minesweeper



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----- Safely detonates enemy minefields, but otherwise vulnerable -----

Point Value: 1

Notes:
The minesweeper is the only unit that can step on a land mine and suffer no damage from the explosion. It is a good idea to send at least one minesweeper into an area if you suspect it to be mined. However, a minesweeper is quite vulnerable to everything other than mines, so they should always be used with discretion. One strategy would be to use spy planes or helicopters to watch for enemies while the minesweepers do their thing.

Side Attributes:
    None.

Actions and Action Points (ACP):
    Can act until -3 ACP left.
    Receives basic allotment of 4 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: 99 into sea, lake, ice, 1 into steppe, plain, river, ford, 4 into swamp, salt-marsh, mountain, 2 into desert, semi-desert, 3 into forest, 0 into road.
    Needs MP to leave terrain: 0 by default, 99 in sea, lake, 2 in river.
    Needs MP to traverse terrain: -1 by default, 0 across road.
    Gets up to 1 free MP if needed to finish a move.

Hit Points (HP): 10.
Combat experience (CXP) maximum: 10000.
Construction points (CP): 15.
Tech to build: 20.
Tech max: 20.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 50% by default, 75% vs base-1, base-2, base-3, base-4, base-5, base-6, tower, 25% vs choplifter, mothership, spy-plane, helicopter, bomber, fighter, phoenix, stormcloud, 100% vs wall, mine, ruins.
Damage is 1d6 by default, 1d2 vs phoenix.
Ammo needed to hit unit: 0 by default, 1 vs ammo, acid, flame, electricity, frost.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 100% vs granary, refinery, armory, acid-factory, oil-plant, solar-complex, ice-factory, 20% vs base-1, base-2, base-3, base-4, base-5, base-6.
Chance to capture indep: 100% vs all unit types.
Protection of occupants/transport is *1.00 by default, *0.00 for base-1, base-2, base-3, base-4, base-5, base-6, tower, wall, mine, rocket, orb, acid-ball, firebomb, magma-drill.
Becomes small-wreck when destroyed.

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 units up to 4 cells away.
Vision is line-of-sight.
Chance to see if adjacent is 200% by default, 10% for spy-plane, stormcloud, 100% for ankheg, 75% for mine, 5% for submarine.
Chance to see in general is 100% by default, 10% for spy-plane, stormcloud, 5% for submarine, ankheg, 75% for mine.

Material Handling:
    fuel, 100 storage (100 at start of game), 1 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move
    ammo, 25 storage (25 at start of game), 1 (ammo) consumed per attack
    metal, 1 used to add 1 CP
    acid (none)
    flame (none)
    electricity (none)
    frost (none)
    meteors (none)
    scrap (none)
    food (none)


Fate if side loses: 100% chance to revolt.

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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