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

Point Value: 1

The aptly named `Dread Naught' has little to fear from other units of this period. Subs may sink them with enough effort, and a group of bombers and fighters are also deadly, but with eight hit points to start, a battleship can usually survive long enough to escape. Battleships are very effective against cities and armies, at least the ones on the coast.

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, 2 into 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): 8.    Recovers by 0.50 HP each turn.
Vanishes if in: true by default, false for sea, shallows, river.
Construction points (CP): 40.

Can attack (ACP 1 vs all unit types).
Hit chances are 50% vs infantry, armor, fighter, submarine, carrier, engineer, 100% vs base, town, city, 40% vs farm, refinery, ammo-factory, 90% vs troop transport, battleship, 80% vs tanker, 70% vs destroyer, 20% vs bomber.
Damage is 2 by default, 4 vs city, 3 vs town.
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.
Chance to see if adjacent is 100% by default, 10% for submarine.

Material Handling:
    fuel, 200 storage (200 at start of game), needs 1 to move, 1 consumed per move
    ammo, 40 storage (40 at start of game), 1 (ammo) consumed per attack
    food, 200 storage (200 at start of game), 1 basic consumption

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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