![]() Open General by Luis Guzman |
EQUIPMENT SPECIAL ATTRIBUTES |
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Special attributes are surely the most appreciate caracteristic of units in any equipment. They are also commonly named as "Abilities".
Special attributes can modify slightly or completely the importance of a unit giving/removing
important characteristics to units.
Here it is the list of available "special attributes" (or "abilities") included in OpenGeneral. | |
Attribute | How it works |
Lasting Sup toggle | Lasting suppression reverse: disable for TAC BOMBER and enable for rest |
Can Blow | Can blow up stuff. Must be positioned in the hex to blow |
Ignore trench | Unit ignores enemy entrenchments when firing (Engineer) |
Bridge | Unit is Bridge on Rivers |
Can't Soft Atk | Unit cannot initiate combat against soft target enemies |
Can't Hard Atk | Unit cannot initiate combat against hard target enemies |
Can't Air Atk | Unit cannot initiate combat against air target enemies |
Can't Buy | Unit cannot be purchased by player |
No Leader | Unit cannot get a leader |
All Weather | Air/Gnd units can fire to Gnd/Air enemies despite bad weather |
Drop mines | Unit can drop mines. Must be located in the hex the minefield is to be created |
Clear mines | Unit can attempt to remove mines. Must be located in the minefield hex |
AirDropMines | Air units can drop land mines if they have also: "Drop mines" special. Must be located in the hex to drop the mine |
No AI buy | AI cannot purchase this unit |
Mountain | Unit will use Mountain (leg) movement method, regardless the one assigned |
Recon Skill toggle | Phased movement reverse: disable phased movement for recon class units and enables for any other class (even if mounted). Units using phased movement can take actions as far as some movement is remaining, thus Flak/AD class units could still fire air units after moving if keeping at east one remaining movement. |
Dismount toggle | Reverse Dismount if attacked role. When checked for Infantry unit, it won't dismount when attacked; for rest of units, it will dismount if attacked. When unchecked: default behavior |
Support Fire toggle | Reverse Fire Support role. When checked for ATY unit it won't give Fire Support; for rest of units it will give it. When unchecked: default behavior. |
Air Support | Ground and naval units can supply air units acting like dirt-airfields (it works same than carriers). |
Air Transportable | Units with this special can embark ground transport in air transport, so it won't be lost when embarking. Note. PG2 required to have this special in both unit and transport, but OG only requires the main unit to have it |
CAN Air Attack | Ground and naval units can attack air units, as far as unit did not move. |
Overrun toggle | Reverse Overrun toggle. If checked: disable overrun for tanks and enables for rest of self propelled units. Un-checked: default behavior |
No Intercept Air | Cannot intercept units, for AD/Flaks/Fighters disable interception while movement (but not air defense) |
NoNeedStation | Can embark/disembark from trains on any railroad, no need for Station |
Counter Battery | Unit can fire once per turn to enemy artillery firing friend units |
Saboteur | Unit can saboteour enemies. When successfully sabotaged. -2 attack/defend current turn plus move/attack actions disabled next turn. |
Combat Support | Works in the same way as the Combat support Leader. Units lend its experience bars to adjacent frind units |
No Prototype | Units with this option, are never assigned as prototypes. |
Can't Naval Attack | Unit cannot initiate naval attacks |
Carrier Deploy | Air units with this option can be deployed on carriers and dirt-airfields. |
Capture Flag | Allow unit to capture flags. (Only Infantry, Tank, Recon or Anti-tank class units or ground units with Liberator leader, can capture flags by default.) |
Mechanized | Flaks, Artillery and AirDefense can move and fire. Same than "Mechanized Veteran" leader |
Marine | Unit can move after disembarking from non-organic transport |
No Surrender | Units never surrender if cannot retreat, half of suppression goes to kills. |
No Ammo Penalty | Unit won't suffer combat penalties half strenght, half initiative, reduced attack and defense values, due to lack of ammo. |
Partizan | Unit is not stopped by adjacent enemies. Same than "Battlefield Intelligence" leader |
Exploit Success | Unit can move after attacking (remaining movement points), if enemy is killed or retreated. |
Anti Sub(ASW) | Reverse attack submarine toggle. For Tac Bombers/Destroyers, unit cannot attack subs; for other unit, it can attack subs. |
Jet (stealth) | Planes with this special can only be intercepted by ground unit having also this special. |
Build/Repair | Unit can build and repair (if scenario enables that) |
D.AfterMove | Unit dismount from organic transport after moving |
NoDirt AP | Unit can't use dirt airfields |
Rocket Bomber | Unit can attack ground units within range of fire using any hex types |
Cut LOS | Unit cut LOS (line of sight) to enemy and friend units |
Allow LOF | Unit doesn't cut enemy LOF (line of fire) |
Evade | Unit will try to evade combat (like submarines) |
Torpedo bomber | Unit can attack neighbor units if both are located on sea |
AD Support | Unit provide AD support to adjacent units like AD class when attacked from air. Enables also interception of planes while moving. |
SingleFireSup | Unit can give fire support only once per turn. |
Kamikaze | Unit will attack very aggressively, being destroyed after combat or if it runs out ammo. |