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Detonation Action

Detonation is an action and/or behavior that causes damage indiscriminately. The action specifies the location of the detonation, which may be in the unit's cell or an adjacent one. A unit that detonates loses hp, changing to its wrecked-type if it loses all of its hp. It also hits every unit within a specified radius. Detonation may also affect terrain within a specified radius.

ActionType: detonate x y z

This action detonates the actee at the given location x,y,z.

UnitTypeProperty: acp-to-detonate acp

This property is the number of action points used by one detonate action. Defaults to 0, which disallows detonation.

UnitTypeProperty: hp-per-detonation hp

This property is the number of hp lost in each detonation. Defaults to 0.

Table: detonation-unit-range u1 u2 -> dist

This table gives the range of effect from detonation of u1. The severity falls off according to the inverse square law extrapolated from the adjacent cell damage. (1/4 severity at range 2, 1/9 at 3, etc.) Defaults to 0.

Table: detonation-damage-at u1 u2 -> hp

This table is the severity of u1's hit on a unit u2 in the same cell. Defaults to 0.

Table: detonation-damage-adjacent u1 u2 -> hp

This table is the severity of u1's hit on a unit u2 in an adjacent cell. Defaults to 0.

Table: detonation-terrain-range u t -> dist

Defaults to 0.

Table: detonation-terrain-damage-chance u t -> n%

Defaults to 0.

Table: terrain-damaged-type t1 t2 -> n

Relative chance that terrain of type t1 damaged by a detonation will change into another type t2. Defaults to 0.

The following tables and properties can be used for units that cannot detonate deliberately by doing a detonate action.

Table: detonate-on-hit u1 u2 -> n%

This table is the chance that a hit on u1 by a unit of type u2 will cause it to detonate (once). Noncombat reductions in hp, such as attrition, have no effect. Defaults to 0.

UnitTypeProperty: detonate-on-death n%

This property is the chance that if this type is about to die from a combat hit, it will detonate first. Defaults to 0.

Table: detonate-on-capture u1 u2 -> n%

This table is the chance that a unit of type u1 will detonate if a capture by a unit of type u2 is about to succeed. Defaults to 0.

Table: detonate-on-approach-range u1 u2 -> dist

When a unit of type u2 on a non-trusted [?] side appears at a distance of dist or less, then u1 will detonate. If -1, then unit will not detonate upon approach. Defaults to -1.

Table: detonation-accident-chance u t -> n.f%

This table is the chance that the unit will detonate spontaneously. This is checked once/turn, at the beginning of the turn, and also upon each entry to a cell, if moving. Defaults to 0.


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