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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