Sea Mines



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----- Blows up ships. -----

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 1 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: 1000 by default, 1 into sea, coastal waters, lake.
    Needs MP to leave terrain: 1000 in all terrain types.
    MP to enter unit: 1000 into all unit types.

Hit Points (HP): 6.
Vanishes if in: true by default, false for sea, coastal waters, lake, river, road.
Exerts ZOC out to: 0 by default, -1 for Cargo Planes, Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, Spy Planes.
Construction points (CP): 4.

Combat:
Hit chances are 0% vs all unit types.
Damage is 0 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs c, f1, f2.
Can detonate self (1 ACP).
Chance to detonate upon being hit: 100% for all unit types.
Will detonate upon approach within range: -1 by default, 0 for Sea Transports, Torpedo Boats, Patrol Ship, Destroyer, Frigate, Cruiser, Command Cruiser, Battleship, Escort Carrier, Light Carrier, Fleet Carrier, Submarine.
Detonation damage at ground zero is 0 by default, 1d3+1 for Sea Transports, Torpedo Boats, Patrol Ship, Destroyer, Frigate, Cruiser, Command Cruiser, Battleship, Escort Carrier, Light Carrier, Fleet Carrier, Submarine.
Detonation damage to adjacent units is 0 for all unit types.
Range of detonation effect on units is 0 for all unit types.
Loses 1 HP per detonation.
Combat never reduces defender's HP below 0 by default, 10 vs Ruins, 6 vs Minefield, Sea Mines, 4 vs Shipwreck.
Combat effectiveness as occupant is 0% in all unit types.

Other Actions:
Can be disbanded (1 ACP), losing 2 HP per action.

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 other units at own location.
Chance to see if in same cell is 100% by default, 0% for Submarine, Minefield, Sea Mines, 30% for Spy Planes.

Material Handling:
    c, 5 used in creation, 2 used to add 1 CP, 200 used to restore 1 HP
    f1 (none)
    f2 (none)
    r (none)
    v (none)
    h (none)
    e (none)
    m (none)
    s, 2 used in creation, 2 used to add 1 CP, 200 used to restore 1 HP
    p (none)


Fate if side loses: 100% chance to vanish.

AI Attributes:
    Considered to be a mobile naval unit.
    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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