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----- A machine that can create (and destroy) virtually anything -----

Point Value: 1

Notes:

The valar is a machine that can alter any terrain, build allies for itself on-the-fly, and is in itself a juggernaut of destruction. Only another valar or a huge army with numbers beyond reckoning could challenge a valar and hope to survive.

Side Attributes:

None.

Actions and Action Points (ACP):

Can act until -7 ACP left.

Receives basic allotment of 8 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.

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): 800.

Generic capacity for units is 32.

Relative sizes of occupants: 1 by default, 99 for valar, dark-valar, mine.

Combat experience (CXP) maximum: 10000.

Construction points (CP): 400.

Tech to build: 800.

Tech max: 800.

Construction:

ACP to create: 1 by default, 0 for base-1, base-2, base-3, base-4, base-5, base-6, tower, wall, phoenix, stormcloud, valar, dark-valar, zombie, mine.

ACP to build: 1 by default, 0 for base-1, base-2, base-3, base-4, base-5, base-6, tower, wall, phoenix, stormcloud, valar, dark-valar, zombie, mine.

Can build at own location.

ACP to toolup: 1 for all unit types.

TP/toolup action: 1 for all unit types.

TP to build: 0 for wall, platform, mine, granary, refinery, armory, acid-factory, oil-plant, solar-complex, ice-factory, lightning-platform, ice-platform, meteor-platform, ruins, small-wreck, medium-wreck, large-wreck, 20 for base-6, helicopter, acid-gun, flame-gun, lightning-gun, frost-gun, pulse-cannon, rocket, 10 for base-1, tower, engineer, minesweeper, fighter, zombie, howitzer, 15 for miner, choplifter, bomber, werewolf, anti-aircraft, 60 for air, water, earth, fire, 40 for centipede, lightning-controller, meteor-controller, hailstorm-controller, 30 for tank, spy-plane, ankheg, orb, 120 for cacofiend, phoenix, stormcloud, 50 for mothership, acid-ball, firebomb, 5 for battledroid, destroyer, battleship, 200 for valar, dark-valar, 25 for spider, doppleganger, 2 for boat, orc, 100 for magma-drill, 18 for base-5, 16 for base-4, 14 for base-3, 12 for base-2, 8 for carrier, 6 for submarine, 3 for ogre, 1 for goblin.

TP max: 0 for wall, platform, mine, granary, refinery, armory, acid-factory, oil-plant, solar-complex, ice-factory, lightning-platform, ice-platform, meteor-platform, ruins, small-wreck, medium-wreck, large-wreck, 20 for base-6, helicopter, acid-gun, flame-gun, lightning-gun, frost-gun, pulse-cannon, rocket, 10 for base-1, tower, engineer, minesweeper, fighter, zombie, howitzer, 15 for miner, choplifter, bomber, werewolf, anti-aircraft, 60 for air, water, earth, fire, 40 for centipede, lightning-controller, meteor-controller, hailstorm-controller, 30 for tank, spy-plane, ankheg, orb, 120 for cacofiend, phoenix, stormcloud, 50 for mothership, acid-ball, firebomb, 5 for battledroid, destroyer, battleship, 200 for valar, dark-valar, 25 for spider, doppleganger, 2 for boat, orc, 100 for magma-drill, 18 for base-5, 16 for base-4, 14 for base-3, 12 for base-2, 8 for carrier, 6 for submarine, 3 for ogre, 1 for goblin.

Combat:

Can attack (ACP 1 vs all unit types).

Can fire (2 ACP), at ranges up to 8.

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 7d6 by default, 1d2 vs phoenix.

Damage if firing 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 base-1, base-2, base-3, base-4, base-5, base-6, granary, refinery, armory, acid-factory, oil-plant, solar-complex, ice-factory.

Chance to capture indep: 100% 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.

Other Actions:

ACP to add/change terrain is 1 for all terrain types.

ACP to remove terrain is 1 for all terrain 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 8 cells away.

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, 4 basic production, 2000 storage (1000 at start of game), 1 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move

ammo, 4 basic production, 1000 storage (1000 at start of game), 1 (ammo) consumed per attack

metal, 4 basic production, 500 storage, 1 used to add 1 CP

acid (none)

flame (none)

electricity (none)

frost (none)

meteors (none)

scrap (none)

food (none)

Can auto-repair lost HP of other units: 3 for all unit types.

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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