radar



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----- fixed radar station - has a long-range view -----

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): 100.
Vanishes if in: false by default, true for wasteland.
Construction points (CP): 20.

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 8 cells away.
Chance to see in general is 100% by default, 0% for infantry, motor-infantry, mech-infantry, marines, security, cavalry, light-armor, armor, heavy-armor, artillery, light-artillery, heavy-artillery, mech-artillery, aa, supply, engineers, mech-engineers, mobile-radar.

Material Handling:
    food (none)
    sh (none)
    gun (none)
    pet, 1 consumed per move, receive from up to 2 cells away, send up to 1 cells away
    iron (none)
    dust (none)
    gold (none)
    oil (none)
    lcm (none)
    hcm (none)
    rad (none)
    education (none)
    happiness (none)
    civ, builder needs 1 to build, receive from up to 1 cells away, send up to 1 cells away
    mil, needs 1 (weapons or equipment) to attack, receive from up to 1 cells away, send up to 1 cells away
    uw (none)


Fate if side loses: 100% chance to vanish.

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