• This article covers the Sulgogar unit Slime Lord.
    Slime Lord.


    (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.

Slime Lord


Class:Plane

slimelrd.gif

Weapon type:Particle beam
Machine gun:No
Firepower:***
Fire rate:***
Hit points:***
Armor:***
Speed:***
Best used against:Host stations


The Slime Lord, a large mushroom-type entity (officially recorded as an AMM-O–class alien creature), creates energy flashes typical of Sulgogar weapons, but with a bigger bang that does twice the damage. The Slime Lord also has the toughest hide. For mysterious reasons, these are typically deployed against host stations in pods of three or four units. The Slime Lord isn't encountered until late in the campaign.

(This article is under construction!)


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

Single-Player

Slime Lord

Weapon System



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.

Share