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Point Value: 1

Side Attributes:

Actions and Action Points (ACP):
    Receives basic allotment of 2 new ACP per turn.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 1 ACP per move.
    Damage affects speed.
    Speed variation limited to between 0% and 32767%.
    Needs MP to enter terrain: 99 by default, 1 into bare, grass.

Hit Points (HP): 20.
Vanishes if in: true by default, false for bare, grass.
Construction points (CP): 2.

Can attack (ACP 1 vs all unit types).
Hit chances are 70% vs ant, skeeter, 100% vs mound, nest, 30% vs beetle, web, 90% vs queen, 80% vs fly, 75% vs bee, 50% vs spider.
Damage is 2d6+4 by default, 1 vs web, mound, nest.
Ammo needed to hit unit: 0 by default, 1 vs sting.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 20% vs mound.
Chance to capture indep: -1% by default, 80% vs mound.

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.

Attrition in HP:
50% chance of 1 in all terrain types.

Material Handling:
    mobility (none)
    sting (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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