Units
Here is a (so far incomplete) list of units, including some of the basic data about each:
Team units
| Name | image | build points | hp | move | actions | range | damage | armor | death damage / range | description |
| Executive | . | n/a | 10 | 4 | 2 | 4 | 2-4 | 0 | 1-5 / 1.5 | He looks passive enough, but he has a laser pistol that can hit quickly at close range. He’s a keen shot (you don’t have depth perception for nothing). However, if your Executive is dead, you lose. Keep him alive at all costs! (And keep your distance when you kill one—they are sore losers and self-destruct while dying.) |
| Firebot | . | 5 | 9 | 3 | 1 | 5 | 3-4 | 2 | 1-5 / 1.5 | A heavily-armored robot that moves slowly but packs a giant wallop in a single fireball blast per turn that can fill rooms. Firebots can shoot through soft targets and living things, including doors, crates, and enemies. Firebots explode on death as well. |
| Max | . | 4 | 10 | 3 | 3 | 5 | 1 | 1 | – | Hulking fellow who fires a machine gun with explosive shells. Fires three shells per turn that spread out to do 1 point of splash damage (oh, that razor sharpnel!). Damage is low. Medium armor, slow moving. Max unfortunately can hit himself easily if he shoots at an adjacent unit. |
| Snipey | . | 3 | 8 | 4 | 1 | 7 | 1-6 | 1 | – | Long-range infantry—-one shot, highly random damage, lightly armored. |
| Puffer | . | 2 | 12 | 5 | 1 | 1.5 | 4 | special | – | Appearing as cute pets, these are actually vicious creatures who move lightning fast and do a lot of damage with their razor teeth at hand-to-hand range. Puffers take only 1 point of damage from the death of anything that they attacked on this order. |
| Miner | . | 1 | 9 | 4 | 1 | 1.5 | 2/special | 0 | – | When there is nothing in the space the Miner is attacking, he instead lays a new mine in that location. Miners can step on mines of their own color without setting them off. Mines are deadly to everyone but other miners on the same team. Miners may not use opportunity fire. |
| Mine | . | n/a | 1 | 0 | 0 | 0 | 3-6 | 0 | 3-6 / .5 | A mine is destroyed by stepping on it or shooting it. When destroyed, a mine does 3 to 6 points against anything occupying that square. This means that, while a Miner can stand on his own mine, it is not very safe to do so. |
| Flag | . | . | 5, 10, 20 | 0 | 0 | n/a | n/a | 0 | – | . |
See also CircleOfDeath
Neutral destructible units:
| Name | Image | Description/Behavior |
| Door | . | A 1hp obstacle that a LGG must shoot first before moving through. Doors are “soft” objects, which means a firebot blast goes through it. |
| Cracked wall | . | Functionally just like a door. |
| Hardened door | . | A 5hp obstacle that a LGG must shoot and destroy before moving through. Firebot blasts do not go “through” hardened doors. Includes locked doors, steel doors, castle gates, steel plates. |
| Sheep | . | |
| Crate | . | |
| Nuclear Crate | . | |
| Checkered flag | . | |
| Mine | . |
Indestructible units:
| Name | Image | Description/Behavior |
| Wall | . | LGG can’t walk, see, or shoot through walls, though note that a Max blast centered on a wall will hit targets on the other side of the wall. Includes solid brick walls of all colors and hedges. |
| Window | . | LGG are too lazy to climb through windows, but will shoot through them. |
| Foliage | . | LGG can see through foliage, but can’t shoot through it (with the exception of firebots). Includes trees and cacti. |
| Water | . | LGG can’t swim. Firebots cannot shoot over water. On some scripted maps, water floods the map. |


Comments
Sep 18, 2009 – looking at version 9
How much damage does a mine do? The health points are missing? What does special armour mean for the puffer? Nuclear crate could be a bit better explained… ;)