miner



Up: Table of Contents    Previous: Unit    Next: Unit    

----- Lays minefields -----

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):
    Can act until -2 ACP left.
    Receives basic allotment of 3 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: 2 into swamp, salt-marsh, desert, forest, mountain, 1 into semi-desert, steppe, plain, river, ford, 99 into sea, lake, ice, 0 into road.
    Needs MP to leave terrain: 0 by default, 99 in sea, lake, 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): 10.
Tech to build: 20.
Tech max: 20.

Construction:
ACP to create: 0 by default, 3 for mine.
    Creation distance max: 0 by default, 1 for mine.
ACP to build: 0 by default, 3 for mine.
Range at which can build: 0 by default, 1 for mine.

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.
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 4 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, 100 storage (100 at start of game), 1 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move
    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.



Up: Table of Contents    Previous: Unit    Next: Unit    


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