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----- looks for units -----

radar is a passive unit that sees a great distance. While fragile and without any attacking abilities, they can still play a role, especially if loaded onto a bomber to produce an AWACS.

Side Attributes:

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, shallows, ice.
    Needs MP to leave terrain: 0 by default, 99 in sea, shallows.
    MP to enter unit: 1 into all unit types.
    Gets up to 1 free MP if needed to finish a move.

Hit Points (HP): 1.
Vanishes if in: false by default, true for sea, shallows, ice.
Construction points (CP): 6.

Hit chances are 0% vs all unit types.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs ammo.
Protection of occupants/transport is *1.00 by default, *0.00 for base.

Other Actions:
Can be given to another side (1 ACP).
Can be disbanded (1 ACP).

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 4 cells away.
Chance to see if adjacent is 100% by default, 10% for nuclear bomb, mine, 40% for submarine.

Material Handling:
    fuel, 1 basic production, 10 storage (10 at start of game), needs 1 to move, 1 consumed per move, receive from up to 3 cells away
    ammo, 1 (ammo) consumed per attack, receive from up to 3 cells away

Fate if side loses: 100% chance to vanish.

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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