transport



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----- easy to kill- but carries alot -----

Point Value: 1

Notes:
carries ground units except battledroids

Side Attributes:
    None.

Actions and Action Points (ACP):
    Can act until -1 ACP left.
    Receives basic allotment of 5 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 sea, shallows.
    Needs MP to traverse terrain: -1 by default, 2 across river.

Hit Points (HP): 2.
Generic capacity for units is 16.
Relative sizes of occupants: 9999 for fort, base, Polis, Castle, City, Metropolis, Modern City, Post-Modern City, Habitat, Flying City, 1 for phalanx, knight, longbowman, 2 for cannon, cavalry, infantry, 24 for battleship, carrier, 15 for bomber, flying saucer, 6 for boat, transport, 5 for fighter, helicopter, 100 for TraXor, 10 for dirigible, 8 for battledroid, 4 for armor, 3 for galley.
Maximum number of occupants: 0 by default, 8 for phalanx, knight, longbowman, cannon, cavalry, infantry, armor.
Construction points (CP): 10.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 0% vs battledroid, fort, base, Polis, Castle, City, Metropolis, Modern City, Post-Modern City, Habitat, Flying City, 15% vs phalanx, galley, knight, longbowman, boat, transport, 5% vs cannon, cavalry, infantry, battleship, carrier, 20% vs fighter, helicopter, 2% vs flying saucer, TraXor, 30% vs dirigible, 10% vs bomber, 3% vs armor.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs ammo, bombs.

Other Actions:
Can be given to another side (1 ACP).
Can be disbanded (5 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:
    food (none)
    fuel, 400 storage, needs 1 to move, 1 consumed per move
    ammo, 50 storage, 1 (ammo) consumed per attack
    bombs (none)


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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