Minefield



Up: Table of Contents    Previous: Unit    Next: Unit    

----- Blows up personnel and vehicles on land. -----

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, 1000 into sea, coastal waters, lake, barrier, river.
    Needs MP to leave terrain: 1000 in all terrain types.
    MP to enter unit: 1000 into all unit types.

Hit Points (HP): 6.
Vanishes if in: false by default, true for sea, coastal waters, lake, barrier.
Exerts ZOC out to: 0 by default, -1 for Cargo Planes, Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, Spy Planes.
Construction points (CP): 4.

Combat:
Hit chances are 0% vs all unit types.
Damage is 0 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs c, f1, f2.
Can detonate self (1 ACP).
Chance to detonate upon being hit: 100% for all unit types.
Will detonate upon approach within range: -1 by default, 0 for Infantry, Mech Infantry, Cavalry, Armor, Marines, Paratroopers, Artillery, AA Battery, Field HQ, Germinator, Engineers.
Detonation damage at ground zero is 0 by default, 1d3+1 for Infantry, Mech Infantry, Cavalry, Armor, Marines, Paratroopers, Artillery, AA Battery, Field HQ, Germinator.
Detonation damage to adjacent units is 0 for all unit types.
Range of detonation effect on units is 0 for all unit types.
Loses 1 HP per detonation.
Combat never reduces defender's HP below 0 by default, 10 vs Ruins, 6 vs Minefield, Sea Mines, 4 vs Shipwreck.
Combat effectiveness as occupant is 0% in all unit types.

Other Actions:
Can be disbanded (1 ACP), losing 2 HP per action.

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 Submarine, Minefield, Sea Mines, 30% for Spy Planes.

Material Handling:
    c, 5 used in creation, 2 used to add 1 CP, 200 used to restore 1 HP
    f1 (none)
    f2 (none)
    r (none)
    v (none)
    h (none)
    e (none)
    m (none)
    s, 2 used in creation, 2 used to add 1 CP, 200 used to restore 1 HP
    p (none)


Fate if side loses: 100% 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 12.



Up: Table of Contents    Previous: Unit    Next: Unit    


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