orc



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Point Value: 1

Side Attributes:
    Can belong to the following sides: Monster.

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: 1 by default, 99 into rock.

Hit Points (HP): 10.    Recovers by 1 HP each turn.
Generic capacity for units is 100.
Relative sizes of occupants: 999 by default, 1 for pile of gold coins, huge sapphire, huge emerald, huge ruby, huge diamond.
Construction points (CP): 4.

Combat:
Can attack (ACP 2 vs all unit types).
Hit chances are 50% vs all unit types.
Damage is 1d6 by default, 0 vs pile of gold coins, huge sapphire, huge emerald, huge ruby, huge diamond.
Can capture (ACP 0 by default, 1 vs pile of gold coins, huge sapphire, huge emerald, huge ruby, huge diamond).
Chance to capture: 0% by default, 100% vs pile of gold coins, huge sapphire, huge emerald, huge ruby, huge diamond.
Chance to capture indep: -1% by default, 100% vs pile of gold coins, huge sapphire, huge emerald, huge ruby, huge diamond.

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 5 cells away.
Vision is line-of-sight.
Effective eye height is 5 in all terrain types.

Material Handling:
    food (none)
    water (none)
    gold (none)


Fate if side loses: 100% chance to vanish.

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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