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Tactical database

Upgrades and research

What each upgrade actually changes, and when it is worth the requisition.

Provisional data

Research costs and times are modelled placeholders. The guidance is editorial reasoning from those placeholders.

Space Marines

  • Advance to Tier 2

    Tech advanceT1Sanctum

    Unlocks tier 2 structures, units and research.

    Take it once two requisition points are held and a generator is up. Earlier than that and the economy stalls.

    Requisition200Power50Build time50s

  • Advance to Tier 3

    Tech advanceT2Sanctum

    Unlocks tier 3 structures and vehicles.

    Only worth it with two generators running. A Tier 3 army on a Tier 1 economy loses to the timing push it invites.

    Requisition350Power125Build time70s

  • Bolter drills

    WeaponT2Armoury

    Boltgun cooldown reduced; strongest on squads already at full strength.

    The best requisition-per-damage upgrade in the faction if you field three or more bolter squads. Skip it on a two-squad build.

    Requisition150Power40Build time45s

  • Plasma gun issue

    WeaponT2Armoury

    Adds a plasma gun slot to Tactical Squads.

    The answer to heavy infantry. Against light infantry it is wasted requisition.

    Requisition120Power60Build time40s

  • Missile launcher issue

    WeaponT2Armoury

    Adds two missile launcher slots to Devastator Squads.

    Take before any vehicle timing you have scouted. Late is worse than never.

    Requisition140Power70Build time45s

  • Ceramite plating

    ArmourT3Armoury

    Reduces damage taken from light weapons across all infantry.

    Strong into Ork and Skitarii massed fire. Nearly irrelevant into Necron gauss.

    Requisition250Power110Build time60s

Orks

  • More Dakka

    Tech advanceT1Da Boss Hut

    Unlocks tier 2 structures, units and research.

    Take it later than the other factions. Ork tier 1 pressure is the faction's best weapon and teching early throws it away.

    Requisition180Power45Build time48s

  • Da Big Stuff

    Tech advanceT2Da Boss Hut

    Unlocks tier 3 structures and units.

    Only if the early aggression has bought you a real economy lead.

    Requisition320Power115Build time68s

  • Bigger Choppas

    WeaponT2Mek Shop

    Increases choppa damage for all Ork infantry.

    The single best upgrade in the faction if you are already winning melee. Pointless if you are being kited.

    Requisition140Power35Build time42s

  • Big Shootas

    WeaponT2Mek Shop

    Adds two big shoota slots to Shoota Boyz.

    Take against ranged infantry armies you cannot reach quickly.

    Requisition110Power50Build time38s

  • Rokkit Launchas

    WeaponT2Mek Shop

    Adds a rokkit launcha slot to Shoota Boyz.

    Mandatory once the enemy has armour. Orks have no other early answer.

    Requisition130Power65Build time42s

  • More Boyz

    GlobalT2Mek Shop

    Increases squad model cap and reinforcement ceiling.

    Compounds with Bigger Choppas. Take both or neither — half the combination is not worth the research time.

    Requisition160Power40Build time50s

Necrons

  • Awaken the Tomb

    Tech advanceT1Monolith Core

    Unlocks tier 2 structures, units and research.

    Necrons can afford to tech earlier than most because their tier 1 holds ground so well. Do it behind two Warrior squads, not before them.

    Requisition210Power55Build time52s

  • Full Reactivation

    Tech advanceT2Monolith Core

    Unlocks tier 3 structures and units.

    The Doomsday Ark is worth teching for. Nothing else at this tier is urgent.

    Requisition360Power135Build time74s

  • Improved reanimation

    ResearchT2Cryptek Vault

    Reduces reanimation interval for all Necron infantry.

    The faction's defining upgrade. If you intend to fight at all, take it before any weapon research.

    Requisition180Power70Build time55s

  • Gauss calibration

    WeaponT2Cryptek Vault

    Increases gauss weapon penetration and damage against vehicles.

    Take against armour. Gauss is already adequate into infantry.

    Requisition160Power75Build time48s

  • Phase shifting

    AbilityT2Cryptek Vault

    Unlocks teleport shroud on Warriors and Immortals.

    The answer to the faction's speed problem. Most valuable on large maps, wasted on small ones.

    Requisition200Power90Build time58s

  • Living metal

    ArmourT3Cryptek Vault

    All Necron vehicles and constructs regenerate health out of combat.

    Requisition260Power130Build time62s

Adeptus Mechanicus

  • Second Cognition

    Tech advanceT1Forge Shrine

    Unlocks tier 2 structures, units and research.

    Needs two generators first. The Mechanicus tier 2 is power-hungry and stalls without them.

    Requisition195Power60Build time50s

  • Omnissian Ascension

    Tech advanceT2Forge Shrine

    Unlocks tier 3 structures and units.

    The Onager is the reason to take this. Plan the timing around it.

    Requisition345Power145Build time72s

  • Galvanic refinement

    WeaponT2Cognition Spire

    Increases Skitarii Ranger range and accuracy.

    Turns Rangers from adequate into the best line infantry on the field. Take it early in any ranged matchup.

    Requisition150Power65Build time46s

  • Arc weaponry

    WeaponT2Cognition Spire

    Adds arc rifle slots to Skitarii Vanguard.

    The faction's cheapest answer to early vehicles.

    Requisition135Power80Build time44s

  • Doctrina protocols

    AbilityT2Cognition Spire

    Grants the doctrina imperative ability to Skitarii squads.

    Skill-intensive and worth it. A well-timed imperative is worth more than a weapon upgrade.

    Requisition170Power85Build time52s

  • Cybernetica plating

    ArmourT3Cognition Spire

    Increases health for all Mechanicus infantry and vehicles.

    Requisition240Power125Build time60s

Data for patch 1.0.0 · Not yet verified