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.
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
MONKEYLORD – SPIDERBOT
Spiderbots are in the position of Total Annihilation’s Krogoth robot: they have no real weaknesses except that they won’t win the game alone. This is why they work best in packs. The Cybrans’ silly emphasis on stealth really pays off here as your spiderbots can suddenly appear at the edge of an enemy’s Omni range, giving you very little time to scramble your land units and meet them head on. Although they have anti-air capability, it’s not enough to save it from a horde of gunships, so make sure you have some fighters to capitalize on the inevitable air assault on your Monkeylord. The Microwave Laser basically kills anything it touches, but your main damage source is actually the bolt guns that auto-target while your laser sweeps across their defensive line slowly. The Monkeylord can get confused by a single unit right behind it, but it’ll crush units beneath its feet if they get too close.
Monkeylord Stats
Armor: 65000hp
regen rate: 0.5
Abilities: Amphibious, Torpedo, Stealth, Sonar, Crushes Units
Cost
M39375
E393750 (-250)
T16875
Intel
sight: 32 (625m)
sonar: 76 (1.48km)
Physics
max speed: 1.8 (35.2m/s)
turn rate: 16
Transport class: 10
Veterancy: 100, 200, 500, 1000, 2000 kills
*veteran level 2: +16250 hp
*veteran level 4: +16250 hp
*veteran level 5: repair 2 hp/s
Monkeylord Weapons
Heavy Microwave Laser
12500.00 dps
area: 0.5 (9.8m)
range: 3.5 (68.4m) – 20 (391m)
continuous beam weapon: 2500 damage every 0.2s
*veteran level 1: +625 damage
*veteran level 3: +625 damage
2x Heavy Electron Bolter (Direct Fire)
400.00 dps
range: 64 (1.25km)
projectile weapon: 800 damage
rate of fire: 0.5 (every 2s)
*veteran level 1: +200 damage
*veteran level 3: +200 damage
2x Nanite Missile System (Anti Air)
10.50 dps
range: 64 (1.25km)
projectile weapon: 7 dmg x 2
14 damage per salvo
rate of fire: 0.75 (every 1.33s)
*veteran level 1: +2 damage
*veteran level 3: +2 damage
Meson Torpedo (Anti Navy)
120.00 dps
range: 32 (625m)
projectile weapon: 300 dmg x 2
600 damage per salvo
rate of fire: 0.2 (every 5s)
*veteran level 1: +75 damage
*veteran level 3: +75 damage
SOUL RIPPER – GUNSHIP
A Soul Ripper doesn’t have the instant kill potential of a Czar or a Revenant attack force, but its health allows it to chew up enemy experimentals and bases alike. You’ll actually want multiple Soul Rippers to make sure you can survive enemy fighters and SAM sites, however, as its anti-air is ineffective. Send a few spy planes and if the enemy has neglected air defense, a Soul Ripper is an unpleasant surprise for their ACU.
Soul Ripper Stats
Armor: 18000hp (Light)
Cost
M20000
E500000
T15000
Intel
sight: 46 (898m)
Physics
max speed: 5 (97.7m/s)
elevation: 18 (352m)
Transport class: 10
Veterancy: 100, 200, 500, 1000, 2000 kills
*veteran level 2: +4500 hp
*veteran level 4: +4500 hp
*veteran level 5: repair 1 hp/s
Soul Ripper Weapons
2x Iridium Rocket Pack (Direct Fire)
300.00 dps
range: 30 (586m)
projectile weapon: 200 dmg x 3
300 damage per salvo
rate of fire: 0.5 (every 2s)
*veteran level 1: +50 damage
*veteran level 3: +50 damage
2x Nanite Missile System (Anti Air)
3.45 dps
range: 40 (781m)
projectile weapon: 5 dmg x 2
10 damage per salvo
rate of fire: 0.35 (every 2.9s)
*veteran level 1: +1 damage
*veteran level 3: +1 damage
2x Heavy Electron Bolter (Direct Fire)
333.33 dps
range: 30 (586m)
projectile weapon: 100 damage
rate of fire: 3 (every 0.33s)
*veteran level 1: +25 damage
*veteran level 3: +25 damage
Air Crash (Death)
2500 damage
area: 4 (19.5m)
SCATHIS – MOBILE RAPID FIRE ARTILLERY
The Scathis is extremely expensive and its range means that it probably can’t fire from your base straight to the enemy’s, and it requires an economy that’s sufficiently advanced to have four spare reactors, but its ability to rain down artillery fire faster than shields can recharge means that it’s a must-kill unit that is actually rather difficult to kill outside of strategic bomber strikes. You’ve invested so much in it, at least pay for a stealth field and lots of defenses!
Scathis Stats
Armor: 17500hp
Abilities: Deploys (Immobile While Firing)
Cost
M81000
E945000 (-10000)
T27000
Intel
sight: 26 (508m)
Physics
max speed: 1 (19.5m/s)
turn rate: 20
Transport class: 10
Veterancy: 100, 200, 500, 1000, 2000 kills
*veteran level 2: +600 hp
*veteran level 4: +600 hp
*veteran level 5: repair 2 hp/s
Scathis Weapons
Proton Artillery (Artillery)
500.00 dps
area: 7 (137m)
range: 50 (977m) – 330 (6.45km)
projectile weapon: 1000 damage
rate of fire: 0.5 (every 2s)
randomness: 1.5
energy required: 10000
*veteran level 1: +250 damage
*veteran level 3: +250 damage