zombie



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----- Battledroid built on-the-fly from scrap metals -----

Point Value: 1

Notes:
One of the trickiest but potentially most deadly tactics available is to have a centipede collecting scrap metal from dead units and build an undead unit such as the zombie while the battle is still going! It is difficult, however, as it is very important to protect the centipede so that it can do its job. As with any unit, the zombie can be destroyed with a single blow if it is hit while under construction.

Side Attributes:
    None.

Actions and Action Points (ACP):
    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: 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): 25.
Combat experience (CXP) maximum: 10000.
Construction points (CP): 3.
Tech to build: 20.
Tech max: 20.

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 2d4 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 (none)
    ammo (none)
    metal (none)
    acid (none)
    flame (none)
    electricity (none)
    frost (none)
    meteors (none)
    scrap, 1 used to add 1 CP
    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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