Engineers



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----- Builds and repairs bases. Removes minefields. -----

Point Value: 5

Side Attributes:
    None.

Actions and Action Points (ACP):
    Will never exceed 4 ACP.
    Receives basic allotment of 4 new ACP per turn.
    Damage affects ACP.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 1 ACP per move.
    Unadjusted speed is 75%.
    Needs MP to enter terrain: 2 into coastal waters, lake, swamp, forest, mountains, 1 into plains, desert, glaciers, river, 1000 into sea, barrier, 0 into road.
    Needs MP to leave terrain: 0 by default, 1000 in swamp.
    Needs MP to traverse terrain: -1 by default, 1 across road.
    MP to enter unit: 1000 by default, 0 into Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Base, Sea Base, 1 into Fortifications, Sea Transports, Cargo Planes.
    MP to leave unit: 0 by default, 1 in Sea Transports, Cargo Planes.

Hit Points (HP): 4.
Vanishes if in: false by default, true for barrier.
Exerts ZOC out to: 0 by default, -1 for Cargo Planes, Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, Spy Planes.
Construction points (CP): 28.

Construction:
ACP to create: 0 by default, 4 for Fortifications, Base, Sea Base, 2 for Minefield.
    Creation distance max: 0 by default, 1 for Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Base, Sea Base, Minefield, Sea Mines.
    CP upon creation: 1 by default, 2 for Minefield, Sea Mines, 4 for Fortifications.
ACP to build: 0 by default, 4 for Fortifications, Base, Sea Base, 2 for Minefield.
    CP added per build: 1 by default, 2 for Minefield, Sea Mines, 4 for Fortifications.
Range at which can build: 0 by default, 1 for Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Base, Sea Base, Minefield, Sea Mines.

Combat:
Can attack (ACP 0 by default, 2 vs Shipwreck, Minefield, Sea Mines).
Hit chances are 0% by default, 100% vs Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Base, Sea Base, Mech Infantry, Marines, Artillery, AA Battery, Field HQ, Germinator, Engineers, Minefield, Sea Mines, 90% vs Infantry, 80% vs Paratroopers.
Effect of attacker's terrain is *1.00 by default, *1.50 in forest, mountains, glaciers, *0.25 in swamp.
Damage is 0 by default, 1d2 vs Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, Spy Planes, 2 vs Minefield, Sea Mines, 1d4+1 vs Cargo Planes.
If attacked, effect of own terrain is *1.00 by default, *0.25 in forest, mountains, glaciers, *3.00 in road, *2.00 in swamp.
Ammo needed to hit unit: 0 by default, 1 vs c, f1, f2.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 100% vs Shipwreck.
Chance to capture indep: -1% by default, 100% vs Ruins.
Combat never reduces defender's HP below 0 by default, 10 vs Ruins.
Combat effectiveness as occupant is 100% by default, 150% in Town, City, Metropolis, Base, Sea Base, 250% in Grand Citadel, Capitol, Fortifications, 0% in Sea Transports, Cargo Planes.

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.
Vision effect when occupying: 100 by default, 0 in Sea Transports, Cargo Planes.
Occupants not seen even if unit has been seen.
Chance to see if in same cell is 100% by default, 0% for Submarine, Sea Mines, 30% for Spy Planes.
Chance to see if adjacent is 50% for Ruins, Fortifications, Mech Infantry, Marines, Artillery, AA Battery, Field HQ, Germinator, Sea Transports, 100% for Town, City, Grand Citadel, Metropolis, Capitol, Base, Sea Base, Cargo Planes, 70% for Cavalry, Armor, Engineers, Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, 0% for Shipwreck, Submarine, Spy Planes, Minefield, Sea Mines, 15% for Cruiser, Command Cruiser, Escort Carrier, 30% for Infantry, Paratroopers, 20% for Battleship, Light Carrier, 10% for Destroyer, Frigate, 5% for Torpedo Boats, Patrol Ship, 25% for Fleet Carrier.

Material Handling:
    c, 12 storage (12 at start of game), 1 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move, 2 (ammo) consumed per attack, 5 used in creation, 2 used to add 1 CP, 200 used to restore 1 HP, receive from up to 8 cells away, send up to 2 cells away
    f1, 20 storage (20 at start of game), needs 1 to move, 1 consumed per move, 1 (ammo) consumed per attack, receive from up to 3 cells away
    f2 (none)
    r, 4 used in creation, 125 used to restore 1 HP
    v (none)
    h (none)
    e, 40 storage (40 at start of game), 5 used in creation, 150 used to restore 1 HP
    m, 5 used in creation
    s, 100 storage (100 at start of game), 1 basic consumption, needs 1 to move, 9 used in creation, 6 used to add 1 CP, 250 used to restore 1 HP, receive from up to 3 cells away
    p (none)

Can auto-repair lost HP of other units: 0 by default, 1 for Base, Sea Base, 6 for Minefield, 5 for Fortifications.
Range of auto-repair: 0 by default, 1 for Base, Sea Base, Minefield.

Fate if side loses: 100% chance to vanish.

AI Attributes:
    Can build advanced units.
    Considered to be a mobile ground unit.
    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 3.



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