SOP
Special Ops Marine (SOP) | |
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Unit | |
Faction: | Human (CESO) |
Role: | Combat support |
Sight range: | 23 |
Footprint: | 1x1 |
Chronoportation Cost: | 31 |
Build | |
Cost: | 14 |
Build from: | Armory |
Build time: | 20s |
Build hotkey: | S |
Offence | |
Attack strength: | HE Machine Gun:
AntiMatter Gun:
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Attack frequency: | 1/1.39s vs. ground 1/1.78s vs. air |
Avg. damag./s. | 21.2/s vs. Ground 6.2/s vs. Air |
Attack range: | 11 vs. all 6 for Heal 23 for Clear Nanites |
Splash damage: | 0 vs. ground 2 vs. air |
Damage Modifiers: | 12.7/s to ATHC 14.8/s to Octo |
Defence | |
Health: | 100 |
Damage taken: | 31.32/s(from 38.2/s) from Twin MAR 11.1/s(from 13/s) from upgraded Defense Turret 9.7/s(from 11.4/s) from Defense Turret |
Movement: | Slow, 1.8 sq/sec |
Ability | |
Abilities: | ![]() |
Energy: | 25 |
Energy recharge: | 1 |
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 reveals 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.