Wrecked Improved Carrier Group



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----- An improved carrier group with few support ships and a heavily damaged flattop. -----

Point Value: 20

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 6 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, 1 into sea, shallows, 0 into war-political-border.

Hit Points (HP): 35.    Recovers by 5 HP each turn.
Vanishes if in: false by default, true for desert, land, forest, mountains, ice, neutral.
Generic capacity for units is 1.
Relative sizes of occupants: 99 by default, 1 for Carrier Air Wing (G), Wrecked Carrier Air Wing (G), Understrength Carrier Air Wing (G), Reinforced Carrier Air Wing (G), Wrecked Carrier Air Wing (R), Understrength Carrier Air Wing (R), Carrier Air Wing (R), Reinforced Carrier Air Wing (R), Wrecked Carrier Air Wing (V), Understrength Carrier Air Wing (V), Carrier Air Wing (V), Reinforced Carrier Air Wing (V), Wrecked Carrier Air Wing (C), Understrength Carrier Air Wing (C), Carrier Air Wing (C), Reinforced Carrier Air Wing (C), Wrecked Carrier Air Wing (E), Understrength Carrier Air Wing (E), Carrier Air Wing (E), Reinforced Carrier Air Wing (E).
Exerts ZOC out to: 0 by default, -1 for Spy Satellite.
Combat experience (CXP) maximum: 300.
Construction points (CP): 100.

Construction:
ACP to create: 0 by default, 6 for Understrength Improved Carrier Group.
    CP upon creation: 1 by default, 10 for Understrength Improved Carrier Group.
ACP to build: 0 by default, 6 for Understrength Improved Carrier Group.
    CP added per build: 1 by default, 10 for Understrength Improved Carrier Group.
Can build at own location.

Combat:
Can fire (3 ACP), at ranges up to 5.
Hit chances are 0% by default, 20% vs spec ops.
Hit chances if firing are 100% vs all unit types.
Damage is 0 by default, 2d10 vs Civilian Air Fleet, 2d8 vs Military Air Transport Fleet.
Damage if firing is 2 by default, 2d10 vs Civilian Air Fleet, 2d8 vs Military Air Transport Fleet.
Ammo needed to hit unit: 0 by default, 1 vs Materiel.
Combat never reduces defender's HP below 1 vs all unit types.
Protection of occupants/transport is *1.00 by default, *0.25 for Carrier Air Wing (G), Wrecked Carrier Air Wing (G), Understrength Carrier Air Wing (G), Reinforced Carrier Air Wing (G), Wrecked Carrier Air Wing (R), Understrength Carrier Air Wing (R), Carrier Air Wing (R), Reinforced Carrier Air Wing (R), Wrecked Carrier Air Wing (V), Understrength Carrier Air Wing (V), Carrier Air Wing (V), Reinforced Carrier Air Wing (V), Wrecked Carrier Air Wing (C), Understrength Carrier Air Wing (C), Carrier Air Wing (C), Reinforced Carrier Air Wing (C), Wrecked Carrier Air Wing (E), Understrength Carrier Air Wing (E), Carrier Air Wing (E), Reinforced Carrier Air Wing (E).
Combat effectiveness as occupant is 0% by default, 100% in Ruins, Levelled City, Heavily Damaged City, Damaged City, City, Levelled Major City, Heavily Damaged Major City, Damaged Major City, Major City, Levelled Aerospace Facility, Heavily Damaged Aerospace Facility, Damaged Aerospace Facility, Aerospace Facility, Levelled Industrial Center, Heavily Damaged Industrial Center, Damaged Industrial Center, Industrial Center.

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 units up to 6 cells away.
Chance to see if in same cell is 100% by default, 0% for Spy Satellite, The American Mainland, Military Aid.
Chance to see if adjacent is 100% by default, 0% for Spy Satellite, The American Mainland, Military Aid, 20% for spec ops, Pave Low Heli, 15% for Coastal Sub, 5% for Sub.
Chance to see in general is 80% by default, 0% for Spy Satellite, The American Mainland, Military Aid, spec ops, Pave Low Heli, 5% for Paramilitary Band, Sub, Grizzled Partisans, Irregular Corps, 15% for Coastal Sub.

Material Handling:
    Industry (none)
    Electronics (none)
    Manpower (none)
    Tech, 4 basic production, 120 storage, send up to 3 cells away
    X (none)
    Materiel, 2 basic production, 200 storage (200 at start of game), 1 (ammo) consumed per attack, 1 (ammo) consumed when firing, receive from up to 3 cells away

Required advances to build: Improved Carrier.


Fate if side loses: 20% chance to vanish.

AI Attributes:
    Can build advanced units.
    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 25.



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