Turantul II (Skorpio)

  • This article covers the Turantul II (Skorpio).
    Turantul II (Skorpio).


    (This article is currently under construction!)


    1 Statistics

    Placeholder. This entry will list the vital game stats of the object in the list and table forms. Alternatively, it could be assigned into a separate module here.


    2 Overview

    Placeholder. This entry will cover general descriptions for the object from the lore and gameplay perspectives.


    3 Attributes

    Placeholder. This entry will cover more detailed and specific descriptions for the object.


    4 Technology Upgrades

    Placeholder. This entry will cover technology upgrades available for the object in the single-player campaigns.


    5 Gallery

    Placeholder. This entry will contain various pictures and artworks of the object from the game. Alternatively, it could be assigned into a separate module here.


    6 Trivia

    Placeholder. This entry will contain some miscellaneous aspects of the object that is not essential.


    7 Notes

    Placeholder. This entry will contain any brief additional information about the object.

Original Urban Assault help files entry.

Turantul II (Skorpio)


Class:Host station

bigmom.gif

Weapon type:Rocket
Machine gun:No
Firepower:**
Fire rate:***
Hit points:Variable
Armor:None
Speed:**
Best used against:N/A


This large mothership, also known as the "Skorpio," is the ultimate Ghorkovian command post and armed with higher impact weaponry and blast-absorbant shielding. Ghorkovian weapons engineer Eerie Trantulov sought to make a replacement for the Turantul I when they fell to Resistance Host Statiuons manned by your SDU predecessors. The Big Mother is never a welcome site: She has huge power reservoirs that can maintain vehicle production at a high pace. This big mothership is first seen toward the middle of the campaign.

(This article is under construction!)


This section contains basic in-game information and properties of the object.

Single-Player

Turantul II (Default/AI)

Vehicle NameTurantul II (Skorpio)
Vehicle ID57
Vehicle ClassHost Station (robo)
EnergyN/A (Variable)
Shield40%
Radar Range3
Turret ID75
Total Turret Number3
AI Flight Altitude200

Weapon System

Weapon ID84
Weapon ClassRocket (rocket)
Weapon Firepower17000 (170)
Damage MultiplierN/A
Rate of Fire (AI)1500 (1.5 seconds)
Rate of Fire (User)1000 (1 seconds)


Turantul II (Player/Metropolis Dawn)

Vehicle NameTurantul II (Skorpio)
Vehicle ID177
Vehicle ClassHost Station (robo)
EnergyN/A (Variable; changes between 750000 (1875) to 1000000 (2500) throughout the Metropolis Dawn Ghorkov campaign)
Shield60%
Radar Range3
Turret ID155
Total Turret Number4
AI Flight Altitude340

Weapon System

Weapon ID86
Weapon ClassRocket (rocket)
Weapon Firepower17000 (170)
Damage MultiplierN/A
Rate of Fire (AI)1500 (1.5 seconds)
Rate of Fire (User)1000 (1 seconds)


Multiplayer

Turantul II (Default)

Vehicle NameTurantul II (Skorpio)
Vehicle ID57
Vehicle ClassHost Station (robo)
EnergyN/A (Variable)
Shield60%
Radar Range3
Turret ID75
Total Turret Number4
AI Flight Altitude340

Weapon System

Weapon ID84
Weapon ClassRocket (rocket)
Weapon Firepower17000 (170)
Damage MultiplierN/A
Rate of Fire (AI)1500 (1.5 seconds)
Rate of Fire (User)1000 (1 seconds)


Turantul II (Modem)

Vehicle NameTurantul II (Skorpio)
Vehicle ID57
Vehicle ClassHost Station (robo)
EnergyN/A (Variable)
Shield85%
Radar Range3
Turret ID161
Total Turret Number1
AI Flight Altitude340

Weapon System

Weapon ID121
Weapon ClassRocket (rocket)
Weapon Firepower27000 (270)
Damage MultiplierN/A
Rate of Fire (AI)1500 (1.5 seconds)
Rate of Fire (User)1000 (1 seconds)



Notes:

* The unit of time used in the game engine/data script is in milliseconds by default.

* All energy values that appear in the game are divided by 100 from the actual engine/data script values.

* Player-controlled units will receive -60% incoming damage and increased manoeuvrability, as well as alternative firepower.

* AI-specific parameters such as flight altitudes or attack patterns are completely ignored when the unit is directly controlled by the player.

* AI-controlled air units can override their pre-set flight altitude values when targeting player-controlled vehicles above them, or when attacking host stations.

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