armor



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----- faster than infantry, limited to open terrain -----

Point Value: 1

Notes:
The armor division is highly mobile and hits hard. Unfortunately, it is limited to operating in open terrain - plains and desert. It also takes longer to produce. Armor can last twice as long in the desert as infantry. Both armor and infantry can assault and capture cities; they are the only units that can do so.

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 2 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: 99 by default, 1 into desert, plains, ice, vacuum.
    MP to enter unit: 1 by default, 0 into town, city.
    Gets up to 1 free MP if needed to finish a move.

Hit Points (HP): 1.
Vanishes if in: false by default, true for sea, shallows, ice.
Construction points (CP): 7.

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

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 30% vs fighter, bomber, destroyer, troop transport, 20% vs submarine, carrier, battleship, 60% vs infantry, 50% vs armor, city, 100% vs nuclear bomb, 90% vs base, 70% vs town.
Damage is 1 by default, 2 vs base, town, city.
Ammo needed to hit unit: 0 by default, 1 vs ammo.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 90% vs base, 70% vs town, 50% vs city.
Chance to capture indep: -1% by default, 100% vs base, 95% vs town, 70% vs city.
Protection of occupants/transport is *1.00 by default, *0.10 for town, city, *0.25 for base.

Other Actions:
Can be given to another side (1 ACP).
Can be disbanded (1 ACP).

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.

Material Handling:
    fuel, 1 basic production, 10 storage (10 at start of game), needs 1 to move, 1 consumed per move
    ammo, 4 storage (4 at start of game), 1 (ammo) consumed per attack
Productivity adjustment for terrain is *1.00 by default, *0.00 in desert, forest, mountains.


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).