minefield



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Point Value: 1

Side Attributes:
    None.

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

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

Hit Points (HP): 1.    Recovers by 0.50 HP each turn.
Vanishes if in: false by default, true for water.

Combat:
Can attack (ACP 2 by default, 0 vs block, wreck).
Hit chances are 90% by default, 20% vs engineer platoon(r), engineer platoon(g), 0% vs minefield, wreck.
Damage is 1 by default, 0 vs minefield, wreck.
If attacked, ACP to defend is 2 vs all unit types.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 100% vs town.
Can detonate self (1 ACP).
Chance to detonate upon being hit: 80% for all unit types.
Will detonate upon approach within range: 0 for all unit types.
Detonation damage at ground zero is 1d3 for all unit types.
Detonation damage to adjacent units is 0 for all unit types.
Range of detonation effect on units is 0 for all unit types.
Loses 0 HP per detonation.

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 never see other units.
Effective body height is 2 in all terrain types.


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).