sea mines



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----- sea mine, floats around, sinks shps -----

Point Value: 1

Side Attributes:
    None.

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: 99 by default, 1 into sea, shallows, swamp.

Hit Points (HP): 1.
Vanishes if in: false by default, true for desert, plains, forest, mountains.
Dedicated space for units: 0 by default, 1 for radar.
Maximum number of occupants: -1 by default, 2 for missile, 1 for atomic.
Construction points (CP): 4.
Tech to build: 50.
Tech max: 50.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 0% by default, 100% vs missile, atomic, 75% vs carrier, battleship, 80% vs sea mines, 70% vs transport ship, 50% vs submarine, 40% vs destroyer.
Damage is 1 by default, 3 vs destroyer, submarine, sea mines, transport ship, carrier, battleship.
If attacked, ACP to defend is 0 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 0 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.

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

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 see other units at own location.

Accidents:
Chance to vanish in an accident: 0% by default, 0.02% in sea, shallows.

Material Handling:
    fuel, 1 basic production, 5 storage, 1 consumed per move, receive from up to 1 cells away
    ammo, 2 storage, 1 (ammo) consumed per attack, receive from up to 1 cells away
    people (none)


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).