πŸͺ– Ground unit

APC

Unarmed taxi with a heart of gold. Carries one foot soldier and resupplies friends next door.

The APC, a toy unit from Tiny Tactics5,000 funds

Stats

Cost
5,000
Movement
6
Move type
Treads
Vision
1
Attack range
–
Fuel
70
Ammo
∞
Hit as
Light vehicle
  • πŸ“¦ Carries 1
  • β›½ Resupplies neighbours
  • πŸ•ŠοΈ Unarmed

Weapons

The APC has no weapon. It can’t attack and never fires back when attacked.

Strong and weak against

Base damage between two full-health units on open ground, before luck and commander bonuses. β€œStrong” means it deals at least 55% and more than it takes back.

πŸ’ͺ Strong vs

No unit loses to it outright: it is a helper, not a fighter.

😬 Weak vs

APC damage table

AgainstAPC dealsAPC takes
Infantry–14%
Mech–85%
Recon–40%
APC––
Anti-Air–50%
Tank–85%
Heavy Tank–105%
Artillery–80%
Rockets–90%
Missiles––
Transport Copter––
Attack Copter–65%
Fighter––
Bomber–105%
Lander––
Gunboat–45%
Cruiser––
Battleship–90%

Terrain and movement

The APC uses the treads move type, like Anti-Air, Tank, Heavy Tank and Artillery. Each tile costs movement points; it has 6 per turn, and every point spent also burns 1 fuel.

  • 1 point: Plains, Road, Bridge, Shoal, City, Factory, HQ, Airport and Port.
  • Slower: Forest (2).
  • Can’t enter: Mountain, River, Sea and Reef.

Terrain gives defense stars: at full health each star cuts the damage it takes by 10%, and by less as it gets hurt (see the rules).

Building, repairs and transport

  • Built at: Factory.
  • Repaired and resupplied at: your own city, factory and HQ (2 HP per turn, paid at 10% of its cost per HP; fuel and ammo are free).
  • Carries: 1 Γ— Infantry and Mech.
  • Can ride in: Lander.
  • Supply: refills fuel and ammo of every friendly unit next to it, on its turn and automatically at the start of each of your turns.

Ready, set, roll out!

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