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This page details a mod for Supreme Commander or Supreme Commander: Forged Alliance, and does not represent information useful in an unmodded game. For more information, see Mods.

This page will tell you what you need to know about all the new units introduced by the BlackOps Unleashed Mod for Supreme Commander: Forged Alliance. All new units listed below.

New Units[]

Aeon[]

LAND UNITS[]

T1 Sniper Bot

The T1 Sniper Bot has range similar to a T3 Armoured Assault Bot and damage similar to a T2 Tank, but must be stationary to fire and has very little health. A good ambush unit if used in groups against higher tech units, but shouldn't be relied on for long.

T2 Medium Assault Tank

Good all-round stats for a cheap price, this tank is the backbone of any T2 land attack made by the Aeon.

T3 Mobile SAM

Very powerful, target tracking, mobile AA. A useful asset in games against lots of air power.

T3 Heavy Hover Tank

Good damage, can cross water and very good range, but is expensive and time consuming to build. Should really only be built in small numbers for raiding purposes on large maps with lots of water, and not as a front-line battle tank unless you have a very good economy. Consider it a T3.5 unit.

AIR UNITS[]

T3 Long Range Fighter/Bomber

Has a firing pattern very similar to the Cybran Corsair, with a large AOE consisting of a missile salvo with a quick reload. This makes the unit very effective against grouped up air and ground units. The Fighter/Bombers also drops cluster torpedoes (like those on the Solace) when over water, making it a very powerful anti-navy tool.

T3 Air Transport

A teleporting Air transport with a very large unit capacity. Provides excellent mobility and raiding potential, but lack significant defences or armour, so very vulnerable to base defences or ASFs.

NAVAL UNITS[]

T2 Advanced Attack Frigate

This Frigate is slightly cheaper than the Destroyer, but is much easier to kill. In exchange, the T2 Frigate is very fast (similar speed to the T1 AA Boat), and has three primary anti-navy weapons. A slow-firing oblivion cannon (a shorter ranged version of the cannon on the destroyer), a fast firing deck gun and depth charges. Making the ship an excellent anti-navy powerhouse for a cheap price. This ship is the backbone of the Aeon Navy.

STRUCTURES[]

T1 Light Staging Facility

Air Staging for two T1 aircraft or one T2 Aircraft. A quick and cheap way of supporting early air-play

T2 Hydrocarbon Power Plant

Cost efficient power production, but can only be deployed on the Hydrocarbon deposits.

T2 Anti-Teleport Tower

A cost effective way of restricting teleport snipes on big maps.

T2 Energy Mortar Emplacement

A more expensive T2 arty that fires a salvo of projectiles very rapidly over a shorter range.

T3 TMD

Much more effective defence against missiles than the Eruptor, but also much more expensive. Invest in them if necessary.

T3 Resource Storage

Great compliment to T3 Mass Fabricators and T3 Power Generators, but like the latter two is quite large and vulnerable.

T3 Tactical Missile Launcher

Extremely powerful when used in a fire-base for ACU snipes and base breaking. Combined with T3 TMD, Aeon can give UEF a run for their money with powerful forward fire-bases.

T3 Point Defence

Expensive, and suffers from slightly shorter range and flatter trajectory than the vanilla UEF Ravager, but very high damage output. Be careful with positioning, and support with lower tech Point Defence, but if used correctly they are excellent for defending against land Experimentals.

T3 Air Refuel Pad

A huge structure that can support up to 4 T3 Air Units at once and has its own defences. But is quite pricey and vulnerable to attack from land or bombardment. A worthy investment for an air player in slower-paced team games however.

T3 Hydrocarbon Power Plant

Cost efficient power production, but can only be deployed on the Hydrocarbon deposits.

T3 Anti-Teleport Tower

A more expensive, but more effective, teleport denial tool. Useful on large maps.

T3 SMD's Anti-Satellite Defence Module

Automatically targets and fires at satellites in its range. Does not use projectile slots, and firing costs nothing. Has the same range as the core anti-nuke module.

EXPERIMENTALS[]

Artemis Satellite Control Centre A game ending unit. Can build an Artemis Satellite capable of launching nuclear grade devastation underneath itself.

Assault Tank Genesis The Genesis is effectively a super-massive version of the Aeon T3 Heavy Hover Tank. It has excellent range and very good damage output, as well as it's own TMD. Its an effective assault vehicle for attacking bases, and can be used to support your navy as a makeshift battleship. It is a very powerful heavy raider, competing with the Cybran Mokeylord for a similar role, but is much more expensive and lacks stealth in exchange for better range and even more firepower over the Cybran. But make sure the Genesis is always supported with the Aeon T2 Hover flak AA, or your own air units, as the assault tank has no AA.

Siege Weapon Inquisitor A pseudo artillery piece that calls down a barrage of projectiles onto a selected target from directly above. This weapon has very good range and does massive damage in a wide area, but has a slow firing cycle and the Inquisitor must deploy to fire it. For close in defence it has a Microwave laser, which is a beam weapon similar to the cybran Microwave laser, but does relatively little damage and has limited range. Overall this makes the Inquisitor quite vulnerable to being overwhelmed, but very powerful against stationary targets and breaking bases from a distance.

Cybran[]

LAND UNITS[]

T1 Random Bot

An assault bot that receives a random type of weapon, from gatling laser, grenade launcher, flame thrower and surface-to-surface rocket launcher. 

There were plans to scrap this model in favor of a new possibly light hover vehicle of same name with a defined rocket or grenade launcher weapon battery, but development has slowed to a halt long ago and its likely to never continue due to unspecified reasons. 

T2 Ambushing Laser Bot

Capable of becoming completely undetectable when stationary, allowing for surprise attacks, and has decent damage for a T2 unit.

T3 Heavy EMP Flare Artillery

Launches an EMP shell at extreme range with a massive area of effect, doing moderate damage and stunning all targets in the area. Very powerful when combined with other artillery pieces in an assault on a base, or in support of defensive structures.

T3 Mobile SAM

Very powerful, target tracking, mobile AA. A useful asset in games against lots of air power. This unit may also toggle to fire at ground targets, although with very poor accuracy.

T3 Mobile Rocket Artillery

Fires a large salvo of medium-range EMP missiles at the target, good for stunning enemy formations of land units and supporting base attacks.

AIR UNITS[]

T3 Air Transport A transport with a very large unit capacity and a cloak field that renders it invisible to direct fire without the help of Radar. Can be very useful for surprising an opponent with a substantial raiding force in unexpected areas.

NAVAL UNITS[]

T1 Spotter Boat

A T1 Naval scout, cheap and quick to build, but completely unarmed. it has a larger Radar/Sonar coverage than the T1 land or air scout, as well as the most hp among scouts, but is also the most expensive and restricted to water patrol.

T2 Rocket Boat

Short ranged and does respectable damage for such a small and cheap vessel. The ship has hp only slightly less than the Siren Cruiser, and has personal stealth and Radar/Sonar. Good for surprise attacks and running down T1 ships and boats with its high speed.

T3 Assault Submarine Not as powerful as the Seraphim's T3 submarine, but can redirect torpedoes back to the sender to even the odds in a torpedo fight. The submarine also has formidable surface weapons consisting of two Electron Bolters with good range, damage and rate of fire.

T3 Escort Ship a T3 version of the Siren Cruiser with additional surface firepower consisting of two microwave lasers and an additional Proton Cannon turret. A very formidable surface vessel effective for supporting heavy hitters like the Seadragon against smaller naval units and enemy air power. This ship also has Air Staging.

STRUCTURES[]

T1 Light Air Staging Facility

Air Staging for two T1 aircraft or one T2 Aircraft. A quick and cheap way of supporting early air-play, especially defensive use of Jesters and Interceptors.

T2 Rapid-fire Artillery

Shorter range, and more costly, Gunther. But offers much greater capacity for breaking shields, defending against T1 and T2 unit spam and overwhelming fire-bases if used in batteries.

T2 Hydrocarbon Power Plant

Cost efficient power production, but can only be deployed on the Hydrocarbon deposits.

T2 Anti-Teleport Tower

A cost effective way of restricting teleport snipes on big maps.

T3 Cloak Field Generator

An expensive, but potentially very powerful, tool for setting up hidden fire-bases on large maps and for providing counter-intelligence cover for important sections of the map.

T3 Resource Storage

Great compliment to T3 Mass Fabricators and T3 Power Generators, but like the latter two is quite large and vulnerable.

T3 Hydrocarbon Power Plant

Cost efficient power production, but can only be deployed on the Hydrocarbon deposits.

T3 Point Defence

Slow firing, and somewhat lacking in damage, but has a long range and huge area of effect accompanied by an EMP effect. Good for stunning Experimentals and dealing with grouped up units, but should always be supported by Arty and T2/T1 Point Defence.

T3 Air Refuel Pad

A huge structure that can support up to 4 T3 Air Units at once and has its own defences. But is quite pricey and vulnerable to attack from land or bombardment. A worthy investment for an air player in slower-paced team games however.

T3 Anti-Teleport Tower

A more expensive, but more effective, teleport denial tool. Useful on large maps.

T3 (T2) Shield Generator ED5

Effectively just a fully upgraded T2 Shield generator from Vanilla. Faster to construct, but higher immediate build-price compared to getting ED5s in Vanilla via upgrades.

T3 SMD's Anti-Satellite Defense Module

Automatically targets and fires at satellites in its range. Does not use projectile slots, and firing costs nothing. Has the same range as the core anti-nuke module.

Cybran Experimental UNITS[]

Basilisk: is the ultimate in mobile weapon platforms, Armed Dual Electron Photon Cannons, Quad EMP Disruption Cannons, a Pair of Electron Bolters, Cluster Missiles and Beam Missiles.

Switching to Artillery Mode deploys the famed Plasma Artillery and Viper Missile Launchers at the cost of mobility. Futhur more the MKII is equipped with Extensive NanoBot Hives to rapidly repair even the most extensive of damage in record time. The Basilisk is the king of base breakers.

Seadragon: Pride of the Cybran Navy, the Seadragon-Class Dreadnought is armed with 2 X-Class Rail Cannons, several double-barrelled Proton Cannon turrets, a massive battery of long-range Nanite-swam cluster missiles, powerful AA, and whole batteries of Nanite torpedoes. Enemies shake in fear at the sight of this vessel.

All of its surface weapons have excellent range and good damage-over-time, its missiles in particular are supurb for long range shore bombardment due to their damage and large AoE. The ship also has quite a powerful torpedo suite to help against naval threats. Combined with the high health pool, the Seadragon has few issues dealing with T1-T3 surface or submerged naval units, and is more than capable of brawling with other Naval Experimentals. The ship will require help against a determined attacks by air units, however the Seadragon does have air staging to support two T3 ASFs to support its reasonably strong personal AA. Building a dreadnought is a large investment of resources, so don't waste it's potential.

Gargantuan: Experimental Transport able to ferry 24 units regardless of Tier level from T1, 2 and 3 across the battlefield; carries several weapon systems (including EMP missiles) and stealth to protect itself and its cargo.

UEF[]

LAND UNITS[]

T1 Deployable Tank Hunter /Mobile PD

Effectively a defensive 'panic unit' that can be quickly built and deployed to help deal with a rush from spammed T1 units. In PD mode it is immobile, and is quite vulnerable to T1 mobile arty, but can be very useful for base defence in a pinch.

T2 Flamethrower Tank

Good damage in an AOE, a decent counter to spammed T1 and T2 units, but is Volatile and explodes quite violently when destroyed. Use them sparingly and in small groups, and they can help to thin-out the numbers of enemy hordes, but keep them away from your own units.

T3 Artillery Support Bot

A Dual-Barrelled artillery walker capable of firing on the move and defending itself against close in targets. A very good supporting unit to an attack by T3 units for providing suppression fire on fire-bases and breaking shields. Its shells also have a Napalm effect like UEF bombers, damaging units that move through it's area of effect after detonating.

T3 Mobile Rapid-fire Anti-Air Cannon

A powerful mobile AA piece, very useful against opponents with lots of air power.

T3 Seige Assault Bot Kreisau

A powerful Assault Bot equipped with a plasma Beam Cannon and short range grenade launcher. Very effective at taking down swarms of lighter enemies, that the Percival would normally struggle with. Unlike the Percival however, it cannot cross water.

T3 Battle Station Juggernaut MKIII

Armed with 1 heavy duty rail gun as its main weapon, 2x Plasma gatling turrets mounted in the front of the tank, a Defender beam turret and a small missile launcher mounted in the back of the tank for greater range. The Juggernaut MKIII is very powerful, but very expensive. Like the Percival it can cross water, consider it a T3.5 unit.

NAVAL UNITS[]

T1 Mortar Boat

A very small, quick, and cheap bombardment vessel equipped with a long range mortar. This weapon can only shoot directly forward, making it poorly suited to fighting mobile targets, but is great way to harness bases very early in a game with naval power.

T3 Drone Carrier

The UEF alternative for a carrier which launches and stores drones instead of Aircraft. These drones launch missiles at air and ground targets, and also drop a spread of torpedoes at naval targets. The Carrier itself is armed identically to the Neptune, but replaces its TMD with a powerful AA cannon.

STRUCTURES[]

T1 Light Air Staging Facility

Air Staging for two T1 aircraft or one T2 Aircraft. A quick and cheap way of supporting early air-play .

T2 Rapid-fire Artillery

Very much like the Cybran, it is more expensive and shorter range than the standard T2 Arty. Offers great capacity for breaking shields, defending against T1 and T2 unit spam and overwhelming fire-bases if used in batteries. Trades AOE for higher projectile damage compared to the Cybran.

T2 Hydrocarbon Power Plant

Cost efficient power production, but can only be deployed on the Hydrocarbon deposits.

T2 Anti-Teleport Tower

A cost effective way of restricting teleport snipes on big maps.

T2 Naval Staging Facility

A naval factory with good health and a dome shield that can build T1-T3 defences and naval Intel buildings around itself. Can also repair damaged ships around it very quickly.

T3 Resource Storage

Great compliment to T3 Mass Fabricators and T3 Power Generators, but like the latter two is quite large and vulnerable.

T3 Air Refuel Pad

A huge structure that can support up to 4 T3 Air Units at once and has its own defences. But is quite pricey and vulnerable to attack from land or bombardment. A worthy investment for an air player in slower-paced team games however.

T3 Hydrocarbon Power Plant

Cost efficient power production, but can only be deployed on the Hydrocarbon deposits.

T3 SMD's Anti-Satellite Defense Module

Automatically targets and fires at satellites in its range. Does not use projectile slots, and firing costs nothing. Has the same range as the core anti-nuke module.

T3 Anti-Teleport Tower

A more expensive, but more effective, teleport denial tool. Useful on large maps.

UEF Experimental UNITS[]

Goliath: A huge Assault bot,that carries 2x big Flamethrowers on the arms, 2x medium laser gun mounted on the shoulder,and missiles launcher. Primarily for use as a siege-attack platform that is a very good base killer, but can be equally as effective for surprise land-on-land engagements with its personal stealth.

Conquest: A massive Battleship armed with 4x huge cannons that fire small yield thermonuclear warheads, 10x double barrel destroyer guns for close ship to ship combat, 12x tactical missile launchers, 4x anti-air rail guns, and 2x missile defences. Built with the purpose of ensuring UEF naval supremacy, when this leviathan enters the battlefield, it seals the fate of anything foolish enough to oppose it.

Compared to the Seadragon, the Conquest-Class does superior surface damage to both naval and land units, but is even more vulnerable to air attack. The Conquest is also weak to submarines, something the Seadragon has no issues dealing with. The Conquest is quite easily capable of killing whole fleets of enemies with only token support thanks to its sheer gun firepower however, and can use it's AOE to kill submarines under the surface just like the Summit-Class Battleship. Like the Seadragon, it is a huge investment, and although it has more powerful surface weapons it has more weaknesses. So support the Conquest well with a large fleet.

Citadel: A massive mobile aerial fortress and air staging facility that can wreak entire air fleets including experimental crafts with ease and can also provide some medium range ground support with its 2 heavy duty rail guns mounted on each side. Though, due to design failure, its air to surface rail guns have a significant blind area directly underneath the vessel and in a wide straight line in front and behind that area. This is because these guns were mounted on the sides, instead of being on the lower edge lining or entirely on the under surface.

Lucidity: A super-massive carpet bomber that drops 24 napalm bombs directly below it every half second, creating a huge wall of fire wherever it flies. Ridiculously deadly against both bases, and bunched up units of any kind unlucky enough to be caught underneath it, but extremely expensive to build.

Seraphim[]

LAND UNITS[]

T1 Protector bot

Tricks enemy auto-targeting systems into firing at this unit regardless of the threat level of its surrounding allies. The Protector Bot has about 3x the hp of a normal T1 Tank/Bot, but does pitiful damage itself. This is purely a sacrificial unit, and doesn't work very well against other Players due to manual targeting.

T3 Lambda Equipped Assault Bot

Has firepower similar to a Percival, but has shorter range and can't cross water. But the Lambda field and personal TMD make them very difficult to kill for an assault bot.

T3 Lightning Tank

Slow firing, high damage fire support vehicle that doubles as powerful mobile AA. Needs to be protected however due to a small health pool.

AIR UNITS[]

T3 Missile Gunship

A heavy gunship with two hard-hitting plasma cannons and 8 missile launchers. Capable of putting out very high damage over a large area. Does increased damage to shields.

T3 Long Range Fighter/Bomber

Effectively a more powerful Seraphim version of the Cybran Corsair Fighter/Bomber. Launches a salvo of 5 missiles, with a very fast reload, which effect a wide area. This unit also drops 3 Torpedoes when fighting over water. Good against grouped up Air, Naval and Ground targets.

T3 Air Transport

A very large, very fast, heavy transport with decent defences and the largest unit carrying capacity out of all T3 transports. Effectively capable of dropping a small army of units wherever you want it on the map, only T4 Experimental Transports can drop a more menacing force. This transport also has a Lambda field for protecting its cargo, which deflects away incoming AA.

NAVAL UNITS[]

T2 Bombardment Ship

Fires two high arcing shots from its main cannons, similar to T2 Artillery for damage, AOE and accuracy; and has range comparable to a battleship. Its main draw backs are slow moving turrets and slow rate of fire, so the ship is not good against navy, fast moving land units or shields. But is a cheap way to bombard bases before getting access to battleships.

T2 Regen Field Ship

A small boat that creates a field around itself that allows allies to automatically heal (regen) when damaged for an energy cost. Similar in role to the UEF Bulwark Shield Boat.

T3 Drone Carrier

A smaller and more fragile carrier which stores and launches attack drones instead of air units. These drones have anti-land cannons, drop torpedoes and also act as fighters. The carrier itself has a short range Tactical missile launcher, 8 torpedo launchers and beam cannons; as well as the standard carrier AA suite. A very powerful, but costly ship that will die quickly if focused down. Protect it carefully.

T3 Heavy Cruiser

Has a massive armament for attacking both naval and air units, but lacks the tactical missile launcher of the T2 cruiser. This Heavy Cruiser is made purely for killing other naval units and air units. Perfect for escorting bombardment vessels into position. May also submerge, but lacks torpedoes, so this is purely a defensive ability against surface weapons.

STRUCTURES[]

T1 Light Air Staging Facility

Air Staging for two T1 aircraft or one T2 Aircraft. A quick and cheap way of supporting early air-play.

T2 Hydrocarbon Power Plant

Cost efficient power production, but can only be deployed on the Hydrocarbon deposits.

T2 Anti-Teleport Tower

A cost effective way of restricting teleport snipes on big maps.

T2 Regen Field Generator

Creates a field which allows units and structures in its radius to heal (regen) incoming damage for an energy cost.

T2 Mine Dispenser

Long range missile launcher that can hold two missiles. Each missile, upon reaching a target area, deploys a mine field which explodes if enemy land units pass over them. Can be detected by Omni Radar.

T3 Point Defence

High damage and AOE, but mediocre rate of fire. Like other T3 Point Defence, it should be supported by smaller PD to be used to its maximum effectiveness.

T3 Resource Storage

Great compliment to T3 Mass Fabricators and T3 Power Generators, but like the latter two is quite large and vulnerable.

T3 Air Refuel Pad

A huge structure that can support up to 4 T3 Air Units at once and has its own defences. But is quite pricey and vulnerable to attack from land or bombardment. A worthy investment for an air player in slower-paced team games however.

T3 Hydrocarbon Power Plant

Cost efficient power production, but can only be deployed on the Hydrocarbon deposits.

T3 SMD's Anti-Satellite Defense Module

Automatically targets and fires at satellites in its range. Does not use projectile slots, and firing costs nothing. Has the same range as the core anti-nuke module.

T3 Anti-Teleport Tower

A more expensive, but more effective, teleport denial tool. Useful on large maps.

Seraphim Experimental UNITS[]

T4 Hover Tank Yenzotha A massive and somewhat tanky multi-purpose hover tank. The Yenzotha's main weapon is a direct-fire beam weapon that does more damage the longer it is firing (think like a Void Ray from Star-Craft), but has a long charge up time and cool-down time between bursts. The tank also has a very powerful AA weapon, which makes it difficult to destroy with air units. The Yenzotha should be used as heavy fire support along side hordes of smaller units to avoid being overwhelmed, and can be an effective base raider with support against enemy swarms.

T4 Dreadnought Hovatha-Hauthu The Hovatha-Hauthu has the least damage, but highest AOE and attack range of all dreadnoughts. Making it effectively one massive mobile artillery platform, perfect for bombarding land formations and bases, although less effective anti-navy than the Conquest or Seadragon. Like other Dreadnoughts, she is weak to air attack, although less weak than the other two; having the most powerful personal AA out of the three.

The Hovatha-Hauthu is also unique among the Dreadnoughts for having Strategic Nuke defence, so it can shoot down incoming nukes. This makes the Seraphim dreadnought equally as effective at defending your own base as it is at destroying enemy bases.

T4 Heavy Cruiser Vergra A ship that is almost solely designed to accompany the Hovatha-Hauthu, as it covers the key weakness of the dreadnought against air units and compliments the SMD on the Dreadnought with a Nuke Launcher. Its main weapon against navy and land is a slow firing, but very high damage and AOE, main cannon that is great for destroying groups of T1 and T2 navy or devastating bases. Combined with the Dreadnought, the Seraphim can make a very scary fleet.

T4 Lambda Field Generator/Advanced Point Defence Ulthas-Athellu Generates a Lambda field in a small area that deflects enemy fire away from the area of effect, and has two Quantum Lightning Projectors for defence. These weapons have very good range, and do a lot of damage in a large AOE, but are slow moving and don't track targets so can be dodged with a bit of micromanagement.

T4 Quantum Rift Archway Haasioz-lya Essentially a very big, very expensive, land factory that can build 'Elite' T2 and T3 Land units extremely quickly. Can construct up to 3 units at a time, needs a constant energy supply to work.

All 'Elite' units are same as they are in vanilla, but have full veteracy upon being built.

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