guards



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----- the elite of the army -----

Point Value: 1

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: 1 by default, 99 into sea.
    Needs MP to traverse terrain: -1 by default, 1 across road.

Hit Points (HP): 10. Parts: 10.
Vanishes if in: false by default, true for sea.
Dedicated space for units: 0 by default, 1 for marshal.
Maximum number of occupants: 99 for all unit types.
Construction points (CP): 40.

Construction:
ACP to create: 0 by default, 1 for entrenchments.
Can build at own location.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 70% by default, 90% vs marshal, 50% vs balloon.
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, 30% vs city, 15% vs capital.
Chance to retreat from combat is 0% by default, 10% vs infantry, 5% vs guards.
Extra ACP for retreating is 0 by default, 1 vs infantry, guards.

Other Actions:
Can be disbanded (1 ACP), losing 0 HP per action.
Can transfer parts (1 ACP).

Vision:
100% 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:
    supply, 1 basic production, 3 storage (3 at start of game), 1 basic consumption, 1 (ammo) consumed per attack, receive from up to 4 cells away
Productivity adjustment for terrain is *0.00 by default, *1.00 in plains.

100% chance to spy, on units up to 10 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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