Wrecked Surface Fleet



Up: Table of Contents    Previous: Unit    Next: Unit    

----- A battle fleet where most ships are destroyed or severely damaged. -----

Point Value: 10

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 6 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, 0 into war-political-border.

Hit Points (HP): 30.    Recovers by 5 HP each turn.
Vanishes if in: false by default, true for desert, land, forest, mountains, ice, neutral.
Exerts ZOC out to: 0 by default, -1 for Spy Satellite.
Combat experience (CXP) maximum: 300.
Construction points (CP): 100.

Construction:
ACP to create: 0 by default, 6 for Understrength Surface Fleet.
    CP upon creation: 1 by default, 10 for Understrength Surface Fleet.
ACP to build: 0 by default, 6 for Understrength Surface Fleet.
    CP added per build: 1 by default, 10 for Understrength Surface Fleet.
Can build at own location.

Combat:
Can attack (ACP 3 by default, 0 vs Coastal Sub, Sub, Spy Satellite, The American Mainland, Military Aid, War, spec ops, Minor Drydock and Port, Tactical Nuclear Missile, Medium Range Nuclear Missile, Intercontinental Nuclear Missile, Intercontinental Multi-Warhead Nuclear Missile, ADN Engineers, 2 vs Coastal Surface Fleet).
Hit chances are 45% by default, 35% vs Coastal Sub, 25% vs Sub, 20% vs spec ops.
Damage is 1d8 by default, 3d6 vs Surface Fleet (G), Carrier Group (G), Improved Carrier Group (G), Advanced Carrier Group (G), Civilian Transport Fleet, Military Transport Fleet, Coastal Surface Fleet, Coastal Sub, Sub, Major Shipyard and Port, Minor Drydock and Port, Wrecked Surface Fleet, Understrength Surface Fleet, Reinforced Surface Fleet, Surface Fleet (R), Wrecked Carrier Group, Understrength Carrier Group, Carrier Group (R), Reinforced Carrier Group, Wrecked Improved Carrier Group, Understrength Improved Carrier Group, Improved Carrier Group (R), Reinforced Improved Carrier Group, Wrecked Advanced Carrier Group, Understrength Advanced Carrier Group, Advanced Carrier Group (R), Reinforced Advanced Carrier Group, 0 vs Spy Satellite, The American Mainland, Military Aid, War, Tactical Nuclear Missile, Medium Range Nuclear Missile, Intercontinental Nuclear Missile, Intercontinental Multi-Warhead Nuclear Missile, 2d10 vs Civilian Air Fleet, 2d8 vs Military Air Transport Fleet.
Ammo needed to hit unit: 0 by default, 1 vs Materiel.
Combat never reduces defender's HP below 0 by default, 1 vs The American Mainland, Military Aid, Major Shipyard and Port, Minor Drydock and Port, Ruins, Levelled City, Levelled Major City, Levelled Aerospace Facility, Levelled Industrial Center.
Combat effectiveness as occupant is 0% by default, 100% in Ruins, Levelled City, Heavily Damaged City, Damaged City, City, Levelled Major City, Heavily Damaged Major City, Damaged Major City, Major City, Levelled Aerospace Facility, Heavily Damaged Aerospace Facility, Damaged Aerospace Facility, Aerospace Facility, Levelled Industrial Center, Heavily Damaged Industrial Center, Damaged Industrial Center, Industrial Center.

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 3 cells away.
Chance to see if in same cell is 100% by default, 0% for Spy Satellite, The American Mainland, Military Aid.
Chance to see if adjacent is 100% by default, 20% for Sub, spec ops, Pave Low Heli, 0% for Spy Satellite, The American Mainland, Military Aid, 35% for Coastal Sub.
Chance to see in general is 80% by default, 0% for Spy Satellite, The American Mainland, Military Aid, spec ops, Pave Low Heli, 5% for Paramilitary Band, Sub, Grizzled Partisans, Irregular Corps, 25% for Coastal Sub.

Material Handling:
    Industry (none)
    Electronics (none)
    Manpower (none)
    Tech (none)
    X (none)
    Materiel, 2 basic production, 200 storage (200 at start of game), 1 consumed per move, 1 (ammo) consumed per attack, receive from up to 3 cells away

Required advances to build: None.


Fate if side loses: 20% chance to vanish.

AI Attributes:
    Can build advanced units.
    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 25.



Up: Table of Contents    Previous: Unit    Next: Unit    


File produced by Xcscribe for Xconq version 7.5pre (July 2004).