Jeep

(image)

With extremely high movement and low cost, Jeeps are a common opening turn build. They can capture far off villages quickly and allow conscripts to spawn far from y our keep early game. At the begining of the turn Jeeps give the following bonuses to all adjacent infantry: Healing, +3 movement, leadership. Truck is staffed with 2 men and costs 2 upkeep. Keeping a Jeep next to your keep will grant all ATG, AA, and infantry to start with 2 additional movement. While Jeeps are critical for supporting infantry, they can be easily killed by aircraft and infantry.


Special Notes: This unit can hide in villages (with the exception of water villages), and remain undetected by its enemies, except by those standing next to it. This unit is capable of basic healing. The swarming attacks of this unit become less deadly whenever its members are wounded. The leadership of this unit enables adjacent units of the same side to deal more damage in combat, though this only applies to units of lower level.

 

Information

Advances from:
Advances to: Jeep Veteran, Medic Veteran
Cost: 33
HP: 15
Moves: 18
Vision: 6
XP: 6
Level: 1
Alignment: chaotic
Id: Jeep
Abilities: concealment, heals +4, leadership, skirmisher

Attacks (damage × count)

(image)Drivers pistol
close
2 × 3
Bullet
swarm
(image)Drivers pistol
medium
2 × 1
Bullet
swarm

Resistances

(icon) blade100% (icon) pierce100%
(icon) impact100% (icon) fire100%
(icon) cold100% (icon) arcane100%

Terrain

TerrainMovement CostDefense
(icon) Castle140%
(icon) Cave240%
(icon) Coastal Reef0%
(icon) Deep Water0%
(icon) Flat160%
(icon) Forest240%
(icon) Frozen350%
(icon) Fungus140%
(icon) Hills240%
(icon) Mountains830%
(icon) Sand240%
(icon) Shallow Water0%
(icon) Swamp0%
(icon) Unwalkable840%
(icon) Village140%
Last updated on Fri Apr 20 12:35:19 2018.