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----- Cruise missile, does heaviest damage to point of impact -----

Point Value: 1

Notes:

A rocket moves fast, has a fairly long range, and can destroy most mobile units with a single blow. Larger units, bases, and towers can be destroyed with multiple rockets. Some mobile units, such as tanks and platforms, can even be equipped to build rockets during combat!

Side Attributes:

None.

Actions and Action Points (ACP):

Receives basic allotment of 6 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, 0 into road, river, 99 into ice.

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): 1.

Combat experience (CXP) maximum: 10000.

Construction points (CP): 5.

Tech to build: 25.

Tech max: 25.

Combat:

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 detonate self (1 ACP).

Detonation damage at ground zero is 50 by default, 100 for base-1, base-2, base-3, base-4, base-5, base-6, tower, wall.

Detonation damage to adjacent units is 25 by default, 50 for base-1, base-2, base-3, base-4, base-5, base-6, tower, wall, 0 for choplifter, mothership, spy-plane, helicopter, bomber, fighter, phoenix, stormcloud.

Range of detonation effect on units is 1 for all unit types.

Chance of detonation damage to terrain is 50 by default, 0 for sea, lake, desert, mountain, ice.

Range of detonation effect on terrain is 0 for all terrain types.

Always destroyed by detonation.

Protection of occupants/transport is *1.00 by default, *0.00 for mine, rocket, orb, acid-ball, firebomb, magma-drill.

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.

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.

Material Handling:

fuel, 24 storage (24 at start of game), 1 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move

ammo, 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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