archer



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----- archers and slingers -----

Point Value: 1

Notes:
Similar to peltasts, but equipped with bows instead of spears.

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 16 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, forest, desert, 2 into mountains.

Hit Points (HP): 4.
Vanishes if in: false by default, true for sea, river.
Construction points (CP): 6.

Combat:
Can attack (ACP 8 vs all unit types).
Hit chances are 50% vs peltast, siege engine, 0% vs fortifications, polis, metropolis, 30% vs archer, cavalry, 60% vs trireme, 20% vs hoplite.
Damage is 1 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.

Attrition in HP:
10% chance of 1 in all terrain types.

Material Handling:
    food, 1 basic production, 2 storage (2 at start of game), 1 basic consumption, receive from up to 3 cells away, send up to 1 cells away
    talents, 10 storage (10 at start of game), 1 basic consumption, builder needs 5 to build, receive from up to 10 cells away, send up to 10 cells away
Productivity adjustment for terrain is *1.00 by default, *0.00 in desert, mountains.


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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