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----- Small and fast; moves land units -----

Side Attributes:

Actions and Action Points (ACP):
    Receives basic allotment of 8 new ACP per turn.
    Allowed 1 free ACP to complete an action.

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 river.
    Needs MP to traverse terrain: -1 by default, 0 across road, ford.

Hit Points (HP): 1.
Generic capacity for units is 1.
Relative sizes of occupants: 999 by default, 1 for settler, engineer, infantry, armor, rover, bus.
Construction points (CP): 15.

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 2 cells away.
Vision is line-of-sight.

Material Handling:
    food (none)
    ores (none)
    fuel, 32 storage (32 at start of game), 1 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move
    ammo, needs 1 (weapons or equipment) to attack, 1 (ammo) consumed per attack

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).