Cruiser



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----- A heavy cruiser or battle cruiser. -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Will never exceed 8 ACP.
    Receives basic allotment of 8 new ACP per turn.
    Damage affects ACP.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 1 ACP per move.
    Unadjusted speed is 50%.
    Needs MP to enter terrain: 1000 by default, 1 into sea, coastal waters, lake.
    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): 20.
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): 18.

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 2.
Hit chances are 0% vs Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Base, Sea Base, Shipwreck, Spy Planes, Minefield, Sea Mines, 40% vs Mech Infantry, Cavalry, Armor, Artillery, AA Battery, Field HQ, Germinator, Engineers, Dive Bombers, Torp Bombers, Bombers, 100% vs Sea Transports, Cruiser, Command Cruiser, Battleship, Escort Carrier, Light Carrier, Fleet Carrier, 30% vs Infantry, Paratroopers, Fighters, Escort Fighters, 90% vs Destroyer, Frigate, 80% vs Torpedo Boats, Patrol Ship, 60% vs Cargo Planes, 50% vs Marines, 5% vs Submarine.
Hit chances if firing are -1% by default, 100% vs Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Base, Sea Base.
Damage is 2d6+2 vs Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Base, Sea Base, Sea Transports, Torpedo Boats, Patrol Ship, Destroyer, Frigate, Escort Carrier, Light Carrier, Fleet Carrier, Submarine, 1d6+1 vs Infantry, Mech Infantry, Cavalry, Armor, Marines, Paratroopers, Artillery, AA Battery, Field HQ, Germinator, Engineers, 1d2 vs Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, Spy Planes, 2d6+1 vs Fortifications, Cruiser, Command Cruiser, 1 vs Minefield, Sea Mines, 1d8+1 vs Battleship, 1d4+1 vs Cargo Planes, 0 vs Shipwreck.
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.
Becomes Shipwreck when destroyed.

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, 50% for Ruins, Sea Transports, Torpedo Boats, Patrol Ship, Destroyer, Frigate, Escort Carrier, 80% for Cruiser, Command Cruiser, Battleship, Light Carrier, Fleet Carrier, 70% for Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, 10% for Marines.

Material Handling:
    c, 40 storage (40 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 20 cells away, send up to 2 cells away
    f1 (none)
    f2, 100 storage (100 at start of game), needs 1 to move, 1 consumed per move, 1 (ammo) consumed per attack
    r, 2 used in creation, 100 used to restore 1 HP
    v (none)
    h (none)
    e, 5 used in creation, 100 used to restore 1 HP
    m (none)
    s, 60 storage (60 at start of game), 1 basic consumption, needs 1 to move, 5 used in creation, 5 used to add 1 CP, 200 used to restore 1 HP, receive from up to 2 cells away
    p (none)


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 12.



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