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----- easily built, moves fast and captures cities -----

Point Value: 1

Hovercar. A fast-moving ground unit that easily captures towns. A hovercar floats on an antigravity field, so it can maneuver easily even in mountainous terrain or shallow water (though not deep ocean). Hovercars are invaluable in an invasion for their ability to take cities quickly, but they are easily destroyed by flying saucers or groundcars.

Side Attributes:

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.
    Needs MP to enter terrain: 99 by default, 2 into shallows, 1 into plains.

Hit Points (HP): 1.
Construction points (CP): 4.

Can attack (ACP 1 vs all unit types).
Hit chances are 99% vs base, town, city, 50% vs defender, constructor, mothership, 65% vs hovercar, 5% vs transport-sub, attack-sub, 100% vs rocket, 60% vs groundcar, 40% vs saucer.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 1 vs all material types.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 80% vs base, 70% vs town, 20% vs city.

Other Actions:
Can be disbanded (1 ACP).

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, 30 storage (30 at start of game), 1 basic consumption, 1 consumed per move, 1 (ammo) consumed per attack, receive from up to 1 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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