battlecruiser



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----- specially designed for fleet action -----

Point Value: 1

Notes:
Battle Cruisers provide photon torpedos. Generally, they provide the backbone of a battle fleet.

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 16 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: 2 by default, 6 into nebula.
    MP to enter unit: 16 into all unit types.
    Gets up to 16 free MP if needed to finish a move.

Hit Points (HP): 9.    Recovers by 0.50 HP each turn.
Dedicated space for units: 0 by default, 2 for SF-1 fighter.
Construction points (CP): 15.

Combat:
Can attack (ACP 1 vs all unit types).
Can fire (1 ACP), at ranges up to 5.
Hit chances are 90% vs stormtrooper, 50% vs battlecruiser, starbase, 0% vs moon, planet, 85% vs transport, 65% vs light cruiser, 60% vs SF-1 fighter, 40% vs dreadnought.
Hit chances if firing are 0% vs stormtrooper, moon, planet, 75% vs light cruiser, battlecruiser, dreadnought, 95% vs transport, 85% vs starbase, 65% vs SF-1 fighter.
Damage is 2 by default, 1 vs SF-1 fighter.
Damage if firing is 3 vs all unit types.
Protection of occupants/transport is *1.00 by default, *0.65 for SF-1 fighter.
Combat effectiveness as occupant is 0% in all unit types.

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.
Vision effect when occupying: 0 in all unit types.
Occupants not seen even if unit has been seen.
Can see units up to 3 cells away.

Material Handling:
    photon torpedo, 3 basic production, 20 storage (20 at start of game), 10 (ammo) consumed when firing
    matter, 200 storage (200 at start of game), 1 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move
    anti-matter, 200 storage (200 at start of game), 1 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move, 2 (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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