militia



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----- Hide and fight from building to building. -----

Point Value: 1

Side Attributes:
    Can belong to the following sides: .

Actions and Action Points (ACP):
    Receives basic allotment of 2 new ACP per turn.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 1 ACP per move.
    Needs MP to enter terrain: 1 by default, 99 into sea.
    Can enter independent units: false by default, true for wreckage.

Hit Points (HP): 9.    Recovers by 0.30 HP each turn.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 50% by default, 30% vs tank, 20% vs warlord, 0% vs wreckage.
Damage is 1 by default, 0 vs wreckage.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 90% vs building, 80% vs car bomb, 50% vs tank.
Protection of occupants/transport is *1.00 by default, *0.10 for building.
Extra ACP for retreating is 1 vs all unit types.

Vision:
0% chance to be seen at outset of game.
0% chance to be seen at outset of game if independent.
Not always seen even if terrain has been seen.
Occupants not seen even if unit has been seen.
Can see units up to 4 cells away.
Vision is line-of-sight.
Effective eye height is 6 in all terrain types.
Effective body height is 6 in all terrain types.


Fate if side loses: 100% chance to vanish.

AI Attributes:
    Requires >= 30 accessible, liquid cells to build naval units.
    Requests a total wartime garrison of 1 units.
    Range within which enemies will cause an alert is 6.
    Basic tactical computation range is 12.



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