Base



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----- Command center, depot, staging point, et cetera. -----

Point Value: 10

Side Attributes:
    None.

Actions and Action Points (ACP):
    Will never exceed 4 ACP.
    Receives basic allotment of 4 new ACP per turn.
    Damage affects ACP.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Is always immobile.

Hit Points (HP): 35.
Vanishes if in: false by default, true for sea, coastal waters, lake, barrier.
Generic capacity for units is 6.
Relative sizes of occupants: 1000 by default, 1 for Infantry, Mech Infantry, Cavalry, Armor, Marines, Paratroopers, Artillery, AA Battery, Field HQ, Germinator, Engineers, Cargo Planes, Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, Spy Planes.
Dedicated space for units: 0 by default, 1 for Cargo Planes, Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, Spy Planes.
Maximum number of occupants: 0 by default, 6 for Infantry, Mech Infantry, Cavalry, Armor, Marines, Paratroopers, Artillery, AA Battery, Field HQ, Germinator, Engineers, Cargo Planes, Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, Spy Planes.
Construction points (CP): 26.

Construction:
ACP to create: 0 by default, 2 for Paratroopers, Cargo Planes, Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, Spy Planes, 4 for Marines, Field HQ.
    Creation distance max: 0 by default, 1 for Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Base, Sea Base, Minefield, Sea Mines.
    CP upon creation: 1 by default, 2 for Minefield, Sea Mines, 4 for Fortifications.
ACP to build: 0 by default, 2 for Paratroopers, Cargo Planes, Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, Spy Planes, 4 for Marines, Field HQ.
    CP added per build: 1 by default, 2 for Minefield, Sea Mines, 4 for Fortifications.
Range at which can build: 0 by default, 1 for Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Base, Sea Base, Minefield, Sea Mines.

Combat:
Can fire (1 ACP), at ranges up to 1.
Hit chances are 100% by default, 0% vs Shipwreck, Sea Transports, Torpedo Boats, Patrol Ship, Destroyer, Frigate, Cruiser, Command Cruiser, Battleship, Escort Carrier, Light Carrier, Fleet Carrier, Submarine, Minefield, Sea Mines, 60% vs Fighters, Escort Fighters, Dive Bombers, Torp Bombers, 80% vs Bombers, 40% vs Spy Planes.
Hit chances if firing same as for regular combat.
Damage is 0 by default, 1d2 vs Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, Spy Planes, 1d6+3 vs Infantry, Paratroopers, AA Battery, Germinator, Engineers, 1d6+1 vs Mech Infantry, Marines, Artillery, Field HQ, 1d4+1 vs Cavalry, Armor, Cargo Planes, 1 vs Minefield, Sea Mines.
Damages if firing same as for regular combat.
If attacked, effect of own terrain is *1.00 by default, *0.25 in forest, mountains, glaciers.
Ammo needed to hit unit: 0 by default, 1 vs c, f1, f2.
Combat never reduces defender's HP below 0 by default, 10 vs Ruins, 6 vs Minefield, Sea Mines, 4 vs Shipwreck.
Protection of occupants/transport is *1.00 for Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Base, Sea Base, Shipwreck, Minefield, Sea Mines, *5.00 for Sea Transports, Torpedo Boats, Patrol Ship, Destroyer, Frigate, Cruiser, Command Cruiser, Battleship, Escort Carrier, Light Carrier, Fleet Carrier, Submarine, *0.50 for Mech Infantry, Cavalry, Armor, Marines, Artillery, AA Battery, Field HQ, Germinator, Engineers, *0.00 for Cargo Planes, Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, Spy Planes, *0.10 for Infantry, Paratroopers.
Combat effectiveness as occupant is 0% in all unit types.

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 Submarine, Minefield, Sea Mines, 30% for Spy Planes.
Chance to see if adjacent is 0% by default, 100% for Town, City, Grand Citadel, Metropolis, Capitol, Base, Sea Base, Cargo Planes, 70% for Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, 50% for Ruins.
100% chance for enemy to see your terrain view if this type captured.

Material Handling:
    c, 35 basic production, 300 storage (200 at start of game), 1 basic consumption, 2 (ammo) consumed per attack, 1 (ammo) consumed when firing, 5 used in creation, 20 used to add 1 CP, 200 used to restore 1 HP, send up to 50 cells away
    f1, 500 storage (500 at start of game), receive from up to 40 cells away, send up to 40 cells away
    f2 (none)
    r, 250 storage (250 at start of game), 3 basic consumption, receive from up to 40 cells away, send up to 40 cells away
    v, 3 basic production, 150 storage (150 at start of game), receive from up to 40 cells away, send up to 40 cells away
    h (none)
    e, 500 storage (500 at start of game), 7 used in creation, 500 used to restore 1 HP, receive from up to 40 cells away, send up to 40 cells away
    m, 400 storage (400 at start of game), receive from up to 40 cells away, send up to 40 cells away
    s, 1000 storage (1000 at start of game), 10 used in creation, 10 used to add 1 CP, 750 used to restore 1 HP, receive from up to 40 cells away, send up to 40 cells away
    p (none)

Can auto-repair lost HP of other units: 0 by default, 1 for Infantry, Mech Infantry, Marines, Paratroopers, Artillery, AA Battery, Field HQ, Germinator, Engineers, Cargo Planes, 2 for Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, Spy Planes, 3 for Cavalry, Armor.

Fate if side loses: 100% chance to vanish.

AI Attributes:
    Considered to be an immobile facility.
    Requires >= 30 accessible, liquid cells to build naval units.
    Requests a total wartime garrison of 4 units.
    Range within which enemies will cause an alert is 6.
    Basic tactical computation range is 12.



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