Fortifications



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----- Trenches, pillboxes, small bunkers, earthworks, etc.... -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Does not act.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Is always immobile.

Hit Points (HP): 20.
Vanishes if in: false by default, true for sea, coastal waters, lake, barrier.
Generic capacity for units is 2.
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.
Dedicated space for units: 0 by default, 1 for Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Spy Planes.
Maximum number of occupants: 0 by default, 2 for Infantry, Mech Infantry, Cavalry, Armor, Marines, Paratroopers, Artillery, AA Battery, Field HQ, Germinator, Engineers, 1 for Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Spy Planes.
Construction points (CP): 8.

Combat:
Hit chances are 0% by default, 100% vs Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Base, Sea Base, Infantry, Mech Infantry, Cavalry, Armor, Marines, Paratroopers, Artillery, AA Battery, Field HQ, Germinator, Engineers.
Damage is 0 by default, 1d2 vs Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, Spy Planes, 1 vs Minefield, Sea Mines, 1d4+1 vs Cargo Planes.
If attacked, effect of own terrain is *1.00 by default, *0.10 in mountains, glaciers, *0.25 in forest.
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, *0.20 for Mech Infantry, Cavalry, Armor, Marines, Artillery, AA Battery, Field HQ, Germinator, Engineers, *0.05 for Infantry, Paratroopers.
Combat effectiveness as occupant is 0% in all unit types.

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.
Chance to see if in same cell is 100% by default, 0% for Submarine, Minefield, Sea Mines, 30% for Spy Planes.
Chance to see if adjacent is 0% by default, 100% for Town, City, Grand Citadel, Metropolis, Capitol, Base, Sea Base, Cargo Planes, 70% for Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, 50% for Ruins.

Material Handling:
    c, 20 storage (20 at start of game), 1 basic consumption, 2 (ammo) consumed per attack, 5 used in creation, 2 used to add 1 CP, 200 used to restore 1 HP, receive from up to 10 cells away, send up to 5 cells away
    f1, 20 storage (20 at start of game), receive from up to 6 cells away
    f2 (none)
    r (none)
    v (none)
    h (none)
    e, 500 used to restore 1 HP
    m (none)
    s, 100 storage (100 at start of game), 1 basic consumption, 3 used in creation, 3 used to add 1 CP, 750 used to restore 1 HP, receive from up to 6 cells away
    p (none)


Fate if side loses: 100% chance to vanish.

AI Attributes:
    Considered to be an immobile facility.
    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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File produced by Xcscribe for Xconq version 7.5pre (July 2004).