ENGINEER – T2 CONSTRUCTOR
The T2 Engineer represents a very worthwhile increase in performance and build capability over T1 Engineers. You’ll want them for T2 power generators as well as their vast array of defensive options. They build twice as fast, and although their armor is still low, it’s enough so that a couple patrolling T1 units won’t kill it if it keeps moving.
T2 Engineer Stats
Armor: 514hp
Abilities: Engineering Suite, Hover, Sacrifice
Cost
M132 (storage: 5)
E990 (storage: 30)
T440
sacrifice M118 (89.4%)
build Rate: 10
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
The Obsidian, like the Aurora, has light armor, and its shields mean that you will need to prioritize T1 power generators, but it still works just fine as a ground beater. The shield, being most of its life, helps it survive assaults and forces the enemy to fire at them without knowing their “real” health level. Obsidians don’t do much damage, but if you have a few early, they can chew up T1 units without losing any health at all.
Obsidian Stats
Armor: 250hp
Shield: 700hp
regen rate: 47
regen start time: 60
recharge time: 75
Abilities: Shield
Cost
M160
E800 (-5)
T400
Intel
sight: 23 (449m)
Physics
max speed: 3.1 (60.5m/s)
turn rate: 55
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
Obsidian Weapons
Quantum Cannon (Direct Fire)
63.64 dps
range: 23 (449m)
projectile weapon: 70 damage
rate of fire: 0.91 (every 1.1s)
*veteran level 1: +30 damage
*veteran level 3: +30 damage
ASCENDANT – MOBILE AA FLAK ARTILLERY
Mobile flak guns are a good precaution if you suspect your enemy of having gunships and you’re not confident in your ability to win an interceptor battle. You don’t need a whole lot of them, as their very presence will make bombers obsolete, but they remain useful as support for T3 units. Plus, the Aeon T2 mobile flak is amphibious, so you can use it to protect places you normally wouldn’t be able to fit things, or send it straight across the river instead of airlifting it.
Ascendant Stats
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
Ascendant 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
The Aeon missile launcher is a support unit, but you’ll often end up building them before you build the Obsidians to go with them, because they work just as well supporting Auroras, Obsidians or Harbingers. Their missile doesn’t fire very often, but it tracks well so it can kill problematic mobile units as well as enemy defenses.
Evensong Stats
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
Evensong 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
The Aeon mobile shield generator is a great little unit. It hovers so it can provide extra health for your ships or amphibious forces if necessary, it provides a shield that will survive at least a few shots even from siege bots, and it isn’t very expensive either, so you can churn a few out to go with your ground assault forces.
Asylum Stats
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