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Cyborg

Lets a standing soldier survive a killing hit and crawl on, and exposes it to EM pulses.

Specification
Applies to
InfantryType
File
rules.ini
Section
[<ObjectType ID>]
Value
boolean
When omitted
no

A standing cyborg is not killed by damage that would take it to zero strength. Instead:

  • its strength is set to a quarter of its Strength, and never below 1;
  • InfantryExplode plays at its position;
  • it drops prone and starts to crawl.

The hit counts as a drop into condition red, not as a kill, so nothing that reacts to a destruction sees one.

A prone cyborg gets no reprieve. The next killing hit plays InfantryExplode and removes the soldier at once, with no death animation and no corpse. The exception is a cyborg knocked off a height that dies just above water, which leaves a splash instead. InfantryExplode lists the order of these cases.

Forced damage, such as Tiberium damage to a soldier standing in it, skips the reprieve even for a standing cyborg. The soldier is removed at once and leaves no corpse. A warhead with InfDeath 3, 4 or 5 still plays its death animation, and a laser fence kill plays the electrocution animation. InfantryExplode also plays if the soldier was falling.

A human player’s prone infantry normally stands and runs when ordered twice to the same destination. A cyborg does not, so it crawls the whole way. A Fraidycat=yes soldier is excluded the same way.

A cyborg stands up again only as its fear wears off. A type that sets Fearless=yes never gains fear, so after the reprieve it crawls until it dies. A cyborg type without Fearless=yes gains fear from hits like other infantry. Fear can drop it prone, and a killing hit on it then gets no reprieve. It stands up once its fear falls low enough, and a standing cyborg can survive another killing hit.

With BerzerkAllowed=yes in [CombatDamage], a cyborg can go berserk once, on a hit that takes it below half strength, and then switches to Area Guard. BerzerkAllowed covers which hits count. A berserk soldier ignores allegiance when it picks targets.

A cyborg is the only infantry an EM pulse stuns.

Cyborg=yes is the only way to give an InfantryType damage sparks.

It also selects a lower starting CollateralDamageCoefficient for the type, except on the first rules layer that names the section. That key’s page gives both values. A section that writes CollateralDamageCoefficient gets that value only on that rules layer, so repeat the key in every rules file that names the section.