regency_commander

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The RegencyCommandT1

Exarch

Armored Command Unit

A walking command machine that comes ashore alone and puts up a stronghold with the nanite emitter in its taloned hand; ARC crews call it the Exarch.
Materials
18,000
Energy
5,000,000
Build time
6,000,000

Performance, against every other command unit

Health
11,000
Damage
200/s
Range
360m
Speed
30m/s
Vision
600m
Radar
1,500m
Build power
10

Armament

Total DPS
200
vs Land
200
vs Naval
200
Reach
360m
  • Plasmeric Repeater

    PlasmericLandNaval

    The cannon that is its right forearm fires slugs of plasma held tight by gravity; they hit like shells and glaze the ground they miss.

    Per shot
    60
    Range
    360m
    Reload
    0.3s
    DPS
    200
    Splash
    2m
    Velocity
    760m/s
    Trajectory
    Direct
    Traverse
    36°/s
    Aim error
    0.4°
    SweepFires down its barrel at anything this near its line
    30°

Refits

Parts fitted where it stands, one to a slot. A higher tier goes on over the one before.

Fabrication

  • Engineering Suite II

    1,680 materials · 16,800 energy · 1,260 work

    More build power and reach: twin nanite emitters and feed canisters on the build arm, heavier plating; and it builds the tech 2 structures.

    Health
    +3,000
    Repairs itself
    +5/s
    Build power
    +30
    Build range
    +5m
    Counts as tech
    2

    Lets it build Coffer, Anvil II, Skyforge II, Mews II, Slipway II, Excavator II, Reliquary II, Orrery II, Plummet II, Harpoon II, Crucible II, Atelier II, Power Generator II, Halberd, Basilisk, Ward, Gorget, Rondel, Condenser II

  • Engineering Suite III

    4,200 materials · 42,000 energy · 3,150 work

    Goes on over Engineering Suite II

    Far more build power and reach: a fabrication lance out of the hand, a ring of emitters round the wrist, a feed drum over the elbow, heavy plating; and it builds the tech 3 structures.

    Health
    +7,000
    Repairs itself
    +15/s
    Build power
    +150
    Build range
    +10m
    Counts as tech
    3

    Lets it build Coffer, Vassal, Anvil II, Skyforge II, Mews II, Slipway II, Excavator II, Reliquary II, Orrery II, Plummet II, Harpoon II, Crucible II, Atelier II, Power Generator II, Halberd, Basilisk, Ward, Gorget, Rondel, Anvil III, Skyforge III, Mews III, Slipway III, Excavator III, Deep Excavator, Reliquary III, Orrery III, Plummet III, Crucible III, Atelier III, Power Generator III, Sunspear, Ward II, Belfry, Rondel II, Ark, Suzerain, Scourge, Harrow, Strider, Colossus, Saker, Seraph, The Fallen, Regent Yard, Barbican, Mangonel, Springald, Sarissa, Carillon, Condenser II, Condenser III

Cannon Arm

  • Pinched-plasmeric Cannon

    700 materials · 8,400 energy · 800 work

    The cannon forearm rebuilt longer, the plasma squeezed by gravity into a dense stream: heavier hits at longer reach.

    • Pinched-plasmeric Cannon

      Pinched-plasmericLandNaval

      The forearm rebuilt longer, its vanes squeezing the plasma into a dense red stream that reaches farther and hits harder.

      Per shot
      240
      Range
      420m
      Reload
      0.7s
      DPS
      343
      Splash
      3m
      Velocity
      900m/s
      Trajectory
      Direct
      Traverse
      36°/s
      Aim error
      0.4°
      SweepFires down its barrel at anything this near its line
      30°
  • Pinch-fusion Cannon

    2,000 materials · 24,000 energy · 2,400 work

    Goes on over Pinched-plasmeric Cannon

    The cannon pushed until the plasma fuses: long, white-hot pinch-fusion jets that burst like small stars.

    • Pinch-fusion Cannon

      Pinch-fusionLandNaval

      The forearm split down its length and pushed until the plasma fuses: long white-hot jets that burst like small stars.

      Per shot
      900
      Range
      700m
      Reload
      1.4s
      DPS
      643
      Splash
      10m
      Velocity
      1,350m/s
      Trajectory
      Direct
      Traverse
      36°/s
      SweepFires down its barrel at anything this near its line
      20°

Back

  • Nanite Repair

    900 materials · 10,800 energy · 1,100 work

    Nanite feeds down the spine thicken and mend the Exarch's own hull, far faster than it heals bare.

    Health
    +4,000
    Repairs itself
    +100/s
  • Nanite Repair Field

    3,000 materials · 36,000 energy · 3,500 work

    Goes on over Nanite Repair

    The nanites go out in a cloud: every unit and structure of its side near the Exarch mends, and the Exarch's own hull grows far heavier.

    Health
    +28,000
    Repairs itself
    +220/s
  • Material Formation Engine

    1,200 materials · 14,400 energy · 1,400 work

    Makes materials and energy on the Exarch's back.

    Materials income
    5/s
    Energy income
    1,500/s

Shoulder

  • Auxiliary Engineering Suite

    800 materials · 9,600 energy · 900 work

    A nanite projector rises on the left shoulder and builds with a second beam.

    Build power
    +60

Specifications

Hull

Health
11,000
Repairs itself
10/s
SizeAcross and tall
20.8 × 25m
Wreck20% of its cost left to reclaim
3,600materials
Room in a holdOf a lift ship's capacity
8

Movement

Moves on
Land and seabed
Speed
30m/s
Acceleration
30m/s²
Turn rate
150°/s

Sensors

Vision
600m
Radar
1,500m

Economy

Materials income
1/s
Energy income
20/s
Materials storage
1,000
Energy storage
5,000

Construction

Build power
10
Build range
70m

Production

Build timeSeconds, at a build power of one
6,000,000work

LandCommanderEngineerDirectFire