mine



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----- Explodes when an enemy steps on it -----

Point Value: 1

Notes:
One of the more sinister strategies to defend one's territory is to lay mines. Anyone who knows where they are can easily avoid them, but any unsuspecting invader who sets off a mine is in for a painful surprise. Care should be taken, however, when laying minefields, as they can turn fertile land into an inhospitable wasteland.

Side Attributes:
    None.

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

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, 0 into road, river, 99 into ice.
    Needs MP to leave terrain: 0 by default, 2 in river.
    Needs MP to traverse terrain: -1 by default, 0 across road.

Hit Points (HP): 1.
Exclusive terrain capacity: 1 for all terrain types.
Combat experience (CXP) maximum: 10000.
Construction points (CP): 3.

Combat:
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.
Damage is 1d6 by default, 1d2 vs phoenix.
Ammo needed to hit unit: 0 by default, 1 vs ammo, acid, flame, electricity, frost.
Can detonate self (1 ACP).
100% chance to detonate if destroyed in combat.
Detonation damage at ground zero is 25 by default, 0 for minesweeper.
Detonation damage to adjacent units is 10 by default, 0 for choplifter, mothership, minesweeper, spy-plane, helicopter, bomber, fighter, phoenix, stormcloud.
Range of detonation effect on units is 1 for all unit types.
Chance of detonation damage to terrain is 25 by default, 0 for sea, lake, desert, mountain, ice.
Range of detonation effect on terrain is 0 for all terrain types.
Always destroyed by detonation.
Protection of occupants/transport is *1.00 by default, *0.00 for mine, rocket, orb, acid-ball, firebomb, magma-drill.

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.
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.

Material Handling:
    fuel, 1 basic consumption, times 0% if occupant
    ammo, 1 (ammo) consumed per attack
    metal, 1 used to add 1 CP
    acid (none)
    flame (none)
    electricity (none)
    frost (none)
    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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