Cyborg
Lets a standing soldier survive a killing hit and crawl on, and exposes it to EM pulses.
- Applies to
- InfantryType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- boolean
- When omitted
no
Surviving a killing hit
Section titled “Surviving a killing hit”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 below1; InfantryExplodeplays 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.
Getting up again
Section titled “Getting up again”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.
Other effects
Section titled “Other effects”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.