pulse-cannon



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----- Repels enemies using a shockwave -----

Point Value: 1

Notes:
This piece of artillery fires shockwaves at its target. The shockwave does no damage (usually), but it throws the target away from the cannon, even into hostile terrain. This could be used, for example, to throw enemy battledroids into a body of water, thereby instantly destroying it.

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: 1 by default, 99 into sea, lake, ice, 0 into road.
    Needs MP to leave terrain: 0 by default, 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): 5.
Combat experience (CXP) maximum: 10000.
Construction points (CP): 20.
Tech to build: 80.
Tech max: 80.

Combat:
Can fire (1 ACP), at ranges up to 6.
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.
Hit chances if firing same as for regular combat.
Damage is 1d6 by default, 1d2 vs phoenix.
Damage if firing is 200 by default, 1d2 vs phoenix.
Ammo needed to hit unit: 0 by default, 1 vs ammo, acid, flame, electricity, frost.
Protection of occupants/transport is *1.00 by default, *0.00 for mine, rocket, orb, acid-ball, firebomb, magma-drill.
Chance to retreat from combat is 100% by default, 0% vs base-1, base-2, base-3, base-4, base-5, base-6, tower, wall, ankheg, zombie, mine, granary, refinery, armory, acid-factory, oil-plant, solar-complex, ice-factory, lightning-platform, ice-platform, meteor-platform, ruins, small-wreck, medium-wreck, large-wreck.
Extra ACP for retreating is 999 by default, 0 vs base-1, base-2, base-3, base-4, base-5, base-6, tower, wall, ankheg, mine, granary, refinery, armory, acid-factory, oil-plant, solar-complex, ice-factory, lightning-platform, ice-platform, meteor-platform, ruins, small-wreck, medium-wreck, large-wreck.
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 6 cells away.
Vision is line-of-sight.
Chance to see if adjacent is 200% by default, 10% for spy-plane, stormcloud, 5% for submarine, mine, 100% for ankheg.
Chance to see in general is 100% by default, 5% for submarine, ankheg, mine, 10% for spy-plane, stormcloud.

Material Handling:
    fuel, 40 storage (40 at start of game), 1 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move
    ammo, 40 storage (40 at start of game), 1 (ammo) consumed per attack, 1 (ammo) consumed when firing
    metal, 2 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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