groundcar



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----- slow but tough, captures cities -----

Point Value: 1

Notes:
Groundcar. A slow-moving unit which travels on treads, like today's tanks. It can afford to carry a large shield generator, which makes it tough to destroy. It can negotiate forests by pushing down the trees, or burning them away with its gun, but it can't move in mountains. Groundcars are ideal for defending your homeland from invasion. If you have enough on hand, you can often bounce back even after many of your towns are captured.

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 1 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, 1 into plains, desert.

Hit Points (HP): 1.
Construction points (CP): 6.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 99% vs base, town, city, 50% vs saucer, constructor, mothership, 80% vs hovercar, 10% vs transport-sub, attack-sub, 100% vs rocket, 60% vs groundcar, 40% vs defender.
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, 90% vs base, 80% vs town, 30% vs city.

Other Actions:
Can be disbanded (1 ACP).

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:
    fuel, 40 storage (40 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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