elephant



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Point Value: 1

Side Attributes:
    Can belong to the following sides: (#0).

Actions and Action Points (ACP):
    Receives basic allotment of 7 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, lake, wide-river, salt-lake.
    Needs MP to leave terrain: 0 by default, 99 in sea, lake, wide-river, salt-lake.

Hit Points (HP): 10.
Vanishes if in: false by default, true for sea, lake, wide-river, salt-lake.
Exerts ZOC out to: -1 for all unit types.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 0% by default, 10% vs explorer.
Damage is 0 by default, 1d15+1 vs explorer.
Becomes carcass when destroyed.

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.
Chance to see if adjacent is 100% by default, 50% for lion, 10% for crocodile.

Material Handling:
    water (none)
    food, 100 storage (100 at start of game)


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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