Helicopter



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Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 6 new ACP per turn.
    Allowed 1 free ACP to complete an action.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 1 ACP per move.
    Needs MP to enter terrain: 1 into all terrain types.
    Needs MP to traverse terrain: -1 by default, 99 across river, road, rail-line.
    Gets up to 8 free MP if needed to finish a move.

Hit Points (HP): 20.
Exclusive terrain capacity: 2 by default, 0 for river, road, rail-line.
Combat experience (CXP) maximum: 1.
Construction points (CP): 120.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 0% by default, 100% vs AEGIS Cruiser, Alpine Troops, Archers, Armor, Artillery, Battleship, Bomber, Cannon, Caravan, Caravel, Carrier, Catapult, Cavalry, Chariot, Cruise Missile, Cruiser, Crusaders, Destroyer, Diplomat, Dragoons, Elephants, Engineers, Explorers, Fanatics, Fighter, Freight, Frigate, Galleon, Helicopter, Horsemen, Howitzer, Ironclad, Knights, Legion, Marines, Mechanized Infantry, Musketeer, Nuclear Missile, Paratroopers, Partisans, Phalanx, Pikemen, Riflemen, Settlers, Spy, Stealth Bomber, Stealth Fighter, Submarine, Transport, Trireme, Warriors, Village.
Damage is 0 by default, 2 vs AEGIS Cruiser, Alpine Troops, Archers, Armor, Artillery, Battleship, Bomber, Cannon, Caravan, Caravel, Carrier, Catapult, Cavalry, Chariot, Cruise Missile, Cruiser, Crusaders, Destroyer, Diplomat, Dragoons, Elephants, Engineers, Explorers, Fanatics, Fighter, Freight, Frigate, Galleon, Helicopter, Horsemen, Howitzer, Ironclad, Knights, Legion, Marines, Mechanized Infantry, Musketeer, Nuclear Missile, Paratroopers, Partisans, Phalanx, Pikemen, Riflemen, Settlers, Spy, Stealth Bomber, Stealth Fighter, Submarine, Transport, Trireme, Warriors, 1 vs Village.
Protection of occupants/transport is *1.00 by default, *0.00 for City.

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 2 cells away.

Material Handling:
    Food (none)
    Shields (none)
    Arrows (none)
    Taxes (none)
    Luxuries (none)
    Science (none)

Required advances to build: Combined Arms.


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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File produced by Xcscribe for Xconq version 7.5pre (July 2004).