red dragon



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----- A harbinger of doom, if motivated to kill -----

Point Value: 1

Notes:
Dragons cannot be produced; if you plan to bring them over to your side, you need a humanity stone so that you can hypnotize them. The red dragon is unquestionably the most powerful unit. They move faster than any other unit, they (along with pit demons) are the most resilient creatures to injury, and they brethe fire. Dragons can also carry any human or humanoid on their backs, making them an excellent way to get around. Few would ever take on a dragon cavalry!

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 8 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, 0 into tunnel.
    Needs MP to traverse terrain: -1 by default, 1 across tunnel.

Hit Points (HP): 50.    Recovers by 1 HP each turn.
Generic capacity for units is 1.
Relative sizes of occupants: 999 by default, 1 for human, orc, elf, dwarf.
Dedicated space for units: 0 by default, 1 for Magic supply kit.
Maximum number of occupants: -1 by default, 1 for Magic supply kit, Glowing stone.

Combat:
Can attack (ACP 2 vs all unit types).
Can fire (4 ACP), at ranges up to 6.
Hit chances are 50% by default, 5% vs Magic supply kit, Guardian stone, Humanity stone, Lightning stone, Glowing stone, 75% vs corpse.
Hit chances if firing same as for regular combat.
Damage is 1d6 vs all unit types.
Damages if firing same as for regular combat.
Can capture (ACP 0 by default, 1 vs corpse, Magic supply kit, Guardian stone, Humanity stone, Lightning stone, Glowing stone, nest, orc hole, pentagram).
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.
Protection of occupants/transport is *1.00 by default, *0.10 for nest, orc hole, pentagram.
Becomes corpse 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, 200 storage (200 at start of game), 1 basic consumption, 1 consumed per move
    water, 50 storage (50 at start of game), 1 basic consumption


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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