centipede



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----- Large fighting machine that feeds on enemy metal -----

Point Value: 1

Notes:
Centipedes are scavengers that can strip metal from any wreck and bring it to the nearest supply point for re-use. It is also battle-ready so that it can create its own wrecks, rather than rely on its allies to produce wrecks for it. Furthermore, it can be tooled to build undead units on the spot, using scrap metal collected from any wrecks it might find!

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: 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): 50.
Generic capacity for units is 8.
Relative sizes of occupants: 99 by default, 1 for zombie, rocket, orb.
Combat experience (CXP) maximum: 10000.
Construction points (CP): 40.
Tech to build: 150.
Tech max: 150.

Develop:
ACP to develop: 0 by default, 3 for zombie.
    Tech gained: 1 for all unit types.

Construction:
ACP to create: 0 by default, 3 for zombie.
ACP to build: 0 by default, 3 for zombie.
Can build at own location.

Combat:
Can attack (ACP 1 by default, 0 vs ruins, small-wreck, medium-wreck, large-wreck).
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, 80% 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 large-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, 40 storage (40 at start of game), 1 (ammo) consumed per attack
    metal, 3 used to add 1 CP
    acid (none)
    flame (none)
    electricity (none)
    frost (none)
    meteors (none)
    scrap, 1 ACP to extract, 200 storage
    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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