atomic



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----- nuclear fuel unit, or nuclear bomb -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 2 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: 99 into all terrain types.

Hit Points (HP): 1.
Dedicated space for units: 0 by default, 1 for radar.
Maximum number of occupants: -1 by default, 2 for missile, 1 for atomic.
Construction points (CP): 30.
Tech to build: 375.
Tech max: 375.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 100% vs all unit types.
Damage is 60 vs all unit types.
If attacked, ACP to defend is 0 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs ammo.
Can detonate self (1 ACP).
Detonation damage at ground zero is 0 for all unit types.
Detonation damage to adjacent units is 0 for all unit types.
Range of detonation effect on units is 0 for all unit types.
Loses 0 HP per detonation.

Other Actions:
Can be given to another side (1 ACP).
Can be disbanded (1 ACP).

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.

Material Handling:
    fuel, 20 basic production, 10 storage, 1 basic consumption, 1 consumed per move, receive from up to 1 cells away
    ammo, 10 storage, 1 (ammo) consumed per attack, receive from up to 1 cells away
    people (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).