Concentrated Defense Network



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----- Specially hardened ADN, no more effective but more resilient. -----

Point Value: 20

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 6 new ACP per turn.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 1 ACP per move.
    Needs MP to enter terrain: 99 by default, 6 into desert, land, forest, mountains, 1 into swamp, river, road, 0 into war-political-border, -99 into beach.
    Needs MP to leave terrain: 0 by default, 99 in sea, shallows.

Hit Points (HP): 25.    Recovers by 5 HP each turn.
Vanishes if in: false by default, true for sea, shallows, ice, neutral.
Exerts ZOC out to: 0 by default, -1 for Spy Satellite.
MP to enter ZOC: 0 by default, -1 for Surface Fleet (G), Carrier Group (G), Improved Carrier Group (G), Advanced Carrier Group (G), Coastal Surface Fleet, Coastal Sub, Sub, Spy Satellite, The American Mainland, Military Aid, War, Tactical Nuclear Missile, Medium Range Nuclear Missile, Intercontinental Nuclear Missile, Intercontinental Multi-Warhead Nuclear Missile, Wrecked Surface Fleet, Understrength Surface Fleet, Reinforced Surface Fleet, Surface Fleet (R), Wrecked Carrier Group, Understrength Carrier Group, Carrier Group (R), Reinforced Carrier Group, Wrecked Improved Carrier Group, Understrength Improved Carrier Group, Improved Carrier Group (R), Reinforced Improved Carrier Group, Wrecked Advanced Carrier Group, Understrength Advanced Carrier Group, Advanced Carrier Group (R), Reinforced Advanced Carrier Group.
MP to traverse ZOC: -1 by default, 0 for Surface Fleet (G), Carrier Group (G), Improved Carrier Group (G), Advanced Carrier Group (G), Coastal Surface Fleet, Coastal Sub, Sub, Spy Satellite, The American Mainland, Military Aid, War, Tactical Nuclear Missile, Medium Range Nuclear Missile, Intercontinental Nuclear Missile, Intercontinental Multi-Warhead Nuclear Missile, Wrecked Surface Fleet, Understrength Surface Fleet, Reinforced Surface Fleet, Surface Fleet (R), Wrecked Carrier Group, Understrength Carrier Group, Carrier Group (R), Reinforced Carrier Group, Wrecked Improved Carrier Group, Understrength Improved Carrier Group, Improved Carrier Group (R), Reinforced Improved Carrier Group, Wrecked Advanced Carrier Group, Understrength Advanced Carrier Group, Advanced Carrier Group (R), Reinforced Advanced Carrier Group.
Combat experience (CXP) maximum: 300.
Construction points (CP): 10.

Combat:
Can fire (3 ACP), at ranges up to 6.
Hit chances are 0% by default, 20% vs spec ops.
Hit chances if firing are 0% by default, 45% vs Air Wing (G), Carrier Air Wing (G), Wrecked Air Wing (G), Understrength Air Wing (G), Reinforced Air Wing (G), Wrecked Air Wing (R), Understrength Air Wing (R), Air Wing (R), Reinforced Air Wing (R), Wrecked Air Wing (V), Understrength Air Wing (V), Air Wing (V), Reinforced Air Wing (V), Wrecked Air Wing (C), Understrength Air Wing (C), Air Wing (C), Reinforced Air Wing (C), Wrecked Air Wing (E), Understrength Air Wing (E), Air Wing (E), Reinforced Air Wing (E), Wrecked Carrier Air Wing (G), Understrength Carrier Air Wing (G), Reinforced Carrier Air Wing (G), Wrecked Carrier Air Wing (R), Understrength Carrier Air Wing (R), Carrier Air Wing (R), Reinforced Carrier Air Wing (R), Wrecked Carrier Air Wing (V), Understrength Carrier Air Wing (V), Carrier Air Wing (V), Reinforced Carrier Air Wing (V), Wrecked Carrier Air Wing (C), Understrength Carrier Air Wing (C), Carrier Air Wing (C), Reinforced Carrier Air Wing (C), Wrecked Carrier Air Wing (E), Understrength Carrier Air Wing (E), Carrier Air Wing (E), Reinforced Carrier Air Wing (E), Advanced Fighter Squadron (V), Advanced Fighter Squadron (C), Advanced Fighter Squadron (E), 95% vs Civilian Air Fleet, 85% vs Military Air Transport Fleet, 19% vs Advanced Fighter Squadron.
Damage is 0 by default, 2d10 vs Civilian Air Fleet, 2d8 vs Military Air Transport Fleet.
Damage if firing is -1 by default, 2d6 vs Air Wing (G), Carrier Air Wing (G), Wrecked Air Wing (G), Understrength Air Wing (G), Reinforced Air Wing (G), Wrecked Air Wing (R), Understrength Air Wing (R), Air Wing (R), Reinforced Air Wing (R), Wrecked Air Wing (V), Understrength Air Wing (V), Air Wing (V), Reinforced Air Wing (V), Wrecked Air Wing (C), Understrength Air Wing (C), Air Wing (C), Reinforced Air Wing (C), Wrecked Air Wing (E), Understrength Air Wing (E), Air Wing (E), Reinforced Air Wing (E), Wrecked Carrier Air Wing (G), Understrength Carrier Air Wing (G), Reinforced Carrier Air Wing (G), Wrecked Carrier Air Wing (R), Understrength Carrier Air Wing (R), Carrier Air Wing (R), Reinforced Carrier Air Wing (R), Wrecked Carrier Air Wing (V), Understrength Carrier Air Wing (V), Carrier Air Wing (V), Reinforced Carrier Air Wing (V), Wrecked Carrier Air Wing (C), Understrength Carrier Air Wing (C), Carrier Air Wing (C), Reinforced Carrier Air Wing (C), Wrecked Carrier Air Wing (E), Understrength Carrier Air Wing (E), Carrier Air Wing (E), Reinforced Carrier Air Wing (E), Advanced Fighter Squadron (V), Advanced Fighter Squadron (C), Advanced Fighter Squadron (E), 2d10 vs Civilian Air Fleet, 2d8 vs Military Air Transport Fleet, 1d6 vs Advanced Fighter Squadron.
Ammo needed to hit unit: 0 by default, 1 vs Materiel.
Combat never reduces defender's HP below 0 by default, 1 vs The American Mainland, Military Aid, Major Shipyard and Port, Minor Drydock and Port, Ruins, Levelled City, Levelled Major City, Levelled Aerospace Facility, Levelled Industrial Center.
Combat effectiveness as occupant is 0% by default, 100% in Ruins, Levelled City, Heavily Damaged City, Damaged City, City, Levelled Major City, Heavily Damaged Major City, Damaged Major City, Major City, Levelled Aerospace Facility, Heavily Damaged Aerospace Facility, Damaged Aerospace Facility, Aerospace Facility, Levelled Industrial Center, Heavily Damaged Industrial Center, Damaged Industrial Center, Industrial Center.
Becomes Air Defense Network (G) when destroyed.

Vision:
0% chance to be seen at outset of game.
0% chance to be seen at outset of game if independent.
Not always seen even if terrain has been seen.
Occupants not seen even if unit has been seen.
Can see units up to 6 cells away.
Chance to see if in same cell is 100% by default, 0% for Spy Satellite, The American Mainland, Military Aid.
Chance to see if adjacent is 100% by default, 0% for Spy Satellite, The American Mainland, Military Aid, 20% for spec ops, Pave Low Heli, 30% for Coastal Sub, 10% for Sub.
Chance to see in general is 80% by default, 0% for Coastal Sub, Sub, Spy Satellite, The American Mainland, Military Aid, spec ops, Pave Low Heli, 5% for Paramilitary Band, Grizzled Partisans, Irregular Corps.

Material Handling:
    Industry, 1 basic consumption, 17 used in creation, receive from up to 1 cells away, send up to 1 cells away
    Electronics (none)
    Manpower (none)
    Tech (none)
    X (none)
    Materiel, 2 basic production, 15 storage (15 at start of game), 1 consumed per move, 2 (ammo) consumed per attack, 1 (ammo) consumed when firing, 15 used in creation, receive from up to 3 cells away

Required advances to build: None.


Fate if side loses: 20% chance to vanish.

AI Attributes:
    Considered to be a mobile ground unit.
    Requires >= 30 accessible, liquid cells to build naval units.
    Requests a total wartime garrison of 1 units.
    Range within which enemies will cause an alert is 6.
    Basic tactical computation range is 20.



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