Supreme Commander - PC/Combat Buildings

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Point Defense

Point defense builds protect an area against ground attack. Place them near your buildings to protect them against raids. Put them at choke points to defend your massing ground units.

Anti-air units should be placed near point defense buildings to protect them from air attack.

Tier 1 Point Defense

UEF DM1 Plasma Cannon Point Defense

  • Mass Cost: 250
  • Energy Cost: 2,000
  • Build Time: 50 sec (tier 1 engineer)
  • HP: 850
  • Intel Radius: 24 sight
  • DPS: 150 direct fire

Cybran Auto Gun Point Defense

  • Mass Cost: 250
  • Energy Cost: 2,000
  • Build Time: 50 sec (tier 2 engineer)
  • HP: 850
  • Intel Radius: 24 sight
  • DPS: 150 direct fire
  • Range: 30


Aeon Erupter Point Defense

  • Mass Cost: 250
  • Energy Cost: 2,000
  • Build Time: 50 sec (tier 2 engineer)
  • HP: 850
  • Intel Radius: 24 sight
  • DPS: 150 direct fire
  • Range: 30

Tier 2 Point Defense

UEF Triad Point Defense

  • Mass Cost: 540
  • Energy Cost: 3,600
  • Build Time: 45 sec (tier 2 engineer)
  • HP: 2,250
  • Intel Radius: 28 sight
  • DPS: 225 direct fire


Cybran Cerberus Point Defense

  • Mass Cost: 480
  • Energy Cost: 3,400
  • Build Time: 40 sec (tier 2 engineer)
  • HP: 2,000
  • Intel Radius: 28 sight
  • DPS: 115 direct fire
  • Range: 50


Aeon Oblivion Point Defense

  • Mass Cost: 528
  • Energy Cost: 3,648
  • Build Time: 48 sec (tier 2 engineer)
  • HP: 2,000
  • Intel Radius: 28 sight
  • DPS: 150 direct fire
  • Range: 50

Anti-Air Buildings

Anti-air buildings are protection against aircraft. Early on, only a few a necessary to keep the enemy from harassing your base. Later on, your enemy will send a massive air assault against you if you fail to build adequate air defenses.

These buildings can be constructed on either land or water.

Tier 1 Anti-Air

UEF DA1 Railgun Anti-Air Turret

  • Mass Cost: 200
  • Energy Cost: 2,000
  • Build Time: 50 sec (tier 1 engineer)
  • HP: 1,200
  • Intel Radius: 24 sight
  • DPS: 15 anti-air


Cybran Tracer Anti-Air Turret

  • Mass Cost: 200
  • Energy Cost: 2,000
  • Build Time: 50 sec (tier 1 engineer)
  • HP: 1,200
  • Intel Radius: 24 sight
  • DPS: 15 anti-air
  • Range: 44


Aeon Seeker Anti-Air Turret

  • Mass Cost: 200
  • Energy Cost: 2,000
  • Build Time: 50 sec (tier 1 engineer)
  • HP: 1,200
  • Intel Radius: 24 sight, 32 sonar
  • DPS: 225 anti-ship
  • Range: 32


Tier 2 Anti-Air

UEF Air Cleaner Anti-Air Flack Artillery

  • Mass Cost: 560
  • Energy Cost: 5,600
  • Build Time: 70 sec (tier 2 engineer)
  • HP: 3900
  • Intel Radius: 24 sight
  • DPS: 16 anti-air
  • Range: 44


Cybran Burst Master Anti-Air Flack Artillery

  • Mass Cost: 560
  • Energy Cost: 5,600
  • Build Time: 70 sec (tier 2 engineer)
  • HP: 3,900
  • Intel Radius: 24 sight
  • DPS: 17 anti-air
  • Range: 44

Aeon Anti-Air Flack Artillery

  • Mass Cost: 560
  • Energy Cost: 5,600
  • Build Time: 70 sec (tier 2 engineer)
  • HP: 3,900
  • Intel Radius: 24 sight
  • DPS: 16 anti-air
  • Range: 44

Tier 3 Anti-Air

UEF Flayer Anti-Air SAM Launcher

  • Mass Cost: 1,400
  • Energy Cost: 12,000
  • Build Time: 1 min 40 sec (tier 3 engineer)
  • HP: 5,500
  • Intel Radius: 28 sight
  • DPS: 90 anti-air


Cybran Myrmidon Anti-Air SAM Launcher

  • Mass Cost: 1,400
  • Energy Cost: 12,000
  • Build Time: 1 min 40 sec (tier 3 engineer)
  • HP: 5,000
  • Intel Radius: 28 sight
  • DPS: 144 anti-air
  • Range: 60

Aeon Transcender Anti-Air SAM Launcher

  • Mass Cost: 1,400
  • Energy Cost: 12,000
  • Build Time: 1 min 40 sec (tier 3 engineer)
  • HP: 6,000
  • Intel Radius: 28 sight
  • DPS: 80 anti-air
  • Range: 60


Anti-Naval

These buildings can only be built in the water.

Tier 1 Anti-Naval

UEF DN1 Anti-ship Launcher

  • Mass Cost: 600
  • Energy Cost: 4,000
  • Build Time: 1 min 40 sec (tier 1 engineer)
  • HP: 4,700
  • Intel Radius: 20 sight, 32 sonar
  • DPS: 300 anti-ship

Cybran Scuttle Anti-ship Launcher

  • Mass Cost: 600
  • Energy Cost: 4,000
  • Build Time: 1 min 40 sec (tier 1 engineer)
  • HP: 4,700
  • Intel Radius: 24 sight, 32 sonar
  • DPS: 300 anti-naval
  • Range: 32


Aeon Tide Torpedo Launcher

  • Mass Cost: 600
  • Energy Cost: 4,000
  • Build Time: 1 min 40 sec (tier 1 engineer)
  • HP: 4,700
  • Intel Radius: sight
  • DPS:
  • Range:

Tier 2 Anti-Naval

UEF Tsunami Anti-ship Launcher

  • Mass Cost: 1,500
  • Energy Cost: 9,000
  • Build Time: 2 min 30 sec (tier 2 engineer)
  • HP: 12,500
  • Intel Radius: 32 sight, 42 sonar
  • DPS:975 anti-ship


Cybran Nanite Torpedo Array

  • Mass Cost: 1,500
  • Energy Cost: 9,000
  • Build Time: 2 min 30 sec (tier 2 engineer)
  • HP: 11,500
  • Intel Radius: 32 sight, 42 sonar
  • DPS: 1,500 anti-naval
  • Range: 42

Aeon Wave Break

  • Mass Cost: 1,080
  • Energy Cost: 9,000
  • Build Time: 2 min 30 sec (tier 2 engineer)
  • HP: 6,100
  • Intel Radius: 20 sight, 45 water sight, 35 sonar
  • DPS: 150 anti-naval
  • Range: 60

Artillery

Tier 2 Artillery

Tier 2 Artillery is excellent for long range defense of your territory or support of your ground units.

UEF Klink Hammer Artillery Installation

  • Mass Cost: 2,520
  • Energy Cost: 18,000
  • Build Time: 3 min (tier 2 engineer)
  • HP: 3,600
  • Intel Radius: 28 sight
  • DPS: 97 indirect fire
  • Range: 128

Cybran Gunther Artillery Installation

  • Mass Cost: 2,240
  • Energy Cost: 16,000
  • Build Time: 2 min 40 sec (tier 2 engineer)
  • HP: 3,150
  • Intel Radius: 28 sight
  • DPS: 87.5 indirect fire
  • Range: 128

Aeon Miasma Artillery Installation

  • Mass Cost: 2,772
  • Energy Cost: 19,800
  • Build Time: 3 min 18 sec (tier 2 engineer)
  • HP: 2,200
  • Intel Radius: 28 sight
  • DPS: 140 indirect
  • Range: 128

Tier 3 Artillery

Tier 3 Artillery can be a game winning unit. The range on these weapons is usually long enough to cover most of a small map. You can build one in your own base and pound your enemy's base. It's important to know that these weapons will only fire at targets that one of your units can see. If you have one of these guns, build plenty of air and land scouts to find targets for them to destroy.

The only real defense against these guns is to destroy them. Failing that, your enemy may build tier 3 shield generators. The artillery doesn't have the accuracy to hit the same place twice in a row, so the shields can usually stop the first hit, then recharge before the gun scores an second hit. A pair of guns firing at the same target is usually enough to take out shielded targets.

On large maps you may want to put one of these in your base as a defensive measure. It will stop your enemy from building a tier 3 artillery unit in rage of your base. Simply use your artillery unit to destroy your enemy's before it's done being built.

If you're playing with the "Fog of War" setting off, these weapons become even more powerful as they don't need scouts.

Be aware these weapons have a minimum range, make sure you don't build these too close to your targets.

UEF Duke Heavy Artillery Installation

  • Mass Cost: 113,400
  • Energy Cost: 1,113,750
  • Build Time: 37 min 48 sec (tier 3 engineer)
  • HP: 5000
  • Intel Radius: 28 sight
  • DPS: 569 indirect
  • Range: 750


Cybran Disruptor Heavy Artillery Installation

  • Mass Cost: 87,000
  • Energy Cost: 870,000
  • Build Time: 39 min 29 sec (tier 3 engineer)
  • HP: 10,500
  • Intel Radius: 28 sight
  • DPS: 460 indirect fire
  • Range: 700 max range, 150 min range


Aeon Emissary Heavy Artillery Installation

  • Mass Cost: 121,500
  • Energy Cost: 1,336,500
  • Build Time: 44 min 33 sec (tier 3 engineer)
  • HP: 4,000
  • Intel Radius: 28 sight
  • DPS: 500
  • Range: 900

Missile Launchers

Missile launchers fill the same role as artillery. They tend to have longer range and a slower rate of fire. You must order these units to build their missiles. The missiles can be shot down by anti-missile defenses.


Tier 2 Missile Launchers

Tier 2 Missiles fill the same roles as tier 2 artillery: long range defense of your base or as a siege weapon built close to your enemy's base. These can be shot down by tier 2 anti-missile buildings.

UEF Aloha Tactical Missile Launcher

  • Mass Cost: 800
  • Energy Cost: 4,000
  • Build Time: 80 sec (tier 2 engineer)
  • HP: 1,500
  • Intel Radius: 24 sight
  • DPS: 2,000
  • Range: 128

Cybran TML-4 Tactical Missile Launcher

  • Mass Cost: 850
  • Energy Cost: 5,100
  • Build Time: 85 sec (tier 2 engineer)
  • HP: 1,500
  • Intel Radius: 24 sight
  • Damage: 6000 per missile
  • Range: 256


Aeon Serpentine Tactical Missile Launcher

  • Mass Cost: 700
  • Energy Cost: 3,500
  • Build Time: 70 sec (tier 2 engineer)
  • HP: 1,500
  • Intel Radius: 24 sight
  • DPS: 18,000 indirect
  • Range: 15

Tier 3 Missile Launchers

These are nuclear missiles, and as such are potentially game winning weapons. Once built, you must order the launcher to build missiles. You can then fire at any area of the map. The flight time can be quite long, up to a minute, and you enemy will receive a launch warning. When the missile hits, it will destroy everything in a wide area. One missile can take out an entire enemy base.

The problem with this weapon is that it can be blocked by tier 3 missile defense buildings. Smart enemies will build missile defense systems before you can build and fire a tier 3 missile at them. This limits the effectiveness to stupid enemies who don't build defenses, or to targets outside these defenses. Forward bases often lack these defenses, or you can use it against large groups of mobile forces massing for an attack.

Another strategy is to use long range artillery (tier 3 or experimental) or bombers to take out your enemy's missile defense, then hit them with a nuclear missile. You can also build several of these, stockpile missiles, and launch them in quick succession. Missile defense batteries have limited ammunition, and if your enemy only has one he will run out.

The build times listed are for a single engineer working alone. To speed construction have several engineers work together.

UEF Stonager

  • Mass Cost: 15,000
  • Energy Cost: 210,000
  • Build Time: 83 min 20 sec (tier 3 engineer)
  • HP: 4,000
  • Intel Radius: 28 sight
  • DPS: nuclear
  • Range: unlimited


Cybran Liberator Strategic Missile Launcher

  • Mass Cost: 15,000
  • Energy Cost: 210,000
  • Build Time: 83 min 20 sec (tier 3 engineer)
  • HP: 4,000
  • Intel Radius: 28 sight
  • DPS: nuclear
  • Range: unlimited

Aeon Apocalypse Strategic Missile Launcher

  • Mass Cost: 130,000
  • Energy Cost: 1,250,000
  • Build Time: 83 min 20 sec (tier 3 engineer)
  • HP: 8,640
  • Intel Radius: 28 sight
  • DPS: nuclear
  • Range: unlimited

Missile Defense

As the game progresses, your enemy is sure to build a long range missile capability. Missile defense buildings should be built before your enemy starts shooting missiles at you. These defenses become vitally important when nuclear missiles appear on the battlefield.

Tier 2 Missile Defense

These defenses are only effective against most missiles, but not tier 3 nuclear missiles.

UEF Buzzkill Tactical Missile Defense

  • Mass Cost: 280
  • Energy Cost: 3,200
  • Build Time: 40 sec (tier 2 engineer)
  • HP: 3,000
  • Intel Radius: 20 sight
  • DPS: 4.5 anti-missile

Cybran Zapper Tactical Missile Defense

  • Mass Cost: 280
  • Energy Cost: 3,200
  • Build Time: 40 sec (tier 2 engineer)
  • HP: 3,000
  • Intel Radius: 20 sight
  • DPS : 8 anti-missile

Aeon Volcano Tactical Missile Defense

  • Mass Cost: 140
  • Energy Cost: 1,600
  • Build Time: 20 sec (tier 2 engineer)
  • HP: 3,000
  • Intel Radius: 20 sight
  • DPS: 9 anti-missile

Tier 3 Missile Defense

Tier 3 missile defense is an absolutely necessary defense for your base. Without this defense, your enemy will use nuclear weapons (tier 3 missile launchers) to destroy your base. Remember, you must order this building to build its defensive missiles. The launcher fires automatically when a tier 3 missile enters its range.

UEF Strategic Missile Defense

  • Mass Cost: 21,000
  • Energy Cost: 240,000
  • Build Time: 10 min (tier 3 engineer)
  • HP: 4,000
  • DPS: 30 anti-missile

Cybran Strategic Missile Defense

  • Mass Cost: 21,000
  • Energy Cost: 240,000
  • Build Time: 10 min (tier 3 engineer)
  • HP: 4,000
  • DPS: 30 anti-missile

Aeon Patron Strategic Missile Defense

  • Mass Cost: 21,000
  • Energy Cost: 240,000
  • Build Time: 10 min (tier 3 engineer)
  • HP: 4,000
  • DPS: 30 anti-missile

This structure can be built on either land or water.

Shield Generators

Use shield generators to protect valuable buildings from artillery or as insurance against a wave a bombers your air defenses can't handle.

Tier 2 Shield Generators

UEF Shield Generator

  • Mass Cost: 600
  • Energy Cost: 6,000
  • Build Time: 60 sec (tier 2 engineer)
  • HP: 250
  • Shield Strength: 9,000
  • Energy Usage: 200

This generator can be upgraded to a tier 3 generator.

Cybran Shield Generator

  • Mass Cost:
  • Energy Cost: 2,000
  • Build Time: 40 sec (tier 2 engineer)
  • HP: 500
  • Shield Strength: 4,000
  • Energy Usage: 100

This generator can be upgraded in the same way your ACU can be upgraded.

Aeon Shield Generator

  • Mass Cost:
  • Energy Cost: 5,760
  • Build Time: 48 sec (tier 2 engineer)
  • HP: 150
  • Shield Strength: 11,000
  • Energy Usage: 150

This generator cannot be upgraded.

Cybran Tier 2 Shield Generator Upgrades
Upgrade Level Upgrade Time Energy Mass Energy Usage Shield Strength
1 30 sec 3,000 300 200 7,000
2 1 min 40 sec 15,000 1,000 300 10,000
3 2 min 30 sec 30,000 1,500 400 13,000
4 3 min 20 sec 50,000 3,000 500 14,000

Tier 3 Shield Generators

Because the Cybran tier 2 shield generator can be upgraded, they don't get a tier 3 shield.

UEF Shield Generator

  • Mass Cost: 3,000
  • Energy Cost: 50,000
  • Build Time: 4 min 10 sec (tier 3 engineer)
  • HP: 500
  • Shield Strength: 15,000
  • Energy Usage: 400

Aeon Shield Generator

  • Mass Cost: 2,400
  • Energy Cost: 44,000
  • Build Time: 3 min 20 sec (tier 3 engineer)
  • HP: 300
  • Shield Strength: 18,000
  • Energy Usage: 300

Wall Sections

A wall blocking a land choke point.
A wall blocking a land choke point.

Walls do not count toward your unit limit. They are inexpensive to build, but are limited to slowing ground units. They are only effective when used in conjunction with other units. Build them at choke points or probable avenues of attack so your point defense buildings can take them out. All of the factions' wall sections have the same stats.

Wall Section

  • Mass Cost: 2 sec (tier 1 engineer)
  • Energy Cost: 10
  • Build Time: 10
  • HP: 4,000

Radar Systems

Radar Systems allow you to see the location of your enemy at long range. These buildings can be upgraded to the next tier after they are built. If the game settings have fog of war turned off these buildings do not provide any benefit because you can already see the entire battlefield.

Radar systems require an ongoing energy expenditure to operate. If you're running low on power you can shut them off.

Tier 1 Radar Systems

The Cybran Magno radar system.
The Cybran Magno radar system.

UEF SA1-1000 Radar System

  • Mass Cost: 80
  • Energy Cost: 720
  • Build Time: 16 sec (tier 1 engineer)
  • HP: 10
  • Intel Radius: 20 sight, 115 radar

Cybran Magno Radar System

  • Mass Cost: 80
  • Energy Cost: 720
  • Build Time: 16 sec (tier 1 engineer)
  • HP: 10
  • Intel Radius: 20 sight, 115 radar

Aeon

  • Mass Cost: 80
  • Energy Cost: 720
  • Build Time: 16 sec (tier 1 engineer)
  • HP: 10
  • Intel Radius: 20 sight, 115 radar

Tier 2 Radar Systems

UEF SA-2000 Radar System

  • Mass Cost: 180
  • Energy Cost: 3,600
  • Build Time: 60 sec (tier 2 engineer)
  • HP: 50
  • Intel Radius: 25 sight, 200 radar
  • Energy Drain: 250

Cybran Radar System

  • Mass Cost: 180
  • Energy Cost: 3,600
  • Build Time: 60 sec (tier 2 engineer)
  • HP: 80
  • Intel Radius: 25 sight, 200 radar

Aeon Radar System

  • Mass Cost: 180
  • Energy Cost: 3,600
  • Build Time: 60 sec (tier 2 engineer)
  • HP: 50
  • Intel Radius: 25 sight, 200 radar


Omni Sensors

Omni sensors are tier 3 radar systems, but with additional features. At close range they can detect stealth units. They also act as sonar sensors. The can be upgraded from tier 2 radar systems.

UEF Omni Sensor Array

  • Mass Cost: 2,400
  • Energy Cost: 30,000
  • Build Time: 2 min (tier 3 engineer)
  • HP: 100
  • Intel Radius: 30 sight, 600 radar, 200 omni, 600 sonar

Cybran Omni Sensor Array

  • Mass Cost: 2,400
  • Energy Cost: 30,000
  • Build Time: 2 min (tier 3 engineer)
  • HP: 100
  • Intel Radius: 30 sight, 600 radar, 200 omni, 600 sonar

Aeon Omni Sensor Array

  • Mass Cost: 2,400
  • Energy Cost: 30,000
  • Build Time: 2 min (tier 3 engineer)
  • HP: 100
  • Intel Radius: 30 sight, 600 radar, 200 omni, 600 sonar

Stealth Field Generators

Stealth field generations hide units within its effective radius from enemy radar systems. Use these to hide construction of important units.

Tier 2 Stealth Field Generators

UEF Stealth Field Generator

  • Mass Cost: 360
  • Energy Cost: 5,400
  • Build Time: 90 sec (tier 2 engineer)
  • HP: 200
  • Intel Radius:
  • Energy Use: 175

Cybran Stealth Field Generator

  • Mass Cost: 320
  • Energy Cost: 4000
  • Build Time: 80 sec (tier 2 engineer)
  • HP: 50
  • Intel Radius:
  • Energy Use: 150

Aeon Stealth Field Generator

  • Mass Cost: 400
  • Energy Cost: 6,000
  • Build Time: 100 sec (tier 2 engineer)
  • HP: 50
  • Intel Radius:
  • Energy Use: 200

Sonar Systems

Tier 1 Sonar Systems

UEF Sonar System

  • Mass Cost: 64
  • Energy Cost: 544
  • Build Time: 16 sec (tier 1 engineer)
  • HP: 50
  • Intel Radius:
  • Energy Drain: 10

Cybran Noah Sonar System

  • Mass Cost: 64
  • Energy Cost: 544
  • Build Time: 16 sec (tier 1 engineer)
  • HP: 50
  • Intel Radius:
  • Energy Drain: 10

Aeon Sonar System

  • Mass Cost: 64
  • Energy Cost: 544
  • Build Time: 16 sec (tier 1 engineer)
  • HP: 50
  • Intel Radius:
  • Energy Drain: 10

Tier 2 Sonar Systems

UEF Sonar System

  • Mass Cost: 120
  • Energy Cost: 3,600
  • Build Time: 60 sec (tier 2 engineer)
  • HP: 200
  • Intel Radius: 25 sight, 230 sonar
  • Energy usage: 100

Cybran Sonar System

  • Mass Cost: 120
  • Energy Cost: 3,600
  • Build Time: 60 sec (tier 2 engineer)
  • HP: 200
  • Intel Radius: 25 sight, 230 sonar
  • Energy usage: 100


Aeon Sonar System

  • Mass Cost: 120
  • Energy Cost: 3,600
  • Build Time: 60 sec (tier 2 engineer)
  • HP: 200
  • Intel Radius: 25 sight, 230 sonar
  • Energy usage: 100

Tier 3 Sonar Systems

Tier 3 sonar systems are mobile; but they move very slowly.

UEF Sonar System

  • Mass Cost: 1,200
  • Energy Cost: 12,000
  • Build Time: 80 sec (tier 3 engineer)
  • HP: 3,500
  • Intel Radius:
  • Energy Usage: 100

Cybran Sonar System

  • Mass Cost: 1500
  • Energy Cost: 30,000
  • Build Time: 100 sec (tier 3 engineer)
  • HP: 1000
  • Energy Use: 100
  • Intel Radius:
  • Energy Usage: 250


Aeon Sonar System

  • Mass Cost: 1,000
  • Energy Cost: 15,000
  • Build Time: 66 sec (tier 3 engineer)
  • HP: 1,500
  • Intel Radius:
  • Energy Useage: 100

Air Staging Facility

These buildings refuel and repair aircraft. They are built by tier 2 or 3 engineers.

UEF Air Staging Facility

  • Mass Cost: 350
  • Energy Cost: 2,100
  • Build Time: 35 sec (tier 2 engineer)
  • HP: 500

Cybran Air Staging Facility

  • Mass Cost: 120
  • Energy Cost: 3,500
  • Build Time: 60 sec (tier 2 engineer)
  • HP: 200

Aeon Air Staging Facility

  • Mass Cost: 350
  • Energy Cost: 2,100
  • Build Time: 35 sec (tier 2 engineer)
  • HP: 500