armor



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----- men in tanks -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Can act until -3 ACP left.
    Receives basic allotment of 4 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, 2 into forest, mountains, 1 into desert, plains, 5 into river.
    Needs MP to traverse terrain: -1 by default, 1 across road.

Hit Points (HP): 3.
Construction points (CP): 6.

Construction:
ACP to create: 0 by default, 4 for base.
    CP upon creation: 1 by default, 5 for base.
ACP to build: 0 by default, 4 for base.
    CP added per build: 1 by default, 4 for base.
Can build at own location.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 99% vs phalanx, knight, longbowman, Polis, 80% vs galley, boat, Modern City, Post-Modern City, 20% vs battleship, transport, carrier, TraXor, 70% vs cannon, cavalry, infantry, 40% vs dirigible, armor, bomber, 30% vs fighter, helicopter, Habitat, 95% vs Castle, City, 90% vs base, Metropolis, 50% vs fort, 12% vs flying saucer, 5% vs battledroid, 0% vs Flying City.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs ammo, bombs.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 99% vs fort, Polis, 95% vs Castle, City, 90% vs base, Metropolis, 80% vs Modern City, Post-Modern City, 30% vs Habitat.
Chance to capture indep: -1% by default, 99% vs fort, base, Polis, Castle, City, 95% vs Metropolis, 90% vs Modern City, 85% vs Post-Modern City, 50% vs Habitat, 10% vs Flying City.

Other Actions:
Can be given to another side (1 ACP).
Can be disbanded (4 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, 40 storage, 1 basic consumption, needs 1 to move
    ammo, 12 storage, 1 (ammo) consumed per attack
    bombs (none)

Can auto-repair lost HP of other units: 0 by default, 50% chance of 1 for armor.

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).