jeep
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----- trucks and jeeps for moving infantry and supplies -----
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: 99 by default, 3 into swamp, ice, 1 into desert, plains, 2 into forest.
Hit Points (HP): 1.
Vanishes if in: false by default, true for sea, shallows.
Generic capacity for units is 3.
Relative sizes of occupants: 99 by default, 1 for missile, atomic.
Dedicated space for units: 0 by default, 3 for infantry, Special Forces, missile, 1 for radar, engineers, 2 for mech infantry.
Maximum number of occupants: -1 by default, 3 for infantry, Special Forces, missile, 1 for atomic, engineers, 2 for mech infantry.
Construction points (CP): 7.
Tech to build: 50.
Tech max: 50.
Construction:
ACP to create: 0 by default, 1 for base.
CP upon creation: 1 by default, 7 for base.
ACP to build: 0 by default, 1 for base.
Can build at own location.
ACP to toolup: 1 for all unit types.
TP/toolup action: 1 for all unit types.
TP to build: 0 for all unit types.
TP max: 0 for all unit types.
Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 0% by default, 1% vs infantry, carrier, 100% vs missile, atomic, 50% vs jeep, town, 5% vs Special Forces, battleship, 80% vs radar.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs ammo.
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.
Material Handling:
fuel, 50 storage, 1 basic consumption, 1 consumed per move, receive from up to 1 cells away, send up to 1 cells away
ammo, 50 storage, 1 (ammo) consumed per attack, receive from up to 1 cells away, send up to 1 cells away
people, 10 storage, builder needs 1 to build
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).