War



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----- Removes peace borders. -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 1 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: 1 by default, 99 into ice, neutral, peace1-political-border, peace2-political-border, peace3-political-border, 0 into war-political-border.

Hit Points (HP): 1.
Vanishes if in: false by default, true for neutral.

Combat:
Hit chances are 0% by default, 20% vs spec ops.
Damage is 0 by default, 2d10 vs Civilian Air Fleet, 2d8 vs Military Air Transport Fleet.
Ammo needed to hit unit: 0 by default, 1 vs Materiel.
Can detonate self (1 ACP).
100% chance to detonate if destroyed in combat.
Chance of accidental detonation: 50% in all terrain types.
Detonation damage at ground zero is 0 by default, 100 for War.
Detonation damage to adjacent units is 0 by default, 100 for War.
Range of detonation effect on units is 5 for all unit types.
Chance of detonation damage to terrain is 0 by default, 100 for peace1-political-border, peace2-political-border, peace3-political-border.
Range of detonation effect on terrain is 0 by default, 5 for peace1-political-border, peace2-political-border, peace3-political-border.
Always destroyed by detonation.
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.

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 other units at own location.
Chance to see if in same cell is 100% by default, 0% for Spy Satellite, The American Mainland, Military Aid.

Material Handling:
    Industry (none)
    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, receive from up to 3 cells away

Required advances to build: None.


Fate if side loses: 20% chance to vanish.

AI Attributes:
    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 12.



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