Cerberus – T2 Point Defense

Cybran point defense may look like it’s weaker than the other sides’ guns because it doesn’t do as much damage, and you have to be careful not to put them on the wrong side of uneven terrain, but the advantage of having a laser beam on a cheap point defense is significant. This will reduce T1 units to dust and still give T2 units pause.

Cerberus Stats

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

Cerberus Weapons

Particle Cannon (Direct Fire)
    115.71 dps
Range: 50 (977m)
Beam Weapon: 9 dmg x 3 beam every 0.3s
    81 damage per salvo
rate of fire: 1.43 (every 0.7s)
*veteran level 1: +7 damage
*veteran level 3: +7 damage

 

Burst Master – Anti-Air Flak Artillery

Flak anti-air is leagues better than guns, and it stays useful against gunships until the end of the game, so you might as well take the plunge and build some after scouting to see if your opponent has T2 air yet. Don’t forget that it’s amphibious, so if your opponent is the type to build T2 air to take out your T2 torpedo launchers, there’s a solution.

Burst Master Stats

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

Burst Master 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

 

Gunther – Artillery Installation

T2 artillery is expensive to build and operate, but offers a painless way to protect your base from huge threats like sea bombardment or experimentals without having to worry about micromanaging your tactical missile launcher. If you expect destroyers to be shelling your shoreline, or if you want to creep up defenses to within their base, build T2 artillery as fire support.

Gunther Stats

Armor: 3150hp
Cost: M2240, E16000 (-125), 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

Gunther Weapons

Resonance Artillery (Artillery)
    85.37 dps
area: 4 (78.1m)
range: 5 (97.7m) – 128 (2.50km)
projectile weapon: 1750 damage
rate of fire: 0.05 (every 20.5s)
firing randomness: 2.5
*veteran level 1: +250 damage
*veteran level 3: +250 damage

 

TML-4 – Tactical Missile Launcher

The more quick-fingered among you will love tactical missile launchers. They’re cheap to build, they always hit the target on the first shot, and you can fire them quite rapidly if they’re stockpiled. Unfortunately, en masse, it’s too much trouble to keep building and firing them. So these launchers shine on small maps or as a gambit inside a forward base, so that you can take out enemy Commanders and defensive positions.

TML-4 Stats

Armor: 1500hp
Abilities: Manual Build 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

TML-4 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

Tac Missile Defense is rather useless on the sea, since your T2 ships have it anyway; instead, build it in a defensive position you expect to be attacked by T2 mobile missile launchers. The defense against enemy Tactical Missiles is merely a side benefit; instead, use it to extend the life of your shields, or your Commander if you suspect the enemy of having a secret missile launcher.

Zapper Stats

Armor: 3000hp
Abilities: Amphibious
Cost: M280, E3200, T400
Intel
    sight: 20 (391m)
Physics
    size for adjacency: 4

Zapper Weapons

Zapper Anti Missile (Defense)
    8 dps
range: 32 (625m)
beam weapon: 2 dmg x 2 beams every 0.2s for 0.4s
    = 4 damage per salvo
rate of fire: 2 (every 0.5s)

 

ED1 – Shield Generator

The Cybran shield generator is considerably weaker than the other sides’ shields at tech 2 (zero or one upgrades) and at tech 3 (all upgrades), and it’s tedious to tell your shields to upgrade individually with multiple clicks, but it’s so fantastically cheap to put up that it’s easy to make a defensive line with these next to your other T2 defenses, and then once your next T2 power generator is up, you can start upgrading them so they actually cover a better area. The good part is that you can stop upgrading as soon as you’re satisfied with the area you’re covering, or keep buying more shield power. Not to mention that it has enough shields to withstand a couple missile hits even when it’s been broken before it dies. Remember, if you’re under attack, your engineers can help recharge the shield by being told to assist or repair.

ED1 Stats

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
    vision radius: 20 (391m) Physics
    size for adjacency: 12

 

 

T2 – Radar System

T2 radar actually has a decent range, although it still has no armor. Make sure you can handle its -250 energy drain – radar is no good when you turn it off.

T2 Radar Stats

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

T2 sonar covers a very long range, making it useful to detect subs in pitched naval battles as well as scarier threats like underwater experimentals later. You can also upgrade it into an entirely different unit – a classic Cybran technique.

T2 Sonar System Stats

Armor: 350hp
Abilities: Upgradeable
Cost: M120, E3600 (-100), T600
Build Rate: 15
Intel
    sight: 25 (488m)
    sonar: 230 (4.49km)
Physics
    size for adjacency: 4

 

 

Twilight – Stealth Field Generator

The Cybran stealth field generator at least has a better radius than its mobile counterpart, but its bulky size makes it awkward anyway. Since your opponent will know where all your buildings are anyway once he discovers you, it’s best used to erect a secret firebase with a Tactical Missile or T3 Artillery, or to cloak your T3 fabricator farms from their prying eyes so you won’t need nuke defense there. This is, of course, very risky; you’re probably better off with several mobile stealth generators.

Twilight Stats

Armor: 50hp
Cost: M320, E4000 (-150), T800
Intel
    sight: 20 (391m)
    stealth field radius: 24 (469m)
Physics
    size for adjacency: 12

 

 

Nanite Torpedo Array – Heavy Torpedo Launcher

The Heavy Torpedo Launcher actually has very little range for its price, but anything that comes along will be killed extremely quickly – subs or frigates in a single shot, destroyers in 5 shots, etc. Since the Cybran navy generally depends on firing its torpedoes, it’s no surprise that it has a super-effective torpedo launcher.

Nanite Stats

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

Nanite Weapons

Nanite Torpedo (Anti Navy)
     1500.00 dps
range: 42 (820m)
projectile weapon: 1500
    (5 x 300 dmg over 1s)
rate of fire: 1 (every 1s)
*veteran level 1: +75 damage
*veteran level 3: +75 damage

 

Air Staging Facility

An Air Staging Facility is boring but necessary, as it prevents your aircraft (especially patrolling fighters) from losing fuel and becoming useless. You generally don’t need one unless there are substantial air threats to you, and your cruiser should do the job on sea maps anyway.

Air Staging Stats

Armor: 500hp
Cost: M350, E2100, T350
Physics
    size for adjacency: 12
Transport
    class 2 attach size: 2
    class 3 attach size: 4