Force Characteristics and Their Effects These values reflect various Force-wide capabilities. Some are only directly visible in the Editor, but all have strong effects on your Force’s ability to fight. Force Supply Stockpile (0-100%) – This represents Supply stockpiles available to the entire Force. Force Proficiency (0-100%) – This represents the overall Proficiency of the Force. This characteristic is used to determine the length of your Turn. Reconstituted unit Proficiencies are averaged with this value. Force Air Refueling Range Multiplier – This value can range from one to ten. Aircraft with in-flight refueling capability will have their ranges multiplied by this amount. Any Extended Ranges are shown in the game, but the characteristic itself is only visible in the Editor. Force NBC Proficiency – Losses to chemical and atomic attacks are reduced if this value is greater than zero. At the maximum level of 100%, losses for all equipment are reduced as though they had an inherent NBC defense capability. This characteristic is only directly visible in the Editor. Force Night Combat Proficiency – Unit Proficiencies are averaged with this value when determining Anti-Armor, Anti-Personnel, and Defense Strengths at night. This characteristic is only visible in the Editor. Force Electronic Support Level – This represents the general electronic capability of the force: Radar, Electronic Counter Measures, Signal Intelligence, etc. This characteristic is only visible in the Editor. Electronic Support Checks – An electronic support check passes if a random number from zero to the friendly Force Electronic Support Level is higher than a random number from zero to the enemy Force Electronic Support Level. Electronic Support Effects – Locations with HQ units, Air units, and units that move or fire are “noticed” at the beginning of the following Turn if the enemy player makes an Electronic Support Check for the location. Combats involving large numbers of units are affected by relative Electronic Support levels. Artillery, HQ, and Air units can only support combats if they pass a Communication Check. Attacks with a large fraction of units failing Communication Checks will take longer to resolve. Individual units and entire Formations may be unavailable for orders (reorganizing) at the beginning of a Turn due to enemy Electronic Warfare. Individual units may be unavailable if they fail Communication Checks, and Formations are more likely to be unavailable if a significant proportion of attached units fail Communication Checks. Long range Anti-Aircraft units must pass a Communication Check to fire on aircraft at ranges of 1 hex or more. Force Communications Level (0-100%) – This value is checked against a random number from 0 to 100 whenever: Unit and Formation statuses are determined, SAM units fire at long range, and/or Anti-Aircraft support or Artillery fires in support of Attacks and Defenses. Failure prevents the unit from participating in combat or increases the chance that the unit or its parent Formation will be reorganizing at the beginning of a Turn. The default value is 100%. The 100% value should be retained for most World War II and later Scenarios. During the World War I period, a value of 75% is recommended for Scenarios. Prior to 1900, values of 50% or lower are appropriate. This characteristic is only visible in the Editor. Force Guided Weapons Level (0-100%) – Systems with precision guided weapons capabilities (set in the equipment list— mostly aircraft) have their Anti-Air, Anti-Armor, and Bombardment Strengths multiplied by the following: 100% + Force Guided Weapons Level %. If you set this value to the maximum value of 100%, these systems will have their Strengths multiplied by 2.0. This characteristic is visible only in the Editor. Communications Checks – The chance for a unit to pass a Communication Check is equal to the Force Communication Level. It increases if the friendly Electronic Support Level is higher than the enemy Electronic Support Level, and decreases if the friendly Electronic Support Level is lower than the Enemy Electronic Support Level. Unless the enemy Force has a much higher Electronic Support Level, or the Force has a very low Communication Level, a unit can usually pass a Communication Check. Units that have not moved this Turn have a higher chance of passing a Communication Check. Force Guided Weapons Levels (0-999%) – Systems with precision-guided weapons capabilities (set in the equipment list – mostly aircraft) have their Anti-Air, Anti-Armor, and Bombardment Strengths multiplied by the following: 100% + Force Guided Weapons Level %. If you set this value to the maximum value of 999%, these systems will have their strengths multiplied by almost 11 times. This characteristic is visible only in the Editor. Force Loss Intolerance (10-999%) – This value is used only for Victory determination and does not affect the performance of your Force in any way. It is a direct multiplier to the Victory Point penalty you play for losses. Scenario designers using this value to influence Scenario Victory Conditions should make players aware of the fact in the Scenario Briefing, since this characteristic is only visible in the Editor. Force Pestilence (0-50%) – This value sets a percentage of equipment lost to disease by every unit in the Force on every Turn. Infantry, Horse Transport, and Cavalry equipment is lost at this rate, while all other types of equipment are lost at half this rate. Within each individual location, the losses are multiplied by Frozen, Not Snowy: 1.1 Frozen, Snowy: 1.25 Hot, not Mud or Marsh: 1.1 Hot, Mud, or Marsh: 1.25 Unsupplied: 1.25 Seaborne Land Unit: 1.25 These multipliers are cumulative. The worst cases are Unsupplied Frozen, Snowy, or Unsupplied Hot Muddy locations, which would make the multiplier 1.5625. If the overall Force Pestilence value were set at 3%, losses in the worst-case situations would actually be 4.69% for Infantry, Cavalry, and Horse Transport equipment, and 2.34% for all other types of equipment. Half of Infantry, Cavalry, and Horse Transport equipment lost by units in Supplied locations are sent to the Replacement Pool. All non-Infantry, non-Cavalry, non-Horse Transport equipment lost by units in Supplied locations is sent to the Replacement Pool as well. All other Pestilence losses are permanent. This value should rarely be set above 5%, and in most cases should be lower. The default is 0%. This value may be set from the OOB Editor (Edit > Modify Current Force menu), or by use of the Force Pestilence (Pestilence 1 or Pestilence 2) Event effects. Force Movement Bias (50-150%) – This is a multiplier for Movement Rates for all units of the Force.