mobile-radar



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Point Value: 1

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: 1 by default, 99 into sea.

Hit Points (HP): 100.
Vanishes if in: false by default, true for sea, wasteland.
Construction points (CP): 20.

Combat:
Hit chances are 0% vs all unit types.
Damage is 0 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs sh.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% vs all unit types.
Chance to capture indep: 100% vs all unit types.

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 6 cells away.
Chance to see in general is 100% by default, 0% for infantry, motor-infantry, mech-infantry, marines, security, cavalry, light-armor, armor, heavy-armor, artillery, light-artillery, heavy-artillery, mech-artillery, aa, supply, engineers, mech-engineers, mobile-radar.

Material Handling:
    food, 10 storage (10 at start of game), 1 basic consumption, receive from up to 1 cells away, send up to 1 cells away
    sh (none)
    gun (none)
    pet, 10 storage (10 at start of game), needs 1 to act at all, 1 consumed per move, receive from up to 2 cells away, send up to 1 cells away
    iron (none)
    dust (none)
    gold (none)
    oil (none)
    lcm (none)
    hcm (none)
    rad (none)
    education (none)
    happiness (none)
    civ, builder needs 1 to build, receive from up to 1 cells away, send up to 1 cells away
    mil, 1 storage (1 at start of game), needs 1 (weapons or equipment) to attack, receive from up to 1 cells away, send up to 1 cells away
    uw (none)


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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