radar



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----- Sees things far away -----

Point Value: 2

Side Attributes:
    None.

Actions and Action Points (ACP):
    Does not act.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 1 ACP per move.
    Needs MP to enter terrain: 1 into all terrain types.
    Needs MP to traverse terrain: -1 by default, 0 across road, ford.

Hit Points (HP): 1.
Construction points (CP): 20.

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.

Material Handling:
    food (none)
    ores (none)
    fuel (none)
    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).