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----- carries aircraft and ground units -----

Point Value: 1

Mother ship. Expensive to build, but the only way to mount a major invasion. A mother ship can carry lots of saucers, lots of ground units, a couple Defenders and a constructor, all at once. (The constructor is useful for building stepping stone bases toward the enemy.) A mass attack is sure to bring down a mother ship, so it deserves saucer patrols--but you may have to forego patrols if you're trying for a surprise invasion.

Side Attributes:

Actions and Action Points (ACP):
    Receives basic allotment of 6 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 into all terrain types.

Hit Points (HP): 5.
Dedicated space for units: 0 by default, 6 for hovercar, 10 for saucer, 4 for groundcar, 2 for defender, 1 for constructor.
Construction points (CP): 20.

Can attack (ACP 1 vs all unit types).
Hit chances are 0% vs transport-sub, attack-sub, base, town, city, 40% vs constructor, mothership, 15% vs hovercar, 100% vs rocket, 20% vs saucer, 10% vs groundcar, 5% vs defender.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 1 vs all material types.

Other Actions:
Can be disbanded (1 ACP).

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, 40 storage (40 at start of game), 1 basic consumption, 1 consumed per move, 1 (ammo) consumed per attack, receive from up to 1 cells away

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).