UEF Experimental Units


The Fatboy is perhaps the game’s best experimental unit. “Mobile Factory” is not a very good description; rather, it is an “Amphibious Battleship” with a modicum of anti-air support, decent sub protection, and shields that let it “regenerate” health if the assault against it is a failure, to say nothing of being able to build and deploy T3 Engineers while shielded that can make T3 SAM sites or repair or whatever is necessary. Extremely slow, of course, but also extremely dangerous.

The Fatboy Mobile Factory, UEF Experimental Unit in Supreme Commander.

Fatboy Stats

Armor: 25000hp
regen rate: 5
Shield: 25000hp
size: 20 (391m)
regen rate: 156
regen start time: 120
recharge time: 160)
drain: E -500
Abilities: Torpedoes, Construction (T2 land factory + T3 Engineer)
Cost: M56400, E608400 T18000
storage: M200, E1000
build rate: 60
sight: 32 (625m)
max speed: 1 (19.5m/s)
turn rate: 16
class: 10
class 2 attach size: 2
class 3 attach size: 4
Veterancy: 100, 200, 500, 1000, 2000 kills
*veteran level 2: +6250 hp
*veteran level 4: +6250 hp
*veteran level 5: repair 2 hp/s

Fatboy Weapons

4x Gauss Cannon (Direct Fire)
1500.00 dps,
range: 100 (1.95km)
projectile weapon: 500 damage
x 3 projectiles = 1500 per salvo
rate of fire: 1 (every 1s)
*veteran level 1: +125 damage
*veteran level 3: +125 damage

2x Hells Fury Riot Gun (Direct Fire)
225.00 dps
range: 40 (781m)
projectile weapon: 75 damage
rate of fire: 3 (every 0.33s)
     *veteran level 1: +19 damage
*veteran level 3: +19 damage

2x Linked Railgun (Anti Air)
18.00 dps,
range: 44 (859m)
projectile weapon: 6 damage
x 2 projectiles = 12 per salvo
rate of fire: 1.5 (every 0.67s)
     *veteran level 1: +2 damage
*veteran level 3: +2 damage

Angler Torpedo (Anti Navy)
187.50 dps
range: 32 (625m)
projectile weapon: 750 damage
rate of fire: 0.25 (every 4s)
*veteran level 1: +188 damage
*veteran level 3: +188 damage


The Atlantis is a carrier that is as expensive as a battleship, and just as scary in the right circumstances. It has trouble turning around, of course, but it’s almost invulnerable while firing super-powerful torpedoes, and can then surface to launch its aircraft and pull out its tracking AA missiles. On sea maps, this is even more fearsome, because it doesn’t tie up your T3 naval factory for several minutes while it’s building. In fact, it IS a floating T3 air factory with twice the armor. This super-sub can give you the edge in combat or out of it.

The Atlantis Submersible Aircraft Carrier, UEF Experimental Unit in Supreme Commander.

Atlantis Stats

Armor: 40000hp
Abilities: Submersible, Air Staging, Construction, Radar
Cost: M15120, E189000, T22680,
build rate: 40
sight: 32 (625m)
sonar: 150 (2.93km)
water sight: 40 (781m)
max speed: 2.975 (58.1m/s)
turn rate: 6
class: 10
Veterancy: 100, 200, 500, 1000, 2000 kills
*veteran level 2: +15000 hp
*veteran level 4: +15000 hp
*veteran level 5: repair 3 hp/s

Atlantis Weapons

4x Angler Torpedo (Anti Navy)
307.69 dps,
range: 42 (820m)
projectile weapon: 800 damage
rate of fire: 0.38 (every 2.6s)
     *veteran level 1: +200 damage
*veteran level 3: +200 damage

4x Flayer SAM Launcher (Anti Air):
33.00 dps, range: 60 (1.17km)
projectile weapon: 33 damage
rate of fire: 1 (every 1s)
    *veteran level 1: +8 damage
*veteran level 3: +8 damage


The Mavor is the closest thing in Supreme Commander to an ultimate weapon. It fires pinpoint artillery that breaks a heavy shield in one shot, has no maximum range, and requires only a couple Power Generators to keep running, unlike nukes, and also unlike nukes, there’s no way to shoot down its shells. The downside? It’s also ultimately expensive, and so weak that you must be constantly vigilant for everything from T3 bomber runs to cloaked Cybrans.

Mavor Stats

Armor: 8000hp
Cost: M302400, E9000000, T216000
sight: 28 (547m)
size for adjacency: 16
Veterancy: 100, 200, 500, 1000, 2000 kills

Mavor Weapons

Anti Matter Artillery (Artillery)
2750.00 dps,
area: 7 (137m),
range: 128 (2.50km) – 4000 (78.1km)
projectile weapon: 22000 damage
firing randomness: 0.18
rate of fire: 0.125 (every 8s)
energy required: 20000
(-5000 for 4 seconds)

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