battledroid



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----- self-motivated weapon -----

Point Value: 1

Notes:
The battledroid is a heavily armed robot whose sophisticated programming allows it to kill all armed opponents without harming civilians. Battledroids refuse to attack phalanxes, due to a software bug.

Side Attributes:
    None.

Actions and Action Points (ACP):
    Can act until -2 ACP left.
    Receives basic allotment of 8 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 desert, plains, forest, mountains, river.
    Needs MP to traverse terrain: -1 by default, 1 across road.

Hit Points (HP): 4.
Construction points (CP): 6.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 99% by default, 100% vs fort, base, Polis, Castle, City, Metropolis, Modern City, Post-Modern City, Habitat, Flying City, 0% vs phalanx, 80% vs TraXor, 50% vs battledroid, 40% vs flying saucer.
Damage is 3 by default, 0 vs fort, base, Polis, Castle, City, Metropolis, Modern City, Post-Modern City, Habitat, Flying City.
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, base, Polis, 90% vs Metropolis, Modern City, Post-Modern City, 95% vs Castle, City, 50% vs Habitat, 30% vs Flying City.
Chance to capture indep: -1% by default, 99% vs fort, base, Polis, Castle, City, 98% vs Metropolis, Modern City, Post-Modern City, 75% vs Habitat, 50% vs Flying City.

Other Actions:
Can be given to another side (1 ACP).
Can be disbanded (8 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 (none)
    ammo (none)
    bombs (none)

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

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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