• This article covers the Ghorkov unit Gigant 2.
    Gigant 2.

    (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.

Gigant 2 is an uncommon/cut unit and does not have official help data entry.

(This article is under construction!)

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


Gigant 2 (AI-Only)

Vehicle NameGigant 2
Vehicle ID30
Vehicle ClassSpecial Heavy Aircraft (glider)
Energy44500 (445)
Radar Range1
AI Flight Altitude200
AI Attack Distance (vs Sectors)1200
AI Attack Distance (vs Units)1000
AI Retreat Distance (vs Sectors)340
AI Retreat Distance (vs Units)440
AI Task Preference Rating10 (vs Host Station)
3 (vs Aircraft)
3 (vs Helicopter)
1 (vs Tank)
1 (Sector Conquest)
4 (Reconnaissance)

Weapon System

Weapon ID27
Weapon ClassLaser Cannon (rocket)
Weapon Firepower31000 (310)
Damage Multiplierx0.3 vs Tanks
x0.7 vs Helicopters
x0.7 vs Aircraft
Rate of Fire (AI)300 (0.3 seconds)
Rate of Fire (User)400 (0.4 seconds)
Salvo CountN/A
Salvo DelayN/A
Machine Gun/AutocannonYes; 8000 (80) damage per second


* 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.