knight



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----- men with swords and armour -----

Point Value: 1

Notes:
good to capture cities

Side Attributes:
    None.

Actions and Action Points (ACP):
    Can act until -1 ACP left.
    Receives basic allotment of 2 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): 1.
Construction points (CP): 4.

Construction:
ACP to create: 0 by default, 2 for fort.
    CP upon creation: 1 by default, 4 for fort.
ACP to build: 0 by default, 2 for fort.
    CP added per build: 1 by default, 2 for fort.
Can build at own location.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 0% vs dirigible, battleship, transport, carrier, fighter, helicopter, bomber, flying saucer, battledroid, TraXor, Flying City, 20% vs galley, longbowman, cavalry, City, 15% vs boat, infantry, base, 60% vs phalanx, 5% vs cannon, Metropolis, 1% vs armor, Habitat, 70% vs Polis, 50% vs Castle, 40% vs knight, 30% vs fort, 3% vs Modern City, 2% vs Post-Modern 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, 50% vs fort, Castle, 10% vs Modern City, Post-Modern City, 70% vs Polis, 30% vs City, 15% vs base, 12% vs Metropolis, 1% vs Habitat.
Chance to capture indep: -1% by default, 75% vs fort, Castle, 90% vs Polis, 50% vs City, 40% vs base, 30% vs Metropolis, 20% vs Modern City, 14% vs Post-Modern City, 3% vs Habitat, 0% vs Flying City.

Other Actions:
Can be disbanded (2 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)


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).