Structures decide where a battle can safely pause, rebuild, or end. Some are objectives, some manufacture units, some provide service, and neutral targets release battlefield rewards.
Objective and neutral structures
Live mini canvas: these units use the same appearance renderer as the game.
Base Core
- Standard base HP
- 2,000
- Standard regeneration
- 2.5 HP/s
- Laser
- Range 13; up to 5 targets; 0.22s cycle
- PVE core
- 6,000 HP, 18 HP/s, +15% max HP between waves
- WAR objective
- Destroying it immediately decides the match
The PVE core uses a 2.1-times radius and triple HP so the whole cooperative team can defend one visible objective. WAR cores do not rebuild; ordinary destroyed WAR structures do.
Production Depots and factories
- Base HP
- 1,200
- Base kill gold
- 210
- WAR Tank production
- 4 depots per team; 5 Tanks every 30s
- WAR Destroyer production
- 2 factories per team; 1 Destroyer every 40s
Destroying production reduces reinforcement pressure until the 600-second WAR rebuild. PVE deliberately disables enemy Depot spawning, so normal cooperative waves arrive directly rather than through factories.
Eight-way service stations
Allied stations accept entry from eight directions. Docking moves the ship into a protected service bay for module editing, repairs, secondary rearm, and Booster refuel. TDM and WAR distribute eight stations through each base; PVE places two around the allied core; FFA uses a private preflight bay instead of a public map station.
Structure wrecks
A destroyed WAR turret or production building leaves a structure wreck: non-combat remains that preserve the visual battlefield state until the authored structure returns.
Hex Caches, Drifting Containers, and loot pickups
Hex Caches are 160-HP stationary reward targets. Drifting Containers have 620 HP and release multiple smaller loot pickups when destroyed. The released loot entity is separate from the container and is collected through battlefield movement rather than another structure fight.