Units

Units are usually non-unique characters typically under the control of a player. Units typically have one or two functions or archetypes they fit into and usually unable or perform terribly when doing actions outside those functions. Units are usually used in strategy games such as Chess and StarCraft.

A unit does not necessarily have to be a singular character. A unit may be group of two or more characters that is treated as if they were singular.

Units typically into several archetypes. A unit may possess traits that allows it fall into multiple archetypes. In games such as role-playing games (RPGs), a unit archetype may be translated into a character class.

Support Units
Support units are units whose primary function is to provide support and utility during gameplay. Support units usually don't have significant defensive and offensive capabilities and are usually put in protective positions.

Worker Units
Worker units are utility units whose main functionality is usually the harvest and transport of resources and the construction and repair of structures. Worker units are also be called builders as one of their main functions is to build structures. Worker units are usually also able to repair mechanical units, which doubles them as specific healers.

Worker units may be further split into further archetypes by their building methods.

Erector
When a structure is needed to be continually attended by the worker unit until completion, the worker unit is an erector. The construction will halt when left unattended but will continue on when another worker unit is attends the construction once again. Construction time may be reduced when multiple worker units attend the same construction.

Planter
When a structure will continue its construction despite the worker unit no longer attending it, the worker unit is a planter. In this sense, the structure is like being planted and grown into the ground with minimal attention. Even when the planter is no longer at the scene, the structure will still grow into place.

Seed
When the worker unit is consumed alongside the resource requirements, the worker unit is a seed. In a sense, the worker is a seed from which germinates a structure.

Healers
A healer is a support unit whose primary function is to heal damaged units. Healers allows damaged units to be able to recoup lost health and thus fight for longer.

Scout
A scout is a non-combative unit with usually high visibility range. Scouts are used to scout unexplored and unobserved sections of the map. Scouts are also usually given high-mobility or sometimes flight.

Transport Units
Transport units are units that are able to carry other units. Transport units usually have movement speeds higher than most ground units. Transport units are usually mechanical and vehicular in nature.

Offensive Units
Offensive units are units with primary function as a combative character. They have significant combat prowess and typically form the bulk of an attacking force.

Melee Units
Melee units are close combat units with a short attacking range. They have a very short attacking range and would need to get very close to their opponents to start dealing damage. They usually have higher defenses and movement speeds than ranged units, but are usually incapable of targeting air units.

Ranged Units
Ranged units are long range attackers.They are capable of attacking units at a distance which gives them an advantage over melee units. Ranged units are also capable of attacking air units and over terrain obstacles like trees, rocks, and cliffs.

Ground Units
Ground units can only travel on dry land. Grounds units typically take up a large part of a unit roster. They usually can't move on water and attack air units unless they have a ranged attack. Ground units can be hindered by terrain obstacles and hazards such as trees, rocks, cliffs, and structures.

Air Units
Air units (also called flying units) are high mobility units capable of flight and are not hindered by terrain obstacles and hazards such as trees, rocks, cliffs, and structures. They are also not hindered by water and simply fly over them. They are usually unable to be attacked by melee ground units. Air units usually have ranged attacks.

Water Units
Water units are uncommon units that traverse water tiles on the map. Water units are usually only capable on moving on water. Submarine or underwater units are theoretically possible, but they are rare.

Amphibious units may also exist, units that are capable of traversing both dry land and water.

Subterranean Units
Purely subterranean units are rare. Most subterranean units are actually ground units that are capable of burrowing themselves underground. They are usually immobile but also invisible and unassailable.

Non-Mechanical Units
Non-mechanical units are usually of organic origin. They are usually people, animals, and beasts. They are usually very common as the factions are usually dominated by organic beings. Non-mechanical units are distinguished from mechanical units through what affects them. They can be healed by common healers and be affected by almost every skill, status effect, and spell effect. They are usually smaller than mechanical units.

Mechanical Units
Mechanical units are units of technological origin. Mechanical units, as the name suggests, are completely or almost completely composed of inorganic material. Units such as vehicles, robots, and automata are usually counted as mechanical units. However, some mechanical-like units that are significantly different from other mechanical units (such as golems) may be considered to belong to the non-mechanical group or belong to their own unique group.

The distinction between mechanical and non-mechanical units are often used on which units could be healed by the common healer. Typically, only non-mechanical units could be healed by common healers; mechanical units usually have to be repaired with worker units. Mechanical units may also not be affected by certain status and spell effects.