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----- moves fast, easy to build, but short range -----

Point Value: 1

Saucer. The flying saucer is a weak but fast-moving aircraft. Saucers are very cheap to produce; one use is to overwhelm stronger units with mob attacks. They can even bombard a city to rubble, unless there's a Defender around. Saucers are also good for recon, within their limited range.

Side Attributes:

Actions and Action Points (ACP):
    Receives basic allotment of 8 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 into all terrain types.

Hit Points (HP): 1.
Construction points (CP): 2.

Can attack (ACP 1 vs all unit types).
Hit chances are 99% vs base, town, city, 10% vs defender, transport-sub, attack-sub, 70% vs saucer, constructor, 50% vs hovercar, 100% vs rocket, 90% vs mothership, 40% vs groundcar.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 1 vs all material types.

Other Actions:
Can be disbanded (1 ACP).

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:
    fuel, 16 storage (16 at start of game), 1 basic consumption, 1 consumed per move, 1 (ammo) consumed per attack, receive from up to 1 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).