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----- faster than infantry, limited to open terrain -----

Point Value: 1

The armor army is highly mobile and hits hard. Unfortunately, it is limited to operating in open terrain - plains and desert. It also takes longer to produce. Armor can last twice as long in the desert as infantry. Both armor and infantry can assault and capture cities; they are the only units that can do so.

Side Attributes:

Actions and Action Points (ACP):
    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, river, 0 into road.
    Needs MP to leave terrain: 99 by default, 0 in desert, plains, ice, river, road.
    Needs MP to traverse terrain: -1 by default, 1 across road.
    MP to enter unit: 1 by default, 0 into town, city.
    Gets up to 1 free MP if needed to finish a move.

Hit Points (HP): 1.
Vanishes if in: false by default, true for sea, shallows, swamp, ice.
Construction points (CP): 7.

Can attack (ACP 1 vs all unit types).
Hit chances are 30% vs fighter, bomber, destroyer, troop transport, 50% vs armor, nuclear bomb, city, 20% vs submarine, carrier, battleship, 60% vs infantry, 90% vs base, 70% vs town.
Damage is 1 by default, 2 vs base, town, city.
Ammo needed to hit unit: 0 by default, 1 vs ammo.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 90% vs base, 70% vs town, 50% vs city.
Chance to capture indep: -1% by default, 100% vs base, 95% vs town, 70% vs city.
Protection of occupants/transport is *1.00 by default, *0.60 for town, city, *0.40 for base.
Chance to retreat from combat is 0% by default, 10% vs infantry, 20% vs armor.

Other Actions:
Can be given to another side (1 ACP).
Can be disbanded (1 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.
Chance to see if adjacent is 100% by default, 10% for submarine, nuclear bomb.

Material Handling:
    fuel, 2 basic production, 10 storage (10 at start of game), needs 1 to move, 1 consumed per move, receive from up to 3 cells away
    ammo, 4 storage (4 at start of game), 1 (ammo) consumed per attack, receive from up to 3 cells away
Productivity adjustment for terrain is *1.00 by default, *0.00 in desert.

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).