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Command units
Tech 3 Support ACUUEL0301 build btnURL0301 build btnUAL0301 build btnXSL0301 build btn
Armored Command UnitUEL0001 build btnURL0001 build btnUAL0001 build btnXSL0001 build btn
UEF Armored Command Unit UEF Armored Command Unit
UEF Armored Command Unit
Houses Commander. Combination barracks and command center. Contains all the blueprints necessary to build a basic army from scratch.[ e ]
Build costsEnergy icon -5000000
Mass icon -18000
Time icon 60000
StorageEnergy icon 4000
Mass icon 650
ProductionEnergy icon 10
Mass icon 1
Build rate
Build rate 2
Build rate 3
Time icon10/s
Time icon30/s
Time icon90/s
Max healthHealth icon 12000 (Health icon+10/s)
Speed1.7 (Amphibious)
Veterancy UEF veteran icon Kills icon 20  (Health icon+3/s)
Intel (radius) Vision: 26
Water vision: 26
Omni: 26
Direct Fire
Damage per second 100
Damage 100
Reload time 1 seconds
Range (min–max) 1 – 22
Direct Fire - Projectile
Projectile damage 12000
Damage radius 2
Range 22
Missile - Tactical Missile
Missile damage 6000
Damage radius 2
Range (min–max) 5 – 256
Missile cost Energy icon -3600 (-120/s)
Mass icon -180 (-6/s)
Time icon 300 (0:30s)
Missile - Tactical Missile
Range (min–max) 5 – 256
Missile cost Energy icon -451800 (-2510/s)
Mass icon -3780 (-21/s)
Time icon 1800 (3:00s)
Inner damage 12000
Inner radius 15
Outer damage 250
Outer radius 25
Weapon: Death Nuke
Death
Inner damage 3500
Inner radius 30
Outer damage 500
Outer radius 40

The UEF Armored Command Unit is a UEF unit. This is a command unit, as well as a direct fire unit and economic unit. With upgrades, it can become a tactical missile launcher and/or a defense unit. It is also the only ACU among all factions that can become a strategic missile launcher. The UEF ACU is ineffective in combat when T3 or higher enemy units are present on the battlefield. Subsequently, the UEF ACU should shy away from combat under these circumstances.

The UEF ACU is the most armored ACU, but possesses the weakest firepower. Also, because of its low muzzle velocity it has more difficulty hitting moving targets than other ACUs.

Upgrades[]

Back[]

C-D1 Shoulder Drone
Engineering Drone acts as a secondary Engineer. Assists the ACU where applicable.
Energy icon2400 Mass icon120 Time icon400

Adds an Assistant Engineer, the T1 Engineering Drone: C-D1 "Rover", that has a build rate of 5 and, while it can be commanded separately, it defaults back to the ACU after finishing any construction jobs. The C-D1 can fly.

C-D1 Shoulder Drone
Engineering Drone acts as a secondary Engineer. Assists the ACU where applicable.
Energy icon2400 Mass icon120 Time icon400
Adds an Assistant Engineer, the T1 Engineering Drone: C-D1 "Rover", that has a build rate of 5 and, while it can be commanded separately, it defaults back to the ACU after finishing any construction jobs. The C-D1 can fly.
C-D2 Shoulder Drone
Adds a second Engineering Drone. Requires an initial Engineering Drone.
Energy icon2400 Mass icon120 Time icon400

Adds a second Assistant Engineer, the T1 Engineering Drone: C-D2 "Rover". The C-D2 can also fly.

C-D2 Shoulder Drone
Adds a second Engineering Drone. Requires an initial Engineering Drone.
Energy icon2400 Mass icon120 Time icon400
Adds a second Assistant Engineer, the T1 Engineering Drone: C-D2 "Rover". The C-D2 can also fly.
Personal Shield Generator
Creates a protective shield around the ACU. Requires Energy to run.
Energy icon112500 Mass icon1500 Time icon1500

Gives the ACU a shield of 24000 HP and a size of 3. It regenerates 35 HP per second, and redeploys after destruction in 2:20 (171 HP per second). Maintaining the shield costs 250 Energy per second.

Personal Shield Generator
Creates a protective shield around the ACU. Requires Energy to run.
Energy icon112500 Mass icon1500 Time icon1500
Gives the ACU a shield of 24000 HP and a size of 3. It regenerates 35 HP per second, and redeploys after destruction in 2:20 (171 HP per second). Maintaining the shield costs 250 Energy per second.
Shield Generator Field
Expands the radius of the ACU's personal shield. Requires Energy to run.
Energy icon450000 Mass icon3000 Time icon2000

Gives the ACU a shield of 36000HP and a size of 16. It regenerates 42 HP per second, and redeploys after destruction in 2:55 (206 HP per second). Maintaining the Shield costs 500 Energy per second.

Shield Generator Field
Expands the radius of the ACU's personal shield. Requires Energy to run.
Energy icon450000 Mass icon3000 Time icon2000
Gives the ACU a shield of 36000HP and a size of 16. It regenerates 42 HP per second, and redeploys after destruction in 2:55 (206 HP per second). Maintaining the Shield costs 500 Energy per second.
Tactical Missile Launcher
Mounts a tactical cruise missile launcher onto the back of the ACU.
Energy icon50000 Mass icon1000 Time icon1000

This upgrade adds the ability of building and launching a Tactical Missile. The missile has 6000 damage and a homing ability. The Commander need not be inactive while the missiles are being constructed, and is free to do other tasks. It can also be launched from under water.

Tactical Missile Launcher
Mounts a tactical cruise missile launcher onto the back of the ACU.
Energy icon50000 Mass icon1000 Time icon1000
This upgrade adds the ability of building and launching a Tactical Missile. The missile has 6000 damage and a homing ability. The Commander need not be inactive while the missiles are being constructed, and is free to do other tasks. It can also be launched from under water.
The 'Billy': Advanced Tactical Missile Launcher
Adds a short-range tactical nuke.
Energy icon630000 Mass icon10800 Time icon3600

This upgrade upgrades the Tactical missile launcher and allows the ACU to fire a nuclear warhead, but only fires at a 5km range and with a 50% smaller blast radius than a regular nuke. The warhead also deals less damage than a standard nuke, however only hearty units such as experimentals and a few other units can survive detonation. This upgrade requires the Tactical Missile Launcher. Launching will not trigger a Strategic Launch Warning, since it is a tactical missile, and as such can only be defeated by Tactical Missile Defense systems. Successful interception from TMD will prevent detonation, including TMD flare systems. This, like other tactical missiles, can be flight-altered by Cybran SAB Loyalists. Therefore, use extreme caution if using this against a Cybran opponent, because if he has Loyalists in his base, you could assassinate yourself. Using the 'Billy' with a T3 Engineering Suite upgrade will place a great strain on your economy; however these missiles can be built very quickly due to their low build time with even a modest end-game economy even under extreme economic strain (usually 8 seconds or less when assisted with 2 SCUs). As with the previous upgrade, the Commander need not be inactive while the missiles are being constructed, leaving them free to do other tasks, and can launch the missiles from underwater.

The 'Billy': Advanced Tactical Missile Launcher
Adds a short-range tactical nuke.
Energy icon630000 Mass icon10800 Time icon3600
This upgrade upgrades the Tactical missile launcher and allows the ACU to fire a nuclear warhead, but only fires at a 5km range and with a 50% smaller blast radius than a regular nuke. The warhead also deals less damage than a standard nuke, however only hearty units such as experimentals and a few other units can survive detonation. This upgrade requires the Tactical Missile Launcher. Launching will not trigger a Strategic Launch Warning, since it is a tactical missile, and as such can only be defeated by Tactical Missile Defense systems. Successful interception from TMD will prevent detonation, including TMD flare systems. This, like other tactical missiles, can be flight-altered by Cybran SAB Loyalists. Therefore, use extreme caution if using this against a Cybran opponent, because if he has Loyalists in his base, you could assassinate yourself. Using the 'Billy' with a T3 Engineering Suite upgrade will place a great strain on your economy; however these missiles can be built very quickly due to their low build time with even a modest end-game economy even under extreme economic strain (usually 8 seconds or less when assisted with 2 SCUs). As with the previous upgrade, the Commander need not be inactive while the missiles are being constructed, leaving them free to do other tasks, and can launch the missiles from underwater.


Personal Teleporter
Adds teleporter. Requires considerable Energy to activate.
Energy icon1500000 Mass icon15000 Time icon3000

This upgrade allows the ACU to teleport across a map, no matter the distance. This requires a tremendous amount of energy to perform (10000 per second for about 30 seconds) and, as such, should only be done in the late game.

Personal Teleporter
Adds teleporter. Requires considerable Energy to activate.
Energy icon1500000 Mass icon15000 Time icon3000
This upgrade allows the ACU to teleport across a map, no matter the distance. This requires a tremendous amount of energy to perform (10000 per second for about 30 seconds) and, as such, should only be done in the late game.

Right Arm[]

Zephyr Amplifier
Increases main cannon's damage output by several factors. Also increases range of main cannon and Overcharge.
Energy icon24000 Mass icon800 Time icon800

Upgrades the ACU's weapon radius to 30. Also gives the ACU a ZephyrDamageMod of 100.

Zephyr Amplifier
Increases main cannon's damage output by several factors. Also increases range of main cannon and Overcharge.
Energy icon24000 Mass icon800 Time icon800
Upgrades the ACU's weapon radius to 30. Also gives the ACU a ZephyrDamageMod of 100.
Resource Allocation System
Increases ACU's resource generation.
Energy icon150000 Mass icon5000 Time icon1000

Gives the ACU a new production rate of 3300 Energy per second and 14 Mass per second.

Resource Allocation System
Increases ACU's resource generation.
Energy icon150000 Mass icon5000 Time icon1000
Gives the ACU a new production rate of 3300 Energy per second and 14 Mass per second.

Left Arm[]

Tech 2 Engineering Suite
Expands the number of available schematics and increases the ACU's build speed and maximum health.
Energy icon18000 Mass icon720 Time icon900

This upgrade gives the ACU Tech 2 construction capabilities, and increases its build rate to 30. Also adds 3000 HP as well as an additional 20 HP/s regeneration rate.

Tech 2 Engineering Suite
Expands the number of available schematics and increases the ACU's build speed and maximum health.
Energy icon18000 Mass icon720 Time icon900
This upgrade gives the ACU Tech 2 construction capabilities, and increases its build rate to 30. Also adds 3000 HP as well as an additional 20 HP/s regeneration rate.
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.
Energy icon50000 Mass icon2400 Time icon6000

This upgrade gives the ACU Tech 3 construction capabilities, and increases its build rate to 90. This upgrade requires the T2 Engineering Suite. Also adds 6000 HP as well as an additional 15 HP/s regeneration rate.

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.
Energy icon50000 Mass icon2400 Time icon6000
This upgrade gives the ACU Tech 3 construction capabilities, and increases its build rate to 90. This upgrade requires the T2 Engineering Suite. Also adds 6000 HP as well as an additional 15 HP/s regeneration rate.
Nano-Repair System
Greatly increases the speed at which the ACU repairs itself.
Energy icon225000 Mass icon3000 Time icon2000

This upgrade enhances the ACU's regeneration rate to 200 hp/s.

Nano-Repair System
Greatly increases the speed at which the ACU repairs itself.
Energy icon225000 Mass icon3000 Time icon2000
This upgrade enhances the ACU's regeneration rate to 200 hp/s.
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