cavalry



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----- fast, kills cannon -----

Point Value: 1

Side Attributes:
    None.

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

Hit Points (HP): 2.
Construction points (CP): 6.

Construction:
ACP to create: 0 by default, 3 for base.
ACP to build: 0 by default, 3 for base.
    CP added per build: 1 by default, 3 for base.
Can build at own location.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 0% vs battleship, transport, carrier, bomber, flying saucer, battledroid, TraXor, Flying City, 60% vs phalanx, knight, longbowman, 40% vs galley, cavalry, fort, City, 20% vs infantry, base, Modern City, 50% vs Polis, Castle, 1% vs fighter, helicopter, 80% vs cannon, 35% vs boat, 30% vs Metropolis, 15% vs dirigible, 10% vs Post-Modern City, 5% vs Habitat, 2% vs armor.
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, 30% vs base, Metropolis, Modern City, 90% vs Polis, 80% vs fort, 60% vs Castle, 40% vs City, 20% vs Post-Modern City, 10% vs Habitat.
Chance to capture indep: -1% by default, 95% vs Polis, 90% vs fort, 80% vs Castle, 60% vs City, 55% vs base, 50% vs Metropolis, 40% vs Modern City, 30% vs Post-Modern City, 15% vs Habitat, 1% vs Flying City.

Other Actions:
Can be disbanded (3 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, 8 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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