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	<id>https://swiki.fancruft.com/index.php?action=history&amp;feed=atom&amp;title=Talk%3ACombat_Resolution_Page</id>
	<title>Talk:Combat Resolution Page - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://swiki.fancruft.com/index.php?action=history&amp;feed=atom&amp;title=Talk%3ACombat_Resolution_Page"/>
	<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Combat_Resolution_Page&amp;action=history"/>
	<updated>2026-04-13T00:49:58Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.42.1</generator>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Combat_Resolution_Page&amp;diff=18256&amp;oldid=prev</id>
		<title>MJ12 Commando at 04:50, 8 July 2010</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Combat_Resolution_Page&amp;diff=18256&amp;oldid=prev"/>
		<updated>2010-07-08T04:50:31Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 21:50, 7 July 2010&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l18&quot;&gt;Line 18:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 18:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Experience&amp;#039;&amp;#039;&amp;#039;: A unit&amp;#039;s level of experience may increase its combat effectiveness, ECM, sensors, stealth, and PD.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Experience&amp;#039;&amp;#039;&amp;#039;: A unit&amp;#039;s level of experience may increase its combat effectiveness, ECM, sensors, stealth, and PD.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Range&amp;#039;&amp;#039;&amp;#039;: A unit&amp;#039;s range allows it to take penalties to its own attack to penalize other attackers (holding at extreme range).&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Range&amp;#039;&amp;#039;&amp;#039;: A unit&amp;#039;s range allows it to take penalties to its own attack to penalize other attackers (holding at extreme range).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;==Special Abilities==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Example Special Abilities given to units.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;*&#039;&#039;&#039;Fast Tracking&#039;&#039;&#039;: Fast Tracking unit increases the difficulty of enemy agility saves against its attack.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;*&#039;&#039;&#039;Theater PD&#039;&#039;&#039;: A unit&#039;s PD save applies to several other units.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;==Resolution==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;A unit loses Combat Effectiveness with every action taken (save retreating or other actions to disengage) as well as when successfully hit. After losing all Combat Effectiveness, a unit is considered &#039;&#039;suppressed&#039;&#039; and suffers drastic penalties to its primary combat statistics. A suppressed unit also will take actual casualties when hit.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;==Unit Categories==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;*&#039;&#039;&#039;Ground Units&#039;&#039;&#039; will generally have moderate amounts of all stats. Infantry will have very low stats overall but be capable of using cover and are cheap, and so forth.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;*&#039;&#039;&#039;Air Units&#039;&#039;&#039; such as fighters and bombers will generally have very high attack, agility, and range, but low defense and combat effectiveness. Gunships have lower agility and range but higher defense and combat effectiveness, allowing them to hang around the target area for longer.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Combat_Resolution_Page&amp;diff=18255&amp;oldid=prev</id>
		<title>MJ12 Commando at 02:11, 8 July 2010</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Combat_Resolution_Page&amp;diff=18255&amp;oldid=prev"/>
		<updated>2010-07-08T02:11:57Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 19:11, 7 July 2010&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l16&quot;&gt;Line 16:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 16:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Shields/Point Defense&amp;#039;&amp;#039;&amp;#039;: Shields and PD provide a &amp;#039;&amp;#039;PD save&amp;#039;&amp;#039;, which gives a unit a chance to entirely avoid damage.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Shields/Point Defense&amp;#039;&amp;#039;&amp;#039;: Shields and PD provide a &amp;#039;&amp;#039;PD save&amp;#039;&amp;#039;, which gives a unit a chance to entirely avoid damage.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Stealth&amp;#039;&amp;#039;&amp;#039;: Stealth counteracts the ability of sensors to detect a unit. A unit which is successfully stealthed increases any range penalties against it.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Stealth&amp;#039;&amp;#039;&amp;#039;: Stealth counteracts the ability of sensors to detect a unit. A unit which is successfully stealthed increases any range penalties against it.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&#039;&#039;&#039;Experience&#039;&#039;&#039;: A unit&#039;s level of experience may increase its combat effectiveness, sensors, stealth, and PD.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&#039;&#039;&#039;Experience&#039;&#039;&#039;: A unit&#039;s level of experience may increase its combat effectiveness&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, ECM&lt;/ins&gt;, sensors, stealth, and PD.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Range&amp;#039;&amp;#039;&amp;#039;: A unit&amp;#039;s range allows it to take penalties to its own attack to penalize other attackers (holding at extreme range).&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Range&amp;#039;&amp;#039;&amp;#039;: A unit&amp;#039;s range allows it to take penalties to its own attack to penalize other attackers (holding at extreme range).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Combat_Resolution_Page&amp;diff=18254&amp;oldid=prev</id>
		<title>MJ12 Commando: Created page with &#039;=Combat Statistics= By MJ12  Combat Statistics here come in the form of &#039;&#039;primary&#039;&#039; and &#039;&#039;secondary&#039;&#039; combat statistics. Primary ones are used for direct engagement, while second…&#039;</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Combat_Resolution_Page&amp;diff=18254&amp;oldid=prev"/>
		<updated>2010-07-08T02:05:11Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;#039;=Combat Statistics= By MJ12  Combat Statistics here come in the form of &amp;#039;&amp;#039;primary&amp;#039;&amp;#039; and &amp;#039;&amp;#039;secondary&amp;#039;&amp;#039; combat statistics. Primary ones are used for direct engagement, while second…&amp;#039;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;=Combat Statistics=&lt;br /&gt;
By MJ12&lt;br /&gt;
&lt;br /&gt;
Combat Statistics here come in the form of &amp;#039;&amp;#039;primary&amp;#039;&amp;#039; and &amp;#039;&amp;#039;secondary&amp;#039;&amp;#039; combat statistics. Primary ones are used for direct engagement, while secondary ones generally add saves or modify the primaries.&lt;br /&gt;
&lt;br /&gt;
==Primary Combat Statistics==&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ranged Attack&amp;#039;&amp;#039;&amp;#039;: A unit&amp;#039;s ranged offensive capabilities.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Close Attack&amp;#039;&amp;#039;&amp;#039;: A unit&amp;#039;s close-in offensive ability.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Agility&amp;#039;&amp;#039;&amp;#039;: A unit&amp;#039;s agility represents its ability to maneuver. This can be used offensively (adding to attack) or defensively (adding to defense), and for units with particularly high agility, may add an &amp;#039;&amp;#039;agility save&amp;#039;&amp;#039;, allowing them a chance to entirely avoid damage.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defense&amp;#039;&amp;#039;&amp;#039;: A unit&amp;#039;s ability to survive successful attacks.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Combat Effectiveness&amp;#039;&amp;#039;&amp;#039;: A unit&amp;#039;s ability to keep effective in combat under fire.&lt;br /&gt;
&lt;br /&gt;
==Secondary Combat Statistics==&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;ECM&amp;#039;&amp;#039;&amp;#039;: ECM ability may modify a unit&amp;#039;s attack and defense levels against units with lower sensor ratings.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Sensors&amp;#039;&amp;#039;&amp;#039;: Sensors counteract ECM and Stealth.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Shields/Point Defense&amp;#039;&amp;#039;&amp;#039;: Shields and PD provide a &amp;#039;&amp;#039;PD save&amp;#039;&amp;#039;, which gives a unit a chance to entirely avoid damage.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Stealth&amp;#039;&amp;#039;&amp;#039;: Stealth counteracts the ability of sensors to detect a unit. A unit which is successfully stealthed increases any range penalties against it.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Experience&amp;#039;&amp;#039;&amp;#039;: A unit&amp;#039;s level of experience may increase its combat effectiveness, sensors, stealth, and PD.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Range&amp;#039;&amp;#039;&amp;#039;: A unit&amp;#039;s range allows it to take penalties to its own attack to penalize other attackers (holding at extreme range).&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
</feed>