mothership



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----- Moves fast and carries anything anywhere -----

Point Value: 1

Notes:
The most effective invasions tend to be conducted using at least one mothership for moving equipment and supplies. A mothership can carry any kind of ground units and aircraft, as well as lots of fuel and ammo. It moves extremely quickly and is much more difficult to destroy than a boat or a carrier. On the other hand, if a mothership is destroyed, whatever forces it was carrying either find themselves destroyed or stranded in enemy territory.

Side Attributes:
    None.

Actions and Action Points (ACP):
    Can act until -7 ACP left.
    Receives basic allotment of 8 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: 1 by default, 0 into road, river.
    Needs MP to leave terrain: 0 by default, 2 in river.
    Needs MP to traverse terrain: -1 by default, 0 across road.
    Gets up to 1 free MP if needed to finish a move.

Hit Points (HP): 50.
Generic capacity for units is 32.
Relative sizes of occupants: 99 for base-1, base-2, base-3, base-4, base-5, base-6, tower, wall, mothership, zombie, lightning-controller, meteor-controller, hailstorm-controller, mine, rocket, orb, acid-ball, firebomb, magma-drill, granary, refinery, armory, acid-factory, oil-plant, solar-complex, ice-factory, lightning-platform, ice-platform, meteor-platform, ruins, small-wreck, medium-wreck, large-wreck, 1 for engineer, miner, choplifter, tank, battledroid, minesweeper, spy-plane, helicopter, bomber, fighter, goblin, orc, ogre, werewolf, spider, doppleganger, ankheg, phoenix, stormcloud, howitzer, acid-gun, flame-gun, lightning-gun, frost-gun, pulse-cannon, anti-aircraft, 2 for boat, carrier, platform, destroyer, battleship, submarine, centipede, air, water, earth, fire, cacofiend, 4 for valar, dark-valar.
Construction points (CP): 100.
Tech to build: 200.
Tech max: 200.

Combat:
Hit chances are 50% by default, 75% vs base-1, base-2, base-3, base-4, base-5, base-6, tower, 25% vs choplifter, mothership, spy-plane, helicopter, bomber, fighter, phoenix, stormcloud, 100% vs wall, mine, ruins.
Damage is 1d6 by default, 1d2 vs phoenix.
Ammo needed to hit unit: 0 by default, 1 vs ammo, acid, flame, electricity, frost.
Protection of occupants/transport is *1.00 by default, *0.00 for mine, rocket, orb, acid-ball, firebomb, magma-drill.

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 8 cells away.
Effective weapon height is 10000 in all terrain types.
Chance to see if adjacent is 200% by default, 10% for spy-plane, stormcloud, 5% for submarine, mine, 100% for ankheg.
Chance to see in general is 100% by default, 5% for submarine, ankheg, mine, 10% for spy-plane, stormcloud.

Material Handling:
    fuel, 400 storage (400 at start of game), 1 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move
    ammo, 400 storage (400 at start of game), 1 (ammo) consumed per attack
    metal, 1 used to add 1 CP
    acid (none)
    flame (none)
    electricity (none)
    frost (none)
    meteors (none)
    scrap (none)
    food (none)


Fate if side loses: 100% chance to revolt.

AI Attributes:
    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 12.



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