ENGINEER – TECH 1 CYBRAN CONSTRUCTOR
The basic Engineer is invaluable for early expansion, for reclaiming map features, and for setting up preliminary defenses / radar towers. If you find you just have too many guys, send some to the front lines to make another factory.
T1 Engineer Stats
Armor: 135hp
Abilities: Engineering Suite, Amphibious
Cost: M60, E330, T150
build rate: 5
storage: M10, E50
Intel
sight: 18 (352m)
Physics
max speed: 1.7 (33.2m/s)
turn rate: 90
*veteran level 2: +34 hp
*veteran level 4: +34 hp
*veteran level 5: repair 2 hp/s
MOLE – LAND SCOUT
The Cybran land scout is essentially a mobile radar facility. There’s no danger in sending one or two out with your assault force, as it cloaks, and by the same token you can put them fairly close to the enemy base without anyone noticing. Especially on small land maps, they’re invaluable.
Mole Stats
Armor: 135hp
Abilities: Cloaking (Can Turn Invisible)
Cost: M8, E80, T40
drain (cloak): E -20
Intel
sight: 32 (625m)
radar: 75 (1.46km)
Physics
max speed: 1.7 (33.2m/s)
turn rate: 90
*veteran level 2: +4 hp
*veteran level 4: +4 hp
*veteran level 5: repair 2 hp/s
HUNTER – LIGHT ASSAULT BOT
The Hunter assault bot is good for controlling the map early on: it’s accurate, fast, and cheap enough to be used in hunting packs. It folds against any sort of static defenses and it’s dangerous to put them in formation because they’ll die to mobile artillery, but don’t discount them. Plus they can fire from T1 air transports, making your harassment even easier.
Hunter Stats
Armor: 135hp
Cost: M28, E140, T70
Intel
sight: 18 (352m)
Physics
max speed: 3.5 (68.4m/s)
turn rate: 180
Veterancy: 5, 10, 25, 50, 100 kills
*veteran level 2: +14 hp
*veteran level 4: +14 hp
*veteran level 5: repair 2 hp/s
Hunter Weapons
Light Pulse Laser (Direct Fire)
20.25 dps
area: 1 (19.5m)
range: 14 (273m)
projectile weapon: 9 damage
x 3 projectiles = 27 damage per salvo
rate of fire: 0.75 (every 1.33s)
*veteran level 1: +2 damage
*veteran level 3: +2 damage
MANTIS – HEAVY ASSAULT BOT
The Mantis does very well against any sort of T1 attack – its greater maneuverability helps it dodge attacks, while its repair function allows it to support your engineers by providing more than just warm bodies, or even repair each other. It’s more expensive than the other factions’ tanks, but also more versatile, and a key component of your arsenal once the opponent starts building forces that can take out your Hunters.
Mantis Stats
Armor: 260hp
Abilities: Repairs
Cost: M56, E336, T140
build rate: 1
Intel
sight: 20 (391m)
Physics
max speed: 3.5 (68.4m/s)
turn rate: 80
Veterancy: 5, 10, 25, 50, 100 kills
*veteran level 2: +65 hp
*veteran level 4: +65 hp
*veteran level 5: repair 2 hp/s
Mantis Weapons
Light Pulse Laser (Direct Fire)
24 dps
area: 1 (19.5m)
range: 17 (332m)
projectile weapon: 8 damage
rate of fire: 3 (every 33s)
*veteran level 1: +2 damage
*veteran level 3: +2 damage
MEDUSA – MOBILE LIGHT ARTILLERY
The Medusa light artillery is much more specialized than the other factions’ artillery units. Its stun shot just makes it more likely for the rest of the guns to hit it, but the Cybran unit with the most trouble hitting units is the Medusa itself, so its only purpose is to stun defenses briefly while your Mantises swarm by them.
Medusa Stats
Armor: 140hp
Abilities: Stun Shot (Ordinance stuns enemies)
Cost: M48, E240, T120
Intel
sight: 18 (352m)
Physics
max speed: 2.9 (56.6m/s)
turn rate: 40
Veterancy: 5, 10, 25, 50, 100 kills
*veteran level 2: +35 hp
*veteran level 4: +35 hp
*veteran level 5: repair 2 hp/s
Medusa Weapons
EMP Grenade Launcher (Artillery)
28 dps
area: 2 (39.1m)
range: 5 (97.7m) – 30 (586m)
projectile weapon: 140 damage
rate of fire: 0.2 (every 5s)
*veteran level 1: +35 damage
*veteran level 3: +35 damage
SKY SLAMMER – MOBILE ANTI-AIR GUN
Unlike the other T1 mobile anti-air units, the Sky Slammer’s missiles are weak but track well enough to kill slow air units like T1 bombers. Plus, once those forces are disposed of, press the Air/Land toggle to convert them into an extremely weak but not defenseless ground attacker. It doesn’t have the range advantage Total Annihilation players know and love, but it’s still worth building once you see planes flying overhead.
Sky Slammer Stats
Armor: 130hp
Abilities: Targets Air/Land
Cost: M28, E140, T70
Intel
sight: 18 (352m)
Physics
max speed: 2.9 (56.6m/s)
turn rate: 40
Veterancy: 5, 10, 25, 50, 100 kills
*veteran level 2: +33 hp
*veteran level 4: +33 hp
*veteran level 5: repair 2 hp/s
Sky Slammer Weapons
Nanodart Launcher (Anti Air)
2.00 dps
range: 32 (625m)
projectile weapon: 1 damage
rate of fire: 2 (every 0.5s)
Nanodart Launcher (Direct Fire)
10.00 dps
range: 18 (352m)
projectile weapon: 5 damage
rate of fire: 2 (every 0.5s)
*veteran level 1: +1 damage
*veteran level 3: +1 damage