Hope the HTML comes through okay...
Here's an attempt at compiling together ALL the combat possibilities in the game in one place. I think I've personally tested every scenario here, although I may have missed one or two. This is all in SMAC 4.0; I do not have SMAX so SMAX-only features like Dissociative Wave are missing.
Hope it helps somebody, and hope it's accurate. Have at it! Any corrections/info welcome.
<table border=1 width="95%"> <tr> <td colspan=10 align="center" bgcolor="#000080"><font color="#FFFFFF" bold>Basic Rules</font> </td> </tr> <tr> <td colspan=10>The "defender" is selected from the defending stack as the unit with the best chance to win the combat.Land on transport cannot defend</td> </tr> <tr> <td colspan=10>Psi Combat occurs if attacker has Psi Attack or defender has Psi Defense. All native units have both</td> </tr> <tr> <td colspan=10>Probe Combat occurs if attacker is any Probe Team and defending square contains any Probe Team. Probe combat is never Psi</td> </tr> <tr> <td colspan=10>"Sea Gun" is Attack>0 and no Psi Attack or Psi Defense. All Sea Gun units have artillery capability.</td> </tr> <tr> <td colspan=10>Always MULTIPLY all factors. Sole exception is base defenses.</td> </tr> <tr> <td colspan=10 align="center" bgcolor="#000080"><font color="#FFFFFF" bold>Combat Scenarios</font> </td> </tr> <tr> <td colspan=4>Requirements for the effect</td> <td>Effect</td> <td colspan=4>Applies to</td> <td>Note</td> </tr> <tr> <td>Circumstance</td> <td>Attacker</td> <td>Defender</td> <td>Defender's square</td> <td> </td> <td>Norm</td> <td>Arty</td> <td>Psi</td> <td>Probe</td> <td> </td> </tr> <tr> <td>Normal Combat</td> <td>Land non-artillery</td> <td>Land any</td> <td> </td> <td> </td> <td>Y</td> <td> </td> <td>Y</td> <td>Y</td> <td> </td> </tr> <tr> <td>Bombardment</td> <td>Land artillery</td> <td>Land; no arty in stack</td> <td> </td> <td>One round, all damaged</td> <td> </td> <td>Y</td> <td> </td> <td> </td> <td> </td> </tr> <tr> <td>Bombardment</td> <td>Land artillery</td> <td>Sea Non-Gun</td> <td> </td> <td>One round, all damaged</td> <td> </td> <td>Y</td> <td> </td> <td> </td> <td>Including land units on transport</td> </tr> <tr> <td>Artillery Duel</td> <td>Land artillery</td> <td>Land artillery</td> <td> </td> <td>To death; defender uses A</td> <td> </td> <td>Y</td> <td> </td> <td> </td> <td> </td> </tr> <tr> <td>Artillery Exchange</td> <td>Land artillery</td> <td>Sea Gun</td> <td> </td> <td>Each fires one round</td> <td> </td> <td>Y</td> <td> </td> <td> </td> <td> </td> </tr> <tr> <td>Normal Combat</td> <td>Sea</td> <td>Any</td> <td>Sea (including sea base)</td> <td> </td> <td>Y</td> <td> </td> <td>Y</td> <td>Y</td> <td>Naval Yard applies; Perim doesn't</td> </tr> <tr> <td>Bombardment</td> <td>Sea invoking Fire action</td> <td>Land; no arty in stack</td> <td> </td> <td>One round, all damaged</td> <td> </td> <td>Y</td> <td> </td> <td> </td> <td> </td> </tr> <tr> <td>Artillery Exchange</td> <td>Sea invoking Fire action</td> <td>Land artillery</td> <td> </td> <td>Each fires one round</td> <td> </td> <td>Y</td> <td> </td> <td> </td> <td> </td> </tr> <tr> <td>Artillery Duel</td> <td>Sea invoking Fire action</td> <td>Sea Gun</td> <td> </td> <td>To death; defender uses A</td> <td> </td> <td>Y</td> <td> </td> <td> </td> <td> </td> </tr> <tr> <td>Bombardment</td> <td>Sea invoking Fire action</td> <td>Sea Non-gun</td> <td> </td> <td>One round, all damaged</td> <td> </td> <td>Y</td> <td> </td> <td> </td> <td>Including land units on transport</td> </tr> <tr> <td>Normal Combat</td> <td>Air</td> <td>Anything not SAM Air unit</td> <td> </td> <td> </td> <td>Y</td> <td> </td> <td>Y</td> <td> </td> <td> </td> </tr> <tr> <td>Intercept</td> <td>Air</td> <td>SAM Air unit</td> <td> </td> <td>Defender uses Attack value</td> <td> </td> <td>?*</td> <td>Y*</td> <td> </td> <td>Whenever interceptor defending (not just scramble)</td> </tr> <tr> <td>Scramble Protection</td> <td>Air</td> <td>Anything not SAM Air unit</td> <td>SAM Air in (air)base within 2sq</td> <td>No Combat</td> <td>Y</td> <td> </td> <td>Y</td> <td> </td> <td>Defender's SAM unit moves; use previous line</td> </tr> <tr> <td colspan=10>Sea attacking unit on land square (incl. Sea in port) is always Fire action. Sea attacking sea, or land in sea base, can choose normal or artillery fire</td> </tr> <tr> <td colspan=10>Damage limits apply to arty Bombardment and Exchange: 50% maximum for units in bunker/base, 99% for other units on land</td> </tr> <tr> <td colspan=10>*I think</u> the game treats Intercept combat as Artillery Duel. You do not get Confirm Odds screen. Air vs Air, Sensors, Base don't apply.</td> </tr> <tr> <td colspan=10>*BUG: If a defending interceptor has Psi Attack, Psi combat occurs, but the attacker uses its Weapon value vs Defender's Psi=3!</td> </tr> <tr> <td colspan=10>Air units in base/airbase, and Copters/Missiles outside base/airbase, can be attacked as if they were land</td> </tr> <tr> <td colspan=10>SAM air units (including Copters but not Missiles) always defend vs air as Interceptors, but cannot scramble if outside (air)base</td> </tr> <tr> <td colspan=10 align="center" bgcolor="#000080"><font color="#FFFFFF" bold>Special Ability Required</font> </td> </tr> <tr> <td>Amphibious Pods</td> <td>Land on transport</td> <td> </td> <td>Land square</td> <td>No Combat if attacker lacks</td> <td>Y</td> <td> </td> <td>Y</td> <td>Y</td> <td>CAN <U>capture</u> empty base without Pods</td> </tr> <tr> <td>Amphibious Pods</td> <td>Land anywhere (land or transport)</td> <td> </td> <td>Sea Base</td> <td>No Combat if attacker lacks</td> <td>Y</td> <td> </td> <td>Y</td> <td>Y</td> <td>CANNOT <u>capture</u> empty base without Pods</td> </tr> <tr> <td>Air Superiority (SAM)</td> <td> </td> <td>Airborne Aircraft</td> <td>Not Base/Airbase (Airborne)</td> <td>No Combat if attacker lacks</td> <td>Y</td> <td> </td> <td>Y</td> <td>Y</td> <td>SAM land/sea can attack air over sea/land</td> </tr> <tr> <td colspan=10 align="center" bgcolor="#000080"><font color="#FFFFFF" bold>Base and Terrain</font> </td> </tr> <tr> <td>Base</td> <td>Without Blink Displacer</td> <td> </td> <td>Base</td> <td>Base Dx1.25</td> <td>Y</td> <td> </td> <td>Y</td> <td> </td> <td>Use only the highest Base value</td> </tr> <tr> <td>Perimeter Defense</td> <td>Land without Blink</td> <td> </td> <td>Base with PD</td> <td>Base Dx2</td> <td>Y</td> <td> </td> <td> </td> <td> </td> <td> </td> </tr> <tr> <td>Naval Yard</td> <td>Sea without Blink</td> <td>Sea</td> <td>Base with NY</td> <td>Base Dx2</td> <td>Y</td> <td> </td> <td> </td> <td> </td> <td> </td> </tr> <tr> <td>Aerospace Complex</td> <td>Air without Blink</td> <td> </td> <td>Base with AC</td> <td>Base Dx2</td> <td>Y</td> <td> </td> <td> </td> <td> </td> <td> </td> </tr> <tr> <td>Tachyon Field</td> <td>Any without Blink</td> <td> </td> <td>Base with TF</td> <td>Base Dx2 or Base Dx3</td> <td>Y</td> <td> </td> <td> </td> <td> </td> <td>If PD, NY, or AC applies, gives Base Dx3</td> </tr> <tr> <td>Terrain</td> <td>Land</td> <td>Land</td> <td>Rocky or Forest, not base</td> <td>Dx1.5</td> <td>Y</td> <td> </td> <td> </td> <td> </td> <td> </td> </tr> <tr> <td>Fungus Special</td> <td>Native or has Pholus Mutagen</td> <td> </td> <td>Fungus</td> <td>Ax1.5</td> <td>Y</td> <td> </td> <td>Y</td> <td> </td> <td>Applies to all defenders (even air) and Sea Fungus</td> </tr> <tr> <td>Fungus Terrain</td> <td>Land, Not Native and lacks Pholus</td> <td>Land</td> <td>Fungus</td> <td>Dx1.5</td> <td>Y</td> <td> </td> <td> </td> <td> </td> <td>DOESN'T apply to Sea Fungus</td> </tr> <tr> <td>Bunker</td> <td>Land without Blink</td> <td>Land</td> <td>Bunker</td> <td>Dx1.5</td> <td>Y</td> <td> </td> <td> </td> <td> </td> <td> </td> </tr> <tr> <td colspan=10 align="center" bgcolor="#000080"><font color="#FFFFFF" bold>Situational Modifiers</font> </td> </tr> <tr> <td>Sensor</td> <td> </td> <td> </td> <td>In def territory within 2sq</td> <td>Dx1.25</td> <td>Y</td> <td> </td> <td>Y</td> <td> </td> <td> </td> </tr> <tr> <td>Infantry vs Base</td> <td>Land unit, Chassis move =1</td> <td> </td> <td>Base</td> <td>Ax1.25</td> <td>Y</td> <td> </td> <td> </td> <td> </td> <td> </td> </tr> <tr> <td>Mobile in open</td> <td>Land unit, Chassis move >1</td> <td> </td> <td>Flat/Rolling;No Forest/Base</td> <td>Ax1.25</td> <td>Y</td> <td> </td> <td> </td> <td> </td> <td>Applies even vs Bunker and ECM</td> </tr> <tr> <td>In Port</td> <td>Land or Air</td> <td>Sea unit</td> <td>Base (even sea!)</td> <td>Ax2</td> <td>Y</td> <td> </td> <td> </td> <td> </td> <td> </td> </tr> <tr> <td>Non-Combat Unit</td> <td> </td> <td>Attack=0;Armor=1</td> <td> </td> <td>Dx0.5</td> <td>Y</td> <td> </td> <td> </td> <td> </td> <td> </td> </tr> <tr> <td>Hasty</td> <td>Non-native land w/fractional move</td> <td> </td> <td> </td> <td>AxFraction (0.66/0.33)</td> <td>Y</td> <td>Y</td> <td>*</td> <td>Y</td> <td>Applies to Psi-weapon units but not natives</td> </tr> <tr> <td>Fanaticism</td> <td>Faction with bonus (Miriam)</td> <td> </td> <td> </td> <td>Ax1.25</td> <td>Y</td> <td> </td> <td> </td> <td> </td> <td> </td> </tr> <tr> <td>Elevation</td> <td> </td> <td> </td> <td> </td> <td>x1 + 0.25*level</td> <td> </td> <td>Y</td> <td> </td> <td> </td> <td>Higher unit in arty duel - Including vs. sea</td> </tr> <tr> <td>Land Based Guns</td> <td> </td> <td> </td> <td> </td> <td>x1.5</td> <td> </td> <td>Y</td> <td> </td> <td> </td> <td>For land unit if vs. sea unit</td> </tr> <tr> <td>Open Ground</td> <td>Bombarding</td> <td> </td> <td>Flat/Rolling;No Forest/Base</td> <td>Dx1.5</td> <td> </td> <td>*</td> <td> </td> <td> </td> <td>Applies ONLY during arty Bombard (not Exchange)</td> </tr> <tr> <td>Planet SE rating</td> <td> </td> <td> </td> <td> </td> <td>x1 + 0.10*Planet</td> <td> </td> <td> </td> <td>Y</td> <td> </td> <td> </td> </tr> <tr> <td>Dream Twister</td> <td>Faction possesses Dream Twister</td> <td> </td> <td> </td> <td>Ax1.5</td> <td> </td> <td> </td> <td>Y</td> <td> </td> <td> </td> </tr> <tr> <td>Neural Amplifier</td> <td>Faction possesses Neural Amp</td> <td> </td> <td> </td> <td>Dx1.5</td> <td> </td> <td> </td> <td>Y</td> <td> </td> <td> </td> </tr> <tr> <td colspan=10 align="center" bgcolor="#000080"><font color="#FFFFFF" bold>Special Abilities</font> </td> </tr> <tr> <td>Airdrop</td> <td>Has airdropped this turn</td> <td> </td> <td> </td> <td>Ax0.5</td> <td>Y</td> <td>Y</td> <td> </td> <td>*</td> <td>Probes can't move after drop; psi units can't drop</td> </tr> <tr> <td>Comm Jammer</td> <td>Land unit, Chassis move >1</td> <td>Has ECM</td> <td> </td> <td>Dx1.5</td> <td>Y</td> <td> </td> <td> </td> <td> </td> <td> </td> </tr> <tr> <td>Ground Strike</td> <td>Air with SAM</td> <td>Not Air Unit</td> <td> </td> <td>Ax0.5</td> <td>Y</td> <td> </td> <td> </td> <td> </td> <td> </td> </tr> <tr> <td>Air-to-Air</td> <td>Air with SAM</td> <td>Any Air (incl. Copter)</td> <td>Not Base/airbase</td> <td>Ax2</td> <td>Y</td> <td> </td> <td> </td> <td> </td> <td>Does not apply to Intercept combat</td> </tr> <tr> <td>AAA Tracking</td> <td>Air</td> <td>Land or Sea with AAA</td> <td> </td> <td>Dx2</td> <td>Y</td> <td> </td> <td> </td> <td> </td> <td> </td> </tr> <tr> <td>Nerve Gas</td> <td>Has Nerve Gas special</td> <td> </td> <td> </td> <td>Ax1.5</td> <td>Y</td> <td> </td> <td> </td> <td> </td> <td>Optional, Atrocity, Win vs base halves pop</td> </tr> <tr> <td>Empath Song</td> <td>Has Empath special</td> <td> </td> <td> </td> <td>Ax1.5</td> <td> </td> <td> </td> <td>Y</td> <td> </td> <td> </td> </tr> <tr> <td>Hypnotic Trance</td> <td> </td> <td>Has Trance special</td> <td> </td> <td>Dx1.5</td> <td> </td> <td> </td> <td>Y</td> <td> </td> <td> </td> </tr> <tr> <td colspan=10 align="center" bgcolor="#000080"><font color="#FFFFFF" bold>Other</font> </td> </tr> <tr> <td>Morale</td> <td> </td> <td> </td> <td> </td> <td>x0.75 + 0.125*level</td> <td>Y</td> <td>Y</td> <td>Y</td> <td>Y</td> <td> </td> </tr> <tr> <td>Hit Points (Reactor)</td> <td> </td> <td> </td> <td> </td> <td> </td> <td>Y</td> <td>Y</td> <td> </td> <td>Y</td> <td> </td> </tr> <tr> <td>Collateral Damage</td> <td>Land, wins combat</td> <td>Land, loses combat</td> <td>Not Base or Bunker</td> <td>Damage all in defend stack</td> <td>Y</td> <td> </td> <td>Y</td> <td> </td> <td>If defender was native, all native in stack destroyed</td> </tr> <tr> <td colspan=10>BUG: Game erroneously considers Reactor type when displaying odds for Psi Combat</td> </tr></table>
Here's an attempt at compiling together ALL the combat possibilities in the game in one place. I think I've personally tested every scenario here, although I may have missed one or two. This is all in SMAC 4.0; I do not have SMAX so SMAX-only features like Dissociative Wave are missing.
Hope it helps somebody, and hope it's accurate. Have at it! Any corrections/info welcome.
<table border=1 width="95%"> <tr> <td colspan=10 align="center" bgcolor="#000080"><font color="#FFFFFF" bold>Basic Rules</font> </td> </tr> <tr> <td colspan=10>The "defender" is selected from the defending stack as the unit with the best chance to win the combat.Land on transport cannot defend</td> </tr> <tr> <td colspan=10>Psi Combat occurs if attacker has Psi Attack or defender has Psi Defense. All native units have both</td> </tr> <tr> <td colspan=10>Probe Combat occurs if attacker is any Probe Team and defending square contains any Probe Team. Probe combat is never Psi</td> </tr> <tr> <td colspan=10>"Sea Gun" is Attack>0 and no Psi Attack or Psi Defense. All Sea Gun units have artillery capability.</td> </tr> <tr> <td colspan=10>Always MULTIPLY all factors. Sole exception is base defenses.</td> </tr> <tr> <td colspan=10 align="center" bgcolor="#000080"><font color="#FFFFFF" bold>Combat Scenarios</font> </td> </tr> <tr> <td colspan=4>Requirements for the effect</td> <td>Effect</td> <td colspan=4>Applies to</td> <td>Note</td> </tr> <tr> <td>Circumstance</td> <td>Attacker</td> <td>Defender</td> <td>Defender's square</td> <td> </td> <td>Norm</td> <td>Arty</td> <td>Psi</td> <td>Probe</td> <td> </td> </tr> <tr> <td>Normal Combat</td> <td>Land non-artillery</td> <td>Land any</td> <td> </td> <td> </td> <td>Y</td> <td> </td> <td>Y</td> <td>Y</td> <td> </td> </tr> <tr> <td>Bombardment</td> <td>Land artillery</td> <td>Land; no arty in stack</td> <td> </td> <td>One round, all damaged</td> <td> </td> <td>Y</td> <td> </td> <td> </td> <td> </td> </tr> <tr> <td>Bombardment</td> <td>Land artillery</td> <td>Sea Non-Gun</td> <td> </td> <td>One round, all damaged</td> <td> </td> <td>Y</td> <td> </td> <td> </td> <td>Including land units on transport</td> </tr> <tr> <td>Artillery Duel</td> <td>Land artillery</td> <td>Land artillery</td> <td> </td> <td>To death; defender uses A</td> <td> </td> <td>Y</td> <td> </td> <td> </td> <td> </td> </tr> <tr> <td>Artillery Exchange</td> <td>Land artillery</td> <td>Sea Gun</td> <td> </td> <td>Each fires one round</td> <td> </td> <td>Y</td> <td> </td> <td> </td> <td> </td> </tr> <tr> <td>Normal Combat</td> <td>Sea</td> <td>Any</td> <td>Sea (including sea base)</td> <td> </td> <td>Y</td> <td> </td> <td>Y</td> <td>Y</td> <td>Naval Yard applies; Perim doesn't</td> </tr> <tr> <td>Bombardment</td> <td>Sea invoking Fire action</td> <td>Land; no arty in stack</td> <td> </td> <td>One round, all damaged</td> <td> </td> <td>Y</td> <td> </td> <td> </td> <td> </td> </tr> <tr> <td>Artillery Exchange</td> <td>Sea invoking Fire action</td> <td>Land artillery</td> <td> </td> <td>Each fires one round</td> <td> </td> <td>Y</td> <td> </td> <td> </td> <td> </td> </tr> <tr> <td>Artillery Duel</td> <td>Sea invoking Fire action</td> <td>Sea Gun</td> <td> </td> <td>To death; defender uses A</td> <td> </td> <td>Y</td> <td> </td> <td> </td> <td> </td> </tr> <tr> <td>Bombardment</td> <td>Sea invoking Fire action</td> <td>Sea Non-gun</td> <td> </td> <td>One round, all damaged</td> <td> </td> <td>Y</td> <td> </td> <td> </td> <td>Including land units on transport</td> </tr> <tr> <td>Normal Combat</td> <td>Air</td> <td>Anything not SAM Air unit</td> <td> </td> <td> </td> <td>Y</td> <td> </td> <td>Y</td> <td> </td> <td> </td> </tr> <tr> <td>Intercept</td> <td>Air</td> <td>SAM Air unit</td> <td> </td> <td>Defender uses Attack value</td> <td> </td> <td>?*</td> <td>Y*</td> <td> </td> <td>Whenever interceptor defending (not just scramble)</td> </tr> <tr> <td>Scramble Protection</td> <td>Air</td> <td>Anything not SAM Air unit</td> <td>SAM Air in (air)base within 2sq</td> <td>No Combat</td> <td>Y</td> <td> </td> <td>Y</td> <td> </td> <td>Defender's SAM unit moves; use previous line</td> </tr> <tr> <td colspan=10>Sea attacking unit on land square (incl. Sea in port) is always Fire action. Sea attacking sea, or land in sea base, can choose normal or artillery fire</td> </tr> <tr> <td colspan=10>Damage limits apply to arty Bombardment and Exchange: 50% maximum for units in bunker/base, 99% for other units on land</td> </tr> <tr> <td colspan=10>*I think</u> the game treats Intercept combat as Artillery Duel. You do not get Confirm Odds screen. Air vs Air, Sensors, Base don't apply.</td> </tr> <tr> <td colspan=10>*BUG: If a defending interceptor has Psi Attack, Psi combat occurs, but the attacker uses its Weapon value vs Defender's Psi=3!</td> </tr> <tr> <td colspan=10>Air units in base/airbase, and Copters/Missiles outside base/airbase, can be attacked as if they were land</td> </tr> <tr> <td colspan=10>SAM air units (including Copters but not Missiles) always defend vs air as Interceptors, but cannot scramble if outside (air)base</td> </tr> <tr> <td colspan=10 align="center" bgcolor="#000080"><font color="#FFFFFF" bold>Special Ability Required</font> </td> </tr> <tr> <td>Amphibious Pods</td> <td>Land on transport</td> <td> </td> <td>Land square</td> <td>No Combat if attacker lacks</td> <td>Y</td> <td> </td> <td>Y</td> <td>Y</td> <td>CAN <U>capture</u> empty base without Pods</td> </tr> <tr> <td>Amphibious Pods</td> <td>Land anywhere (land or transport)</td> <td> </td> <td>Sea Base</td> <td>No Combat if attacker lacks</td> <td>Y</td> <td> </td> <td>Y</td> <td>Y</td> <td>CANNOT <u>capture</u> empty base without Pods</td> </tr> <tr> <td>Air Superiority (SAM)</td> <td> </td> <td>Airborne Aircraft</td> <td>Not Base/Airbase (Airborne)</td> <td>No Combat if attacker lacks</td> <td>Y</td> <td> </td> <td>Y</td> <td>Y</td> <td>SAM land/sea can attack air over sea/land</td> </tr> <tr> <td colspan=10 align="center" bgcolor="#000080"><font color="#FFFFFF" bold>Base and Terrain</font> </td> </tr> <tr> <td>Base</td> <td>Without Blink Displacer</td> <td> </td> <td>Base</td> <td>Base Dx1.25</td> <td>Y</td> <td> </td> <td>Y</td> <td> </td> <td>Use only the highest Base value</td> </tr> <tr> <td>Perimeter Defense</td> <td>Land without Blink</td> <td> </td> <td>Base with PD</td> <td>Base Dx2</td> <td>Y</td> <td> </td> <td> </td> <td> </td> <td> </td> </tr> <tr> <td>Naval Yard</td> <td>Sea without Blink</td> <td>Sea</td> <td>Base with NY</td> <td>Base Dx2</td> <td>Y</td> <td> </td> <td> </td> <td> </td> <td> </td> </tr> <tr> <td>Aerospace Complex</td> <td>Air without Blink</td> <td> </td> <td>Base with AC</td> <td>Base Dx2</td> <td>Y</td> <td> </td> <td> </td> <td> </td> <td> </td> </tr> <tr> <td>Tachyon Field</td> <td>Any without Blink</td> <td> </td> <td>Base with TF</td> <td>Base Dx2 or Base Dx3</td> <td>Y</td> <td> </td> <td> </td> <td> </td> <td>If PD, NY, or AC applies, gives Base Dx3</td> </tr> <tr> <td>Terrain</td> <td>Land</td> <td>Land</td> <td>Rocky or Forest, not base</td> <td>Dx1.5</td> <td>Y</td> <td> </td> <td> </td> <td> </td> <td> </td> </tr> <tr> <td>Fungus Special</td> <td>Native or has Pholus Mutagen</td> <td> </td> <td>Fungus</td> <td>Ax1.5</td> <td>Y</td> <td> </td> <td>Y</td> <td> </td> <td>Applies to all defenders (even air) and Sea Fungus</td> </tr> <tr> <td>Fungus Terrain</td> <td>Land, Not Native and lacks Pholus</td> <td>Land</td> <td>Fungus</td> <td>Dx1.5</td> <td>Y</td> <td> </td> <td> </td> <td> </td> <td>DOESN'T apply to Sea Fungus</td> </tr> <tr> <td>Bunker</td> <td>Land without Blink</td> <td>Land</td> <td>Bunker</td> <td>Dx1.5</td> <td>Y</td> <td> </td> <td> </td> <td> </td> <td> </td> </tr> <tr> <td colspan=10 align="center" bgcolor="#000080"><font color="#FFFFFF" bold>Situational Modifiers</font> </td> </tr> <tr> <td>Sensor</td> <td> </td> <td> </td> <td>In def territory within 2sq</td> <td>Dx1.25</td> <td>Y</td> <td> </td> <td>Y</td> <td> </td> <td> </td> </tr> <tr> <td>Infantry vs Base</td> <td>Land unit, Chassis move =1</td> <td> </td> <td>Base</td> <td>Ax1.25</td> <td>Y</td> <td> </td> <td> </td> <td> </td> <td> </td> </tr> <tr> <td>Mobile in open</td> <td>Land unit, Chassis move >1</td> <td> </td> <td>Flat/Rolling;No Forest/Base</td> <td>Ax1.25</td> <td>Y</td> <td> </td> <td> </td> <td> </td> <td>Applies even vs Bunker and ECM</td> </tr> <tr> <td>In Port</td> <td>Land or Air</td> <td>Sea unit</td> <td>Base (even sea!)</td> <td>Ax2</td> <td>Y</td> <td> </td> <td> </td> <td> </td> <td> </td> </tr> <tr> <td>Non-Combat Unit</td> <td> </td> <td>Attack=0;Armor=1</td> <td> </td> <td>Dx0.5</td> <td>Y</td> <td> </td> <td> </td> <td> </td> <td> </td> </tr> <tr> <td>Hasty</td> <td>Non-native land w/fractional move</td> <td> </td> <td> </td> <td>AxFraction (0.66/0.33)</td> <td>Y</td> <td>Y</td> <td>*</td> <td>Y</td> <td>Applies to Psi-weapon units but not natives</td> </tr> <tr> <td>Fanaticism</td> <td>Faction with bonus (Miriam)</td> <td> </td> <td> </td> <td>Ax1.25</td> <td>Y</td> <td> </td> <td> </td> <td> </td> <td> </td> </tr> <tr> <td>Elevation</td> <td> </td> <td> </td> <td> </td> <td>x1 + 0.25*level</td> <td> </td> <td>Y</td> <td> </td> <td> </td> <td>Higher unit in arty duel - Including vs. sea</td> </tr> <tr> <td>Land Based Guns</td> <td> </td> <td> </td> <td> </td> <td>x1.5</td> <td> </td> <td>Y</td> <td> </td> <td> </td> <td>For land unit if vs. sea unit</td> </tr> <tr> <td>Open Ground</td> <td>Bombarding</td> <td> </td> <td>Flat/Rolling;No Forest/Base</td> <td>Dx1.5</td> <td> </td> <td>*</td> <td> </td> <td> </td> <td>Applies ONLY during arty Bombard (not Exchange)</td> </tr> <tr> <td>Planet SE rating</td> <td> </td> <td> </td> <td> </td> <td>x1 + 0.10*Planet</td> <td> </td> <td> </td> <td>Y</td> <td> </td> <td> </td> </tr> <tr> <td>Dream Twister</td> <td>Faction possesses Dream Twister</td> <td> </td> <td> </td> <td>Ax1.5</td> <td> </td> <td> </td> <td>Y</td> <td> </td> <td> </td> </tr> <tr> <td>Neural Amplifier</td> <td>Faction possesses Neural Amp</td> <td> </td> <td> </td> <td>Dx1.5</td> <td> </td> <td> </td> <td>Y</td> <td> </td> <td> </td> </tr> <tr> <td colspan=10 align="center" bgcolor="#000080"><font color="#FFFFFF" bold>Special Abilities</font> </td> </tr> <tr> <td>Airdrop</td> <td>Has airdropped this turn</td> <td> </td> <td> </td> <td>Ax0.5</td> <td>Y</td> <td>Y</td> <td> </td> <td>*</td> <td>Probes can't move after drop; psi units can't drop</td> </tr> <tr> <td>Comm Jammer</td> <td>Land unit, Chassis move >1</td> <td>Has ECM</td> <td> </td> <td>Dx1.5</td> <td>Y</td> <td> </td> <td> </td> <td> </td> <td> </td> </tr> <tr> <td>Ground Strike</td> <td>Air with SAM</td> <td>Not Air Unit</td> <td> </td> <td>Ax0.5</td> <td>Y</td> <td> </td> <td> </td> <td> </td> <td> </td> </tr> <tr> <td>Air-to-Air</td> <td>Air with SAM</td> <td>Any Air (incl. Copter)</td> <td>Not Base/airbase</td> <td>Ax2</td> <td>Y</td> <td> </td> <td> </td> <td> </td> <td>Does not apply to Intercept combat</td> </tr> <tr> <td>AAA Tracking</td> <td>Air</td> <td>Land or Sea with AAA</td> <td> </td> <td>Dx2</td> <td>Y</td> <td> </td> <td> </td> <td> </td> <td> </td> </tr> <tr> <td>Nerve Gas</td> <td>Has Nerve Gas special</td> <td> </td> <td> </td> <td>Ax1.5</td> <td>Y</td> <td> </td> <td> </td> <td> </td> <td>Optional, Atrocity, Win vs base halves pop</td> </tr> <tr> <td>Empath Song</td> <td>Has Empath special</td> <td> </td> <td> </td> <td>Ax1.5</td> <td> </td> <td> </td> <td>Y</td> <td> </td> <td> </td> </tr> <tr> <td>Hypnotic Trance</td> <td> </td> <td>Has Trance special</td> <td> </td> <td>Dx1.5</td> <td> </td> <td> </td> <td>Y</td> <td> </td> <td> </td> </tr> <tr> <td colspan=10 align="center" bgcolor="#000080"><font color="#FFFFFF" bold>Other</font> </td> </tr> <tr> <td>Morale</td> <td> </td> <td> </td> <td> </td> <td>x0.75 + 0.125*level</td> <td>Y</td> <td>Y</td> <td>Y</td> <td>Y</td> <td> </td> </tr> <tr> <td>Hit Points (Reactor)</td> <td> </td> <td> </td> <td> </td> <td> </td> <td>Y</td> <td>Y</td> <td> </td> <td>Y</td> <td> </td> </tr> <tr> <td>Collateral Damage</td> <td>Land, wins combat</td> <td>Land, loses combat</td> <td>Not Base or Bunker</td> <td>Damage all in defend stack</td> <td>Y</td> <td> </td> <td>Y</td> <td> </td> <td>If defender was native, all native in stack destroyed</td> </tr> <tr> <td colspan=10>BUG: Game erroneously considers Reactor type when displaying odds for Psi Combat</td> </tr></table>
Comment