Improved Light Artillery

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----- Rifled light artillery -----

Point Value: 1

Side Attributes:

Actions and Action Points (ACP):
    Receives basic allotment of 4 new ACP per turn.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 1 ACP per move.
    Unadjusted speed is 1%.
    Needs MP to enter terrain: 3 by default, 99 into ice, neutral.

Hit Points (HP): 2.
Vanishes if in: false by default, true for sea, shallows, neutral.
Construction points (CP): 2.

Can attack (ACP 1 vs all unit types).
Hit chances are 80% by default, 0% vs Fleet, Transport Vessel, Wooden Frigate, Early Ironclad Ram, Early Monitor, Late Ironclad Ram, Multi-Turret Monitor, Mastless Ironclad, Early Armored Cruiser, Late Armored Cruiser, Hulk, Observation Balloon, Machine Parts Factory, Gear Factory, Ammunition Factory, 75% vs Early Light Artillery, Improved Light Artillery, Late Light Artillery, Early Medium Artillery, Improved Medium Artillery, Late Medium Artillery, Early Heavy Artillery, Improved Heavy Artillery, Late Heavy Artillery.
Damage is 3d2 by default, 0 vs Supply Depot, town, city, capital.
Combat never reduces defender's HP below 0 by default, 1 vs Supply Depot, town, city, capital.
Protection of occupants/transport is *1.00 by default, *0.75 for Irregular Militia Division, Irregular Cavalry Division, Smoothbore Musket Regular Infantry Division, Smoothbore Musket Militia Division, Smoothbore Musket Cavalry Division, Smoothbore Musket Marine Division, Rifled Musket Regular Infantry Division, Rifled Musket Militia Division, Rifled Musket Cavalry Division, Rifled Musket Marine Division, Repeating Rifle Infantry Division, Repeating Rifle Militia Division, Repeating Rifle Cavalry Division, Repeating Rifle Marine Division, Bolt-Action Rifle Infantry Division, Bolt-Action Rifle Militia Division, Bolt-Action Rifle Cavalry Division, Bolt-Action Rifle Marine Division, *0.00 for Army.
Combat effectiveness as occupant is 100% by default, 1% in Army, 0% in Transport Vessel.

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.

Material Handling:
    Industry, 30 used in creation
    Tech (none)
    Fuel (none)
    Food (none)
    Machinery (none)
    Gear, 10 storage (10 at start of game)
    Ammo, 15 storage (15 at start of game)
    Manpower, 1 used in creation

Required advances to build: Improved Light Artillery.

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