Engineers, capture and sabotage
Hands a structure or a vehicle to another house, restores it, spies on it, or arms it with a demolition charge, according to the soldier that walks in.
Almost everything below turns on which mission a soldier is in — the state that says what it is doing at this moment, and the rules section named after it. Target selection introduces both.
Who can walk in
Section titled “Who can walk in”Six settings on an InfantryType decide what a soldier does when it reaches whatever it was sent at.
| Setting | What the soldier does on arrival |
|---|---|
Engineer=yes | Restores an allied structure, takes or damages a non-allied one, repairs a bridge |
C4=yes | Arms a Repairable=yes structure with a demolition charge and walks away |
Agent=yes | Infiltrates a structure and reports what it holds |
Infiltrate=yes | Nothing on its own. It is what lets a soldier be given a structure as a target and a destination at all |
VehicleThief=yes | Takes the vehicle it was sent at |
Thief=yes | Takes a non-allied vehicle it is walking toward, under any mission |
The cursor
Section titled “The cursor”An engineer over a structure
Section titled “An engineer over a structure”A deployed vehicle is a structure that names an UndeploysInto vehicle and is not a construction yard. The engine counts one as a vehicle rather than as a structure, and that distinction runs through the rest of this page.
A player-controlled engineer has cursor rules of its own. They apply to a structure meeting all of:
- Any of: it is not a deployed vehicle; it is
IsMobileWar=yes. - Any of: it is
Repairable=yes; it isIsMobileWar=yes.
An IsMobileWar=yes structure therefore reaches these rules whatever else it is, and every other structure has to clear both groups. For one that does, the table gives the cursor produced.
| Structure | Cursor |
|---|---|
A BridgeRepairHut=yes type | The repair cursor when a bridge near it can be repaired, the refusal cursor otherwise |
An allied structure at full Strength | The refusal cursor |
| An allied structure below full strength | The repair cursor |
A non-allied Capturable=yes structure above EngineerCaptureLevel | The damage action, which carries no cursor art of its own |
A non-allied Capturable=yes structure at or below that fraction | The enter cursor |
The full-strength test compares against a figure fixed at 1 in the engine and reads the strength live, so the repair cursor appears the moment an allied structure drops a single point.
Anything these rules do not settle falls through to the general rewrite every Infiltrate=yes soldier shares — both a structure the two groups above rejected and a non-allied structure that clears them but is not Capturable=yes, which matches no row. That rewrite offers the enter cursor over a non-allied Capturable=yes structure with no strength test at all. That is the route a Repairable=no structure takes — a barrel, a mine, a wall — and the route a spy takes for everything. It withholds the cursor when no cell adjacent to the structure’s footprint sits in the same movement zone as the soldier, which is what keeps it off a naval yard that no land route reaches.
With fog of war switched on, an engineer’s cursor over a cell that holds a fogged structure record ignores ownership, strength and Capturable alike: a bridge repair hut takes the repair or refusal cursor and any Repairable=yes type takes the enter cursor. That click issues the capture order against the cell rather than against an object.
A commando over a structure
Section titled “A commando over a structure”For a player-controlled infantry with C4=yes or the C4 ability, an attack cursor over a structure that is not a deployed vehicle becomes the demolitions cursor when the type is Repairable=yes and stays an attack cursor when it is not — which is how a commando shoots a barrel and bombs everything else. Force fire reaches an allied or own structure the same way, because holding it produces the attack cursor there in the first place.
A vehicle thief over a vehicle
Section titled “A vehicle thief over a vehicle”A player-controlled VehicleThief=yes soldier takes the enter cursor over any non-structure counted as a vehicle, which includes a landed aircraft. An IsTrain=yes type takes the select cursor instead. The ownership test is house identity rather than alliance, so the cursor appears over an allied house’s vehicle as readily as over an enemy’s.
What the click issues
Section titled “What the click issues”The three sections above each settle a cursor. This table takes over from there: the left column is what those rules produced and the right is the order a click on it issues. Three of them share the first row, which is why what happens at the structure is settled again on arrival rather than by the cursor the player saw.
| What the cursor test produced | Order issued |
|---|---|
| Repair, enter, or the damage action, over an object | The capture mission, with the object as the destination |
| Demolitions | The sabotage mission, with the object as the destination |
| Enter, over a cell | The capture mission, with the cell as the destination |
Area guard, over a non-allied Repairable=yes structure, from a C4=yes soldier | The sabotage mission |
| Refusal | Nothing |
Both missions are serviced on the cadence their own Rate sets in the [Capture] and [Sabotage] sections, plus a jitter of up to two frames. A vehicle handed either order converts it to an attack. An Infiltrate=yes soldier given a structure as an attack target converts that order into the capture mission, and one with C4=yes or the C4 ability converts it into sabotage first only when the structure is Repairable=yes.
Walking in
Section titled “Walking in”Everything in this section happens when the soldier finishes a move onto a cell while on the capture, area guard or patrol mission. Area guard and patrol are in that gate, which is how a computer engineer restores a structure without an explicit order.
An infantry on the capture, sabotage or enter mission may step into the cell holding its destination, and an engineer may do so on guard, area guard and patrol as well; a vehicle thief gets the same allowance for any non-IsTrain=yes vehicle it is aimed at. Under the capture, enter, area guard and patrol missions the walking locomotor will also let it claim a sub-cell position — one of the three standing places a cell offers infantry — that another soldier already holds. An Infiltrate=yes type is exempt from the check that would otherwise discard a destination lying in another movement zone.
The vehicle branch
Section titled “The vehicle branch”The first test is on the destination alone: a live object counted as a vehicle. There is no flag test, no alliance test and no Capturable test. While the soldier is off the cell, the destination is simply re-aimed at the vehicle. Once the two stand on the same cell, this runs in order:
- the entered trigger on the vehicle springs;
- the vehicle detaches from everything tracking it;
- ownership changes;
- infantry heading into the vehicle scatter, which happens only where it is in fact a deployed vehicle;
- the soldier’s tag moves onto the vehicle, if that tag is transferable;
- the soldier’s own destroyed-anything trigger springs;
- the soldier is deleted.
A soldier’s tag is the scenario tag attached to it — the record that binds a trigger to an object. It is transferable when the trigger behind it, or any trigger linked behind that one, sets the transferable field of its own record. A tag that is not transferable does not move; step 7 deletes the soldier still carrying it.
Restoring an allied structure
Section titled “Restoring an allied structure”An engineer that reaches an allied structure restores it to full strength at no cost, and that also forces the repair flag off. The damage animation state is re-evaluated on the new strength. Nothing else about the structure changes.
Repairing a bridge
Section titled “Repairing a bridge”A BridgeRepairHut=yes structure replaces both the restore and the capture branches, so a hut is never restored and never changes hands whoever owns it. EVA announces the repair for a player-controlled house. The repair to run is chosen from the five-by-five block of cells centered on the soldier: a rail bridge tile anywhere inside it selects the rail repair, and the road repair runs otherwise. Every infantry then drops the hut as a target, and infantry heading into the cell scatter.
Capturing a non-allied structure
Section titled “Capturing a non-allied structure”For a non-allied Capturable=yes structure the entered trigger springs again, the losing house is marked as having been robbed, the soldier’s tag is attached to the structure if it is transferable, ownership changes, and infantry heading into the cell scatter.
That mark is the one the Thieved by… trigger event tests. It is set here and nowhere else — not by a stolen vehicle — and nothing ever clears it, so once a house has lost one structure to an engineer the mark stands for the rest of the match. Nothing acts on it, though: the event is never announced to a trigger and so is never satisfied, and no other part of the game reads the mark.
Damaging it instead
Section titled “Damaging it instead”The engineer damages the structure instead of taking it under all of:
- the game is not a campaign game;
- the lobby’s multiplayer engineer option is on;
- the structure’s strength fraction is above
ConditionRed.
Capturable is not consulted on this branch.
damage = min(Strength − MaxStrength × ConditionRed / 2, MaxStrength × (1 − ConditionRed / 2) / 2)The figure is applied as forced damage with C4Warhead and the engineer as the source. Forced damage skips the warhead’s own effectiveness table, the house and object armor biases, the veteran armor bonus and Immune=yes alike, so the structure takes the whole figure. At the default ConditionRed of 0.5 that is a bite of at most 37.5% of maximum strength, and the branch stops as soon as the structure is at or below half strength:
| Engineer | Strength before | Strength after |
|---|---|---|
| First | 100% | 62.5% |
| Second | 62.5% | 25% |
| Third | 25% | Captured |
ConditionRed therefore sets both the band in which the branch runs and the size of the step, and at 1 or above the branch is unreachable, since the strength fraction can never exceed it.
Infiltrating it
Section titled “Infiltrating it”A soldier that is not an engineer does anything at the structure only when it is Agent=yes. EVA announces the infiltration for a player-controlled house, and the house is recorded as spying on that structure: a spied structure shows its status overlay whenever the spying player selects it, and a spied factory also draws its current product through the same cameo palette as the sidebar.
A Radar=yes structure adds far more. Spying on one marks the whole owning house as radar-spied, and while that mark stands every sight the victim’s objects take is credited to the local player instead — a standing share of the victim’s vision rather than a single reveal. The mark is recomputed only when a spied radar structure is destroyed or changes hands, and capturing a structure clears the capturing house’s own spy mark on it. Spying on a structure with positive Power adds nothing but a redraw of whichever spied structures the player has selected at that moment.
The soldier is consumed
Section titled “The soldier is consumed”Every path through the structure branch deletes the soldier, including the paths where nothing at all happens: an engineer at a non-capturable non-allied structure inside a campaign, and any soldier that is neither an engineer nor Agent=yes. Arming a demolition charge is the one entry path on this page that leaves the soldier alive.
What changes hands
Section titled “What changes hands”Change of ownership is one shared routine, and it runs the same way for a structure, a vehicle and an aircraft.
- The object is booked as a kill with no source attached. The capturing house collects the score points and nothing gains experience; the object keeps the rank it was already carrying.
- The losing house’s inventory counts fall and the new owner’s rise, except on an
Insignificant=yestype, which changes hands without moving between the two tallies at all. - The object’s current target and destination are cleared, it detaches from everything tracking it, cell threat moves from one house to the other, and it re-enters idle behavior.
A structure adds to that:
- The storage capacity its
Storagedeclares moves to the new owner, and so does whatever the structure is holding — straight into the new owner’s spendable credits. The loser simply loses it; it is not booked as harvested on the way out. - Anything loaded inside is captured with it. So is anything in radio contact at a weapons factory, or within a quarter of a cell of the docking coordinate; anything further off is told to run away and contact is broken.
- Production in progress is abandoned. The object under construction is deleted and the money spent on it so far is refunded to the losing house.
- Both houses recount their factories, and a captured construction yard moves between their construction-yard lists. A player who has just lost the last of them also loses any placement cursor in progress.
- The structure re-opens for business as a capture rather than as a new build, which skips the two gifts a fresh structure hands out: a captured
FreeUnitstructure yields no free vehicle and a captured helipad no free aircraft. - The repair flag is cleared, a cloak generator’s radius is reset and re-enabled if it still has power, and EVA announces the capture when either side is under player control.
- The losing house records the structure as its recapture target, which is what its own engineers head for.
Capture leaves three lasting marks besides the change of owner. A captured structure halves the number of survivors it will ever produce and worsens their odds, it never returns the [General] Engineer type among its crew whether it is destroyed or sold, and it satisfies the computer’s last repair gate on its own, without the structure having been marked for repair. Nothing clears the captured mark, so recapturing it back undoes none of them.
Rank, abilities and the elite weapon survive the change intact. Strength is neither restored nor reduced. And an armed demolition charge keeps its countdown running through the whole thing.
Demolition charges
Section titled “Demolition charges”Arming a structure
Section titled “Arming a structure”Arming requires the sabotage mission, a Repairable=yes structure as the destination, and the type still carrying that flag when the soldier arrives. A stale or directly assigned sabotage mission against another structure is canceled and the soldier returns to idle behavior. There is no alliance test, so force fire can still send a saboteur against a qualifying structure belonging to its own house. Unless the structure is already deconstructing, the charge is set, the structure begins flashing as a designated target, the countdown is set to C4Delay minutes’ worth of frames — 27 frames, about 1.8 seconds, at the default — and the saboteur is recorded against it. The saboteur then clears its destination, uncloaks, takes a rearm delay and scatters away from the structure’s center.
Detonation
Section titled “Detonation”When the countdown reaches zero the structure takes damage equal to its current strength, applied as forced damage with C4Warhead and sourced to the saboteur — or to nobody, if the saboteur died first, which also costs its house the kill credit.
Survivors
Section titled “Survivors”The count is Cost × SurvivorRate / SurvivorDivisor, clamped to between 1 and 5, doubled in the divisor for a captured structure, and zero for a type that is not Crewed=yes. Each cell of the footprint then rolls once for one survivor, at odds set by two independent facts about the structure: whether it was ever captured, and whether a live saboteur is on record against it. Arming a charge is what puts a saboteur on record, and the saboteur’s own death takes it off again.
| Roll per footprint cell | No saboteur on record | Saboteur on record |
|---|---|---|
| Never captured | One in three | One in two |
| Captured | One in nine | One in eight |
Being captured is by far the heavier of the two: it costs more than the saboteur gains, so a captured structure is a poorer source of survivors even with a charge ticking on it. The survivors attack the saboteur on record if there is one; otherwise a human house’s wander off and a computer house’s go hunting.
A structure destroyed by its own charge produces none of them. The detonation is forced damage, and a forced destruction is marked survivorless before the count is taken, so the improved right-hand column is only ever reached on a structure that something else finished off first — and only while the saboteur is still alive to hold its place on the record.
Stealing a vehicle
Section titled “Stealing a vehicle”VehicleThief=yes and Thief=yes are separate features with separate cursors, targeting and limits. They meet in one place: both stamp the vehicle with the type that took it, which is what puts a hijacker back on the map when the stolen vehicle dies.
A VehicleThief=yes soldier is the one with a cursor. It takes the vehicle through the vehicle branch, and a computer house turns its hunt into a capture order and leaves it on area guard when idle. Two consequences outlive the theft:
- The stolen vehicle counts against the thief type’s
BuildLimitfor as long as it lives, so a hijacker limited to one cannot be rebuilt while its prize survives. - When that vehicle is destroyed, the hijacker steps back out. It is recreated at the wreck with a strength between 5 and half its maximum, with no
Crewed=yesrequirement and no crew-escape roll to pass, hunting for a computer house and standing guard for a human one.
A vehicle thief also loses its target outright when the vehicle it is chasing deploys into a mobile war factory or a construction yard, while every other object chasing that vehicle is handed the new structure instead.
Thief=yes has no cursor anywhere. Its steal runs on every one of the soldier’s own passes regardless of mission, and needs a non-allied vehicle as the movement destination: within half a cell and one height level the vehicle’s entered trigger springs, radio contact breaks, the thief’s tag moves across if it is transferable, ownership changes and the thief is deleted. Beyond that it re-aims at the vehicle whenever the vehicle wanders off. The flag also widens what its owner scans for.
Computer-controlled engineers
Section titled “Computer-controlled engineers”A computer house aims engineers through target selection, which covers the scanning rules, the fifteen-cell shortcut to the house’s recapture target, and the filter that lets an engineer accept a damaged ally and reject everything else. Four mission conversions sit outside that:
- A hunt becomes a capture order for an engineer that is neither
C4=yesnor carrying theC4ability, and for a vehicle thief. - A hunt becomes a sabotage order for a
C4=yessoldier whose target is aRepairable=yesstructure. - Guard and area guard become a sabotage order under the same condition, for a computer house only.
- A patrolling engineer drops an allied structure as a target once that structure climbs back above
ConditionRed.
An engineer skips target scanning altogether on plain guard, and being shot at while standing on guard or area guard sends a computer-owned one hunting.
Settings without effect
Section titled “Settings without effect”EngineerDamage is read from [General] under its own name, but no gameplay path consults the figure it fills, so writing it changes nothing.
The sabotage handling has a second branch, for a saboteur whose destination is a bare cell rather than a structure, that fires three area explosions of BridgeStrength with C4Warhead at the soldier’s own position. No cursor produces that combination, because the cell branch of the click handler is never reached. The computer’s guard and area-guard conversions do not clear an existing destination, so a computer-owned saboteur can carry the mission with a cell destination and reach it that way.
Related settings
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| Key | Description | Value | When omitted |
|---|---|---|---|
AgentInfantryType | Makes a soldier report on the structure it walks into rather than capturing it. | boolean | no |
BridgeRepairHutBuildingType | Turns the structure into the one an engineer walks into to rebuild a destroyed bridge. | boolean | no |
C4InfantryType | Makes a soldier arm a structure with a demolition charge instead of shooting at it. | boolean | no |
C4Delayglobal rules | The delay in minutes between arming a demolition charge and its detonation. | floating point | .03 |
C4Warheadglobal rules | The WarheadType behind damage the engine deals without a weapon to draw one from. | class | none |
CapturableBuildingType | Allows a structure to take the enter cursor and to change hands when an engineer walks in. | boolean | no |
ConditionRedglobal rules | The fraction of maximum strength at or below which an object counts as critically damaged. | floating point | .5 |
CrewedAircraftType, BuildingType, InfantryType, UnitType | Allows the type to put a surviving infantry on the map when it is destroyed. | boolean | no |
EngineerInfantryType, global rules | Whether a soldier restores and captures structures, or which InfantryType a destroyed structure hands back as an engineer. | boolean | Varies by type |
EngineerCaptureLevelglobal rules | The fraction of maximum strength at or below which an engineer's cursor over a non-allied structure is the enter cursor. | floating point | 1 |
InfiltrateInfantryType | Allows a soldier to be given a structure as a target and to be sent into it. | boolean | no |
InsignificantNo effect in some scopes12 applicable types | Whether the object is kept out of its house's inventory tallies and its response to being attacked. | boolean | Varies by type |
IsMobileWarBuildingType | Marks a deployed structure as a mobile war factory, which an engineer may work on and which may pack up at any time. | boolean | no |
RepairableAircraftType, BuildingType, InfantryType, UnitType | Allows a structure to be repaired with the wrench, worked on by an engineer, and treated as a building by a commando. | boolean | yes |
StrengthNo effect in some scopes12 applicable types | The maximum strength of most object types; wall overlays use it as a per-hit damage threshold. | integer | Partially documented |
SurvivorDivisorglobal rules | The divisor applied to a structure's cost when its number of survivors is worked out. | integer | 100 |
SurvivorRateglobal rules | The fraction of a structure's cost that decides how many survivors leave it. | floating point | .5 |
ThiefInfantryType | Makes a soldier take a non-allied vehicle it is walking toward. | boolean | no |
VehicleThiefInfantryType | Makes a soldier take the vehicle it is sent at, and lets it walk into that vehicle's cell. | boolean | no |
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History
- Changed0.1.0In development
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