mineship



Up: Table of Contents    Previous: Unit    Next: Terrain    

----- lays and clears mines at sea -----

Notes:
Minesweepers can lay and clear naval mines. If there is a narrow strait, a few mines can destroy an entire armada.

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 1 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: 99 by default, 1 into sea, shallows, river.
    Gets up to 1 free MP if needed to finish a move.

Hit Points (HP): 1.
Vanishes if in: true by default, false for sea, shallows, river.
Construction points (CP): 5.

Construction:
ACP to create: 0 by default, 1 for mine.
ACP to build: 0 by default, 1 for mine.
Can build at own location.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 0% by default, 90% vs mine.
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 nuclear bomb, mine, 40% for submarine.

Material Handling:
    fuel, 50 storage (50 at start of game), 1 basic consumption, needs 1 to move, 1 consumed per move
    ammo, 6 storage (6 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.



Up: Table of Contents    Previous: Unit    Next: Terrain    


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