transport



Up: Table of Contents    Previous: Unit    Next: Unit    

----- for transporting the troopers -----

Point Value: 255

Notes:
Transports are, naturally, vulnerable and sorta slow.

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 7 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, 2 into nebula.

Hit Points (HP): 2.
Vanishes if in: false by default, true for blackhole.
Dedicated space for units: 0 by default, 5 for storm-trooper.
Construction points (CP): 8.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 20% by default, 0% vs photon torpedo, moon, planet, 50% vs transport.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs anti-matter.

Other Actions:
Can be given to another side (1 ACP).
Can be disbanded (1 ACP).

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 2 cells away.

Material Handling:
    photons, 3 basic production
    matter, 3 basic production, 1500 storage (1500 at start of game), 1 basic consumption, needs 1 to move, 1 consumed per move
    anti-matter, 3 basic production, 1500 storage (1500 at start of game), 1 basic consumption, needs 1 to move, 1 consumed per move, 2 (ammo) consumed per attack
    o2, 1500 storage (1500 at start of game)


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.



Up: Table of Contents    Previous: Unit    Next: Unit    


File produced by Xcscribe for Xconq version 7.5pre (July 2004).