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----- the most powerful ship -----

Point Value: 3

This may be the most controversial change in the game. As a reflection of modern targeting systems, the effective range of battleships is now longer, so they can destroy a city from over the horizon. They are very powerful, but can still be destroyed by aircraft and subs.

Side Attributes:

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: 99 by default, 1 into sea, river, 2 into shallows.
    Gets up to 1 free MP if needed to finish a move.

Hit Points (HP): 8.    Recovers by 0.50 HP each turn.
Vanishes if in: true by default, false for sea, shallows, river.
Construction points (CP): 17.

Can attack (ACP 1 vs all unit types).
Can fire (1 ACP), at ranges up to 3.
Hit chances are 90% vs destroyer, troop transport, carrier, town, city, mineship, 85% vs infantry, 80% vs battleship, engineer, 75% vs artillery, aaa, 0% vs nuclear bomb, mine, 100% vs base, 60% vs armor, 50% vs radar, 30% vs fighter, 20% vs bomber, 10% vs submarine.
Hit chances if firing same as for regular combat.
Damage is 2 by default, 4 vs city, 3 vs town.
Damages if firing same as for regular combat.
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 (2 ACP), losing 4 HP per action.
ACP for explicit repair is 0 by default, 1 for battleship.
Explicit repair performance is 0 by default, 100 for battleship.
Min HP to repair is 1 for all unit types.

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.
Can see units up to 3 cells away.
Chance to see if adjacent is 100% by default, 10% for nuclear bomb, mine, 40% for submarine.

Material Handling:
    fuel, 400 storage (400 at start of game), 1 basic consumption, needs 1 to move, 1 consumed per move
    ammo, 60 storage (60 at start of game), 1 (ammo) consumed per attack, 1 (ammo) consumed when firing

Can auto-repair lost HP of other units: 0 by default, 50% chance of 1 for battleship.

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).