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----- amphibious assault ship -----

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 24 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, 99 into clear, jungle, mountains, 12 into atoll.
    Needs MP to leave terrain: 0 by default, 12 in atoll.

Hit Points (HP): 6. Parts: 6.
Vanishes if in: false by default, true for clear, jungle, mountains.
Generic capacity for units is 12.
Relative sizes of occupants: 1 by default, 99 for apd, aa, de, destroyer, submarine, light cruiser, cruiser, escort carrier, cvl, cvs, carrier, battlecruiser, battleship, airfield, airbase, port, town, city.

Combat:
Can attack (ACP 6 vs all unit types).
Hit chances are 0% by default, 50% vs apd, aa, de, destroyer, submarine, light cruiser, cruiser, escort carrier, cvl, cvs, carrier, battlecruiser, battleship.
Damage is 0 by default, 1 vs apd, aa, de, destroyer, submarine, light cruiser, cruiser, escort carrier, cvl, cvs, carrier, battlecruiser, battleship.
If attacked, ACP to defend is 1 by default, 6 vs apd, aa, de, destroyer, submarine, light cruiser, cruiser, escort carrier, cvl, cvs, carrier, battlecruiser, battleship.
Ammo needed to hit unit: 0 by default, 1 vs air.

Vision:
5% 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:
    org, 1 storage (1 at start of game)
    air (none)


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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