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----- blows things up as they pass -----

Mines just sit there until someone comes by, at which point they blow up. While passive and unglamorous, they can rip an attack to shreds if used in a good location.

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):
    Is always immobile.

Hit Points (HP): 1.
Vanishes if in: false by default, true for ice.
Generic capacity for units is 20.
Relative sizes of occupants: 100 by default, 2 for engineer.
Maximum number of occupants: 99 for all unit types.

Can attack (ACP 1 vs all unit types).
Hit chances are 0% by default, 70% vs infantry, troop transport, carrier, battleship, 80% vs armor, 60% vs destroyer, 50% vs submarine.
Damage is 3 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs ammo.
Protection of occupants/transport is *0.00 by default, *1.00 for base, town, city, mine.

Other Actions:
Can be given to another side (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.
Chance to see if adjacent is 100% by default, 10% for nuclear bomb, mine, 40% for submarine.

Material Handling:
    fuel (none)
    ammo, 1 storage, 1 (ammo) consumed per attack, receive from up to 1 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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File produced by Xcscribe for Xconq version 7.5pre (July 2004).