Torp Bombers



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----- Attempts to torpedo naval units. -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Will never exceed 24 ACP.
    Receives basic allotment of 24 new ACP per turn.
    Damage affects ACP.

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, 0 into river, road, 1000 into barrier.
    MP to enter unit: 1000 by default, 1 into Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Base, Sea Base, Escort Carrier, Light Carrier, Fleet Carrier, 0 into Ruins.

Hit Points (HP): 10.
Vanishes if in: false by default, true for barrier.
Exclusive terrain capacity: 2 for all terrain types.
Exerts ZOC out to: -1 for all unit types.
Construction points (CP): 20.

Combat:
Can attack (ACP 0 by default, 4 vs Sea Transports, Torpedo Boats, Patrol Ship, Destroyer, Frigate, Cruiser, Command Cruiser, Battleship, Escort Carrier, Light Carrier, Fleet Carrier, Submarine).
Can fire (1 ACP), at ranges up to 1.
Hit chances are 0% by default, 100% vs Germinator, Engineers, Sea Transports, Cruiser, Command Cruiser, Battleship, Light Carrier, Fleet Carrier, 90% vs Destroyer, Frigate, Escort Carrier, 10% vs Patrol Ship, 5% vs Torpedo Boats.
Hit chances if firing are -1% by default, 40% vs Battleship, Light Carrier, 30% vs Cruiser, Command Cruiser, 25% vs Frigate, Escort Carrier, 80% vs Sea Transports, 50% vs Fleet Carrier, 20% vs Destroyer.
Damage is 0 by default, 1d10+4 vs Sea Transports, Torpedo Boats, Patrol Ship, Destroyer, Frigate, Cruiser, Command Cruiser, Escort Carrier, Light Carrier, Fleet Carrier, Submarine, 1d2 vs Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, Spy Planes, 1 vs Minefield, Sea Mines, 1d10+2 vs Battleship, 1d4+1 vs Cargo Planes.
Damages if firing same as for regular combat.
Ammo needed to hit unit: 0 by default, 1 vs c, f1, f2.
Can detonate self (1 ACP).
Detonation damage at ground zero is 0 by default, 4d5+10 for Sea Transports, Torpedo Boats, Patrol Ship, Destroyer, Frigate, Cruiser, Command Cruiser, Escort Carrier, Light Carrier, Fleet Carrier, Submarine, 4d5+5 for Battleship.
Detonation damage to adjacent units is 0 for all unit types.
Range of detonation effect on units is 0 for all unit types.
Always destroyed by detonation.
Combat never reduces defender's HP below 0 by default, 10 vs Ruins, 6 vs Minefield, Sea Mines, 4 vs Shipwreck.
Combat effectiveness as occupant is 100% by default, 0% in Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Base, Sea Base, Escort Carrier, Light Carrier, Fleet Carrier.

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.
Vision effect when occupying: 100 by default, 0 in Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Base, Sea Base, Escort Carrier, Light Carrier, Fleet Carrier.
Occupants not seen even if unit has been seen.
Can see units up to 2 cells away.
Chance to see if in same cell is 100% by default, 0% for Submarine, Minefield, Sea Mines, 60% for Spy Planes.
Chance to see if adjacent is 70% for Mech Infantry, Marines, Artillery, AA Battery, Field HQ, Germinator, Torpedo Boats, Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, 100% for Town, City, Grand Citadel, Metropolis, Capitol, Base, Sea Base, Sea Transports, Light Carrier, Fleet Carrier, Cargo Planes, 90% for Fortifications, Cavalry, Armor, Engineers, Cruiser, Command Cruiser, Battleship, Escort Carrier, 50% for Ruins, Infantry, Paratroopers, 0% for Shipwreck, Submarine, Minefield, Sea Mines, 80% for Destroyer, Frigate, 60% for Patrol Ship, 20% for Spy Planes.
Chance to see in general is 0% by default, 30% for Metropolis, Capitol.

Material Handling:
    c, 50 storage (50 at start of game), 1 basic consumption, needs 1 to move, 1 consumed per move, 2 (ammo) consumed per attack, 1 (ammo) consumed when firing, 5 used in creation, 2 used to add 1 CP, 200 used to restore 1 HP, receive from up to 25 cells away, send up to 10 cells away
    f1, 24 storage (24 at start of game), 4 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move, 1 (ammo) consumed per attack
    f2 (none)
    r (none)
    v, 1 used in creation, 50 used to restore 1 HP
    h (none)
    e, 4 used in creation, 100 used to restore 1 HP
    m, 4 used in creation
    s, 3 used in creation, 3 used to add 1 CP, 250 used to restore 1 HP
    p (none)


Fate if side loses: 100% chance to vanish.

AI Attributes:
    Considered to be a mobile air unit.
    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 8.



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