bolo



Up: Table of Contents    Previous: Unit    Next: Unit    

----- huge CyberTank - a veritable land battleship -----

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: 3 into shallows, swamp, mountains, 1 into desert, plains, forest, 99 into sea, 2 into ice.

Hit Points (HP): 12.
Vanishes if in: false by default, true for sea, shallows.
Generic capacity for units is 1.
Relative sizes of occupants: 99 by default, 1 for missile, atomic.
Dedicated space for units: 0 by default, 6 for missile, 3 for atomic, 1 for radar.
Maximum number of occupants: -1 by default, 6 for missile, 3 for atomic.
Construction points (CP): 45.
Tech to build: 60.
Tech max: 60.

Construction:
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 80% vs infantry, submarine, carrier, land fortifications, base, 60% vs airlifter, destroyer, transport ship, mech infantry, engineers, city, 65% vs Special Forces, battleship, town, 100% vs missile, atomic, 90% vs radar, jeep, 70% vs armor, village, 40% vs fighter, sea mines, 85% vs bridge, 45% vs bolo, 35% vs bomber, 20% vs spy plane.
Damage is 3 by default, 4 vs land fortifications, bridge, base, village, town, city.
Ammo needed to hit unit: 0 by default, 1 vs ammo.

Other Actions:
Can be disbanded (1 ACP).
ACP for explicit repair is 0 by default, 1 for carrier, battleship, bolo.
Explicit repair performance is 0 by default, 12 for carrier, battleship, bolo.
Min HP to repair is 1 for all unit types.

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.

Attrition in HP:
0 by default, 10% chance of 1 in shallows.

Material Handling:
    fuel, 180 storage, 1 basic consumption, times 0% if occupant, 2 consumed per move, receive from up to 1 cells away
    ammo, 80 storage, 1 (ammo) consumed per attack, receive from up to 1 cells away
    people (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.



Up: Table of Contents    Previous: Unit    Next: Unit    


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