bridge
Up: Table of Contents Previous: Unit Next: Unit
----- serves as something units can walk over -----
Point Value: 100
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 into all terrain types.
MP to enter unit: 0 by default, 1 into destroyer, submarine, sea mines, transport ship, carrier, battleship.
MP to leave unit: 0 by default, 1 in destroyer, submarine, sea mines, transport ship, carrier, battleship.
Hit Points (HP): 2.
Vanishes if in: false by default, true for sea, shallows.
Generic capacity for units is 2.
Relative sizes of occupants: 1 by default, 99 for radar, land fortifications, bridge, base, village, town, city, 6 for carrier, battleship, 4 for destroyer, submarine, 2 for airlifter, bomber, 5 for transport ship.
Dedicated space for units: 40 by default, 0 for land fortifications, bridge, base, village, town, city.
Maximum number of occupants: 40 by default, 0 for land fortifications, bridge, base, village, town, city.
Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 0% by default, 100% vs missile, atomic.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs ammo.
Protection of occupants/transport is *1.00 by default, *0.99 for infantry, armor, Special Forces, jeep, mech infantry, engineers, bolo.
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, 1 basic production, 50 storage, receive from up to 2 cells away, send up to 1 cells away
ammo, 1 basic production, 10 storage, 1 (ammo) consumed per attack, receive from up to 2 cells away, send up to 1 cells away
people, 1 storage, receive from up to 4 cells away, send up to 2 cells away
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.
Up: Table of Contents Previous: Unit Next: Unit
File produced by Xcscribe for Xconq version 7.5pre (July 2004).