Units

Chaos Front Units

Seventy chassis. A handful of jobs. Stop buying three of the same mistake.

Last updated:

Units Hub

Chaos Front fields about seventy units: battleships, submarines, mecha, artillery, fighters, and titans. The store copy once said one hundred; the launch page says seventy. This hub uses seventy. If a patch raises the count, updates will say so.

This is not a fake S-to-D spreadsheet with invented DPS. Launch week does not have a public, stable damage API. What we do have are roles, official behaviors, demo footage, and store screenshots. Read mecha, ships, and builds as job descriptions. Then let your save file write the numbers.

How to read a unit card

Screenshots show HP in the thousands, EN in small integers, movement, evasion, weapon range, and morale. A sample heavy mecha sits around 3,200 HP with EN 10 and movement 5. Treat those as examples, not a meta floor. Right click in battle to inspect; controls covers that click.

Behaviors the developer lists on purpose: stealth, space mines, fog, seize, steal, ram, shelling, melee, shields, defensive force fields, fighter hit-and-run, instakill on sub-1,000 HP targets. If a chassis has none of those, it is probably a straight gun. Straight guns still earn their keep when you need a first strike.

Role ladder, not a power ladder

  • Battleships — motherships, ram platforms, sortie barns.
  • Submarines — stealth and mines, the rude tools.
  • Mecha — the Super Robot Wars fantasy, melee and all-rounders.
  • Artillery — range, fragile if rammed.
  • Fighters — first strike then leave the screen.
  • Titans — late gravity, not an hour-one purchase.

A corps that is “all gold mecha” loses to ram and to black holes. A corps that is “all fighters” loses when it cannot occupy a hex. Mix, then specialize with faction ARMS once Trusted; see missions.

Early, mid, late

Early: light mecha, a ram-capable ship, one fighter if you understand hit-and-run. Mid: a melee parry ace from talents, artillery that is not in the knockback lane, maybe a submarine if the contract likes stealth. Late: faction exclusives, titans, and the Consortium’s Blackhole Gun on the enemy side whether you are ready or not.

Star 9 cares that this mix still works in C.E.29. Shopping for a museum is how you fail the ending checklist.

Modification, not infinite custom weapons

The announcement post was honest: you cannot freely swap every weapon the way some SRPGs let you. Most units take a modification that changes look and abilities. That is closer to a variant than to a from-scratch builder. Plan around the chassis identity. Do not wait for a Gundam-style backpack editor that is not in the pitch.

Where to go next

  • Mecha — champions, raiders, sentries, heavy frames, parry toys.
  • Ships — battleships, fighters, submarines, artillery, titans.
  • Builds — example corps lists for launch week.

Bring people from recruitment. Empty Destroyers do not parry. When a fight is about the grid rather than the shop, return to combat.

FAQ

Frequently Asked Questions

Quick answers drawn from the launch build and official notes.

Why is this not a numbered tier list?

Because we will not invent DPS. Roles are stable; launch-week numbers are not. When a patch publishes real stats, we will update mecha with sources.

How many units are there?

The launch Steam page says seventy fieldable units. Collection art shows a units counter such as 43/51 in one screenshot; treat in-game collection as the live cap.

Can I swap weapons freely?

No. The developer said most units take a modification rather than full weapon sandboxing. Build around identity, then see builds.

What should a new captain buy first?

A staffed light mecha and a ram-capable ship, not a titan. The beginner guide is the shopping sequence.