orb



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----- Slower than a rocket, but twice as deadly -----

Point Value: 1

Notes:
An orb is slower than a rocker and has shorter range, but it does much more damage. One orb can instantly vaporize any mobile unit (except a cacofiend or a Level 5+ unit), and five orbs are enough to level most bases.

Side Attributes:
    None.

Actions and Action Points (ACP):
    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: 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): 10.
Tech to build: 75.
Tech max: 75.

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 100 by default, 200 for base-1, base-2, base-3, base-4, base-5, base-6, tower, wall.
Detonation damage to adjacent units is 50 by default, 100 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 2 for all unit types.
Chance of detonation damage to terrain is 75 by default, 0 for sea, lake, desert, mountain, ice.
Range of detonation effect on terrain is 1 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, 16 storage (16 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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