Orcish Thralls



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Point Value: 1

Side Attributes:
    Can belong to the following sides: The Uglies.

Actions and Action Points (ACP):
    Receives basic allotment of 8 new ACP per turn.
    Night multiplies ACP: *2.00 in all terrain types.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 1 ACP per move.
    Needs MP to enter terrain: 1 by default, 32767 into ocean, sea coast, lake.
    Needs MP to leave terrain: 0 by default, 32767 in ocean, sea coast, lake.

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

Construction:
ACP to create: 0 by default, 8 for Orc Holes.
ACP to build: 0 by default, 8 for Orc Holes.
Can finish building self at 32767 cp, will add 1 cp per action.
Can build at own location.

Combat:
Hit chances are 0% by default, 100% vs Village, Orc Holes, Catacombs, Paladin Temple I, Vampire Castle.
Damage is 0 vs all unit types.
Combat never reduces defender's HP below 0 by default, 5 vs Nightwing, Paladin Mentor I, Cackling Haunt, 1 vs Fresh Corpse.
Becomes Fresh Corpse when destroyed.

Other Actions:
ACP for explicit repair is 0 by default, 8 for Orc Holes.
Explicit repair performance is 100 for all unit types.
Min HP to repair is 1 for all unit types.

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.

Attrition in HP:
0 by default, 4 in salt-marsh.

Material Handling:
    food, 16 storage (16 at start of game), 2 basic consumption
    orc-food (none)


Fate if side loses: 100% chance to vanish.

AI Attributes:
    Considered to be a mobile ground unit.
    Range within which enemies will cause an alert is 6.
    Basic tactical computation range is 12.



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