Progression:
1 – Agria Self Defense Forces: Infantry are equipped with health packs that passively regenerate 2 health per second when out of combat for 3 seconds and all structures gain +2 armor.
2 – Efficient Conscription: SCV’s no longer require supply. All combat infantry supply cost reduced by 1 supply (to a minimum of 1 supply). Infantry training time reduced by 20%.
3 – Skibi’s Angel: Unlocks the Skibi’s Angel elite medic.
4 – Restoring Pulse: Healing and Repair Beams remove a debuff from the target. Can only occur once every 2 seconds.
5 – Barracks Upgrade Cache: Unlocks the following upgrades at the Barracks tech lab:
- Marines gain enhanced combat shields granting an additional +25 health and nullifies one instance of damage from any source. This effect has a 30 second cooldown.
- Equips marauders with the flash grenade ability allowing them to blind enemies in a target area for 10 seconds and deals 10 damage. Blinded enemies miss their attacks and cannot detect cloaked units.
- Equips skibi’s angels with Caduceus 2.0 reactors. Grants +5 health and +3 energy regeneration when out of combat for 3 seconds and the medic gains a 30 point shield that persists for 3 seconds after entering combat.
6 – Defense Automation: Bunkers can now be outfitted with built-in auto-turrets (has same damage and range as marines, benefits from infantry weapon upgrades). Each turret takes up an infantry slot and up to 6 can be fitted into the Bunker.
(Note: This cannot be undone and each turret costs 50 minerals).
7 – Donor Waiver: Slain friendly units now contribute samples.
8 – Unlock Psionic Dampener: Unlocks the psionic dampener defensive structure.
9 – PDF Attachment: Bunkers now come equipped with a point laser defence system which intercepts missiles and projectile shots but cannot stop special attacks and abilities.
10 – Factory Upgrade Cache: Unlocks the following upgrades at the factory tech lab:
- Allows predators to leap toward their target and deals +20 damage on their next attack. Has a 10 second cooldown.
- Cyclones gain the ability to enter Bombardment Mode gaining +3 increased weapon range (total of 13) and 30% increased attack speed but also roots the cyclone in place.
- Grants APC’s with the Kinetic Absorption field ability that allows them to deploy a shield that absorbs up to 150 damage from the APC and nearby friendly units. Lasts 10 seconds. APC is disabled while the ability is active (but does not affect garrisoned infantry).
11 – Nano-Repair Field: Raised supply depots now generate a repair field that gradually restores health to friendly mechanical units.
12 – Orbital Bunkers: Allows SCV’s to deploy bunkers from orbit, eliminating their construction time.
13 – Starport Upgrade Cache: Unlocks the following upgrades at the starport:
- Thalon Medivacs gain the tactical jump ability.
- Vindicator Vikings now fire shieldbreaker torpedoes that deal 100% more damage to shields and ignores armor.
- Equips Science Vessels with a Temporal Beam attack that gradually slows enemies by 10% per second up to 100%. At 100% slow enemies become frozen in time and can no longer move or attack, enemies recover from the beam’s effect when stopped after 5 seconds. Heroic Enemies cannot be slowed beyond 60%. The effect of multiple beams do not stack.
14 – Energy Projectors – Repair and Healing Beam Equipped units also restore 1 energy per second to their healing beam target.
15 – Orbital R&D: Samples are now automatically collected via orbit. Excess samples can now be exchanged for additional resources for each commander. Sample Exchange can be performed at the Science Facility. (Every 10 samples collected, grants 10 minerals and 5 gas to each commander).
Activating Planetary Sweep causes all enemy units to take 20% increased damage (rounded up) for 10 seconds.