TRANSCENDER – ANTI-AIR SAM LAUNCHER
T3 anti-air is the ultimate solution to air attacks. It’ll take out any plane with a barrage of tracking missiles, and it does enough damage that a couple of them are able to stop even T2 transport drops before they get close. If your scouting reveals a T3 air factory or a cloud of malignant gunships, start making these guys; you’ll be glad you did.
Transcender Stats
Armor: 6000hp
Abilities: Amphibious
Cost: M1400, E12000, T1500
Intel:
sight: 28 (547m)
Physics:
size for adjacency: 4
Veterancy: 50, 100, 250, 500, 1000 kills
veteran level 2: +1500 hp,
veteran level 4: +1500 hp,
veteran level 5: repair 2 hp/s
Transcender Weapons
Zealot AA Missile (Anti Air):
80.00 dps,
area: 0 (0.0m),
range: 60 (1.17km)
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
RADIANCE – HEAVY SHIELD GENERATOR
As a standalone unit, the Aeon T3 shield covers a good range, but not as much as the other factions’ units, and it costs a good deal of energy even when it’s next to your power generators – but its shield has significantly more armor, able to withstand multiple T3 artillery shots, let alone ground forces. I’d use these to protect your most important assets – fabricator farms, choke points, and your ACU (who can be set to guard the shield to help recharge it in case of an attack).
Radiance Stats
Armor: 300hp
Shield: 18000hp (size: 35 (684m),
regen rate: 3600,
regen start time: 19,
recharge time: 24)
Cost: M2400, E44000 (-300), T3000
Intel: sight: 20 (391m)
Physics: size for adjacency: 0
EMISSARY – HEAVY ARTILLERY INSTALLATION
T3 artillery is perhaps the most ironclad of long-term plans: build one in range of the enemy base, covered with an impenetrable defense, and only heavy shields can save them. A word of warning: it has a substantial minimum range, so you’ll need to protect it with T2 artillery. The Aeon artillery has more range but is even more expensive – but the extra range can be extremely useful when it’s just enough to build it within your territory instead of out in the wilderness.
Emissary Stats
Armor: 4000hp
Cost: M121500, E1336500, T36450
Intel: sight: 28 (547m)
Physics: size for adjacency: 16
Veterancy: 50, 100, 250, 500, 1000 kills
veteran level 2: +1000 hp,
veteran level 4: +1000 hp,
veteran level 5: repair 2 hp/s
Emissary Weapons
Sonance Artillery (Artillery):
499.50 dps,
area: 3 (58.6m),
range: 150
(2.93km) – 900 (17.6km)
projectile weapon:
15000 (2 times 7500 damage over 2 seconds)
rate of fire:
0.0333 (every 30.03s),
firing randomness: 0.75,
energy required: 3000 (-300)
veteran level 1: +1875 damage,
veteran level 3: +1875 damage
APOCALYPSE – STRATEGIC MISSILE LAUNCHER
A nuke wipes out everything in its path, and that’s why it’s so ridiculously expensive and has its own specialized defenses. You can either eliminate their nuke defenses with traditional arms and then follow up with a decisive strike, or in team games, you can have your teammate protect you while you rush to get a single nuke missile targeting the enemy Commander before they even think of having defenses for it.
Apocalypse Stats
Armor: 8640hp
Abilities: Manual Build, Manual Launch
Cost: M130000, E1250000, T75000
Intel: sight: 28 (547m)
Physics: size for adjacency: 0
Veterancy: 100, 200, 500, 1000, 2000 kills
veteran level 2: +2160 hp,
veteran level 4: +2160 hp,
veteran level 5: repair 2 hp/s
Apocalypse Weapons
Quantum Warhead (Missile):
inner ring damage: 70000
inner ring radius: 30 (586m)
outer ring damage: 500
outer ring radius: 40 (781m)
PATRON – STRATEGIC MISSILE DEFENSE
It’s never a bad idea to have a nuke defense covering your T3 factories and power farms in a long game, just in case someone gets any funny ideas. You can assist the nuke defense missiles if you’re worried about time.
Patron Stats
Armor: 4000hp
Cost: M21000, E240000, T9000
Physics: size for adjacency: 8
Patron Weapons
Saint Anti Nuke (Defense):
30.00 dps,
range: 75 (1.46km),
effective range: 64 (1.25km)
projectile weapon: 30 damage
rate of fire: 1 (every 1s)
OMNI SENSOR ARRAY
The Omni Sensor basically requires its own dedicated T3 power generator, especially if you decide to put a shield around your significant investment, but it’s worth it: it gives your base protection from stealth and cloaking fields while also expanding your radar range so you won’t need multiples. You don’t need to make one immediately on reaching T3, but towards the end of the game most players have excess energy to power one anyway.
Omni Sensor Array Stats
Armor: 100hp
Abilities: Omni Sensor
Cost: M2400, E30000 (-2000), T1800
Intel:
sight: 30 (586m),
radar: 600 (11.7km),
omni: 200 (3.91km),
sonar: 600 (11.7km)
Physics: size for adjacency: 4
SONAR PLATFORM
While the Aeon Sonar Platform’s torpedo defense is really just for show because it has paper armor, it’s still a moving sonar platform. You may not ever need this one, but particularly in the single-player campaign, you may need coverage in different areas when the map expands.
Sonar Platform Stats
Armor: 1500hp
Abilities: Mobile, Torpedo Defense
Cost: M200, E600 (-100), T750
Intel:
sight: 32 (625m)
sonar: 450 (4.49km)
water sight: 24 (469m)
Physics:
max speed: 5.5 (107m/s)
turn rate: 50
veteran level 2: +375 hp,
veteran level 4: +375 hp,
veteran level 5: repair 3 hp/s
Sonar Platform Weapons
Quasar Anti Torpedo (Defense):
0.15 dps,
range: 32 (625m)
projectile weapon: 1 damage
rate of fire: 0.15 (every 6.7s)