I've put together a set of alternatives to the Tachyon Guardian, which I'll informally name the Tachyon Guardian Family. Each AI gets to pick a single random Guardian from this list at the start of the game. After this initial pick, these Guardians are never unlocked in any other way.
These Guardians share the normal Guardian immunities for both Mark I-IV and special Mark V immunities. Like the original Tachyon Guardian, these Guardians are “awake” from the start of the game. Unlike other Guardians, these are never available for spawning outside of game setup: no Exos, no Carrier pops, no Reinforcements, etc. Some of these Guardians are mobile, but they will never enter any system not owned by either of the AIs.
I've included the Tachyon Guardian for comparison, although it does have slightly boosted stats in terms of health and damage. Its tachyon range is unchanged.
NOTE: All stats are for Normal/Normal games. Only Health and Damage scale with Mark. Armor, AP, and Range do not for any of these units unless noted below.
Monitor GuardianThis high health Guardian sports an impressive artillery weapon. Although its DPS is fairly low, its long reload means the individual shot damage is fairly high. It is immobile and always spawns next to the Command Station or sometimes a Fortress. The Monitor Guardian boasts a fairly decent Tachyon range, but the Monitor Guardian's main purpose is to produce Monitor Drones.
The cloaked Monitor Drones sit on Wormholes and reveal enemy cloaked units with their tachyon beams. Although the Monitor Drones have no attack of their own, they do trigger a short range EMP pulse when destroyed. The Monitor Guardian spawns a replacement Monitor Drone whenever one is destroyed and the drone flies into position at the Wormhole, after which it remains immobile. Monitor Drones, unlike some other drones, do not have a limited life span.
SPAWNING DETAILS: One Monitor Guardian spawns per system, located at the Command Station or randomly next to a Fortress. One Monitor Drone spawns initially per wormhole in each system with a Monitor Guardian.
Monitor GuardianABILITIES: Tachyon Beam Emission (7500+500*Mk Range)
ADDITIONAL IMMUNITIES: Sniper Shots
Monitor DroneABILITIES: Cloaking, Tachyon Beam Emission (5000+500*Mk Range), 5+2*Mk Second EMP on Destruction, Strikes All Enemies in Range, Can't Use Wormholes
IMMUNITIES: Reclamation, Transport, Swallow, Mines, Repair
SPECIAL NOTE: Range 400+100*Mk (this is the radius of the EMP pulse)
Overseer GuardianThis unique Guardian patrols across AI systems, using its planet-wide Tachyon coverage to reveal cloaked units. Although its weapons hit hard from a hefty distance, a bigger danger is the attack boost the Overseer Guardian gives to any system in which it passes through. Destroying an Overseer can be a challenge thanks to its armor and extremely high health.
Overseers wander similar to Zenith Traders, but they always travel between systems owned by their AI that can spawn Guardians of their Mark (so +1 relative Mark). Mark IV Overseers wander only between Core Worlds. Mark V Overseers don't wander.
SPAWNING DETAILS: One Overseer Guardian of the appropriate Mark spawns for every four systems of each Mark (round up). So if there are 9 Mark III systems on the map, three Mark II Overseer Guardians spawn. Overseer Guardians are initially randomly placed on appropriate Mark systems, but not more than one per system. The Homeworld gets a single Mark V Overseer Guardian. Count the total Core Worlds and spawn one Mark IV Guardians for every four, with a minimum of two. If only one Homeworld has Core Worlds belonging to the AI with Overseers, place all the Mark IV Overseers on that Homeworld, otherwise divided them up between both Homeworlds.
All system counts apply only to a single AI. Dual AIs with Overseers spawn them independently of each other. Overseers only wander between systems owned by their AI. Mark IV Overseers don't cross between AI Homeworlds.
ABILITIES: Planetary Tachyon Beam Coverage, Attack Boost For All Allied Ships On Planet (+50% Bonus)
ADDITIONAL IMMUNITIES: Artillery Ammo
SPECIAL NOTE: Infinite Engine Health
Security GuardianThis teleporting Guardian modeled after the Teleporting Battle Station uses its tachyon beams to reveal cloaked units and destroy them with its engine-overloading tasers. Although not a combat power-house, this Guardian is fairly durable, repairs itself very quickly, and has formidable radar dampening.
Each system begins with one Security Guardian per Mark level of the planet, each sitting on a different Wormhole. Whenever there are no human ships in system, any Security Guardian not near a Wormhole goes to one. If two or more Security Guardians are at the same Wormhole, all but one moves elsewhere. Only if there are more Security Guardians than Wormholes will multiple Security Guardians locate themselves at a single Wormhole.
SPAWNING DETAILS: Place one per Mark of the system distributed randomly among Wormholes, choosing unguarded Wormholes first.
ABILITIES: Tachyon Beam Emission (5000+500*Mk Range), Engine Damage 15*Mk, Teleports, Radar Dampening Range 5000, Regen Time 10:00 (all Marks)
Seeker GuardianDespite being immobile with only a moderate short-ranged weapon, the Seeker Guardian is deadly to small groups of enemy ships. Patterned after the Spire Blade Spawner, the Seeker releases a Seeker Blade every second while visible enemies are in system. Seeker Blades select a visible enemy unit and with their massive speed are able to chase their target down, even passing through Wormholes if needed. Seeker Blades can see their target even if it becomes cloaked. If their target dies, Seeker Blades select a new target. Seeker Blades target units with the cloaking ability if one is visible. The Seeker Guardians themselves spawn next to every Guard Post in a system, and with fairly long tachyon range they cover a fairly large amount of the system.
SPAWNING DETAILS: Place one next to each Guard Post in the system.
Seeker GuardianABILITIES: Tachyon Beam Emission (7000+1000*Mk Range)
ADDITIONAL IMMUNITIES: Missile Ammo
Seeker BladeABILITIES: Self Attrition Time 00:05, Attacks Are Self-Damaging, Unerring (Can't lose target), Target Seek Range 2,000,000,000
IMMUNITIES: Dark Matter Ammo, Fusion Cutters, Speed Boosts, Tractor Beams, Reclamation, Paralysis Attacks, Force Fields, Being Insta-Killed, Repair
Tachyon GuardianThe original, the Tachyon Guardian has higher health and a slightly more powerful weapon. It sits immobile next each Wormhole in every system.
ABILITIES: Tachyon Beam Emission (6000+500*Mk Range)
Tracker GuardianThis very fast Guardian hunts enemy ships with its long-range railguns. Cloaked, one Tracker Guardian stations itself randomly in each system. With a prodigious tachyon range, the Tracker can easily spot cloaked ships even from long distances. Whenever not in combat, if enemy cloaked units are in system the Tracker wanders randomly, searching for them. But the defining feature of the Tracker Guardian is that it can travel to other systems in search of its prey. Any time a visible ship with cloaking escapes from a system with a Tracker Guardian, the Guardian will travel to that system. Only when no cloaked units remain in the system with a Tracker Guardian does it return to its original system.
SPAWNING DETAILS: Place one in each system next to a random Guard Post.
ABILITIES: Cloaked, Tachyon Beam Emission (10000+2500*Mk Range)