armor
Up: Table of Contents Previous: Unit Next: Unit
----- 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.
Up: Table of Contents Previous: Unit Next: Unit
File produced by Xcscribe for Xconq version 7.5pre (July 2004).