Special Forces
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----- special infiltration units -----
Point Value: 1
Side Attributes:
Can belong to the following sides: .
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: 1 by default, 99 into sea, shallows, 2 into mountains, ice.
Hit Points (HP): 2.
Vanishes if in: false by default, true for sea, shallows.
Generic capacity for units is 1.
Relative sizes of occupants: 99 by default, 1 for missile, atomic.
Maximum number of occupants: -1 by default, 2 for missile, 1 for atomic.
Construction points (CP): 12.
Tech to build: 160.
Tech max: 160.
Construction:
ACP to create: 0 by default, 1 for base.
ACP to build: 0 by default, 1 for base.
Can build at own location.
ACP to toolup: 1 for all unit types.
TP/toolup action: 1 for all unit types.
TP to build: 0 for all unit types.
TP max: 0 for all unit types.
Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 20% vs transport ship, bolo, city, 100% vs missile, atomic, 65% vs infantry, 40% vs land fortifications, village, 30% vs engineers, town, 10% vs airlifter, destroyer, 90% vs radar, 80% vs jeep, 70% vs bridge, 60% vs armor, 55% vs base, 50% vs Special Forces, 35% vs mech infantry, 15% vs sea mines, 12% vs submarine, 9% vs bomber, 7% vs fighter, 4% vs battleship, 3% vs spy plane, 1% vs carrier.
Damage is 1 by default, 2 vs land fortifications, bridge, base, village, town, city.
Ammo needed to hit unit: 0 by default, 1 vs ammo.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 20% vs airlifter, town, 15% vs bomber, submarine, 10% vs land fortifications, city, 4% vs carrier, battleship, 70% vs bridge, 60% vs base, 30% vs village, 26% vs transport ship, 22% vs jeep, 18% vs atomic.
Other Actions:
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, 2 basic production, 20 storage, 1 basic consumption, times 0% if occupant, 1 consumed per move, receive from up to 1 cells away
ammo, 20 storage, 1 (ammo) consumed per attack, receive from up to 1 cells away
people, 1 storage, builder needs 1 to build
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).