Torpedo Boats



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----- Attempts to torpedo larger vessels. Can also deploy mines. -----

Side Attributes:
    None.

Actions and Action Points (ACP):
    Will never exceed 4 ACP.
    Receives basic allotment of 4 new ACP per turn.
    Damage affects ACP.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 1 ACP per move.
    Needs MP to enter terrain: 1000 by default, 1 into sea, coastal waters, lake.
    Needs MP to traverse terrain: -1 by default, 2 across river.
    MP to enter unit: 1000 by default, 1 into Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Base, Sea Base.
    MP to leave unit: 0 by default, 1 in Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Base, Sea Base.

Hit Points (HP): 4.
Vanishes if in: false by default, true for barrier.
Exerts ZOC out to: 0 by default, -1 for Cargo Planes, Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, Spy Planes.
Construction points (CP): 8.

Construction:
ACP to create: 0 by default, 2 for Sea Mines.
    Creation distance max: 0 by default, 1 for Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Base, Sea Base, Minefield, Sea Mines.
    CP upon creation: 1 by default, 2 for Minefield, Sea Mines, 4 for Fortifications.
ACP to build: 0 by default, 2 for Sea Mines.
    CP added per build: 1 by default, 2 for Minefield, Sea Mines, 4 for Fortifications.
Range at which can build: 0 by default, 1 for Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Base, Sea Base, Minefield, Sea Mines.

Combat:
Can attack (ACP 0 by default, 2 vs Sea Transports, Torpedo Boats, Patrol Ship, Destroyer, Frigate, Cruiser, Command Cruiser, Battleship, Escort Carrier, Light Carrier, Fleet Carrier, Submarine).
Can fire (1 ACP), at ranges up to 1.
Hit chances are 0% by default, 100% vs Sea Transports, Battleship, Light Carrier, Fleet Carrier, 5% vs Torpedo Boats, Submarine, Cargo Planes, 90% vs Cruiser, Command Cruiser, 70% vs Destroyer, Escort Carrier, 80% vs Frigate, 20% vs Patrol Ship.
Hit chances if firing are -1% by default, 0% vs Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Base, Sea Base, 40% vs Battleship, Light Carrier, 30% vs Cruiser, Command Cruiser, 25% vs Frigate, Escort Carrier, 80% vs Sea Transports, 50% vs Fleet Carrier, 20% vs Destroyer.
Damage is 0 by default, 3d6+4 vs Sea Transports, Torpedo Boats, Patrol Ship, Destroyer, Frigate, Cruiser, Command Cruiser, Escort Carrier, Light Carrier, Fleet Carrier, Submarine, 1d2 vs Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, Spy Planes, 1 vs Minefield, Sea Mines, 3d6+2 vs Battleship, 1d4+1 vs Cargo Planes.
Damages if firing same as for regular combat.
Ammo needed to hit unit: 0 by default, 1 vs c, f1, f2.
Combat never reduces defender's HP below 0 by default, 10 vs Ruins, 6 vs Minefield, Sea Mines, 4 vs Shipwreck.
Combat effectiveness as occupant is 100% by default, 0% in Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Base, 20% in Sea Base.

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 in same cell is 100% by default, 30% for Spy Planes, 10% for Submarine, 0% for Minefield.
Chance to see if adjacent is 0% for Fortifications, Infantry, Mech Infantry, Cavalry, Armor, Paratroopers, Artillery, AA Battery, Field HQ, Germinator, Engineers, Shipwreck, Submarine, Spy Planes, Minefield, Sea Mines, 100% for Town, City, Grand Citadel, Metropolis, Capitol, Base, Sea Base, Cargo Planes, 70% for Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, 50% for Ruins, Sea Transports, 15% for Cruiser, Command Cruiser, Escort Carrier, 10% for Marines, Destroyer, Frigate, 20% for Battleship, Light Carrier, 5% for Torpedo Boats, Patrol Ship, 25% for Fleet Carrier.

Material Handling:
    c, 20 storage (20 at start of game), 1 basic consumption, needs 1 to move, 1 consumed per move, 2 (ammo) consumed per attack, 1 (ammo) consumed when firing, 5 used in creation, 2 used to add 1 CP, 200 used to restore 1 HP, receive from up to 10 cells away, send up to 2 cells away
    f1 (none)
    f2, 20 storage (20 at start of game), needs 1 to move, 1 consumed per move, 1 (ammo) consumed per attack
    r, 1 used in creation, 100 used to restore 1 HP
    v (none)
    h (none)
    e, 4 used in creation, 100 used to restore 1 HP
    m (none)
    s, 6 storage (6 at start of game), 1 basic consumption, needs 1 to move, 3 used in creation, 3 used to add 1 CP, 200 used to restore 1 HP, receive from up to 2 cells away
    p (none)

Can auto-repair lost HP of other units: 0 by default, 6 for Sea Mines.

Fate if side loses: 100% chance to vanish.

AI Attributes:
    Considered to be a mobile naval unit.
    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 8.



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