Kalran: Tales of the four nations/Control core

Tactical Analysis

 * All in One, One in All: The Control core serves to fulfil several different roles simultaneously; chief among these roles, the core serves as the Reclaimers construction building and barracks, teleporting all of the Reclaimers units


 * Maintaining field: By wielding the power of teleportation, a core can provide enough energy for a Reclaimer army, although in practice the core has a finite power output, and must be upgraded and supported by Stabilisers to provide additional power.


 * Instant buildings: Yet another function of the the Control core is the teleport charges. These high powered teleports are generated automatically by the Control core, and can assemble themselves into either a unit, building, or Pickaxe. Control cores can only maintain a limited number of these charges for various reasons, though upgrades to the core can increase the number of Swarms the core can support at a time.


 * Singular Target: While combining multiple functions into a single structure saves space and resources, the downside is that the core is a very attractive target; this isn't helped by the tendency for the Control core to detonate spectacularly when destroyed, or the fact that a new core can only be acquired via an expensive protocol calldown

Units
Clone infantry

Clone vehicles

Clone aircrafts

Chosen units