# Culling¶

With Ares the culling effect used by naval parasites like Squids can also be applied to conventional warheads. Culling is responsibile for dealing a deadly blow once the victim is below a certain health percentage.

`[Warhead]►Culling.RookieBelowHealth=`

(integer - percentage)

`[Warhead]►Culling.VeteranBelowHealth=`

(integer - percentage)

`[Warhead]►Culling.EliteBelowHealth=`

(integer - percentage)The health a victim unit must fall below to be culled by a hit using this warhead. Use 1 to 100 to represent percentages of full health; use 0, -1, and -2 to represent health states critical/red, damaged/yellow, and healthy/green respectively. Requires

`Culling=yes`

.Defaults to 0 for

`Culling.RookieBelowHealth`

and`Culling.VeteranBelowHealth`

, to -1 for`Culling.EliteBelowHealth`

.The default is the behavior of parasites with

`Culling=yes`

: They cull units with critical health if the firer is rookie or veteran, and also cull damaged units (yellow) if firer is elite.

`[Warhead]►Culling.Chance=`

(integer - percentage)

`[Warhead]►Culling.RookieChance=`

(integer - percentage)

`[Warhead]►Culling.VeteranChance=`

(integer - percentage)

`[Warhead]►Culling.EliteChance=`

(integer - percentage)The chance that a cullable unit is actually culled by a hit using this warhead. Requires

`Culling=yes`

. Defaults to 100 (always).Use

`Culling.Chance`

to set the chance for all veterancy levels.Note

This chance is applied every time damage is dealt using this warhead, not once per victim. That means with 70 there is a 70% chance of culling on the first hit, and a 91% chance of culling the unit on the second hit.

New in version 3.0.