 1 Water
Support units:
Name Cgo Arm Hit Scn Spd Cst Terrain Air Transport 3 units 4 18 5 18 18 Air AWAC - 4 18 12 18 18 Air Bulldozer 30 4 14 3 7 15 Land Cargo Ship 50 12 32 3 7 12 Water, coast Constructor 60 (2/turn) 6 24 3 6 24 Land, water*3 Engineer 40 (2/turn) 4 14 3 6 18 Land, water*3 Fuel Truck 50 fuel 4 20 3 7 12 Land Gold Truck 50 gold 4 24 3 7 12 Land Mine Layer 16 4 24 4 7 9 Land Personnel Carrier 6 units 8 24 4 9 12 Land, water*3 Repair Unit 30 4 20 3 7 15 Land Scanner - 4 24 14 7 12 Land Sea Mine Layer 16 8 28 4 9 18 Water Sea Transport 6 units 12 32 3 9 12 Water, coast Supply Truck 50 4 24 3 7 12 Land Surveyor - 4 16 3 7 9 Land, water
Base facilities:
Name Cgo Arm Hit Scn Spd Cst Uses Air Units Plant - 8 56 3 - 40 1 pwr + 3 material Barracks 6 units 12 56 3 - 10 material as needed Depot 12 units 12 56 3 - 12 material as needed Dock 6 units 12 56 3 - 12 material as needed Eco-Sphere - 8 56 3 - 20 1 pwr + 1 colonist Gold Refinery - 8 56 3 - 24 1 pwr + 1-5 gold Habitat - 8 56 3 - 20 -> 3 colonists Hangar 12 units 12 56 3 - 16 material as needed Heavy Vehicle Plant - 8 56 3 - 40 1 pwr + 3 material Light Vehicle Plant - 8 56 3 - 20 1 pwr + 3 material Mining Station 25 8 56 3 - 24 1 pwr Power Station - 8 56 3 - 24 6 fuel -> 6 pwr Research Center - 8 56 3 - 24 1 pwr + 1 colonist Shipyard - 8 56 3 - 30 1 pwr + 3 material Training Hall - 8 56 3 - 20 1 pwr + 3 mat + 1 colo Bridge - 8 20 1 - 2 - Concrete Block - 16 24 1 - 2 - Connector - 8 14 1 - 2 - Fuel Tank 50 fuel 8 14 3 - 4 - Gold Vault 50 gold 8 14 3 - 4 - Landing Pad - 8 14 3 - 4 - Power Generator - 8 14 3 - 8 2 fuel -> 1 pwr Radar - 8 24 18 - 18 - Road - - 2 - - 2 - Storage Unit 50 8 14 3 - 4 - Water Platform - 6 10 1 - 2 -
Key:
Atk | Attack. Determines the amount of damage the unit does. |
Sht | Shots. The number of times the unit can fire in a turn if it hasn't moved yet. |
Rng | Range. How far it can shoot. |
Amm | Ammo. The number of shots that can be fired before the unit must be reloaded. |
Arm | Armor. Reduces the damage taken when attacked. |
Hit | Hits. Number of hit points. When this reaches zero, the unit is destroyed. |
Scn | Scan. How far the unit can see. |
Spd | Speed. How far the unit can move each turn. |
Cst | Cost. The cost to build the unit, in "materials". |
Terrain | The types of terrain the unit can move across. There are three basic types: land, water, and coastal. "Air" means the unit can fly. Most amphibious units move more slowly over water. |
Cgo | Cargo. How many units of material, fuel, or gold the unit can hold. |
Clan bonuses:
The Chosen - Better Air Units
AWAC: +2 scan
Fighter: +1 range, 7 turns
Air transport: +4 speed
Ground Attack Plane: +4 attack, 9 turns
Air Units Plant: 15 turns
Crimson Path - Better Sea Units
Missile Cruiser: +1 range, 11 turns
Escort: +2 speed, +1 scan
Corvette: +2 speed, +1 armor
Gunboat: +2 armor, +4 hits, +1 range
Submarine: +4 attack, +2 speed, 5 turns
Sea Transport: +2 speed
Cargo Ship: +2 speed
Shipyard: 15 turns
Von Griffin - Improved Espionage
Scanner: +4 scan, +1 speed
Scout: +2 scan, +2 speed, +2 attack
Submarine: +2 scan, +2 speed, +4 attack
Infiltrator: +1 scan, +1 speed, +2 disable, 8 turns
Radar: +6 scan
AWAC: +4 scan, +2 speed
Personnel Carrier: +1 armor, +2 hits, +2 speed
Ayer's Hand - Better Missile Units
Rocket Launcher: +1 range, +2 attack, 6 turns
Missile Crawler: +1 range, +2 attack, 10 turns
Missile Launcher: +1 range, +2 attack, 10 turns
Missile Cruiser: +1 range, +2 attack, 10 turns
Musashi - Better Armored Vehicles
Gun Turret: +4 attack, +2 armor, +4 hits
Tank: +4 attack, +2 armor, +4 hits, +1 speed
Gunboat: +4 attack, +2 armor, +8 hits, +1 range
Personnel Carrier: +2 armor, +4 hits, +1 speed
Sacred Eights - Better Fast Units
Escort: +1 range, +2 speed
Mobile Anti Aircraft: +1 range, +2 speed
Ground Attack Plane: +2 attack, +2 speed
Assault Gun: +4 attack, +2 speed, +1 range, 6 turns
Scout: +2 attack, +2 speed
Corvette: +2 attack, +2 speed
Seven Knights - Better Defense
Radar: +2 scan
Sea Mine: +8 attack
Missile Launcher: +1 range, +2 attack, 11 turns
Gun Turret: +4 attack, +2 armor, +4 hits
Land Mine: +8 attack
Artillery: +1 range, +2 attack
Anti Aircraft: +1 range, +2 attack
Axis Inc. - Extra constructors and engineers
Heavy Vehicle Plant: 16 turns
Light Vehicle Plant: 8 turns