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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File produced by Xcscribe for Xconq version 7.5pre (July 2004).