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Command Units
Tech 3 Support ACUUEL0301 build btn.pngURL0301 build btn.pngUAL0301 build btn.pngXSL0301 build btn.png
Armored Command UnitUEL0001 build btn.pngURL0001 build btn.pngUAL0001 build btn.pngXSL0001 build btn.png
Cybran T3 Support Armored Command Unit Cybran T3 Support Armored Command Unit
Cybran T3 Support Armored Command Unit
A multi-purpose construction, repair, capture and reclamation unit. Equivalent to a Tech 3 Engineer.[ e ]
Build costsEnergy icon.png -120000
Mass icon.png -9000
Time icon.png 36000
StorageEnergy icon.png 5000
Mass icon.png 275
Consumption
Production
Energy icon.png -0
Energy icon.png 175
Mass icon.png 2
Build rate
Time icon.png60/s
Max healthHealth icon.png 38000 (+25/sec)
Speed2.2 (Amphibious)
Veterancy Cybran veteran icon.png Kills icon.png 30 ( Health icon.png +5/s)
Intel (radius)Stealth: Self
Vision: 26
Water vision: 26
Omni: 16
Direct Fire - Projectile
Damage per second 100
Projectile damage 100
Reload time 1 seconds
Range (min–max) 1 – 25
Anti Air - Projectile
Damage per second 168
Projectile damage 200
Salvo size 3 Projectiles (in 0.6 s)
Reload time 3.6 seconds
Range 60
Weapon: Death Nuke
Death
Damage 1000
Damage radius 10

The Cybran T3 Support Armored Command Unit is a Cybran unit. This is a command unit, as well as a direct fire unit and economic unit. It can be upgraded with a Resource allocation system, personal stealth, personal cloaking, AA defenses, a weapon amplifier and an accelerator.

Cybran command units are the only units in the game that can fight while cloaked. (The only other cloaked units in the game are the Selen and Mole, which are just scouts. The Selen does have a gun, but has to uncloak to use it.) A cloaked command unit is virtually invincible when not in range of omni sensors. (Manual targeting is possible, but difficult.) Unlike normal engineers, it can be set to patrol and reclaim battlefield wreckage during a fight and not become wreckage too.

A cloaked Cybran sACU can safely capture anything not flying or covered by an omni, even experimentals. With return-fire mode off, your opponent won't even realize something is wrong until it is too late.

In groups of 3 or more cybran sACU's can build a ML in a matter of a minute.

The Nano-Repair System's HP regeneration will be overridden by the (much lower) veteran HP regeneration, making it last only until the next tier of veterancy.

Upgrades[edit | edit source]

Back upgrades[edit | edit source]

Nanite Missile System
Adds AA defensive system.
Energy icon.png30000 Mass icon.png1000 Time icon.png7500

Essentially making the SACU as a mobile land-based SAM launcher, (the only such units in-game) though its damage is less than static version. It deactivates when underwater

Nanite Missile System
Adds AA defensive system.
Energy icon.png30000 Mass icon.png1000 Time icon.png7500
Essentially making the SACU as a mobile land-based SAM launcher, (the only such units in-game) though its damage is less than static version. It deactivates when underwater
Nano-Repair System
Greatly increases the speed at which the SACU repairs itself.
Energy icon.png112500 Mass icon.png2250 Time icon.png9000

Adds an additional 400 HP/s regeneration rate to the unit.

Nano-Repair System
Greatly increases the speed at which the SACU repairs itself.
Energy icon.png112500 Mass icon.png2250 Time icon.png9000
Adds an additional 400 HP/s regeneration rate to the unit.
Personal Stealth Generator
Hides the SACU from radar. Requires Energy to run.
Energy icon.png112500 Mass icon.png3000 Time icon.png9000

Maintaining the upgrade costs 500 Energy per second.

Personal Stealth Generator
Hides the SACU from radar. Requires Energy to run.
Energy icon.png112500 Mass icon.png3000 Time icon.png9000
Maintaining the upgrade costs 500 Energy per second.
Personal Cloaking Generator
Cloaks the SACU from optical sensors. Can be detected by Omni Sensors. Requires Energy to run.
Energy icon.png1200000 Mass icon.png9000 Time icon.png18000

Adds 15000 HP to the unit. Maintaining the upgrade costs 6000 Energy per second.

Personal Cloaking Generator
Cloaks the SACU from optical sensors. Can be detected by Omni Sensors. Requires Energy to run.
Energy icon.png1200000 Mass icon.png9000 Time icon.png18000
Adds 15000 HP to the unit. Maintaining the upgrade costs 6000 Energy per second.

Left arm upgrades[edit | edit source]

Rapid Fabricator
Speeds up all engineering-related functions.
Energy icon.png75000 Mass icon.png2100 Time icon.png9000

Gives the unit a new build rate of 90.

Rapid Fabricator
Speeds up all engineering-related functions.
Energy icon.png75000 Mass icon.png2100 Time icon.png9000
Gives the unit a new build rate of 90.
EMP Burst
EMP burst effectively disables enemy units for a few seconds.
Energy icon.png90000 Mass icon.png2250 Time icon.png9000

EMP Burst
EMP burst effectively disables enemy units for a few seconds.
Energy icon.png90000 Mass icon.png2250 Time icon.png9000

Right arm upgrades[edit | edit source]

Disintegrator Amplifier
Greatly enhances the pulse laser's cohesion, almost doubling its damage output.
Energy icon.png45000 Mass icon.png1000 Time icon.png5000

Gives the unit a NewDamageMod value of 250. Exact effects unknown. In the FA campaign this adds 250 damage per shot, raising the total damage per shot to 350.

Disintegrator Amplifier
Greatly enhances the pulse laser's cohesion, almost doubling its damage output.
Energy icon.png45000 Mass icon.png1000 Time icon.png5000
Gives the unit a NewDamageMod value of 250. Exact effects unknown. In the FA campaign this adds 250 damage per shot, raising the total damage per shot to 350.
Resource Allocation System
Increases SACU's resource generation.
Energy icon.png30000 Mass icon.png2500 Time icon.png6000

Gives the unit a new production rate of 900 Energy per second and 10 Mass per second.

Resource Allocation System
Increases SACU's resource generation.
Energy icon.png30000 Mass icon.png2500 Time icon.png6000
Gives the unit a new production rate of 900 Energy per second and 10 Mass per second.

Two Basic Cybran Support Commanders

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