armor



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----- Like infantry, but with tanks -----

Point Value: 2

Side Attributes:
    None.

Actions and Action Points (ACP):
    Can act until -1 ACP left.
    Receives basic allotment of 3 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 by default, 99 into sea, lake.
    Needs MP to leave terrain: 0 by default, 99 in sea, lake.
    Needs MP to traverse terrain: -1 by default, 0 across road, ford.

Hit Points (HP): 2.
Vanishes if in: false by default, true for sea, lake.
Construction points (CP): 20.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 50% vs all unit types.
Damage is 1 vs all unit types.
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, 60% vs city, arcology, floating-city, 85% vs spaceport.
Protection of occupants/transport is *1.00 by default, *0.00 for city, arcology, floating-city, spaceport.

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.
Vision is line-of-sight.

Material Handling:
    food (none)
    ores (none)
    fuel (none)
    ammo, 15 storage (15 at start of game), needs 1 (weapons or equipment) to attack, 1 (ammo) consumed per attack


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).