Headquarters Lv.2
Fortified theater command center with a satellite communications tower.
Stats
- Tier
- Tier 2
- Cost
- 17500 metal
- Build time
- 240 s
- Hit points
- 6000
- Armor
- Structure
- Vision
- 10 tiles
- Footprint
- 4×3 tiles
- Power
- +10
- Mining
- +0.5 metal/s
- DPS
- 137.5
- Range
- 7 tiles
- Requires
- Radar Station

- Upgrade of
- Headquarters

- Produces
- Engineer

- Only obtained by upgrading; it cannot be placed directly.
- Requires: A Radar Station and a completed Lv.3 factory, airbase or naval yard
Weapons
Roof machine gun
- Damage
- 19.25
- Reload
- 0.14 s
- DPS
- 137.5
- Range
- 7 tiles
- Traits
- Aimed from a mount that turns on its own: the unit fires in any direction without turning its hull, and can keep firing on the move. A fixed gun has to face its target first.
- vs Light
- ×1.50
- vs Medium
- ×0.90
- vs Heavy
- ×0.50
- vs Structure
- ×0.30
- vs Ship
- ×0.70
- vs Aircraft
- ×0.80
Counters
- Light
- Effective against: ×1.50; Countered by: ×1.60
- Medium
- Effective against: ×0.90; Countered by: ×1.60
- Heavy
- Effective against: ×0.50; Countered by: ×1.60
- Structure
- Effective against: ×0.30; Countered by: ×0.60
- Ship
- Effective against: ×0.70; Countered by: ×1.60
- Submarine
- Effective against: —; Countered by: ×1.60
- Aircraft
- Effective against: ×0.80; Countered by: ×1.60
Upgrade a Headquarters for 15,000 metal and 180 seconds at full power. A completed Radar Station and any completed Lv.3 war factory, airbase or naval yard are required to start. The HQ pauses production during the upgrade, and all factions receive a warning when work begins and when it finishes.
The upgraded turret deals 75% more damage: 19.25 per shot every 0.14 seconds, or about 138 DPS before armor modifiers. Its range remains 7 tiles.
While at least one of your completed Lv.2 Headquarters survives:
- Your team has continuous ground and air vision over the entire map. Stealth, smoke and submerged submarines still require the usual detection or sonar.
- Your existing and newly produced units deal 75% more damage and move 15% faster. This army bonus excludes warheads, allied armies and building weapons, including the HQ's own upgraded turret. Unit HP and armor are unchanged.
- Engineers can build an Arsenal, Strategic Airbase or Deepwater Yard directly. Their full cumulative prices are 1,640, 1,780 and 1,750 metal, with construction times of 90, 96 and 96 seconds. Radar, terrain, power and production-slot rules still apply.
The bonuses do not stack. Losing or selling your last Lv.2 HQ removes the bonuses and blocks new direct Lv.3 construction. A site already founded can finish, and completed factories keep their level. Previously revealed ground remains explored, but distant enemies disappear back into fog.
How to use
Spend a large late-game reserve to turn battlefield information and a stronger army into an offensive. Defend the upgraded HQ: destroying it can turn the fight back. Direct Lv.3 construction lets new production lines join the offensive without occupying them with two successive upgrades.
The existing victory rules remain unchanged; completing the upgrade does not win the match.
A hostile Veil EW Station blocks this remote surveillance inside its coverage. Direct observation by crewed units still reveals that ground; radar retains local optical sight, and sonar keeps working.
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