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----- good for reconassiance -----

Point Value: 1

Side Attributes:

Actions and Action Points (ACP):
    Can act until -1 ACP left.
    Receives basic allotment of 5 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: 5 into all unit types.
    Gets up to 5 free MP if needed to finish a move.

Hit Points (HP): 1.
Exclusive terrain capacity: 2 by default, 0 for river, road.
Construction points (CP): 8.

Can attack (ACP 1 vs all unit types).
Hit chances are 0% vs battledroid, fort, base, Polis, Castle, City, Metropolis, Modern City, Post-Modern City, Habitat, Flying City, 60% vs phalanx, galley, knight, longbowman, 40% vs boat, battleship, transport, carrier, 30% vs cannon, cavalry, infantry, 1% vs bomber, flying saucer, TraXor, 5% vs fighter, helicopter, 20% vs dirigible, 15% vs armor.
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.

Other Actions:
Can be given to another side (1 ACP).
Can be disbanded (5 ACP).

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 2 cells away.

Material Handling:
    food (none)
    fuel, 75 storage, 5 basic consumption, needs 1 to move, 1 consumed per move
    ammo, 8 storage
    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).