Quantum Gateway

A thoroughly unremarkable building except for its low cost – that’s OK, because subcommanders don’t come cheap. Originally intended to also teleport units across the map, this function was later changed to an upgrade for ACU/SCUs.

Quantum Gateway Stats

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


   

 

Mokeylord – Spiderbot

Spiderbots are in the position of Total Annihilation’s Krogoth robot: they have no real weaknesses except that they won’t win the game alone. This is why they work best in packs. The Cybrans’ silly emphasis on stealth really pays off here as your spiderbots can suddenly appear at the edge of an enemy’s Omni range, giving you very little time to scramble your land units and meet them head on. Although they have anti-air capability, it’s not enough to save it from a horde of gunships, so make sure you have some fighters to capitalize on the inevitable air assault on your Monkeylord. The Microwave Laser basically kills anything it touches, but your main damage source is actually the bolt guns that auto-target while your laser sweeps across their defensive line slowly. The Monkeylord can get confused by a single unit right behind it, but it’ll crush units beneath its feet if they get too close.

Monkeylord Stats

Armor: 65000hp
    regen rate: 0.5
Abilities: Amphibious, Torpedo, Stealth, Sonar, 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

Monkeylord Weapons

Heavy Microwave Laser
    12500.00 dps
area: 0.5 (9.8m)
range: 3.5 (68.4m) – 20 (391m)
continuous beam weapon: 2500 damage every 0.2s
*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
range: 64 (1.25km)
projectile weapon: 7 dmg x 2
    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 dmg x 2
     600 damage per salvo
rate of fire: 0.2 (every 5s)
*veteran level 1: +75 damage
*veteran level 3: +75 damage

   

 

Soul Ripper – Gunship

A Soul Ripper doesn’t have the instant kill potential of a Czar or a Revenant attack force, but its health allows it to chew up enemy experimentals and bases alike. You’ll actually want multiple Soul Rippers to make sure you can survive enemy fighters and SAM sites, however, as its anti-air is ineffective. Send a few spy planes and if the enemy has neglected air defense, a Soul Ripper is an unpleasant surprise for their ACU.

Soul Ripper Stats

Armor: 18000hp (Light)
Cost
    M20000
    E500000
    T15000
Intel
    sight: 46 (898m)
Physics
    max speed: 5 (97.7m/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

Soul Ripper Weapons

2x Iridium Rocket Pack (Direct Fire)
    300.00 dps
range: 30 (586m)
projectile weapon: 200 dmg x 3
    300 damage per salvo
rate of fire: 0.5 (every 2s)
*veteran level 1: +50 damage
*veteran level 3: +50 damage

2x Nanite Missile System (Anti Air)
    3.45 dps
range: 40 (781m)
projectile weapon: 5 dmg x 2
    10 damage per salvo
rate of fire: 0.35 (every 2.9s)
*veteran level 1: +1 damage
*veteran level 3: +1 damage

2x Heavy Electron Bolter (Direct Fire)
    333.33 dps
range: 30 (586m)
projectile weapon: 100 damage
rate of fire: 3 (every 0.33s)
*veteran level 1: +25 damage
*veteran level 3: +25 damage

Air Crash (Death)
    2500 damage
area: 4 (19.5m)
   

 

Scathis – Mobile Rapid Fire Artillery

The Scathis is extremely expensive and its range means that it probably can’t fire from your base straight to the enemy’s, and it requires an economy that’s sufficiently advanced to have four spare reactors, but its ability to rain down artillery fire faster than shields can recharge means that it’s a must-kill unit that is actually rather difficult to kill outside of strategic bomber strikes. You’ve invested so much in it, at least pay for a stealth field and lots of defenses!

Scathis Stats

Armor: 17500hp
Abilities: Deploys (Immobile While Firing)
Cost
    M81000
    E945000 (-10000)
    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

Scathis Weapons

Proton Artillery (Artillery)
    500.00 dps
area: 7 (137m)
range: 50 (977m) – 330 (6.45km)
projectile weapon: 1000 damage
rate of fire: 0.5 (every 2s)
randomness: 1.5
energy required: 10000
*veteran level 1: +250 damage
*veteran level 3: +250 damage