Battering Ram
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----- Gate Breaker -----
Point Value: 1
Notes:
The emergence of fortified cities necessitated the Battering Ram, which was used from the time of Sargon the Great to break down city gates.
Side Attributes:
None.
Actions and Action Points (ACP):
Receives basic allotment of 1 new ACP per turn.
Allowed 1 free ACP to complete an action.
Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
Uses a minimum of 1 ACP per move.
Needs MP to enter terrain: 99 into sea, lake, ice, road, ford, 1 into desert, semi-desert, steppe, plain, forest, river, 2 into swamp, salt-marsh, mountain.
Needs MP to traverse terrain: -1 by default, 99 across river, 1 across road.
Gets up to 1 free MP if needed to finish a move.
Hit Points (HP): 1.
Construction points (CP): 10.
Combat:
Can attack (ACP 1 by default, 0 vs Reed Boat, Longship, Barge, Bireme, Trireme).
Hit chances are 5% by default, 100% vs Stockade, Temple, Workshops, Granary, Scribal School, Ziggurat, Palace, 0% vs Reed Boat, Longship, Barge, Bireme, Trireme, 30% vs Tribe, Village, City, 20% vs City Walls.
Damage is 1 by default, 0 vs Tribe, Village, City, Stockade, City Walls, Temple, Workshops, Granary, Scribal School, Ziggurat, Palace.
Can capture (ACP 0 by default, 1 vs Tribe, Village, City).
Chance to capture: 0% by default, 30% vs Tribe, Village, City.
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)
Ores (none)
Ideas (none)
Required advances to build: Ropemaking.
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).