Adaptive Command unit dossier

Ace Mk. II

The heavier alien gunship variant for smashing shielded or light formations from the air.

Ace Mk. IIArt pending

Heavy cannon gunship

Ace Mk. II

Heavily armed Gunship with a cannon for taking out ground forces. Ace Mk.

Heavy armorGunshipCannonShell

Core stats

Battlefield numbers

Health pointsHealth points
450
Attack powerAttack power
95, or 119 vs Shielded and Light
Armor ratingArmor rating
5
Movement speedMovement speed
6
Line of sightLine of sight
5
CostCost
Ore35 Ore + Oil15 Oil / Oil10 Oil + Electricity2 Electricity

Profile

Loadout and chassis

Unit classUnit class
Aerial GunshipAerial Gunship
Armor classArmor class
HeavyHeavy
Movement typeMovement type
GunshipGunship
Weapon typeWeapon type
CannonCannon
Ammo typeAmmo type
ShellShell
RangeRange
4 tiles, straight line

Strengths

What this unit does well

  • Shell profile ignores shields and punishes light units.
  • Heavy armor resists kinetic retaliation.
  • Can create crater effects on suitable terrain.

Weaknesses

What can go wrong

  • Lower speed than lighter air options.
  • Still expensive enough to punish mistakes.
  • Needs a good route and support to stay efficient.

Doctrine

How Aliens should use it

Use Ace Mk. II when the Alien faction needs air power that can actually crack positioned ground targets instead of merely harassing them.

Want to field Ace Mk. II?

Review the full Alien roster, then move to the signup and download page to start playing Adaptive Command.