The Cybran Nation is one of three factions in Supreme Commander (four in Forged Alliance). They are fighting for their independence, after many years of enslavement by the Earth Forces. Cybran units are often insect-like in appearance, and known for being extremely versatile: from assault bots which can repair other units to walking naval destroyers, a good Cybran player can adapt quickly to every situation. Though they would not win in a direct fight with any of the other three factions, their versatility, both within their units and tactics, allows them to improvise quickly and modify their plans. They also use stealth and cloaking technology more than the UEF, Aeon Illuminate, or Seraphim. The Cybran units are quite agile; however, they do not possess the firepower necessary to destroy experimentals with ease. Cybran weapons are generally fast-firing lasers that can wreak havoc on Tech 1 or 2 units; the attacking force can then melt away without a trace. It is important to remember to support Cybran experimentals with other units, such as air units, due to their softer nature than other factions' units from a cause on their focus on mobility.
At the age of 1,048, the Cybran Nation is led by Dr. Gustaf Brackman, the founder and inventor of the symbionts. Dostya is a high-ranking military official. QAI is an artificial intelligence which advises and informs Dr. Brackman concerning various elements. When the Cybran nation becomes part of the Coalition, Dr. Brackman is the driving force behind the Coalition research and development, producing items such as a Seraphim Translator, a Quantum Jammer, in addition to the majority of the new units to the Cybran faction.
Dr. Brackman's creations - "symbionts" - served the Earth Empire unquestioningly up until the beginning of the Empire's downfall. They demanded recognition as their own people and sought independence. The Earth Empire responded with a "Loyalty" program, enslaving anyone with an AI implant. Dr. Brackman fled with his closest symbionts to the planet Procyon, creating the first node of the Cybran Nation. They vowed to fight for their freedom.
The Earth Empire began to invade Procyon, in hopes of stopping any organised formation of symbionts. They set off the program again, but Dr. Brackman had already disabled the program in his fellow free symbionts. At first, the free symbionts, now known as Cybrans, employed guerilla tactics to deal with the imperial troops, but soon began fighting an all-out war with the Earth Empire. The imperial commander on site began methodically scorching the planet with nuclear weapons, forcing the Cybrans to flee. But it had made its mark; Procyon, once a rough but life-filled world, now became a barren and desolate wasteland.
As the war against the Earth Empire rages on, Brackman orders many Nodes to do what they do best: hide. In the meantime, Brackman gathers his military commanders in a desperate bid to devise a strategy that will enable the Cybrans to defeat the Aeon and the Earth Empire. The group quickly comes to the realization, though, that the Cybrans will never be able to win such a campaign.
2592 Dr. Gustaf Brackman creates the first symbiont, pairing human and artificial intelligence.
2612 The symbiont research program finishes successfully, and Brackman provides the technology to the government, military, and public.
2663 The start of the third great expansion, with hundreds of new colonies, puts pressure on the unity of the Earth Empire
2666 Procyon, the colony established by Brackman and his symbionts, is one of several planets to apply for independence from the Earth Empire. However, like all the others, this proposition is rejected and military forces are sent instead.
2669 After the symbionts resist the occupation of Procyon, EarthCom forces massacre the colony. Symbionts revolt across the galaxy, so the Empire activates the secret loyalty program to pacify them, which brings peace but angers Brackman.
2678 Brackman and a few remaining symbionts, whose loyalty program was subsequently erased by Brackman, found a new colony. They decide to initiate a guerilla war against the Empire, to fight for the freedom of the symbionts, and the Cybran nation is born.
Units: Cybran units
Cybran units are fast and stealthy, with designs that are very angular, often including triangular and hexagonal shapes. An example of this is the ED-1 Cybran shield generator. Cybran tactics rely not on out-and-out battle, but guerrilla tactics, such as stealthily eliminating as much as possible before their retreat commences. Their units also allow a good commander to adapt to almost any situation, with many versatile units such as the Salem and the Mantis. The weapons used are primarily energy based, as well as a collection of tracking, non-tracking shells, bombs, and other projectiles. Like their units, Cybran weapons often include odd abilities like stunning (the EMP Grenade launcher and EMP cannon), or damage over time (the Kril Torpedoes used on the HARMS).
The appearance of Cybran design bespeaks their enhanced cognitive processing powers and their critical perspective, and their units and structures are efficient and and not bound by structural orthogonality. In contrast, the UEF designs around the needs and wants of conventional understandings of human bodies, with bots walking bipedally or vehicles with plenty of interior space rolling smoothly on caterpillar treads across terrain, and buildings designed to be highly orthogonal, with right angles and high vaulted ceilings; and Aeon designs hint at the centrality of their aesthetic spiritual sense, with symmetry, smoothness, organicism, and grace exhibited in every unit and structure, all adorned copiously with twinkling lights and reflective of their mimicry of highly advanced Seraphim technology.
Cybran buildings and structures, on the other hand, have their own set of considerations related to functionality, efficacy, and pluripotency. Cybran designs are complex, asymmetric, inorganic, deconstructive, angular; very rarely do Cybran structures have high ceilings, and interior volume is kept to a minimum. Cybran bots crawl efficiently across terrain on many legs, their vehicles mostly either hover low to the ground or walk in the manner of bots. Many Cybran units have multiple functions, and double or even triple for different roles, with as many bots and vehicles able to crawl as easily across the ocean bottom as their destroyers can deploy legs and climb up onto the beach. Cybran manufacturing systems make extensive use of networked robots, with flying remote drones and automatic arms that circle and crawl over the unit or structure under construction.
- Monkeylord: Experimental Spiderbot A terrifying and iconic unit for the Cybran Nation, the Monkeylord is the nexus of any properly developed and equipped symbiont land force. Its cost of construction is low (the second lowest in the vanilla game and Forged Alliance, being beaten only by the UEF's Atlantis) and it fulfills any number of roles. Its twin heavy electron bolters allow it to snipe targets from afar, but it is the massive microwave cannon that infinitely magnifies this unit's destructive capabilities. With this cannon, around which the rest of the unit is built, a skilled Cybran commander can defeat a full-powered Fatboy, and even the most menial commander can direct the Monkeylord into carving vast swathes of destruction through structures. Unlike the Phason Laser used by the monolithic Galactic Colossus, the microwave laser is mounted upon a three-hundred-and-sixty degree, fully rotating turret, allowing it to eliminate closer units and those flanking it without clumsily rotating the entire chassis. Besides this main weapon, the Monkeylord also features six anti-air missile pods and an equal number of torpedo tubes; these weapons are weaker than their specialized counterparts found on more common units, and are best employed in self-defense. In addition to this fearsome complement of weaponry, the Monkeylord also features a personal radar and sonar stealth suite that will hide it from enemy radar even while within visual range. In addition, should the Monkeylord be defeated, its death throes and explosions will cause a high degree of damage.
- Soul Ripper: Experimental Gunship Casting a shadow over its smaller counterparts in all respects, the Soul Ripper is the apex of Cybran dedication to gunship superiority. Bristling with racks of rockets and heavy electron bolters, the Soul Ripper lives up to its name with a vengeance and can tear its way even through the plating of an Armored Command Unit with ease. Its armor makes it all the better: the Soul Ripper is not only able to survive sustained fire from entire batteries of T3 stationary air defense, but will take some or all of those towers with it, along with many other casualties included. Because of its destructive power and endurance, the Soul Ripper is one of the best units for sniping ground-based experimentals and units, as well as nuclear silos-- an action that can utterly transform the outcome of a round. This unit is not without its disadvantages, however: its anti-air missile pods are nearly useless in the late-game, being unable to grapple with Air Superiority Fighters and heavily outclassed by the anti-air armaments of the CZAR and Atlantis.
- Scathis: Experimental Mobile Rapid-Fire Artillery A veteran of an old Earth war once described surviving an artillery barrage as "running through the rain and not getting wet." Though he is now long gone, the Cybrans have taken his words to their circuit-laced hearts and created the Scathis, a mobile artillery piece capable of cratering the ground and shattering defensive lines with absolute impunity. Though necessitating strong surrounding defenses (especially in the vanilla game, where the piece maintains less health than even a Paragon) and a certain amount of micromanagement, the Scathis will more than pay for itself the moment its six Proton Cannons begin spitting their payloads and rotating on the axis that is the core of this terrifying machine. It has the fastest rate of fire of any artillery piece in the game, and (despite the inaccuracy that results from the speed at which the axis rotates, thus necessitating vague firing solutions from the cannons) drains energy at a pace many commanders are unable to maintain (roughly thirty five thousand in the vanilla game, two thousand in Forged Alliance). In the expansion, it is recommended by many players of the game to consider Scathis a game-ender, and perhaps even a replacement to the titanic Monkeylord.
- Megalith: Experimental Megabot Not to be outdone by the UEF and Aeon as the Infinite War came to a close, the brain-tanks behind the Cybran war machine developed the Megalith, a four-limbed construct with the firepower of a battleship and the construction capabilities of a brace of factories. Perhaps the most fearsome of all this monstrous unit's qualities, however, is its health: it possesses the greatest number of hitpoints of any unit in either game, clocking in at 110,000; the Galactic Colossus is the closest competitor at 99,999). The pair of Proton Cannon batteries mounted to the front of the Megalith outdo both the Phason Laser and the Microwave Cannon in terms of damage output, allowing for massive and near-instantaneous destruction to be wrought upon any unit or emplacement. It is also amphibious, possessing a large number of Nanite-enhanced torpedo tubes that enable it to go toe-to-bow with the UEF's Atlantis submarine. In terms of its construction capabilities, the Megalith seems to be the result of a perversion of nature: it lays hideous mechanical eggs that shatter to reveal units of war as chosen by the commander. As a result of the power necessary to maintain both the cannons and the production, however, the Megalith does not possess secondary weapons systems, meaning that it is unable to efficiently defend itself from aerial assault. In addition, its regenerative abilities are diminished (0.5/s) until the unit begins to gain veterancy.