carrier



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----- carries fighters and bombers around -----

Point Value: 1

Notes:
Compensates for the fighter's limited range by providing a portable airport. Carriers themselves are sitting ducks, particularly with respect to aircraft. Fighter patrols are mandatory.

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): 4.
Vanishes if in: true by default, false for sea, shallows, swamp, vacuum.
Generic capacity for units is 4.
Relative sizes of occupants: 100 by default, 2 for bomber, 1 for fighter.
Dedicated space for units: 0 by default, 4 for fighter.
Maximum number of occupants: 100 for all unit types.
Construction points (CP): 30.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 30% vs infantry, destroyer, submarine, 20% vs armor, carrier, battleship, 0% vs base, town, city, 40% vs fighter, troop transport, 100% vs nuclear bomb, 10% vs bomber.
Damage is 1 vs all unit types.
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, 400 storage (400 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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