train
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Point Value: 1
Side Attributes:
Can belong to the following sides: Germany.
Actions and Action Points (ACP):
Receives basic allotment of 80 new ACP per turn.
Night multiplies ACP: *0.50 in all terrain types.
Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
Uses a minimum of 1 ACP per move.
Needs MP to enter terrain: 9999 by default, 1 into railroad.
Needs MP to leave terrain: 9999 by default, 1 in railroad.
Needs MP to traverse terrain: -1 by default, 1 across railroad.
Hit Points (HP): 1.
Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 50% by default, 25% vs hq-nebel-brg, hq-flak-reg, hq-inf-div, hq-mot-div, hq-para-div, hq-gren-div, hq-armor-div, hq-flak-korps, hq-pz-korps, hq-fsj-korps, hq-inf-corps, 100% vs village, town, city-center, 5% vs fort, fortification, coast-strongpoint.
Damage is 1d5 by default, 1 vs fort, fortification, coast-strongpoint, village, town, city-center.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 100% vs mulberry, port, supply-depot, village, town, city-center.
Chance to retreat from combat is 0% by default, 50% vs hq-nebel-brg, hq-flak-reg, hq-inf-div, hq-mot-div, hq-para-div, hq-gren-div, hq-armor-div, hq-flak-korps, hq-pz-korps, hq-fsj-korps, hq-inf-corps.
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.
Material Handling:
supply, 18 storage (18 at start of game), 3 basic consumption, receive from up to 12 cells away
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).