longbowman
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----- men with bows -----
Point Value: 1
Notes:
good to fight ground units
Side Attributes:
None.
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 by default, 1 into desert, plains, forest, mountains, river.
Needs MP to traverse terrain: -1 by default, 1 across road.
Hit Points (HP): 1.
Construction points (CP): 4.
Tech to build: 1.
Tech max: 1.
Tech increase per turn max: 1.
Construction:
ACP to create: 0 by default, 2 for fort.
CP upon creation: 1 by default, 3 for fort.
ACP to build: 0 by default, 2 for fort.
CP added per build: 1 by default, 2 for fort.
Can build at own location.
Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 0% vs battleship, transport, carrier, fighter, helicopter, bomber, flying saucer, battledroid, TraXor, Flying City, 80% vs phalanx, knight, 40% vs galley, longbowman, fort, 20% vs cannon, infantry, City, 50% vs Polis, Castle, 30% vs boat, cavalry, 4% vs dirigible, Post-Modern City, 10% vs base, 6% vs Metropolis, 5% vs Modern City, 2% vs Habitat, 1% vs armor.
Damage is 1 vs all unit types.
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, Polis, Castle, City, 10% vs base, Metropolis, Modern City, Post-Modern City.
Chance to capture indep: -1% by default, 45% vs fort, Polis, Castle, 40% vs City, 30% vs base, 25% vs Metropolis, 15% vs Modern City, 10% vs Post-Modern City, 2% vs Habitat, 0% vs Flying City.
Other Actions:
Can be disbanded (2 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 (none)
ammo (none)
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).