spy-plane



Up: Table of Contents    Previous: Unit    Next: Unit    

----- Useful for exploration and spying -----

Point Value: 1

Notes:
This long-range aircraft is fast and difficult to spot. It is very useful for mapping out enemy territory when planning an invasion, although it can also be used to paradrop battlebots (goblins, orcs, ogres). A few battlebots can wreak havoc (depending on how well-defended an area is) and distract the enemy while you gather your real invasion force on their border.

Side Attributes:
    None.

Actions and Action Points (ACP):
    Can act until -5 ACP left.
    Receives basic allotment of 6 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, 0 into road, river.
    Needs MP to leave terrain: 0 by default, 2 in river.
    Needs MP to traverse terrain: -1 by default, 0 across road.
    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, 4 for ogre, 2 for orc, 1 for goblin.
Combat experience (CXP) maximum: 10000.
Construction points (CP): 20.
Tech to build: 60.
Tech max: 60.

Combat:
Can attack (ACP 1 vs all unit types).
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 1d6 by default, 1d2 vs phoenix.
Ammo needed to hit unit: 0 by default, 1 vs ammo, acid, flame, electricity, frost.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 100% vs granary, refinery, armory, acid-factory, oil-plant, solar-complex, ice-factory.
Chance to capture indep: 0% vs all unit types.
Protection of occupants/transport is *1.00 by default, *0.00 for base-1, base-2, base-3, base-4, base-5, base-6, tower, wall, mine, rocket, orb, acid-ball, firebomb, magma-drill.
Becomes medium-wreck when destroyed.

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.
Effective weapon height is 10000 in all terrain types.
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, 96 storage (96 at start of game), 1 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move
    ammo, 12 storage (12 at start of game), 1 (ammo) consumed per attack
    metal, 2 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.



Up: Table of Contents    Previous: Unit    Next: Unit    


File produced by Xcscribe for Xconq version 7.5pre (July 2004).