Table Of Contents

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.

The Quantum Gateway, Aeon Experimental Unit in Supreme Commander.
QUANTUM GATEWAY

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

CZAR – FLYING FORTRESS

The Czar, despite its Quantum Beam cannon, is mostly useful as a flying aircraft carrier that can crush anything without T3 SAM sites. Its “low” health means it has trouble actually assaulting bases – the most damage it’ll probably ever do against an enemy base is with its huge death crater that can crush anything short of a T3 factory or shields. The Czar really shines as a way to kill other experimental units or forward bases; it can take down even a Colossus with ease, while its flak guns let it protect itself against enemy gunships or fighters until it succumbs due to its low health. It can also build T3 air units while it’s waiting for the right time to strike, giving it another measure of defense – just pump out interceptors!

The Czar Flying Fortress, Aeon Experimental Unit in Supreme Commander.
CZAR – FLYING FORTRESS

Czar Stats

Armor: 7500hp (regen rate: 0.5)
Abilities: Depth Charge, Air Staging Facility, Construction, Anti-Air
Cost: M18144, E648000, T19440, build rate: 40
Intel: sight: 70 (1.37km)
Physics: max speed: 3 (58.6m/s),
turn rate: 20,
elevation: 25 (488m)
Transport class: 10, class 4 attach size: 0 (transports 150 aircraft)
Veterancy: 100, 200, 500, 1000, 2000 kills
veteran level 2: +1250 hp,
veteran level 4: +1250 hp,
veteran level 5: repair 1 hp/s

Czar Weapons

Quantum Beam Generator: 13333.33 dps, area: 2 (39.1m), range: 30 (586m)
continuous beam weapon: 4000 damage every 0.3s
veteran level 1: +1250 damage, veteran level 3: +1250 damage

4x Zealot AA Missile (Anti Air):
7.50 dps,
range: 64 (1.25km)
projectile weapon: 15 damage
rate of fire: 0.5 (every 2s)
veteran level 1: +4 damage, veteran level 3: +4 damage

2x Harmonic Depth Charge (Anti Navy): 37.50 dps, area: 1.5 (29.3m), range: 50
(977m)
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 Fizz Launcher (Anti Air): 160.00 dps, area: 2 (39.1m), range: 44 (859m)
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

Air Crash (Death): 7500 damage, area: 8 (156m)

TEMPEST – SUBMERSIBLE BATTLESHIP

The Tempest is the Aeon answer to the Fatboy: it has an enormous battleship-like cannon that fires very slowly but can still shell land targets very effectively, it has torpedoes all along its edges to defend itself when it’s a sub (although it will rarely be able to fire all 6 torpedoes at once), and it’s a T2 Naval Factory that can also build T3 Engineers. The Tempest’s weak spot is its exorbitant expense, twice that of a normal battleship, but it really does rule the seas against anything short of an Atlantis engaging it in an underwater battle. Remember, if it’s under attack by air or land units, it can simply dive, move somewhere else, and attack when it surfaces!

Tempest Stats

Armor: 65000hp
Abilities: Submersible, Torpedo Defense, Engineering Suite
Cost: M35000, E280000, T21000, build rate: 60
Intel:
sight: 32 (625m),
sonar: 150 (2.93km),
water sight: 40 (781m)
Physics: max speed: 2.975 (58.1m/s), turn rate: 9
Veterancy: 100, 200, 500, 1000, 2000 kills
veteran level 2: +16250 hp,
veteran level 4: +16250 hp,
veteran level 5: repair 3 hp/s

Tempest Weapons

Oblivion Cannon (Direct Fire Naval): 750.00 dps, area: 4 (78.1m), range: 150
(2.50km)
projectile weapon: 7500 damage
rate of fire: 0.1 (every 10s)
veteran level 1: +1875 damage, veteran level 3: +1875 damage

6x Heavy Chrono Torpedo (Anti Navy): 45.00 dps, range: 32 (625m)
projectile weapon: 225 damage
rate of fire: 0.2 (every 5s)
veteran level 1: +56 damage, veteran level 3: +56 damage

2x Quasar Anti Torpedo (Defense): 0.33 dps, range: 32 (625m)
projectile weapon: 3 damage
rate of fire: 0.11 (every 9.09s)

GALACTIC COLOSSUS – SACRED ASSAULT BOT

The Colossus is the ultimate land unit, as long as you can properly protect it. Its extremely low speed is its Achilles heel, allowing everything your opponent has to successfully hit it and really negating its enormous health advantage. You’ll need a big airforce to prevent the opponent from simply tearing it apart due to its lack of air defense; you’ll need support for it because it usually can’t take out an entire land force and a base on its own because the land units will stop it in its tracks while it crushes them with its tractor claws; and althrough it’s amphibious, ships’ higher damage rates can put a big dent in its life total before it re-emerges. The payoff for all these weaknesses is that if it survives to breach the enemy defenses, it will win you the game, no strings attached.

The Galactic Colossus Sacred Assault Bot, Aeon Experimental Unit in Supreme Commander.
GALACTIC COLOSSUS – SACRED ASSAULT BOT

Galactic Colossus Stats

Armor: 240000hp
Abilities: Omni Sensor, Crushes Enemies, Amphibious
Cost: M63600, E810000, T18000
Intel:
sight: 50 (977m),
omni: 50 (977m)
Physics:
max speed: 1.2 (23.4m/s),
turn rate: 40
Transport class: 4
Veterancy: 100, 200, 500, 1000, 2000 kills
veteran level 2: +60000 hp,
veteran level 4: +60000 hp,
veteran level 5: repair 2 hp/s

Galactic Colossus Weapons

Phason Laser: 25000.00 dps, area: 1.5 (29.3m), range: 6 (117m) – 20 (391m)
continuous beam weapon: 5000 damage every 0.1s
rate of fire: 0.25 (every 4s)
veteran level 1: +1250 damage, veteran level 3: +1250 damage

2x Tractor Claw: instant kill for T1-T3 land units, range: 6 (117m) – 40 (781m)
rate of fire: 0.2 (every 5s)

Colossus Death (Death): 10000 damage, area: 8 (156m)

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