battleship



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----- The most powerful naval unit -----

Point Value: 1

Notes:
The battleship is a very powerful naval unit, being about twice as powerful as a tank. It may not have much to fear from naval units, but there are all sorts of higher-tech units that could spell its doom.

Side Attributes:
    None.

Actions and Action Points (ACP):
    Can act until -3 ACP left.
    Receives basic allotment of 4 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, lake, ford, 0 into road, river.
    Needs MP to leave terrain: 99 by default, 0 in sea, lake, ice, road, river, ford.
    Needs MP to traverse terrain: -1 by default, 99 across road, 0 across river.
    Gets up to 1 free MP if needed to finish a move.

Hit Points (HP): 100.
Generic capacity for units is 16.
Relative sizes of occupants: 99 by default, 1 for rocket, orb.
Combat experience (CXP) maximum: 10000.
Construction points (CP): 50.
Tech to build: 30.
Tech max: 30.

Combat:
Can attack (ACP 1 vs all unit types).
Can fire (2 ACP), at ranges up to 4.
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.
Hit chances if firing same as for regular combat.
Damage is 1d6 by default, 1d2 vs phoenix.
Damage if firing is 1d6 by default, 1d2 vs phoenix.
Ammo needed to hit unit: 0 by default, 1 vs ammo, acid, flame, electricity, frost.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 100% vs granary, refinery, armory, acid-factory, oil-plant, solar-complex, ice-factory.
Chance to capture indep: 0% vs all unit types.
Protection of occupants/transport is *1.00 by default, *0.00 for base-1, base-2, base-3, base-4, base-5, base-6, tower, wall, mine, rocket, orb, acid-ball, firebomb, magma-drill.
Becomes medium-wreck when destroyed.

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 4 cells away.
Vision is line-of-sight.
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, 200 storage (200 at start of game), 1 (ammo) consumed per attack, 1 (ammo) consumed when firing
    metal, 2 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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