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Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 8 new ACP per turn.
    Night multiplies ACP: *0.50 in all terrain types.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 1 ACP per move.
    Needs MP to enter terrain: 2 into clear, bocage, forest, beach, hill, railroad, 9999 into sea, 3 into swamp, river, 0 into road, sec-road, 4 into flooded, 1 into city.
    Needs MP to leave terrain: 2 by default, 9999 in sea, 0 in road, sec-road, 4 in flooded, 3 in swamp, 1 in city.
    Needs MP to traverse terrain: -1 by default, 1 across road, sec-road.

Hit Points (HP): 12.
Vanishes if in: false by default, true for sea.

Combat:
Can attack (ACP 4 by default, 0 vs inf, inf-bicycle, inf-para, inf-glider, inf-sec, inf-ranger, inf-cmdo, inf-fusil, inf-ost, inf-pion, inf-mot, inf-mg-co, inf-mot-sec, inf-recon, inf-fsj, inf-mot-pion, inf-armored, inf-pz-pion, inf-armored-recon, inf-lw-recon, tank, assault-gun, tank-co, assault-gun-co, croc-co, fort, fortification, coast-strongpoint, village, town, city-center).
Can fire (4 ACP), at ranges up to 1.
Hit chances are 10% vs all unit types.
Hit chances if firing are 50% vs all unit types.
Damage is 1 vs all unit types.
Damage if firing is 1d5 vs all unit types.
If attacked, effect of own terrain is *1.00 by default, *1.30 in beach, *0.60 in bocage, *0.50 in forest, *0.30 in city.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 100% vs mulberry, port, supply-depot, village, town, city-center.
Protection of occupants/transport is *1.00 by default, *0.50 for village, town, city-center, *0.40 for fort, fortification, coast-strongpoint.
Combat effectiveness as occupant is 100% by default, 0% in landing-ship, transport.
Chance to retreat from combat is 0% by default, 50% vs hq-nebel-brg, hq-flak-reg, hq-inf-div, hq-mot-div, hq-para-div, hq-gren-div, hq-armor-div, hq-flak-korps, hq-pz-korps, hq-fsj-korps, hq-inf-corps.

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:
    supply, 18 storage (18 at start of game), 3 basic consumption, receive from up to 12 cells away


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).