• 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


Class:Scout

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Weapon type:None
Machine gun:No
Firepower:N/A
Fire rate:N/A
Hit points:*
Armor:*
Speed:*****
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.

Single-Player

Little Brother



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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