Narwhal

Frigate - Durable. Rapid-fire. Attacks land, air, and sea targets.

Overview

Blueprint
  • HP: 750
  • Build cost: 450 metal
  • Maximum range: 150
  • Total DPS: 250.0

Physics

  • Max speed: 12
  • Acceleration: 30
  • Braking rate: 90
  • Turn rate: 60

Recon

  • Vision radius: 180
  • Underwater vision radius: 180

Unit Types

  • AirDefense
  • Basic
  • FactoryBuild
  • Mobile
  • Naval
  • Offense

Built By

Weapon #1

  • Blueprint
  • Range: 150
  • Damage: 75.0 DPS: 50 damage every 0.67 seconds (1.5 shots per second)
  • Yaw: 180° at 45° per second
  • Pitch: 30° at 45° per second
  • Targets: LandHorizontal, WaterSurface
  • Ammo
  • Blueprint
  • Type: Projectile
  • Flight type: Ballistic
  • Damage: 50
  • Burn damage: 15, radius 2
  • Muzzle velocity: 170.0
  • Max velocity: 170.0
  • Collision check: enemies
  • Collision response: impact
  • Target Priorities
    • Mobile - Air
    • Naval
    • Structure - Wall
    • Wall
    • Air

Weapon #2

  • Blueprint
  • Range: 150
  • Damage: 75.0 DPS: 25 damage every 0.33 seconds (3 shots per second)
  • Yaw: 180° at 180° per second
  • Pitch: 89° at 180° per second
  • Targets: Air
  • Ammo
  • Blueprint
  • Type: Projectile
  • Flight type: Seeking
  • Damage: 25
  • Splash: 20 damage, radius 0.75
  • Full damage splash radius: 0.75
  • Burn damage: 15, radius 2
  • Muzzle velocity: 200.0
  • Max velocity: 200.0
  • Turn rate: 720.0
  • Collision check: enemies
  • Collision response: impact
  • Target Priorities
    • Air & ( EnergyProduction | Transport | Bomber | Gunship | Titan )
    • Mobile & Air

Weapon #3

  • Blueprint
  • Range: 150
  • Damage: 100.0 DPS: 250 damage every 2.50 seconds (0.4 shots per second)
  • Yaw: 2° at 180° per second
  • Pitch: 2° at 180° per second
  • Targets: WaterSurface, Underwater, Seafloor
  • Ammo
  • Blueprint
  • Type: Projectile
  • Flight type: Seeking
  • Damage: 250
  • Muzzle velocity: 5.0
  • Max velocity: 50.0
  • Turn rate: 180
  • Collision check: enemies
  • Collision response: impact
  • Target Priorities
    • Sub
    • Mobile
    • Structure - Wall
    • Wall