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----- Small but fast battledroids -----

Point Value: 1

Notes:

These robots are smaller than ordinary battledroids, but they move and attack more quickly than any other kind of battledroid. They can also be paradropped from spy planes, and so can be very effective at launching surprise attacks.

Side Attributes:

None.

Actions and Action Points (ACP):

Can act until -4 ACP left.

Receives basic allotment of 5 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: 2 into swamp, salt-marsh, desert, forest, mountain, 1 into semi-desert, steppe, plain, river, ford, 99 into sea, lake, ice, 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): 10.

Combat experience (CXP) maximum: 10000.

Construction points (CP): 10.

Tech to build: 15.

Tech max: 15.

Combat:

Can attack (ACP 1 vs all unit types).

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 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, 40% 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 small-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, 50 storage (50 at start of game), 1 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move

ammo, 10 storage (10 at start of game), 1 (ammo) consumed per attack

metal, 2 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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