carrier



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----- takes airplanes where they need to go -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Can act until -1 ACP left.
    Receives basic allotment of 5 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, 2 into shallows.
    Needs MP to traverse terrain: -1 by default, 2 across river.

Hit Points (HP): 4.
Generic capacity for units is 33.
Relative sizes of occupants: 9999 for fort, base, Polis, Castle, City, Metropolis, Modern City, Post-Modern City, Habitat, Flying City, 1 for phalanx, knight, longbowman, 2 for cannon, cavalry, infantry, 24 for battleship, carrier, 15 for bomber, flying saucer, 6 for boat, transport, 5 for fighter, helicopter, 100 for TraXor, 10 for dirigible, 8 for battledroid, 4 for armor, 3 for galley.
Maximum number of occupants: 0 by default, 3 for fighter, helicopter, bomber, flying saucer.
Construction points (CP): 12.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 0% by default, 30% vs helicopter, bomber, 15% vs galley, boat, 10% vs battleship, flying saucer, 99% vs dirigible, 40% vs fighter, 1% vs TraXor.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs ammo, bombs.

Other Actions:
Can be given to another side (1 ACP).
Can be disbanded (5 ACP).

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.

Material Handling:
    food (none)
    fuel, 400 storage, needs 1 to move, 1 consumed per move
    ammo, 80 storage, 1 (ammo) consumed per attack
    bombs, 3 basic production


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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