Weapons · 1
| Family | Fire cycle | Damage per second |
|---|---|---|
| Projectile | 5.2 s | 57.7 vs infantry · 28.8 vs vehicles · 34.6 vs buildings |
Damage per second = damage ÷ fire cycle, computed by the build script.
What it is
Scorpio’s description states “Wasteland artillery. Simple and straightforward. Average performance.” In build 23882143, it costs 200 minerals and 15 population, with 180 base hit points. The linked projectile attack has base range 10, a separate bonus of 50 and minimum range 7. These fields do not certify a single effective battlefield reach. The raw links also include Forced fire and tracked movement. Compare firing state, visibility and the route for repositioning before fielding the artillery; its modest description does not establish that it has no defensive value or that any nearby enemy is safe.
Where it comes from
The phrase “Average performance” is part of Scorpio’s official description in build 23882143. It is an editorial description rather than a comparison protocol against every other artillery piece. Fire and gas coefficients are both 0.30, without a documented damage formula. Base health 180 matches Rafa’s, but their attacks, cycles and movement differ. Read the mercenary and artillery pages when comparing their roles; matching a health field does not establish a shared counter, equal durability in every exchange or a development history behind the description.
How it is actually used
The calculated cycle is 5.2 seconds, with building output 34.6 damage per second before protection. Base health is 180; choose a firing position with a route and support rather than relying on a summed range claim. Minimum range 7 is one constraint alongside the separate range bonus and visibility checks. Infantry output is 57.7, a different target-category calculation. Forced fire supplies a separate command, while the attack cannot fire on the move. Read the artillery and weapon pages before assigning a target solely from the artillery label.
How to beat it
The potential health total 230 includes extra capacity that starts empty. Minimum range 7 does not prove that every close approach is safe from the rest of the enemy position. Fire and gas coefficients 0.30 are defensive settings without a damage formula; base health is 180. The calculated cycle of 5.2 seconds is also not a guarantee that a force survives the crossing intact. Compare escorts, visibility and the weapon that can reach the firing position. The owner needs support and a route to reposition, while an attacker needs a feasible approach rather than a universal damage-type prescription.
Values read from game files · version 23882143