mech-artillery
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Point Value: 1
Side Attributes:
None.
Actions and Action Points (ACP):
Receives basic allotment of 3 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, 99 into sea.
Hit Points (HP): 100.
Vanishes if in: false by default, true for sea, wasteland.
Construction points (CP): 12.
Combat:
Can fire (1 ACP), at ranges up to 3.
Hit chances are 0% vs all unit types.
Hit chances if firing same as for regular combat.
Damage is 0 vs all unit types.
Damages if firing same as for regular combat.
Ammo needed to hit unit: 0 by default, 1 vs sh.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% vs all unit types.
Chance to capture indep: 100% vs all unit 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.
Material Handling:
food, 10 storage (10 at start of game), 1 basic consumption, receive from up to 1 cells away, send up to 1 cells away
sh, 100 storage (100 at start of game), 1 (ammo) consumed when firing, receive from up to 1 cells away, send up to 1 cells away
gun, 9 storage (9 at start of game), needs 1 (weapons or equipment) to fire, receive from up to 1 cells away, send up to 1 cells away
pet, 10 storage (10 at start of game), needs 1 to act at all, 1 consumed per move, receive from up to 2 cells away, send up to 1 cells away
iron (none)
dust (none)
gold (none)
oil (none)
lcm (none)
hcm (none)
rad (none)
education (none)
happiness (none)
civ, builder needs 1 to build, receive from up to 1 cells away, send up to 1 cells away
mil, 1 storage (1 at start of game), needs 1 (weapons or equipment) to attack, needs 1 (weapons or equipment) to fire, receive from up to 1 cells away, send up to 1 cells away
uw (none)
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).