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