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A quick guide to the Tech two units of XTA
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A brief guide to the Tech two units of XTA
== Arm Kbots ==
== Arm Kbots ==


'''Zipper'''


Tech 1.5, quick but weak, has ability to Stealth for 50 Energy a second.
'''Warrior'''
 
*Best used in groups of 3-5 for quick raiding parties or harassing.
 
*Quite low health but enough to get past enemy lines.
 
*Can out range Commander, if microed well one can easily kill a Commander.
 
*In many ways a cross between Tech one Peewee and Zipper.
 
 
'''Mouse'''


Has high Los but only useful if enemy has limited defences/firepower.
*Medium priced Kbot, but needs to be spammed to be effective.


'''Warrior'''
*Low damage for Tech two (still stronger than AK), fast firing laser.
 
*Very quick and small, (hard to D-Gun/shoot).
 
*Best used in swarms against Commanders or through gaps in enemy defences.
 
*Very effective late game if group is large.


Best used in groups of 3-5 for quick raiding parties or harassing.
*Very hard to stop, pinpoint weapons are largely ineffective.


Quite low health but enough to get past enemy lines.
*Keep away from Anti Air.


Can out range Commander, if microed well one can easily kill a Commander.
*When using, always keep moving.


In many ways a cross between Tech one Peewee and Zipper.


'''Fido'''
'''Fido'''


Medium range Artillery Kbot, pretty accurate and good damage for cost.
*Medium range Artillery Kbot, fairy accurate and good damage for cost.


Not heavily armoured so keep away from enemy fire.
*Not heavily armoured so keep away from enemy fire.


Can be used with Commander/Decoy like a Jethro line, if in numbers.
*Can be used with Commander/Decoy like a Jethro line, if in numbers.


Fairly fast and can fire on move so good for "kiting" or hit and run.
*Fairly fast and can fire on move so good for "kiting" or hit and run.


Loses accuracy when moving, so best used in groups.
*Loses accuracy when moving, so best used in groups.
 
*In one sense, a cross between a Hammer and Jethro, but faster.


In one sense, a cross between a Hammer and Jethro, but faster.


'''Zeus'''
'''Zeus'''


Low range, high armour fairly high damage but slow Kbot.
*Low range, high armour fairly high damage but slow Kbot.
 
*Avoid Commanders at all cost, only use once Commander is dead (or as bait).


Avoid Commanders at all cost, only use once Commander is dead (or as bait).
*Good for breaking defences.


Good for breaking defences.
*Recieves a 10% armour increase if gun is packed (it unpacks to fire).


Recieves a 10% armour increase if gun is packed (it unpacks to fire).


'''Pelican'''
'''Pelican'''


An Amphibious Kbot with Anti Air and small laser.
*An Amphibious Kbot with Anti Air and small laser.
 
*Treated by type map as a Hovercraft.


Treated by type map as a Hovercraft.
*Has a Tech one missle and a quick firing laser.


Has a Tech one missle and a quick firing laser.
*Good in swarms but avoid heavy contact.


Good in swarms but avoid heavy contact.
*Only Tech Two Kbot with Anti Air.


Only Tech two kbot with Anti Air.


'''Maverick'''
'''Maverick'''


High Energy cost, low health but very high DPS.
*High Energy cost, low health but very high DPS.


Fast firing plasma shots that do high damage, range is just less than Jethro.
*Fast firing plasma shots that do high damage, range is just less than missile units.


Good with Commander healing but keep away from close quater combat.
*Good with Commander healing but keep away from close quater combat.


Very good at killing Commanders due to high accuracy (with LoS) and damage.
*Very good at killing Commanders due to high accuracy (with LoS) and damage.
 
*Best in groups of two, with healing support or supporting close quater units.


Best in groups of three, with healing support or supporting close quater units.


'''Sniper'''
'''Sniper'''


Long range support unit, slow but very high damage.
*Long range support unit, slow but very high damage.


Has the ability to Cloak at a high E cost, also costs Energy to fire.
*Has the ability to Cloak at a high E cost, also costs Energy to fire.


Good against Structures and will hit most times if you have LoS.
*Good against structures and will hit most times if you have LoS.


Will hit a radar dot nearly every time if you have three Radar Targetting Facilities.
*Will hit a radar dot nearly every time if you have three Radar Targetting Facilities.
 
*Commanders have a damage tag against this unit. (Snipers do less damage).
 
*However, still good at killing Commanders, best with multiple and units to occupy Commander/gain LoS.


Commanders have a damage tag against this unit. (They do less damage).


'''Raven'''
'''Raven'''


Longest ranged Kbot, outranges even Popup.
*Longest ranged Kbot, outranges even Popup.
 
*Very inaccurate but fires six missles.
 
*Can cause for huge damage if multiple shots hit.
 
*Costs Energy to fire.
 
*Gains accuracy with Experience.
 
*Very high Metal cost to build, most expensive Arm Kbot.
 
*Best used against concentrated amounts of units or to suppress an enemy.
 
----
 
== Arm Vehicles ==
 
 
'''Panther'''
 
*Fastest Arm Tech Two Vehicle with medium health.
 
*Has Lightning attack (quick and high damage), and missile.
 
*Basically a Tech Two raider which can handle itself in a fight.
 
*Best used in groups and to get into bases (economy).
 
 
'''Luger'''
 
*Rapid fire, inaccurate but longed ranged artillery unit.
 
*Does not do a lot of damage on impact, but rapid fire means targets are hit.
 
*Expensive, but cheap enough to make two-three easily.
 
*Low health and lack of speed mean it is best kept at a distance from fighting.
 
*Best used in groups to compensate for inaccuarcy, and to supress an enemy or base fire.
 
*Has High Trajectory mode to fire over/onto hills.
 
 
'''Penetrator'''
 
*Slow moving Energy weapon with constant firing Energy beam.
 
*Costs a lot to build, most expensive arm Vehicle, and energy to maintain fire but worth it.
 
*Long ranged and needs defending.
 
*Has low health for Tech Two so keep it at distance.
 
*Explodes when killed.
 
*Best used with scouts for LoS as the beam can constantly fire.
 
*One is enough, however additional ones work well.
 
 
'''Spider'''
 
*All terrain paralysing unit with low health and cost.
 
*Fast unit which can crawl anywhere, even vertically.
 
*Has "EMP overload", does damage to self, paralyses self, but does same to surrounding units.
 
*Due to cheap nature, easy and best to spam.
 
*Many Spiders needed to paralyse enemies with large amounts of health.
 
*Good to suprise enemies, need support to be effective.
 
*Works very well against swarms and can be used to temporarily bring down Anti-Air.
 
 
'''Mobile Fusion'''
 
*Arm's only "mini" fusion.
 
*High health but very slow, high cost.
 
*Gives 260 energy but is second most expensive Arm Vehicle.
 
*Keep away from all battles.
 
*Best used at start of Tech Two economy.
 
*Has large explosion, can be used, when desperate, to Self Destruct near enemies for big blast.
 
----
 
== Core Kbots ==
 
 
'''Pyro'''
 
*Lightly armoured and cheap assault Kbot.
 
*Quite fast for Core allowing it go ahead of most Core armies.
 
*Uses flame weapon with low range however at close range does a lot of damage.
 
*Best used in groups against defences or microed against units.
 
 
'''Can'''
 
*Heavily armoured, slow moving assault Kbot.
 
*Has mounted Light Laser to deal moderate damage.
 
*Best used in line formation in a group to give LoS whilst dealing damage.
 
 
'''Morty'''
 
*Cheap, long ranged mortar unit.
 
*Fires fast plasma shots with moderate damage and accuracy.
 
*Able to keep up with most units meaning it can stay within range.
 
*Has slightly less range than Heavy Laser Tower.
 
*Low health but easily spammable and best used in line formation.
 
*Comparable to Tech One Crasher lines with Commander repairing.
 
 
'''Dominator'''
 
*Long range Rocket Kbot, with medium cost.
 
*Rockets have long flight time, so poor against moving targets.
 
*Low health so best used with protection.
 
*Best used against stationary targets or behind hills (can fire over).
 
 
'''Sumo'''
 
*Heaviest Tech Two Kbot.
 
*High cost however heavily armoured.
 
*Slow moving with twin Heavy Laser weapon (fires quicker).
 
*High damage and good accuracy with medium range.
 
*Slow but compensates with heavy armour, keep away from Commanders.
 
*Best used as supporting troops whilst shooting from range.
 
----
 
 
== Core Vehicles ==
 
 
'''Leveller'''
 
*The slower, heavier counterpart of the Arm Panther.
 
*Low cost, heavy armour with flame weapon.
 
*Closer range gives more damage.
 
*Good for assaulting defences or larger units.
 
*Not good against fast units.
 
 
'''Core Artillery'''
 
*Heaviest mobile land artillery.
 
*High cost, slow and moderatly armoured.
 
*Takes a lot of Energy to fire but delivers high damage AoE plasma shot.
 
*Long range and slow reload time, needs protection to be effective.
 
*Can have low accuracy and needs LoS to be effective, AoE can compensate.
 
 
'''Goliath'''
 
*Heaviest Vehicle and Tech Two land unit.
 
*Has a lot of health however costs over 4,000 Metal.
 
*Slow turnrate and speed makes it easily D-Gunnable.
 
*Medium range Plasma turret, similar in damage to Core Artillery.
 
*Medium fire rate and secondary mounted Light Laser weapon.
 
*Needs support but good for assaulting defence, units and drawing out Commanders.
 
*Keep weary of enemy Commanders.
 
----
 
 
== Similar units for the two Factions ==
 
 
'''Zipper/Freaker'''
 
*Tech 1.5, quick but weak, has ability to Stealth for 50 Energy a second.
 
*Has high Los but only useful if enemy has limited defences/firepower.
 
 
'''Radar/Jammer Kbots/Vehicles'''
 
*Radar has larger radar than Tech Onene Radar Tower.
 
*Vehicles have more health, but less range.
 
*Produce Energy, but loses same amount of Energy when on.
 
*Jammers will jam your own Radar, so keep them off unless needed.
 
 
'''Scarab/Hedgehog'''
 
*Mobile Missle Defence Systems, to stop Nuclear Missles or Tactical Nukes.
 
*Same price as stationary Anti-Nuke, (medium Metal, very high Energy).
 
*Same range as stationary Anti-Nuke.
 
*Can store missles like normal Anti-Nuke.
 
*Has a small explosion on death, very slow and should be kept far from enemy.
 
*Can be used to give front line forces Anti-Nuke coverage.
 
*Hedgehog is slightly more expensive.
 
*Turn to "Hold Fire" to avoid them trying to attack.
 
*Set them to Patrol or Repeat a Move order, to keep base in Anti-Nuke coverage and so Enemy does not spot them making them harder to bomb.
 
'''Merl/Diplomat'''
 
*Long range Rockets Vehicles, with medium cost.
 
*Rockets have long flight time, so poor against moving targets.
 
*Slow and low health so best used behind main force.
 
*Diplomat does more damage but costs more Metal and has higher Build Time.
 
*Best used against stationary targets or behind hills (can fire over).
 
 
'''Invader/Roach'''
 
*Crawling bomb Kbot, cheap, quite fast and can climb many surfaces.
 
*Not completly all terrain.
 
*Very low health, but has instant Self Destruct when activated.
 
*Small explosion if killed but very large explosion if Self Destructed.
 
*Best used in ambush or against preoccupied enemies.
 
*Can go underwater.
 
*One can kill a Commander if close enough.
 
 
'''Phalanx/Copperhead'''
 
*Mobile Tech two flakker Vehicles.
 
*Able to hit ground and air effectively.
 
*Fast firing flak weapon does small damage but constant fire.
 
*Has medium range and quite low cost.
 
*Due to low health, not a frontline unit.
 
*Is needed for any force due to Anti Air abilities, best if you have multiple ones.
 
*Copperhead costs more but has more health.
 
 
'''Bulldog/Reaper'''
 
*Upgrade of Tech One tank, second highest health/armour of Tech Two Vehicles.
 
*High damage per shot and medium rate of fire but slow.
 
*Quite expensive, but good in groups of three and to protect support units.
 
*Best used against defence, when no Commander is around or to bring Commander out of hiding.
 
*Reaper is slightly faster and cheaper in Metal.
 
*Bulldog has higher health and cheaper in Energy/buildtime.
 
 
'''Infiltrator/Parasite'''
 
*Spy Kbots with ability to Cloak and Stealth.
 
*Cheap in Metal but expensive in Energy.
 
*Costs Infiltrator 210 and Parasite 200 Energy to Cloak while stationary.
 
*Costs Infiltrator 420 and Parasite 400 Energy to Cloak while moving.
 
*Costs Infiltrator 1000 and Parasite 1300 Energy to Stealth (radar invisible).
 
*Infiltrator has longer Line of Sight, and costs less to build.
 
*Used to infiltrate enemy base to discover weak points, give LoS and find key structures.
 
 
'''Triton/Croc'''
 
*Amphibious Vehicles, very cheap at less than 500 metal.
 
*Low range and relatively low health.
 
*Triton has 3000 while Croc has 3500.
 
*Has low DPS, however good in groups and effective for price.
 
*Has good slope tolerance and can go underwater, so useful for flanking.
 
*Triton is useful with Spider due to slope tolerance.
 
 
'''Decoy Commanders'''
 
*Look exactly like real Commanders.
 
*Give 1000 storage in Metal and Energy but produce low amounts.
 
*Has fake D-Gun, activated by button.
 
*Primary weapon is laser.
 
*High buildspeed, LoS and radar, but no sonar.
 
*Same health as normal Commander but do not have Anti-Sniper damage tag.
 
*Have smaller decloak radius than Commander (harder to decloak).


Very inaccurate but fires six missles.
*Can build everything normal Commander can, but cannot Morph or Capture.


Can cause for huge damage if multiple shots hit.
*Expensive, but useful as builders, repairers, to give LoS or to trick Enemy.


Costs Energy to fire.
*Can go underwater.


Very high Metal cost to build, most expensive Arm Kbot.
----


Best used against concentrated amounts of units or to suppress an enemy.
Additionally, there is a more in depth unit guide [http://www.springfiles.com/show_file.php?id=1016 here.]


[[Category:xta]]
[[Category:xta]]

Latest revision as of 15:45, 15 October 2010

                      


A brief guide to the Tech two units of XTA

Arm Kbots

Warrior

  • Best used in groups of 3-5 for quick raiding parties or harassing.
  • Quite low health but enough to get past enemy lines.
  • Can out range Commander, if microed well one can easily kill a Commander.
  • In many ways a cross between Tech one Peewee and Zipper.


Mouse

  • Medium priced Kbot, but needs to be spammed to be effective.
  • Low damage for Tech two (still stronger than AK), fast firing laser.
  • Very quick and small, (hard to D-Gun/shoot).
  • Best used in swarms against Commanders or through gaps in enemy defences.
  • Very effective late game if group is large.
  • Very hard to stop, pinpoint weapons are largely ineffective.
  • Keep away from Anti Air.
  • When using, always keep moving.


Fido

  • Medium range Artillery Kbot, fairy accurate and good damage for cost.
  • Not heavily armoured so keep away from enemy fire.
  • Can be used with Commander/Decoy like a Jethro line, if in numbers.
  • Fairly fast and can fire on move so good for "kiting" or hit and run.
  • Loses accuracy when moving, so best used in groups.
  • In one sense, a cross between a Hammer and Jethro, but faster.


Zeus

  • Low range, high armour fairly high damage but slow Kbot.
  • Avoid Commanders at all cost, only use once Commander is dead (or as bait).
  • Good for breaking defences.
  • Recieves a 10% armour increase if gun is packed (it unpacks to fire).


Pelican

  • An Amphibious Kbot with Anti Air and small laser.
  • Treated by type map as a Hovercraft.
  • Has a Tech one missle and a quick firing laser.
  • Good in swarms but avoid heavy contact.
  • Only Tech Two Kbot with Anti Air.


Maverick

  • High Energy cost, low health but very high DPS.
  • Fast firing plasma shots that do high damage, range is just less than missile units.
  • Good with Commander healing but keep away from close quater combat.
  • Very good at killing Commanders due to high accuracy (with LoS) and damage.
  • Best in groups of two, with healing support or supporting close quater units.


Sniper

  • Long range support unit, slow but very high damage.
  • Has the ability to Cloak at a high E cost, also costs Energy to fire.
  • Good against structures and will hit most times if you have LoS.
  • Will hit a radar dot nearly every time if you have three Radar Targetting Facilities.
  • Commanders have a damage tag against this unit. (Snipers do less damage).
  • However, still good at killing Commanders, best with multiple and units to occupy Commander/gain LoS.


Raven

  • Longest ranged Kbot, outranges even Popup.
  • Very inaccurate but fires six missles.
  • Can cause for huge damage if multiple shots hit.
  • Costs Energy to fire.
  • Gains accuracy with Experience.
  • Very high Metal cost to build, most expensive Arm Kbot.
  • Best used against concentrated amounts of units or to suppress an enemy.

Arm Vehicles

Panther

  • Fastest Arm Tech Two Vehicle with medium health.
  • Has Lightning attack (quick and high damage), and missile.
  • Basically a Tech Two raider which can handle itself in a fight.
  • Best used in groups and to get into bases (economy).


Luger

  • Rapid fire, inaccurate but longed ranged artillery unit.
  • Does not do a lot of damage on impact, but rapid fire means targets are hit.
  • Expensive, but cheap enough to make two-three easily.
  • Low health and lack of speed mean it is best kept at a distance from fighting.
  • Best used in groups to compensate for inaccuarcy, and to supress an enemy or base fire.
  • Has High Trajectory mode to fire over/onto hills.


Penetrator

  • Slow moving Energy weapon with constant firing Energy beam.
  • Costs a lot to build, most expensive arm Vehicle, and energy to maintain fire but worth it.
  • Long ranged and needs defending.
  • Has low health for Tech Two so keep it at distance.
  • Explodes when killed.
  • Best used with scouts for LoS as the beam can constantly fire.
  • One is enough, however additional ones work well.


Spider

  • All terrain paralysing unit with low health and cost.
  • Fast unit which can crawl anywhere, even vertically.
  • Has "EMP overload", does damage to self, paralyses self, but does same to surrounding units.
  • Due to cheap nature, easy and best to spam.
  • Many Spiders needed to paralyse enemies with large amounts of health.
  • Good to suprise enemies, need support to be effective.
  • Works very well against swarms and can be used to temporarily bring down Anti-Air.


Mobile Fusion

  • Arm's only "mini" fusion.
  • High health but very slow, high cost.
  • Gives 260 energy but is second most expensive Arm Vehicle.
  • Keep away from all battles.
  • Best used at start of Tech Two economy.
  • Has large explosion, can be used, when desperate, to Self Destruct near enemies for big blast.

Core Kbots

Pyro

  • Lightly armoured and cheap assault Kbot.
  • Quite fast for Core allowing it go ahead of most Core armies.
  • Uses flame weapon with low range however at close range does a lot of damage.
  • Best used in groups against defences or microed against units.


Can

  • Heavily armoured, slow moving assault Kbot.
  • Has mounted Light Laser to deal moderate damage.
  • Best used in line formation in a group to give LoS whilst dealing damage.


Morty

  • Cheap, long ranged mortar unit.
  • Fires fast plasma shots with moderate damage and accuracy.
  • Able to keep up with most units meaning it can stay within range.
  • Has slightly less range than Heavy Laser Tower.
  • Low health but easily spammable and best used in line formation.
  • Comparable to Tech One Crasher lines with Commander repairing.


Dominator

  • Long range Rocket Kbot, with medium cost.
  • Rockets have long flight time, so poor against moving targets.
  • Low health so best used with protection.
  • Best used against stationary targets or behind hills (can fire over).


Sumo

  • Heaviest Tech Two Kbot.
  • High cost however heavily armoured.
  • Slow moving with twin Heavy Laser weapon (fires quicker).
  • High damage and good accuracy with medium range.
  • Slow but compensates with heavy armour, keep away from Commanders.
  • Best used as supporting troops whilst shooting from range.


Core Vehicles

Leveller

  • The slower, heavier counterpart of the Arm Panther.
  • Low cost, heavy armour with flame weapon.
  • Closer range gives more damage.
  • Good for assaulting defences or larger units.
  • Not good against fast units.


Core Artillery

  • Heaviest mobile land artillery.
  • High cost, slow and moderatly armoured.
  • Takes a lot of Energy to fire but delivers high damage AoE plasma shot.
  • Long range and slow reload time, needs protection to be effective.
  • Can have low accuracy and needs LoS to be effective, AoE can compensate.


Goliath

  • Heaviest Vehicle and Tech Two land unit.
  • Has a lot of health however costs over 4,000 Metal.
  • Slow turnrate and speed makes it easily D-Gunnable.
  • Medium range Plasma turret, similar in damage to Core Artillery.
  • Medium fire rate and secondary mounted Light Laser weapon.
  • Needs support but good for assaulting defence, units and drawing out Commanders.
  • Keep weary of enemy Commanders.


Similar units for the two Factions

Zipper/Freaker

  • Tech 1.5, quick but weak, has ability to Stealth for 50 Energy a second.
  • Has high Los but only useful if enemy has limited defences/firepower.


Radar/Jammer Kbots/Vehicles

  • Radar has larger radar than Tech Onene Radar Tower.
  • Vehicles have more health, but less range.
  • Produce Energy, but loses same amount of Energy when on.
  • Jammers will jam your own Radar, so keep them off unless needed.


Scarab/Hedgehog

  • Mobile Missle Defence Systems, to stop Nuclear Missles or Tactical Nukes.
  • Same price as stationary Anti-Nuke, (medium Metal, very high Energy).
  • Same range as stationary Anti-Nuke.
  • Can store missles like normal Anti-Nuke.
  • Has a small explosion on death, very slow and should be kept far from enemy.
  • Can be used to give front line forces Anti-Nuke coverage.
  • Hedgehog is slightly more expensive.
  • Turn to "Hold Fire" to avoid them trying to attack.
  • Set them to Patrol or Repeat a Move order, to keep base in Anti-Nuke coverage and so Enemy does not spot them making them harder to bomb.

Merl/Diplomat

  • Long range Rockets Vehicles, with medium cost.
  • Rockets have long flight time, so poor against moving targets.
  • Slow and low health so best used behind main force.
  • Diplomat does more damage but costs more Metal and has higher Build Time.
  • Best used against stationary targets or behind hills (can fire over).


Invader/Roach

  • Crawling bomb Kbot, cheap, quite fast and can climb many surfaces.
  • Not completly all terrain.
  • Very low health, but has instant Self Destruct when activated.
  • Small explosion if killed but very large explosion if Self Destructed.
  • Best used in ambush or against preoccupied enemies.
  • Can go underwater.
  • One can kill a Commander if close enough.


Phalanx/Copperhead

  • Mobile Tech two flakker Vehicles.
  • Able to hit ground and air effectively.
  • Fast firing flak weapon does small damage but constant fire.
  • Has medium range and quite low cost.
  • Due to low health, not a frontline unit.
  • Is needed for any force due to Anti Air abilities, best if you have multiple ones.
  • Copperhead costs more but has more health.


Bulldog/Reaper

  • Upgrade of Tech One tank, second highest health/armour of Tech Two Vehicles.
  • High damage per shot and medium rate of fire but slow.
  • Quite expensive, but good in groups of three and to protect support units.
  • Best used against defence, when no Commander is around or to bring Commander out of hiding.
  • Reaper is slightly faster and cheaper in Metal.
  • Bulldog has higher health and cheaper in Energy/buildtime.


Infiltrator/Parasite

  • Spy Kbots with ability to Cloak and Stealth.
  • Cheap in Metal but expensive in Energy.
  • Costs Infiltrator 210 and Parasite 200 Energy to Cloak while stationary.
  • Costs Infiltrator 420 and Parasite 400 Energy to Cloak while moving.
  • Costs Infiltrator 1000 and Parasite 1300 Energy to Stealth (radar invisible).
  • Infiltrator has longer Line of Sight, and costs less to build.
  • Used to infiltrate enemy base to discover weak points, give LoS and find key structures.


Triton/Croc

  • Amphibious Vehicles, very cheap at less than 500 metal.
  • Low range and relatively low health.
  • Triton has 3000 while Croc has 3500.
  • Has low DPS, however good in groups and effective for price.
  • Has good slope tolerance and can go underwater, so useful for flanking.
  • Triton is useful with Spider due to slope tolerance.


Decoy Commanders

  • Look exactly like real Commanders.
  • Give 1000 storage in Metal and Energy but produce low amounts.
  • Has fake D-Gun, activated by button.
  • Primary weapon is laser.
  • High buildspeed, LoS and radar, but no sonar.
  • Same health as normal Commander but do not have Anti-Sniper damage tag.
  • Have smaller decloak radius than Commander (harder to decloak).
  • Can build everything normal Commander can, but cannot Morph or Capture.
  • Expensive, but useful as builders, repairers, to give LoS or to trick Enemy.
  • Can go underwater.

Additionally, there is a more in depth unit guide here.