warlord



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----- The stuff that leaders are made of. A necessary evil in this game. -----

Point Value: 25

Side Attributes:
    Can belong to the following sides: .
    Can be a side leader/capital (aka. "self") unit.
    Upon death, annoint a new self unit.
    (Side must always have a self unit during game.)

Actions and Action Points (ACP):
    Receives basic allotment of 4 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.
    Can enter independent units: false by default, true for wreckage, building.

Hit Points (HP): 1.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 0% by default, 10% vs car bomb, tank, 50% vs warlord, 20% vs death squad.
Damage is 1 by default, 0 vs wreckage.
Extra ACP for retreating is 1 vs all unit types.

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.
Can see units up to 4 cells away.
Vision is line-of-sight.
Effective eye height is 6 in all terrain types.
Effective body height is 6 in all terrain types.


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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