troop transport



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----- carries infantry and armor across the pond -----

Point Value: 1

Notes:
This is how ground units get across the sea. Transports can defend themselves against ships and aircraft, but are basically vulnerable. They're not very fast either.

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 2 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: 99 by default, 1 into sea, shallows, 0 into river.
    Needs MP to traverse terrain: -1 by default, 2 across river.
    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, river.
Generic capacity for units is 6.
Relative sizes of occupants: 100 by default, 1 for infantry, armor.
Construction points (CP): 12.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 0% vs nuclear bomb, base, town, city, 40% vs destroyer, submarine, troop transport, 20% vs infantry, 5% vs armor, bomber, 30% vs carrier, 10% vs fighter, 9% vs battleship.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs ammo.
Chance to retreat from combat is 0% by default, 50% vs carrier.

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.
Chance to see if adjacent is 100% by default, 10% for submarine, nuclear bomb.

Material Handling:
    fuel, 200 storage (200 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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