platform



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----- Carries artillery and supplies into battle -----

Point Value: 1

Notes:
A few pieces of artillery can make short work of most opponents, but artillery alone moves slowly and has a relatively low capacity for fuel and ammunition. The platform moves rather quickly, stores any kind of ammunition, and can carry dozens of guns. Platforms can even be equipped to produce simple explosives during a battle!

Side Attributes:
    None.

Actions and Action Points (ACP):
    Can act until -2 ACP left.
    Receives basic allotment of 3 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: 99 into sea, lake, ice, 1 into steppe, plain, river, ford, 4 into swamp, salt-marsh, mountain, 2 into desert, semi-desert, 3 into forest, 0 into road.
    Needs MP to leave terrain: 0 by default, 99 in sea, lake, 2 in river.
    Needs MP to traverse terrain: -1 by default, 0 across road.
    Gets up to 1 free MP if needed to finish a move.

Hit Points (HP): 30.
Generic capacity for units is 16.
Relative sizes of occupants: 99 by default, 1 for engineer, miner, battledroid, goblin, orc, ogre, werewolf, spider, doppleganger, ankheg, centipede, air, water, earth, fire, cacofiend, zombie, howitzer, acid-gun, flame-gun, lightning-gun, frost-gun, pulse-cannon, anti-aircraft, lightning-controller, meteor-controller, hailstorm-controller, rocket, orb, acid-ball, firebomb, magma-drill, 2 for choplifter, platform, tank, minesweeper, helicopter.
Dedicated space for units: 0 by default, 1 for magma-drill.
Construction points (CP): 20.
Tech to build: 50.
Tech max: 50.

Construction:
ACP to create: 0 by default, 3 for rocket, acid-ball, firebomb, magma-drill.
ACP to build: 0 by default, 3 for mine, rocket, acid-ball, firebomb, magma-drill.
Can build at own location.
ACP to toolup: 3 for all unit types.
    TP/toolup action: 1 for all unit types.
    TP to build: 0 by default, 20 for base-6, acid-gun, flame-gun, lightning-gun, frost-gun, pulse-cannon, rocket, 10 for base-1, tower, howitzer, 40 for lightning-controller, meteor-controller, hailstorm-controller, 200 for valar, dark-valar, 50 for acid-ball, firebomb, 100 for magma-drill, 30 for orb, 18 for base-5, 16 for base-4, 15 for anti-aircraft, 14 for base-3, 12 for base-2.
    TP max: 0 by default, 20 for base-6, acid-gun, flame-gun, lightning-gun, frost-gun, pulse-cannon, rocket, 10 for base-1, tower, howitzer, 40 for lightning-controller, meteor-controller, hailstorm-controller, 200 for valar, dark-valar, 50 for acid-ball, firebomb, 100 for magma-drill, 30 for orb, 18 for base-5, 16 for base-4, 15 for anti-aircraft, 14 for base-3, 12 for base-2.

Combat:
Hit chances are 50% by default, 75% vs base-1, base-2, base-3, base-4, base-5, base-6, tower, 25% vs choplifter, mothership, spy-plane, helicopter, bomber, fighter, phoenix, stormcloud, 100% vs wall, mine, ruins.
Damage is 1d4 by default, 1d2 vs phoenix.
Ammo needed to hit unit: 0 by default, 1 vs ammo, acid, flame, electricity, frost.
Protection of occupants/transport is *1.00 by default, *0.00 for mine, rocket, orb, acid-ball, firebomb, magma-drill.

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.
Chance to see if adjacent is 200% by default, 10% for spy-plane, stormcloud, 5% for submarine, mine, 100% for ankheg.
Chance to see in general is 100% by default, 5% for submarine, ankheg, mine, 10% for spy-plane, stormcloud.

Material Handling:
    fuel, 200 storage (200 at start of game), 1 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move
    ammo, 200 storage (200 at start of game), 1 (ammo) consumed per attack
    metal, 100 storage, 1 used to add 1 CP
    acid, 50 storage
    flame, 50 storage
    electricity, 50 storage
    frost, 50 storage
    meteors (none)
    scrap (none)
    food (none)


Fate if side loses: 100% chance to revolt.

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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