Sulgogar Queen

  • This article covers the Sulgogar Queen.
    Sulgogar Queen.

    (This article is currently under construction!)

    1 Statistics

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    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.

Sulgogar Queen

Class:Host station


Weapon type:Particle beam
Machine gun:No
Fire rate:***
Hit points:Variable
Best used against:N/A

This living mothership looks like a giant jellyfish, as befits the command center for the plantlike Sulgogars. Although it has only modest "shielding," the organic Queen defends herself with incredibly powerful electrical discharges. But the Queen can be taken out through persistent attacks and is rumored to be easier to destroy than a Mykonian mothership. The Queen is first encountered in the middle of the campaign.quoticon.gif

(This article is under construction!)

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


Sulgogar Queen

Vehicle NameSulgogar Queen
Vehicle ID61
Vehicle ClassHost Station (robo)
EnergyN/A (Variable)
Radar Range2
Turret ID79
Total Turret Number1
AI Flight Altitude200

Weapon System

Weapon ID62
Weapon ClassParticle Beam (missile)
Weapon Firepower60000 (600)
Damage Multiplierx1.5 vs Tanks
x2.0 vs Host Stations
Rate of Fire (AI)5000 (5 seconds)
Rate of Fire (User)Default (1000; 1 seconds?)


* 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.