Tested and confirmed the “selfDestruct” segment, broken down below.
Note that in accordance with the rules, an information unit that travels less than 5 spaces before running out of move options does not self destruct (does no damage) but does get removed from play. I’ve confirmed that such units that run out of moves do not appear in the “selfDestruct” segment, only in the “death” segment. An IU that travels at least 5 spaces before getting stuck appears in both the “selfDestruct” and “death” segments.
“selfDestruct”:[[[25,13], # x,y position of the self-destructed unit
[[24,14], # x,y position of an affected unit
[25,14], # x,y position of a second affected unit
[26,14]], # x,y position of a third affected unit
15.0, # damage dealt ( = starting stability of the self-destructing unit)
3, # Type code of unit that self destructed (3 = Ping, 4=EMP, 5=Scrambler)
“155”, # id of self destructing unit
1]], # player number (1 or 2) who owned the self-destructing unit