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----- a single brigade, fast but weak -----

Point Value: 1

Side Attributes:

Actions and Action Points (ACP):
    Receives basic allotment of 16 new ACP per turn.
    Night multiplies ACP: *0.25 in all terrain types.

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 stream, road, 99 into rough, 4 into woods, 2 into ravine.
    Needs MP to leave terrain: 1 by default, 99 in rough, 4 in woods, 0 in road.
    Needs MP to traverse terrain: -1 by default, 1 across road.

Hit Points (HP): 8.    Recovers by 0.25 HP each turn.

Can attack (ACP 4 vs all unit types).
Hit chances are 40% by default, 90% vs supply-train, 50% vs artillery, 30% vs cavalry.
Damage is 1d3 vs all unit types.
If attacked, ACP to defend is 4 vs all unit types.

100% 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 5 cells away.
Vision is line-of-sight.
Effective eye height is 9 in all terrain types.
Chance to see if adjacent is 400% for all unit types.

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).