TraXor



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----- the ultimate war machine -----

Point Value: 1

Notes:
Not much is known about the TraXor. We are reasonably certain it emanates rainbow colored beams and can reduce vast areas to ruin.

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 9 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, 2 into sea, 0 into river.
    MP to enter unit: 8 into all unit types.
    Gets up to 8 free MP if needed to finish a move.

Hit Points (HP): 24.
Construction points (CP): 6.
Tech to build: 2.
Tech max: 2.
Tech increase per turn max: 1.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 99% by default, 100% vs fort, base, Polis, Castle, City, Metropolis, Modern City, Post-Modern City, Habitat, 70% vs battledroid, Flying City, 90% vs TraXor, 25% vs flying saucer.
Damage is 99 by default, 5 vs TraXor, Flying City.
Ammo needed to hit unit: 0 by default, 1 vs ammo, bombs.

Other Actions:
Can be given to another side (1 ACP).
Can be disbanded (9 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.
Can see units up to 8 cells away.

Material Handling:
    food (none)
    fuel (none)
    ammo (none)
    bombs (none)

Can auto-repair lost HP of other units: 0 by default, 1 for TraXor.

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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