destroyer
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----- fast, cheap, and sinks subs -----
Point Value: 1
Notes:
Destroyers are fast small ships for both exploration and anti-submarine activities.
Side Attributes:
None.
Actions and Action Points (ACP):
Receives basic allotment of 3 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.
Gets up to 1 free MP if needed to finish a move.
Hit Points (HP): 3.
Vanishes if in: true by default, false for sea, shallows, swamp, vacuum.
Construction points (CP): 10.
Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 5% vs infantry, armor, bomber, 60% vs destroyer, troop transport, 100% vs nuclear bomb, 99% vs base, 90% vs town, 80% vs city, 70% vs submarine, 40% vs carrier, 20% vs battleship, 10% vs fighter.
Damage is 1 by default, 2 vs submarine.
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, 100 storage (100 at start of game), 1 basic consumption, needs 1 to move, 1 consumed per move
ammo, 20 storage (20 at start of game), 1 (ammo) consumed per attack
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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File produced by Xcscribe for Xconq version 7.5pre (July 2004).