Entities /

X1 Abrams MKII

Weapons

WeaponDamageRangePeriod (s)DPSNotes
155mmExperimentalCannonabrams4000404.5889ignores 20 armor · −30% vs Heroic · splash: 100% within 2.5, 50% within 5
155mmExperimentalCannonabrams240002015267ignores 20 armor · −30% vs Heroic · splash: 100% within 2.5, 50% within 5

Damage is the direct hit, before the roll on top and the target's armor. The notes column carries what else the shot does, read from its effect tree: the roll, armor it bypasses, splash rings as a share of the damage within a radius, and damage on other branches such as an upgrade's rounds.

Lineage

No parent — standalone definition.

In the script

Every trigger of the map's script that names this unit, read from the Galaxy source: what makes the trigger fire and what it does with the unit. Names link to the mission flow graph when the trigger is part of it.

TriggerFires whenDoes
Disarm an effect is usedspawns it
P Approach Commissioner unit enters TCP02spawns it
P Commissioner Timeout timer missiontimer expiresspawns it
P Destroy Guard Post a unit diesspawns it
P Enter Phantom LZ via gf_SpawnPMCSquadunit enters LZ Eagles
unit enters LZ Lions
unit enters LZ Nightstalker
unit enters LZ Predator
unit enters LZ Wolverine
spawns it
P Enter Police TCP unit enters TCP01
unit enters TCP02
unit enters TCP03
unit enters TCP04
unit enters Police TCP01
unit enters Police TCP02
unit enters Fighting Position 03
spawns it
P Guard Posts Timeout timer missiontimer expiresspawns it
P Police TCP Timeout timer missiontimer expiresspawns it
P TS Abort Codes unit enters PMC code 1
unit enters PMC code 2
unit enters PMC code 3
unit enters PMC code 4
unit enters PMC code 5
unit enters PMC code 6
spawns it
P TS Place Satchel inventory changesspawns it
PMC Periodic Spawn via gf_SpawnPMCSquadevery 3:10spawns it
PMC+ - Periodic Reinforcements via gf_SpawnPMCSquadevery 5:00spawns it
RA Sniper Timeout chained from another triggerspawns it
Sniper Killed a unit diesspawns it
Combat Walker Kills with Rockets a unit is damagedmentions it