jeep



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----- trucks and jeeps for moving infantry and supplies -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 3 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, 3 into swamp, ice, 1 into desert, plains, 2 into forest.

Hit Points (HP): 1.
Vanishes if in: false by default, true for sea, shallows.
Generic capacity for units is 3.
Relative sizes of occupants: 99 by default, 1 for missile, atomic.
Dedicated space for units: 0 by default, 3 for infantry, Special Forces, missile, 1 for radar, engineers, 2 for mech infantry.
Maximum number of occupants: -1 by default, 3 for infantry, Special Forces, missile, 1 for atomic, engineers, 2 for mech infantry.
Construction points (CP): 7.
Tech to build: 50.
Tech max: 50.

Construction:
ACP to create: 0 by default, 1 for base.
    CP upon creation: 1 by default, 7 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 0% by default, 1% vs infantry, carrier, 100% vs missile, atomic, 50% vs jeep, town, 5% vs Special Forces, battleship, 80% vs radar.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs ammo.

Other Actions:
Can be given to another side (1 ACP).
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, 50 storage, 1 basic consumption, 1 consumed per move, receive from up to 1 cells away, send up to 1 cells away
    ammo, 50 storage, 1 (ammo) consumed per attack, receive from up to 1 cells away, send up to 1 cells away
    people, 10 storage, builder needs 1 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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