Hammerhead

Trireme - Rams enemy ships. Fast. Heavily armored. Attacks land, sea, seabed and undersea targets.

Overview

Blueprint
  • HP: 14000
  • Build cost: 4000 metal
  • Maximum range: 200
  • Total DPS: 2725.0

Physics

  • Max speed: 20
  • Acceleration: 30
  • Braking rate: 80
  • Turn rate: 65

Recon

  • Vision radius: 200
  • Underwater vision radius: 200

Unit Types

  • Advanced
  • Custom1
  • FactoryBuild
  • Heavy
  • Mobile
  • Naval
  • Offense

Built By

Weapon #1 (x2)

  • Blueprint
  • Range: 150
  • Projectiles per fire: 4
  • Damage: 800.0 DPS: 4x400 damage every 2.00 seconds (0.5 shots per second)
  • Yaw: 25° at 90° per second
  • Pitch: 90° at 45° per second
  • Targets: LandHorizontal, WaterSurface
  • Ammo
  • Blueprint
  • Type: Projectile
  • Flight type: Ballistic
  • Damage: 400
  • Splash: 400 damage, radius 4
  • Full damage splash radius: 2
  • Muzzle velocity: 110.0
  • Max velocity: 120.0
  • Turn rate: 3
  • Collision check: enemies
  • Collision response: impact
  • Target Priorities
    • Mobile - Air
    • Naval
    • Structure - Wall
    • Wall
    • Air

Weapon #2

  • Blueprint
  • Range: 200
  • Damage: 125.0 DPS: 250 damage every 2.00 seconds (0.5 shots per second)
  • Yaw: 180° at 360° per second
  • Pitch: 180° at 360° per second
  • Targets: WaterSurface, Underwater, Seafloor
  • Ammo
  • Blueprint
  • Type: Projectile
  • Flight type: Seeking
  • Damage: 250
  • Splash: 50 damage, radius 10
  • Full damage splash radius: 2
  • Muzzle velocity: 10.0
  • Max velocity: 50.0
  • Turn rate: 150
  • Collision check: enemies
  • Collision response: impact
  • Target Priorities
    • Sub
    • Mobile
    • Structure - Wall
    • Wall

Weapon #3

  • Blueprint
  • Range: 22
  • Damage: 1000 DPS: 200 damage every 0.20 seconds (5 shots per second)
  • Yaw: 55° at 360° per second
  • Pitch: 90° at 360° per second
  • Targets: WaterSurface
  • Ammo
  • Blueprint
  • Type: Beam
  • Damage: 200
  • Splash: 200 damage, radius 10
  • Full damage splash radius: 10
  • Collision check: enemies
  • Collision response: impact
  • Target Priorities
    • Sub
    • Mobile
    • Structure - Wall
    • Wall