battleship



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----- the most powerful ship -----

Point Value: 1

Notes:
The aptly named `Dread Naught' has little to fear from other units of this period. Subs may sink them with enough effort, and a group of bombers and fighters are also deadly, but with eight hit points to start, a battleship can usually survive long enough to escape. Battleships are very effective against cities and armies, at least the ones on the coast.

Side Attributes:
    None.

Actions and Action Points (ACP):
    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.
    Damage affects speed.
    Speed variation limited to between 0% and 32767%.
    Needs MP to enter terrain: 1 by default, 99 into desert, plains, forest, mountains, 2 into shallows.
    Gets up to 1 free MP if needed to finish a move.

Hit Points (HP): 8.
Vanishes if in: true by default, false for sea, shallows, swamp, vacuum.
Construction points (CP): 40.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 50% vs infantry, armor, fighter, submarine, carrier, 100% vs nuclear bomb, base, town, city, 90% vs troop transport, battleship, 70% vs destroyer, 20% vs bomber.
Damage is 2 by default, 4 vs city, 3 vs town.
Ammo needed to hit unit: 0 by default, 1 vs ammo.

Other Actions:
Can be given to another side (1 ACP).
Can be disbanded (1 ACP).

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:
    fuel, 200 storage (200 at start of game), 1 basic consumption, needs 1 to move, 1 consumed per move
    ammo, 40 storage (40 at start of game), 1 (ammo) consumed per attack

Can auto-repair lost HP of other units: 0 by default, 10 for carrier, battleship.
Range of auto-repair: -1 for all unit types.

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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