longbowmen



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----- archers, scouts, rangers -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 3 new ACP per turn.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 1 ACP per move.
    Damage affects speed.
    Speed variation limited to between 0% and 32767%.
    Needs MP to enter terrain: 1 by default, 99 into sea, void, 2 into mountains.

Hit Points (HP): 2.    Recovers by 0.50 HP each turn.
Construction points (CP): 10.

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

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 30% vs wizard, priest, wagon, flying carpet, camp, temple, village, town, city, 100% vs ring of regeneration, crystal ball, ring of protection, everfull plate, amulet of power, 50% vs barbarian, Armageddon spell, lightning, fireball, wizard eye, 8% vs cloudkeep, wall, castle, tower, 25% vs heavy infantry, cavalry, 20% vs paladin, dragon, 5% vs sailing ship, galley, 65% vs longbowmen, 45% vs light infantry, 40% vs serfs, 15% vs undead, 10% vs mass charm.
Damage is 1 by default, 0 vs ring of regeneration, crystal ball, ring of protection, everfull plate, amulet of power, 4 vs dragon.
If attacked, effect of own terrain is *1.00 by default, *0.40 in swamp, mountains, *0.90 in desert, *0.60 in hills, *0.25 in forest.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 100% vs ring of regeneration, crystal ball, ring of protection, everfull plate, amulet of power, 10% vs serfs, sailing ship, galley, city, 25% vs temple, town, 45% vs village, 40% vs camp, 20% vs wagon, 8% vs wall, 7% vs tower, 5% vs cavalry, 3% vs castle.
Protection of occupants/transport is *1.00 by default, *0.80 for ring of protection.

Other Actions:
Can be disbanded (1 ACP).

Vision:
100% 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.

Accidents:
Chance to be damaged in an accident: 0% by default, 0.50% in swamp, mountains.
Amount of damage: 0 by default, 1 in swamp, mountains.

Attrition in HP:
0 by default, 1 in swamp, mountains.

Material Handling:
    food, 6 basic production, 16 storage, 1 basic consumption, times 1% if occupant, 1 consumed per move, receive from up to 1 cells away
    mana (none)
    metal, 6 storage, receive from up to 1 cells away
Productivity adjustment for terrain is *1.00 by default, *0.00 in sea, *0.50 in desert.


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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