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Page Contents Current As of Patch: 2018-08-23
Constructions

The Construction System is a core part of Planetside gameplay that allows building fortifications on unclaimed territory away from most bases using a new resource — Cortium.

In order to place a construction object, you’ll need to first have access to its schematic. Once you own the schematic, you’ll be able to use the terminals on the ANT or cortium silo to deploy those items by consuming cortium. These schematics are learned from the Construction tab in the ingame shop, or at an ANT or Silo's terminal, by spending Certification Points or Daybreak Cash.

To facilitate teamplay, each player can only deploy a small number of any given constructable. This can be seen on the schematic for the item, with building attempts past the limit destroying the oldest constructed variant of that fortification. In order to prevent construction spam, objects automatically decay when away from a silo, and lose health quickly.

Placement Edit

The following controls are used to help you in placing your constructions.

  • Move your construction using the mouse. Looking left/right will move your construction in the respective directions, and looking up or down will raise and lower your construction.
  • Use «Fire» and «Aim» buttons (Template-LMB and Template-RMB by default) to rotate your fortification.
  • Hold «Crouch» button (Ctrl by default) before rotating your construction to slow down the rotation speed.
  • Hold both «Fire» and «Aim» and then attempt to look up or down to change the object's distance from you.
  • Use the «Interact» button (E by default) when your construction is shown as green to place it.

Green and blue orbs will appear at pre-determined locations on your construction, showing you the limits as to how much of the constructable must be inside terrain, and how much cannot be inside terrain. If any orb's conditions are failed, the construction cannot be erected.

  • Blue orbs must be below ground level.
ConsSysTut1
  • Green orbs must be above ground level.
ConsSysTut2

A selection of modules cannot be placed within a particular range certain other modules, and others provide beneficial effects to constructions within these zones. Constructions change colour and a ring is displayed on the ground when you attempt to place an object in these rings.

  • Red rings show no deploy areas and objects causing the conflict are highlighted in red.
ConsSysTut3
  • A blue ring shows beneficial effects, with the source highlighted in blue
ConsSysTut4
  • When placing an object that provides a buff, a green ring is shown denoting the range and constructions that are in this range to receive it are highlighted in green.
ConsSysTut5
  • An orange ring appears when placing within a silo's circle of influence, showing the limits of where modules can be powered.
ConsSysTut6

Advanced Nanite Transport Edit

Main article: Advanced Nanite Transport

The Advanced Nanite Transport, known as the ANT, is a mining vehicle designed solely to harvest Cortium, though can provide some additional benefits. The ANT has a 2-man crew, with room for an additional 2 passengers.

ANTs are the lifeblood of any construction effort, using their mining lasers to harvest cortium and a large tank to store it for later deposit into a silo. If a silo is not present, the ANT can also be deployed to allow access to a full construction terminal, though is not designed to provide power to nearby modules that need it.

Cortium Edit

Main article: Cortium

A valuable ore found within the field areas on all major continents on Auraxis, Cortium is a potent fuel source and building material, able to be formed into sturdy buildings or powerful modules. Only an ANT's mining lasers can harvest this material, and it can be consumed directly by the ANT itself or deposited into a cortium silo to be used automatically as fuel for nearby modules or consumed later as a building material.

All constructions have varied costs tied to them, both for their initial constructions and for their per-second upkeep. The former cost is noted on the object's schematic.

Constructions Edit

Core Edit

Cortium Silo Edit

Cortium Silo
Cortium Silo
Silos hold up to 50,000 Cortium and are required to power modules and other core structures. ANTs are required to deposit additional Cortium into a Silo.
Schematic Cost
Cert Cost: Default Icon resource certpoints 25x25
DC Cost: Default Icon Daybreak Cash
Build Cost
Cortium Cost: 2000 Icon Cortium
Cert Cost: N/A Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 1
Placement Radius: 200m
Cortium Use per Second: 2 Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.
The Cortium Silo is the heart of all powered bases. Able to store an incredibly large quantity of cortium, the silo can allow prepared architects to keep their base powered during an extended siege that prevents ANTs from bringing home their load, or during the construction phase to allow other players to quickly erect constructions en masse.

The cortium silo is constructed with 2000 cortium within the tank, making the silo effectively free.

The cortium silo can store up to 50 000 cortium, with the silo's current capacity and cortium level being viewable from within the Construction Terminal located on one side of the silo, or visualised by the power meter on two sides of the silo.

To deposit cortium into a silo, a loaded ANT must be within range, and the driver is required to aim at the silo and hold down their «Fire» hotkey until transfer is complete.

Constructing a silo gives the builder and his squad dominance over an area of land surrounding it, preventing additional silos from being constructed and allowing them to deconstruct any allied buildings in range regardless of who erected them.

Silos reserve up to 20 000 cortium exclusively for the squad that constructed it, preventing any non-affilliated player from drawing cortium for construction once this threshold has been passed.

Silos will automatically power all modules within range until its cortium supply reaches zero, regardless of who built the modules, with the silo's owner and his squad being warned once the stockpile passes below 1000 cortium.

If the cortium silo reaches zero cortium, it will quickly begin to lose health before blowing up. While the silo has cortium, all modules under its radius will not decay, however will immediately begin decaying if the silo is removed.

This construction can be locked via the Change Access menu, accessed holding the «Spot Enemy» hotkey (Q by default) whilst looking at it to open a radial menu, where permissions can be changed between faction, platoon, squad and self.

Elysium Spawn Tube Edit

Elysium Spawn Tube
Elysium Spawn Tube
When powered by an adjacent Silo the Elysium Spawn Tube will provide a spawn point for nearby allies at the cost of a small amount of Cortium for each spawn. Additionally, it includes a matrixing option, allowing those linked to it to spawn at it anywhere on the continent. You can only matrix to one point at a time.
Schematic Cost
Cert Cost: 500 Icon resource certpoints 25x25
DC Cost: 399 Icon Daybreak Cash
Build Cost
Cortium Cost: 400 Icon Cortium
Cert Cost: 60 Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 1
Placement Radius: ?m
Cortium Use per Second: 0 Icon Cortium
Durability
Health: 8000
For Damage resistance details see this article.
The Elysium Spawn Tube is a powered module that allows allied players within range to respawn at the cost of cortium from the parent cortium silo. Players only receive the closest spawn tube as a viable spawn option, even if multiple are available in range.


If the player uses their «Interact» hotkey (E by default), they can link to a spawn tube allowing them to spawn on that specific tube regardless of range, so long as they are on the same continent. This can only be activated on a single spawn tube at a time.

Modules Edit

Skywall Shield Emitter Edit

Skywall Shield Emitter
Placeable Module
Allows cortium to be used to construct a module that, when powered, protects against aerial bombardment and infantry drops.
Schematic Cost
Cert Cost: 1500 Icon resource certpoints 25x25
DC Cost: 799 Icon Daybreak Cash
Build Cost
Cortium Cost: 500 Icon Cortium
Cert Cost: 75 Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 1
Placement Radius: 15m
Effect Radius: 40m
Cortium Use per Second: 0.2 Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.
The Skywall Shield Emitter is a powered module that projects a shield 15 meters above itself protecting allied players from enemy fire and crippling enemy forces that attempt to pass through at the cost of a cortium-per-second upkeep from the parent silo.

The shield completely blocks enemy fire, with no effect on allied fire, and will inflict enemy infantry with the same effects as an EMP Grenade should they pass through. Enemy vehicles of all types, will take a hit of heavy damage if they pass through the barrier.

The barrier is not immune, and will disappear if it sustains significant damage, though will come back online after a lengthy delay should the emitter survive.

Structure Shield Module Edit

Structure Shield Module
Placeable Module
Allows cortium to be used to create a module that, when powered, applies one-way shields to structure openings to help protect the defenders inside.
Schematic Cost
Cert Cost: 1000 Icon resource certpoints 25x25
DC Cost: 399 Icon Daybreak Cash
Build Cost
Cortium Cost: 300 Icon Cortium
Cert Cost: 60 Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 2
Placement Radius: 20m
Effect Radius: 35m
Cortium Use per Second: 0.15 Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.
The Structure Shield Module is a powered module that projects one-way shields into the openings of various structures within its range at the cost of a cortium-per-second upkeep from the parent silo.

The structures that can be affected are as follows; the Rampart Wall, Sunderer Garage. Bunker, and Infantry Tower. In all openings, except the infantry entrance in the case of the latter two, a faction-specific shield is created prevent fire from passing through and harming those within. The shield prevents bullets and explosions alike.

The module can be activated using «Interact» hotkey (E by default) whilst it is powered to activate Overcharge Shields. This ability turns all structures that the module is affecting invulnerably temporarily, though incurs a cooldown after the effect ends.

Repair Module Edit

Repair Module
Placeable Module
Allows cortium to be used to create a module that, when powered, renders nearby structures nearly indestructible thanks to lightning-fast repairs.
Schematic Cost
Cert Cost: 500 Icon resource certpoints 25x25
DC Cost: 399 Icon Daybreak Cash
Build Cost
Cortium Cost: 300 Icon Cortium
Cert Cost: 60 Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 3
Placement Radius: 25m
Effect Radius: 25m
Cortium Use per Second: 0.25 Icon Cortium
Durability
Health: 6000
For Damage resistance details see this article.
The Repair Module is a powered module that automatically repairs all modules within its range, except itself, at the cost of a cortium-per-second upkeep from the parent silo.

For various reasons, repair modules are arguably the most vital component of every base. Due to the sheer size of a base, it is not feasible to expect all engineers to be able to repair all chip damage taken by modules as a result of a siege, and the repair module helps allieviate this burden greatly.

Turret AI Module Edit

Turret AI Module
Placeable Module
Allows cortium to be used to create a module that, when powered, applies automated targeting systems to nearby constructed turrets, allowing them fire upon enemies while unmanned.
Schematic Cost
Cert Cost: 1000 Icon resource certpoints 25x25
DC Cost: 399 Icon Daybreak Cash
Build Cost
Cortium Cost: 500 Icon Cortium
Cert Cost: 75 Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 2
Placement Radius: 15m
Effect Radius: 20m
Cortium Use per Second: 0.1 Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.
The Turret AI Module is a powered module that enables all player-made turrets within range to fire automatically at threats at the cost of a cortium-per-second upkeep from the parent silo.

The turret AI module allows all turrets to act similar to Spitfire Auto-Turrets, automatically firing on targets within range. In exchange, the turrets are nowhere near as accurate, and will often fire slower and overheat in situations where they could avoid it.

The range of a module's automatic response is vastly increased if it is fired upon by an enemy. In the case of the Xiphos Anti-Personnel Tower, it can be fooled by a Decoy Grenade, and will automatically fire upon it if one is detonated within range.

Reinforcements Module Edit

Reinforcements Module
Reinforcements Module
Allows deployed Sunderers within range of it to be a potential continent wide reinforcements spawnpoints; your faction population in the area must still meet the reinforcements needed requirements.
Schematic Cost
Cert Cost: 1250 Icon resource certpoints 25x25
DC Cost: 399 Icon Daybreak Cash
Build Cost
Cortium Cost: 1000 Icon Cortium
Cert Cost: 75 Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 1
Placement Radius: 15m
Effect Radius: 40m
Cortium Use per Second: ? Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.
The Reinforcements Module is a powered module that flags all deployed Sunderers within range for reinforcements at the cost of a cortium-per-second upkeep from the parent silo.

This module causes all affected Sunderers to be judged under the normal reinforcement rules that standard lattice bases are. allowing them to be chosen for continent-wide reinforcement if the bases' lattice comes under high threat.

Alarm Module Edit

Alarm Module
Placeable Module
Alerts the owner and their squad when an enemy is detected or a construct is attacked within 100 meters of the alarm module. Will automatically deconstruct if owner offline for more than 2 minutes.
Schematic Cost
Cert Cost: 1000 Icon resource certpoints 25x25
DC Cost: 399 Icon Daybreak Cash
Build Cost
Cortium Cost: 400 Icon Cortium
Cert Cost: 75 Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 2
Placement Radius: 20m
Effect Radius: ?m
Cortium Use per Second: ? Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.
The Alarm Module is a powered module that automatically alerts the owner and his squadmates if a nearby module is attacked, at the cost of a cortium-per-second upkeep from the parent silo.

All affiliated players will be warned periodically if modules are under fire with no limit on the amount of alerts they will receive, only a cooldown between each. Unique to this module, if the player who constructed the alarm is offline for more than 2 minutes, it will instantly deconstruct rather than needing the silo to die first.

Structures Edit

Bunker Edit

Bunker
Bunker
Constructs a fortified bunker with firing areas for infantry.
Schematic Cost
Cert Cost: Default Icon resource certpoints 25x25
DC Cost: Default Icon Daybreak Cash
Build Cost
Cortium Cost: 1200 Icon Cortium
Cert Cost: 60 Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 2
Placement Radius: ?m
Cortium Use per Second: 0 Icon Cortium
Durability
Health: 24000
For Damage resistance details see this article.
The Bunker is a structure that provides a large amount of hard cover to infantry.

If powered by a cortium silo, the bunker gains access to an infantry terminal. If powered by a structure shield module, the bunker gains one-way shielding in all firing ports. The entrance is left unshielded.

Sunderer Garage Edit

Sunderer Garage
Sunderer Garage
Allows cortium to be used to create a garage suitable for protecting a deployed Sunderer.
Schematic Cost
Cert Cost: 1500 Icon resource certpoints 25x25
DC Cost: 799 Icon Daybreak Cash
Build Cost
Cortium Cost: 500 Icon Cortium
Cert Cost: 75 Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 1
Placement Radius: ?m
Cortium Use per Second: 0 Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.
The Sunderer Garage is a structure that provides a moderate amount of hard cover to infantry and vehicles sized smaller than a Sunderer.

If powered by a structure shield module, all openings will be covered by one-way shielding.

Infantry Tower Edit

Infantry Tower
Infantry Tower
Allows cortium to be used to create a tower structure that can be used by infantry units.
Schematic Cost
Cert Cost: 1500 Icon resource certpoints 25x25
DC Cost: 799 Icon Daybreak Cash
Build Cost
Cortium Cost: 500 Icon Cortium
Cert Cost: 75 Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 1
Placement Radius: ?m
Cortium Use per Second: 0 Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.
The Infantry Tower is a stucture that provides a large amount of hard cover and an elevated firing position to infantry.

There is enough room, if the tower is placed partially within terrain, to place modules such as repair modules or an elysium spawn tube on the ground floor of the tower.

If powered by a structure shield module, all firing ports on all floors and the port atop the tower will be covered by one-way shields. The entrance is left unshielded.

Pillbox Edit

Pillbox
Pillbox
A small fortified structure that can provide cover for both infantry and deployed equipment.
Schematic Cost
Cert Cost: 1000 Icon resource certpoints 25x25
DC Cost: 399 Icon Daybreak Cash
Build Cost
Cortium Cost: 400 Icon Cortium
Cert Cost: 60 Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 1
Placement Radius: ?m
Cortium Use per Second: 0 Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.
The Pillbox is a structure that provides a moderate amount of hard cover to infantry and small modules.

There is enough room, if the pillbox is placed partially within terrain, to place small modules such as repair modules or an elysium spawn tube within the lower half of a pillbox.

If powered by a structure shield module, all firing ports and the port atop the roof will be covered by one-way shields. The entrance is unshielded.

Vehicle Ramp Edit

Vehicle Ramp
Vehicle Ramp
A constructable multipurpose vehicle ramp.
Schematic Cost
Cert Cost: 1000 Icon resource certpoints 25x25
DC Cost: 399 Icon Daybreak Cash
Build Cost
Cortium Cost: 300 Icon Cortium
Cert Cost: 60 Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 2
Placement Radius: ?m
Cortium Use per Second: 0 Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.
The Vehicle Ramp is a structure that provides a ramp for ground vehicles to use.

In the March 12, 2018 Update, the prongs that protuded from the end of the ramp were removed.

Defense Edit

Xiphos Anti-Personnel Tower Edit

Xiphos Anti-Personnel Tower
Deployed Xiphos Phalanx Tower
Construct a Xiphos Anti-Personnel Phalanx Tower that may be manned by allied players.
Schematic Cost
Cert Cost: Default Icon resource certpoints 25x25
DC Cost: Default Icon Daybreak Cash
Build Cost
Cortium Cost: 400 Icon Cortium
Cert Cost: 60 Icon resource certpoints 25x25
General Info
Weapon Type: Anti-Infantry
Fire Rate: 545 RPM
Muzzle Velocity: 600m/s
Effective Range: Short
Fire Modes: Automatic
Placement Info
Limit Per Player: 1
Placement Radius: 20m
Durability
Health: ?
For Damage resistance details see this article.
Damage
Max Damage: 200 before 10m
Min Damage: 167 after 85m
Accuracy?
Minimum Cone of fire: 0.75
Bloom per Shot: 0.25

Xiphos Anti-Personnel Tower
Deployed Xiphos Phalanx Tower
Construct a Xiphos Anti-Personnel Phalanx Tower that may be manned by allied players.
Schematic Cost
Cert Cost: Default Icon resource certpoints 25x25
DC Cost: Default Icon Daybreak Cash
Build Cost
Cortium Cost: 400 Icon Cortium
Cert Cost: 60 Icon resource certpoints 25x25
General Info
Weapon Type: Anti-Infantry
Fire Rate: 545 RPM
Muzzle Velocity: 600m/s
Effective Range: Short
Fire Modes: Automatic
Placement Info
Limit Per Player: 1
Placement Radius: 20m
Durability
Health: ?
For Damage resistance details see this article.
Damage
Max Damage: 125 before 10m
Min Damage: 75 after 50m
Accuracy?
Minimum Cone of fire: 2
Bloom per Shot: 0.25

The Xiphos Anti-Personnel Tower is a turret tower, with a Xiphos Phalanx Anti-Personnel Turret mounted atop, designed primarily for anti-infantry support.

If powered by a turret AI Module, the Xiphos Anti-Personnel Tower will automatically acquire and fire upon nearby infantry it can see.

This construction can be locked via the «Change Access» menu, accessed holding the «Spot Enemy» hotkey (Q by default) whilst looking at it to open a radial menu, where permissions can be changed between the player's empire, platoon, squad, or exclusively themselves.

Spear Anti-Vehicle Tower Edit

Spear Anti-Vehicle Tower
Deployed Spear Phalanx Tower
Allows cortium to be used to construct a Spear Anti-Vehicle Phalanx Tower that may be manned by allied players.
Schematic Cost
Cert Cost: 500 Icon resource certpoints 25x25
DC Cost: 499 Icon Daybreak Cash
Build Cost
Cortium Cost: 400 Icon Cortium
Cert Cost: 60 Icon resource certpoints 25x25
General Info
Weapon Type: Anti-Vehicle
Fire Rate: 30 RPM
Muzzle Velocity: 250m/s
Effective Range: Long
Fire Modes: Automatic
Placement Info
Limit Per Player: 1
Placement Radius: 20m
Durability
Health: ?
For Damage resistance details see this article.
Damage
Max Damage: 1550 before 175m
Min Damage: 1250 after 300m
Max Indirect Damage: 700 before 0.5m
Min Indirect Damage: 1 after 4m

Spear Anti-Vehicle Turret
Deployed Spear Phalanx Turret
Allows cortium to be used to construct a Spear Anti-Vehicle Phalanx Turret that may be manned by allied players.
Schematic Cost
Cert Cost: 1000 Icon resource certpoints 25x25
DC Cost: 499 Icon Daybreak Cash
Build Cost
Cortium Cost: 300 Icon Cortium
Cert Cost: 60 Icon resource certpoints 25x25
General Info
Weapon Type: Anti-Vehicle
Fire Rate: 30 RPM
Muzzle Velocity: 250m/s
Effective Range: Long
Fire Modes: Automatic
Placement Info
Limit Per Player: 1
Placement Radius: 20m
Durability
Health: ?
For Damage resistance details see this article.
Damage
Max Damage: 1550 before 175m
Min Damage: 1250 after 300m
Max Indirect Damage: 700 before 0.5m
Min Indirect Damage: 1 after 4m

The Spear Anti-Vehicle Tower is a turret tower, with a Spear Phalanx Anti-Vehicle Turret mounted atop, designed primarily for anti-vehicle support. The Spear Anti-Vehicle Turret is simply the turret, with no tower.

If powered by a turret AI Module, the Spear Anti-Vehicle Turret will automatically acquire and fire upon nearby vehciles it can see.

This construction can be locked via the «Change Access» menu, accessed holding the «Spot Enemy» hotkey (Q by default) whilst looking at it to open a radial menu, where permissions can be changed between the player's empire, platoon, squad, or exclusively themselves.

Hoplon Anti-Aircraft Phalanx Tower Edit

Hoplon Anti-Aircraft Phalanx Tower
Deployed Aspis Phalanx Tower
Allows cortium to be used to construct an Aspis Anti-Aircraft Phalanx Tower that may be manned by allied players.
Schematic Cost
Cert Cost: 1000 Icon resource certpoints 25x25
DC Cost: 499 Icon Daybreak Cash
Build Cost
Cortium Cost: 1200 Icon Cortium
Cert Cost: 60 Icon resource certpoints 25x25
General Info
Weapon Type: Anti-Air
Fire Rate: 300 RPM
Muzzle Velocity: 375m/s
Effective Range: Long
Fire Modes: Automatic
Placement Info
Limit Per Player: 1
Placement Radius: 20m
Durability
Health: ?
For Damage resistance details see this article.
Damage
Max Damage: 150 before 50m
Min Damage: 40 after 200m
Max Indirect Damage: 90 before 6m
Min Indirect Damage: 1 after 8m
Damage Type: Aircraft Machine Guns,
Flak Explosion
Accuracy?
Minimum Cone of fire: 1.25
The Hoplon Anti-Aircraft Phalanx Tower is a turret tower, with a Aspis Phalanx Anti-Vehicle Turret mounted atop, designed primarily for anti-air support.

If powered by a turret AI Module, the Aspis Phalanx Anti-Aircraft Turret will automatically acquire and fire upon nearby aircraft it can see.

This construction can be locked via the «Change Access» menu, accessed holding the «Spot Enemy» hotkey (Q by default) whilst looking at it to open a radial menu, where permissions can be changed between the player's empire, platoon, squad, or exclusively themselves.

Rampart Wall Edit

Rampart Wall
Rampart Wall
Constructs a large, fortified wall with firing areas for infantry.
Schematic Cost
Cert Cost: Default Icon resource certpoints 25x25
DC Cost: Default Icon Daybreak Cash
Build Cost
Cortium Cost: 400 Icon Cortium
Cert Cost: 60 Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 3
Placement Radius: ?m
Cortium Use per Second: 0 Icon Cortium
Durability
Health: 24000
For Damage resistance details see this article.

Lumifiber Rampart Wall
Lumifiber Rampart Wal
Constructs a large, fortified Lumifiber wall with firing areas for infantry.
Schematic Cost
Cert Cost: N/A Icon resource certpoints 25x25
DC Cost: 499 Icon Daybreak Cash
Build Cost
Cortium Cost: 400 Icon Cortium
Cert Cost: 60 Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 3
Placement Radius: ?m
Cortium Use per Second: 0 Icon Cortium
Durability
Health: 24000
For Damage resistance details see this article.

The Rampart Wall is a structure that covers a large area of land, while providing hard cover for infantry with firing areas. The Lumifiber variant is functionally identical, providing only an aesthetic difference.

If powered by a structure shield module, all firing ports will be covered by one-way shields.

Solid Wall Edit

Solid Wall
Solid Wall
Large wall with no windows that once fully constructed can withstand a moderate amount of damage.
Schematic Cost
Cert Cost: N/A Icon resource certpoints 25x25
DC Cost: N/A Icon Daybreak Cash
Build Cost
Cortium Cost: 400 Icon Cortium
Cert Cost: 60 Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 3
Placement Radius: ?m
Cortium Use per Second: 0 Icon Cortium
Durability
Health: 24000(?)
For Damage resistance details see this article.
Note: Available for completing Adept tier of Construction Directives.

The Solid Wall is a structure that covers a large area of land, while providing hard cover for infantry. Solid Wall share space with the Rampart Wall.

Blast Wall Edit

Blast Wall
Blast Wall
Large wall that once fully constructed can withstand a moderate amount of damage.
Schematic Cost
Cert Cost: 1000 Icon resource certpoints 25x25
DC Cost: 399 Icon Daybreak Cash
Build Cost
Cortium Cost: 300 Icon Cortium
Cert Cost: 60 Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 2
Placement Radius: ?m
Cortium Use per Second: 0 Icon Cortium
Durability
Health: 12000
For Damage resistance details see this article.

The Blast Wall is a structure that covers a small area of land, providing hard cover for infantry while allowing them to pass through fortifications freely.

Vehicle Gate Edit

Vehicle Gate
Vehicle Gate
Large walls with an opening wide enough for vehicles to pass through. When combined with a Structure Shield Module, the opening will be sealed with an energy shield that blocks enemy vehicles and large projectiles.
Schematic Cost
Cert Cost: 1000 Icon resource certpoints 25x25
DC Cost: 399 Icon Daybreak Cash
Build Cost
Cortium Cost: 400 Icon Cortium
Cert Cost: 60 Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 2
Placement Radius: ?m
Cortium Use per Second: ? Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.
The Vehicle Gate is a structure that provides a small amount of hard cover to infantry and vehicles.

If powered by a cortium silo, a massive vehicle shield will be projected between the two wall sections, blocking enemy vehicles and their weaponry.

Tactical Edit

Orbital Strike Uplink Edit

Orbital Strike Uplink
Orbital Strike Uplink
This uplink structure can unleash a devastating attack from orbit. When powered and charged, any target in range can be designated using a tool obtained from the uplink terminal. Longer distance strikes cost additional charge, so frequent or long distance attacks will require longer term defense of the structure.
Schematic Cost
Cert Cost: 2000 Icon resource certpoints 25x25
DC Cost: 1499 Icon Daybreak Cash
Build Cost
Cortium Cost: 3000 Icon Cortium
Cert Cost: 150 Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 1
Placement Radius: ?m
Cortium Use per Second: 4 Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.
The Orbital Strike Uplink is a structure that allows affiliated players to call down devastating orbital lasers at a targeted location.

When powered by a cortium silo, the Uplink slowly begins to build up charge, denoting its range. The charge can be viewed by all players of all factions at all times, allowing them to see the strike range of the uplink.

The Uplink's range is not unlimited. Instead the range is limited by the charge, which will grow as the structure is kept alive and powered. The strike can be called down anywhere within range and, after a brief charge-up, will deal incredible damage to all targets within, and heavily knocking back all targets within an extended range, whether they survive the blast or not.

The Orbital Strike does not discriminate between factions, and will damage all players and structures it hits, regardless of allegiance.

Maximum range : 800 m

Minimum range 250 m (the "minimum range" indicator only shows 200m, but the dart itself has to land 250 m away)

Mimimum distance from ANY other Orbital strike uplink: 500m (including enemy ones) [Experimental value, not confirmed yet]

Orbital Strike Target Designator Edit
Orbital Strike Target Designator
Orbital Strike Target Designator
Designates a target for the connected OS uplink. For valid acquisition, the target must be no less than 200 meters from the uplink, fall within its current strike range (displayed on the map), and be within visual range of the designator.
Costs
Cert Cost: n/a Icon resource certpoints 25x25
DC Cost: n/a Icon Daybreak Cash
General Info
Empire: Icon NS
Can Use: Icon InfiltratorIcon Light AssaultIcon Combat MedicIcon EngineerIcon Heavy Assault
Data Sources
Census API source: Orbital Strike Target Designator API Data?
The Orbital Strike Target Designator is a tool used for firing orbital strikes from an uplink. It can be acquired by interacting with an Orbital Strike Uplink's terminal.

This tool fires a dart that, after an approximately 15 second delay, calls down an orbital strike upon itself, dealing incredible damage in a large area and consuming charge from its parent uplink.

Icon Orbital Strike

Once the strike has been designated, the above icon will appear on the minimap of all players, with all receiving a warning.

As stated in the Orbital Strike description: the "minimum range" is misleading, as the dart has to land 50 meters outside of that.

Routing Spire Edit

Routing Spire
Routing Spire
Allows cortium to be used to create a spire that, when powered, houses a spawnpoint Router.
Schematic Cost
Cert Cost: 500 Icon resource certpoints 25x25
DC Cost: 399 Icon Daybreak Cash
Build Cost
Cortium Cost: 300 Icon Cortium
Cert Cost: 50 Icon resource certpoints 25x25
General Info
Effective Range: ∞m
Placement Info
Limit Per Player: 1
Placement Radius: 50mm
Effect Radius: ∞m
Cortium Use per Second: 1 Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.
The Routing Spire is a structure that provides access to the Router, a pad that provides a spawn option to allied players, at the cost of a cortium-per-second upkeep from the parent silo.

When powered by a cortium silo, a terminal is accessible on the side of the spire, allowing affiliated players to obtain a Router. This is placed as all constructions are, though has more lenient placement rules and is not affected by no-construction zones. The Router can be placed and spawned on within no-construction zones.

The Router will be active until destroyed, until the spire is no longer providing power (if the silo runs out of cortium or is destroyed, or if the spire itself is destroyed), or if another Router is built.

Pain Spire Edit

Pain Spire
Pain Spire
Allows cortium to be used to create a spire that will damage enemy infantry and MAX within 15 meters of the spire.
Schematic Cost
Cert Cost: 500 Icon resource certpoints 25x25
DC Cost: 399 Icon Daybreak Cash
Build Cost
Cortium Cost: 300 Icon Cortium
Cert Cost: 50 Icon resource certpoints 25x25
General Info
Effective Range: 15m
Placement Info
Limit Per Player: 1
Effect Radius: 15m
Cortium Use per Second: 1 Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.
The Pain Spire is a structure that provides anti-infantry and anti-MAX support to a base, at the cost of a cortium-per-second upkeep from the parent silo.

When powered by a cortium silo, the spire slowly damages all enemy infantry and MAXes within 15 meters. The pain zone is marked by floating red skulls.

The Flail Edit

The Flail
Glaive IPC
The Flail fires a volley of 4 mortar shells in quick succession, doing moderate damage to all in range. Requires AI module as well as a manually fired targeting dart in order to fire.
Schematic Cost
Cert Cost: 1500 Icon resource certpoints 25x25
DC Cost: 799 Icon Daybreak Cash
Build Cost
Cortium Cost: 500 Icon Cortium
Cert Cost: ? Icon resource certpoints 25x25
General Info
Effective Range: Long (600m)
Placement Info
Limit Per Player: 1
Effect Radius: 600m
Cortium Use per Second: 0 Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.
Damage
Max Damage: ?
Min Damage: ?
Max Indirect Damage: 750 before ?m
Min Indirect Damage: 450 after 20m
The Flail is an unmanned turret that provides long-range fire support versus infantry.

The Flail can be accessed through a terminal by affiliated players to obtain the Flail Targeting Dart.

When powered by a cortium silo and turret AI module, the Flail Targeting Dart can be used to designate a location for the Flail to fire upon. After a short delay, the Flail will begin firing at the target location. All nearby players are warned of an incoming Flail barrage.

If either power condition is not met, the Flail will not fire. The Flail is also unable to fire within 100 meters of itself.

This construction can be locked via the «Change Access» menu, accessed holding the «Spot Enemy» hotkey (Q by default) whilst looking at it to open a radial menu, where permissions can be changed between the player's empire, platoon, squad, or exclusively themselves.

Flail Targeting Dart Edit
Flail Targeting Dart
IPC Targeting Dart
The Flail Targeting Dart fires a dart projectile that can be targeted by the Flail. The projecitles of each tool is linked to and can only be targeted by the Flail it is pulled from.
Costs
Cert Cost: n/a Icon resource certpoints 25x25
DC Cost: n/a Icon Daybreak Cash
General Info
Empire: Icon NS
Can Use: Icon InfiltratorIcon Light AssaultIcon Combat MedicIcon EngineerIcon Heavy Assault
Data Sources
Census API source: Flail Targeting Dart API Data?
The Flail Targeting Dart is a tool used for calling mortar strikes from a Flail. It can be acquired by interacting with a Flail's terminal.

This tool fires a dart that, after an approximately 15 second delay, calls down mortar fire from the parent Flail upon itself, dealing moderately high splash damage. The tool cannot fire darts into a no-construction zone.

Glaive IPC Edit

Glaive IPC
Glaive IPC
The Glaive Ionized Particle Cannon is an unmanned mid-range artillery that disrupts defensive shield systems but only inflicts minor damage to personnel and equipment due to its lack of conventional paylaoad. The IPC requires AI module support as well as manually fired targeting dart to acquire target.
Schematic Cost
Cert Cost: 1500 Icon resource certpoints 25x25
DC Cost: 799 Icon Daybreak Cash
Build Cost
Cortium Cost: 500 Icon Cortium
Cert Cost: 60 Icon resource certpoints 25x25
General Info
Effective Range: Long (1000m)
Placement Info
Limit Per Player: 1
Placement Radius: ?m
Effect Radius: 1000m
Cortium Use per Second: 0 Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.
The Glaive IPC is an unmanned turret that provides long-range fire support versus shielded threats, primarily bases.

The Glaive's ion blasts deal huge damage to a Skywall Shield Emitter's projected barrier, and will disable the shields created by Structure Shield Modules and Vehicle Gates if the modules are hit. The ion blasts also deal moderate damage to normal targets, though are vastly outclassed by the Flail at this.

The Glaive can be accessed through a terminal by affiliated players to obtain the IPC Targeting Dart.

When powered by a cortium silo and turret AI module, the IPC Targeting Dart can be used to designate a location for the Glaive to fire upon. After a short delay, the Glaive will begin firing at the target location. All nearby players are warned of an incoming Glaive barrage.

If either power condition is not met, the Glaive IPC will not fire. The Glaive IPC is also unable to fire within 100 meters of itself.

This construction can be locked via the «Change Access» menu, accessed holding the «Spot Enemy» hotkey (Q by default) whilst looking at it to open a radial menu, where permissions can be changed between the player's empire, platoon, squad, or exclusively themselves.

IPC Targeting Dart Edit
IPC Targeting Dart
IPC Targeting Dart
The IPC Targeting Dart fires a dart projectile that can be targeted by Glaive IPC, the projectile of each tool is linked to and can only be targeted be the cannon it is pulled from.
Costs
Cert Cost: n/a Icon resource certpoints 25x25
DC Cost: n/a Icon Daybreak Cash
General Info
Empire: Icon NS
Can Use: Icon InfiltratorIcon Light AssaultIcon Combat MedicIcon EngineerIcon Heavy Assault
Data Sources
Census API source: IPC Targeting Dart API Data?
The IPC Targeting Dart is a tool used for calling ion artillery from a Glaive IPC. It can be acquired by interacting with a Glaive's terminal.

This tool fires a dart that, after an approximately 15 second delay, calls down mortar fire from the parent Flail upon itself, dealing moderately high splash damage. The tool cannot fire darts into a no-construction zone.

Support Edit

Light Vehicle Terminal Edit

Light Vehicle Terminal
Light Vehicle Terminal
The Light Vehicle Terminal can be used to spawn small and medium sized ground vehicles at the cost of both Cortium and Nanites.
Schematic Cost
Cert Cost: 2000 Icon resource certpoints 25x25
DC Cost: 1499 Icon Daybreak Cash
Build Cost
Cortium Cost: 500 Icon Cortium
Cert Cost: 60 Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 1
Placement Radius: ?m
Cortium Use per Second: depending Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.
The Light Vehicle Terminal is a support module that allows players to consume a silo's cortium to spawn light ground vehicles.

The terminal is accessed as a normal vehicle terminal. However, spawning ground vehicles here will not consume a player's nanites. Instead, the terminal consumes twice the vehicle's normal cost in cortium from the parent cortium silo.

Infiltrators can hack the vehicle terminal present on the module, however cannot spawn vehicles themselves.

Light Air Terminal Edit

Light Air Terminal
Light Air Terminal
The Light Air Terminal can be used to spawn light aircraft such as ESFs and Valkyries at the cost of both Cortium and Nanites.
Schematic Cost
Cert Cost: 2000 Icon resource certpoints 25x25
DC Cost: 1499 Icon Daybreak Cash
Build Cost
Cortium Cost: 500 Icon Cortium
Cert Cost: ? Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 1
Placement Radius: ?m
Cortium Use per Second: ? Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.
The Light Vehicle Terminal is a support module that allows players to consume a silo's cortium to spawn light air vehicles. The pad also provides ammunition to allied aircraft while powered by a cortium silo.

The terminal is accessed as a normal air terminal. However, spawning aircraft here will not consume a player's nanites. Instead, the terminal consumes twice the aircraft's normal cost in cortium from the parent cortium silo.

Infiltrators can hack the air terminal present on the module, however cannot spawn vehicles themselves.

Vehicle Ammo Dispenser Edit

Vehicle Ammo Dispenser
Vehicle Ammo Dispenser
When powered by a nearby silo, can resupply the ammunition of ground vehicles in its vicinity.
Schematic Cost
Cert Cost: 1000 Icon resource certpoints 25x25
DC Cost: 399 Icon Daybreak Cash
Cortium Cost: 500 Icon Cortium
General Info
Placement Info
Limit Per Player: 1
Placement Radius: ?m
Cortium Use per Second: 0.5 Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.
The Vehicle Ammo Dispenser is a support module that resupplies nearby allied ground vehicles at the cost of a cortium-per-second upkeep from the parent silo.

When powered by a cortium silo, the Vehicle Ammo Dispenser functions identically to an Ammo Dump Tower.

Decoration Edit

Faction Banner Edit

Faction Banner
Faction Banner
Allows cortium to be used to create a banner displaying your faction logo.
Schematic Cost
Cert Cost: N/A Icon resource certpoints 25x25
DC Cost: 299 Icon Daybreak Cash
Build Cost
Cortium Cost: 225 Icon Cortium
Cert Cost: 60 Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 1
Placement Radius: ?m
Cortium Use per Second: 0 Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.

The Faction Banner is a cosmetic structure that displays the constructing faction's logo atop a small spire.

The banner provides no function to a base other than aesthetics.

Field Tools Edit

Welding Device Edit

Welding Device
Welding Device
The Welding Device can repair construction objects; despawn constructs you or your squad mates have placed; and despawn any construction object within your Silo's sphere of influence.
Hold Fire to repair and Aim to deconstruct.
Costs
Cert Cost: n/a Icon resource certpoints 25x25
DC Cost: n/a Icon Daybreak Cash
General Info
Empire: Icon NS
Can Use: Icon InfiltratorIcon Light AssaultIcon Combat MedicIcon EngineerIcon Heavy Assault
Data Sources
Census API source: Welding Device API Data?

The Welding Device is a tool available to all classes, that allows them to repair allied constructions at the rate of a rank 3 Nano Armor Kit, and deconstruct buildings by players affiliated with a cortium silo placed within it's influence.

Any building can be repaired — hold the «Fire» hotkey(Template-LMB by default) to repair, and any building within range of a cortium silo can be deconstructed by affiliated players, regardless of who placed it. To do so, find the small blue monitor on the construction and hold «Aim» hotkey(Template-RMB by default) to deconstruct.

Directives Edit

v  e
Construction
Rank Requirements Rewards
Novice
Construction Directives Novice
Complete 2 objectives 5DirectiveScore
Construction Spawns 30
Harvseting Ribbons 15
Deposit Cortium Ribbon 15
Repairing Construction Ribbon 1
AI Turret Kills 10
AV Turret Kills 10
AA Turret Kills 10
Flail Kills Kills 10
Orbital Strike Kills 10
Adept
Construction Directives Adept
Complete 3 objectives 10DirectiveScore,
Solid Wall
Construction Spawns 150
Harvseting Ribbons 75
Deposit Cortium Ribbon 75
Repairing Construction Ribbon 10
AI Turret Kills 60
AV Turret Kills 60
AA Turret Kills 60
Flail Kills Kills 60
Orbital Strike Kills 60
Expert
Construction Directives Expert
Complete 4 objectives 25DirectiveScore,
Title — "Builder",
Blueprint Banner
Construction Spawns 900
Harvseting Ribbons 450
Deposit Cortium Ribbon 450
Repairing Construction Ribbon 60
AI Turret Kills 160
AV Turret Kills 160
AA Turret Kills 160
Flail Kills Kills 160
Orbital Strike Kills 160
Master
Construction Directives Master
Complete 5 objectives 100DirectiveScore,
WLT-ARX Mining Laser
Construction Spawns 2400
Harvseting Ribbons 1200
Deposit Cortium Ribbon 1200
Repairing Construction Ribbon 250
AI Turret Kills 1160
AV Turret Kills 1160
AA Turret Kills 1160
Flail Kills Kills 1160
Orbital Strike Kills 1160

Removed Constructions Edit

HIVE Edit

HIVE
HIVE
While active, Hardline Interference Volume Emitters house cores which contribute to continent control in exchange for Cortium.
Schematic Cost
Cert Cost: Default Icon resource certpoints 25x25
DC Cost: Default Icon Daybreak Cash
Build Cost
Cortium Cost: 2500 Icon Cortium
Cert Cost: 125 Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 1
Placement Radius: 200m
Cortium Use per Second: 3 Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.
The Hardline Interference Volume Emitter or HIVE was a structure that progressed the building empire towards victory on the continent through various means throughout its life, at the cost of a cortium-per-second upkeep from its parent silo.

While powered by a cortium silo and whilst it held a Core, the HIVE refined cortium towards the empire's road to victory. Early in its life cycle, the HIVE's refined cortium was dedicated torwards Victory Points, an old mechanic that locked the continent for that empire once a certain amount of them were acquired. Later, a certain amount of refined cortium was required for a faction to trigger a Meltdown Alert.

Active HIVEs refined cortium at rate based on their proximity to the enemy Warpgate, and would only do so as long as they were powered by a nearby cortium silo. If a HIVE's parent silo ran out of cortium, the HIVE would stop providing refined cortium to the war effort, and the core would be reassigned to another HIVE.

The structure of the HIVE was vulnerable to damage so long as there was no core contained. If a core was within the HIVE, all but a small shielded area near the bottom of the structure were invulnerable. Shooting this shielded area or overloading it would leave the core vulnerable. Destroying this core through damage would detonate the HIVE, dealing incredible area-

While powered by a structure shield module, the HIVE would receive a large bubble surrounding the entire structure, rendering the HIVE itself immune from damage. This shield could be brought down by destroying or disabling the structure shield module, or dealing significant damage to the shield. If the HIVE took no damage for a period of time, the shield would reappear.

Players below battle rank 15 could not place a HIVE, and HIVEs were unable to be placed in the vicinity of an Orbital Strike Uplinks.

Deconstruction Tool Edit

Deconstruction Tool
Deconstruction Tool
Deconstruction Tool is used to quickly despawn construction objects you or any of your squad members have placed; it can also be used to despawn any construction object within the sphere of influence of a HIVE you or your squad members own.
Costs
Cert Cost: n/a Icon resource certpoints 25x25
DC Cost: n/a Icon Daybreak Cash
General Info
Empire: Icon NS
Can Use: Icon InfiltratorIcon Light AssaultIcon Combat MedicIcon EngineerIcon Heavy Assault
Data Sources
Census API source: Deconstruction Tool API Data?

The Deconstruction Tool was a tool used by players affiliated with a cortium silo to deconstruct buildings placed within it's influence.

Functionality was merged with Welding Device in the August 15, 2018 Update.

Media Edit

External Links Edit