marshal
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----- controls the movements of land forces -----
Point Value: 1
Side Attributes:
None.
Actions and Action Points (ACP):
Receives basic allotment of 10 new ACP per turn.
Occupant multiplies ACP: *1.00 by default, *8.00 for infantry, *10.00 for guards.
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, 2 into sea, shallows, mountains.
Needs MP to traverse terrain: -1 by default, 1 across road.
Hit Points (HP): 1.
Construction points (CP): 12.
Other Actions:
Can be disbanded (1 ACP), losing 0 HP per action.
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, 4 storage (4 at start of game), receive from up to 2 cells away, send up to 2 cells away
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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File produced by Xcscribe for Xconq version 7.5pre (July 2004).