Empire Deluxe Enhanced Edition
Enhanced Database Unit Descriptions
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Unit Attributes
Empire Deluxe Enhanced Edition no longer has a closed set of units.
Players are now free to add and modify units with the Unit Database Editor. This
set of units, known as the "Enhanced Unit Set", expands on Empire Deluxe's
"Advanced Units" to account for the new rules and capabilities added to the
game.
The game allows for over 100 attributes for a unit, far to many to display
and describe here. All of the unit's attributes and capabilities are
available through the Unit Database Editor.
Unit Descriptions are structured as follows:
Name [Abbreviation]
- Combat
- Hit Damage - The amount of hit points the unit inflicts whenever
it scores a hit in a combat
mini-round.
- Hit Points - The amount of damage a unit can sustain before it is
destroyed.
- Attack - Abstract value used to describe the attack
capability of a unit relative to the unit set as a whole.
- Defense - Abstract value used to describe the defensive
capability of a unit relative to the unit set as a whole.
- Range Fire Range - If applicable, this will describe how far a
unit can fire.
- Range Fire Damage - if applicable, this will describe the amount
of hit points the unit inflicts whenever it scores a hit in a
combat mini-round.
- Sighting Range - Distance in squares used to describe the unit's
ability to see other units in the game at specified
world levels.
- Movement
- Range - Description as to whether or not the unit has a range and
needs to be refueled.
- Speed - Number of movement points available to the unit each turn.
- Production/Construction Time - Describes the amount of time in
turns it normally takes to produce/construct a unit. For production, initial
and continuing production times are displayed.
- Transporting
- Carried By - A quick synopsis of what units can carry this unit.
- Carries - A quick synopsis of what units can be carried by this
unit.
- Portage Cost - Transport "size" of a unit.
- Portage Capacity - Transport capacity of a unit.
- Notes and Capabilities - Further descriptions of the unit and its
capabilities.
Land Units
Infantry [IN]
Armor
[AR]
- Combat
- Hit Damage - 1
- Hit Points - 2
- Attack - 2
- Defense - 2 (defend at 1 vs. attacks from Cruisers
and Battleships)
- Sighting Range - 1 for Ground, 2 Air, 0 for Sub and Orbital.
- Movement
- Production/Construction Time - 12/10 (City)
- Transporting
- Notes and Capabilities - Armor units play a vital role in land
offenses but have peculiar weaknesses that require a certain amount of skill
to circumvent. Their function is much the same as Infantry and they can do
many of the same things. They are twice as fast and can take twice as much
damage, but otherwise perform the same. It is important to note that when
defending against shore bombardment and bomber attacks, Armor has no advantage
over Infantry. Armor cannot enter mountains or peaks. They cannot enter
water squares except on Transports and take up twice as much space as an
Infantry unit. If an Armor unit takes a city, it will immediately produce an
Infantry unit at that city.
Entering desert, forest, snow, swamp, hills, or river
squares reduces an Armor's Move to 1.
Light Artillery [LA]
- Combat
- Hit Damage - 1
- Hit Points - 1
- Attack - 0
- Defense - 1
- Range Fire Range - 2
- Range Fire Damage - 1
- Sighting Range - 1 for Ground, 2 Air, 0 for Sub and Orbital.
- Movement
- Production/Construction Time - 12/10 (City)
- Transporting
- Notes and Capabilities -
The Light Artillery is capable of ranged fire on ground (land and sea) units. It
is not capable of directly engaging other units in combat.
The Light Artillery unit is able to move on its own, and can basically go wherever Infantry can travel.
Artillery units DO NOT get defensive fire, and cannot attack air, orbital and
sub level units.
Heavy Artillery [HA]
- Combat
- Hit Damage - 1
- Hit Points - 1
- Attack - 0
- Defense - 2
- Range Fire Range - 3
- Range Fire Damage - 2
- Sighting Range - 1 for Ground, 2 Air, 0 for Sub and Orbital.
- Movement
- Production/Construction Time - 24/20 (City)
- Transporting
- Notes and Capabilities -
The Heavy Artillery is capable of ranged fire on ground (land and sea) units. It
is not capable of directly engaging other units in combat.
It is not capable
of moving on its own, and depends on other units for transport.
Artillery units DO NOT get defensive fire, and cannot attack air, orbital and
sub level units.
Anti-Aircraft Batteries [AA]
- Combat
- Hit Damage - 1
- Hit Points - 1
- Attack - 0
- Defense - 1
- Range Fire Range - 2
- Range Fire Damage - 1 * Can Defensive Fire *
- Sighting Range - 1 for Ground, 2 Air, 0 for Sub and Orbital.
- Movement
- Production/Construction Time - 18/15 (City)
- Transporting
- Notes and Capabilities -
The Anti Aircraft unit is used to defend a region from invading aircraft and
attacking missiles. It can only attack, Air Transport, Fighter, Helicopter, and Bomber
units, normally, and Missile units when they are in re-entry.
The Anti
Aircraft unit is able to move on its own,
and can basically go where ever Infantry can travel.
The Anti Aircraft unit is capable of
defensive fire.
The Anti Aircraft unit is weak on defense, depending on striking its enemy
first, before being attacked.
Truck [TK]
- Combat
- Hit Damage - 1
- Hit Points - 1
- Attack - 0
- Defense - 1
- Sighting Range - 0 for Ground, 1 for Air, 0 for Sub and Orbital.
- Movement
- Production/Construction Time - 6/5 (City)
- Transporting
- Carried By - Transport,
Truck, Port,
Airbase, Fort,
Air Transport,
City
- Carries - Anti Aircraft,
Armor, Engineer,
Flag, The General,
Heavy Artillery,
Infantry, Light Artillery,
Short Range Missile,
Long Range Missile,
Short Range Nuclear Missile,
Long Range Nuclear Missile,
Sea Bees, Scout
Satellite, Armed Satellite,
Supply Unit, Truck
- Portage Cost - 1
- Portage Capacity - 2
- Notes and Capabilities -
The truck is a very simple unit, capable of carrying two infantry units while
moving at armor speed. However, the truck does not offer a strong defense for
the units inside, and is very vulnerable to attacks. Trucks are not capable of
offensive operations.
Trucks are cheap and fast, but not good for exploring, as they do not have much
battlefield awareness. They generally move over terrain the same as
Armor.
Airbase [AB]
- Combat
- Hit Damage - 1
- Hit Points - 1
- Attack - 0
- Defense - 2
- Sighting Range - 2 for Ground, 2 for Air, 4 for
Orbital, 0 for Sub.
- Movement
- Production/Construction Time - 9 (Engineer)
- Transporting
- Carried By - None.
- Carries - Anti Aircraft,
Armor, Engineer,
Flag, The General,
Heavy Artillery,
Infantry, Light Artillery,
Short Range Missile,
Long Range Missile,
Short Range Nuclear Missile,
Long Range Nuclear Missile,
Sea Bees, Scout
Satellite, Armed Satellite,
Supply Unit, Truck,
Fighter, Bomber,
Air Transport,
Helicopter
- Portage Cost - NA
- Portage Capacity - Unlimited.
- Notes and Capabilities - Airbases are not produced directly
by cities. They can be constructed by
Engineers, or Infantry
and Armor units can
change into Airbases. Once an
Infantry or Armor has
changed itself to an Airbase, it cannot change itself back again. Airbases
cannot move or attack, but are otherwise identical to Infantry in combat.
They have the added advantage of being able to see 2 squares instead of one
on the ground and can detect orbital units 4 squares away.
Their primary use is as a place to land and refuel air units. In this,
they are similar in performance to Carriers,
but can hold any type of air unit, not just Fighters.
Airbases can hold an unlimited number of air units at any one given time. They
also can hold other ground units, but be aware that they offer those units no
protection from attack. An Airbase only takes one hit to kill. If destroyed,
all air and ground units at the Airbase are destroyed with it.
Note that airbases may only be built on clear,
desert, or hill terrain.
Engineer [EN]
- Combat
- Hit Damage - 1
- Hit Points - 1
- Attack - 2
- Defense - 2 (defend at 1 vs. attacks from Cruisers and
Battleships).
- Sighting Range - 1 for Ground, 2 Air, 0 for Sub and Orbital.
- Movement
- Production/Construction Time - 18/15 (City)
- Transporting
- Notes and Capabilities - Engineers are a very versatile unit. They
move and fight like Infantry, and can even capture cities, but they are way
too expensive to be risked in normal combat operations.
But it is the other capabilities of the Engineer that makes it a bargain.
It is able to construct Ports,
Forts, Airbases and
Oil Facilities. It is able to build roads,
and to lay or clear mines. It can also spot
mines.
The Engineer is capable of repairing Forts as
well.
Engineers can also enter Peak terrain, something
Infantry cannot do.
Road Building Opportunities
- Clear : 2 turns.
- Desert: 2 turns.
- Forest: 3 turns.
- Hills: 3 turns.
- Peaks: 12 turns.
- Mountains: 6 turns.
- Snow : 3 turns.
- Swamp: 4 turns.
- Rivers : 4 turns.
- Shallow Sea: 8 turns (when in a city).
- Deep Sea: 8 turns (when in a city).
Flag [ FG]
- Combat
- Hit Damage - 1
- Hit Points - 1
- Attack - 0
- Defense - 2 (defend at 1 vs. attacks from Cruisers and
Battleships)
- Sighting Range - 1 for Ground and Air, 0 for Sub and Orbital.
- Movement
- Production/Construction Time - NA
- Transporting
- Notes and Capabilities -
The Flag is a special Infantry type unit used in Capture The Flag scenarios. It
is not capable of attack, but can defend itself.
The Flag can be captured by moving
Infantry, Armor,
Sea Bees and Engineer
units. These units will be consumed upon capture.
The General can also capture the flag via a
bombard capture attack. Other units
will destroy it.
The General [GE]
- Combat
- Hit Damage - 1
- Hit Points - 1
- Attack - 2
- Defense - 2 (defend at 1 vs. attacks from Cruisers and
Battleships)
- Sighting Range - 1 for Ground, 2 for air, 0 for Sub and Orbital.
- Movement
- Production/Construction Time - NA
- Transporting
- Notes and Capabilities -
The General is a special Infantry unit, used in regicide scenarios. He is
assumed to travel with his guard, so he will move and fight like an
Infantry
unit. He is not able to attack cities.
Fort
[FT]
- Combat
- Hit Damage - 2
- Hit Points - 2
- Attack - 2
- Defense - 2
- Sighting Range - 2 for Ground, 2 for Air, 1 for Orbital, 0
for Sub.
- Movement
- Production/Construction Time - 12 (Engineer)
- Transporting
- Carried By - NA
- Carries - Anti Aircraft,
Armor, Engineer,
Flag, The General,
Heavy Artillery,
Infantry, Light Artillery,
Short Range Missile,
Long Range Missile,
Short Range Nuclear Missile,
Long Range Nuclear Missile,
Sea Bees, Scout
Satellite, Armed Satellite,
Supply Unit, Truck
- Portage Cost - NA
- Portage Capacity - Unlimited.
- Notes and Capabilities -
The fort is designed to serve as a defensive position for gathering land units.
Forts can be constructed by engineer units on most land-based terrain. Forts
have unlimited capacity.
When an enemy unit tries to attack a fort that has units inside it, the
attacking unit must first defeat the all the hosted units by
Siege Attacks. The attacked unit is
randomly picked at the time of combat, and it enjoys the defensive capability of
the fort. Some units, such as the Armor or the
Infantry, enhance this defensive
capability even further.
If a Fort is attacked and it is empty, it may be captured or destroyed.
Supply Unit [SP]
- Combat
- Hit Damage - 1
- Hit Points - 1
- Attack - 0
- Defense - Almost none.
- Sighting Range - None.
- Movement
- Production/Construction Time - 12/10 (City)
- Transporting
- Notes and Capabilities -
The supply unit is used by the player to aid in
specific unit production
supply or to
help reduce the effects of the
resource drain for a turn.
It is the "rainy day unit" that you can produce and stock pile.
This unit has no movement capability on its own, and must be in a
city to be
used.
Sea Units
Sea units can travel in both shallow water and deep sea, as well as dock in
Ports and Cities. The
strongest of the sea units, also known as "Capital Ships", have cannons that can
conduct Range Fire Operations.
Transport [TR]
- Combat
- Hit Damage - 1
- Hit Points - 3
- Attack - 1
- Defense - 1
- Sighting Range - 1 for Ground, 2 for Air, 0 for Sub and Orbital.
- Movement
- Production/Construction Time - 30/25 (City)
- Transporting
- Carried By - City,
Port
- Carries - Anti Aircraft,
Armor, Engineer,
Flag, The General,
Heavy Artillery,
Infantry, Light Artillery,
Short Range Missile,
Long Range Missile,
Short Range Nuclear Missile,
Long Range Nuclear Missile,
Sea Bees, Scout
Satellite, Armed Satellite,
Supply Unit, Truck
- Portage Cost - NA
- Portage Capacity - 6
- Notes and Capabilities - Transports are capable of carrying various
unit types over water and are an effective way to
capture cities on other land masses when carrying Infantry
or Armor. Transports start with a hold capacity of
6; i.e., they can hold up to 6 Infantry. If they are
damaged, their hold capacity is reduced by two for every increment of damage
taken. If the number of Infantry held on a
Transport exceed its holding capacity, the excess units are eliminated. If a
Transport is sunk, all units of the Transport are destroyed as well.
Transports fare poorly in combat and should be kept out of
it at all costs. Since the loss of a single Transport can also result in
the loss of its entire cargo, they should not go unescorted even in
relatively safe areas. For similar reasons, enemy Transports are always
targets of opportunity. Submarines are the
bane of all Transports.
Destroyer [DD]
- Combat
- Hit Damage - 1
- Hit Points - 3
- Attack - 2
- Defense - 2
- Sighting Range - 1 for Ground, 2 for Air, 0 for Sub and Orbital.
- Movement
- Production/Construction Time - 24/20 (City)
- Transporting
- Carried By - City,
Port
- Carries - Nothing.
- Portage Cost - NA
- Portage Capacity - None.
- Notes and Capabilities - Swift and agile, Destroyers perform a
variety of tasks well but none superbly. They are the fastest of all sea
units in the game, allowing them to successfully chase or flee other slower
ships and make good explorers. Their fast Production Time makes them
relatively easy to amass in large numbers.
While they cannot shore bombard
land units, Destroyers are excellent for chasing down
weak or damage enemy ships, escorting Transports,
protecting friendly shorelines from incursions by enemy
Transports, scouting unexplored terrain and
hunting down enemy Submarines. They can detect
Submerged Submarines. They will engage
Deep Submarines if they can locate
them.
Aircraft Carrier [AC]
- Combat
- Hit Damage - 1
- Hit Points - 8
- Attack - 1
- Defense - 2
- Sighting Range -1 for Ground, 2 for Air, 0 for Sub and Orbital.
- Movement
- Production/Construction Time - 48/40 (City)
- Transporting
- Notes and Capabilities - Almost as hard to produce as a
Battleship, Carriers are a vital part of any
major fleet action. Carriers are as durable as
Cruisers but do not have the same innate offensive ability. The strength
of a Carrier lies in its ability to transport Fighters and Helicopters to vital areas on
the map. As such, a Carrier and its Fighters
are best used as invasion support troops, as a defensive screen for large sea
task forces and as a staging area for land based
Fighters to extend their range. A Carrier with a few
Fighters on it, can also make an excellent
scout force. Carriers can hold up to 8 Fighters
at any one time. Each increment of damage inflicted on a Carrier reduces the
number of Fighters it can carry by 1. Any
excess Fighters over that amount at the time the
damage is taken, are eliminated. Because Fighters
may stay in the air for several turns, it is actually possible to base more
than 8 Fighters off a single Carrier. This
is, however, a difficult juggling feat.
Carriers also carry
Helicopters. The
Helicopters can also be loaded, though that will cost additional portage
points. Helicopters cannot unload their cargo
on board a Carrier. The loaded Helicopter gives
the Carrier the capability to act as an invasion force as well, albeit an
expensive one.
Carriers are difficult to
replace and the loss of a Carrier may also mean the loss of many other units.
Because of this, Carriers should be protected almost as well as
Transports. Carriers function best when fully
loaded with Fighters and escorted by other
capital ships.
Cruiser [CR]
Battleship [BB]
Submarine Units
Submarines are the assassins of the seas. Few units can sight them, making
it easy to sneak them behind enemy lines. They can kill very effectively, but if
caught, are easy to destroy. Submarines are the bane of
Transports. Submarines are effective in
disrupting sea movement behind enemy lines, weakening capital ships, scouting
out enemy protected territory and allowing at least some navy when the enemy has
gained sea superiority. The best defense for a Submarine is a good offense when
submerged, or trying to hide in Deep water, where no other units can go, and
very few units can look.
The unit description of the Submarine is a special case, comprised of three different units depending
on the current active state of the Submarine. Effective use of these different
"states" for the Submarine will enable you to put forward an effective threat to
all ships in the region.
Changing Submarine Types
The different submarine states are obtained through
Changing,
Diving and Rising.
The following shows the various states and how you can enter them:
- From Surfaced Submarine to Submerged Submarine
- Submerged Subs to Surfaced Submarine
- Submerged Subs to Deep Submarines
- Submerged Subs can
Dive to become a
Deep Submarine. (action).
- Deep Submarines to Submerged Subs
- Deep Submarines can
Rise to become
Submerged Submarines (action).
Symbols To Represent Submarines
In the game, all three unit types are called "Submarine". To distinguish
them, the symbol (~) is placed in front of the Surfaced Submarine, and
the symbol (_) is placed in front of the Deep Submarine. No symbol
indicates a Submerged Submarine.
(~) Surfaced Submarine [SU]
- Combat
- Hit Damage - 1
- Hit Points - 2
- Attack - 2
- Defense - 2
- Sighting Range - 1 for Ground, 2 for Air, 0 for Orbital and
Sub.
- Movement
- Production/Construction Time - 24/20 (City)
- Transporting
- Carried By - City,
Port
- Carries - Nothing.
- Portage Cost - NA
- Portage Capacity - None.
- Notes and Capabilities - The Surfaced Submarine is the only
submarine unit that can be produced. It moves and fights like a light
Destroyer.
Submerged Submarine [SS]
(_) Deep Submarine [SD]
- Combat
- Hit Damage - 1
- Hit Points - 2
- Attack - 1
- Defense - 2
- Sighting Range - 1 for Ground, 1 for Sub, 0 for Air and Orbital.
- Movement
- Production/Construction Time - NA
- Transporting
- Carried By - Nothing.
- Carries - Nothing.
- Portage Cost - NA
- Portage Capacity - NA
- Notes and Capabilities - When a Submarine goes Deep, it is time to
hide. Entering the Sub-ground level, it cannot be touched by aircraft and most
ships. Only the Destroyer and other Submarines can engage it, and that is
only if they locate its position.
Surface Units
These units have restricted capability to be on both land and water.
Patrol Boat [PB]
- Combat
- Hit Damage - 1
- Hit Points - 1
- Attack - 2
- Defense - 2
- Sighting Range - 1 for Ground, 2 for Air, 0 for Sub and Orbital.
- Movement
- Production/Construction Time - 18/15 (City)
- Transporting
- Carried By - City,
Port
- Carries - Nothing.
- Portage Cost - NA
- Portage Capacity - None.
- Notes and Capabilities - The Patrol Boat is capable of traveling on
shallow sea squares at a rate of two, as well as river
and swamp squares at a rate of 1. It is not capable of moving or attacking units in other
terrain types. It cannot venture into deep waters.
Sea Bees [SB]
- Combat
- Hit Damage - 1
- Hit Points - 1
- Attack - 2
- Defense - 2
- Sighting Range - 1 for Ground, 2 for Air, 0 for Sub and Orbital.
- Movement
- Production/Construction Time - 24/20 (City)
- Transporting
- Notes and Capabilities - Sea Bees are an aquatic version of
Engineers. Their specialization is an extension of that of an Engineer in some
ways, but limited in others. They can travel in Deep and Shallow Water, and have the
capability to build Roads in shallow. They are the slowest moving unit on
the open waters, but can also traverse land except forests, hills, mountains
and peaks.
They take four turns to lay or disable a mine.
Sea Bees can construct Oil Facilities and
Ports.
Road Building Opportunities
- Clear: 3 turns.
- Desert: 3 turns.
- Forest: 4 turns (when in a city).
- Hills: 4 turns (when in a city).
- Peaks: 16 turns (when in a city).
- Mountains: 8 turns (when in a city).
- Snow: 3 turns.
- Swamp: 2 turns.
- Rivers: 2 turns.
- Shallow Sea: 8 turns.
Port [PT]
- Combat
- Hit Damage - 1
- Hit Points - 1
- Attack - 0
- Defense - 2
- Sighting Range - 2 for Ground, 2 for Air, directly overhead for
Orbital, 0 for Sub.
- Movement
- Production/Construction Time - 12 (Engineer)
, 12 (Sea Bees)
- Transporting
- Carried By - Nothing.
- Carries - Anti Aircraft,
Armor, Engineer,
Flag, The General,
Heavy Artillery,
Infantry, Light Artillery,
Short Range Missile,
Long Range Missile,
Short Range Nuclear Missile,
Long Range Nuclear Missile,
Sea Bees, Scout
Satellite, Armed Satellite,
Supply Unit, Truck,
Transport, Destroyer,
Cruiser, Battleship,
Aircraft Carrier,
Surfaced Submarine,
Submerged Submarine,
Patrol Boat
- Portage Cost - NA
- Portage Capacity - Unlimited.
- Notes and Capabilities -
The Port is a unit that can hold ships and most ground units. It has only the
minimum of defenses.
Ports are constructed by Engineers and
Sea Bees on land based terrain. Ports can be
built together in such a way to produce man-made waterways
across continents.
Ports can repair damaged ships at a rate of one point per turn, if the unit in
question has not moved.
The Port is capable of storing Infantry like units, serving as a waypoint for
transport.
Ports have an unlimited stacking capability. If a Port is attacked and
destroyed, all the units inside it are likewise destroyed.
Oil Facility [OF]
City [CI]
- Combat
- Hit Damage - 1
- Hit Points - 1
- Attack - 2
- Defense - 2
- Sighting Range - 2 for Ground, 2 for Air, 4 for Orbital, 0
for Sub.
- Movement
- Production/Construction Time - NA
- Transporting
- Carried By - Nothing.
- Carries - Anti Aircraft,
Armor, Engineer,
Flag, The General,
Heavy Artillery,
Infantry, Light Artillery,
Short Range Missile,
Long Range Missile,
Short Range Nuclear Missile,
Long Range Nuclear Missile,
Sea Bees, Scout
Satellite, Armed Satellite,
Supply Unit, Truck,
Transport, Destroyer,
Cruiser, Battleship,
Aircraft Carrier,
Surfaced Submarine,
Submerged Submarine,
Fighter, Bomber,
Air Transport,
Helicopter, Patrol Boat
- Portage Cost - NA
- Portage Capacity - Unlimited.
- Notes and Capabilities - Cites are the prized possession of the
game. With them, you can produce many things and support many maneuvers.
Without them, your cause is desperate.
Cities are the producers of most
units, and maintain a production
efficiency. Some may have a
production specialization. They can contribute in positive ways to the
resource drain, especially when they are not producing anything.
Cities can repair damaged ships, and can refuel aircraft.
Cities have the ability to launch
orbital units. And can detect enemy Orbital Units up to four squares away.
Cities can build roads underneath them in 2 turns. They do
not start the game with a pre-built road infrastructure capable of connecting
to other squares. The road must be built if it is desired.
Air Units
Fighter [FI]
- Combat
- Hit Damage - 1
- Hit Points - 1
- Attack - 2
- Defense - 2
- Sighting Range - 2 for Ground and Air, 0 for Sub and Orbital.
- Movement
- Range - 3 turns aloft.
- Speed - 6
- Production/Construction Time - 12/10 (City)
- Transporting
- Notes and Capabilities - Fighters are the swiftest units and make
excellent rapid attack/rapid deployment units. They fight as well as an
Infantry and can move considerably faster. They
can travel over land, water and fly over friendly units.
They cannot capture cities, but can disrupt production by
bombing a city. Fighters make
excellent scouts for exploring unexplored territory and for patrolling against
enemy incursions, but are limited by their range. They are as effective as
Destroyers in killing Submerged Submarines
if they happen to discover their location.
Bomber [BO]
Air Transport [AT]
- Combat
- Hit Damage - 1
- Hit Points - 1
- Attack - 1
- Defense - 1
- Sighting Range - 2 for Ground and Air, 0 for Sub and Orbital.
- Movement
- Range - 10 turns aloft.
- Speed - 2
- Production/Construction Time - 36/30 (City)
- Transporting
- Carried By - City,
Airbase
- Carries - Anti Aircraft,
Armor, Engineer,
Flag, The General,
Heavy Artillery,
Infantry, Light Artillery,
Short Range Missile,
Long Range Missile,
Short Range Nuclear Missile,
Long Range Nuclear Missile,
Sea Bees, Scout
Satellite, Armed Satellite,
Supply Unit, Truck,
- Portage Cost - NA
- Portage Capacity - 2
- Notes and Capabilities -
The air transport has a limited capacity and a limited range, but is excellent
for quickly delivering units to area that would otherwise be very difficult to
get to.
When airborne, the Air Transport cannot directly unload units; instead it is
only capable of "Dropping" a unit in the square it is currently in (if there is
no ground unit already there). Units that are dropped are not capable of moving
until their next turn. Units cannot be dropped on enemy units.
The Air Transport unit may only load units when it is on the ground in a
city or
airbase.
Helicopter [HE]
- Combat
- Hit Damage - 1
- Hit Points - 1
- Attack - 2
- Defense - 2
- Sighting Range - 2 for Ground and Air, 0 for Sub and
Orbital.
- Movement
- Range - 8 turns aloft.
- Speed - 2
- Production/Construction Time - 24/20 (City)
- Transporting
- Notes and Capabilities -
The Helicopter is the cheapest air transport unit available. It also only has
the capacity to carry one portage point at a time, and only
Infantry like units.
The Helicopter is capable of landing and unloading units, but it may drop them
as well. It may only load units when in a city, airbase, or landed on the
ground.
Helicopters can load onto Aircraft Carriers as well,
and can do so with cargo.
Orbital Units
Orbital units consist of Satellites and Missiles that traverse areas high
above the map. They normally do not engage or interfere with units at other
levels (except when missiles begin to come down).
Scout Satellite [SC]
- Combat
- Hit Damage - 1
- Hit Points - 1
- Attack - 2
- Defense - 2
- Sighting Range - 4 for Orbital, Ground, and Air, 0 for Sub.
- Movement
- Production/Construction Time - 60/50 (City)
- Transporting
- Notes and Capabilities -
The Scout satellite is an orbital unit with a large visual range, the ultimate
in exploration technology. When not in
orbit the Scout Satellite is incapable of moving on its own. It must be launched
from a city.
The Scout Satellite is capable of attacking other orbital units by ramming them
directly.
Armed Satellite [ST]
- Combat
- Hit Damage - 1
- Hit Points - 1
- Attack - 2
- Defense -2
- Range Fire Range - 3
- Range Fire Damage - 1
- Sighting Range - 4 for Orbital, Ground, and Air, 0 for Sub.
- Movement
- Production/Construction Time - 78/65 (City)
- Transporting
- Notes and Capabilities -
The Armed Satellite is very similar to the Scout Satellite. However, this model
has been upgraded with a range fire capable laser. It is only able to attack
other orbital units.
The Armed Satellite is capable of defensive fire, and makes an excellent
defender against missile attacks on your cities.
Missiles
The Missile is capable of striking behind an enemy's lines. It must be launched
from a city, and is capable of traveling for several turns, making it impervious
to ground and air units during that time. The missile eventually will re-enter
the atmosphere and have a limited range to
detonate at a target.
While in orbit, if a missile attacks another unit, regardless of the outcome of
the attack, the missile is destroyed.
When in re-entry, the missile is vulnerable to anti-aircraft fire, as well as
attacks from other orbital units.
Nuclear missiles function much like the conventional missiles. The only
difference comes at detonation time...
Short Range Missile [SM]
- Combat
- Hit Damage - 2
- Hit Points - 1
- Attack - 2
- Defense - 2
- Sighting Range - None .
- Movement
- Range - 3 turns in orbit, 1 turn in reentry
- Speed - 3 in orbit, 3 in re-entry, 1 to re-enter atmosphere.
- Production/Construction Time - 24/20 (City)
- Transporting
- Notes and Capabilities - Missiles In General.
Long Ranged Missile [LR]
- Combat
- Hit Damage - 3
- Hit Points - 1
- Attack - 2
- Defense -2
- Sighting Range - None.
- Movement
- Range - 4 turns in orbit, 1 turn in reentry
- Speed - 4 in orbit, 4 in re-entry, 1 to re-enter atmosphere.
- Production/Construction Time - 48/40 (City)
- Transporting
- Notes and Capabilities - Missiles In General.
Short Range Nuclear Missile [SN]
- Combat
- Hit Damage - 12
- Hit Points - 1
- Attack - 2
- Defense -2
- Sighting Range - None.
- Movement
- Range - 3 turns in orbit, 1 turn in reentry
- Speed - 3 in orbit, 3 in re-entry, 1 to re-enter atmosphere.
- Production/Construction Time - 78/78 (City)
- Transporting
- Notes and Capabilities - Missiles In General.
Long Ranged Nuclear Missile
[LN]
- Combat
- Hit Damage - 12
- Hit Points - 1
- Attack - 2
- Defense -2
- Sighting Range - None.
- Movement
- Range - 4 turns in orbit, 1 turn in reentry
- Speed - 4 in orbit, 4 in re-entry, 1 to re-enter atmosphere.
- Production/Construction Time - 120/120 (City)
- Transporting
- Notes and Capabilities - Missiles In General
Notes On The Terrain Set
The Enhanced Terrain Database Has the following terrain:
- Edge - Around the edge of the map is a border. This represents the
edge of the playing board and no units may move on or beyond the edge.
-
Clear - Clear squares
appears as solid green areas. They cannot be entered by sea units. They have
no other effect on combat or movement.
-
Snow/Desert - Snow
terrain is cold land terrain. Desert is hot sandy terrain. These play a role
in hampering the movement and construction efforts of some units.
-
River/Swamp - River
squares appear as clear terrain with an irregular blue line running through
them. Swamp squares are little more marsh like. Only land and air units may
enter this terrain. The Patrol Boat is also
able to traverse these squares. Although river squares have water
passing through them, they are still land squares and other sea units may not
enter them. Armor units have their movement reduced to
one upon entering these squares. These terrain types can contribute to a
ground unit's defense.
-
Forest - Forest
squares appear as irregular bright green areas. Only land and air units may
enter forest terrain. These terrain types can contribute to a ground unit's
defense.
-
Hills - Only land and
air units may enter hills. Hills tend to slow down the movement of
Mechanized Units, but can also serve as additional
defensive protection.
-
Mountain/Peak - Only
land and air units may enter mountain terrain. Peaks are impassible to almost
all ground units, except for the Engineer.
Helicopters cannot fly in Mountains or Peaks.
Mountains prevent the movement of some Mechanized Units,
and provide good defensive cover for Infantry Units.
-
Shallow/Deep Sea -
Most naval units can traverse both shallow and deep sea, though
Patrol Boats cannot enter the Deep.
Sea Bees can build a bridge over shallow water,
but not deep water. Land based units cannot enter this terrain without a road.
Sea squares provide no defensive coverage.
-
Unexplored Terrain -
Unexplored terrain appears as solid black squares. It is not truly a terrain
type but is used to obscure those squares that the player has no yet
explored. Unexplored terrain can be looked at as a set of black tiles
covering the map. Each time a player explores that area of the map, these
tiles are removed and the true terrain type underneath it is revealed. Each
player must explore the map separately. Your opponents' exploration does not
benefit you, unless you have an Explore Treaty
with him.