Combat Modes and Upgrades
Combat modes are a key gameplay mechanic in SunAge, allowing you to adapt your forces to an emerging threat. Creating vast potential for micromanagement and giving your forces more flexibility when facing enemy oppression. Combat Modes for all factions must be researched, on a per unit type basis, at their respective Reseach Centers. Certain alternate combat modes are inexpensive and effective, while others are costly and vital. Choosing the correct alternate combat modes to research, and at the right time, is an attribute of an experienced commander.When you have researched an alternate combat mode at your faction's Research Center, all units of that type are upgraded to have access to that specific mode, whether they were constructed before or after the research was completed.

Science Facility - Federation Research Center
The science facility is the main center of research operations for the Federals. All alternate combat modes for Federal units must be researched here before you will be able to utilize them in the battlefield.Federal Scientists have made major breakthroughs in battlefield technology. Although many remain top-secret, we have been granted basic intel on the following advancements:
Cougar - Segment Radar
Rear-mounted recon dish, provides increased far distance frontal sight.Centurion - Plasma Cannon
Powerful plasma blast dealing high damage to buildings and vehicles.Liberator - Link Cannon
Unparalleled gear of war, firing a powerful laser beam when within close range of a connected transmitter.

Tome - Raak-Zun Research Center
In Raak-Zun lore, the High Priests are the bringers of knowledge. By trancending their physical limitations, they are able to enter the spiritual realm, gathering wisdom from ancient spirits and unknown entities. All alternate combat modes for Raak-Zun units must be developed here for immediate retaliation against the enemies of Raak.In recent times, exceptional high-priests have discovered wisdom, with the aid of Raak, that has existed for Eons, filling their minds with technological marvels. Although the code is strict and much is secret, we have been granted the following gift of knowledge:
Slinger - Wingeater Missiles
The Slinger becomes stationary, raising an anti-air missile rack that releases homing missiles and improves its radar range.Golgotha - Raak's Enlightenment
With its implanted fuel ejecting nozzles the Golgotha can set its skin surface on fire, dealing remarkable damage on nearby units.Demolition Machine - Hellfire Cannon
The demolition machine becomes a stationary artillery platform equipped with a long-range cannon capable of sieging enemy positions.
Uses of Combat Modes
Experienced application of Alt Modes are key to successful skirmishes and battles. A well trained commander is able to face insurmountable odds, with few units and survive to tell the tale. This basic primer will get you started on the basics of Alt Modes and how they can push the battle in your favour.
By default, units can be ordered to switch their mode by pressing the 'A' key. This allows for quick adaptation to immediate threats. Units can switch combat modes as many times as is required, but be advised that while the unit is switching modes, they are unable to fire and vulnerable to counter attack.
The key to using combat modes effectively is knowing their strengths and weaknesses. Having the alternate combat mode for a unit is extremely useful. You could be facing units that would usually make short work of a group of your units, but by clever use of their combat modes, you could make short work of them instead.
Each unit has a weakness to a certain type of damage and resistance to a certain type of damage. Knowing their weaknesses and strengths, you can choose the appropriate combat mode for countering the current situation.
Using the Centurion
The Centurion is primarily a fast-attack unit, for taking down enemy infantry. It's basic armament is a gattling cannon capable of tearing through flak armor. In it's primary mode, it is capable of decimating enemy troop formations and even certain flak armored units such as the Golgotha.
However, in it's alternate combat mode, it becomes a hit-and-run weapon of doom, perfect for taking down enemy fortifications and structures. Its plasma cannon and agility make it brilliant at deep striking an enemy resource outpost and escaping with minimal loss.

Using the Cougar
The Cougar is the ultimate scout unit for the Federal Army. Armed with a double barrel turret firing light-weight explosive shells, it is effective against lightly armored units, especially those with Synthetic armor. Its armor is hardened against bullet damage, making it capable of withstanding light weaponry.
In it's alternate combat mode, it surrenders its weaponry for a rear-mounted recon dish which provides greatly increased directional sight range without any reduction in mobility. This makes the Cougar an essential unit for any offensive operation, allowing your units to hit enemies while remaining out of sight.

Using the Slinger
The Slinger is an extremely agile missile platform for the Raak-Zun. An ideal scout due to it's impressive speed, it is able to defend itself by unloading a barrage of missiles at ground or air targets. In default mode it is armed with standard multi-purpose rockets, dealing great damage to lightly armored units, while dealing minimal damage to infantry.
Activating it's alternate combat mode, the Slinger transforms to a ground-based anti-air platform, extending it's missile rack to the skies. Providing a range boost and switching to anti-air homing missiles, the Slinger's alternate combat mode is perfect for defending forward outposts from assault.









