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----- Burrowing insectoid robot -----

Point Value: 1

The ankheg is a veritable land submarine. It is tremendously strong, and can burrow through earth like a submarine can float through water. It is also nearly impossible to spot until its right in front of its opponent. It has one drawback, however, in that it is only effective in open land, and is almost useless in forests and mountains.

Side Attributes:

Actions and Action Points (ACP):
    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, mountain, ice, 1 into semi-desert, steppe, plain, river, ford, 2 into swamp, salt-marsh, desert, 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.

Hit Points (HP): 50.
Combat experience (CXP) maximum: 10000.
Construction points (CP): 50.
Tech to build: 150.
Tech max: 150.

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.
Effect of attacker's terrain is *1.00 by default, *0.00 in sea, lake, *0.75 in semi-desert, *0.50 in desert, *0.25 in forest, *0.05 in mountain.
Damage is 4d6 by default, 2d6 vs air, water, 1d4 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, 60% 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.

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
    ammo (none)
    metal, 1 used to add 1 CP
    acid, 50 storage, 1 (ammo) consumed per attack
    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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