transport



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----- A non-combatant ship for carrying troops and supplies -----

Point Value: 5

Notes:
Displacement: 10,000 tons
Maximum speed: 18 kt
Armament: One 5" gun
Light AA armament

A non-combatant to carry troops and supplies. These soldiers can be used to attack enemy-held towns and airfields.

Side Attributes:
    None.

Actions and Action Points (ACP):
    Can act until -10 ACP left.
    Receives basic allotment of 10 new ACP per turn.
    Damage affects ACP.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 10 ACP per move.
    Needs MP to enter terrain: 999 by default, 10 into sea, 20 into shallows.
    MP to enter unit: 10 into all unit types.
    Gets up to 200 free MP if needed to finish a move.

Hit Points (HP): 10.

Combat:
Can attack (ACP 0 by default, 10 vs port, town, airfield, airstrip, seaplane-base).
Hit chances are 5% by default, 0% vs carrier, light carrier, battleship, heavy cruiser, light cruiser, destroyer, submarine, oiler, tender, transport, 100% vs port, town, airfield, airstrip, seaplane-base.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 0 by default, 2 vs bombs, 1 vs torps.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 10% vs town, airfield, airstrip, seaplane-base, 5% vs port.

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, 0% for submarine.

Material Handling:
    fuel (none)
    bombs (none)
    torps (none)


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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