transport
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----- for transporting the troopers -----
Point Value: 1
Notes:
Transports are, naturally, vulnerable and sorta slow.
Side Attributes:
None.
Actions and Action Points (ACP):
Receives basic allotment of 5 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, 3 into nebula.
MP to enter unit: 1 into all unit types.
Gets up to 3 free MP if needed to finish a move.
Hit Points (HP): 2.
Dedicated space for units: 0 by default, 5 for stormtrooper.
Construction points (CP): 8.
Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 20% by default, 0% vs moon, planet, 50% vs transport, 30% vs starbase.
Damage is 1 vs all unit types.
Combat effectiveness as occupant is 0% in all unit types.
Other Actions:
Can be given to another side (1 ACP).
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.
Vision effect when occupying: 0 in all unit types.
Occupants not seen even if unit has been seen.
Can see units up to 2 cells away.
Material Handling:
photon torpedo (none)
matter, 300 storage (300 at start of game), 1 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move
anti-matter, 300 storage (300 at start of game), 1 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move
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).