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----- hard to kill, good at killing -----

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: 99 by default, 1 into sea, 2 into shallows.
    Needs MP to traverse terrain: -1 by default, 2 across river.

Hit Points (HP): 8.
Construction points (CP): 12.

Can attack (ACP 1 vs all unit types).
Hit chances are 90% vs phalanx, galley, knight, longbowman, boat, City, Metropolis, Modern City, 99% vs fort, base, Polis, Castle, 60% vs cannon, cavalry, Post-Modern City, 80% vs transport, carrier, 40% vs infantry, battleship, 30% vs dirigible, armor, 20% vs fighter, bomber, 5% vs flying saucer, TraXor, 25% vs helicopter, 10% vs Habitat, 3% vs battledroid, 0% vs Flying City.
Damage is 2 vs all unit types.
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.

Material Handling:
    food (none)
    fuel, 400 storage, needs 1 to move, 1 consumed per move
    ammo, 40 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).