frost-gun



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----- Fires extremely cold liquid at enemies -----

Point Value: 1

Notes:
This piece of artillery fires a column of numbing frost at its target. This is especially devastating to fire robots.

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 sea, lake, ice, 0 into road.
    Needs MP to leave terrain: 0 by default, 2 in river.
    Needs MP to traverse terrain: -1 by default, 0 across road.
    Gets up to 1 free MP if needed to finish a move.

Hit Points (HP): 5.
Combat experience (CXP) maximum: 10000.
Construction points (CP): 20.
Tech to build: 80.
Tech max: 80.

Combat:
Can fire (1 ACP), at ranges up to 6.
Hit chances are 50% by default, 75% vs base-1, base-2, base-3, base-4, base-5, base-6, tower, 25% vs choplifter, mothership, spy-plane, helicopter, bomber, fighter, phoenix, stormcloud, 100% vs wall, mine, ruins.
Hit chances if firing same as for regular combat.
Damage is 2d6 by default, 4d6 vs air, stormcloud, 7d6 vs fire, 7d4 vs water, 6d6 vs phoenix.
Damage if firing is 2d6 by default, 4d6 vs air, stormcloud, 7d6 vs fire, 7d4 vs water, 6d6 vs phoenix.
Ammo needed to hit unit: 0 by default, 1 vs ammo, acid, flame, electricity, frost.
Protection of occupants/transport is *1.00 by default, *0.00 for mine, rocket, orb, acid-ball, firebomb, magma-drill.
Becomes small-wreck 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.
Vision is line-of-sight.
Chance to see if adjacent is 200% by default, 10% for spy-plane, stormcloud, 5% for submarine, mine, 100% for ankheg.
Chance to see in general is 100% by default, 5% for submarine, ankheg, mine, 10% for spy-plane, stormcloud.

Material Handling:
    fuel, 40 storage (40 at start of game), 1 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move
    ammo (none)
    metal, 2 used to add 1 CP
    acid (none)
    flame (none)
    electricity (none)
    frost, 40 storage, 1 (ammo) consumed per attack, 1 (ammo) consumed when firing
    meteors (none)
    scrap (none)
    food (none)


Fate if side loses: 100% chance to revolt.

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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