battleship



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

Point Value: 1

Side Attributes:
    None.

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.
    Needs MP to enter terrain: 99 by default, 1 into sea, 3 into shallows.

Hit Points (HP): 8.
Vanishes if in: false by default, true for desert, plains, forest, mountains.
Generic capacity for units is 1.
Relative sizes of occupants: 99 by default, 1 for missile, atomic.
Dedicated space for units: 0 by default, 8 for infantry, Special Forces, sea mines, missile, atomic, 1 for radar.
Maximum number of occupants: -1 by default, 8 for infantry, Special Forces, sea mines, missile, atomic.
Construction points (CP): 60.
Tech to build: 5.
Tech max: 5.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 50% vs infantry, armor, carrier, engineers, 99% vs base, village, town, city, 40% vs fighter, sea mines, mech infantry, bolo, 100% vs missile, atomic, 80% vs radar, jeep, 70% vs transport ship, land fortifications, 45% vs Special Forces, bomber, 90% vs battleship, 89% vs bridge, 65% vs destroyer, 60% vs submarine, 55% vs airlifter, 10% vs spy plane.
Damage is 2 by default, 3 vs village, town, 4 vs city.
Ammo needed to hit unit: 0 by default, 1 vs ammo.

Other Actions:
Can be given to another side (1 ACP).
Can be disbanded (1 ACP).
ACP for explicit repair is 0 by default, 1 for carrier, battleship, bolo.
Explicit repair performance is 0 by default, 12 for carrier, battleship, bolo.
Min HP to repair is 1 for all unit types.

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.
Can see units up to 2 cells away.

Attrition in HP:
0 by default, 10% chance of 1 in shallows.

Material Handling:
    fuel, 200 storage, 1 basic consumption, times 0% if occupant, 2 consumed per move, receive from up to 1 cells away, send up to 1 cells away
    ammo, 200 storage, 1 (ammo) consumed per attack, receive from up to 1 cells away, send up to 1 cells away
    people, 9 storage, builder needs 3 to build


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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