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----- Firey aircraft; resistant to all except cold-based weapons -----

Point Value: 1

The phoenix is as more to ground units than a helicopter, more deadly to other aircraft than a fighter, and nearly immune to every kind of weapon except cold-based artillery and explosives. The frost cannon is among the few weapons that it fears.

Side Attributes:

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): 100.
Combat experience (CXP) maximum: 10000.
Construction points (CP): 75.
Tech to build: 300.
Tech max: 300.

Can attack (ACP 1 vs all unit types).
Can fire (2 ACP), at ranges up to 4.
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.
Hit chances if firing same as for regular combat.
Damage is 4d4 by default, 7d4 vs water, 0 vs phoenix.
Damage if firing is 4d4 by default, 7d4 vs water, 0 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 large-wreck when destroyed.

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 (none)
    metal, 1 used to add 1 CP
    acid (none)
    flame, 75 storage, 1 (ammo) consumed per attack, 1 (ammo) consumed when firing
    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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