Unit Roster

7 unit types across 2 classes. Each fills a distinct tactical role โ€” there is no single best army composition. Adapt to your target and your enemy.

At a Glance โ€” Full Stat Comparison
Unit Class Atk Def (Inf) Def (Veh) Speed Carry Food/Hr Train Time Trained At
๐Ÿ‘ Scout INFANTRY 052 3001 60sTraining Camp
๐Ÿ”ง Scavenger INFANTRY 10155 20501 90sTraining Camp
โš”๏ธ Militia INFANTRY 253015 12152 120sTraining Camp
๐ŸŽฏ Sniper INFANTRY 501020 853 180sSniper Nest
๐Ÿš› Truck VEHICLE 152030 152005 240sGarage
๐Ÿ’€ War Rig VEHICLE 1004080 65010 480sGarage
๐Ÿด Enforcer INFANTRY 52010 408 360sCouncil Hall
๐Ÿ‘
Scout
Infantry ยท Reconnaissance
+
Attack0
Defense (Inf)5
Speed30
Carry0
Scouts cannot fight and carry no loot. Their sole purpose is intelligence gathering. Send them to enemy settlements to reveal troop counts, resource levels, and building layouts โ€” but only if your Scouts outnumber the defender's Scouts. The losing side in a scout-vs-scout engagement learns nothing and loses all Scouts sent.
40
Scrap
20
Concrete
0
Fuel
10
Food
๐Ÿ’ก
Always keep some Scouts at home. They defend against enemy scouting attempts. If you have 0 Scouts, any scout mission against you reveals everything for free.
๐Ÿ”ง
Scavenger
Infantry ยท Fast Raider
+
Attack10
Defense (Inf)15
Speed20
Carry50
The workhorse of the early game. Scavengers are cheap, fast, and carry 50 resources each โ€” making them ideal for farming raider camps. Their combat stats are weak, so they rely on numbers or on Militia to do the fighting while they haul the loot. In PvP, they're used for quick resource raids: hit, grab, and run before reinforcements arrive.
60
Scrap
30
Concrete
0
Fuel
20
Food
๐Ÿ’ก
Carry capacity is king for farming. 20 Scavengers carry 1,000 resources total. 20 Militia only carry 300. Always include Scavengers in farming raids to maximize loot per trip.
โš”๏ธ
Militia
Infantry ยท Balanced Fighter
+
Attack25
Defense (Inf)30
Speed12
Carry15
The backbone of every army. Militia have solid attack and the highest infantry defense, making them effective on both offense and defense. They're the default combat unit you'll use from early game through endgame. Their low carry capacity means they're fighters, not haulers โ€” pair them with Scavengers or Trucks for efficient raids.
100
Scrap
50
Concrete
10
Fuel
30
Food
๐Ÿ’ก
Militia are your defensive core. When you're offline, the troops defending your settlement are mostly Militia. Their 30 defense (infantry) combined with a Barricade Wall makes them expensive to crack.
๐ŸŽฏ
Sniper
Infantry ยท Glass Cannon
+
Attack50
Defense (Inf)10
Speed8
Carry5
Pure offense. Snipers have the highest attack-per-unit of any infantry at 50, but their defense is abysmal. On offense, they're devastating โ€” a squad of Snipers dramatically increases your total attack power. On defense, they melt quickly. Use them in attack waves, never as a garrison. Their slow speed (8) also means they drag down your march travel time.
150
Scrap
80
Concrete
40
Fuel
40
Food
Workshop 5
Building
Training Camp 5
Building
โš ๏ธ
Don't leave Snipers on defense. With only 10 infantry defense, they contribute almost nothing when your settlement is attacked. Send them out on raids and keep Militia at home for defense.
๐Ÿš›
Truck
Vehicle ยท Hauler
+
Attack15
Defense (Veh)30
Speed15
Carry200
The ultimate farming vehicle. At 200 carry capacity, a single Truck hauls as much as 4 Scavengers. They're also reasonably fast at speed 15 and have decent vehicle defense. The ideal farming army is Militia + Snipers for firepower and Trucks for hauling. Even 5 Trucks carry 1,000 resources โ€” enough to empty most mid-tier raider camps in one trip.
200
Scrap
100
Concrete
80
Fuel
50
Food
Workshop 10
Building
Bunker 10
Building
๐Ÿ’€
War Rig
Vehicle ยท Heavy Assault
+
Attack100
Defense (Veh)80
Speed6
Carry50
The most powerful unit in the game. At 100 attack and 80 vehicle defense, a single War Rig outfights 4 Militia. They're the endgame assault unit for breaking through heavily fortified settlements and crushing high-tier raider camps. The trade-off: they're extremely expensive, very slow (speed 6 drags any army they join), and eat 10 food/hour. War Rigs are for decisive strikes, not casual farming.
500
Scrap
300
Concrete
200
Fuel
100
Food
โš ๏ธ
War Rigs slow your entire march. Speed 6 means any army with War Rigs takes nearly twice as long to reach targets. For time-sensitive operations, consider sending a fast Scavenger/Militia wave first, then follow up with War Rigs.
๐Ÿด
Enforcer
Infantry ยท Conqueror
+
Attack5
Defense (Inf)20
Speed4
Loyalty Reduction20-35
The only unit that can conquer enemy settlements. Enforcers don't fight well โ€” they have 5 attack and speed 4, making them the slowest and weakest combat unit. Their power is political, not military: each surviving Enforcer reduces the target settlement's Loyalty by 20-35 points (random). When Loyalty hits 0, the settlement changes hands. You'll need a strong army escort to get them to the target alive, then 3-5 attack waves to grind Loyalty from 100 to 0.
300
Scrap
200
Concrete
100
Fuel
80
Food
Council Hall
Building
๐Ÿ’ก
Conquest math: Loyalty starts at 100. Each surviving Enforcer reduces it by 20-35. With 3 Enforcers surviving, that's 60-105 reduction. You'll typically need 3-5 waves to conquer a settlement, and Loyalty regenerates at 1/hour between waves. Time your attacks to prevent regen from undoing your progress.