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).