tank



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----- Your center of power -----

Point Value: 1

Notes:
An ordinary tank might seem primitive compared to some of the other machines of war available in this game, but it can gain combat experience and become as deadly as anything else. It is theoretically possible for a tank to be so battle-hardened that it could destroy a cacofiend with a single shot.

Side Attributes:
    None.

Actions and Action Points (ACP):
    Can act until -3 ACP left.
    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: 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): 50.
Generic capacity for units is 8.
Relative sizes of occupants: 99 by default, 1 for rocket, orb.
Dedicated space for units: 0 by default, 1 for magma-drill.
Combat experience (CXP) maximum: 10000.
Construction points (CP): 50.
Tech to build: 50.
Tech max: 50.

Construction:
ACP to create: 0 by default, 4 for rocket.
ACP to build: 0 by default, 4 for rocket.
Can build at own location.
ACP to toolup: 4 for all unit types.
    TP/toolup action: 1 for all unit types.
    TP to build: 0 for wall, platform, mine, granary, refinery, armory, acid-factory, oil-plant, solar-complex, ice-factory, lightning-platform, ice-platform, meteor-platform, ruins, small-wreck, medium-wreck, large-wreck, 20 for base-6, helicopter, acid-gun, flame-gun, lightning-gun, frost-gun, pulse-cannon, rocket, 10 for base-1, tower, engineer, minesweeper, fighter, zombie, howitzer, 15 for miner, choplifter, bomber, werewolf, anti-aircraft, 60 for air, water, earth, fire, 40 for centipede, lightning-controller, meteor-controller, hailstorm-controller, 30 for tank, spy-plane, ankheg, orb, 120 for cacofiend, phoenix, stormcloud, 50 for mothership, acid-ball, firebomb, 5 for battledroid, destroyer, battleship, 200 for valar, dark-valar, 25 for spider, doppleganger, 2 for boat, orc, 100 for magma-drill, 18 for base-5, 16 for base-4, 14 for base-3, 12 for base-2, 8 for carrier, 6 for submarine, 3 for ogre, 1 for goblin.
    TP max: 0 for wall, platform, mine, granary, refinery, armory, acid-factory, oil-plant, solar-complex, ice-factory, lightning-platform, ice-platform, meteor-platform, ruins, small-wreck, medium-wreck, large-wreck, 20 for base-6, helicopter, acid-gun, flame-gun, lightning-gun, frost-gun, pulse-cannon, rocket, 10 for base-1, tower, engineer, minesweeper, fighter, zombie, howitzer, 15 for miner, choplifter, bomber, werewolf, anti-aircraft, 60 for air, water, earth, fire, 40 for centipede, lightning-controller, meteor-controller, hailstorm-controller, 30 for tank, spy-plane, ankheg, orb, 120 for cacofiend, phoenix, stormcloud, 50 for mothership, acid-ball, firebomb, 5 for battledroid, destroyer, battleship, 200 for valar, dark-valar, 25 for spider, doppleganger, 2 for boat, orc, 100 for magma-drill, 18 for base-5, 16 for base-4, 14 for base-3, 12 for base-2, 8 for carrier, 6 for submarine, 3 for ogre, 1 for goblin.

Combat:
Can attack (ACP 1 vs all unit types).
Can fire (2 ACP), at ranges up to 4.
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.
Hit chances if firing same as for regular combat.
Damage is 1d6 by default, 1d2 vs phoenix.
Damage if firing is 1d6 by default, 1d2 vs phoenix.
Ammo needed to hit unit: 0 by default, 1 vs ammo, acid, flame, electricity, frost.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 100% vs granary, refinery, armory, acid-factory, oil-plant, solar-complex, ice-factory, 50% vs base-1, base-2, base-3, base-4, base-5, base-6.
Chance to capture indep: 100% vs all unit types.
Protection of occupants/transport is *1.00 by default, *0.00 for base-1, base-2, base-3, base-4, base-5, base-6, tower, wall, mine, rocket, orb, acid-ball, firebomb, magma-drill.
Becomes medium-wreck 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.
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, 100 storage (100 at start of game), 1 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move
    ammo, 50 storage (50 at start of game), 1 (ammo) consumed per attack, 1 (ammo) consumed when firing
    metal, 25 storage, 1 used to add 1 CP
    acid (none)
    flame (none)
    electricity (none)
    frost (none)
    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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