Catapult
Appearance
| General | |
|---|---|
| Status | In the game |
| Role | Siege |
| Trained at | Siege Workshop |
| Population | 3 |
| Train time | 45 s |
| Cost | |
| Gold | 75 |
| Wood | 150 |
| Combat | |
| Hit points | 120 |
| Attack | 10 |
| Defense (armour) | 1 |
| Range | 9 m |
| Attack cooldown | 5 s |
| Damage type | Siege |
| Ranged | Yes |
| Can siege | Yes |
The Catapult is a ranged siege engine built at the Siege Workshop. It fires from 9 m and deals full damage to buildings.
Combat
- Damage per hit: 10, before the target's armour. The target subtracts its armour from each hit, and every hit deals at least 1 (see Damage types).
- Attack cooldown: 5 seconds between attacks (about 2.0 damage per second before armour).
- Range: 9 m. Range is measured to the edge of the target, not its centre, so a unit standing against a large building is in range of it.
- Ranged: yes. The damage is applied at the moment the attack fires; the projectile that flies to the target is a visual effect, so a shot cannot miss once it is fired.
- Against buildings: full damage. Siege units are exempt from the 25% building-damage reduction that applies to other units.
- Auto-engage radius: 9 m. On the Aggressive stance, a unit looks for enemies on its own out to 9 m or its own range, whichever is larger.
- Sight: at least 15 m. Every unit sees at least its range plus 2 m, so it is never firing at something its side cannot see.
- Bonuses: its attack is raised by the owner's Combat Offense Discipline. No Calling damage bonus applies to the siege role.
- Damage type: Siege. In the current build the damage type is a label shown on the unit panel; it does not change the damage dealt (see Damage types).
Training
- Trained at: Siege Workshop.
- Cost: 75 gold, 150 wood. The cost is paid when the unit is queued. Cancelling a queued or in-progress unit refunds the full cost.
- Train time: 45 seconds. Training-speed bonuses from the owner's Calling and Disciplines shorten it; no unit trains in under 0.5 seconds.
- Population: 3. Training is refused when living units plus everything already queued in all of the player's buildings, plus this unit, would pass the population cap.
- A building holds at most 5 units in its training queue.
Notes
- Population 3.