terrorist



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----- sneaks around, infiltrates, blows up things -----

Side Attributes:
    Can belong to the following sides: .

Actions and Action Points (ACP):
    Can act until -1 ACP left.
    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.
    Needs MP to enter terrain: 99 into sea, shallows, ice, 2 into swamp, forest, mountains, river, 1 into desert, plains, 0 into railway.
    Needs MP to traverse terrain: -1 by default, 99 across river, 1 across railway.
    Can enter independent units: false by default, true for train, town, city.

Hit Points (HP): 1.
Vanishes if in: false by default, true for sea, shallows, ice.
Construction points (CP): 16.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 40% vs militia, train, fort, 10% vs cavalry, police, 75% vs terrorist, 60% vs town, 50% vs city, 30% vs infantry, 20% vs fleet.
Damage is 2 vs militia, cavalry, fleet, 1 vs police, terrorist, train, 5 vs fort, town, 9 vs city, 3 vs infantry.
Ammo needed to hit unit: 0 by default, 1 vs ammo.

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 (none)
    food, 1 basic production, 4 storage (4 at start of game), 1 basic consumption
    ammo, 1 storage (1 at start of game), 1 (ammo) consumed per attack
Productivity adjustment for terrain is *0.00 by default, *1.00 in plains, forest.


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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