armor



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----- faster than infantry, limited to open terrain -----

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: 99 by default, 1 into desert, plains, 2 into forest.

Hit Points (HP): 2.
Vanishes if in: false by default, true for sea, shallows.
Generic capacity for units is 1.
Relative sizes of occupants: 99 by default, 1 for infantry, Special Forces, missile, atomic.
Dedicated space for units: 0 by default, 1 for infantry, Special Forces, radar.
Maximum number of occupants: -1 by default, 1 for infantry, Special Forces, atomic, 2 for missile.
Construction points (CP): 9.
Tech to build: 100.
Tech max: 100.

Construction:
ACP to create: 0 by default, 1 for base.
    CP upon creation: 1 by default, 5 for base.
ACP to build: 0 by default, 1 for base.
Can build at own location.
ACP to toolup: 1 for all unit types.
    TP/toolup action: 1 for all unit types.
    TP to build: 0 for all unit types.
    TP max: 0 for all unit types.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 25% vs fighter, bomber, destroyer, submarine, sea mines, 50% vs armor, Special Forces, bridge, city, 60% vs infantry, engineers, 100% vs missile, atomic, 85% vs radar, jeep, 35% vs airlifter, transport ship, 20% vs carrier, battleship, 90% vs base, 80% vs village, 70% vs town, 45% vs mech infantry, 40% vs land fortifications, 30% vs bolo, 1% vs spy plane.
Damage is 1 by default, 2 vs armor, mech infantry, bolo, village, town, city.
Ammo needed to hit unit: 0 by default, 1 vs ammo.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 90% vs base, 75% vs village, 70% vs town, 50% vs city, 40% vs bridge, 6% vs land fortifications.
Protection of occupants/transport is *1.00 by default, *0.90 for village, town, city, *0.75 for base.

Other Actions:
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.
Occupants not seen even if unit has been seen.

Material Handling:
    fuel, 10 storage, 1 basic consumption, 1 consumed per move, receive from up to 1 cells away
    ammo, 10 storage, 1 (ammo) consumed per attack, receive from up to 1 cells away
    people, 1 storage, builder needs 2 to build


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).