Assassins



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----- Rebel spy and killer -----

Point Value: 1

Side Attributes:
    Can belong to the following sides: Aristocracy Rebels.

Actions and Action Points (ACP):
    Receives basic allotment of 6 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: 2 into land, ice, neutral, steppe, beach, road, mud, snow, 3 into swamp, forest, hills, semi-desert, river, jungle, 99 into sea, shallows, cliffs, 4 into desert, deepforest, wasteland, 6 into mountains.
    Needs MP to leave terrain: 0 by default, 99 in sea, shallows.

Hit Points (HP): 10.    Recovers by 1 HP each turn.
Construction points (CP): 6.

Combat:
Can attack (ACP 1 by default, 99 vs Fallen City, Razed Village, Fallen Keep, Fallen Citadel, Ruins, Ghosts, Pterodactyl, Ferak, Royal Ferak, Great Wyrm, Wyrm, Young Dragon, Dragon's Lair, Kraken Pit, Dinosaur Breeding Ground, Saurian Breeding Ground, Heart of the Forest, Heart of the Jungle, Heart of the Sulspec, Heart of the Glaspec, Heart of the Hoespec, Heart of the Dajaspec, Earth Node, Sorcery Node, Chaos Node, Life Node, Death Node, Ancient Temple, Poltergeist, Vampyres, Crebain, Demon, Lesser Spirits, Spirits, Greater Spirit, Guardian, Minor Air Elemental, Air Elemental, Major Air Elemental).
Hit chances are 0% by default, 100% vs Swordsmen, Halberdier, Bowmen, Cavalry, Engineers, Catapult, Mage, Scout, Imperial Gladiator, Longbowman, Crusaders, Assassins, Steam Cannon, Dervish, Loreweaver, Crocadilion, Sorcery Node, Fish, Gold Mine, Iron Mine, Quarry, Groves, 65% vs King.
Damage is 0 by default, 2d10+30 vs Swordsmen, Halberdier, Bowmen, Cavalry, Engineers, Catapult, Mage, Scout, Imperial Gladiator, Longbowman, Crusaders, Assassins, Steam Cannon, Dervish, Loreweaver, Crocadilion, 1d10 vs King, Usurper, Minister, Shogun, Loremaster, Emperor, Shah, Pharoah, Grey One, Talon, Spawn, Jabberwocke, 1d2 vs Devil's Mold.
If attacked, effect of own terrain is *1.00 by default, *0.75 in hills, *0.60 in forest, *0.50 in swamp, *0.35 in mountains.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 100% vs King, Sorcery Node, Fish, Gold Mine, Iron Mine, Quarry, Groves.
Combat never reduces defender's HP below 0 by default, 1 vs Fallen City, Razed Village, Fallen Keep, Fallen Citadel, Ruins, Dinosaur Breeding Ground, Saurian Breeding Ground, Heart of the Forest, Heart of the Jungle, Heart of the Sulspec, Heart of the Glaspec, Heart of the Hoespec, Heart of the Dajaspec, Earth Node, Sorcery Node, Chaos Node, Life Node, Death Node, Ancient Temple, Fish, Gold Mine, Iron Mine, Quarry, Groves.
Protection of occupants/transport is *0.50 by default, *1.00 for Orc Warrior, Fallen City, Razed Village, Fallen Keep, Fallen Citadel, Ruins, Watchtower, Wooden Fort, Keep, Citadel, Pelts, Dead Axehead, Dead Bospallian, Festering Remains of Thurastes, Dragon's Lair, Kraken Pit, Dinosaur Breeding Ground, Saurian Breeding Ground, Heart of the Forest, Heart of the Jungle, Heart of the Sulspec, Heart of the Glaspec, Heart of the Hoespec, Heart of the Dajaspec, The Needle, Fish, Gold Mine, Iron Mine, Quarry, Groves, Power Word, Kill, Deathwalker, Wasteland, Labrynthine Riddle, Gray Breath, Seance, Bone Arrows, Deathtap, Iblis, Nature's Voice, Mountain, Beguile, Earthquake, Deep, Shallow, Oceanic Charm, Hill, Plains, Swamp, Charm Beast, Meteor Storm, Disintegrate, Wall of Flames, Fireball, Flame Strike, Flame Arrow, Restoration, Enlighten, Sunray, Improved Heal, Sanctify, Bless, Eye of Justice, Bolt, Heal, Greater Charm, True Divination, Guards and Wards, Prismatic Wall, Greater Divination, Lightning Bolt, Charm, Divination, *0.00 for Small City, City, Large City, Huge City, Walled Small City, Walled City, Walled Large City, Walled Huge City, Township, Seaside Village, Orcspawn Hamlet, Ogre Village, Dead City, Earth Node, Sorcery Node, Chaos Node, Life Node, Death Node, Ancient Temple.
Combat effectiveness as occupant is 0% by default, 1% in Small City, City, Large City, Huge City, Walled Small City, Walled City, Walled Large City, Walled Huge City, Township, Seaside Village, Orcspawn Hamlet, Ogre Village, Dead City.
Chance to retreat from combat is 0% by default, 50% vs Orcspawn Spearmen, Ferak, 25% vs Royal Ferak.

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.
Can see units up to 3 cells away.

Material Handling:
    Gold, 2 basic consumption, 50 used in creation
    Wood (none)
    Stone (none)
    Mana (none)
    Study (none)
    Industry (none)
    Corpses (none)
    X (none)

Required advances to build: None.

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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