orc hole



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----- Produces humanoid monsters -----

Point Value: 5

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 1 new ACP per turn.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Is always immobile.

Hit Points (HP): 50.    Recovers by 1 HP each turn.
Generic capacity for units is 8.
Relative sizes of occupants: 1 by default, 999 for Magic supply kit, Guardian stone, Humanity stone, Lightning stone, Glowing stone.
Maximum number of occupants: -1 by default, 1 for Magic supply kit, Glowing stone.
Construction points (CP): 30.

Construction:
ACP to create: 0 by default, 1 for orc, elf, dwarf.
ACP to build: 0 by default, 1 for orc, elf, dwarf.
Can build at own location.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 50% by default, 5% vs Magic supply kit, Guardian stone, Humanity stone, Lightning stone, Glowing stone, 75% vs corpse.
Damage is 1d4 vs all unit types.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 100% vs corpse, Magic supply kit, Guardian stone, Humanity stone, Lightning stone, Glowing stone, ruins, 30% vs nest, orc hole, pentagram.
Chance to capture indep: -1% by default, 100% vs corpse, Magic supply kit, Guardian stone, Humanity stone, Lightning stone, Glowing stone.
Becomes ruins 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 5 cells away.
Vision is line-of-sight.
Effective eye height is 5 in all terrain types.
10% chance for enemy to see your terrain view if this type captured.

Material Handling:
    food, 20 basic production, 2000 storage (2000 at start of game), 1 basic consumption, 1 consumed per move, receive from up to 2 cells away, send up to 2 cells away
    water, 10 basic production, 500 storage (500 at start of game), 1 basic consumption, receive from up to 2 cells away, send up to 2 cells away


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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