Slow Zombie



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Point Value: 1

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

Actions and Action Points (ACP):
    Receives basic allotment of 3 new ACP per turn.
    Night multiplies ACP: *1.67 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): 15.

Construction:
ACP to create: 0 by default, 5 for Catacombs.
ACP to build: 0 by default, 5 for Catacombs.
Can finish building self at 32767 cp, will add 1 cp per action.
Can build at own location.

Combat:
Can attack (ACP 2 vs all unit types).
Hit chances are 100% vs Village, Orc Holes, Catacombs, Paladin Temple I, Vampire Castle, Humanoid Thralls, Orcish Thralls, 0% vs Slow Zombie, Nightwing, Paladin Mentor I, Cackling Haunt, Fresh Corpse, Decayed Corpse, 25% vs Novice Fighter, Novice Paladin, Goblin, Snaga Shaman.
Damage is 1 vs Village, Orc Holes, Catacombs, Paladin Temple I, Vampire Castle, Novice Paladin, Snaga Shaman, 2d4+2 vs Novice Fighter, Humanoid Thralls, Goblin, Orcish Thralls, Slow Zombie, Nightwing, 0 vs Paladin Mentor I, Cackling Haunt, Fresh Corpse, Decayed Corpse.
Combat never reduces defender's HP below 0 by default, 5 vs Nightwing, Paladin Mentor I, Cackling Haunt, 1 vs Fresh Corpse.

Other Actions:
ACP for explicit repair is 0 by default, 5 for Catacombs.
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.
Can see other units at own location.

Material Handling:
    food (none)
    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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