/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ !+------------------------------+! !|ROBYRT'S SUPREME COMMANDER FAQ|! !| VERSION 1.0 |! !+------------------------------+! \~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/ ------------ INTRODUCTION ------------ This Supreme Commander FAQ is currently not focused on the storyline or flavorful aspects of the game, but on the technical and data-driven aspects. Subjective evaluations of usefulness will be the LAST thing I add, because I'm not the world's best SupCom player and I don't want to unfairly prejudice the reader. It's a work in progress, but a Day One reference for American readers shouldn't go amiss. If you have any questions, corrections or additions, please direct them to robyrt@marney.org. TERMINOLOGY: Throughout this guide, "Commander" and "ACU" are used interchangeably, as are "Subcommander" and "SCU". Resource costs are usually put in terms of M, E, T: Mass, Energy, Time to build. Each unit of time (T) is 1 second for a unit with build speed 1. For example, the Commander has build speed 10, so he can build a unit with cost T300 in 300/10 = 30 seconds, and if its mass cost is M60, he uses 2 mass/sec. VERSION HISTORY: 0.1: Outline concepted and upgrades started, 2/20/07 0.2: Adjacency bonus system, 2/21/07 0.3: Outline separated into factions, 2/21/07 0.4: Unit data ported in and cleaned, 2/21/07 0.5: Upgrade sections completed, 5.4 added, unit abilities fixed, 2/22/07 0.6: Campaign outline written, mission 1,2 done, unit data cleaned, 2/24/07 0.7: UEF campaign finished, 2/25/07 0.8: Cybran campaign finished, 2/26/07 0.81: Aeon missions 1-3, Build Mode cleanup, 2/27/07 0.82: Data changed to reflect patch 3217, 2/28/07 0.9: Aeon campaign finished, 2/28/07 1.0: Side comparisons section inserted, 2/29/07 ----------------- TABLE OF CONTENTS ----------------- 1. Controls 1.1. Selecting Units 1.2. Giving Orders 1.3. Building 1.4. Camera and Interface 2. UEF Units 2.1. UEF Land Units 2.1.1. Tier 1 Land Units 2.1.2. Tier 2 Land Units 2.1.3. Tier 3 Land Units 2.2. UEF Air Units 2.2.1. Tier 1 Air Units 2.2.2. Tier 2 Air Units 2.2.3. Tier 3 Air Units 2.3. UEF Naval Units 2.3.1. Tier 1 Naval Units 2.3.2. Tier 2 Naval Units 2.3.3. Tier 3 Naval Units 2.4. UEF Defenses 2.4.1. Tier 1 Defenses 2.4.2. Tier 2 Defenses 2.4.3. Tier 3 Defenses 2.5. UEF Economy 2.5.1. Tier 1 Economy 2.5.2. Tier 2 Economy 2.5.3. Tier 3 Economy 2.6. UEF Experimental Units 2.7. UEF Upgrades 2.7.1. Commander 2.7.2. Subcommander 3. Cybran Units 3.1. Cybran Land Units 3.1.1. Tier 1 Land Units 3.1.2. Tier 2 Land Units 3.1.3. Tier 3 Land Units 3.2. Cybran Air Units 3.2.1. Tier 1 Air Units 3.2.2. Tier 2 Air Units 3.2.3. Tier 3 Air Units 3.3. Cybran Naval Units 3.3.1. Tier 1 Naval Units 3.3.2. Tier 2 Naval Units 3.3.3. Tier 3 Naval Units 3.4. Cybran Defenses 3.4.1. Tier 1 Defenses 3.4.2. Tier 2 Defenses 3.4.3. Tier 3 Defenses 3.5. Cybran Economy 3.5.1. Tier 1 Economy 3.5.2. Tier 2 Economy 3.5.3. Tier 3 Economy 3.6. Cybran Experimental Units 3.7. Cybran Upgrades 3.7.1. Commander 3.7.2. Subcommander 3.7.3. Shield Generator 4. Aeon Units 4.1. Aeon Land Units 4.1.1. Tier 1 Land Units 4.1.2. Tier 2 Land Units 4.1.3. Tier 3 Land Units 4.2. Aeon Air Units 4.2.1. Tier 1 Air Units 4.2.2. Tier 2 Air Units 4.2.3. Tier 3 Air Units 4.3. Aeon Naval Units 4.3.1. Tier 1 Naval Units 4.3.2. Tier 2 Naval Units 4.3.3. Tier 3 Naval Units 4.4. Aeon Defenses 4.4.1. Tier 1 Defenses 4.4.2. Tier 2 Defenses 4.4.3. Tier 3 Defenses 4.5. Aeon Economy 4.5.1. Tier 1 Economy 4.5.2. Tier 2 Economy 4.5.3. Tier 3 Economy 4.6. Aeon Experimental Units 4.7. Aeon Upgrades 4.7.1. Commander 4.7.2. Subcommander 5. Faction Comparison 5.1. Land Units 5.2. Air Units 5.3. Naval Units 5.4. Defenses 5.5. Economy 5.6. Experimental Units 5.7. Upgrades 6. Campaigns 6.1. UEF Campaign 6.1.1. Operation Black Earth 6.1.2. Operation Snow Blind 6.1.3. Operation Metal Shark 6.1.4. Operation Vaccine 6.1.5. Operation Forge 6.1.6. Operation Stone Wall 6.2. Cybran Campaign 6.2.1. Operation Liberation 6.2.2. Operation Artifact 6.2.3. Operation Defrag 6.2.4. Operation Mainframe Tango 6.2.5. Operation Unlock 6.2.6. Operation Freedom 6.3. Aeon Campaign 6.3.1. Operation Joust 6.3.2. Operation Machine Purge 6.3.3. Operation High Tide 6.3.4. Operation Entity 6.3.5. Operation Shining Star 6.3.6. Operation Beginnings 7. Economy 7.1. Starting Builds 7.2. Adjacency Bonuses 7.2.1. How They Work 7.2.2. The Numbers 7.3. Build Mode 7.3.0. Universal Hotkeys 7.3.1. Commander 7.3.2. Tier 1 Engineer 7.3.3. Tier 2 Engineer 7.3.4. Tier 3 Engineer 7.3.5. Land Factory 7.3.6. Air Factory 7.3.7. Naval Factory 7.3.8. Quantum Gateway 8. Credits =========== 1. CONTROLS =========== Most controls are intuitive and/or covered by the tutorial, but there are a couple quirks to make note of. Note that all modifiers (Shift, Ctrl, Alt, etc.) can be freely combined, except where otherwise stated. One particularly useful undocumented shortcut is: Ctrl + Z: Select all units of the selected type(s) on the map. For example, if bombers are group 4, pressing 4, Ctrl+Z, Ctrl+4 at any time will make sure all your bombers are in group 4 so they can strike when the time is right. -------------------- 1.1. SELECTING UNITS -------------------- Left Click: Select unit Double Left Click: Select all units of this type on screen Left Click on nothing: Deselect all units Left Click and drag: Select all units in this box * If your selection is primarily mobile units, only the mobile units will be selected. 1: Select all units in Group 1 Ctrl + 1: Set selected units as Group 1 * All 10 number keys work for making/selecting groups. * Units can belong to multiple groups. * Your groups will appear as icons on the right side of the screen. Ctrl + X: Select all units and buildings Ctrl + A: Select all air units Ctrl + S: Select all sea units Ctrl + L: Select all land units Ctrl + B: Select all engineers and the Commander Ctrl + Z: Select all units of this type on the map Ctrl + C: Select all units and buildings on screen Ctrl + Period: Select all engineers on screen Ctrl + H: Select all factories on screen Comma: Go to Commander Alt + Comma: Select Commander Period: Go to nearest idle engineer Alt + Period: Select nearest idle engineer Shift + Period: Cycle through idle engineers H: Select nearest factory Ctrl + Shift + L: Select nearest land factory Ctrl + Shift + A: Select nearest air factory Ctrl + Shift + S: Select nearest naval factory ------------------ 1.2. GIVING ORDERS ------------------ Right Click: Give default order * On terrain: Move * On enemies: Attack * Engineers will Capture enemies instead. * On allies or construction: Assist * Engineers will Repair construction instead. * Transports will Transport allied units instead. This order works even if assisting a factory. * On transports: Transport * On ferry points: Transport * Transports will Ferry from that ferry point instead. * On a Move waypoint: Patrol * On an Attack waypoint: Coordinated Attack * Coordinated Attacks must be issued in reverse order of speed: artillery first, aircraft last. All groups will attack simultaneously. Right Click and hold: Move in formation Ctrl + Right Click: Move in default formation * While holding Right Click, press Left Click to cycle through formations. * Taking formation takes priority over arriving at the location. Units at the front may actually go backwards to accomplish this. Ctrl + Alt + Right Click: Attack Move * Attack Move instructs units to pursue enemies before completing their move order. It is denoted as a red line with a blue Move waypoint. Shift + Right Click: Queue this command after the current one Shift + Left Click and hold on a command: Move the location of this command R: Repair E: Reclaim P: Patrol * Engineers set to Patrol will automatically Repair and Reclaim. A: Attack C: Capture S: Stop D: Dive / Surface F: Ferry * A transport told to Ferry will create a ferry beacon at its current location and start ferrying units to the chosen destination. * A transport I: Assist * Engineers and the Cybran Mantis will Repair units they are assisting. * Other units will deploy in protective formation around the unit. M: Move U: Transport Z: Pause Construction O: Overcharge L: Launch Tactical Missile N: Nuke [: Cycle Fire State (left bracket) * Fire States in order: Fire At Will (default), Return Fire, Hold Fire. Ctrl + K: Kamikaze (Suicide) There are no shortcuts for upgrading units, toggling on/off cloaking and stealth, sacrificing, or ordering factories to repeat orders; they must be manually clicked in the interface. ------------- 1.3. BUILDING ------------- Left Click on unit picture: Build 1 unit/structure Shift + Left Click: Build 5 units Right Click: Cancel building 1 unit/structure Shift + Right Click: Cancel building 5 units/structures Shift + Left Click on the map and hold: Build structures in this line Shift + Ctrl + Right Click on a structure outline: Cancel building this structure B: Enter Build Mode * In Build Mode, keyboard shortcuts refer to each individual building. * Press 1-4 to access different tech levels in Build Mode. Esc: Exit Build Mode ------------------------- 1.4. CAMERA AND INTERFACE ------------------------- Space Bar and hold: Move camera freely Q: Zoom In W: Zoom Out Shift + Q: Zoom In Fast Shift + W: Zoom Out Fast T: Track unit Ctrl + Shift + T: Track unit on minimap Ctrl + Alt + T: Track unit on 2nd screen V: Reset camera Ctrl + F: Take screenshot Esc: Open Escape menu * In the campaign or skirmish, this will pause the game. Alt + Up Arrow or Alt + Down Arrow: Toggle UI There are four possible UIs: Default: Bottom of the screen Left side of the screen Right side of the screen Minimalist Ctrl + Alt + F1: Toggle UI on/off Alt + L: Toggle lifebars on/off Ctrl + N: Rename unit Home: Split screen on End: Split screen off PageUp: Scroll up 1 page through chat history PageDown: Scroll down 1 page through chat history Shift + PageUp: Scroll up 1 line through chat history Shift + PageDown: Scroll down 1 line through chat history Ctrl + W: Toggle military overlay (shows weapon ranges) Ctrl + E: Toggle defense overlay (changes icon colors) Ctrl + R: Toggle economy overlay (shows resource usage) Ctrl + T: Toggle intel overlay (shows radar ranges) F1: Toggle objectives window F2: Toggle scores F3: Toggle transmission log F4: Toggle diplomacy window F11: Toggle connectivity window F12: Show Key Bindings Screen Pause: Pause game Minus on numpad: Decrease game speed Plus on numpad: Increase game speed Star on numpad: Reset game speed to +0 ============ 2. UEF UNITS ============ The UEF's unique units are the 3 experimentals and the T3 air Heavy Gunship. UEF standard armaments are traditional shells and guns. They tend to have more armor and less speed than other factions' equivalent units. UEF can use a good mix of land units to combat other races' single unit swarms early on, then establish an advantage with its T3 siege bots and Heavy Gunship. They lack a T3 carrier because their T4 sea unit is a carrier anyway. The UEF ACU can upgrade his Resource Allocation System for an economic boost while keeping his defensive options open. ------------------- 2.1. UEF LAND UNITS ------------------- 2.1.1. TIER 1 LAND UNITS ~~~~~~~~~~~~~~~~~~~~~~~~ ENGINEER Armor: 150hp Abilities: Engineering Suite, Amphibious Economy: M52 (storage: 5), E260 (storage: 10), T130, build rate: 5 Intel: sight: 18 (352m) Physics: max speed: 1.5 (29.3m/s), turn rate: 90 Veterancy: unknown veteran level 2: +38 hp, veteran level 4: +38 hp, veteran level 5: repair 2 hp/s SNOOP - LAND SCOUT Armor: 29hp Abilities: Radar Economy: M12, E80, T40 Intel: sight: 24 (469m), radar: 75 (1.46km) Physics: max speed: 4.5 (87.9m/s), turn rate: 80 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +7 hp, veteran level 4: +7 hp, veteran level 5: repair 2 hp/s Weapons: Tom Cat Machinegun (Direct Fire, Normal): 1.00 dps, range: 10 (195m) projectile weapon: 2 damage rate of fire: 0.5 (every 2s), veteran level 1: +1 damage, veteran level 3: +1 damage MECH MARINE - LIGHT ASSAULT BOT Armor: 70hp Cost: M28, E140, T70 Intel: sight: 18 (352m) Physics: max speed: 3.4 (66.4m/s), turn rate: 180 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +18 hp, veteran level 4: +18 hp, veteran level 5: repair 2 hp/s Weapons (can fire from transport): Tom Cat Machinegun (Direct Fire): 16.50 dps, range: 14 (273m) projectile weapon: 22 damage rate of fire: 0.75 (every 1.33s) veteran level 1: +6 damage, veteran level 3: +6 damage MA12 STRIKER - MEDIUM TANK Armor: 293hp Cost: M52, E260, T130 Intel: sight: 20 (391m) Physics: max speed: 3.4 (66.4m/s), turn rate: 45 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +73 hp, veteran level 4: +73 hp, veteran level 5: repair 2 hp/s Weapons: Gauss Cannon (Direct Fire): 24.00 dps, area: 1 (19.5m), range: 18 (352m) projectile weapon: 24 damage rate of fire: 1 (every 1s) veteran level 1: +6 damage, veteran level 3: +6 damage LOBO - MOBILE LIGHT ARTILLERY Armor: 205hp Abilities: ShellCam: Rounds Uncover Fog of War Cost: M36, E180, T90 Intel: sight: 18 (352m) Physics: max speed: 2.8 (54.7m/s), turn rate: 40 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +51 hp, veteran level 4: +51 hp, veteran level 5: repair 2 hp/s Weapons: Fragmentation Artillery (Artillery): 60.00 dps, area: 1 (19.5m), range: 5 (97.7m) - 30 (586m) projectile weapon: 120 damage x 5 projectiles = 600 damage per salvo rate of fire: 0.1 (every 10s) veteran level 1: +30 damage, veteran level 3: +30 damage ARCHER - MOBILE ANTI-AIR GUN Armor: 205hp Cost: M28, E140, T70 Intel: sight: 18 (352m) Physics: max speed: 2.8 (54.7m/s), turn rate: 40 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +51 hp, veteran level 4: +51 hp, veteran level 5: repair 2 hp/s Weapons: Linked Railgun (Anti Air): 4.00 dps, range: 32 (625m) projectile weapon: 2 (base damage) x 2 projectiles = 4 damage per salvo rate of fire: 1 (every 1s) veteran level 1: +1 damage, veteran level 3: +1 damage 2.1.2. TIER 2 LAND UNITS ~~~~~~~~~~~~~~~~~~~~~~~~ T2 ENGINEER Armor: 734hp Abilities: Engineering Suite, Amphibious Cost: M160 (storage: 10), E800 (storage: 50), T400, build rate: 10 Intel: sight: 20 (391m) Physics: max speed: 1.4 (27.3m/s), turn rate: 82 Transport: class: 2 veteran level 2: +184 hp, veteran level 4: +184 hp, veteran level 5: repair 2 hp/s PILLAR - HEAVY TANK Armor: 1200hp Cost: M160, E800, T400 Intel: sight: 23 (449m) Physics: max speed: 3.2 (62.5m/s), turn rate: 41 Transport class: 2 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +300 hp, veteran level 4: +300 hp, veteran level 5: repair 2 hp/s Weapons: Gauss Cannon (Direct Fire): 56.00 dps, area: 1 (19.5m), range: 23 (449m) projectile weapon: 28 damage x 2 projectiles = 56 damage per salvo rate of fire: 1 (every 1s) veteran level 1: +7 damage, veteran level 3: +7 damage SKY BOXER - MOBILE AA FLAK ARTILLERY Armor: 1000hp Cost: M160, E800, T400 Intel: sight: 20 (391m) Physics: max speed: 2.8 (54.7m/s), turn rate: 27 Transport class: 2 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +250 hp, veteran level 4: +250 hp, veteran level 5: repair 2 hp/s Weapons: Fragmentation Flak (Anti Air): 14.40 dps, area: 2 (39.1m), range: 40 (781m) projectile weapon: 3.6 damage x 2 projectiles = 7.2 damage per salvo rate of fire: 2 (every 0.5s) veteran level 1: +1 damage, veteran level 3: +1 damage FLAPJACK - MOBILE MISSILE LAUNCHER Armor: 264hp Cost: M240, E1600, T800 Intel: sight: 18 (352m) Physics: max speed: 2.8 (54.7m/s), turn rate: 27 Transport class: 2 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +66 hp, veteran level 4: +66 hp, veteran level 5: repair 2 hp/s Weapons: Long Range Cruise Missile (Missile): 47.00 dps, area: 1 (19.5m), range: 50 (977m) projectile weapon: 470 damage rate of fire: 0.1 (every 10s) veteran level 1: +118 damage, veteran level 3: +118 damage RIPTIDE - AMPHIBIOUS TANK Armor: 734hp Abilities: Hover Cost: M120, E900, T600 Intel: sight: 20 (391m) Physics: max speed: 4 (78.1m/s), turn rate: 23 Transport class: 2 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +184 hp, veteran level 4: +184 hp, veteran level 5: repair 2 hp/s Weapons: Hells Fury Riot Gun (Direct Fire): 72.00 dps, range: 18 (352m) projectile weapon: 12 damage x 2 projectiles = 24 damage per salvo rate of fire: 3 (every 0.33s) veteran level 1: +3 damage, veteran level 3: +3 damage PARASHIELD - MOBILE SHIELD GENERATOR Armor: 150hp Shield: 3000hp (size: 16 (313m), recharge time: 18) Cost: M120, E900 (-100), T600 Intel: sight: 20 (391m) Physics: max speed: 2.8 (54.7m/s), turn rate: 27 Transport class: 2 veteran level 2: +38 hp, veteran level 4: +38 hp, veteran level 5: repair 2 hp/s 2.1.3. TIER 3 LAND UNITS ~~~~~~~~~~~~~~~~~~~~~~~~ T3 ENGINEER Armor: 1500hp Abilities: Engineering Suite, Amphibious Cost: M490 (storage: 20), E3150 (storage: 200), T1050, build rate: 15 Intel: sight: 26 (508m) Physics: max speed: 1.4 (27.3m/s), turn rate: 70 Transport class: 3 veteran level 2: +375 hp, veteran level 4: +375 hp, veteran level 5: repair 2 hp/s TITAN - SIEGE ASSAULT BOT Armor: 2200hp Shield: 2500hp (size: 2.5 (48.8m), regen rate: 167, regen start time: 45, recharge time: 60) Abilities: Shield Cost: M440, E3600 (-25), T1200 Intel: sight: 26 (508m) Physics: max speed: 2.9 (56.6m/s), turn rate: 146 Transport class: 3 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +550 hp, veteran level 4: +550 hp, veteran level 5: repair 2 hp/s Weapons: Heavy Plasma Cannon (Direct Fire): 100.00 dps, range: 32 (625m) projectile weapon: 50 damage rate of fire: 2 (every 0.5s) veteran level 1: +13 damage, veteran level 3: +13 damage DEMOLISHER - MOBILE HEAVY ARTILLERY Armor: 945hp Abilities: Deploys: Immobile While Firing Cost: M800, E8000, T2400 Intel: sight: 26 (508m) Physics: max speed: 2.6 (50.8m/s), turn rate: 20 Transport class: 3 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +236 hp, veteran level 4: +236 hp, veteran level 5: repair 2 hp/s Weapons: Anti Matter Artillery (Artillery): 70.00 dps, area: 3.5 (68.4m), range: 25 (488m) - 70 (1.37km) projectile weapon: 1400 damage rate of fire: 0.05 (every 20s) veteran level 1: +350 damage, veteran level 3: +350 damage ------------------ 2.2. UEF AIR UNITS ------------------ 2.1.1. TIER 1 AIR UNITS ~~~~~~~~~~~~~~~~~~~~~~~ ENGINEER HUMMINGBIRD - AIR SCOUT Armor: 5hp (Light) Cost: M16, E640, T160 Intel: sight: 64 (1.25km) Physics: max speed: 10 (195m/s), turn rate: 100, elevation: 20 (391m) Transport class: 1 veteran level 2: +1 hp, veteran level 4: +1 hp, veteran level 5: repair 1 hp/s Weapons: Air Crash (Death): 10 damage, area: 1 (19.5m) CYCLONE - INTERCEPTOR Armor: 20hp (Light) Cost: M38, E2280, T380 Intel: sight: 32 (625m) Physics: max speed: 0.5 (9.8m/s), elevation: 18 (352m), engage distance: 50 (977m) Transport class: 1 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +5 hp, veteran level 4: +5 hp, veteran level 5: repair 1 hp/s Weapons: Linked Railgun (Anti Air): 20.00 dps, range: 20 (391m) projectile weapon: 20 damage rate of fire: 1 (every 1s) veteran level 1: +5 damage, veteran level 3: +5 damage Air Crash (Death): 25 damage, area: 1 (19.5m) SCORCHER - ATTACK BOMBER Armor: 20hp (Light) Cost: M144, E2880, T480 Intel: sight: 32 (625m) Physics: max speed: 0.5 (9.8m/s), elevation: 18 (352m), engage distance: 50 (977m) Transport class: 2 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +5 hp, veteran level 4: +5 hp, veteran level 5: repair 1 hp/s Weapons: Napalm Carpet Bomb (Bomb): 150.00 dps, area: 2.5 (48.8m), range: 3 (58.6m) projectile weapon: 60 (15 times 4 damage over 5 seconds) x 5 projectiles = 300 damage per salvo rate of fire: 0.5 (every 2s) veteran level 1: +1 damage, veteran level 3: +1 damage Air Crash (Death): 100 damage, area: 1 (19.5m) C-6 COURIER - LIGHT AIR TRANSPORT Armor: 90hp (Light) Abilities: T1 Transport: Carries T1-T3 Land Units Cost: M120, E4800, T600 Intel: sight: 32 (625m) Physics: max speed: 0.5 (9.8m/s), elevation: 10 (195m) Transport class: 10, class 2 attach size: 2, class 3 attach size: 4 veteran level 2: +23 hp, veteran level 4: +23 hp, veteran level 5: repair 1 hp/s 2.1.2. TIER 2 AIR UNITS ~~~~~~~~~~~~~~~~~~~~~~~ T2 ENGINEER STORK - TORPEDO BOMBER Armor: 130hp (Light) Abilities: Sonar Cost: M600, E6300, T1000 Intel: sight: 32 (625m), sonar: 40 (781m) Physics: max speed: 0.5 (9.8m/s), elevation: 18 (352m), engage distance: 75 (1.46km) Transport class: 2 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +33 hp, veteran level 4: +33 hp, veteran level 5: repair 1 hp/s Weapons: Angler Torpedo (Anti Navy): 130.00 dps, range: 4 (78.1m) - 19 (371m) projectile weapon: 650 damage rate of fire: 0.2 (every 5s), firing randomness: 3 veteran level 1: +163 damage, veteran level 3: +163 damage Air Crash (Death): 150 damage, area: 1 (19.5m) STINGER - GUNSHIP Armor: 120hp (Light) Abilities: Transport Hook: Carries a T1 or T2 Land Unit Cost: M432, E8640, T1440 Intel: sight: 32 (625m) Physics: max speed: 0.5 (9.8m/s), elevation: 10 (195m) Transport class: 2 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +30 hp, veteran level 4: +30 hp, veteran level 5: repair 1 hp/s Weapons: Hells Fury Riot Gun (Direct Fire): 72.00 dps, range: 22 (430m) projectile weapon: 24 damage rate of fire: 3 (every 0.33s) veteran level 1: +6 damage, veteran level 3: +6 damage Air Crash (Death): 100 damage, area: 1 (19.5m) C14 STAR LIFTER - AIR TRANSPORT Armor: 210hp (Light) Abilities: T2 Transport: Carries ACUs, T1-T3 Land Units Cost: M320, E12800, T1600 Intel: sight: 32 (625m) Physics: max speed: 0.5 (9.8m/s), elevation: 10 (195m) Transport class: 10, class 2 attach size: 2, class 3 attach size: 4 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +53 hp, veteran level 4: +53 hp, veteran level 5: repair 1 hp/s Weapons: 2x Hells Fury Riot Gun (Direct Fire): 6.00 dps, range: 22 (430m) projectile weapon: 2 damage rate of fire: 3 (every 0.33s) veteran level 1: +1 damage, veteran level 3: +1 damage 2x Linked Railgun (Anti Air): 16.00 dps, range: 20 (391m) projectile weapon: 8 damage x 2 projectiles = 16 damage per salvo rate of fire: 1 (every 1s) veteran level 1: +2 damage, veteran level 3: +2 damage Air Crash (Death): 25 damage, area: 1 (19.5m) 2.1.3. TIER 3 AIR UNITS ~~~~~~~~~~~~~~~~~~~~~~~ T3 ENGINEER SR90 BLACKBIRD - SPY PLANE Armor: 30hp (Light) Abilities: Radar Cost: M160, E4820, T800 Intel: sight: 96 (1.88km), radar: 96 (1.88km) Physics: max speed: 10 (195m/s), elevation: 25 (488m) Transport class: 3 veteran level 2: +8 hp, veteran level 4: +8 hp, veteran level 5: repair 1 hp/s Weapons: Air Crash (Death): 100 damage, area: 1 (19.5m) WASP - AIR SUPERIORITY FIGHTER Armor: 250hp (Light) Cost: M360, E24000, T3600 Intel: sight: 32 (625m) Physics: max speed: 0.5 (9.8m/s), elevation: 20 (391m), engage distance: 50 (977m) Transport class: 3 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +63 hp, veteran level 4: +63 hp, veteran level 5: repair 1 hp/s Weapons: 2x Ginsu Pulse Beam (Anti Air): 240.00 dps, area: 1 (19.5m), range: 24 (469m) beam weapon: 40 damage x 1 beam every 0.1s for 0.5s = 240 damage per salvo rate of fire: 1 (every 1s) veteran level 1: +10 damage, veteran level 3: +10 damage Air Crash (Death): 200 damage, area: 1 (19.5m) AMBASSADOR - STRATEGIC BOMBER Armor: 150hp (Light) Abilities: Anti-Air Cost: M2160, E72000, T7200 Intel: sight: 32 (625m) Physics: max speed: 0.5 (9.8m/s), elevation: 25 (488m), engage distance: 50 (977m) Transport class: 3 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +38 hp, veteran level 4: +38 hp, veteran level 5: repair 1 hp/s Weapons: Small Yield Nuclear Bomb (Bomb): 1300.00 dps, area: 4.5 (87.9m), range: 5 (97.7m) projectile weapon: 6500 damage rate of fire: 0.2 (every 5s), firing randomness: 3 veteran level 1: +1625 damage, veteran level 3: +1625 damage Linked Railgun (Anti Air): 120.00 dps, range: 44 (859m) projectile weapon: 20 damage x 2 projectiles = 40 damage per salvo rate of fire: 3 (every 0.33s) Air Crash (Death): 500 damage, area: 1 (19.5m) BROADSWORD - HEAVY GUNSHIP Armor: 475hp (Light) Abilities: Anti-Air Cost: M2100, E22500, T4500 Intel: sight: 32 (625m) Physics: max speed: 10 (195m/s), turn rate: 100, elevation: 10 (195m) Transport class: 3 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +119 hp, veteran level 4: +119 hp, veteran level 5: repair 1 hp/s Weapons: Heavy Plasma Cannon (Direct Fire): 242.00 dps, range: 25 (488m) projectile weapon: 110 damage rate of fire: 2.2 (every 0.45s) veteran level 1: +28 damage, veteran level 3: +28 damage Heavy Plasma Cannon (Direct Fire): 180.40 dps, range: 25 (488m) projectile weapon: 82 damage rate of fire: 2.2 (every 0.45s) Linked Railgun (Anti Air): 28.00 dps, range: 44 (859m) projectile weapon: 7 damage x 2 projectiles = 14 damage per salvo rate of fire: 2 (every 0.5s) Air Crash (Death): 300 damage, area: 1 (19.5m) -------------------- 2.3. UEF NAVAL UNITS -------------------- 2.3.1. TIER 1 NAVAL UNITS ~~~~~~~~~~~~~~~~~~~~~~~~~ ENGINEER TIGERSHARK - ATTACK SUBMARINE Armor: 1250hp Abilities: Submersible Cost: M600, E2000, T1000 Intel: sight: 32 (625m), sonar: 40 (781m), water sight: 32 (625m) Physics: max speed: 4.675 (91.3m/s), turn rate: 40 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +313 hp, veteran level 4: +313 hp, veteran level 5: repair 3 hp/s Weapons: Angler Torpedo (Anti Navy): 93.75 dps, range: 32 (625m) projectile weapon: 375 damage rate of fire: 0.25 (every 4s) veteran level 1: +94 damage, veteran level 3: +94 damage Light Plasma Cannon (Direct Fire): 24.00 dps, range: 30 (586m) projectile weapon: 24 damage rate of fire: 1 (every 1s) veteran level 1: +6 damage, veteran level 3: +6 damage THUNDERHEAD CLASS FRIGATE Armor: 750hp Abilities: Radar, Sonar Cost: M320, E3200, T800 Intel: sight: 32 (625m), radar: 75 (1.46km), sonar: 75 (1.46km), water sight: 24 (469m) Physics: max speed: 6.8 (133m/s), turn rate: 30 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +188 hp, veteran level 4: +188 hp, veteran level 5: repair 3 hp/s Weapons: Gauss Cannon (Direct Fire Naval): 50.00 dps, area: 1 (19.5m), range: 32 (625m) projectile weapon: 100 damage rate of fire: 0.5 (every 2s) veteran level 1: +25 damage, veteran level 3: +25 damage Linked Railgun (Anti Air): 12.00 dps, range: 48 (938m), effective range: 0 (0.0m) projectile weapon: 3 damage x 2 projectiles = 6 damage per salvo rate of fire: 2 (every 0.5s) veteran level 1: +1 damage, veteran level 3: +1 damage 2.3.2. TIER 2 NAVAL UNITS ~~~~~~~~~~~~~~~~~~~~~~~~~ T2 ENGINEER GOVERNOR CLASS CRUISER Armor: 3500hp Abilities: Missile Defense - Tactical Cost: M2000, E18000, T4000 Intel: sight: 60 (1.17km), radar: 80 (1.56km), sonar: 20 (391m), water sight: 45 (879m) Physics: max speed: 4.25 (83.0m/s), turn rate: 20 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +875 hp, veteran level 4: +875 hp, veteran level 5: repair 3 hp/s Weapons: Gauss Cannon (Direct Fire Naval): 33.33 dps, area: 1 (19.5m), range: 64 (1.25km) projectile weapon: 200 damage rate of fire: 0.166667 (every 6s) veteran level 1: +50 damage, veteran level 3: +50 damage Flayer SAM Launcher (Anti Air): 32.00 dps, area: 1 (19.5m), range: 72 (1.41km) projectile weapon: 16 damage x 4 projectiles = 64 damage per salvo rate of fire: 0.5 (every 2s) veteran level 1: +4 damage, veteran level 3: +4 damage Long Range Cruise Missile (Missile): 75.00 dps, area: 3 (58.6m), range: 12.5 (244m) - 100 (1.95km) projectile weapon: 2500 damage rate of fire: 0.03 (every 33.33s) veteran level 1: +625 damage, veteran level 3: +625 damage Phalanx Anti Missile (Defense): 4.50 dps, range: 32 (625m) beam weapon: 1 damage x 1 beam every 0.25s for 0.5s = 3 damage per salvo rate of fire: 3 (every 0.33s) VALIANT CLASS DESTROYER Armor: 7200hp Abilities: Torpedo Defense Cost: M2500, E15000, T5000 Intel: sight: 55 (1.07km), radar: 60 (1.17km), sonar: 40 (781m), water sight: 42 (820m) Physics: max speed: 6 (117m/s), turn rate: 25 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +1800 hp, veteran level 4: +1800 hp, veteran level 5: repair 3 hp/s Weapons: 2x Gauss Cannon (Direct Fire Naval): 100.00 dps, area: 1 (19.5m), range: 80 (1.56km) projectile weapon: 300 damage x 2 projectiles = 600 damage per salvo rate of fire: 1/6 (every 6s) veteran level 1: +75 damage, veteran level 3: +75 damage Linked Railgun (Anti Air): 9.00 dps, range: 66 (1.29km) projectile weapon: 3 damage x 2 projectiles = 6 damage per salvo rate of fire: 1.5 (every 0.67s) veteran level 1: +1 damage, veteran level 3: +1 damage Angler Torpedo (Anti Navy): 75.00 dps, range: 32 (625m) projectile weapon: 150 damage rate of fire: 0.25 (every 4s) veteran level 1: +38 damage, veteran level 3: +38 damage Smart Charge AntiTorpedo (Defense): 0.20 dps, range: 25 (488m) projectile weapon: 1 damage rate of fire: 0.1 (every 10s) 2.3.3. TIER 3 NAVAL UNITS ~~~~~~~~~~~~~~~~~~~~~~~~~ T3 ENGINEER SUMMIT CLASS BATTLESHIP Armor: 60000hp Abilities: Missile Defense - Tactical Cost: M24000, E192000, T28800 Intel: sight: 70 (1.37km), radar: 100 (1.95km), sonar: 32 (625m), water sight: 50 (977m) Physics: max speed: 4.675 (91.3m/s), turn rate: 15 Veterancy: 50, 100, 250, 500, 1000 kills veteran level 2: +15000 hp, veteran level 4: +15000 hp, veteran level 5: repair 3 hp/s Weapons: 3x Gauss Cannon (Direct Fire Naval): 150.00 dps, area: 2 (39.1m), range: 128 (2.50km) projectile weapon: 600 damage x 3 projectiles = 1800 damage per salvo rate of fire: 0.08333333 (every 12s) veteran level 1: +150 damage, veteran level 3: +150 damage 4x Linked Railgun (Anti Air): 40.00 dps, range: 60 (1.17km) projectile weapon: 10 damage x 2 projectiles = 20 damage per salvo rate of fire: 2 (every 0.5s) veteran level 1: +3 damage, veteran level 3: +3 damage 2x Phalanx Anti Missile (Defense): 4.50 dps, range: 32 (625m) beam weapon: 1 damage x 1 beam every 0.25s for 0.5s = 3 damage per salvo rate of fire: 3 (every 0.33s) ACE - STRATEGIC MISSILE SUBMARINE Armor: 4000hp Abilities: Submersible, Manual Build, Manual Launch Cost: M150000, E1750000, T150000 Intel: sight: 16 (313m), sonar: 75 (1.46km), water sight: 24 (469m) Physics: max speed: 2.55 (49.8m/s), turn rate: 25 Veterancy: 50, 100, 250, 500, 1000 kills veteran level 2: +1000 hp, veteran level 4: +1000 hp, veteran level 5: repair 3 hp/s Weapons: Long Range Cruise Missile (Missile): 300.00 dps, area: 3 (58.6m), range: 128 (2.50km) projectile weapon: 3000 damage rate of fire: 0.1 (every 10s) veteran level 1: +750 damage, veteran level 3: +750 damage Nuclear Warhead (Missile): inner ring damage: 35000, inner ring radius: 30 (586m), outer ring damage: 500, outer ring radius: 40 (781m) storage: 2 missiles ----------------- 2.4. UEF DEFENSES ----------------- 2.4.1. TIER 1 DEFENSES ~~~~~~~~~~~~~~~~~~~~~~ DM1 PLASMA CANNON - POINT DEFENSE Armor: 850hp Cost: M250, E2000, T250 Intel: sight: 24 (469m) Physics: size for adjacency: 4 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +213 hp, veteran level 4: +213 hp, veteran level 5: repair 2 hp/s Weapons: Light Plasma Cannon (Direct Fire): 150.00 dps, range: 30 (586m) projectile weapon: 75 damage rate of fire: 2 (every 0.5s) veteran level 1: +19 damage, veteran level 3: +19 damage RAILGUN - ANTI-AIR TURRET Armor: 1200hp Abilities: Amphibious Cost: M200, E2000, T250 Intel: sight: 24 (469m) Physics: size for adjacency: 4 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +300 hp, veteran level 4: +300 hp, veteran level 5: repair 2 hp/s Weapons: Linked Railgun (Anti Air): 15.00 dps, range: 44 (859m) projectile weapon: 5 damage x 2 projectiles = 10 damage per salvo rate of fire: 1.5 (every 0.67s) veteran level 1: +1 damage, veteran level 3: +1 damage CALCICRETE - WALL SECTION Armor: 4000hp Cost: M2, E10, T10 SA1-1000 - RADAR SYSTEM Armor: 10hp Abilities: Upgradeable Cost: M80, E720 (-20), T80, build rate: 10 Intel: sight: 20 (391m), radar: 115 (2.25km) Physics: size for adjacency: 4 SP1-1000 - SONAR SYSTEM Armor: 50hp Abilities: Upgradeable Cost: M64, E544 (-10), T80, build rate: 10 Intel: sight: 20 (391m), sonar: 115 (2.25km) Physics: size for adjacency: 4 DN1 - TORPEDO LAUNCHER Armor: 4700hp Cost: M600, E4000, T500 Intel: sight: 24 (469m) Physics: size for adjacency: 4 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +1175 hp, veteran level 4: +1175 hp, veteran level 5: repair 2 hp/s Weapons: Angler Torpedo (Anti Navy): 300.00 dps, range: 32 (625m) projectile weapon: 600 damage rate of fire: 0.5 (every 2s) veteran level 1: +150 damage, veteran level 3: +150 damage 2.4.2. TIER 2 DEFENSES ~~~~~~~~~~~~~~~~~~~~~~ TRIAD - T2 POINT DEFENSE Armor: 1800hp Cost: M540, E3600, T450 Intel: sight: 28 (547m) Physics: size for adjacency: 4 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +450 hp, veteran level 4: +450 hp, veteran level 5: repair 2 hp/s Weapons: Gauss Cannon (Direct Fire): 225.00 dps, area: 1 (19.5m), range: 50 (977m), doesn't lead target projectile weapon: 150 damage x 3 projectiles = 450 damage per salvo rate of fire: 0.5 (every 2s) veteran level 1: +38 damage, veteran level 3: +38 damage AIR CLEANER - ANTI-AIR FLAK ARTILLERY Armor: 3900hp Abilities: Amphibious Cost: M560, E5600, T700 Intel: sight: 24 (469m) Physics: size for adjacency: 4 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +975 hp, veteran level 4: +975 hp, veteran level 5: repair 2 hp/s Weapons: Fragmentation Flak (Anti Air): 18.00 dps, area: 2.5 (48.8m), range: 44 (859m) projectile weapon: 9 damage rate of fire: 2 (every 0.5s) veteran level 1: +2 damage, veteran level 3: +2 damage SD-PULSE - SHIELD GENERATOR Armor: 250hp Shield: 9000hp (size: 26 (508m), regen rate: 1800, regen start time: 10, recharge time: 15) Abilities: Upgradeable Cost: M600, E6000 (-200), T600, build rate: 15 Intel: sight: 20 (391m) Physics: size for adjacency: 12 KLINK HAMMER - ARTILLERY INSTALLATION Armor: 3600hp Cost: M2520, E18000, T1800 Intel: sight: 28 (547m) Physics: size for adjacency: 4 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +900 hp, veteran level 4: +900 hp, veteran level 5: repair 2 hp/s Weapons: APDS Artillery (Artillery): 100.00 dps, area: 3 (58.6m), range: 5 (97.7m) - 128 (2.50km) projectile weapon: 2000 damage rate of fire: 0.05 (every 20s), firing randomness: 2.5, energy required: 1000 (-100) veteran level 1: +500 damage, veteran level 3: +500 damage ALOHA - TACTICAL MISSILE LAUNCHER Armor: 1500hp Abilities: Manual Launch Cost: M800, E4000, T800 Intel: sight: 24 (469m) Physics: size for adjacency: 4 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +375 hp, veteran level 4: +375 hp, veteran level 5: repair 2 hp/s Weapons: Long Range Cruise Missile (Missile): 3600.00 dps, area: 2 (39.1m), range: 15 (293m) - 128 (2.50km) projectile weapon: 6000 damage rate of fire: 3 (every 0.33s) veteran level 1: +1500 damage, veteran level 3: +1500 damage BUZZKILL - TACTICAL MISSILE DEFENSE Armor: 3000hp Abilities: Amphibious Cost: M280, E3200, T400 Intel: sight: 20 (391m) Physics: size for adjacency: 4 Weapons: Phalanx Anti Missile (Defense): 4.50 dps, range: 40 (781m), effective range: 32 (625m) beam weapon: 1 damage x 1 beam every 0.25s for 0.5s = 3 damage per salvo rate of fire: 3 (every 0.33s) SA2-2000 - T2 RADAR SYSTEM Armor: 50hp Abilities: Upgradeable Cost: M180, E3600 (-250), T600, build rate: 15 Intel: sight: 25 (488m), radar: 200 (3.91km) Physics: size for adjacency: 4 SP2-2000 - T2 SONAR SYSTEM Armor: 200hp Abilities: Upgradeable Cost: M120, E3600 (-100), T600, build rate: 15 Intel: sight: 25 (488m), sonar: 230 (4.49km) Physics: size for adjacency: 4 STEALTH FIELD GENERATOR Armor: 200hp Cost: M360, E5400 (-175), T900 Intel: sight: 20 (391m), radar stealth field radius: 16 (313m) Physics: size for adjacency: 12 TSUNAMI - HEAVY TORPEDO LAUNCHER Armor: 12500hp Cost: M1500, E9000, T1500 Intel: sight: 32 (625m), sonar: 42 (820m) Physics: size for adjacency: 4 Veterancy: 10, 20, 50, 100, 200 kills veteran level 2: +3125 hp, veteran level 4: +3125 hp, veteran level 5: repair 2 hp/s Weapons: Angler Torpedo (Anti Navy): 975.00 dps, range: 42 (820m) projectile weapon: 650 damage rate of fire: 1.5 (every 0.67s) veteran level 1: +163 damage, veteran level 3: +163 damage REFUEL & REPAIR - AIR STAGING FACILITY Armor: 500hp Cost: M350, E2100, T350 Physics: size for adjacency: 12 Transport: class 2 attach size: 2, class 3 attach size: 4 2.4.3. TIER 3 DEFENSES ~~~~~~~~~~~~~~~~~~~~~~ FLAYER - ANTI-AIR SAM LAUNCHER Armor: 5500hp Abilities: Amphibious Cost: M1400, E12000, T1500 Intel: sight: 28 (547m) Physics: size for adjacency: 4 Veterancy: 50, 100, 250, 500, 1000 kills veteran level 2: +1375 hp, veteran level 4: +1375 hp, veteran level 5: repair 2 hp/s Weapons: Flayer SAM Launcher (Anti Air): 90.00 dps, range: 60 (1.17km) projectile weapon: 40 damage rate of fire: 3 (every 0.33s) veteran level 1: +10 damage, veteran level 3: +10 damage HSD PULSE - HEAVY SHIELD GENERATOR Armor: 500hp Shield: 15000hp (size: 44 (859m), regen rate: 3000, regen start time: 18, recharge time: 23) Cost: M3000, E50000 (-400), T3750 Intel: sight: 20 (391m) Physics: size for adjacency: 12 DUKE - HEAVY ARTILLERY INSTALLATION Armor: 5000hp Cost: M113400, E1113750, T30375 Intel: sight: 28 (547m) Physics: size for adjacency: 16 Veterancy: 50, 100, 250, 500, 1000 kills veteran level 2: +1250 hp, veteran level 4: +1250 hp, veteran level 5: repair 2 hp/s Weapons: Anti Matter Artillery (Artillery): 568.75 dps, area: 5 (97.7m), range: 150 (2.93km) - 750 (14.6km) projectile weapon: 9100 damage rate of fire: 0.0625 (every 16s), firing randomness: 1, energy required: 2000 (-200) veteran level 1: +2275 damage, veteran level 3: +2275 damage STONAGER - STRATEGIC MISSILE LAUNCHER Armor: 8640hp Abilities: Manual Launch Cost: M130000, E1250000, T75000 Intel: sight: 28 (547m) Physics: size for adjacency: 12 Veterancy: 100, 200, 500, 1000, 2000 kills veteran level 2: +2160 hp, veteran level 4: +2160 hp, veteran level 5: repair 2 hp/s Weapons: Nuclear Warhead (Missile): inner ring damage: 70000, inner ring radius: 30 (586m), outer ring damage: 500, outer ring radius: 40 (781m) NUKE ELIMINATOR - STRATEGIC MISSILE DEFENSE Armor: 4000hp Abilities: Amphibious Cost: M21000, E240000, T9000 Physics: size for adjacency: 8 Weapons: AntiNuke (Defense): 30.00 dps, range: 75 (1.46km), effective range: 64 (1.25km) projectile weapon: 30 damage rate of fire: 1 (every 1s) SA3-OMNI - OMNI SENSOR ARRAY Armor: 100hp Abilities: Omni Sensor Cost: M2400, E30000 (-2000), T1800 Intel: sight: 30 (586m), radar: 600 (11.7km), omni: 200 (3.91km), sonar: 600 (11.7km) Physics: size for adjacency: 4 SP3-SONAR - SONAR PLATFORM Armor: 3500hp Abilities: Torpedo Defense Cost: M1200, E12000 (-100), T1200 Intel: sight: 32 (625m), sonar: 230 (4.49km), water sight: 24 (469m) Physics: max speed: 1.7 (33.2m/s), turn rate: 15 Veterancy: 50, 100, 250, 500, 1000 kills veteran level 2: +875 hp, veteran level 4: +875 hp, veteran level 5: repair 3 hp/s Weapons: Angler Torpedo (Anti Navy): 300.00 dps, range: 32 (625m) projectile weapon: 300 damage x 2 projectiles = 600 damage per salvo rate of fire: 0.5 (every 2s) veteran level 1: +75 damage, veteran level 3: +75 damage ---------------- 2.5. UEF ECONOMY ---------------- 2.5.1. TIER 1 ECONOMY ~~~~~~~~~~~~~~~~~~~~~ LAND FACTORY Armor: 4800hp Abilities: Upgradeable Cost: M240 (storage: 80), E2100 (storage: 400), T300, build rate: 10 Intel: sight: 20 (391m) Physics: size for adjacency: 16 AIR FACTORY Armor: 4800hp Abilities: Upgradeable Cost: M240 (storage: 80), E2400 (storage: 400), T400, build rate: 10 Intel: sight: 20 (391m) Physics: size for adjacency: 16 NAVAL FACTORY Armor: 4800hp Abilities: Upgradeable Cost: M300 (storage: 80), E1500 (storage: 400), T300, build rate: 10 Intel: sight: 20 (391m) Physics: size for adjacency: 16 MASS EXTRACTOR Armor: 1200hp Abilities: Upgradeable Cost: M36 (+2), E360 (-2), T60, build rate: 10 Physics: size for adjacency: 4 Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Mass drain reduction (factories): 10.00%, 5.00%, 3.33%, 2.50%, 2.00% MASS FABRICATOR Armor: 360hp Cost: M0 (+1), E1000 (-40), T125 Physics: size for adjacency: 4 Weapons: DeathWeapon: 370 damage, area: 5 (97.7m) Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Mass drain reduction (factories): 2.50%, 1.25%, 0.83%, 0.63%, 0.50% POWER GENERATOR Armor: 720hp Cost: M75, E750 (+20), T125 Physics: size for adjacency: 4 Weapons: DeathWeapon: 250 damage, area: 2 (39.1m) Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Energy drain reduction (maintenance): 6.25%, 3.13%, 2.08%, 1.56%, 1.25% Energy drain reduction (factories): 6.25%, 3.13%, 2.08%, 1.56%, 1.25% Energy weapon drain time reduction: 2.50%, 1.25%, 0.83%, 0.63%, 0.50% MASS STORAGE Armor: 1600hp Cost: M160 (storage: 500), E1200, T200 Physics: size for adjacency: 4 Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Mass production bonus: 12.50%, 6.25%, 4.17%, 3.13%, 2.50% ENERGY STORAGE Armor: 1200hp Cost: M480, E4800 (storage: 2000), T400 Physics: size for adjacency: 4 Weapons: DeathWeapon: 500 damage, area: 2 (39.1m) Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Energy production bonus: 12.50%, 6.25%, 4.17%, 3.13%, 2.50% HCPP-X1000 - HYDROCARBON POWER PLANT Armor: 2880hp Cost: M160, E800 (+100), T400 Physics: size for adjacency: 12 Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Energy drain reduction (maintenance): 12.50%, 12.50%, 12.50%, 12.50%, 12.50% Energy drain reduction (factories): 12.50%, 12.50%, 12.50%, 12.50%, 12.50% Energy weapon drain time reduction: 5.00%, 5.00%, 5.00%, 5.00%, 5.00% 2.1.2. TIER 2 ECONOMY ~~~~~~~~~~~~~~~~~~~~~ T2 LAND FACTORY Armor: 9000hp Abilities: Upgradeable Cost: M900 (storage: 160), E7200 (storage: 800), T1800, build rate: 20 Intel: sight: 20 (391m) Physics: size for adjacency: 16 T2 AIR FACTORY Armor: 9000hp Abilities: Upgradeable Cost: M900 (storage: 160), E13500 (storage: 800), T2250, build rate: 20 Intel: sight: 20 (391m) Physics: size for adjacency: 16 T2 NAVAL FACTORY Armor: 18000hp Abilities: Upgradeable Cost: M1080 (storage: 160), E7200 (storage: 800), T1800, build rate: 20 Intel: sight: 20 (391m) Physics: size for adjacency: 16 MASS PUMP - T2 MASS EXTRACTOR Armor: 2160hp Abilities: Upgradeable Cost: M900 (+6), E5400 (-9), T900, build rate: 15 Intel: sight: 20 (391m) Physics: size for adjacency: 4 Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Mass drain reduction (factories): 15.00%, 7.50%, 5.00%, 3.75%, 3.00% EG-200 FUSION REACTOR - T2 POWER GENERATOR Armor: 2160hp Cost: M1200, E12000 (+500), T2000 Intel: sight: 20 (391m) Physics: size for adjacency: 12 Weapons: DeathWeapon: 500 damage, area: 5 (97.7m) Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Energy drain reduction (maintenance): 7.50%, , 7.50%, 5.63%, 4.50% Energy drain reduction (factories): 7.50%, 7.50%, 7.50%, 5.63%, 4.50% Energy weapon drain time reduction: 7.50%, , 7.50%, 5.63%, 4.50% 2.1.3. TIER 3 ECONOMY ~~~~~~~~~~~~~~~~~~~~~ T3 LAND FACTORY Armor: 21600hp Cost: M2700 (storage: 320), E18900 (storage: 1600), T5400, build rate: 30 Intel: sight: 20 (391m) Physics: size for adjacency: 16 T3 AIR FACTORY Armor: 21600hp Cost: M2010 (storage: 320), E33500 (storage: 1600), T6700, build rate: 30 Intel: sight: 20 (391m) Physics: size for adjacency: 16 T3 NAVAL FACTORY Armor: 40000hp Cost: M2970 (storage: 320), E21600 (storage: 1600), T5400, build rate: 30 Intel: sight: 20 (391m) Physics: size for adjacency: 16 MASS PUMP 3 - T3 MASS EXTRACTOR Armor: 4000hp Cost: M1800 (+12), E10800 (-36), T1350 Intel: sight: 20 (391m) Physics: size for adjacency: 4 Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Mass drain reduction (factories): 20.00%, 10.00%, 6.67%, 5.00%, 4.00% T3 MASS FABRICATOR Armor: 6000hp Cost: M800 (+24), E100000 (-1500), T3000 Intel: sight: 20 (391m) Physics: size for adjacency: 12 Weapons: DeathWeapon: 4000 damage, area: 7 (137m) Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Mass drain reduction (factories): 7.50%, 7.50%, 7.50%, 7.50%, 7.50% EG-900 FUSION REACTOR - T3 POWER GENERATOR Armor: 9720hp Cost: M3240, E57600 (+2500), T5400 Intel: sight: 20 (391m) Physics: size for adjacency: 16 Weapons: DeathWeapon: 8000 damage, area: 10 (195m) Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Energy drain reduction (maintenance): 18.75%, , 18.75%, 18.75%, 18.75% Energy drain reduction (factories): 18.75%, 18.75%, 18.75%, 18.75%, 18.75% Energy weapon drain time reduction: 7.50%, , 7.50%, 7.50%, 7.50% --------------------------- 2.6. UEF EXPERIMENTAL UNITS --------------------------- ARMORED COMMAND UNIT Armor: 12000hp (regen rate: 10, armor type: Commander) Abilities: Customizable Cost: M18000 (+1, storage: 400), E5000000 (+10, storage: 2500), T60000, build rate: 10 Intel: sight: 26 (508m), omni: 26 (508m) Physics: max speed: 1.7 (33.2m/s), turn rate: 90 Transport class: 3 Veterancy: 100, 200, 500, 1000, 2000 kills veteran level 2: +3000 hp, veteran level 4: +3000 hp, veteran level 5: repair 20 hp/s Weapons: Zephyr Anti Matter Cannon (Direct Fire): 100.00 dps, range: 2 (39.1m) - 22 (430m) projectile weapon: 100 damage rate of fire: 1 (every 1s) veteran level 1: +25 damage, veteran level 3: +25 damage Overcharge Cannon (Direct Fire): 52500.00 dps, area: 2 (39.1m), range: 10 (195m) projectile weapon: 70000 damage rate of fire: 3 (every 0.33s), energy required: 3000 (-3000) veteran level 1: +17500 damage, veteran level 3: +17500 damage Death Nuke (Direct Fire): inner ring damage: 3500, inner ring radius: 30 (586m), outer ring damage: 500, outer ring radius: 40 (781m) QUANTUM GATEWAY Armor: 10000hp Cost: M1200, E12000, T1200, build rate: 30 Intel: sight: 20 (391m) Physics: size for adjacency: 20 Transport: class 2 attach size: 1, class 3 attach size: 1 SUPPORT COMMAND UNIT Armor: 20000hp (regen rate: 10) Abilities: Customizable, Omni Sensor, Engineering Suite, Explodes on Death, Cannot be Reclaimed Cost: M3000 (+2, storage: 200), E40000 (+20, storage: 1000), T6000, build rate: 30 Intel: sight: 26 (508m), omni: 16 (313m) Physics: max speed: 2.2 (43.0m/s), turn rate: 146 Transport class: 3 Veterancy: 100, 200, 500, 1000, 2000 kills veteran level 2: +5000 hp, veteran level 4: +5000 hp, veteran level 5: repair 20 hp/s Weapons: Heavy Plasma Cannon (Direct Fire): 400.00 dps, area: 0.5 (9.8m), range: 2 (39.1m) - 22 (430m) projectile weapon: 400 damage rate of fire: 1 (every 1s) veteran level 1: +100 damage, veteran level 3: +100 damage Death Nuke (Direct Fire): 1000.00 dps, area: 10 (195m), range: 1 (19.5m) projectile weapon: 1000 damage rate of fire: 1 (every 1s) FATBOY - MOBILE FACTORY Armor: 25000hp (regen rate: 5) Shield: 25000hp (size: 20 (391m), regen rate: 156, regen start time: 120, recharge time: 160) Abilities: Torpedoes, Construction (T2 land factory + T3 Engineer) Cost: M70500 (storage: 200), E756000 (-500, storage: 1000), T22500, build rate: 60 Intel: sight: 32 (625m) Physics: max speed: 1 (19.5m/s), turn rate: 16 Transport class: 10, class 2 attach size: 2, class 3 attach size: 4 Veterancy: 100, 200, 500, 1000, 2000 kills veteran level 2: +6250 hp, veteran level 4: +6250 hp, veteran level 5: repair 2 hp/s Weapons: 4x Gauss Cannon (Direct Fire): 1500.00 dps, range: 100 (1.95km) projectile weapon: 500 damage x 3 projectiles = 1500 damage per salvo rate of fire: 1 (every 1s) veteran level 1: +125 damage, veteran level 3: +125 damage 2x Hells Fury Riot Gun (Direct Fire): 225.00 dps, range: 40 (781m) projectile weapon: 75 damage rate of fire: 3 (every 0.33s) veteran level 1: +19 damage, veteran level 3: +19 damage 2x Linked Railgun (Anti Air): 18.00 dps, range: 44 (859m) projectile weapon: 6 damage x 2 projectiles = 12 damage per salvo rate of fire: 1.5 (every 0.67s) veteran level 1: +2 damage, veteran level 3: +2 damage Angler Torpedo (Anti Navy): 187.50 dps, range: 32 (625m) projectile weapon: 750 damage rate of fire: 0.25 (every 4s) veteran level 1: +188 damage, veteran level 3: +188 damage ATLANTIS - SUBMERSIBLE AIRCRAFT CARRIER Armor: 60000hp Abilities: Radar Cost: M16800, E210000, T25200, build rate: 10 Intel: sight: 32 (625m), sonar: 150 (2.93km), water sight: 40 (781m) Physics: max speed: 2.975 (58.1m/s), turn rate: 6 Transport class: 10 Veterancy: 100, 200, 500, 1000, 2000 kills veteran level 2: +15000 hp, veteran level 4: +15000 hp, veteran level 5: repair 3 hp/s Weapons: 4x Angler Torpedo (Anti Navy): 600.00 dps, range: 42 (820m) projectile weapon: 800 damage rate of fire: 0.75 (every 1.33s) veteran level 1: +200 damage, veteran level 3: +200 damage 4x Flayer SAM Launcher (Anti Air): 33.00 dps, range: 60 (1.17km) projectile weapon: 33 damage rate of fire: 1 (every 1s) veteran level 1: +8 damage, veteran level 3: +8 damage MAVOR - STRATEGIC ARTILLERY Armor: 8000hp Cost: M378000, E11250000, T270000 Intel: sight: 28 (547m) Physics: size for adjacency: 16 Veterancy: 100, 200, 500, 1000, 2000 kills Weapons: Anti Matter Artillery (Artillery): 2750.00 dps, area: 7 (137m), range: 128 (2.50km) - 4000 (78.1km) projectile weapon: 22000 damage rate of fire: 0.125 (every 8s), energy required: 20000 (-5000) ----------------- 2.7. UEF UPGRADES ----------------- 2.7.1. COMMANDER ~~~~~~~~~~~~~~~~ The ACU has a build speed of 10. RIGHT ARM Resource Allocation System Cost: M6000 (+15), E300000 (+3000), T1500 Increases ACU's native resource production (see Cost above). Heavy Anti-Matter Cannon Cost: M4500, E300000, T1500 Doubles damage of ACU's main gun. BACK Personal Shield Generator Cost: M1500, E112500 (-250), T1500 Shield: 24000hp (regen rate: 300, regen start time: 60, recharge time: 140) Produces a shield around the ACU itself. Shield Generator Field Requires Personal Shield Generator Cost: M4500, E600000 (-500), T1500 Shield: 36000hp (size: 16 (313m), regen rate: 360, regen start time: 75, recharge time: 175) Produces a shield projecting a small distance around the ACU. Personal Teleporter Cost: M60000, E6000000, T6000 Cost to teleport: E (-20000), T60 Allows teleportation to anywhere on the map at an insane price. Tactical Missile Launcher Cost: M1000, E75000, T1000 Tactical Warhead (Missile): 5000 damage, area: 5 (97.7m), range: 5 (97.7m) - 75 (1.46km) veteran level 1: +1250 damage, veteran level 3: +1250 damage Stores and fires one T2 tactical missile. Strategic Missile Launcher Requires Tactical Missile Launcher Cost: M120000, E2400000, T6000 Nuclear Warhead (Missile): inner ring damage: 70000, inner ring radius: 30 (586m), outer ring damage: 500, outer ring radius: 40 (781m) Stores and fires one T3 strategic missile. It's smaller than a normal nuke, but does just as much damage. Left Shoulder Pod Cost: M120, E2400, T400 Increases build speed by 5. Counts towards your unit limit. Right Shoulder Pod Requires Left Shoulder Pod Cost: M120, E2400, T400 Increases build speed by 5. Counts towards your unit limit. LEFT ARM Damage Stabilization System Cost: M1500, E112500, T1500 Increases regen rate to 75 hp/s. Tech 2 Engineering Suite Cost: M2000, E50000, T2000 Gives ACU tech 1,2 build trees. Increases build rate to 30. Tech 3 Engineering Suite Requires Tech 2 Engineering Suite Cost: M6750, E900000, T2250 Gives ACU tech 3,4 build trees. Increases build rate to 90. 2.7.2. SUBCOMMANDER ~~~~~~~~~~~~~~~~~~~ The SCU has a build speed of 30. RIGHT ARM High Explosive Ordnance Cost: M3400, E800000, T6000 Gives the SCU cannon a new area of effect of 4. Resource Allocation System Cost: M6000 (+15), E300000 (+3000), T9000 Produces resources (see "Cost" above). BACK Personal Shield Cost: M2000, E93750 (-500), T3750 Shield: 42000hp (regen rate: 525, regen start time: 90, recharge time: 170) Gives SCU a thick shield around itself. Shield Generator Field Cost: M6000, E600000 (-1000), T4500 Shield: 42000hp (size: 20 (391m), regen rate: 408, regen start time: 112, recharge time: 215) Gives SCU a small shield to project around itself. Radar Jammer Cost: M1000, E31250, T3750 Creates false radar signatures around the SCU, radius 26. Omni Sensors will not see these false signals. Engineering Drone Cost: M120, E2400, T1200 Increases build rate by 5. LEFT ARM Advanced Cooling Upgrade Cost: M1000, E200000, T3000 Main cannon fires twice as fast. Sensor Range Enhancer Cost: M1500, E31250, T3750 Enhances sight range to 36 and omni range to 64. =============== 3. CYBRAN UNITS =============== The Cybran unique units are the 3 experimentals and the T2 mobile radar jammer. Many Cybran units also have significant differences from their UEF and Aeon counterparts - walking destroyers, cloaking land scouts, upgradeable shields, subs with deck guns, tanks with torpedoes, etc. Cybran units tend to do odd "extra" things as well as their primary purpose. Cybrans have no mobile shield generator or Heavy Shield Generator, although their shields can be upgraded to cover as much area as heavy shields. Their ACU also lacks shields, but offers invisibility as well as a variety of weapon upgrades for all situations. In general, Cybran units are more expensive than UEF or Aeon counterparts. ---------------------- 3.1. CYBRAN LAND UNITS ---------------------- 3.1.1. TIER 1 LAND UNITS ~~~~~~~~~~~~~~~~~~~~~~~~ ENGINEER Armor: 135hp Abilities: Engineering Suite, Amphibious Cost: M60 (storage: 10), E330 (storage: 50), T150, build rate: 5 Intel: sight: 18 (352m) Physics: max speed: 1.7 (33.2m/s), turn rate: 90 veteran level 2: +34 hp, veteran level 4: +34 hp, veteran level 5: repair 2 hp/s SNOOP - LAND SCOUT Armor: 15hp Abilities: Cloaking: Can Turn Invisible Cost: M8, E80 (-20), T40 Intel: sight: 32 (625m), radar: 75 (1.46km) Physics: max speed: 4.8 (93.8m/s), turn rate: 40 veteran level 2: +4 hp, veteran level 4: +4 hp, veteran level 5: repair 2 hp/s HUNTER - LIGHT ASSAULT BOT Armor: 55hp Cost: M28, E140, T70 Intel: sight: 18 (352m) Physics: max speed: 3.5 (68.4m/s), turn rate: 180 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +14 hp, veteran level 4: +14 hp, veteran level 5: repair 2 hp/s Weapons (can fire from transport): Light Pulse Laser (Direct Fire): 20.25 dps, area: 1 (19.5m), range: 14 (273m) projectile weapon: 9 damage x 3 projectiles = 27 damage per salvo rate of fire: 0.75 (every 1.33s) veteran level 1: +2 damage, veteran level 3: +2 damage MANTIS - HEAVY ASSAULT BOT Armor: 260hp Abilities: Repairs Cost: M56, E336, T140, build rate: 1 Intel: sight: 20 (391m) Physics: max speed: 3.5 (68.4m/s), turn rate: 80 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +65 hp, veteran level 4: +65 hp, veteran level 5: repair 2 hp/s Weapons: Light Pulse Laser (Direct Fire): 24.00 dps, area: 1 (19.5m), range: 17 (332m) projectile weapon: 8 damage rate of fire: 3 (every 0.33s) veteran level 1: +2 damage, veteran level 3: +2 damage MEDUSA - MOBILE LIGHT ARTILLERY Armor: 140hp Abilities: Stun Shot: Ordinance Stuns Enemies Cost: M48, E240, T120 Intel: sight: 18 (352m) Physics: max speed: 2.9 (56.6m/s), turn rate: 40 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +35 hp, veteran level 4: +35 hp, veteran level 5: repair 2 hp/s Weapons: EMP Grenade Launcher (Artillery): 28.00 dps, area: 2 (39.1m), range: 5 (97.7m) - 30 (586m) projectile weapon: 140 damage rate of fire: 0.2 (every 5s) veteran level 1: +35 damage, veteran level 3: +35 damage SKY SLAMMER - MOBILE ANTI-AIR GUN Armor: 130hp Abilities: Targets Air/Land Cost: M28, E140, T70 Intel: sight: 18 (352m) Physics: max speed: 2.9 (56.6m/s), turn rate: 40 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +33 hp, veteran level 4: +33 hp, veteran level 5: repair 2 hp/s Weapons: Nanodart Launcher (Anti Air): 2.00 dps, range: 32 (625m) projectile weapon: 1 damage rate of fire: 2 (every 0.5s) Nanodart Launcher (Direct Fire): 10.00 dps, range: 18 (352m) projectile weapon: 5 damage rate of fire: 2 (every 0.5s) veteran level 1: +1 damage, veteran level 3: +1 damage 3.1.2. TIER 2 LAND UNITS ~~~~~~~~~~~~~~~~~~~~~~~~ T2 ENGINEER Armor: 660hp Abilities: Engineering Suite, Amphibious Cost: M176 (storage: 20), E880 (storage: 100), T440, build rate: 10 Intel: sight: 20 (391m) Physics: max speed: 1.6 (31.3m/s), turn rate: 82 Transport class: 2 veteran level 2: +165 hp, veteran level 4: +165 hp, veteran level 5: repair 2 hp/s RHINO - HEAVY TANK Armor: 1000hp Cost: M176, E880, T400 Intel: sight: 23 (449m) Physics: max speed: 3.3 (64.5m/s), turn rate: 41 Transport class: 2 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +250 hp, veteran level 4: +250 hp, veteran level 5: repair 2 hp/s Weapons: Particle Cannon (Direct Fire): 48.00 dps, range: 23 (449m), doesn't lead target beam weapon: 6 damage x 2 beam every 0.3s for 0.3s = 24 damage per salvo rate of fire: 2 (every 0.5s) veteran level 1: +2 damage, veteran level 3: +2 damage BANGER - MOBILE AA FLAK ARTILLERY Armor: 1000hp Cost: M160, E800, T400 Intel: sight: 20 (391m) Physics: max speed: 2.9 (56.6m/s), turn rate: 27 Transport class: 2 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +250 hp, veteran level 4: +250 hp, veteran level 5: repair 2 hp/s Weapons: Electron Flak (Anti Air): 14.40 dps, area: 2 (39.1m), range: 40 (781m) projectile weapon: 9 damage rate of fire: 1.6 (every 0.63s) veteran level 1: +2 damage, veteran level 3: +2 damage VIPER - MOBILE MISSILE LAUNCHER Armor: 460hp Cost: M240, E1600, T800 Intel: sight: 18 (352m) Physics: max speed: 2.9 (56.6m/s), turn rate: 27 Transport class: 2 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +115 hp, veteran level 4: +115 hp, veteran level 5: repair 2 hp/s Weapons: Loa Tactical Missile (Missile): 53.00 dps, area: 1.5 (29.3m), range: 50 (977m) projectile weapon: 265 damage rate of fire: 0.2 (every 5s) veteran level 1: +66 damage, veteran level 3: +66 damage WAGNER - AMPHIBIOUS TANK Armor: 650hp Abilities: Torpedo Cost: M120, E900, T600 Intel: sight: 20 (391m) Physics: max speed: 2.8 (54.7m/s), turn rate: 23 Transport class: 2 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +163 hp, veteran level 4: +163 hp, veteran level 5: repair 2 hp/s Weapons: Meson Rocket (Direct Fire): 60.00 dps, range: 18 (352m) projectile weapon: 60 damage rate of fire: 1 (every 1s) veteran level 1: +15 damage, veteran level 3: +15 damage Heavy Electron Bolter (Direct Fire): 7.50 dps, range: 18 (352m) projectile weapon: 15 damage rate of fire: 0.5 (every 2s) veteran level 1: +4 damage, veteran level 3: +4 damage Meson Torpedo (Anti Navy): 6.00 dps, range: 32 (625m) projectile weapon: 30 damage rate of fire: 0.2 (every 5s) veteran level 1: +8 damage, veteran level 3: +8 damage DECEIVER - MOBILE STEALTH FIELD SYSTEM Armor: 25hp Cost: M200, E2000 (-100), T1000 Intel: sight: 16 (313m), radar stealth field radius: 16 (313m) Physics: max speed: 2.9 (56.6m/s), turn rate: 27 Transport class: 2 veteran level 2: +6 hp, veteran level 4: +6 hp, veteran level 5: repair 2 hp/s 2.1.3. TIER 3 LAND UNITS ~~~~~~~~~~~~~~~~~~~~~~~~ T3 ENGINEER Armor: 1350hp Abilities: Engineering Suite, Amphibious Cost: M561 (storage: 40), E2970 (storage: 400), T990, build rate: 15 Intel: sight: 26 (508m) Physics: max speed: 1.6 (31.3m/s), turn rate: 70 Transport class: 3 veteran level 2: +338 hp, veteran level 4: +338 hp, veteran level 5: repair 2 hp/s LOYALIST - SIEGE ASSAULT BOT Armor: 4200hp Abilities: EMP Meltdown: Stuns Enemy on Death Cost: M540, E4050, T1350 Intel: sight: 26 (508m) Physics: max speed: 3 (58.6m/s), turn rate: 146 Transport class: 3 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +1050 hp, veteran level 4: +1050 hp, veteran level 5: repair 2 hp/s Weapons: Disintegrator Pulse Laser (Direct Fire): 82.50 dps, range: 32 (625m) projectile weapon: 55 damage x 3 projectiles = 165 damage per salvo rate of fire: 3 (every 0.33s) veteran level 1: +14 damage, veteran level 3: +14 damage Heavy Electron Bolter (Direct Fire): 18.00 dps, range: 32 (625m) projectile weapon: 6 damage rate of fire: 3 (every 0.33s) veteran level 1: +2 damage, veteran level 3: +2 damage EMP: 0.50 dps, area: 10 (195m), range: 1.5 (29.3m) projectile weapon: 1 damage rate of fire: 0.5 (every 2s) TREBUCHET - MOBILE HEAVY ARTILLERY Armor: 850hp Abilities: Deploys: Immobile While Firing Cost: M800, E8000, T2400 Intel: sight: 26 (508m) Physics: max speed: 2.7 (52.7m/s), turn rate: 20 Transport class: 3 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +213 hp, veteran level 4: +213 hp, veteran level 5: repair 2 hp/s Weapons: Proton Artillery (Artillery): 35.00 dps, area: 7 (137m), range: 25 (488m) - 70 (1.37km) projectile weapon: 700 damage rate of fire: 0.05 (every 20s) veteran level 1: +175 damage, veteran level 3: +175 damage --------------------- 3.2. CYBRAN AIR UNITS --------------------- 3.2.1. TIER 1 AIR UNITS ~~~~~~~~~~~~~~~~~~~~~~~ ENGINEER FLYING EYES - AIR SCOUT Armor: 3hp (Light) Cost: M12, E600, T140 Intel: sight: 80 (1.56km) Physics: max speed: 10 (195m/s), turn rate: 100, elevation: 20 (391m) Transport class: 1 veteran level 2: +1 hp, veteran level 4: +1 hp, veteran level 5: repair 1 hp/s Weapons: Air Crash (Death): 10 damage, area: 1 (19.5m) PROWLER - INTERCEPTOR Armor: 16hp (Light) Cost: M38, E2280, T380 Intel: sight: 32 (625m) Physics: max speed: 0.5 (9.8m/s), elevation: 18 (352m), engage distance: 50 (977m) Transport class: 1 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +4 hp, veteran level 4: +4 hp, veteran level 5: repair 1 hp/s Weapons: 2x Electron Autocannon (Anti Air): 10.20 dps, range: 20 (391m) projectile weapon: 4 damage x 3 projectiles = 12 damage per salvo rate of fire: 0.85 (every 1.18s) veteran level 1: +1 damage, veteran level 3: +1 damage Air Crash (Death): 25 damage, area: 1 (19.5m) ZEUS - ATTACK BOMBER Armor: 15hp (Light) Cost: M171, E3420, T570 Intel: sight: 32 (625m) Physics: max speed: 0.5 (9.8m/s), elevation: 18 (352m), engage distance: 50 (977m) Transport class: 2 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +4 hp, veteran level 4: +4 hp, veteran level 5: repair 1 hp/s Weapons: Neutron Cluster Bomb (Bomb): 150.00 dps, area: 3 (58.6m), range: 5 (97.7m) projectile weapon: 50 damage x 6 projectiles = 300 damage per salvo rate of fire: 0.5 (every 2s) veteran level 1: +13 damage, veteran level 3: +13 damage Air Crash (Death): 100 damage, area: 1 (19.5m) SKYHOOK - LIGHT AIR TRANSPORT Armor: 90hp (Light) Abilities: T1 Transport: Carries T1-T3 Land Units Cost: M120, E4800, T600 Intel: sight: 32 (625m) Physics: max speed: 0.5 (9.8m/s), elevation: 10 (195m) Transport class: 10, class 2 attach size: 2, class 3 attach size: 4 veteran level 2: +23 hp, veteran level 4: +23 hp, veteran level 5: repair 1 hp/s 3.2.2. TIER 2 AIR UNITS ~~~~~~~~~~~~~~~~~~~~~~~ T2 ENGINEER CORMORANT - TORPEDO BOMBER Armor: 115hp (Light) Abilities: Sonar Cost: M550, E6600, T1000 Intel: sight: 32 (625m), sonar: 40 (781m) Physics: max speed: 0.5 (9.8m/s), elevation: 18 (352m), engage distance: 75 (1.46km) Transport class: 2 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +29 hp, veteran level 4: +29 hp, veteran level 5: repair 1 hp/s Weapons: Nanite Torpedo (Anti Navy): 130.00 dps, area: 0 (0.0m), range: 4 (78.1m) - 19 (371m) projectile weapon: 325 (5 times 65 damage over 1 second) x 2 projectiles = 650 damage per salvo rate of fire: 0.2 (every 5s), firing randomness: 3 veteran level 1: +16 damage, veteran level 3: +16 damage Air Crash (Death): 150 damage, area: 1 (19.5m) RENEGADE - GUNSHIP Armor: 120hp (Light) Cost: M390, E7800, T1300 Intel: sight: 32 (625m) Physics: max speed: 0.5 (9.8m/s), elevation: 10 (195m) Transport class: 2 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +30 hp, veteran level 4: +30 hp, veteran level 5: repair 1 hp/s Weapons: Iridium Rocket Pack (Direct Fire): 60.00 dps, area: 3 (58.6m), range: 22 (430m) projectile weapon: 20 damage x 3 projectiles = 60 damage per salvo rate of fire: 1 (every 1s) veteran level 1: +5 damage, veteran level 3: +5 damage Air Crash (Death): 100 damage, area: 1 (19.5m) DRAGON FLY - AIR TRANSPORT Armor: 212hp (Light) Abilities: Stun Shot: Ordinance Stuns Enemies Cost: M320, E12800, T1600 Intel: sight: 32 (625m) Physics: max speed: 0.5 (9.8m/s), elevation: 10 (195m) Transport class: 10, class 2 attach size: 2, class 3 attach size: 4 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +53 hp, veteran level 4: +53 hp, veteran level 5: repair 1 hp/s Weapons: Disintegrator Pulse Laser (Direct Fire): 0 damage Electron Autocannon (Anti Air): 15.00 dps, range: 20 (391m) projectile weapon: 5 damage rate of fire: 3 (every 0.33s) 3.2.3. TIER 3 AIR UNITS ~~~~~~~~~~~~~~~~~~~~~~~ T3 ENGINEER SPOOK - SPY PLANE Armor: 18hp (Light) Abilities: Stealth, Radar, Sonar Cost: M200, E6000 (-20), T1000 Intel: sight: 96 (1.88km), radar: 96 (1.88km), sonar: 96 (1.88km) Physics: max speed: 10 (195m/s), elevation: 25 (488m) Transport class: 3 veteran level 2: +5 hp, veteran level 4: +5 hp, veteran level 5: repair 1 hp/s Weapons: Air Crash (Death): 100 damage, area: 1 (19.5m) GEMINI - AIR SUPERIORITY FIGHTER Armor: 175hp (Light) Abilities: Stealth: Can Hide From Radar Cost: M360, E24000 (-60), T3600 Intel: sight: 32 (625m) Physics: max speed: 0.5 (9.8m/s), elevation: 20 (391m), engage distance: 50 (977m) Transport class: 3 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +44 hp, veteran level 4: +44 hp, veteran level 5: repair 1 hp/s Weapons: 2x Nanite Missile System (Anti Air): 21.00 dps, area: 1 (19.5m), range: 24 (469m) projectile weapon: 7 damage x 3 projectiles = 21 damage per salvo rate of fire: 1 (every 1s) veteran level 1: +2 damage, veteran level 3: +2 damage Air Crash (Death): 200 damage, area: 1 (19.5m) REVENANT - STRATEGIC BOMBER Armor: 120hp (Light) Abilities: Stealth: Can Hide From Radar Cost: M2160, E72000 (-60), T7200 Intel: sight: 32 (625m) Physics: max speed: 0.5 (9.8m/s), elevation: 25 (488m), engage distance: 50 (977m) Transport class: 3 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +30 hp, veteran level 4: +30 hp, veteran level 5: repair 1 hp/s Weapons: Neutron Bomb (Bomb): 1000.00 dps, area: 6 (117m), range: 5 (97.7m) projectile weapon: 5000 damage rate of fire: 0.2 (every 5s), firing randomness: 1 veteran level 1: +1250 damage, veteran level 3: +1250 damage Electron Autocannon (Anti Air): 120.00 dps, range: 44 (859m) projectile weapon: 20 damage rate of fire: 3 (every 0.33s) veteran level 1: +5 damage, veteran level 3: +5 damage Air Crash (Death): 500 damage, area: 1 (19.5m) ----------------------- 3.3. CYBRAN NAVAL UNITS ----------------------- 3.3.1. TIER 1 NAVAL UNITS ~~~~~~~~~~~~~~~~~~~~~~~~~ ENGINEER SLIVER - ATTACK SUBMARINE Armor: 1080hp Abilities: Submersible Cost: M720, E2400, T1200 Intel: sight: 32 (625m), sonar: 60 (1.17km), water sight: 32 (625m) Physics: max speed: 4.675 (91.3m/s), turn rate: 40 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +270 hp, veteran level 4: +270 hp, veteran level 5: repair 3 hp/s Weapons: Nanite Torpedo (Anti Navy): 113.22 dps, range: 32 (625m) projectile weapon: 170 (5 times 34 damage over 1 second) x 2 projectiles = 340 damage per salvo rate of fire: 0.333 (every 3s) veteran level 1: +9 damage, veteran level 3: +9 damage Light Pulse Laser (Direct Fire): 22.00 dps, range: 32 (625m) projectile weapon: 11 damage rate of fire: 2 (every 0.5s) veteran level 1: +3 damage, veteran level 3: +3 damage TRIDENT CLASS FRIGATE Armor: 725hp Abilities: Radar, Sonar Cost: M336, E3360, T840 Intel: sight: 32 (625m), radar: 70 (1.37km), sonar: 70 (1.37km), water sight: 24 (469m) Physics: max speed: 6.8 (133m/s), turn rate: 30 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +181 hp, veteran level 4: +181 hp, veteran level 5: repair 3 hp/s Weapons: Proton Cannon (Direct Fire Naval): 52.50 dps, area: 2 (39.1m), range: 32 (625m) projectile weapon: 35 damage rate of fire: 1.5 (every 0.67s) veteran level 1: +9 damage, veteran level 3: +9 damage Electron Autocannon (Anti Air): 12.00 dps, range: 44 (859m) projectile weapon: 2 damage rate of fire: 3 (every 0.33s) veteran level 1: +1 damage, veteran level 3: +1 damage 3.3.2. TIER 2 NAVAL UNITS ~~~~~~~~~~~~~~~~~~~~~~~~~ T2 ENGINEER SIREN CLASS CRUISER Armor: 2800hp Abilities: Air Staging, Tactical Missile Defense Cost: M2000, E18000, T4000 Intel: sight: 60 (1.17km), radar: 70 (1.37km), sonar: 30 (586m), water sight: 45 (879m) Physics: max speed: 4.25 (83.0m/s), turn rate: 20 Transport class: 10, class 2 attach size: 1, class 3 attach size: 1 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +700 hp, veteran level 4: +700 hp, veteran level 5: repair 3 hp/s Weapons: Proton Cannon (Direct Fire Naval): 32.00 dps, area: 2 (39.1m), range: 64 (1.25km) projectile weapon: 20 damage x 2 projectiles = 40 damage per salvo rate of fire: 0.8 (every 1.25s) veteran level 1: +5 damage, veteran level 3: +5 damage Nanodart Launcher (Anti Air): 72.00 dps, range: 64 (1.25km) projectile weapon: 15 damage x 6 projectiles = 90 damage per salvo rate of fire: 0.8 (every 1.25s) veteran level 1: +4 damage, veteran level 3: +4 damage Nanodart Launcher (Anti Air): 90.00 dps, range: 64 (1.25km) projectile weapon: 30 damage x 6 projectiles = 180 damage per salvo rate of fire: 0.5 (every 2s) veteran level 1: +8 damage, veteran level 3: +8 damage Zapper Anti Missile (Defense): 7.20 dps, range: 32 (625m) beam weapon: 6 damage x 1 beam every 0.25s for 0.5s = 18 damage per salvo rate of fire: 0.4 (every 2.5s) SALEM CLASS DESTROYER Armor: 6050hp Abilities: Amphibious, Torpedo Defense, Radar, Sonar Cost: M2750, E16500, T5500 Intel: sight: 55 (1.07km), radar: 60 (1.17km), sonar: 60 (1.17km), water sight: 42 (820m) Physics: max speed: 4.25 (83.0m/s), turn rate: 10 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +1513 hp, veteran level 4: +1513 hp, veteran level 5: repair 3 hp/s Weapons: Proton Cannon (Direct Fire Naval): 230.00 dps, area: 1 (19.5m), range: 80 (1.56km) projectile weapon: 115 damage x 2 projectiles = 230 damage per salvo rate of fire: 1 (every 1s) veteran level 1: +29 damage, veteran level 3: +29 damage Electron Autocannon (Anti Air): 8.80 dps, range: 44 (859m) projectile weapon: 1 damage x 4 projectiles = 4 damage per salvo rate of fire: 2.2 (every 0.45s) 2x Nanite Torpedo (Anti Navy): 58.28 dps, range: 32 (625m) projectile weapon: 175 (5 times 35 damage over 1 second) rate of fire: 0.333 (every 3s) veteran level 1: +9 damage, veteran level 3: +9 damage 2x Anti Torpedo Solution (Defense): 0.16 dps, range: 25 (488m) projectile weapon: 2 damage rate of fire: 0.08 (every 12.5s) 3.3.3. TIER 3 NAVAL UNITS ~~~~~~~~~~~~~~~~~~~~~~~~~ T3 ENGINEER GALAXY CLASS BATTLESHIP Armor: 50000hp Abilities: Missile Defense - Tactical Cost: M26000, E208000, T31200 Intel: sight: 70 (1.37km), radar: 90 (1.76km), sonar: 50 (977m), water sight: 50 (977m) Physics: max speed: 4.675 (91.3m/s), turn rate: 15 Veterancy: 50, 100, 250, 500, 1000 kills veteran level 2: +12500 hp, veteran level 4: +12500 hp, veteran level 5: repair 3 hp/s Weapons: 2x Proton Cannon (Direct Fire Naval): 202.50 dps, area: 3 (58.6m), range: 128 (2.50km) projectile weapon: 750 damage rate of fire: 0.27 (every 3.7s) veteran level 1: +188 damage, veteran level 3: +188 damage 2x Electron Autocannon (Anti Air): 55.00 dps, range: 44 (859m) projectile weapon: 5 damage x 4 projectiles = 20 damage per salvo rate of fire: 2.75 (every 0.36s) veteran level 1: +1 damage, veteran level 3: +1 damage 2x Nanite Torpedo (Anti Navy): 66.00 dps, range: 32 (625m) projectile weapon: 200 (5 times 40 damage over 1 second) rate of fire: 0.33 (every 3.03s) veteran level 1: +10 damage, veteran level 3: +10 damage 2x Zapper Anti Missile (Defense): 14.40 dps, range: 32 (625m) beam weapon: 6 damage x 2 beam every 0.25s for 0.5s = 36 damage per salvo rate of fire: 0.4 (every 2.5s) COMMAND CLASS CARRIER Armor: 18000hp Abilities: Radar, Missile Defense - Tactical Cost: M3600, E36000, T7200 Intel: sight: 60 (1.17km), radar: 150 (2.93km), sonar: 20 (391m), water sight: 24 (469m) Physics: max speed: 3.4 (66.4m/s), turn rate: 10 Transport class: 10 (carries 50 aircraft) Veterancy: 50, 100, 250, 500, 1000 kills veteran level 2: +4500 hp, veteran level 4: +4500 hp, veteran level 5: repair 3 hp/s Weapons: 4x Electron Autocannon (Defense): 104.00 dps, range: 44 (859m) projectile weapon: 13 damage x 4 projectiles = 52 damage per salvo rate of fire: 2 (every 0.5s) veteran level 1: +3 damage, veteran level 3: +3 damage Zapper Anti Missile (Defense): 7.20 dps, range: 32 (625m) beam weapon: 6 damage x 3 beams, one every 0.25s = 18 damage per salvo rate of fire: 2 (every 0.5s) PLAN B - STRATEGIC MISSILE SUBMARINE Armor: 4000hp Abilities: Submersible, Sonar, Manual Build, Manual Launch Cost: M150000, E1750000, T150000 Intel: sight: 16 (313m), sonar: 75 (1.46km), water sight: 24 (469m) Physics: max speed: 2.55 (49.8m/s), turn rate: 25 Veterancy: 50, 100, 250, 500, 1000 kills veteran level 2: +1000 hp, veteran level 4: +1000 hp, veteran level 5: repair 3 hp/s Weapons: Nanite Torpedo (Anti Navy): 37.50 dps, range: 32 (625m) projectile weapon: 75 damage rate of fire: 0.5 (every 2s) veteran level 1: +19 damage, veteran level 3: +19 damage Nanite Torpedo (Anti Navy): 66.60 dps, range: 32 (625m) projectile weapon: 200 (5 times 40 damage over 1 second) rate of fire: 0.333 (every 3s) veteran level 1: +10 damage, veteran level 3: +10 damage Loa Tactical Missile (Missile): 300.00 dps, area: 4 (78.1m), range: 12.5 (244m) - 128 (2.50km) projectile weapon: 3000 damage rate of fire: 0.1 (every 10s) veteran level 1: +750 damage, veteran level 3: +750 damage EMP Flux Warhead (Missile): inner ring damage: 35000, inner ring radius: 30 (586m), outer ring damage: 500, outer ring radius: 40 (781m) storage: 2 missiles -------------------- 3.4. CYBRAN DEFENSES -------------------- 3.4.1. TIER 1 DEFENSES ~~~~~~~~~~~~~~~~~~~~~~ AUTO GUN - POINT DEFENSE Armor: 850hp Cost: M250, E2000, T250 Intel: sight: 24 (469m) Physics: size for adjacency: 4 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +213 hp, veteran level 4: +213 hp, veteran level 5: repair 2 hp/s Weapons: Light Pulse Laser (Direct Fire): 150.00 dps, range: 30 (586m) projectile weapon: 50 damage rate of fire: 3 (every 0.33s) veteran level 1: +13 damage, veteran level 3: +13 damage TRACER - ANTI-AIR TURRET Armor: 1200hp Abilities: Amphibious Cost: M200, E2000, T250 Intel: sight: 24 (469m) Physics: size for adjacency: 4 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +300 hp, veteran level 4: +300 hp, veteran level 5: repair 2 hp/s Weapons: Electron Autocannon (Anti Air): 15.00 dps, range: 44 (859m) projectile weapon: 5 damage x 2 projectiles = 10 damage per salvo rate of fire: 1.5 (every 0.67s) veteran level 1: +1 damage, veteran level 3: +1 damage WALL SECTION Armor: 4000hp Cost: M2, E10, T10 Intel: sight: 0 (0.0m) Physics: size for adjacency: 0 MAGNO - RADAR SYSTEM Armor: 10hp Abilities: Upgradeable Cost: M80, E720 (-20), T80, build rate: 10 Intel: sight: 20 (391m), radar: 115 (2.25km) Physics: size for adjacency: 4 NOAH - SONAR SYSTEM Armor: 50hp Abilities: Upgradeable Cost: M64, E544 (-10), T80, build rate: 10 Intel: sight: 20 (391m), sonar: 115 (2.25km) Physics: size for adjacency: 4 SCUTTLE - TORPEDO LAUNCHER Armor: 4700hp Cost: M600, E4000, T500 Intel: sight: 24 (469m) Physics: size for adjacency: 4 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +1175 hp, veteran level 4: +1175 hp, veteran level 5: repair 2 hp/s Weapons: Nanite Torpedo (Anti Navy): 300.00 dps, range: 32 (625m) projectile weapon: 600 (5 times 120 damage over 1 second) rate of fire: 0.5 (every 2s) veteran level 1: +30 damage, veteran level 3: +30 damage 3.4.2. TIER 2 DEFENSES ~~~~~~~~~~~~~~~~~~~~~~ CEREBUS - T2 POINT DEFENSE Armor: 2000hp Cost: M480, E3400, T400 Intel: sight: 28 (547m) Physics: size for adjacency: 4 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +500 hp, veteran level 4: +500 hp, veteran level 5: repair 2 hp/s Weapons: Particle Cannon (Direct Fire): 117.00 dps, range: 50 (977m) beam weapon: 26 damage x 3 beam every 1s for 1s = 156 damage per salvo rate of fire: 1.5 (every 0.67s) veteran level 1: +7 damage, veteran level 3: +7 damage BURST MASTER - ANTI-AIR FLAK ARTILLERY Armor: 3900hp Abilities: Amphibious Cost: M560, E5600, T700 Intel: sight: 24 (469m) Physics: size for adjacency: 4 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +975 hp, veteran level 4: +975 hp, veteran level 5: repair 2 hp/s Weapons: Electron Flak (Anti Air): 17.00 dps, area: 2 (39.1m), range: 44 (859m) projectile weapon: 5 damage rate of fire: 1.7 (every 0.59s) veteran level 1: +1 damage, veteran level 3: +1 damage SD-PULSE - SHIELD GENERATOR Armor: 250hp Shield: 9000hp (size: 26 (508m), regen rate: 1800, regen start time: 10, recharge time: 15) Abilities: Upgradeable Cost: M600, E6000 (-200), T600, build rate: 15 Intel: sight: 20 (391m) Physics: size for adjacency: 12 GUNTHER - ARTILLERY INSTALLATION Armor: 3150hp Cost: M2240, E16000, T1600 Intel: sight: 28 (547m) Physics: size for adjacency: 4 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +788 hp, veteran level 4: +788 hp, veteran level 5: repair 2 hp/s Weapons: Resonance Artillery (Artillery): 55.00 dps, area: 4 (78.1m), range: 5 (97.7m) - 128 (2.50km) projectile weapon: 1000 damage rate of fire: 0.11 (every 9.09s), firing randomness: 4, energy required: 1250 (-125) veteran level 1: +250 damage, veteran level 3: +250 damage TML-4 - TACTICAL MISSILE LAUNCHER Armor: 1500hp Abilities: Manual Launch Cost: M850, E5100, T850 Intel: sight: 24 (469m) Physics: size for adjacency: 4 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +375 hp, veteran level 4: +375 hp, veteran level 5: repair 2 hp/s Weapons: Loa Tactical Missile (Missile): 18000.00 dps, area: 2 (39.1m), range: 15 (293m) - 128 (2.50km) projectile weapon: 6000 damage rate of fire: 3 (every 0.33s) veteran level 1: +1500 damage, veteran level 3: +1500 damage ZAPPER - TACTICAL MISSILE DEFENSE Armor: 3000hp Abilities: Amphibious Cost: M280, E3200, T400 Intel: sight: 20 (391m) Physics: size for adjacency: 4 Weapons: Zapper Anti Missile (Defense): 8.10 dps, range: 32 (625m) beam weapon: 6 damage x 1 beam every 0.25s for 0.5s = 18 damage per salvo rate of fire: 1.8 (every 0.56s) T2 RADAR SYSTEM Armor: 50hp Abilities: Upgradeable Cost: M180, E3600 (-250), T600, build rate: 15 Intel: sight: 25 (488m), radar: 200 (3.91km) Physics: size for adjacency: 4 T2 SONAR SYSTEM Armor: 200hp Abilities: Upgradeable Cost: M120, E3600 (-100), T600, build rate: 15 Intel: sight: 25 (488m), sonar: 230 (4.49km) Physics: size for adjacency: 4 ED1 - SHIELD GENERATOR Armor: 500hp Shield: 4000hp (size: 18 (352m), regen rate: 800, regen start time: 13, recharge time: 18) Abilities: Upgradeable Cost: M160, E2000 (-100), T400, build rate: 10 Intel: sight: 20 (391m) Physics: size for adjacency: 12 TWILIGHT - STEALTH FIELD GENERATOR Armor: 50hp Cost: M320, E4000 (-150), T800 Intel: sight: 20 (391m), radar stealth field radius: 24 (469m) Physics: size for adjacency: 12 NANITE TORPEDO ARRAY - HEAVY TORPEDO LAUNCHER Armor: 11500hp Cost: M1500, E9000, T1500 Intel: sight: 32 (625m), sonar: 42 (820m) Physics: size for adjacency: 4 Veterancy: 10, 20, 50, 100, 200 kills veteran level 2: +2875 hp, veteran level 4: +2875 hp, veteran level 5: repair 2 hp/s Weapons: Nanite Torpedo (Anti Navy): 1500.00 dps, range: 42 (820m) projectile weapon: 1500 (5 times 300 damage over 1 second) rate of fire: 1 (every 1s) veteran level 1: +75 damage, veteran level 3: +75 damage AIR STAGING FACILITY Armor: 500hp Cost: M350, E2100, T350 Physics: size for adjacency: 12 Transport: class 2 attach size: 2, class 3 attach size: 4 2.4.3. TIER 3 DEFENSES ~~~~~~~~~~~~~~~~~~~~~~ MYRMIDON - ANTI-AIR SAM LAUNCHER Armor: 5000hp Abilities: Amphibious Cost: M1400, E12000, T1500 Intel: sight: 28 (547m) Physics: size for adjacency: 4 Veterancy: 50, 100, 250, 500, 1000 kills veteran level 2: +1250 hp, veteran level 4: +1250 hp, veteran level 5: repair 2 hp/s Weapons: Nanite Missile System (Anti Air): 144.00 dps, range: 60 (1.17km) projectile weapon: 24 damage rate of fire: 1.5 (every 0.67s) veteran level 1: +6 damage, veteran level 3: +6 damage HSD PULSE - HEAVY SHIELD GENERATOR Armor: 500hp Shield: 15000hp (size: 44 (859m), regen rate: 3000, regen start time: 18, recharge time: 23) Cost: M3000, E50000 (-400), T3750 Intel: sight: 20 (391m) Physics: size for adjacency: 12 DISRUPTOR - HEAVY ARTILLERY INSTALLATION Armor: 3500hp Cost: M98415, E1184625, T27000 Intel: sight: 28 (547m) Physics: size for adjacency: 16 Veterancy: 50, 100, 250, 500, 1000 kills veteran level 2: +875 hp, veteran level 4: +875 hp, veteran level 5: repair 2 hp/s Weapons: Proton Artillery (Artillery): 437.50 dps, area: 8 (156m), range: 150 (2.93km) - 700 (13.7km) projectile weapon: 7000 damage rate of fire: 0.0625 (every 16s), firing randomness: 1.5, energy required: 2500 (-250) veteran level 1: +1750 damage, veteran level 3: +1750 damage LIBERATOR - STRATEGIC MISSILE LAUNCHER Armor: 8640hp Abilities: Manual Launch Cost: M130000, E1250000, T75000 Intel: sight: 28 (547m) Physics: size for adjacency: 12 Veterancy: 100, 200, 500, 1000, 2000 kills veteran level 2: +2160 hp, veteran level 4: +2160 hp, veteran level 5: repair 2 hp/s Weapons: EMP Flux Warhead (Missile): inner ring damage: 70000, inner ring radius: 30 (586m), outer ring damage: 500, outer ring radius: 40 (781m) GUARDIAN - STRATEGIC MISSILE DEFENSE Armor: 4000hp Abilities: Amphibious Cost: M21000, E240000, T9000 Intel: sight: 20 (391m) Physics: size for adjacency: 8 Weapons: EMP Anti Nuke (Defense): 30.00 dps, range: 75 (1.46km), effective range: 64 (1.25km) projectile weapon: 30 damage rate of fire: 1 (every 1s) OLYMPUS - OMNI SENSOR ARRAY Armor: 100hp Abilities: Omni Sensor Cost: M2400, E30000 (-2000), T1800 Intel: sight: 30 (586m), radar: 600 (11.7km), omni: 200 (3.91km), sonar: 600 (11.7km) Physics: size for adjacency: 4 SONAR PLATFORM Armor: 1000hp Abilities: Mobile, Stealth Field Cost: M1500, E30000 (-250), T1500 Intel: sight: 32 (625m), sonar: 230 (4.49km), water sight: 24 (469m) Physics: max speed: 1.7 (33.2m/s), turn rate: 10 ------------------- 2.5. CYBRAN ECONOMY ------------------- 2.5.1. TIER 1 ECONOMY ~~~~~~~~~~~~~~~~~~~~~ LAND FACTORY Armor: 4200hp Abilities: Upgradeable Cost: M240 (storage: 100), E2100 (storage: 500), T300, build rate: 10 Intel: sight: 20 (391m) Physics: size for adjacency: 16 AIR FACTORY Armor: 4800hp Abilities: Upgradeable Cost: M240 (storage: 80), E2400 (storage: 400), T400, build rate: 10 Intel: sight: 20 (391m) Physics: size for adjacency: 16 NAVAL FACTORY Armor: 4200hp Abilities: Upgradeable Cost: M300 (storage: 100), E1500 (storage: 500), T300, build rate: 10 Intel: sight: 20 (391m) Physics: size for adjacency: 16 MASS EXTRACTOR Armor: 1200hp Abilities: Upgradeable Cost: M36 (+2), E360 (-2), T60, build rate: 10 Physics: size for adjacency: 4 Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Mass drain reduction (factories): 10.00%, 5.00%, 3.33%, 2.50%, 2.00% MASS FABRICATOR Armor: 360hp Cost: M0 (+1), E1000 (-40), T125 Physics: size for adjacency: 4 Weapons: DeathWeapon: 370 damage, area: 5 (97.7m) Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Mass drain reduction (factories): 2.50%, 1.25%, 0.83%, 0.63%, 0.50% MASS STORAGE Armor: 1600hp Cost: M160 (storage: 500), E1200, T200 Physics: size for adjacency: 4 Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Mass production bonus: 12.50%, 6.25%, 4.17%, 3.13%, 2.50% POWER GENERATOR Armor: 720hp Cost: M75, E750 (+20), T125 Physics: size for adjacency: 4 Weapons: DeathWeapon: 250 damage, area: 2 (39.1m) Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Energy drain reduction (maintenance): 6.25%, 3.13%, 2.08%, 1.56%, 1.25% Energy drain reduction (factories): 6.25%, 3.13%, 2.08%, 1.56%, 1.25% Energy weapon drain time reduction: 2.50%, 1.25%, 0.83%, 0.63%, 0.50% ENERGY STORAGE Armor: 1200hp Cost: M480, E4800 (storage: 2000), T400 Physics: size for adjacency: 4 Weapons: DeathWeapon: 500 damage, area: 2 (39.1m) Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Energy production bonus: 12.50%, 6.25%, 4.17%, 3.13%, 2.50% HCPP-X1000 - HYDROCARBON POWER PLANT Armor: 2880hp Cost: M160, E800 (+100), T400 Physics: size for adjacency: 12 Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Energy drain reduction (maintenance): 12.50%, 12.50%, 12.50%, 12.50%, 12.50% Energy drain reduction (factories): 12.50%, 12.50%, 12.50%, 12.50%, 12.50% Energy weapon drain time reduction: 5.00%, 5.00%, 5.00%, 5.00%, 5.00% 2.5.2. TIER 2 ECONOMY ~~~~~~~~~~~~~~~~~~~~~ T2 LAND FACTORY Armor: 7900hp Abilities: Upgradeable Cost: M875 (storage: 200), E7000 (storage: 1000), T1750, build rate: 20 Intel: sight: 20 (391m) Physics: size for adjacency: 16 T2 AIR FACTORY Armor: 7900hp Abilities: Upgradeable Cost: M660 (storage: 200), E17600 (storage: 1000), T2200, build rate: 20 Intel: sight: 20 (391m) Physics: size for adjacency: 16 T2 NAVAL FACTORY Armor: 15000hp Abilities: Upgradeable Cost: M875 (storage: 200), E7000 (storage: 1000), T1750, build rate: 20 Intel: sight: 20 (391m) Physics: size for adjacency: 16 T2 MASS EXTRACTOR Armor: 2160hp Abilities: Upgradeable Cost: M900 (+6), E5400 (-9), T900, build rate: 15 Intel: sight: 20 (391m) Physics: size for adjacency: 4 Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Mass drain reduction (factories): 15.00%, 7.50%, 5.00%, 3.75%, 3.00% T2 POWER GENERATOR Armor: 2160hp Cost: M1200, E12000 (+500), T2000 Intel: sight: 20 (391m) Physics: size for adjacency: 12 Weapons: DeathWeapon: 1500 damage, area: 5 (97.7m) Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Energy drain reduction (maintenance): 12.50%, , 12.50%, 12.50%, 12.50% Energy drain reduction (factories): 12.50%, 12.50%, 12.50%, 12.50%, 12.50% Energy weapon drain time reduction: 5.00%, , 5.00%, 5.00%, 5.00% 2.5.3. TIER 3 ECONOMY ~~~~~~~~~~~~~~~~~~~~~ T3 LAND FACTORY Armor: 19000hp Cost: M2600 (storage: 400), E18200 (storage: 2000), T5200, build rate: 30 Intel: sight: 20 (391m) Physics: size for adjacency: 16 T3 AIR FACTORY Armor: 19000hp Cost: M1950 (storage: 400), E32500 (storage: 2000), T6500, build rate: 30 Intel: sight: 20 (391m) Physics: size for adjacency: 16 T3 NAVAL FACTORY Armor: 35000hp Cost: M2860 (storage: 400), E20800 (storage: 2000), T5200, build rate: 30 Intel: sight: 20 (391m) Physics: size for adjacency: 16 T3 MASS EXTRACTOR Armor: 4000hp Cost: M1800 (+12), E10800 (-36), T1350 Intel: sight: 20 (391m) Physics: size for adjacency: 4 Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Mass drain reduction (factories): 20.00%, 10.00%, 6.67%, 5.00%, 4.00% T3 MASS FABRICATOR Armor: 6000hp Cost: M800 (+24), E100000 (-1500), T3000 Intel: sight: 20 (391m) Physics: size for adjacency: 12 Weapons: DeathWeapon: 4000 damage, area: 7 (137m) Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Mass drain reduction (factories): 7.50%, 7.50%, 7.50%, 7.50%, 7.50% ION REACTOR - T3 POWER GENERATOR Armor: 9720hp Cost: M3240, E57600 (+2500), T5400 Intel: sight: 20 (391m) Physics: size for adjacency: 16 Weapons: DeathWeapon: 8000 damage, area: 10 (195m) Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Energy drain reduction (maintenance): 18.75%, , 18.75%, 18.75%, 18.75% Energy drain reduction (factories): 18.75%, 18.75%, 18.75%, 18.75%, 18.75% Energy weapon drain time reduction: 7.50%, , 7.50%, 7.50%, 7.50% ------------------------------ 2.6. CYBRAN EXPERIMENTAL UNITS ------------------------------ ARMORED COMMAND UNIT Armor: 10000hp (regen rate: 15, armor type: Commander) Abilities: Customizable, Overcharge, Omni Sensor, Engineering Suite Cost: M60000 (+1, storage: 400), E5000000 (+10, storage: 2500), T18000, build rate: 10 Intel: sight: 26 (508m), omni: 26 (508m) Physics: max speed: 1.7 (33.2m/s), turn rate: 90 Transport class: 3 Veterancy: 100, 200, 500, 1000, 2000 kills veteran level 2: +2500 hp, veteran level 4: +2500 hp, veteran level 5: repair 30 hp/s Weapons: Molecular Ripper Cannon (Direct Fire): 120.00 dps, range: 2 (39.1m) - 22 (430m) projectile weapon: 120 damage rate of fire: 1 (every 1s) veteran level 1: +30 damage, veteran level 3: +30 damage Overcharge Cannon (Direct Fire): 35000.00 dps, area: 2 (39.1m), range: 10 (195m) projectile weapon: 70000 damage rate of fire: 0.5 (every 2s), energy required: 3000 (-3000) veteran level 1: +17500 damage, veteran level 3: +17500 damage Death Nuke (Direct Fire): inner ring damage: 3500, inner ring radius: 30 (586m), outer ring damage: 500, outer ring radius: 40 (781m) QUANTUM GATEWAY Armor: 10000hp Cost: M1200, E12000, T1200, build rate: 30 Intel: sight: 20 (391m) Physics: size for adjacency: 20 Transport: class 2 attach size: 1, class 3 attach size: 1 SUPPORT COMMAND UNIT Armor: 20000hp (regen rate: 15) Abilities: Customizable, Omni Sensor, Engineering Suite, Explodes on Death, Cannot be Reclaimed Cost: M3000 (+2, storage: 100), E40000 (+20, storage: 500), T6000, build rate: 30 Intel: sight: 26 (508m), omni: 16 (313m) Physics: max speed: 2.2 (43.0m/s), turn rate: 146 Transport class: 3 Veterancy: 100, 200, 500, 1000, 2000 kills veteran level 2: +5000 hp, veteran level 4: +5000 hp, veteran level 5: repair 30 hp/s Weapons: Disintegrator Pulse Laser (Direct Fire): 375.75 dps, range: 2 (39.1m) - 22 (430m) projectile weapon: 225 damage rate of fire: 1.67 (every 0.6s) veteran level 1: +56 damage, veteran level 3: +56 damage Death Nuke (Direct Fire): 1000.00 dps, area: 10 (195m), range: 1 (19.5m) projectile weapon: 1000 damage veteran level 1: +250 damage, veteran level 3: +250 damage MONKEYLORD - SPIDERBOT Armor: 65000hp (regen rate: 0.5) Abilities: Amphibious, Torpedo, Stealth, Crushes Units Cost: M39375, E393750 (-250), T16875 Intel: sight: 32 (625m), sonar: 76 (1.48km) Physics: max speed: 1.8 (35.2m/s), turn rate: 16 Transport class: 10 Veterancy: 100, 200, 500, 1000, 2000 kills veteran level 2: +16250 hp, veteran level 4: +16250 hp, veteran level 5: repair 2 hp/s Weapons: Heavy Microwave Laser: 25000.00 dps, area: 0.5 (9.8m), range: 6 (117m) - 20 (391m) continuous beam weapon: 2500 damage every 0.1s rate of fire: 0.25 (every 4s) veteran level 1: +625 damage, veteran level 3: +625 damage 2x Heavy Electron Bolter (Direct Fire): 400.00 dps, range: 64 (1.25km) projectile weapon: 800 damage rate of fire: 0.5 (every 2s) veteran level 1: +200 damage, veteran level 3: +200 damage 2x Nanite Missile System (Anti Air): 10.50 dps, area: 0 (0.0m), range: 64 (1.25km) projectile weapon: 7 damage x 2 projectiles = 14 damage per salvo rate of fire: 0.75 (every 1.33s) veteran level 1: +2 damage, veteran level 3: +2 damage Meson Torpedo (Anti Navy): 120.00 dps, range: 32 (625m) projectile weapon: 300 damage x 2 projectiles = 600 damage per salvo rate of fire: 0.2 (every 5s) veteran level 1: +75 damage, veteran level 3: +75 damage SOUL RIPPER - GUNSHIP Armor: 18000hp (Light) Cost: M42000, E288000, T22500 Intel: sight: 46 (898m) Physics: max speed: 0.5 (9.8m/s), elevation: 18 (352m) Transport class: 10 Veterancy: 100, 200, 500, 1000, 2000 kills veteran level 2: +4500 hp, veteran level 4: +4500 hp, veteran level 5: repair 1 hp/s Weapons: 2x Iridium Rocket Pack (Direct Fire): 150.00 dps, range: 30 (586m) projectile weapon: 100 damage x 3 projectiles = 300 damage per salvo rate of fire: 0.5 (every 2s) veteran level 1: +25 damage, veteran level 3: +25 damage 2x Nanite Missile System (Anti Air): 7.50 dps, range: 40 (781m) projectile weapon: 5 damage x 2 projectiles = 10 damage per salvo rate of fire: 0.75 (every 1.33s) veteran level 1: +1 damage, veteran level 3: +1 damage 2x Heavy Electron Bolter (Direct Fire): 150.00 dps, range: 30 (586m) projectile weapon: 50 damage rate of fire: 3 (every 0.33s) veteran level 1: +13 damage, veteran level 3: +13 damage Air Crash (Death): 1000 damage, area: 1 (19.5m) SCATHIS - MOBILE RAPID FIRE ARTILLERY Armor: 2400hp Abilities: Deploys: Immobile While Firing Cost: M81000, E945000, T27000 Intel: sight: 26 (508m) Physics: max speed: 1 (19.5m/s), turn rate: 20 Transport class: 10 Veterancy: 100, 200, 500, 1000, 2000 kills veteran level 2: +600 hp, veteran level 4: +600 hp, veteran level 5: repair 2 hp/s Weapons: Proton Artillery (Artillery): 500.00 dps, area: 7 (137m), range: 50 (977m) - 350 (6.84km) projectile weapon: 1000 damage rate of fire: 0.5 (every 2s), firing randomness: 1.5, energy required: 30000 (-30000) veteran level 1: +250 damage, veteran level 3: +250 damage -------------------- 3.7. CYBRAN UPGRADES -------------------- 3.7.1. COMMANDER ~~~~~~~~~~~~~~~~ The ACU has a build speed of 10. RIGHT ARM Microwave Laser Generator Cost: M6750, E900000, T2250 Heavy Microwave Laser: 1000.00 dps, range: 22 (430m), continuous beam weapon, can fire from transport cost to fire: E (-2000) veteran level 1: +250 damage, veteran level 3: +250 damage Gives ACU an additional Monkeylord-like laser. Nanite Torpedo Tube Cost: M1500, E37500, T1500 Nanite Torpedo (Anti Navy): 250.00 dps, range: 32 (625m) projectile weapon: 500 damage, rate of fire: 0.5 (every 2s) veteran level 1: +125 damage, veteran level 3: +125 damage Gives Commander torpedoes for underwater missions. BACK Personal Teleporter Cost: M60000, E6000000, T6000 Cost to use: E (-20000), T60 Allows teleportation to anywhere on the map. Personal Cloaking Generator Cost: M3000, E112500 (-500), T1500 Allows ACU to cloak (invisible to sight). Omni Sensors can break through the cloaking. Personal Stealth Generator Requires Personal Cloaking Generator Cost: M9000, E1200000 (-500), T3000 Adds stealth (invisible to radar) for no extra energy cost. Only Omni Sensors or ACU/SCUs can see the ACU now. Resource Allocation System Cost: M6000 (+12), E300000 (+3500), T1500 Produces extra resources (see "Cost" above). LEFT ARM Tech 2 Engineering Suite Cost: M2000, E50000, T2000 Gives ACU tech 1,2 build trees. Increases build speed to 30. Tech 3 Engineering Suite Cost: M6750, E900000, T2250 Gives ACU tech 3,4 build trees. Increases build speed to 90. Advanced Cooling Upgrade Cost: M4500, E112500, T1500 Main gun now fires 6 times faster. (I think) 3.7.2. SUBCOMMANDER ~~~~~~~~~~~~~~~~~~~ The SCU has a build speed of 30. RIGHT ARM Focus Converter Cost: M1000, E400000, T3000 Doubles damage output of main gun (I think). Resource Allocation System Cost: M6000 (+12), E375000 (+3500), T9000 Produces extra resources (see "Cost" above). BACK Personal Cloaking Generator Cost: M3000, E112500 (-500), T4500 Allows SCU to cloak (invisible to sight). Omni Sensors will break through the cloaking. Personal Stealth Generator Requires Personal Cloaking Generator Cost: M9000, E1200000 (-500), T9000 Adds stealth (invisible to radar) to existing cloaking. Only Omni Sensors can see the SCU now. Nanite Missile System Cost: M1500, E93750, T3750 Nanite Missile System (Anti Air): 36.00 dps, range: 60 (1.17km) projectile weapon: 24 damage, rate of fire: 1.5 (every 0.67s) veteran level 1: +6 damage, veteran level 3: +6 damage Gives SCU a SAM-like anti-air gun (not as good as real T3 AA). Self Repair System Cost: M2250, E112500, T4500 Enhances SCU's regen rate to 600. LEFT ARM Switchback Engineering Suite Cost: M2100, E225000, T9000 Increases build speed to 60. EMP Charge Cost: M3000, E600000, T4500 Adds EMP freeze weapon in a small area around the SCU. 3.7.3. SHIELD GENERATOR ~~~~~~~~~~~~~~~~~~~~~~~ The shield generator has a build rate of 10. ED1 SHIELD GENERATOR Shield Expansion 1 of 4 Cost: M300, E3000 (-200), T300 Shield: 7000hp (size: 22 (430m), regen rate: 1400, regen start time: 14, recharge time: 16) Shield Expansion 2 of 4 Requires Shield Expansion 1 Cost: M1000, E15000 (-300), T1000 Shield: 10000hp (size: 28 (547m), regen rate: 2000, regen start time: 16, recharge time: 18) Shield Expansion 3 of 4 Requires Shield Expansion 2 Cost: M1500, E30000 (-400), T1500 Shield: 13000hp (size: 34 (664m), regen rate: 2600, regen start time: 18, recharge time: 20) Shield Expansion 4 of 4 Requires Shield Expansion 3 Cost: M3000, E50000 (-500), T2000 Shield: 14000hp (size: 40 (781m), regen rate: 2800, regen start time: 20, recharge time: 22) ============= 4. AEON UNITS ============= The Aeon's unique units are the 3 experimentals and the T1 Attack Boat. Aeon units are all focused towards a single purpose, often with only one gun. They tend to have less health, but make up for it in maneuverability. The Aeon has a powerful navy, especially if you include the Aurora T1 hovercraft. Aeon engineers can sacrifice themselves to add some of their cost towards a building project, which can be handy in a pinch if you need to finish a crucial unit or get back down from the unit limit. The Aeon ACU can become a formidable fighter with gun and shield upgrades or an economic powerhouse with its Advanced Resource Allocation upgrade. However, it has less health than the other factions' ACUs. -------------------- 4.1. AEON LAND UNITS -------------------- 4.1.1. TIER 1 LAND UNITS ~~~~~~~~~~~~~~~~~~~~~~~~ ENGINEER Armor: 105hp Abilities: Engineering Suite, Hover, Sacrifice Cost: M45 (storage: 1), E300 (storage: 5), T150, build rate: 5, sacrifice M40 (88.9%) Intel: sight: 18 (352m) Physics: max speed: 1.9 (37.1m/s), turn rate: 90 veteran level 2: +26 hp, veteran level 4: +26 hp, veteran level 5: repair 2 hp/s SPIRIT - LAND SCOUT Armor: 23hp Abilities: Hover, Radar Cost: M8, E40, T40 Intel: sight: 24 (469m), radar: 75 (1.46km) Physics: max speed: 5 (97.7m/s), turn rate: 45 veteran level 2: +6 hp, veteran level 4: +6 hp, veteran level 5: repair 2 hp/s Weapons: Light Laser (Direct Fire): 1.00 dps, range: 10 (195m) projectile weapon: 2 damage rate of fire: 0.5 (every 2s) veteran level 1: +1 damage, veteran level 3: +1 damage FLARE - LIGHT ASSAULT BOT Armor: 50hp Cost: M28, E140, T70 Intel: sight: 18 (352m) Physics: max speed: 3.3 (64.5m/s), turn rate: 180 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +13 hp, veteran level 4: +13 hp, veteran level 5: repair 2 hp/s Weapons (can fire from transport): Sonic Pulsar (Direct Fire): 27.00 dps, range: 10 (195m) projectile weapon: 9 damage x 3 projectiles = 27 damage per salvo rate of fire: 1 (every 1s) veteran level 1: +2 damage, veteran level 3: +2 damage AURORA - LIGHT TANK Armor: 140hp Abilities: Hover Cost: M52, E260, T130 Intel: sight: 20 (391m) Physics: max speed: 3.8 (74.2m/s), turn rate: 45 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +35 hp, veteran level 4: +35 hp, veteran level 5: repair 2 hp/s Weapons: Disruptor Cannon (Direct Fire): 26.40 dps, area: 1 (19.5m), range: 26 (508m) projectile weapon: 40 damage rate of fire: 0.66 (every 1.52s) veteran level 1: +10 damage, veteran level 3: +10 damage FERVOR - MOBILE LIGHT ARTILLERY Armor: 150hp Cost: M36, E180, T90 Intel: sight: 18 (352m) Physics: max speed: 2.7 (52.7m/s), turn rate: 40 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +38 hp, veteran level 4: +38 hp, veteran level 5: repair 2 hp/s Weapons: Concussion Artillery (Artillery): 100.00 dps, area: 0.5 (9.8m), range: 5 (97.7m) - 30 (586m) projectile weapon: 200 damage rate of fire: 0.5 (every 2s) veteran level 1: +50 damage, veteran level 3: +50 damage THISTLE - MOBILE ANTI-AIR GUN Armor: 205hp Cost: M28, E140, T70 Intel: sight: 18 (352m) Physics: max speed: 3 (58.6m/s), turn rate: 40 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +51 hp, veteran level 4: +51 hp, veteran level 5: repair 2 hp/s Weapons: Sonic Pulse Battery (Anti Air): 3.60 dps, range: 32 (625m) projectile weapon: 4 damage rate of fire: 0.9 (every 1.11s) veteran level 1: +1 damage, veteran level 3: +1 damage 4.1.2. TIER 2 LAND UNITS ~~~~~~~~~~~~~~~~~~~~~~~~ T2 ENGINEER Armor: 514hp Abilities: Engineering Suite, Hover, Sacrifice Cost: M132 (storage: 5), E990 (storage: 30), T440, build rate: 10, sacrifice M118 (89.4%) Intel: sight: 20 (391m) Physics: max speed: 1.8 (35.2m/s), turn rate: 82 Transport class: 2 veteran level 2: +129 hp, veteran level 4: +129 hp, veteran level 5: repair 2 hp/s OBSIDIAN - HEAVY TANK Armor: 150hp Shield: 700hp (size: 3 (58.6m), regen rate: 47, regen start time: 60, recharge time: 75) Abilities: Shield Cost: M160, E800 (-20), T400 Intel: sight: 23 (449m) Physics: max speed: 3.1 (60.5m/s), turn rate: 41 Transport class: 2 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +38 hp, veteran level 4: +38 hp, veteran level 5: repair 2 hp/s Weapons: Quantum Cannon (Direct Fire): 79.37 dps, range: 23 (449m) projectile weapon: 119 damage rate of fire: 0.667 (every 1.5s) veteran level 1: +30 damage, veteran level 3: +30 damage ASCENDANT - MOBILE AA FLAK ARTILLERY Armor: 1000hp Abilities: Hover Cost: M160, E800, T400 Intel: sight: 20 (391m) Physics: max speed: 3.6 (70.3m/s), turn rate: 120 Transport class: 2 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +250 hp, veteran level 4: +250 hp, veteran level 5: repair 2 hp/s Weapons: Fizz Launcher (Anti Air): 24.00 dps, area: 2.5 (48.8m), range: 40 (781m) projectile weapon: 12 damage rate of fire: 2 (every 0.5s) veteran level 1: +3 damage, veteran level 3: +3 damage EVENSONG - MOBILE MISSILE LAUNCHER Armor: 370hp Cost: M240, E1600, T800 Intel: sight: 18 (352m) Physics: max speed: 2.7 (52.7m/s), turn rate: 27 Transport class: 2 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +93 hp, veteran level 4: +93 hp, veteran level 5: repair 2 hp/s Weapons: Serpentine Missile (Missile): 46.86 dps, area: 0.5 (9.8m), range: 50 (977m) projectile weapon: 330 damage rate of fire: 0.142 (every 7.04s) veteran level 1: +83 damage, veteran level 3: +83 damage ASYLUM - MOBILE SHIELD GENERATOR Armor: 50hp Shield: 3600hp (size: 16 (313m), regen rate: 720, regen start time: 14, recharge time: 19) Abilities: Hover, Shield Cost: M96, E800 (-75), T480 Intel: sight: 20 (391m) Physics: max speed: 3 (58.6m/s), turn rate: 27 Transport class: 2 veteran level 2: +13 hp, veteran level 4: +13 hp, veteran level 5: repair 2 hp/s 4.1.3. TIER 3 LAND UNITS ~~~~~~~~~~~~~~~~~~~~~~~~ T3 ENGINEER Armor: 1050hp Abilities: Engineering Suite, Hover, Sacrifice Cost: M448 (storage: 10), E3200 (storage: 100), T960, build rate: 15, sacrifice M269 (60.0%) Intel: sight: 26 (508m) Physics: max speed: 1.8 (35.2m/s), turn rate: 70 Transport class: 3 veteran level 2: +263 hp, veteran level 4: +263 hp, veteran level 5: repair 2 hp/s HARBINGER - SIEGE ASSAULT BOT Armor: 5100hp Abilities: Repairs, Reclaims Cost: M480, E3200, T1200, build rate: 3 Intel: sight: 26 (508m) Physics: max speed: 2.8 (54.7m/s), turn rate: 146 Transport class: 3 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +1275 hp, veteran level 4: +1275 hp, veteran level 5: repair 2 hp/s Weapons: High Intensity Laser (Direct Fire): 86.25 dps, range: 32 (625m) projectile weapon: 115 damage rate of fire: 0.75 (every 1.33s) veteran level 1: +29 damage, veteran level 3: +29 damage SERENITY - MOBILE HEAVY ARTILLERY Armor: 900hp Cost: M800, E8000, T2400 Intel: sight: 26 (508m) Physics: max speed: 2.5 (48.8m/s), turn rate: 20 Transport class: 3 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +225 hp, veteran level 4: +225 hp, veteran level 5: repair 2 hp/s Weapons: Sonance Artillery (Artillery): 140.25 dps, area: 2.5 (48.8m), range: 25 (488m) - 70 (1.37km) projectile weapon: 2805 (15 times 187 damage over 5 seconds) rate of fire: 0.05 (every 20s) veteran level 1: +47 damage, veteran level 3: +47 damage ------------------- 4.2. AEON AIR UNITS ------------------- 4.2.1. TIER 1 AIR UNITS ~~~~~~~~~~~~~~~~~~~~~~~ ENGINEER MIRAGE - AIR SCOUT Armor: 3hp (Light) Cost: M16, E640, T160 Intel: sight: 70 (1.37km) Physics: max speed: 10 (195m/s), turn rate: 100, elevation: 20 (391m) Transport class: 1 veteran level 2: +1 hp, veteran level 4: +1 hp, veteran level 5: repair 1 hp/s Weapons: Air Crash (Death): 10 damage, area: 1 (19.5m) CONSERVATOR - INTERCEPTOR Armor: 18hp (Light) Cost: M38, E2280, T380 Intel: sight: 32 (625m) Physics: max speed: 0.5 (9.8m/s), elevation: 18 (352m), engage distance: 50 (977m) Transport class: 1 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +5 hp, veteran level 4: +5 hp, veteran level 5: repair 1 hp/s Weapons: 2x Sonic Pulse Battery (Anti Air): 10.20 dps, range: 20 (391m) projectile weapon: 4 damage x 3 projectiles = 12 damage per salvo rate of fire: 0.85 (every 1.18s) veteran level 1: +1 damage, veteran level 3: +1 damage Air Crash (Death): 25 damage, area: 1 (19.5m) SHIMMER - ATTACK BOMBER Armor: 18hp (Light) Abilities: Stun Shot: Ordinance Stuns Enemies Cost: M144, E2880, T480 Intel: sight: 32 (625m) Physics: max speed: 0.5 (9.8m/s), elevation: 18 (352m), engage distance: 50 (977m) Transport class: 2 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +5 hp, veteran level 4: +5 hp, veteran level 5: repair 1 hp/s Weapons: Graviton Bomb (Bomb): 100.00 dps, area: 4 (78.1m), range: 2 (39.1m) projectile weapon: 200 damage rate of fire: 0.5 (every 2s) veteran level 1: +50 damage, veteran level 3: +50 damage Air Crash (Death): 100 damage, area: 1 (19.5m) CHARIOT - LIGHT AIR TRANSPORT Armor: 90hp (Light) Abilities: T1 Transport: Carries T1-T3 Land Units Cost: M120, E4800, T600 Intel: sight: 32 (625m) Physics: max speed: 0.5 (9.8m/s), elevation: 8 (156m) Transport class: 10, class 2 attach size: 2, class 3 attach size: 4 veteran level 2: +23 hp, veteran level 4: +23 hp, veteran level 5: repair 1 hp/s 4.2.2. TIER 2 AIR UNITS ~~~~~~~~~~~~~~~~~~~~~~~ T2 ENGINEER SKIMMER - TORPEDO BOMBER Armor: 120hp (Light) Abilities: Sonar, Depth Charge Cost: M600, E6000, T1000 Intel: sight: 32 (625m), sonar: 40 (781m) Physics: max speed: 0.5 (9.8m/s), elevation: 18 (352m), engage distance: 75 (1.46km) Transport class: 2 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +30 hp, veteran level 4: +30 hp, veteran level 5: repair 1 hp/s Weapons: Harmonic Depth Charge (Anti Navy): 130.00 dps, range: 3 (58.6m) projectile weapon: 650 damage rate of fire: 0.2 (every 5s) veteran level 1: +163 damage, veteran level 3: +163 damage Air Crash (Death): 150 damage, area: 1 (19.5m) SPECTER - GUNSHIP Armor: 150hp (Light) Cost: M390, E7800, T1300 Intel: sight: 32 (625m) Physics: max speed: 0.5 (9.8m/s), elevation: 10 (195m) Transport class: 2 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +38 hp, veteran level 4: +38 hp, veteran level 5: repair 1 hp/s Weapons: Quad Light Laser (Direct Fire): 30.00 dps, range: 22 (430m) projectile weapon: 12 damage x 4 projectiles = 48 damage per salvo rate of fire: 1.25 (every 0.8s) veteran level 1: +3 damage, veteran level 3: +3 damage Air Crash (Death): 100 damage, area: 1 (19.5m) ALUMINAR - AIR TRANSPORT Armor: 210hp (Light) Abilities: T2 Transport: Carries ACUs, T1-T3 Land Units Cost: M320, E12800, T1600 Intel: sight: 32 (625m) Physics: max speed: 0.5 (9.8m/s), elevation: 8 (156m) Transport class: 10, class 2 attach size: 2, class 3 attach size: 4 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +53 hp, veteran level 4: +53 hp, veteran level 5: repair 1 hp/s Weapons: 4x Sonic Pulse Battery (Anti Air): 4.00 dps, range: 20 (391m) projectile weapon: 3.92 damage x 3 projectiles = 11.76 damage per salvo rate of fire: 0.34 (every 2.94s) veteran level 1: +1 damage, veteran level 3: +1 damage 4.2.3. TIER 3 AIR UNITS ~~~~~~~~~~~~~~~~~~~~~~~ T3 ENGINEER SEER - SPY PLANE Armor: 25hp (Light) Abilities: Radar Cost: M160, E4820, T800 Intel: sight: 120 (2.34km), radar: 120 (2.34km) Physics: max speed: 10 (195m/s), elevation: 25 (488m) Transport class: 3 veteran level 2: +6 hp, veteran level 4: +6 hp, veteran level 5: repair 1 hp/s Weapons: Air Crash (Death): 100 damage, area: 1 (19.5m) CORONA - AIR SUPERIORITY FIGHTER Armor: 200hp (Light) Cost: M360, E24000, T3600 Intel: sight: 32 (625m) Physics: max speed: 0.5 (9.8m/s), elevation: 20 (391m), engage distance: 50 (977m) Transport class: 3 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +50 hp, veteran level 4: +50 hp, veteran level 5: repair 1 hp/s Weapons: Displacement Cannon (Anti Air): 78.00 dps, area: 1 (19.5m), range: 24 (469m) projectile weapon: 26 damage x 3 projectiles = 78 damage per salvo rate of fire: 1 (every 1s) veteran level 1: +7 damage, veteran level 3: +7 damage Air Crash (Death): 200 damage, area: 1 (19.5m) SHOCKER - STRATEGIC BOMBER Armor: 135hp (Light) Abilities: Missile Defense - Tactical Cost: M2160, E72000, T7200 Intel: sight: 32 (625m) Physics: max speed: 0.5 (9.8m/s), elevation: 25 (488m), engage distance: 50 (977m) Transport class: 3 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +34 hp, veteran level 4: +34 hp, veteran level 5: repair 1 hp/s Weapons: Quark Bomb (Bomb): 1500.00 dps, area: 2.5 (48.8m), range: 8 (156m) projectile weapon: 7500 damage rate of fire: 0.2 (every 5s), firing randomness: 3 veteran level 1: +1875 damage, veteran level 3: +1875 damage Will O Wisp Anti Missile (Defense): 0.75 dps, range: 64 (1.25km) projectile weapon: 1 damage rate of fire: 0.75 (every 1.33s) Air Crash (Death): 500 damage, area: 1 (19.5m) --------------------- 4.3. AEON NAVAL UNITS --------------------- 4.3.1. TIER 1 NAVAL UNITS ~~~~~~~~~~~~~~~~~~~~~~~~~ ENGINEER SHARD - ATTACK BOAT Armor: 750hp Abilities: Anti-Air Cost: M120, E1200, T400 Intel: sight: 32 (625m) Physics: max speed: 6.8 (133m/s), turn rate: 50 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +188 hp, veteran level 4: +188 hp, veteran level 5: repair 3 hp/s Weapons: Sonic Pulse Battery (Anti Air): 18.00 dps, range: 48 (938m) projectile weapon: 9 damage rate of fire: 2 (every 0.5s) veteran level 1: +2 damage, veteran level 3: +2 damage SYLPH - ATTACK SUBMARINE Armor: 1000hp Abilities: Submersible Cost: M540, E1800, T900 Intel: sight: 32 (625m), sonar: 60 (1.17km), water sight: 32 (625m) Physics: max speed: 4.675 (91.3m/s), turn rate: 40 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +250 hp, veteran level 4: +250 hp, veteran level 5: repair 3 hp/s Weapons: Chrono Torpedo (Anti Navy): 137.50 dps, range: 32 (625m) projectile weapon: 275 damage x 2 projectiles = 550 damage per salvo rate of fire: 0.25 (every 4s) veteran level 1: +69 damage, veteran level 3: +69 damage BEACON CLASS FRIGATE Armor: 750hp Abilities: Torpedo Defense, Radar, Sonar Cost: M280, E2800, T700 Intel: sight: 32 (625m), radar: 90 (1.76km), sonar: 90 (1.76km), water sight: 24 (469m) Physics: max speed: 6.8 (133m/s), turn rate: 30 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +188 hp, veteran level 4: +188 hp, veteran level 5: repair 3 hp/s Weapons: 2x Quantum Cannon (Direct Fire Naval): 25.00 dps, area: 1 (19.5m), range: 40 (781m) projectile weapon: 125 damage rate of fire: 0.2 (every 5s) veteran level 1: +31 damage, veteran level 3: +31 damage 2x Quasar Anti Torpedo (Defense): 0.50 dps, range: 32 (625m), doesn't lead target projectile weapon: 2 damage rate of fire: 0.25 (every 4s) 4.3.2. TIER 2 NAVAL UNITS ~~~~~~~~~~~~~~~~~~~~~~~~~ T2 ENGINEER INFINITY CLASS CRUISER Armor: 3250hp Abilities: Missile Defense - Tactical Cost: M1800, E18000, T3600 Intel: sight: 60 (1.17km), radar: 90 (1.76km), sonar: 30 (586m), water sight: 45 (879m) Physics: max speed: 4.25 (83.0m/s), turn rate: 20 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +813 hp, veteran level 4: +813 hp, veteran level 5: repair 3 hp/s Weapons: Quantum Cannon (Direct Fire Naval): 70.00 dps, area: 1 (19.5m), range: 75 (1.46km) projectile weapon: 140 damage x 2 projectiles = 280 damage per salvo rate of fire: 0.25 (every 4s) veteran level 1: +35 damage, veteran level 3: +35 damage 2x Zealot AA Missile (Anti Air): 30.00 dps, area: 1 (19.5m), range: 75 (1.46km) projectile weapon: 30 damage rate of fire: 1 (every 1s) veteran level 1: +8 damage, veteran level 3: +8 damage Will O Wisp Anti Missile (Defense): 13.50 dps, range: 32 (625m) projectile weapon: 30 damage x 3 projectiles = 90 damage per salvo rate of fire: 0.3 (every 3.33s) EXODUS CLASS DESTROYER Armor: 7500hp Abilities: Torpedo Defense, Depth Charge Cost: M2250, E13500, T4500 Intel: sight: 55 (1.07km), radar: 60 (1.17km), sonar: 60 (1.17km), water sight: 42 (820m) Physics: max speed: 6 (117m/s), turn rate: 25 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +1875 hp, veteran level 4: +1875 hp, veteran level 5: repair 3 hp/s Weapons: Oblivion Cannon (Direct Fire Naval): 205.00 dps, area: 2 (39.1m), range: 80 (1.56km) projectile weapon: 1025 damage rate of fire: 0.2 (every 5s) veteran level 1: +256 damage, veteran level 3: +256 damage Harmonic Depth Charge (Anti Navy): 15.00 dps, area: 1.5 (29.3m), range: 32 (625m) projectile weapon: 150 damage rate of fire: 0.1 (every 10s), firing randomness: 1 veteran level 1: +38 damage, veteran level 3: +38 damage 2x Chrono Torpedo Launcher (Anti Navy): 37.50 dps, range: 32 (625m) projectile weapon: 150 damage rate of fire: 0.25 (every 4s), firing randomness: 1 veteran level 1: +38 damage, veteran level 3: +38 damage 2x Anti Torpedo (Defense): 0.33 dps, range: 32 (625m) projectile weapon: 3 damage rate of fire: 0.11 (every 9.09s) 4.3.3. TIER 3 NAVAL UNITS ~~~~~~~~~~~~~~~~~~~~~~~~~ T3 ENGINEER OMEN CLASS BATTLESHIP Armor: 55000hp Abilities: Missile Defense - Tactical Cost: M19000, E152000, T22800 Intel: sight: 70 (1.37km), radar: 110 (2.15km), sonar: 20 (391m), water sight: 50 (977m) Physics: max speed: 4.675 (91.3m/s), turn rate: 15 Veterancy: 50, 100, 250, 500, 1000 kills veteran level 2: +13750 hp, veteran level 4: +13750 hp, veteran level 5: repair 3 hp/s Weapons: 3x Oblivion Cannon (Direct Fire Naval): 159.38 dps, area: 1 (19.5m), range: 128 (2.50km) projectile weapon: 2550 damage rate of fire: 0.0625 (every 16s) veteran level 1: +638 damage, veteran level 3: +638 damage 2x Will O Wisp Anti Missile (Defense): 9.00 dps, range: 42 (820m) projectile weapon: 30 damage x 3 projectiles = 90 damage per salvo rate of fire: 0.2 (every 5s) KEEFER CLASS AIRCRAFT CARRIER Armor: 22000hp Abilities: Anti-Air Cost: M4000, E40000, T8000 Intel: sight: 60 (1.17km), radar: 150 (2.93km), sonar: 20 (391m), water sight: 36 (703m) Physics: max speed: 3.4 (66.4m/s), turn rate: 10 Transport class: 10 Veterancy: 50, 100, 250, 500, 1000 kills veteran level 2: +5500 hp, veteran level 4: +5500 hp, veteran level 5: repair 3 hp/s Weapons: 2x Zealot AA Missile (Anti Air): 30.00 dps, area: 1 (19.5m), range: 75 (1.46km) projectile weapon: 30 damage rate of fire: 1 (every 1s) veteran level 1: +8 damage, veteran level 3: +8 damage SILENCER - STRATEGIC MISSILE SUBMARINE Armor: 3000hp Abilities: Submersible, Manual Build, Manual Launch Cost: M150000, E1750000, T150000 Intel: sight: 16 (313m), sonar: 90 (1.76km), water sight: 24 (469m) Physics: max speed: 2.55 (49.8m/s), turn rate: 25 Veterancy: 50, 100, 250, 500, 1000 kills veteran level 2: +750 hp, veteran level 4: +750 hp, veteran level 5: repair 3 hp/s Weapons: Long Range Cruise Missile (Missile): 300.00 dps, area: 2 (39.1m), range: 128 (2.50km) projectile weapon: 3000 damage rate of fire: 0.1 (every 10s) veteran level 1: +750 damage, veteran level 3: +750 damage Nuclear Warhead (Missile): inner ring damage: 35000, inner ring radius: 30 (586m), outer ring damage: 500, outer ring radius: 40 (781m) stores 2 missiles ------------------ 4.4. AEON DEFENSES ------------------ 4.4.1. TIER 1 DEFENSES ~~~~~~~~~~~~~~~~~~~~~~ ERUPTER - POINT DEFENSE Armor: 850hp Cost: M250, E2000, T250 Intel: sight: 24 (469m) Physics: size for adjacency: 4 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +213 hp, veteran level 4: +213 hp, veteran level 5: repair 2 hp/s Weapons: Graviton Projector (Direct Fire): 150.00 dps, range: 30 (586m) projectile weapon: 100 damage rate of fire: 1.5 (every 0.67s) veteran level 1: +25 damage, veteran level 3: +25 damage SEEKER - ANTI-AIR TURRET Armor: 1200hp Abilities: Amphibious Cost: M200, E2000, T250 Intel: sight: 24 (469m) Physics: size for adjacency: 4 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +300 hp, veteran level 4: +300 hp, veteran level 5: repair 2 hp/s Weapons: Sonic Pulse Battery (Anti Air): 14.40 dps, range: 44 (859m) projectile weapon: 3 damage x 3 projectiles = 9 damage per salvo rate of fire: 1.6 (every 0.63s) veteran level 1: +1 damage, veteran level 3: +1 damage WALL SECTION Armor: 4000hp Cost: M2, E10, T10 Intel: sight: 0 (0.0m) Physics: size for adjacency: 0 RADAR SYSTEM Armor: 10hp Abilities: Upgradeable Cost: M80, E720 (-20), T80, build rate: 10 Intel: sight: 20 (391m), radar: 115 (2.25km) Physics: size for adjacency: 4 SONAR SYSTEM Armor: 50hp Abilities: Upgradeable Cost: M64, E544 (-10), T80, build rate: 10 Intel: sight: 20 (391m), sonar: 115 (2.25km) Physics: size for adjacency: 4 TIDE - TORPEDO LAUNCHER Armor: 4700hp Cost: M600, E4000, T500 Intel: sight: 24 (469m) Physics: size for adjacency: 4 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +1175 hp, veteran level 4: +1175 hp, veteran level 5: repair 2 hp/s Weapons: Chrono Torpedo (Anti Navy): 225.00 dps, range: 32 (625m) projectile weapon: 450 damage rate of fire: 0.5 (every 2s) veteran level 1: +113 damage, veteran level 3: +113 damage 2.4.2. TIER 2 DEFENSES ~~~~~~~~~~~~~~~~~~~~~~ OBLIVION - T2 POINT DEFENSE Armor: 1700hp Cost: M528, E3648, T480 Intel: sight: 28 (547m) Physics: size for adjacency: 4 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +425 hp, veteran level 4: +425 hp, veteran level 5: repair 2 hp/s Weapons: Oblivion Cannon (Direct Fire): 330.00 dps, area: 2 (39.1m), range: 50 (977m), doesn't lead target projectile weapon: 1000 damage rate of fire: 0.33 (every 3.03s) veteran level 1: +250 damage, veteran level 3: +250 damage ANTI-AIR FLAK ARTILLERY Armor: 3900hp Abilities: Amphibious Cost: M560, E5600, T700 Intel: sight: 24 (469m) Physics: size for adjacency: 4 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +975 hp, veteran level 4: +975 hp, veteran level 5: repair 2 hp/s Weapons: Fizz Launcher (Anti Air): 16.00 dps, area: 2 (39.1m), range: 44 (859m) projectile weapon: 40 damage rate of fire: 2 (every 0.5s) veteran level 1: +10 damage, veteran level 3: +10 damage MIASMA - ARTILLERY INSTALLATION Armor: 2200hp Cost: M2772, E19800, T1980 Intel: sight: 28 (547m) Physics: size for adjacency: 4 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +550 hp, veteran level 4: +550 hp, veteran level 5: repair 2 hp/s Weapons: Miasma Artillery (Artillery): 200.00 dps, area: 2 (39.1m), range: 5 (97.7m) - 128 (2.50km) projectile weapon: 4000 (5 times 800 damage over 1 second) rate of fire: 0.1 (every 10s), firing randomness: 1.5, energy required: 1500 (-150) veteran level 1: +200 damage, veteran level 3: +200 damage SERPENTINE - TACTICAL MISSILE LAUNCHER Armor: 1500hp Abilities: Manual Build, Manual Launch Cost: M700, E3500, T700 Intel: sight: 24 (469m) Physics: size for adjacency: 4 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +375 hp, veteran level 4: +375 hp, veteran level 5: repair 2 hp/s Weapons: Serpentine Missile (Missile): 18000.00 dps, area: 2 (39.1m), range: 15 (293m) - 128 (2.50km) projectile weapon: 6000 damage rate of fire: 3 (every 0.33s) veteran level 1: +1500 damage, veteran level 3: +1500 damage VOLCANO - TACTICAL MISSILE DEFENSE Armor: 3000hp Abilities: Amphibious, Tactical Missile Defense Cost: M140, E1600, T200 Intel: sight: 20 (391m) Physics: size for adjacency: 4 Weapons: Will O Wisp Anti Missile (Defense): 9.00 dps, range: 32 (625m), effective range: 8 (156m) projectile weapon: 30 damage x 3 projectiles = 90 damage per salvo rate of fire: 0.2 (every 5s) T2 RADAR SYSTEM Armor: 50hp Abilities: Upgradeable Cost: M180, E3600 (-250), T600, build rate: 15 Intel: sight: 25 (488m), radar: 200 (3.91km) Physics: size for adjacency: 4 T2 SONAR SYSTEM Armor: 200hp Abilities: Upgradeable Cost: M120, E3600 (-100), T600, build rate: 15 Intel: sight: 25 (488m), sonar: 230 (4.49km) Physics: size for adjacency: 4 SHIELD OF LIGHT - SHIELD GENERATOR Armor: 150hp Shield: 11000hp (size: 20 (391m), regen rate: 2200, regen start time: 11, recharge time: 16) Cost: M480, E5760 (-150), T480, build rate: 10 Intel: sight: 20 (391m) Physics: size for adjacency: 0 STEALTH FIELD GENERATOR Armor: 50hp Cost: M400, E6000 (-200), T1000 Intel: sight: 20 (391m), radar stealth field radius: 24 (469m) Physics: size for adjacency: 0 T2 TORPEDO LAUNCHER Armor: 12000hp Cost: M1500, E9000, T1500 Intel: sight: 32 (625m), sonar: 42 (820m) Physics: size for adjacency: 4 Veterancy: 10, 20, 50, 100, 200 kills veteran level 2: +3000 hp, veteran level 4: +3000 hp, veteran level 5: repair 2 hp/s Weapons: Chrono Torpedo (Anti Navy): 1040.00 dps, range: 42 (820m) projectile weapon: 1300 damage rate of fire: 0.8 (every 1.25s) veteran level 1: +325 damage, veteran level 3: +325 damage CRADLE - AIR STAGING FACILITY Armor: 500hp Cost: M350, E2100, T350 Physics: size for adjacency: 0 Transport: class 2 attach size: 2, class 3 attach size: 4 2.4.3. TIER 3 DEFENSES ~~~~~~~~~~~~~~~~~~~~~~ TRANSCENDER - ANTI-AIR SAM LAUNCHER Armor: 6000hp Abilities: Amphibious Cost: M1400, E12000, T1500 Intel: sight: 28 (547m) Physics: size for adjacency: 4 Veterancy: 50, 100, 250, 500, 1000 kills veteran level 2: +1500 hp, veteran level 4: +1500 hp, veteran level 5: repair 2 hp/s Weapons: Zealot AA Missile (Anti Air): 80.00 dps, area: 0 (0.0m), range: 60 (1.17km) projectile weapon: 40 damage x 2 projectiles = 80 damage per salvo rate of fire: 2 (every 0.5s) veteran level 1: +10 damage, veteran level 3: +10 damage RADIANCE - HEAVY SHIELD GENERATOR Armor: 300hp Shield: 18000hp (size: 35 (684m), regen rate: 3600, regen start time: 19, recharge time: 24) Cost: M2400, E44000 (-300), T3000 Intel: sight: 20 (391m) Physics: size for adjacency: 0 EMISSARY - HEAVY ARTILLERY INSTALLATION Armor: 4000hp Cost: M121500, E1336500, T36450 Intel: sight: 28 (547m) Physics: size for adjacency: 16 Veterancy: 50, 100, 250, 500, 1000 kills veteran level 2: +1000 hp, veteran level 4: +1000 hp, veteran level 5: repair 2 hp/s Weapons: Sonance Artillery (Artillery): 499.50 dps, area: 3 (58.6m), range: 150 (2.93km) - 900 (17.6km) projectile weapon: 15000 (2 times 7500 damage over 2 seconds) rate of fire: 0.0333 (every 30.03s), firing randomness: 0.75, energy required: 3000 (-300) veteran level 1: +1875 damage, veteran level 3: +1875 damage APOCALYPSE - STRATEGIC MISSILE LAUNCHER Armor: 8640hp Abilities: Manual Build, Manual Launch Cost: M130000, E1250000, T75000 Intel: sight: 28 (547m) Physics: size for adjacency: 0 Veterancy: 100, 200, 500, 1000, 2000 kills veteran level 2: +2160 hp, veteran level 4: +2160 hp, veteran level 5: repair 2 hp/s Weapons: Quantum Warhead (Missile): inner ring damage: 70000, inner ring radius: 30 (586m), outer ring damage: 500, outer ring radius: 40 (781m) PATRON - STRATEGIC MISSILE DEFENSE Armor: 4000hp Abilities: Manual Build, Strategic Missile Defense, Amphibious Cost: M21000, E240000, T9000 Physics: size for adjacency: 8 Weapons: Saint Anti Nuke (Defense): 30.00 dps, range: 75 (1.46km), effective range: 64 (1.25km) projectile weapon: 30 damage rate of fire: 1 (every 1s) OMNI SENSOR ARRAY Armor: 100hp Abilities: Omni Sensor Cost: M2400, E30000 (-2000), T1800 Intel: sight: 30 (586m), radar: 600 (11.7km), omni: 200 (3.91km), sonar: 600 (11.7km) Physics: size for adjacency: 4 SONAR PLATFORM Armor: 1500hp Abilities: Mobile, Torpedo Defense Cost: M1000, E15000 (-100), T1000 Intel: sight: 32 (625m), sonar: 230 (4.49km), water sight: 24 (469m) Physics: max speed: 1.7 (33.2m/s), turn rate: 15 veteran level 2: +375 hp, veteran level 4: +375 hp, veteran level 5: repair 3 hp/s Weapons: Quasar Anti Torpedo (Defense): 1.00 dps, range: 32 (625m) projectile weapon: 1 damage rate of fire: 1 (every 1s) ----------------- 2.5. AEON ECONOMY ----------------- 4.5.1. TIER 1 ECONOMY ~~~~~~~~~~~~~~~~~~~~~ LAND FACTORY Armor: 4500hp Abilities: Upgradeable Cost: M240 (storage: 80), E2100 (storage: 400), T300, build rate: 10 Intel: sight: 20 (391m) Physics: size for adjacency: 16 AIR FACTORY Armor: 4500hp Abilities: Upgradeable Cost: M240 (storage: 80), E2400 (storage: 400), T400, build rate: 10 Intel: sight: 20 (391m) Physics: size for adjacency: 16 NAVAL FACTORY Armor: 4500hp Abilities: Upgradeable Cost: M300 (storage: 80), E1500 (storage: 400), T300, build rate: 10 Intel: sight: 20 (391m) Physics: size for adjacency: 16 MASS EXTRACTOR Armor: 1200hp Abilities: Upgradeable Cost: M36 (+2), E360 (-2), T60, build rate: 10 Physics: size for adjacency: 4 Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Mass drain reduction (factories): 10.00%, 5.00%, 3.33%, 2.50%, 2.00% MASS FABRICATOR Armor: 360hp Cost: M0 (+1), E1000 (-40), T125 Physics: size for adjacency: 4 Weapons: DeathWeapon: 370 damage, area: 5 (97.7m) Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Mass drain reduction (factories): 2.50%, 1.25%, 0.83%, 0.63%, 0.50% MASS STORAGE Armor: 1600hp Cost: M160 (storage: 500), E1200, T200 Physics: size for adjacency: 4 Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Mass production bonus: 12.50%, 6.25%, 4.17%, 3.13%, 2.50% POWER GENERATOR Armor: 720hp Cost: M75, E750 (+20), T125 Physics: size for adjacency: 4 Weapons: DeathWeapon: 250 damage, area: 2 (39.1m) Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Energy drain reduction (maintenance): 6.25%, 3.13%, 2.08%, 1.56%, 1.25% E