MERCY – GUIDED MISSILE

The Mercy is exactly what it says: a tiny guided missile. It can’t recharge fuel, so you have only a short time to throw it at the enemy Commander, which it will kill in four shots. They’re faster than a bomber and far more deadly, but don’t waste them on anything except the most important of targets. To fight against guided missiles, your opponent will need to be thinking about air defense long before he sees the radar dots heading his way.

The Mercy Guided Missile, Aeon Tech 2 Air Unit in Supreme Commander.
MERCY – GUIDED MISSILE

Mercy Stats

Armor: 10hp (Light)
Cost: M300, E6000, T1000
Intel: sight: 26 (508m)
Physics:
– max speed: 16 (313m/s)
– elevation: 18 (352m)
– fuel time: 2:00
– turn speed: 1.7
Transport class: 3

Mercy Weapons

Suicide (Normal):
3000 damage
area: 3 (58.6m)

Air Crash (Death):
25 damage
area: 1 (19.5m)

SKIMMER – TORPEDO BOMBER

Torpedo bombers are all but useless. Aeon has great naval forces, so you should really only need these if you forgot to build navy and subs are preventing you from getting a foothold in the water. They’re expensive and they do so much damage that it’s difficult to have them target enough enemy ships on the first pass – because some of their shots will be deflected by anti-torpedoes and they will rarely survive to make a second pass.

The Skimmer Torpedo Bomber, Aeon Tech 2 Air Unit in Supreme Commander.
SKIMMER – TORPEDO BOMBER

Skimmer Stats

Armor: 120hp (Light)
Abilities: Sonar, Depth Charge
Cost: M600, E6000, T1000
Intel:
– sight: 32 (625m)
– sonar: 40 (781m)
Physics:
– max speed: 15 (293m/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

Skimmer 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

Aeon gunships are quite effective. Their laser actually won’t always hit a moving enemy unit, but their decent armor lets them survive for longer than your bombers while delivering pinpoint airstrikes. Use these to kill undefended Mass Extractors and land forces, other gunships, or just stockpile a huge wing and kill their ACU with it. These guys are the reason to build interceptors.

The Specter Gunship, Aeon Tech 2 Air Unit in Supreme Commander.
SPECTER – GUNSHIP

Specter Stats

Armor: 150hp (Light)
Cost: M390, E7800, T1300
Intel: sight: 32 (625m)
Physics:
– max speed: 12 (234m/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

Specter Weapons

Quad Light Laser (Direct Fire):
60.00 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

While it’s nice that the air transport can defend itself, its main method of defense is its “heavy” armor, allowing it to take a couple shots from air defenses and still drop its cargo. They carry twice the amount of units that a T1 transport does: 12 T1 guys, 6 T2 guys, 3 T3 guys, or an ACU/SCU. If your Commander is being transported, he won’t die with the air transport.

The Aluminar Air Transport, Aeon Tech 2 Air Unit in Supreme Commander.
ALUMINAR – AIR TRANSPORT

Aluminar Stats

Armor: 210hp (Light)
Abilities: T2 Transport: Carries ACUs, T1-T3 Land Units
Cost: M320, E12800, T1600
Intel: sight: 32 (625m)
Physics:
– max speed: 18 (352m/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

Aluminar 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

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