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----- fast, cheap, and sinks subs -----

Point Value: 1

Side Attributes:

Actions and Action Points (ACP):
    Receives basic allotment of 3 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, swamp.

Hit Points (HP): 3.
Vanishes if in: false by default, true for desert, plains, forest, mountains.
Dedicated space for units: 0 by default, 8 for sea mines, 2 for missile, 1 for radar.
Maximum number of occupants: -1 by default, 2 for missile, 1 for atomic.
Construction points (CP): 13.
Tech to build: 60.
Tech max: 60.

Can attack (ACP 1 vs all unit types).
Hit chances are 80% vs radar, sea mines, city, 100% vs missile, atomic, 90% vs village, town, 50% vs destroyer, bridge, 40% vs jeep, carrier, 20% vs airlifter, battleship, 15% vs fighter, land fortifications, 7% vs infantry, 99% vs base, 75% vs transport ship, 60% vs submarine, 25% vs mech infantry, 17% vs bomber, 10% vs bolo, 9% vs armor, 6% vs Special Forces, 5% vs engineers, 1% vs spy plane.
Damage is 1 by default, 2 vs submarine.
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).

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.

Material Handling:
    fuel, 99 storage, 1 basic consumption, 1 consumed per move, receive from up to 1 cells away
    ammo, 99 storage, 1 (ammo) consumed per attack, receive from up to 1 cells away
    people, 4 storage, builder needs 1 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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File produced by Xcscribe for Xconq version 7.5pre (July 2004).