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----- Soldiers that capture and defend worlds -----

Point Value: 1

Side Attributes:

Actions and Action Points (ACP):
    Receives basic allotment of 1 new ACP per turn.
    Allowed 1 free ACP to complete an action.

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, 99 into vacuum, star.

Hit Points (HP): 1.
Vanishes if in: false by default, true for vacuum, star.
Construction points (CP): 4.

Can attack (ACP 1 vs all unit types).
Hit chances are 50% vs all unit types.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs antimatter, torpedoes.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 20% vs civ-0, civ-1, civ-2, civ-3, 30% vs settlement, space-colony.
Protection of occupants/transport is *1.00 by default, *0.40 for civ-0, civ-1, civ-2, civ-3, *0.50 for settlement, space-colony.

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:
    food (none)
    fuel (none)
    ores (none)
    solar (none)
    petroleum (none)
    matter (none)
    antimatter (none)
    personnel (none)
    torpedoes (none)
    protomatter (none)

Fate if side loses: 100% chance to vanish.

AI Attributes:
    Considered to be a mobile ground unit.
    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).