helicopter



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----- carries infantry, good ground support -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 4 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: 1 by default, 0 into river.
    MP to enter unit: 4 into all unit types.
    Gets up to 4 free MP if needed to finish a move.

Hit Points (HP): 1.
Generic capacity for units is 2.
Relative sizes of occupants: 9999 for fort, base, Polis, Castle, City, Metropolis, Modern City, Post-Modern City, Habitat, Flying City, 1 for phalanx, knight, longbowman, 2 for cannon, cavalry, infantry, 24 for battleship, carrier, 15 for bomber, flying saucer, 6 for boat, transport, 5 for fighter, helicopter, 100 for TraXor, 10 for dirigible, 8 for battledroid, 4 for armor, 3 for galley.
Maximum number of occupants: 0 by default, 1 for infantry.
Exclusive terrain capacity: 2 by default, 0 for river, road.
Construction points (CP): 6.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 20% vs helicopter, base, Polis, Castle, City, Metropolis, Modern City, Post-Modern City, Habitat, 99% vs phalanx, knight, longbowman, cannon, cavalry, 10% vs battleship, carrier, fighter, bomber, 90% vs galley, boat, infantry, 5% vs flying saucer, battledroid, TraXor, 80% vs dirigible, 70% vs armor, 40% vs fort, 30% vs transport, 0% vs Flying City.
Damage is 2 by default, 1 vs phalanx, knight, longbowman, cannon, cavalry, infantry, dirigible, fighter, armor, helicopter, bomber, flying saucer, battledroid, TraXor.
Ammo needed to hit unit: 0 by default, 1 vs ammo, bombs.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 20% vs fort, base, Polis, Castle, City, Metropolis, Modern City, Post-Modern City, Habitat.
Chance to capture indep: -1% by default, 30% vs fort, base, Polis, Castle, City, Metropolis, Modern City, Post-Modern City, Habitat, 1% vs Flying City.

Other Actions:
Can be given to another side (1 ACP).
Can be disbanded (4 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:
    food (none)
    fuel, 12 storage, 2 basic consumption, needs 1 to move, 1 consumed per move
    ammo, 4 storage, 1 (ammo) consumed per attack
    bombs (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.



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