national guard



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----- does battle with the monster -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 2 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: 1 by default, 99 into sea.
    MP to enter unit: 99 by default, 1 into building, wrecked building, rubble pile.

Hit Points (HP): 5.
Vanishes if in: false by default, true for sea.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 0% by default, 80% vs monster, 30% vs burning building, wrecked building, 50% vs building.
Damage is 1 by default, 4 vs monster, 0 vs rubble pile.

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.


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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