Explore the battlefront
Browse the Human, Alien and Hunter artwork collections, faction unit concepts, command structures and high-definition game imagery.
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Explore the Human, Alien and Hunter factions in HD. Images are included in this theme, and the WordPress administrator can import every image into Media Library with individual SEO metadata.
Open any official roster image to read its dedicated unit dossier.

A frontline builder and gatherer with a short-range cutting torch. Use it to establish a new position while combat squads hold the approach.

Rifle Guards form a firing line behind tougher infantry and can engage low aircraft. They reward short volleys from open ground where several rifles can bear on the same target. A narrow ramp leaves the rear ranks waiting for a firing position.

Heavy plates let this trooper take the first volley at a bridge mouth. Its short carbine encourages a close formation with Rifle Guards behind it. A long pursuit on ice separates the front rank from its support.

A Ranger scouts the next terrace before the main column enters it. Its long sight radius makes ridge control valuable even when its rifle cannot yet reach the enemy. Disengage from sustained fire to keep that vision alive.

Anti-building and anti-armour attacks. High damage per hit makes it dangerous once it reaches a structure or armoured target.

Heals and shields allies. Area healing and a short shield can sustain several allied units through a close fight.

A mobile detection specialist that keeps hidden enemies from slipping through an infantry screen. It contributes vision while allied units supply the damage.

A concealed precision marksman for picking off exposed ground targets. Plan a withdrawal route before entering enemy detection coverage.

Fast harassment and map control. Fast wheeled mobility makes it useful for chasing scouts and threatening exposed workers.

Area attacks against light ground units. A durable chassis and reliable ground fire give it a place in a sustained push.

Durable frontline vehicle. A sturdy six-tile frontline vehicle that can hold a lane and fire behind lighter infantry.

A tracked artillery piece for attacking ground formations and structures from behind a screen. Its nine-tile weapon rewards keeping a forward scout in position.

Heavy ground and anti-air combat. Very high HP, long reach and all-domain targeting make it a sturdy escort in mixed battles.

The Falcon chases hostile aircraft across cliffs and rivers. It relies on ground troops to remove anti-air emplacements before circling above a base. An early patrol can deny aerial scouting without revealing the location of a landing force.

An unarmed air transport for moving troops around blocked ground routes. Keep the pickup, flight path and landing zone clear.

A Wraith attacks exposed ground and water-surface targets from a firing orbit. It can bypass a cliff formation but still needs an interceptor escort against enemy fighters. Keep it over the retreat lane rather than directly above dense anti-air fire.

The drone exposes concealed units and surveys a wide area beyond the army's sight line. Its lack of a gun makes survival depend on routing and recall timing. A flight over an enemy harbour can identify the fleet before it leaves cover.

This airborne superweapon commits a large share of the player's scarce Vibranium to a slow capital craft. Its bombardment needs a forward screen against fast interceptors. Protect its withdrawal because replacing one costs far more than repairing its escorts.

A Hive Drone gathers resources and prepares new growth sites. Its claws are adequate for a last stand but each lost drone delays both income and construction. Keep a second route to the deposit when a narrow path can be blockaded.

Basic melee attacker. An accessible ground attacker with a four-tile runtime weapon, useful in a massed advance.

Fast scouting and harassment. Fast ground movement helps it scout expansion routes and harass exposed workers.

Standard ranged ground attacker. Five-tile reach and all-domain targeting give the swarm an inexpensive way to cover multiple threats.

Acid damage and slowing abilities. Acid slows and burns hostile units in an area, helping the swarm hold a target in place.

A close-range Alien ambusher. Its damage is most useful when a screened approach lets it reach an exposed target.

A fragile Alien attack creature that deals a heavy hit at contact range. Send it behind tougher units to reduce exposure to ranged fire.

An Alien support creature intended to accompany a ground swarm. The healing and strengthening concepts are pending gameplay verification.

A ranged ground specialist that can pressure a target from behind sturdier swarm units. Its current ordinary attack reaches five tiles.

Durable anti-armour attacker. High HP and heavy contact hits let it threaten targets that cannot disengage.

A mobile close-range creature for attacking exposed flanks. Treat tunnel traversal as a separate feature to verify on the target build.

A high-HP ground creature whose ordinary attack currently reaches six tiles. It supports a sustained ground advance and benefits from mobile escorts.

Long-range corrosive siege. Nine-tile fire with a runtime splash attack punishes grouped defenders and fixed structures.

Flying transport. Air transport helps the Alien army cross obstacles and establish a new attack lane.

Fast flying attacker. Fast surface-strike aircraft that can raid a distant position and leave before slower forces arrive.

A flying Alien interceptor that fires on aircraft at up to six tiles. A player who chooses Void doctrine can test mana transfer against enemy casters.

An Alien aircraft that threatens surface units from changing approach angles. Its dedicated debuff concept is pending gameplay verification.

Alien superweapon character and capital creature. The highest-HP capital hero has long-range all-domain fire and can anchor an Alien air push.

The Artificer gathers deposits and raises Hunter structures along safe trails. Its tool doubles as a last-resort contact weapon while escorts drive off raiders. Moving too many builders to an advanced site leaves the original camp short of income.

Agile melee fighter. Fast infantry that can threaten an exposed ground flank with a four-tile runtime attack.

The archer fires over the shoulders of melee fighters and can contest light aircraft. It can give ground between volleys if the rear of the formation stays clear. Armour and flanking attacks punish unsupported archer lines.

A fast Hunter scout that investigates approach lanes and expansion sites. Use the information it gathers to commit the main force to a safer crossing.

Stealth attacker. Concealment helps it approach exposed workers and isolated targets.

Slows and traps enemies. Area slow helps the army catch fleeing units or keep melee threats at a distance.

A Hunter support unit intended to accompany the main line. Its shield concept is part of the design, with dedicated casting still to verify.
Detects concealed enemies and marks targets. Detection makes it valuable when a Hunter force expects concealed opponents.

Armoured spear fighter. An armoured contact fighter that can hold the front of an infantry formation.

Fast mounted flanking unit. Fast mounted movement helps it wrap around slow ground formations.

The Briar Beast absorbs fire while battering a defensive line. Its broad body can block friendly melee troops at a narrow gate. Pair it with archers or attack through a wider second opening.

Heavy mobile walker. Heavy six-tile fire can pressure ground units from behind a frontline.

Long-range siege unit. Nine-tile reach and a high damage per hit help it dismantle stationary defences.

A lightweight glider surveys expansions and harasses unprotected workers from above. Its fast turn-around is useful where paths twist between cliffs. A detector or fighter escort is still needed against concealed or airborne threats.

The Talon intercepts airborne targets at short reach and excels near a home airfield. It must enter the defender's airspace to deliver its strike. Use vision from gliders before chasing a transport into a fortified area.

An unarmed Hunter air transport. Use it to move a raiding group past terrain that the group cannot cross on foot.

A Hunter aircraft with a ranged surface attack. Reposition across cliffs and rivers to threaten exposed ground units or ships.

The Skywarden is the Hunter airborne superweapon character and demands a manual Vibranium supply. It advances with escorts and sustains a deliberate ranged assault. A raider that cuts the extractor can deny the next reinforcement.
Explore the supplied faction architecture and its description.

Main base and worker production. Adds 16 supply so the army can continue growing toward the 300 supply cap.

Faction supply structure. Adds 12 supply so the army can continue growing toward the 300 supply cap.

Collects Gas. Supports Gas gathering for advanced units and research. Place it where workers can deliver safely.

Produces infantry. Produces Rifle Guard, Bulwark Trooper, Recon Ranger, Breach Specialist and other units in this branch. Also supports research such as Land weapons, Land armour, Land mobility.

Unlocks advanced infantry and support. Produces High Commander Valen. Also supports research such as Sensor calibration, Energy reserves.

Produces ground vehicles. Produces Patrol Buggy, Arc Suppression Vehicle, Bulwark Tank, Siege Crawler and other units in this branch.

Unlocks advanced vehicles and research. Unlocks access to Signal Operator, Spectre Agent, Bulwark Tank. Supports research such as Land weapons, Land armour, Land mobility.

Produces aircraft. Produces Falcon Interceptor, Medevac Shuttle, Wraith Gunship, Sentinel Drone and other units in this branch. Also supports research such as Air weapons, Air armour, Air propulsion.

Unlocks late-game technology. Unlocks access to Aegis Walker, Battleforge Dreadnought, Sounder Monitor. Supports research such as Land weapons, Land armour, Land mobility.

Collects Vibranium. Supports Vibranium income for the faction’s capital superweapon. Protect the route from the deposit to your base.

Late-game technology structure. A late-game structure reserved for a planned faction-wide strike mechanic.

Ground defence. Provides ground fire out to 7 tiles. Place it where attackers must pass through its coverage.

Anti-air defence. Provides anti-air fire out to 8 tiles. Place it where attackers must pass through its coverage.

Detects concealed enemies. Reveals concealed targets within 8 tiles so nearby defenders can engage them.

Protective cover and defence. Adds a durable physical barrier to protect an approach or shape an enemy advance.

Upgraded Human main base; separate visual variant.

Main base and worker production. Adds 16 supply so the army can continue growing toward the 300 supply cap.

Faction supply structure. Adds 12 supply so the army can continue growing toward the 300 supply cap.

Collects Gas. Supports Gas gathering for advanced units and research. Place it where workers can deliver safely.

Produces basic creatures. Produces Ravager, Skitter, Spine Spitter, Venom Spitter. Also supports research such as Land weapons, Land armour, Land mobility.

Unlocks advanced ground creatures. Produces Burrow Fang, Blast Spawn, Hive Shaper, Parasite Weaver and other units in this branch.

Unlocks acid units and casters. Produces The Swarm Conduit. Also supports research such as Sensor calibration, Energy reserves.

Unlocks burrowing and tunnel units. Unlocks access to Burrow Fang, Tunnel Stalker. Protect it to keep the technology path available.

Produces heavy and siege creatures. Produces Crusher, Acid Mortar. Also supports research such as Land weapons, Land armour, Land mobility.

Produces flying creatures. Produces Brood Carrier, Sky Ripper, Void Leech, Plague Herald and other units in this branch. Also supports research such as Air weapons, Air armour, Air propulsion.

Unlocks late-game technology. Unlocks access to Plague Herald, Hive Leviathan, Riftback Broodship. Supports research such as Land weapons, Land armour, Land mobility.

Collects Vibranium. Supports Vibranium income for the faction’s capital superweapon. Protect the route from the deposit to your base.

Late-game technology structure. A late-game structure reserved for a planned faction-wide strike mechanic.

Ground defence. Provides ground fire out to 6.8 tiles. Place it where attackers must pass through its coverage.

Anti-air defence. Provides anti-air fire out to 8 tiles. Place it where attackers must pass through its coverage.

Detects concealed enemies. Reveals concealed targets within 9 tiles so nearby defenders can engage them.

Protective cover and defence. Adds a durable physical barrier to protect an approach or shape an enemy advance.

Main base and worker production. Adds 16 supply so the army can continue growing toward the 300 supply cap.

Faction supply structure. Adds 12 supply so the army can continue growing toward the 300 supply cap.

Collects Gas. Supports Gas gathering for advanced units and research. Place it where workers can deliver safely.

Produces infantry. Produces Blade Stalker, Thorn Archer, Pathfinder, Veil Assassin and other units in this branch. Also supports research such as Land weapons, Land armour, Land mobility.

Unlocks stealth and caster units. Produces The Green Seer. Also supports research such as Sensor calibration, Energy reserves.

Produces beasts and mobile ground units. Produces Wildrunner, Briar Beast.

Produces walkers and siege platforms. Produces War Strider, Lance Platform. Also supports research such as Land weapons, Land armour, Land mobility.

Produces flying units. Produces Verdant Glider, Sky Talon, Veil Skiff, Storm Seer and other units in this branch. Also supports research such as Air weapons, Air armour, Air propulsion.

Unlocks late-game technology. Unlocks access to Storm Seer, Ancient Skywarden, Tide Lance Barge. Supports research such as Land weapons, Land armour, Land mobility.

Collects Vibranium. Supports Vibranium income for the faction’s capital superweapon. Protect the route from the deposit to your base.

Late-game technology structure. A late-game structure reserved for a planned faction-wide strike mechanic.

Ground defence. Provides ground fire out to 7.2 tiles. Place it where attackers must pass through its coverage.

Anti-air defence. Provides anti-air fire out to 8 tiles. Place it where attackers must pass through its coverage.

Detects concealed enemies. Reveals concealed targets within 8.5 tiles so nearby defenders can engage them.

Protective cover and defence. Adds a durable physical barrier to protect an approach or shape an enemy advance.

Original Human character reference; not assigned to a named roster unit.

The Human commander fights alongside the main ground army. Rally line rewards timing a push around a coordinated volley. Aegis Bastion gives the same formation a defensive option after unlock.

Original Alien character reference; not assigned to a named roster unit.

The Alien commander disrupts hostile spellcasting with Synaptic break. With Brood Gate unlocked, it can reinforce a ground push with a temporary Ravager if supply and placement allow.

Original Hunter character reference; not assigned to a named roster unit.

The Hunter commander scouts with Trail ward and can unlock Thornfall Lance for direct area damage. It plays best close enough to support a push while remaining behind the first rank.
Browse the Human, Alien and Hunter artwork collections, faction unit concepts, command structures and high-definition game imagery.