Medkit

Recovers hit points

The Medkit is a trauma kit for treating various injuries in the field. Requires: Research Center, Costs: Research 300, Price 500


Ammo Pack

Adds extra ammo to carried weapon

The Ammo Pack doubles the ammunition for the unit's carried weapon.
Requires: Research Center, Costs: Research 300, Price 800


Sensor

Place on the map to spy on an area

This is a remote device that senses and reports enemy presence within its area. Requires: Research Center, Magnetical Factorium,
Costs: Research 200, Price 500


Immobilizer

Stuns creatures in area

Shortly after being tossed, the Immobilizer creates a powerful magnetic field freezing nearby units in place. Requires: Research Center, Magnetical Factorium, Costs: Research 300, Price 400

Disruptor

Neutralizes enemy defenses

Emits a powerful electric pulse that disables weapons and structures. This will also destroy Land Mines and Fire Wards.Requires: Research Center, Electrical Factorium, Costs: Research 200, Price 500

Relocator

Quickly return to a given point

Using high frequency electrical interference, the relocator opens a rift teleporting you instantly to where you dropped the beacon. Requires: Research Center, Electrical Factorium, Costs: Research 300, Price 500

Demolition
Charge

Explosive for demolishing structures

Demo Pack is a demolition bomb created from mixing two liquids in a violent chemical reaction. Very effective against structures.
Requires: Research Center, Chemical Factorium,
Costs: Research 300, Price 1000


Land Mine

Use to protect areas

An explosive device triggered by the pressence of an enemy. Good for defending key targets. Requires: Research Center, Chemical Factorium, Costs: Research 300, Price 500