vws



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----- Vulcan warp shuttle: small, fast, and cheap -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 3 new ACP per turn.
    Allowed 1 free ACP to complete an action.

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, 99 into star.

Hit Points (HP): 1.
Vanishes if in: false by default, true for star.
Generic capacity for units is 1.
Relative sizes of occupants: 999 by default, 0 for telescope, spaceport, elevator, arcology, antimatter-plant, torpedo-industry, ore-processor, academy, wcs, solar-plant, 1 for probe, shuttle, engineers, ground-troops.
Construction points (CP): 12.

Combat:
Can attack (ACP 1 vs all unit types).
Can fire (1 ACP), at ranges up to 1.
Hit chances are 50% vs all unit types.
Hit chances if firing same as for regular combat.
Damage is 1 vs all unit types.
Damage if firing is 2 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs antimatter, torpedoes.
Protection of occupants/transport is *1.00 by default, *0.00 for ground-troops.

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:
    food (none)
    fuel (none)
    ores (none)
    solar (none)
    petroleum (none)
    matter, 1 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move
    antimatter, 1 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move, needs 1 (weapons or equipment) to attack, 1 (ammo) consumed per attack
    personnel (none)
    torpedoes, needs 1 (weapons or equipment) to fire, 1 (ammo) consumed when firing
    protomatter (none)

10000% chance to spy, on units up to 0 away.

Fate if side loses: 100% chance to vanish.

AI Attributes:
    Considered to be a mobile naval unit.
    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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