Ruins



Up: Table of Contents    Previous: World    Next: Unit    

----- The gutted remnants of a town or city. -----

Notes:
The remnants of a town or city, now crumbling. Can be used as a crude base and hideout by land forces.

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):
    Is always immobile.

Hit Points (HP): 10.
Vanishes if in: false by default, true for sea, coastal waters, barrier.
Generic capacity for units is 1.
Relative sizes of occupants: 1000 by default, 1 for Infantry, Mech Infantry, Cavalry, Armor, Marines, Paratroopers, Artillery, AA Battery, Field HQ, Germinator, Engineers, Cargo Planes, Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, Spy Planes.
Maximum number of occupants: 0 by default, 1 for Infantry, Mech Infantry, Cavalry, Armor, Marines, Paratroopers, Artillery, AA Battery, Field HQ, Germinator, Engineers.
Exerts ZOC out to: -1 for all unit types.
Construction points (CP): 0.

Combat:
Hit chances are 0% vs all unit types.
Damage is 0 vs all unit types.
If attacked, effect of own terrain is *1.00 by default, *0.25 in forest, mountains, glaciers.
Ammo needed to hit unit: 0 by default, 1 vs c, f1, f2.
Combat never reduces defender's HP below 0 by default, 10 vs Ruins, 6 vs Minefield, Sea Mines, 4 vs Shipwreck.
Protection of occupants/transport is *5.00 for Sea Transports, Torpedo Boats, Patrol Ship, Destroyer, Frigate, Cruiser, Command Cruiser, Battleship, Escort Carrier, Light Carrier, Fleet Carrier, Submarine, Cargo Planes, Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, Spy Planes, *1.00 for Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Base, Sea Base, Shipwreck, Minefield, Sea Mines, *0.50 for Mech Infantry, Cavalry, Armor, Marines, Artillery, AA Battery, Field HQ, Germinator, Engineers, *0.10 for Infantry, Paratroopers.
Combat effectiveness as occupant is 0% in all unit types.

Other Actions:
Can be disbanded (1 ACP), losing 1 HP per action.

Vision:
0% chance to be seen at outset of game.
0% chance to be seen at outset of game if independent.
Always seen 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 0% for all unit types.

Material Handling:
    c (none)
    f1 (none)
    f2 (none)
    r (none)
    v (none)
    h (none)
    e (none)
    m (none)
    s, 10 storage (10 at start of game)
    p (none)


Fate if side loses: 100% chance to vanish.

AI Attributes:
    Can build advanced units.
    Considered to be an immobile facility.
    Requires >= 50 accessible, liquid cells to build naval units.
    Range within which enemies will cause an alert is 6.
    Basic tactical computation range is 12.



Up: Table of Contents    Previous: World    Next: Unit    


File produced by Xcscribe for Xconq version 7.5pre (July 2004).