boat



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----- Carries anything across water, but doesn't defend well -----

Point Value: 1

Notes:
By far, the easiest way to travel across a body of water is by boat. Boats are cheap, easy to build, and carry a lot. However, they cannot defend themselves very well, and even the most formidable land army can be destroyed by a sinking boat.

Side Attributes:
    None.

Actions and Action Points (ACP):
    Can act until -2 ACP left.
    Receives basic allotment of 3 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: 99 by default, 1 into sea, lake, ford, 0 into road, river.
    Needs MP to leave terrain: 99 by default, 0 in sea, lake, ice, road, river, ford.
    Needs MP to traverse terrain: -1 by default, 99 across road, 0 across river.
    Gets up to 1 free MP if needed to finish a move.

Hit Points (HP): 10.
Generic capacity for units is 8.
Relative sizes of occupants: 99 by default, 1 for engineer, miner, tank, battledroid, minesweeper, goblin, orc, ogre, werewolf, spider, doppleganger, ankheg, howitzer, acid-gun, flame-gun, lightning-gun, frost-gun, pulse-cannon, anti-aircraft, 2 for platform, centipede, air, water, earth, fire, cacofiend, 4 for valar, dark-valar.
Construction points (CP): 10.
Tech to build: 10.
Tech max: 10.

Combat:
Hit chances are 50% by default, 75% vs base-1, base-2, base-3, base-4, base-5, base-6, tower, 25% vs choplifter, mothership, spy-plane, helicopter, bomber, fighter, phoenix, stormcloud, 100% vs wall, mine, ruins.
Damage is 1d4 by default, 1d2 vs phoenix.
Ammo needed to hit unit: 0 by default, 1 vs ammo, acid, flame, electricity, frost.
Protection of occupants/transport is *1.00 by default, *0.00 for mine, rocket, orb, acid-ball, firebomb, magma-drill.

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.
Chance to see if adjacent is 200% by default, 10% for spy-plane, stormcloud, 5% for submarine, mine, 100% for ankheg.
Chance to see in general is 100% by default, 5% for submarine, ankheg, mine, 10% for spy-plane, stormcloud.

Material Handling:
    fuel, 200 storage (200 at start of game), 1 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move
    ammo, 100 storage (100 at start of game), 1 (ammo) consumed per attack
    metal, 100 storage, 1 used to add 1 CP
    acid (none)
    flame (none)
    electricity (none)
    frost (none)
    meteors (none)
    scrap (none)
    food (none)


Fate if side loses: 100% chance to revolt.

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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