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----- Impedes enemy movement; very hard to destroy -----

Point Value: 1

The most effective way to protect an area from invaders is to surround it with massive walls. These walls are very expensive to build, but even the most powerful artillery would take quite a while to punch a hole in such walls. Among the most formidable defenses one could build are a base and a tower surrounded by a ring of walls that is large enough that no enemies could fire over them and hit the base or tower, but still small enough that the tower could shoot back at anyone who might dare to attack.

Side Attributes:

Actions and Action Points (ACP):
    Does not act.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Is always immobile.

Hit Points (HP): 1000.
Generic capacity for units is 2.
Relative sizes of occupants: 1 by default, 99 for base-1, base-2, base-3, base-4, base-5, base-6, tower, wall, mine, 0 for granary, refinery, armory, acid-factory, oil-plant, solar-complex, ice-factory, lightning-platform, ice-platform, meteor-platform, 4 for mothership.
Combat experience (CXP) maximum: 10000.
Construction points (CP): 25.

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

0% chance to be seen at outset of game.
0% chance to be seen at outset of game if independent.
Always seen if terrain has been seen.
Occupants not seen even if unit has been seen.
Can see units up to 4 cells away.
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 (none)
    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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