engineers



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----- produces things, fights sieges -----

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 into all terrain types.

Hit Points (HP): 1.
Dedicated space for units: 0 by default, 1 for radar.
Maximum number of occupants: -1 by default, 2 for missile, 1 for atomic.
Construction points (CP): 14.
Tech to build: 192.
Tech max: 192.

Construction:
ACP to create: 0 by default, 1 for land fortifications, bridge, base, village, town, city.
    CP upon creation: 1 by default, 8 for base.
ACP to build: 0 by default, 1 for land fortifications, bridge, base, village, town, city.
    CP added per build: 1 by default, 3 for base, 2 for land fortifications.
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 70% vs radar, bridge, village, 10% vs airlifter, bomber, destroyer, 3% vs Special Forces, mech infantry, battleship, 100% vs missile, atomic, 80% vs land fortifications, base, 40% vs jeep, city, 9% vs fighter, transport ship, 5% vs infantry, 60% vs town, 30% vs engineers, 15% vs sea mines, 12% vs submarine, 8% vs bolo, 4% vs armor, 1% vs spy plane, 0% vs carrier.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs ammo.

Other Actions:
Can be disbanded (1 ACP).
ACP for explicit repair is 1 for all unit types.
Explicit repair performance is 100 for all unit types.
Min HP to repair is 1 for all unit types.

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, 2 basic production, 30 storage, 1 basic consumption, 1 consumed per move, receive from up to 2 cells away
    ammo, 1 basic production, 30 storage, 1 (ammo) consumed per attack, receive from up to 2 cells away
    people, 30 storage, builder needs 3 to build, receive from up to 2 cells 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).