Difference between pages "Scorpion" and "Scorcher"

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The '''{{PAGENAME}}''' is an all-terrain cloaked infiltration strider from the [[Strider Hub]].{{Autoinfobox zkunit
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The '''{{PAGENAME}}''' is a raider rover from the [[Rover Assembly]].{{Autoinfobox zkunit
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}}==Description==
 
}}==Description==
The Scorpion paralyzes enemies with its lightning sting and then chews them up with its particle beam claws. Its tough carapace shrugs off most enemy fire, and can also turn the Scorpion transparent.
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Capable of taking damage and dishing it out, the Scorcher is a versatile unit that remains very useful for more than just raiding, though it pays the price in manueverability and in cost. Though able to hold its own in combat, it is no match for anti-swarm and riot units or defenses. The Scorcher's heatray deals more damage up close.
 
 
== Tactics and Strategy ==
 
With its stealthiness, ability to climb walls, and high-[[Abbreviations#A|alpha]] stun ability, the Scorpion makes an excellent late-game ambush unit, especially on hilly maps, where it is capable of approaching enemy assets from unexpected angles. Use Scorpions to take out artillery/support, lone heavy targets or to stun out particularly clustered enemy armies like shield balls.
 
 
 
They're, ultimately, expensive, sluggish units with a short range, that can easily be overrun by a force of spread-out raiders. It's recommended to have some support to cover them when they reveal themselves and dish out damage to their stunned targets. If what you want is to punch right through the enemy's main forces, there are better Striders for that, like the [[Dante]] or the [[Paladin]].
 
 
 
The Scorpion's multi-stunner special ability is able to paralyze other heavy units that it sneaks up to, including Striders of similar weight like Dantes, [[Funnelweb]]s, [[Merlin]]s, and other Scorpions, which a single Scorpion is sufficient to paralyze. Paladins and [[White Dragon]]s can be paralyzed with 3 or 4 Scorpions. This makes the Scorpion an effective anti-heavy/anti-Strider unit.
 
  
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Retreating from enemy raiders can allow the Scorcher to deal damage safely since it outranges and outspeeds most of its peers. The heatray damage is normally very poor at maximum range, but the projectile does not have to travel as far if an enemy unit is chasing the Scorcher, resulting in a much higher amount of damage being dealt. This can allow a group of Scorchers to harass enemy units that they cannot engage into directly so long as they make sure they can always retreat before the enemy closes in.
  
 
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{{Navbox units}}
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[[Category:Raiders]]

Latest revision as of 22:19, 7 October 2025

The Scorcher is a raider rover from the Rover Assembly.

Scorcher
(vehraid)
Raider Rover
Scorcher vehicleraider
Stats
Cost 130
Hit Points 480
Mass 117
Movement Speed (elmo/s) 111
Turn Rate (deg/s) 185
Vision Radius (elmo) 560
Transportable Light
Weapons
Heat Ray
Damage 30
Reload Time (s) 0.1
Damage per Second 300
Range (elmo) 262
Projectile Speed (elmo/s) 491
Damage falls off with range

Description

Capable of taking damage and dishing it out, the Scorcher is a versatile unit that remains very useful for more than just raiding, though it pays the price in manueverability and in cost. Though able to hold its own in combat, it is no match for anti-swarm and riot units or defenses. The Scorcher's heatray deals more damage up close.

Retreating from enemy raiders can allow the Scorcher to deal damage safely since it outranges and outspeeds most of its peers. The heatray damage is normally very poor at maximum range, but the projectile does not have to travel as far if an enemy unit is chasing the Scorcher, resulting in a much higher amount of damage being dealt. This can allow a group of Scorchers to harass enemy units that they cannot engage into directly so long as they make sure they can always retreat before the enemy closes in.