SOP

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Special Ops Marine (SOP)
Unit
Faction: Human (CESO)
Role: Combat support
Sight range: 17
Footprint: 1x1
Chronoportation Cost: 32
Build
Cost: 17 1
Build from: Armory
Build time: 20s
Build hotkey: S
Offence
Attack strength: HE Machine Gun:
18-19 vs. ground

AntiMatter Gun:

8 vs. air
Attack frequency: 1/1.33s vs. ground
1/1.7s vs. air
Avg. damage/s: 11.4/s vs. Ground
4.6/s vs. Air
Attack range: 9 vs. all
6 for Heal
17 for Clear Nanites
Splash damage: 0 vs. ground
2 vs. air
Defence
Health: 100
Damage taken: -15% from Defense Turret
-18% from Twin MAR
Movement: Slow, 1.8 sq/sec
Ability
Abilities: Detector

Heal (10HP/2s): 1
Clear Nanites: 5

Energy: 25
Energy recharge: 1 every 2.5s

SOPs are Special Ops marines available to the Humans. Human players are given one at game start. They have a limited range, but have high strength. Their usefulness comes from their special abilities, firstly to Heal other infantry, and secondly clear Nanites from infected units. They are built from the Armory and thus can be created during early game. They can also ride in a Tank. In addition, they have the ability to detect enemy cloaked units.

Contents

Abilities

Detect

This unit has the ability to detect cloaked units, revealing all cloaked units within its Line of Sight to the player and the player's allies with shared vision.

Heal: 10HP/

The Special Op can heal nearby infantry units. This ability can affect the Special Op using it, meaning that a lone Special Op will heal themselves when not attacked.

Clear Nanites: 5

The Special Op can clear nanite infected units, removing them from your opponent's control.
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