Early Armored Cruiser



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----- Big, heavy and powerful -----

Point Value: 1

Side Attributes:
    At most 4 allowed on each side in a game.

Actions and Action Points (ACP):
    Receives basic allotment of 5 new ACP per turn.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 1 ACP per move.
    Unadjusted speed is 1%.
    Needs MP to enter terrain: 1 by default, 99 into desert, land, forest, mountains, ice, neutral.

Hit Points (HP): 50.
Vanishes if in: false by default, true for desert, land, forest, mountains, ice, neutral.
Construction points (CP): 4.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 50% by default, 75% vs Transport Vessel, Wooden Frigate, Early Ironclad Ram, Early Monitor, Late Ironclad Ram, Multi-Turret Monitor, 60% vs Mastless Ironclad, 40% vs Late Armored Cruiser.
Damage is 6d4+2 by default, 0 vs Supply Depot, town, city, capital.
Combat never reduces defender's HP below 0 by default, 3 vs Irregular Militia Division, Irregular Cavalry Division, Smoothbore Musket Regular Infantry Division, Smoothbore Musket Militia Division, Smoothbore Musket Cavalry Division, Smoothbore Musket Marine Division, Rifled Musket Regular Infantry Division, Rifled Musket Militia Division, Rifled Musket Cavalry Division, Rifled Musket Marine Division, Repeating Rifle Infantry Division, Repeating Rifle Militia Division, Repeating Rifle Cavalry Division, Repeating Rifle Marine Division, Bolt-Action Rifle Infantry Division, Bolt-Action Rifle Militia Division, Bolt-Action Rifle Cavalry Division, Bolt-Action Rifle Marine Division, 1 vs Supply Depot, town, city, capital.
Protection of occupants/transport is *1.00 by default, *0.50 for Transport Vessel, Wooden Frigate, Early Ironclad Ram, Early Monitor, Late Ironclad Ram, Multi-Turret Monitor, Mastless Ironclad, Early Armored Cruiser, Late Armored Cruiser, Hulk, *0.00 for Fleet.
Combat effectiveness as occupant is 100% by default, 1% in Fleet, 0% in Transport Vessel.

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.

Material Handling:
    Industry, 100 used in creation
    Tech (none)
    Fuel (none)
    Food (none)
    Machinery, 100 storage (50 at start of game)
    Gear, 20 storage (20 at start of game)
    Ammo, 100 storage (50 at start of game)
    Manpower, 1 used in creation

Required advances to build: Early Armored Cruiser.


Fate if side loses: 100% chance to vanish.

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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