nuclear bomb

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----- leveler of cities (and anything else) -----

Point Value: 5

Atomic bombs. The Final Solution; but they are not easy to use. A bomb takes a long time to produce, moves very slowly by itself, and is easily destroyed by other units. The plus side is instant destruction for any unit of any size! Bombs are imagined to be transported by a team of scientists, and can go on any sort of terrain without running out of supplies.

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 ice.
    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 ice.
Construction points (CP): 20.
Tech to build: 60.
Tech max: 60.
Tech increase per turn max: 3.

Can attack (ACP 1 vs all unit types).
Hit chances are 100% by default, 0% vs mine.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs ammo.
Can detonate self (1 ACP).
Detonation damage at ground zero is 60 for all unit types.
Detonation damage to adjacent units is 1 for all unit types.
Range of detonation effect on units is 0 for all unit types.
Chance of detonation damage to terrain is 0 by default, 100 for plains, forest.
Range of detonation effect on terrain is 0 for all terrain types.
Always destroyed by detonation.

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

Material Handling:
    fuel, 100 storage (100 at start of game)
    ammo, 1 (ammo) consumed per attack

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).