About: Pillbox   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

The Pillbox is a defense which is extremely powerful against Infantry. It is also effective against lightly armored vehicles, yet weak against heavily armored vehicles such as medium tanks or heavy tank. The Pillbox has to be manned by a single infantry unit. When constructed, a single rifleman will be inside. However, he can be replaced with Tanya for enhanced effectiveness. The pillbox will stay functional even in low power mode. The camo pillbox is a cloaked variation of the pillbox

AttributesValues
rdfs:label
  • Pillbox
rdfs:comment
  • The Pillbox is a defense which is extremely powerful against Infantry. It is also effective against lightly armored vehicles, yet weak against heavily armored vehicles such as medium tanks or heavy tank. The Pillbox has to be manned by a single infantry unit. When constructed, a single rifleman will be inside. However, he can be replaced with Tanya for enhanced effectiveness. The pillbox will stay functional even in low power mode. The camo pillbox is a cloaked variation of the pillbox
  • Attack-0,Defense-3,Move-0. Only 1 can be built in an area each turn, but an factory is not required.
  • The Pillbox is a heavily defended bunker available to all nations in Endless War Defense. Is is manned by three men and fires .50 caliber bullets. It does heavy damage to infantry, and trucks, and does medium damage to tanks. It does little to no damage against heavy tanks, though. Each nation has a slightly diffrent weapon on each kind of pillbox.
  • Pillboxes exist in the PvP Zone of Recluse's Victory. Each Pillbox represents a space/time focal point whose capture will dramatically alter the surrounding zone. Pillboxes have four turrets located at each of the cross-shaped corners that start out as Pop Up Anti-Personnel Guns. Once all four Pop Up Turrets are defeated, the player can head to the center of the Pillbox and activate the control panel. Once the capture process (which can be interrupted) is successfully completed, the four corners of the Pillbox convert to two different sets of two missile Turrets. Control of the missile Turrets passes to the player - the Turrets can be controlled by all Archetypes by the /petcom commands, but for a Mastermind, the Turrets appear in the Pets window, complete with inherent powers.
sameAs
dcterms:subject
Air
  • No
Requires
dbkwik:cityofheroe...iPageUsesTemplate
dbkwik:cnc/property/wikiPageUsesTemplate
dbkwik:openra-red-...iPageUsesTemplate
dbkwik:paragon/pro...iPageUsesTemplate
Energy
  • -15(xsd:integer)
Similar
deploy
  • 1(xsd:integer)
Cost
  • 600(xsd:integer)
Build
  • 15.0
wikipage disambiguates
abstract
  • Pillboxes exist in the PvP Zone of Recluse's Victory. Each Pillbox represents a space/time focal point whose capture will dramatically alter the surrounding zone. Pillboxes have four turrets located at each of the cross-shaped corners that start out as Pop Up Anti-Personnel Guns. Once all four Pop Up Turrets are defeated, the player can head to the center of the Pillbox and activate the control panel. Once the capture process (which can be interrupted) is successfully completed, the four corners of the Pillbox convert to two different sets of two missile Turrets. Control of the missile Turrets passes to the player - the Turrets can be controlled by all Archetypes by the /petcom commands, but for a Mastermind, the Turrets appear in the Pets window, complete with inherent powers. A Dampening Field is also set up around any player in the center (not just the controlling player), preventing offensive teleporting (Teleport Foe). Should the controlling player leave the center of the Pillbox, the Turrets revert to a "default" state of Aggressive - that is, they attack all nearby viable targets. To regain control, a player will have to re-activate the center control panel. When either side controls their fourth Pillbox, reinforcements spawn to support the other faction in the form of two to three Signature Heroes/Villains. At the fifth Pillbox another wave of support is spawned if the first set of Signature Heroes/Villains has already been defeated. At the capture of all six Pillboxes for a side, the zone is "won" by that side, and a five minute counter begins. During the five minutes, the winning side can continue to defeat enemy heroes/villains for bonus credit towards their side's Heavy. In the five minute timer, the losing side can defeat opposing heroes/villains to cause an early Dimensional Reversion. After the five minutes (or shorter), all characters get the message "Dimensional Reversion" and the Pillboxes revert to neutral status. All neutral Pop Up Turrets then respawn on all Pillboxes.
  • The Pillbox is a defense which is extremely powerful against Infantry. It is also effective against lightly armored vehicles, yet weak against heavily armored vehicles such as medium tanks or heavy tank. The Pillbox has to be manned by a single infantry unit. When constructed, a single rifleman will be inside. However, he can be replaced with Tanya for enhanced effectiveness. The pillbox will stay functional even in low power mode. The camo pillbox is a cloaked variation of the pillbox
  • Attack-0,Defense-3,Move-0. Only 1 can be built in an area each turn, but an factory is not required.
  • The Pillbox is a heavily defended bunker available to all nations in Endless War Defense. Is is manned by three men and fires .50 caliber bullets. It does heavy damage to infantry, and trucks, and does medium damage to tanks. It does little to no damage against heavy tanks, though. Each nation has a slightly diffrent weapon on each kind of pillbox.
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