Intercontinental Nuclear Missile



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----- A strategic weapon, useful against a single military unit or location. -----

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 100 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 ice, neutral, peace1-political-border, peace2-political-border, peace3-political-border, 0 into war-political-border.

Hit Points (HP): 1.
Vanishes if in: false by default, true for neutral.
Generic capacity for units is 1.
Relative sizes of occupants: 99 for all unit types.
Exerts ZOC out to: 1 by default, 0 for Civilian Transport Fleet, Military Transport Fleet, Coastal Sub, Sub, spec ops, Pave Low Heli, Civilian Air Fleet, Military Air Transport Fleet, -1 for Spy Satellite.
Construction points (CP): 10.

Vision:
0% chance to be seen at outset of game.
0% chance to be seen at outset of game if independent.
Always seen if terrain has been seen.
Occupants not seen even if unit has been seen.
Chance to see if in same cell is 100% by default, 0% for Spy Satellite, The American Mainland, Military Aid.
Chance to see if adjacent is 100% by default, 0% for Spy Satellite, The American Mainland, Military Aid, 20% for spec ops, Pave Low Heli, 30% for Coastal Sub, 10% for Sub.

Material Handling:
    Industry (none)
    Electronics (none)
    Manpower (none)
    Tech (none)
    X (none)
    Materiel, 2 basic production, 15 storage (15 at start of game), 1 consumed per move, 2 (ammo) consumed per attack, receive from up to 3 cells away

Required advances to build: None.


Fate if side loses: 20% 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).