guards
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----- the elite of the army -----
Side Attributes:
None.
Actions and Action Points (ACP):
Receives basic allotment of 1 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, 99 into sea.
Needs MP to traverse terrain: -1 by default, 1 across road.
Hit Points (HP): 10. Parts: 10.
Vanishes if in: false by default, true for sea.
Dedicated space for units: 0 by default, 1 for marshal.
Maximum number of occupants: 99 for all unit types.
Construction points (CP): 40.
Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 70% by default, 90% vs marshal, 50% vs balloon.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 1 vs all material types.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 30% vs city, 15% vs capital.
Chance to retreat from combat is 0% by default, 10% vs infantry, 5% vs guards.
Extra ACP for retreating is 0 by default, 1 vs infantry, guards.
Other Actions:
Can be disbanded (1 ACP), losing 0 HP per action.
Can transfer parts (1 ACP).
Vision:
100% 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:
supply, 1 basic production, 3 storage (3 at start of game), 1 basic consumption, 1 (ammo) consumed per attack, receive from up to 4 cells away
Productivity adjustment for terrain is *0.00 by default, *1.00 in plains.
100% chance to spy, on units up to 10 away.
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).