ENGINEER – TECH 2 CYBRAN 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: 660hp
Abilities: Engineering Suite, Amphibious
Cost: M176, E880, T440
build rate: 10
storage: M20, E100
Intel
sight: 20 (391m)
Physics
max speed: 1.6 (31.3m/s)
turn rate: 82
*veteran level 2: +165 hp
*veteran level 4: +165 hp
*veteran level 5: repair 2 hp/s
RHINO – HEAVY TANK
When you’re playing Cybrans, you need to pay attention to terrain. Rhinos are remarkably ineffective when firing uphill. In exchange, of course, Rhinos can charge right through other mobile units and still hit everything with excellent accuracy. Cybrans won’t rely exclusively on Rhinos, but they’re still a strong component of a T2 land force, able to mow through T1 units and force the enemy to retreat and upgrade to T2 himself.
Rhino Stats
Armor: 1000hp
Cost: M176, E880, T400
Intel
sight: 23 (449m)
Physics
max speed: 3.3 (64.5m/s)
turn rate: 55
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
Rhino Weapons
Particle Cannon (Direct Fire)
55.00 dps
range: 23 (449m)
*doesn’t lead target
beam weapon: 11 damage
x 2 beams every 0.4s = 22 damage per salvo
rate of fire: 2.5 (every 0.4s)
*veteran level 1: +2 damage
*veteran level 3: +2 damage
BANGER – 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.
Banger Stats
Armor: 1000hp
Cost: M160, E800, T400
Intel
sight: 20 (391m)
Physics
max speed: 2.9 (56.6m/s)
turn rate: 27
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
Banger Weapons
Electon Flak (Anti-Air)
14.40 dps
area: 2 (39.1m)
range: 40 (781m)
projectile weapon: 9 damage
rate of fire: 1.6 (every 0.63s)
*veteran level 1: +2 damage
*veteran level 3: +2 damage
VIPER – MOBILE MISSILE LAUNCHER
The Viper is a capable, powerful missile platform that does well against ground forces, defenses, and even ships that stray too close to the coastline. They need fire support, sure, but they’re so useful for cracking defenses and winning skirmishes without getting themselves killed that they’re often the first combat unit a T2 land factory builds, to give your Mantises more punch. They can split their missiles to help against tactical missile defenses, so that you can hit for a few points of damage even if most of your missiles are being shot out of the air.
Viper Stats
Armor: 460hp
Abilities: Avoids Enemy Missile Defenses
Cost: M240, E1600, T800
Intel
sight: 18 (352m)
Physics
max speed: 2.9 (56.6m/s)
turn rate: 27
Transport Class: 2
Veterancy: 15, 30, 75, 150, 300 kills
*veteran level 2: +115 hp
*veteran level 4: +115 hp
*veteran level 5: repair 2 hp/s
Viper Weapons
Loa Tactical Missile (Missile)
53.00 dps
area: 1.5 (29.3m)
range: 50 (977m)
projectile weapon: 265 damage
rate of fire: 0.2 (every 5s)
*veteran level 1: +66 damage
*veteran level 3: +66 damage
WAGNER – AMPHIBIOUS TANK
Despite this array of weaponry, the Wagner is actually not a very useful amphibious tank. The torpedo will never really matter, as it does so little damage that not even a couple frigates will be fazed by these guys, and their rocket is less powerful and even less useful when ambushed by real land units than the UEF amphibious tank’s gun. Add in the low armor and you have a tank whose only redeeming quality is that they can run to the sea and become invisible to radar, just like all your other stealth units can except worse.
Wagner Stats
Armor: 650hp
Abilities: Amphibious, Torpedo
Cost: M120, E900, T600
Intel
sight: 20 (391m)
water sight: 20 (391m)
Physics
max speed: 2.8 (54.7m/s)
turn rate: 23
Transport Class: 2
Veterancy: 15, 30, 75, 150, 300 kills
*veteran level 2: +163 hp
*veteran level 4: +163 hp
*veteran level 5: repair 2 hp/s
Wagner Weapons
Meson Rocket (Direct Fire)
60.00 dps
range: 18 (352m)
projectile weapon: 60 damage
rate of fire: 1 (every 1s)
*veteran level 1: +15 damage
*veteran level 3: +15 damage
Heavy Electron Bolter (Direct Fire)
7.50 dps
range: 18 (352m)
projectile weapon: 15 damage
rate of fire: 0.5 (every 2s)
*veteran level 1: +4 damage
*veteran level 3: +4 damage
Meson Torpedo (Anti Navy)
6.00 dps
range: 32 (625m)
projectile weapon: 30 damage
rate of fire: 0.2 (every 5s)
*veteran level 1: +8 damage
*veteran level 3: +8 damage
DECEIVER – MOBILE STEALTH FIELD SYSTEM
Instead of a mobile shield generator, that would give the Rhino/Viper combo the punch it needs to break through a defensive line, Cybrans have an entirely different and weirder unit. On the one hand, a stealth generator on an air transport can let you drop the transport without attracting attention, but really this seems like a unit that’s only useful for T3 artillery but wasn’t good enough to put in the T3 factory. Other possible uses include telling it to guard your engineer as he goes to construct a secret firebase or capture some extractors.
Deceiver Stats
Armor: 25hp
Abilities: Targets Air/Land
Cost: M200, E2000, T1000
drain (stealth): E -100
Intel
sight: 16 (313m)
stealth field radius: 16 (313m)
Physics
max speed: 2.9 (56.6m/s)
turn rate: 27
Transport Class: 2
*veteran level 2: +6 hp
*veteran level 4: +6 hp
*veteran level 5: repair 2 hp/s
HOPLITE – ROCKET BOT
Added to the game in one of the later patches for Supreme Commander, the Hoplite rocket bot, is a walker version of the Viper which is better oriented towards attacking heavily armored unit, with higher overall damage, however less range and less health. This makes the rocket bot a second line unit, to be placed behind lines of your tanks or other more heavily armored units to help give them the extra firepower needed to break through the enemy’s armies. Notably and worth mentioning, the Hoplite is the smallest Tech 2 unit in terms of transport size, only taking a single space when being moved, thus benefiting from increased mobility when used with transports.
Hoplite Stats
Armor: 570hp
Abilities: Targets Air/Land
Cost: M162, E864, T360
Intel
sight: 26
Physics
max speed: 3.6 (70.4m/s)
Transport Class: 1
Hoplite Weapons
Iridium Rocket Pack (Direct Fire)
45.00 dps
range: 37 (723m)
projectile weapon: 60 damage
x 3 projectiles = 180 damage per salvo
rate of fire: 0.25 (every 4s)