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Command units
Tech 3 Support ACU
Armored Command Unit
Seraphim Armored Command Unit Seraphim Armored Command Unit
Seraphim Armored Command Unit
Houses Commander. Combination barracks and command center. Contains all the blueprints necessary to build a basic army from scratch.[ e ]
Build costs -5000000
 -18000
60000
Storage 4000
650
Production 10
 1
Build rate
Build rate 2
Build rate 3
10/s
30/s
90/s
Max health 11500 (+10/s)
Speed1.7 (Amphibious)
Veterancy 20  (+3/s)
Intel (radius) Vision: 26
Water vision: 26
Omni: 26
Direct Fire - Projectile
Damage per second 100
Projectile damage 100
Reload time 1 seconds
Range (min–max) 2 – 22
Direct Fire - Projectile
Projectile damage 12000
Damage radius 2
Range (min–max) 2 – 22
Weapon: Death Nuke
Death
Inner damage 3500
Inner radius 30
Outer damage 500
Outer radius 40
Missile - Tactical Missile
Missile damage 6000
Damage radius 3
Range (min–max) 5 – 256
Missile cost  -3600 (-120/s)
 -180 (-6/s)
300 (0:30s)

The Seraphim Armored Command Unit is a Seraphim command unit. Its Chronotron Cannon is the most effective amongst any faction's ACU weaponry against Ground-based units.

Factional differences[]

Unlike the other faction's ACUs, when fully battle upgraded the Seraphim ACU can hold its own on the battlefield, even against experimental units to a lesser extent. (35000 HP, 150 HP/s regeneration plus veterancy, up to 800 DPS with the Chronotron Cannon and overcharges). A standard combat layout is the Gun Accelerator, followed by the engineering suites for health and forward PD construction, followed by the nano repair system. In the very late game the Refracting Chronotron can be taken to unlock the maximum damage potential. For the alternative choice of back upgrades, the TML is not typically used over the TML structure and the Teleporter is situationally useful for assassinating enemy ACUs.

The Seraphim ACU has more upgrades than that of the other factions, as well as more cumulative upgrades. It is the only ACU to have an Enhanced Nano-Repair System and the unique Restoration Field, which can be upgraded to a Rapid Restoration Field, but lacks shield upgrades. The UEF fully battle ready ACU is more defense and mobile shield oriented, while the Cybran version is threatening with its laser.

A Seraphim battle ACU escorted by battle SACUs is especially dangerous: not only do the SACU's 75000 Max HP make them near unstoppable, but they also have a Light Chronotron Overcharge Cannon. A group of 4 can destroy experimental units in just one to two volleys, fast enough to prevent major damage. This combined with a Ythotha is potentially a game ender: while the Ythotha is the main damage dealer for destroying buildings, waves of enemies, or otherwise crushing units, the ACU/SACU combo can deal with any other experimental unit threatening the Ythotha.

Upgrades[]

Back upgrades[]

Resource Allocation System
Increases ACU's resource generation.
150000 5000 1000

Increases the resources the ACU produces to 3000 Energy and 16 Mass. Can be further upgraded to the Advanced Resource Allocation System.

Resource Allocation System
Increases ACU's resource generation.
150000 5000 1000
Increases the resources the ACU produces to 3000 Energy and 16 Mass. Can be further upgraded to the Advanced Resource Allocation System.
Advanced Resource Allocation System
Requires Resource Allocation System. Further increases ACU's resource generation.
150000 5000 1000

Requires the Resource Allocation System. This upgrade provides exactly the same effect as the previous upgrade, effectively doubling the ACU's already high production capabilities. Any player who chooses to install the Resource Allocation System should upgrade to the advanced version as soon as possible, as there is no downside to doing so.

Advanced Resource Allocation System
Requires Resource Allocation System. Further increases ACU's resource generation.
150000 5000 1000
Requires the Resource Allocation System. This upgrade provides exactly the same effect as the previous upgrade, effectively doubling the ACU's already high production capabilities. Any player who chooses to install the Resource Allocation System should upgrade to the advanced version as soon as possible, as there is no downside to doing so.
Nano-Repair System
Increases the speed at which the ACU repairs itself. Also increases hit points.
90000 2000 2000

Gives the ACU an additional 75 HP/s regeneration rate, as well as a 6000 HP bonus. Can be further upgraded to the Enhanced Nano-Repair System

Nano-Repair System
Increases the speed at which the ACU repairs itself. Also increases hit points.
90000 2000 2000
Gives the ACU an additional 75 HP/s regeneration rate, as well as a 6000 HP bonus. Can be further upgraded to the Enhanced Nano-Repair System
Enhanced Nano-Repair System
Further increases the speed at which the ACU repairs itself. Also increases hitpoints.
450000 4500 3000

Gives the ACU an additional 150 HP/s regeneration rate, as well as a 20000 HP bonus. These do not stack with the previous Nano-Repair System.

Enhanced Nano-Repair System
Further increases the speed at which the ACU repairs itself. Also increases hitpoints.
450000 4500 3000
Gives the ACU an additional 150 HP/s regeneration rate, as well as a 20000 HP bonus. These do not stack with the previous Nano-Repair System.
Tactical Missile Launcher
Mounts a tactical cruise missile launcher onto the back of the ACU.
50000 1000 1000

Gives the ACU a Laanse Tactical Missile Launcher. This weapon is similar to the T2 Tactical Missile Launcher: Ythis, however the missiles have a slightly larger damage radius (larger than any other tactical missiles in the game). It does cost less to build the weapon, but not the missiles. The missiles have a lower time cost, but the ACU has a lower initial build rate, effectively canceling each other out. The ACU can be more easily assisted though, and an ACU with a Tech 2 Engineering Suite can build a missile in 5 seconds.

Tactical Missile Launcher
Mounts a tactical cruise missile launcher onto the back of the ACU.
50000 1000 1000
Gives the ACU a Laanse Tactical Missile Launcher. This weapon is similar to the T2 Tactical Missile Launcher: Ythis, however the missiles have a slightly larger damage radius (larger than any other tactical missiles in the game). It does cost less to build the weapon, but not the missiles. The missiles have a lower time cost, but the ACU has a lower initial build rate, effectively canceling each other out. The ACU can be more easily assisted though, and an ACU with a Tech 2 Engineering Suite can build a missile in 5 seconds.
Personal Teleporter
Adds teleporter. Requires considerable Energy to activate.
1500000 15000 3000

This upgrade allows the ACU to teleport across a map, no matter the distance. This upgrade costs massive amounts of energy, but very little time, as such, activating this upgrade will almost guarantee you will have an Energy crash. Teleportation requires a tremendous amount of energy to perform (10000/s, for 30 seconds) and, as such, should only be done in the late game.

Personal Teleporter
Adds teleporter. Requires considerable Energy to activate.
1500000 15000 3000
This upgrade allows the ACU to teleport across a map, no matter the distance. This upgrade costs massive amounts of energy, but very little time, as such, activating this upgrade will almost guarantee you will have an Energy crash. Teleportation requires a tremendous amount of energy to perform (10000/s, for 30 seconds) and, as such, should only be done in the late game.

Left arm upgrades[]

Refracting Chronotron Amplifier
Increases the damage inflicted by ACU's primary weapon. Adds area-of-effect damage.
300000 4500 3000

Increases the Chronotron Cannon's damage by 300, effectively quadrupling its damage output. Also adds a light area of effect of radius 2.

Refracting Chronotron Amplifier
Increases the damage inflicted by ACU's primary weapon. Adds area-of-effect damage.
300000 4500 3000
Increases the Chronotron Cannon's damage by 300, effectively quadrupling its damage output. Also adds a light area of effect of radius 2.
Tech 2 Engineering Suite
Expands the number of available schematics and increases the ACU's build speed and maximum health.
18000 720 900

This upgrade gives the ACU tech 2 construction capabilities, as well as a new build speed of 30. It also boosts the ACU's HP by 3000. Can be upgraded to Tech 3 Engineering Suite.

Tech 2 Engineering Suite
Expands the number of available schematics and increases the ACU's build speed and maximum health.
18000 720 900
This upgrade gives the ACU tech 2 construction capabilities, as well as a new build speed of 30. It also boosts the ACU's HP by 3000. Can be upgraded to Tech 3 Engineering Suite.
Tech 3 Engineering Suite
Replaces the Tech 2 Engineering Suite. Expands the number of available schematics and further increases the ACU's build speed and maximum health.
50000 2400 6000

This upgrade gives the ACU tech 3 construction capabilities, as well as a new build speed of 90. Requires the Tech 2 Engineering Suite pre-installed. It also boosts the ACU's HP by 4000 (already counting the previous 3000).

Tech 3 Engineering Suite
Replaces the Tech 2 Engineering Suite. Expands the number of available schematics and further increases the ACU's build speed and maximum health.
50000 2400 6000
This upgrade gives the ACU tech 3 construction capabilities, as well as a new build speed of 90. Requires the Tech 2 Engineering Suite pre-installed. It also boosts the ACU's HP by 4000 (already counting the previous 3000).

Right arm upgrades[]

Chronotron Accelerator
Increases main cannon's rate of fire and range. Also increases range of Overcharge.
24000 800 800

Doubles the Chronotron Cannon's rate of fire, effectively doubling its damage output. It also increases the weapon's range to 30 (an increase of about 50%), giving the ACU a reach longer than its line of sight.

Chronotron Accelerator
Increases main cannon's rate of fire and range. Also increases range of Overcharge.
24000 800 800
Doubles the Chronotron Cannon's rate of fire, effectively doubling its damage output. It also increases the weapon's range to 30 (an increase of about 50%), giving the ACU a reach longer than its line of sight.
Restoration Field
Automatically speeds up the repair speed of nearby units.
4500 600 600

Grants nearby units (radius of 15, about 2/3 of the ACU's vision/Omni radius, including the ACU itself) a HP regeneration bonus of 0.55%MaxHP/s to any nearby unit, up to a maximum of 75HP/s. Can be upgraded to the Rapid Restoration Field.

Restoration Field
Automatically speeds up the repair speed of nearby units.
4500 600 600
Grants nearby units (radius of 15, about 2/3 of the ACU's vision/Omni radius, including the ACU itself) a HP regeneration bonus of 0.55%MaxHP/s to any nearby unit, up to a maximum of 75HP/s. Can be upgraded to the Rapid Restoration Field.
Rapid Restoration Field
Further speeds up the repair speed of nearby units. Increases maximum health of nearby units.
31250 1500 1250

An upgrade to the Restoration Field. Grants nearby units (radius of 25, about the ACU's vision/Omni radius) a HP regeneration of 1.1%MaxHP/s, up to a maximum of 200. It also grants nearby units an HP boost of 10%. There some minor non-game breaking glitches involved with this upgrade: Any unit which leaves the ACU's area of effect will keep the 10% HP boost, but will lose it on its first hit, in addition to losing HP equivalent to the power of the shot the unit got hit with.

Rapid Restoration Field
Further speeds up the repair speed of nearby units. Increases maximum health of nearby units.
31250 1500 1250
An upgrade to the Restoration Field. Grants nearby units (radius of 25, about the ACU's vision/Omni radius) a HP regeneration of 1.1%MaxHP/s, up to a maximum of 200. It also grants nearby units an HP boost of 10%. There some minor non-game breaking glitches involved with this upgrade: Any unit which leaves the ACU's area of effect will keep the 10% HP boost, but will lose it on its first hit, in addition to losing HP equivalent to the power of the shot the unit got hit with.
ACU

Seraphim ACU

Trivia/History[]

When the UEF first battled the Seraphim on Seraphim II, the Seraphim were vastly superior in technology and numbers, meaning they could build better units for better costs and have better economy structures. However, they had not encountered or thought of the concept of an ACU, thus they either piloted manually or had disorganized automated units. The Seraphim learned from this example and quickly designed ACUs of their own, which were surprisingly similar in concept to their human counterparts.

Seraphim ACU Cinematic

Seraphim ACU about to fire in Cinematic Intro.

A strange fact is that during the campaign, during certain missions, when Seraphim ACUs were destroyed, they emitted a bright purple then white explosion almost exactly like Aeon ACUs, whereas in multiplayer and skirmish they emit a blue blossom explosion, matching the color and appearance of their anti-air weaponry. This is likely because GPGnet couldn't come up with an original design before the deadline of the release, and updated only the multiplayer and skirmish options.

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