Theodor

Artillery - Medium range. Attacks land, sea, seabed and underwater targets.

    Overview

    Blueprint
    • HP: 1000
    • Build cost: 900 metal
    • Maximum range: 240
    • Total DPS: 40
    • Build locations: land, water surface

Grenadier

Fire Support - Medium range. Can fire over walls. Attacks land and sea targets.

    Overview

    Blueprint
    • HP: 80
    • Build cost: 100 metal
    • Maximum range: 140
    • Total DPS: 60.0

    Physics

    • Max speed: 0
    • Acceleration: 0
    • Braking rate: 0
    • Turn rate: 0

    Physics

    • Max speed: 12
    • Acceleration: 100
    • Braking rate: -1
    • Turn rate: 720

    Recon

    • Vision radius: 100
    • Underwater vision radius: 100

    Recon

    • Vision radius: 100
    • No underwater vision

    Economy

    • Weapon energy consumption: 200 / s

    Economy

    Weapon

    • Blueprint
    • Range: 240
    • Firing standard deviation: 0.66666
    • Damage: 40 DPS: 20 damage every 0.50 seconds (2 shots per second)
    • Yaw: 180° at 60° per second
    • Pitch: 60° at 20° per second
    • Energy consumption: 100 per shot
    • Targets: LandHorizontal, Seafloor, WaterSurface, Underwater
    • Ammo recharged after 0.5 seconds
    • Ammo
    • Blueprint
    • Type: Projectile
    • Flight type: Ballistic
    • Damage: 20
    • Splash: 20 damage, radius 12
    • Full damage splash radius: 5
    • Muzzle velocity: 150
    • Turn rate: 3
    • Collision check: enemies
    • Collision response: impact
    • Target Priorities
      • Mobile - Air
      • Naval
      • Structure - Wall
      • Wall
      • Air

    Weapon (x2)

    • Blueprint
    • Range: 140
    • Damage: 30.0 DPS: 60 damage every 2.00 seconds (0.5 shots per second)
    • Yaw: 135° at 120° per second
    • Pitch: 90° at 360° per second
    • Targets: LandHorizontal, Seafloor, WaterSurface
    • Ammo
    • Blueprint
    • Type: Projectile
    • Flight type: Ballistic
    • Damage: 60
    • Burn damage: 15, radius 2
    • Muzzle velocity: 80.0
    • Max velocity: 90.0
    • Collision check: enemies
    • Collision response: impact
    • Target Priorities
      • Structure & SurfaceDefense
      • Structure & Defense
      • Commander
      • Mobile - Air
      • Structure - Wall
      • Wall