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, the fact that a new core can only be acquired via an expensive protocol calldown, or the fact that its large enough that even vehicles and structures that can only attack aircraft can happily fire upon it as if it was flying

Units
Clone infantry

Clone vehicles

Clone aircrafts

Chosen units