Enemy Units

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Enemy Units

Masochist

History
Role: Skirmisher
Class: Frigate
First time I saw one of those things on the reports it reminded me of a tropical plant. I know this isn't scientific but something deep inside is screaming at me that it isn't human. Military hardware, machines designed by humans to kill other humans have an intimidation factor about them. They are big with sharp edges and no sense of humor. Not sure if it is always a conscious choice but there we are. Even the post humans just can't get away from building military hardware like that, no matter what they might say about subsuming their reptile brain.

What did the colonists think and feel when they first saw one of these things approach their homes. Surprise? Fear? Wonder? The unknown knocking on their doorstep and the promise of something else. Then the pain, destruction and senseless death. These people were not soldiers, they were families. And this thing is not an exotic alien ship, it's a killer.

- Journal of Thomas Husk, Captain of the Carpathia

Strategy
Rail Guns, especially with the Shotgun upgrade, are devastating against Masochists. Drone Bays on large maps are also a nice counter as are many Pulse Cannons which are versatile. Small amounts of splash damage such as Mortars and Arc Projectors are ineffective due to the higher health pool of the Masochist compared to other frigates, but a critical mass of many splash towers can be deadly.

Beware of relying on towers with long reloads such as Particle Lasers and Minos Cannons, especially as they can overkill the same Masochist. Reinforcements, Milton and Lure are also excellent ways of helping your defenses against Masochists.

Capacitor

History
Role: Rush
Class: Frigate
This is an odd beast. We are still trying to categorize and prioritize the different invaders. It is not a holistic process. But this is the first one that has me questioning the true purpose of these things. We are certain that these units were not originally made for combat, at least not directly. The design incorporates two large banks of supercapacitors which mostly go unused in its current configuration. My guess is they are some kind of energy transports, or they were.

And then there is the pattern of behavior these units demonstrate. It is obvious that whatever intelligence is sending these is doing so with no intention of self-preservation. They are small and fast enough to get past our interceptors and rush the colony. Some small mercy is the weapon they possess, which I suspect is just a modified EM projector of some kind. It is not very damaging, but can still kill multiple humans in one shot, electrifying walls and floors.

- Except from the lab notes of Polina Zhukov

Strategy
Unlike other frigates, Capacitors are difficult to counter with indirect fire such as the Mortar and Artillery Post due to their extremely fast speed. They will also ignore summoned units and go straight for structures. Arc Projectors and Rail Guns with the Shotgun upgrade are the best means of destroying Capacitors due to instant projectile speed. The Incendiary Payload upgrade on the Artillery Post helps greatly as they will take high damage from the fire.

Reaper

History
Role: Swarm
Class: Frigate
Wreckage recovery and forensic studies have provided initial data sets on the enemy designated "Reaper". Consensus amongst human technicians coordinated by Milton submind 2-C has determined several key points with a reasonable certainty to within 98.44%%. Be advised that this analysis is ongoing and future modification of consensus is likely before mission completion.

Reaper unit's construction is simple yet rugged. No EM shielding. Minimal armor plating. Redundancies are built to maintain main weapon functionality. Main weapon is a type of energy "particle lance" which has similarities to some of our plasma systems. Details of this will be transmitted back to Darius Robotics. Metallurgical analysis inconclusive, as with most units.

Tactical recommendation: Ensure destruction before given chance to swarm assets.

- Milton_Carpathia_pc3 // Heuristic Analysis // 1dadc62772a5f6684e41cd6bfae9f978

Strategy
The massive number count of the Reapers render slow firing turrets worthless against them. Gun Turrets, especially with the Shotgun upgrade, can be used to cleanup or soften groups of Reapers, but more dedicated splash towers such as the Arc Projector and Mortar are needed to deal with thicker waves. Milton's missile attack is absolutely devastating against Reapers, so be sure to hold onto him until he is needed if Reapers are to be expected.

Scarab

History
Role: Heavy Swarm
Class: Frigate
Hostile force continues to adapt. Indicates familiarity with Carpathia weaponry and tactics. New hostile designation "Scarab" has 87.29%% match with "Reaper" construct. Variation on original design sacrifice speed for durability. Useful material for study difficult to obtain as escalation prevents post-engagement recovery. Mass deployment still standard pattern of assault.

Tactical recommendation: Advise higher firepower concentration before swarms reach mission critical assets.

Updating report for Darius Robotics. Analysis continues.

- Milton_Carpathia_pc3 // Heuristic Analysis // 9d51bb99655fb416d853875b21534f6a

Strategy
Scarabs are especially vulnerable to splash damage from Mortars and Artillery Posts. Chain Lightning on Arc Projectors is also powerful. But due to the slow speed and tight nature of Scarabs, Corrosion Mortars with the Contagious Virus upgrade are especially deadly while quite cheap. Large numbers of Scarabs can also be taken out with a Lure or the Volatile Reaction upgrade from the Minos Cannon.

Martyr

History
Role: Swarm
Class: Frigate
The shield generators on the Martyrs are impressive. None of the underlying technology here is new, in fact many of the principles are well known and we are certain the post-humans use it. But nothing we have built is anywhere near this efficient. Field leaks are almost non-existent with these units vastly reducing the power use and size of them.

Of course, it would be great if we could reverse engineer one of the units. Our universal constructors could create something of a similar build quality. Except, there are two problems. The first is the complexity of the picoscale components means that they are inevitably damaged beyond recovery in every wreck so far. Second, we are missing some exotic components that I have not yet identified.

What we have recovered Milton has encrypted and already forwarded to Darius Robotics. I feel no shame in admitting that I envy whoever gets one of these devices working.

-Except from the lab notes of Polina Zhukov

Strategy
Unlike other frigates, Martyrs are heavily resistant to Arc Projectors and Mortars due to their tough shields. The area of effect shield damage from the Nova Cannon is devastating against Martyrs, allowing traditional splash towers to finish them off. Artillery Posts also have enough firepower to blast through the shields but are a more expensive investment. Martyrs have mediocre damage so Reinforcements can buy a lot of time and Lure has enough firepower to demolish large groups of Martyrs that are pulled to attack it.

Destructor

History
Role: Bombardment
Class: Cruiser
Moderate threat identified. Hostile designation "Destructor" has been confirmed as active presence. Data recovery from exhumed colonial remains matches to within a 98.42%% probability. High-yield plasma artillery weaponry identified with consistent scorch patterns on destroyed colony sites.

Primary objective to eliminate hostile before entering range of assets. Secondary objective to capture or recovery intact unit for study.

Plasma weaponry of interest to Darius Robotics. Analysis continues.

- Milton_Carpathia_pc3 // Heuristic Analysis // ab179b9743d389ebee2870de2698e065

Strategy
Destructors are weaker than other cruisers but have high damage given their numbers, so it's important to focus them down before they enter range of buildings. Corrosion Mortars and Particle Lasers are excellent counters, as well as Overcharging a Minos Cannon is especially effective. The high damage of Destructors makes Reinforcements weak against them, but Lure will detonate a large group of Destructors for high damage.

Corrupted Healer

History
Role: Support
Class: Frigate
We finally acquired one of the "healers" which have been making things more difficult. This one is only half slag, the captain said to make it count since there is no way he is telling our forces to go easy. Now that I have had a closer look some things stood out almost immediately. We always knew there was something out of the place with the healers, as they do not conform to the design of the other intruders but now, I know why.

It is posthuman.

At least, I am pretty sure it was posthuman. This type of gravity-channeling and the repair systems being used were something I remember seeing during the program. Very different from the other units. My theory is that these were Persephone's that she either brought with her or built when the invasion started. Whatever we are fighting got hold of them and reprogrammed them. At least, that's the only logical conclusion, even if the computer systems were not fried, I am not going to risk plugging it into even a quarantined system on the Carpathia.

One last thing I noticed is the jury-rigging of a weapons system on it. Not intended to fit on the chassis and probably not a real threat by itself. The real problem with these things is their ability to restore ablative armor almost instantaneously using a nanite stream from an onboard constructor module.

- Except from the lab notes of Polina Zhukov

Strategy
Corrupted Healers repair damage to nearby units. Beware staggering defenses against enemies supported by Healers over long distances as the Healers will allow them to recover between bursts. Large groups of Healers can be splashed with Mortars or Artillery posts, while small numbers can be taken out with Rail Guns, Particle Lasers and Corrosion Mortars. Healers have low damage so don't panic if they sneak through to your Colony, they can be stalled with Reinforcements or Lure for some time.

Falling Star

History
Role: Mobile EMP
Class: Cruiser
Glowing orbs floated through the fog like will-o-wisp's. They reminded us of the Earth's moon, serene and beautiful. Gradually they moved closer to our colony and some argued they could be a threat. Paranoid, we fired a defensive turret at the closest one. It exploded in a flash of light, and with it our entire colony went dark. The turrets were down and the flood lights went off. Even the doors remained closed, trapping colonists outside with the other orbs. Then they came for us, silver light in the darkness, and we were defenseless.

- Unknown colonist log from the last day of Ciacco colony

Strategy
Falling Stars are low damage but disable nearby towers when destroyed. Because of this be careful when placing too many towers close together, as they could all be disabled at once. Overcharging a Minos Cannon to rapidly snipe them from afar is a potent strategy.

Alternatively, using Ion Disrupters to disable their shields next to a Corrosion Mortar works very well as the damage-over-time causes the Falling Star to detonate safely out of range of your defenses.

Eradicator

History
Role: Tank
Class: Cruiser
Eradicator shields appear to be based on a plasma window similar to those developed by Ady Herschcovitch at the Brookhaven National Laboratory. The plasma is held in a magnetic field and by vaporizing incoming projectiles, it provides considerable thermal and ballistic protection to the ship./n/nThe shield is transparent, which by definition, means that the shield should not affect lasers. But lasers are stopped by the shields as well. It is unknown if the Substrate have developed some advanced form of photochromatics that causes the shield to become opaque when exposed to lasers, or if there is other technology at work.

- Exert from the Journal of Post-Human Weaponmaster Archimedes

Strategy
Eradicators have powerful shields that quickly replenish when they aren't taking damage. Look to concentrate damage to destroy them, especially from high damage towers like Minos Cannons and Particle Laser.

Ion Disrupters, Nova Cannons or an upgraded EMP blast will drop their shields and leave them vulnerable to attack. Alternatively, stacking Pulse Cannons can ignore their shields and destroy the hull directly.

Hooded Turbine

History
Role: Rush
Class: Cruiser
Just when I thought we were done with any new surprises these things turn up. Judging by what the team is telling me these things are massively over-engineered with multiple EM generators. Multiple shields reinforce one another keeping making it tough to break through even with the right weaponry. Worst part though is how quick it is. All engine and shields, a blockade runner being sent to harass and take out key targets.

Fortunately, this is where Milton's constructs can help. The current working strategy is to keep them bottled up when they attack. With enough EMP damage their shields do eventually fall and at that point we can take them out. The bigger impact is psychological. Some of our gunners are getting jumpy about these things.

- Journal of Thomas Husk, Captain of the Carpathia

Strategy
The low health and high shields of Hooded Turbines makes them vulnerable to Pulse Cannons and Ion Disrupters. Though their extremely fast speed makes them speed past other defenses including the slow projectile of Nova Cannons.

The Colony Pulse upgrade is also very useful incase Pulse Cannons are unable to fully destroy them. Combining both Corrosion Mortars with an Ion Disrupter is an excellent pair for high damage-over-time while the shield has been depleted.

Mobile Nullifier

History
Role: Support
Class: Cruiser
Physics just changed its rules. I have heard rumors about things like this. Mostly from the direction of the Post-Human Coalition. They are serious about establishing law and order amongst the rank and file, but to do that they need a way of preventing one another from interfering. The Carpathia's systems are partly Promethean, even if Darius refuses to admit it, I know where the universal constructors and energy field manipulators are from. Problem is this technology counters it.

The mobile nullifiers use what, for the sake of the captain, can be understood as jammers. They block all our orbital tactical tools, even Milton is not able to get past it with a submind. How it does that is the interesting part of that. My working theory is a kind of localized quantum waveform resonance that counters non-localized entanglement. On the bright side this has a debilitating effect on induced gravity meaning that the nullifiers are slow to move.

- Except from the lab notes of Polina Zhukov

Strategy
Nullifiers have heavy shields and a weak hull so investing in Pulse Cannons is an excellent counter. Alternatively, combining Ion Disruptors with Minos Cannons, Particle Lasers and Corrosion Mortars is another effective strategy. Make sure to pre-emptively Overcharge or deploy summons as it can't be done near the Nullifier.

Rolling Hive

History
Role: Mobile Factory
Class: Cruiser
Manufacturing doesn't describe the process the Hive uses to produce Wasps. Incubating would be a better term. Though they are completely synthetic the Wasp design begins as an almost larval type construct whose only purpose is to grow and add to itself. Internal Hive workers provide resources needed for the growth and once activated the larva quickly goes from a simple encoded stored strip, to a wet, ravenous organism, to a fully functional weaponized drone.

The Hive itself is a highly armored and shielded deployment platform designed to allow our enemies to launch air assaults to and from any location.

- Exert from the Journal of Post-Human Weaponmaster Archimedes

Strategy
The Rolling Hive is a tough cruiser best countered by Minos Cannons or Disruption Beam before it can spawn large numbers of Wasps. The Hive lacking a regenerating shield makes them especially vulnerable to Corrosion Mortars softening them overtime. If Hives are unable to be destroyed fast make sure to put enough air defense in place to counter the Wasp's they produce.

When attempting to counter the Wasp's be careful because their path will change over time as the Hive moves. Flak cannons are a cheap and reliable way to take out the relatively weak Wasps, and the wide area of effect of their attacks handles large numbers of Wasp's better. But the Falcon's limited range means that as the Hive moves, they may not be able to target the Wasp's any longer. Icarus SAM's longer range will allow them to be more forgiving of the Hives movement, but they will be overwhelmed if too many Hives are producing Wasps at once. Rail Guns without the Shotgun upgrade are also a cheap way of killing small numbers of Wasps as they spawn.

Floating Factory

History
Role: Mobile Factory
Class: Cruiser
There are certain rules that are universal on the battlefield. Parameters of what is possible and practical in any given situation. These include the importance of supply lines, deploying transports and sourcing reinforcements during extended engagements. Well, turns out these things can get around those problems just fine and now I need to setup new protocol for dealing with these floating factories.

If Milton and Polina are right these things are using a universal constructor. Not that having a UC explains how these things are getting all their resources for building things. It took far too long for us to notice that the invaders we were seeing had come from in front of the line. Just one of these things damn near built an entire swarm for itself before we could redeploy the Carpathia's emergency turrets.

Now all I can think about is what other surprises do our friends have for us come the morn.

- Journal of Thomas Husk, Captain of the Carpathia

Strategy
The Floating Factory is tough but lacks shields so is best countered by Minos Cannons, Particle Lasers and Corrosion Mortars. The Floating Factory can only support a maximum number of Scarabs but they're rapidly replenished over time so you can use this to your advantage by getting Metal from the Scavenger Modules over time. The Floating Factory lacking a regenerating shield makes them especially vulnerable to Corrosion Mortars softening them overtime.

Taskmaster

History
Role: Support
Class: Cruiser
Something immediately apparent to us when we started to take apart the "Taskmaster" are some similarities to the Capacitors we looked at earlier. The configuration is different but using the same configuration of in series room temperature superconductor capacitors. My best guess is that this is a sub-class or maybe an evolution on the previous design. With the numbers on the field it suggests there might be a surplus stock of the older units.

The main difference between these and the other units are of course what it uses its energy stores for. A quad multi-gimbled array at the fore of the construct creates a specially attuned channel of energy between it and its targets. It supplements the energy reserves in other units, allowing them to maintain weapons and defensive systems whilst increasing power to the gravity-channeling engine pads.

Sadly, the scarcity of these units has hampered our ability to glean more. Although with some time I think we can reverse engineer the principle mechanism they use, perhaps even modifying some components from the recovered capacitors. Maybe Husk will sign off on a little side project. It is even possible we could learn how to transfer more power to our own turrets from the Carpathia. Just need to be cautious of increased equipment degradation.

- Except from the lab notes of Polina Zhukov

Strategy
Taskmasters have relatively low damage so they pose little threat individually, but the speed buff they provide to other units allows them to rush past defenses. Taskmasters do not have shields and are best countered with Minos Cannons, Particle Lasers and Corrosion Mortars. Gravity Wells and EMP can be useful to slow enemies sped up by the Taskmaster. A single Taskmaster buffing a large group of enemies can be sniped with Disruption Beam.

Clutch of Eggs

History
Role: Ground Carrier
Class: Cruiser
Seeing one of these for myself I think we can safely match it with some of the early reports of "spider aliens" that came from the colonists. The "Clutch of Eggs" seems to be loosely based on the planet's native wildlife. Why this is remains unclear to me. One possible intention is a psychological ploy on the remaining colonies. Another is that the invaders are somehow mimicking that which they encounter, which would certainly explain some of the human elements of the technology we have discovered.

Deviating from their use of gravity channeling this unit's appendages are quite something. Instead of servos and traditional mechanical engineering they use a kind of synthetic musculature with ligaments. Nothing biological but certainly trying to mimic something naturally evolved as close as is possible. This is also technology similar to what Darius Robotics already possesses but I am sure our superiors will want samples which we have taken for future study.

- Except from the lab notes of Polina Zhukov

Strategy
The clutch is as tough as a heavy cruiser and without shields so make sure to use Minos Cannons, Particle Lasers and Corrosion Mortars. The Minos Cannon's Violent Overload upgrade is devastating against Clutch of Eggs as the explosion destroys the Hatchlings as they spawn. The Clutch lacking a regenerating shield makes them especially vulnerable to Corrosion Mortars softening them over time.

Hatchling

History
Role: Skirmisher
Class: Frigate
When we first began my, I guess I will call it a dissection of one of the recovered "Hatchlings" I was expecting much of the same. Much to my surprise, these things are not entirely synthetic like the Clutch itself. Or perhaps at least not entirely cybernetic, the truth might be a little stranger still.

Instead of a plasma weapon or just robotic mandibles, the hatchlings have a kind of acidic bile chamber in their abdomen. More amazingly the corrosive being produced in this… component… organ? I am going with organ. Anyway, it is biological but produced by these incredibly productive microbes, not unlike stomach bacteria, except they make this bile substance. I am no xenobiologist but with the help of Milton we are learning more about these microbes on an almost hourly basis.

These are engineered, but why? No definitive answers yet. I am going to consult Persephone's messages again. Maybe I missed something.

- Except from the lab notes of Polina Zhukov

Strategy
Hatchlings can be countered with the same tactics as other frigates, although they're tougher than and still as fast as Reapers. Mortars, Arc Projectors, Shotguns and Artillery Posts all can be used to counter Hatchlings, while Milton and Lure can takeout huge amounts of them.

Harridan

History
Role: Native Lifeform
Class: Organic
Fossils indicate that other large species once inhabited Centauri, but Harridans became such a dominant predator that they have wiped them out. After doing so, Harridans formed into clusters of a few individuals to large groups of thousands. Clusters wage brutal, cannibalistic war against each other when they are forced into the same region, but largely respect their boundaries.

They seem content to leave our colonies alone as long as we stay away from their area, but are fiercely aggressive if we come too close.

Oddly, all specimens examined so far have been male.

- Notes of Dr. Vanessa "Persephone" Seo

Strategy
Beware large groups of Harridan. They will not attack your colony unless provoked, but if you build a tower to close to them its targeting system will fire on them and draw the attention of the entire cluster.

Punisher

History
Role: Air Engagement
Class: Air
It looks like Milton was right. They have continuing to escalate. We now have one of those good news, bad news, situations down in the machine shop. Enough of these things were shot out of the sky for us to have a gluttony of them to pick apart. That's the good news. But the more we learn the more questions keep getting raised, it's like they are mocking me.

Our turret teams are calling the "Punishers" bombers, but they are not strictly speaking bombers. They have radar and lidar suites positioned very clearly for horizontal, in flight, sensor input. It is all situational, but it looks like these are hybrid fighter/bomber units. Able to turn their weapons to other aircraft or ground targets. The question is, who are they fighting in the air? The colonists had nothing like that, not even an old MiG and with gravity channeling our friends here are far more maneuverable.

Best working hypothesis? These were obviously not made for attacking us. So, whoever they are have been fighting some other war. And here I am with more questions than answers again. Who were they fighting? Why are they here killing civilians? What do they want?

- Except from the lab notes of Polina Zhukov

Strategy
Punishers can be countered by both Falcon's and Icarus SAM's. Many Falcons will be required to destroy a Punisher before it flies out of range, but the large splash and take out an entire wave. Icarus SAM's are more reliable against Punishers and can take out individual ones quickly.

Sparrow

History
Role: Air Swarm
Class: Air
Flying enemy unit designated "Sparrow" identified as escalating stratagem. Priorities in Carpathia deployment are being realigned. Analysis of Sparrow indicates a modification of gravity channeling technology with similarities to post-human designs. Weaponry is light but compensates with large formations to overwhelm existing limited anti-air capabilities.

Air-to-air capabilities unclear. Querying Darius Robotics restricted database confirms several options available. Milton construct adaptation also possible. Final advisement is to maximize anti-air capabilities to increase preservation hope for Carpathia and secondary colonial assets.

- Milton_Carpathia_pc3 // Heuristic Analysis // ae6a29d140f193ac8b2a567a54eb4bbe

Strategy
Flocks of Sparrows are so numerous that they can overwhelm Icarus SAM's. Numerous Falcon Anti-air turrets are essential to taking down Sparrows, although the Arc Projector with the Storm Projector upgrade is also effective against them.

Harbinger

History
Role: Heavy Bomber
Class: Air
I think we're starting to make them angry, whoever they are. This new gunship like thing they've thrown at us is powerful but slow, vulnerable to concentrated firing solutions. Its appearance first made me think it was a bomber, some vague similarities to the old thermonuke bombers I remember from the old war films. Thinking on it the thing is closer to the old "Spooky" gunships, maintaining a circling flight pattern over it rains crimson death.

Putting my team to task they have come up with some upgrades to our anti-air defenses. Hopefully our opponent's ability to field these things is limited. This is all going to damn slow and I get the feeling that Darius knew more than he was letting on about what we would be facing out here. A single ship, even one as armed as the Carpathia, is just not good enough. I know there were other colony ships we could have retrofitted, speed the evacuation along. What is he not telling me?

- Journal of Thomas Husk, Captain of the Carpathia

Strategy
The Harbinger is an extremely tough air unit and large numbers of upgraded Icarus SAM's are suggested to take it out. Disruption Beam is especially useful at destroying it in a single cast. The Harbinger has high damage so if it gets within range of your buildings, use Reinforcements to soak up the damage.

Vulture

History
Role: Heavy Bomber
Class: Air
We lost some people today. Good men and women working at one of the refineries. Those damn things changed the rules, or as our AI friend might say, the parameters of the situation. Something new flew in, we had some anti-air on the ridge, thought it would be enough. Then they started taking out the turrets. All of them. Before we could get new ones down their ground forces broke through the melted down the whole site.

The crew has already started calling them "Vultures" and they've been taking out our turrets for the rest of their horde all day. Nasty little things. But it proves I'm right. They're toying with us. Why not attack us like this before? Why now? It's because we got confident, I got confident, and they reminded us of that. I won't leave people out in the field like that again.

- Journal of Thomas Husk, Captain of the Carpathia

Strategy
The Vulture is extremely tough and will attack any towers near it. A massive group of upgraded Icarus SAM's are needed to take it out, and you'll need to finish it quickly before it can destroy your towers. Disruption Beam is the best way to take it out before it can deal with any damage. The Vulture attacks based on proximity so surround upgraded towers with something cheap such as Rail Guns to soak up the damage.

Gliding Crane

History
Role: Air Transport
Class: Air
We got one of the Gliding Crane's, half of it almost entirely in one piece, onto the Carpathia. Some unusual design choices in the gravity-channeling. Since these aircraft are designed to carry their compatriots around, they require more variable systems, accommodating not only for the added weight but changes in the airframe's impact on local space-time. It is a singular problem that we are still struggling with back home as well.

Obviously, we tried to get some power into one of the engines and perform some limited tests. This did not go well. It tore free from its harness and nearly killed two people before the power feed disconnected. We now know these engines are more powerful than we first thought, but we are still need sometime to work out the right interface.

- Except from the lab notes of Polina Zhukov

Strategy
The Gliding Crane is a heavy air unit and practically immune to damage from the Falcon. Many Icarus SAM's, preferably upgraded are required to take it down. Overcharging an Icarus SAM or casting Disruption Beam can prove very useful. Gliding Cranes drop heavy frigates or light cruisers which can be cleaned up with Rail Guns, Milton or Lure. If the Gliding Cranes are able to drop troops, intentionally or not, call down a Scavenger Module to get bonus Metal from the destroyed units.

Overmind

History
Role: Assault
Class: Dreadnought
Enemy unit designated "Overmind" has been identified as a high threat target. Target demonstrated improved endurance under sustained attack. Preliminary analysis indicates a heavy design investment in overlapping redundant EM shield generators. The cost in this philosophy is shown in increased power draw and reduced offensive capability for an opponent of its size. Its main vulnerability is the lack of speed and firepower at its disposal.

Tactical needs necessitate early engagement, focus on breaking heavy shielding and armor before target gets in range of vulnerable assets. Construct shell has significant function in this role.

Advanced shielding technology is of interest in Darius Robotics. Secondary objective to recover intact generators from wrecks. Analysis continues.

- Milton_Carpathia_pc3 // Heuristic Analysis // d8b2cc5e958ce2bd0bb2ce57a9cd09be

Strategy
The Overmind has almost double the amount of shields compared to health, so Ion Disrupters are invaluable. After shields have been disabled, use Overcharged on a Minos Cannon or Disruption Beam to take out the exposed hull. The Overmind still has a tough hull so Pulse Cannons are unlikely to be enough, unless there is massive numbers with the Disruption Upgrade for stacking stuns.

Retributor

History
Role: Assault
Class: Dreadnought
If we needed proof that our efforts are angering our enemy this is it. We've only encountered one of these things so far. I sent Milton's construct out to meet it and while our robotic friend kept it occupied repositioned the artillery for full saturation. No luck. It tore through Milton with these energy beam weapons it has gimbaled at the front. The green death reminded me of an old story, but unlike that fantastic and terrible tale this thing is real.

Our one advantage was that this thing is slow, real slow. Gave us time to hit it with everything we've got. Eventually a single strike from the Carpathia itself cracked the leviathan open. We must've hit something vital inside, a violent explosion sent a shockwave and shrapnel from its cracked armor. I dread to think what kind of damage it could and would have inflicted had it made to the shelters.

- Journal of Thomas Husk, Captain of the Carpathia

Strategy
The Retributor has minimal shields compared to its hull so Ion Disrupters aren't necessary, though the Ion Cannon Defense Scrambling upgrade still proves useful. Stack many upgraded Minos Cannons into a tight kill zone, and use Particle Lasers with Graviton Beam and Gravity Wells for slow, Stasis Hammers for Stuns and Amplifiers for additional damage.

Nest of the Queen

History
Role: Mobile Factory
Class: Juggernaut
Teleportation of inorganic matter through quantum entanglement has been demonstrated in the Charon design, but the process remains expensive and complex. Reconstruction errors or signal failure invalidate entire transmissions. The larger and more complex the object being teleported, the more likely this becomes.

The Nest of the Queen improves on this process by only teleporting raw materials. The Nest operates as a floating factory, creating complex structures out of the raw materials. In this design, reconstruction failures can be isolated to a few molecules of rejected material and signal failures may slow production, but don't impact the ships that are being created.

The downside of this design is the enormous platform required to manufacture the ships. The Nest of the Queen is less a warship, and more of an industrial machine with a massive welding laser attached to the front. Originally this was intended to allow the Nest to mine resources on its own, though it works as well on buildings or other ships

Strategy
The Nest is an incredible tough dreadnought and will need heavy firepower of upgraded Minos Cannons, especially with Overcharge, to take it down. Combine with support towers such as an Amplifier, Stasis Hammers, Ion Cannon with the Defense Scrambling upgrade and Particle Lasers with the Graviton Beam upgrade. Try to space out your defenses so they aren't all disabled by the Falling Stars that spawn over time. Use EMP or Temporal Shift to buy extra time for your defenses to take out the Stars and the Nest.

Heart of the Phoenix

History
Role: Assault
Class: Juggernaut
Enemy unit designated "Heart of the Phoenix" is Omega-class threat to mission objectives. Restoration of final entry from Post-Human Keter designation Persephone offer key observational data:

- Phoenix possessed substantial armaments greater than all prior threats.
- Intruder was pacified at 107 meters from target.
- Intruder reconstituted and resumed its ingress. - At 10 meters Omega-class threat designation "Heart of the Phoenix" pacifies Post-Human Persephone

Final transmission logged. Analysis concluded. Executing backup cycle.

- Milton_Carpathia_pc3 // Heuristic Analysis // cda8baeee73088681d9c4be1ef0af316

Strategy
The toughest unit the enemy can field and incredibly difficult to take down. Multiple Minos Cannons are required, preferably level 3 and utilizing Overcharge for extra firepower. Combine with support towers such as an Amplifier, Stasis Hammers, Ion Cannon with the Defense Scrambling upgrade and Particle Lasers with the Graviton Beam upgrade.

Ensure it's not killed in range of only a few defenses and careful killing it with Disruption Beam else you may lack the firepower to take the Egg down before it respawns. Shields can be dropped with an Upgraded EMP and the Nova Cannon's Field Leak upgrade can also prove very useful as the Phoenix has fast regeneration. If the Phoenix is able to get past your defenses, use Temporal Shift to buy more time.