Little Brother

  • This article covers the Sulgogar unit Little Brother.
    Little Brother.

    (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.

Little Brother



Weapon type:None
Machine gun:No
Fire rate:N/A
Hit points:*
Best used against:N/A

The Little Brother, a ROA-O–class weapon, is used for reconnaissance by the Sulgogar Queen. In appearance it is virtually indistinguishable from the Blue Spore, but its 0.001% difference in DNA renders its offensive capabilities inert.

(This article is under construction!)

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


Little Brother

Vehicle Name Little Brother
Vehicle ID 74
Vehicle Class Satellite (ufo)
Energy 6000
Shield 20%
Radar Range 4
AI Flight Altitude 400
AI Attack Distance (vs Sectors) 1000
AI Attack Distance (vs Units) 850
AI Retreat Distance (vs Sectors) 350
AI Retreat Distance (vs Units) 420
AI Task Preference Rating 0 (vs Host Station)
0 (vs Aircraft)
0 (vs Helicopter)
0 (vs Tank)
0 (Sector Conquest)
10 (Reconnaissance)


* 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.