airfield



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----- A large airfield near a town -----

Side Attributes:
    None.

Actions and Action Points (ACP):
    Does not act.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Is always immobile.

Hit Points (HP): 100.    Recovers by 100 HP each turn.
Generic capacity for units is 48.
Relative sizes of occupants: 1 by default, 999 for port, town, airfield, airstrip, seaplane-base, carrier, light carrier, battleship, heavy cruiser, light cruiser, destroyer, submarine, oiler, tender, transport, OS2U, E13A, E7K, F1M, A6M2-N, PBY-5, H6K4, H6K5.

Combat:
Hit chances are 20% by default, 0% vs port, town, airfield, airstrip, seaplane-base, carrier, light carrier, battleship, heavy cruiser, light cruiser, destroyer, submarine, oiler, tender, transport.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 0 by default, 2 vs bombs.
Protection of occupants/transport is *0.50 for all unit types.

Vision:
0% chance to be seen at outset of game.
0% chance to be seen at outset of game if independent.
Always seen if terrain has been seen.
Occupants not seen even if unit has been seen.
Chance to see if adjacent is 100% by default, 0% for submarine.

Material Handling:
    fuel, 2000 basic production, 999 storage (999 at start of game)
    bombs, 100 basic production, 999 storage (999 at start of game)
    torps, 100 basic production, 999 storage (999 at start of game)


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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