firebomb



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----- Incinerates virtually anything -----

Point Value: 1

Notes:
When a firebomb explodes, it releases an incredibly intense heat, capable of melting almost any metal and incinerating everything else. It also has the destructive power to ruin land, but to a lesser degree than the acid ball.

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): 8.
Tech to build: 100.
Tech max: 100.

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 4d4 by default, 7d4 vs water, 0 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 150 by default, 200 for water.
Detonation damage to adjacent units is 50 by default, 0 for choplifter, mothership, spy-plane, helicopter, bomber, fighter, phoenix, stormcloud, 100 for water.
Range of detonation effect on units is 3 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 2 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.
Can see units up to 2 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, 24 storage (24 at start of game), 1 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move
    ammo (none)
    metal, 1 used to add 1 CP
    acid (none)
    flame, 1 (ammo) consumed per attack, 2 used to add 1 CP
    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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