Fleet Carrier



Up: Table of Contents    Previous: Unit    Next: Unit    

----- Carries up to 6 wings of light warplanes. -----

Point Value: 20

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): 14.
Vanishes if in: false by default, true for barrier.
Generic capacity for units is 6.
Relative sizes of occupants: 1000 by default, 1 for Fighters, Dive Bombers, Torp Bombers.
Maximum number of occupants: 0 by default, 6 for Fighters, Dive Bombers, Torp Bombers.
Exerts ZOC out to: 0 by default, -1 for Cargo Planes, Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, Spy Planes.
Construction points (CP): 34.

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% 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, 80% vs Torpedo Boats, Patrol Ship, Cruiser, Command Cruiser, Cargo Planes, 100% vs Sea Transports, Escort Carrier, Light Carrier, Fleet Carrier, 50% vs Marines, Battleship, Fighters, Escort Fighters, 60% vs Dive Bombers, Torp Bombers, Bombers, 90% vs Destroyer, Frigate, 30% vs Infantry, Paratroopers, 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 1d4+1 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, Cargo Planes, 1d2 vs Infantry, Mech Infantry, Cavalry, Armor, Marines, Paratroopers, Artillery, AA Battery, Field HQ, Germinator, Engineers, Battleship, Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, Spy Planes, 1d4 vs Fortifications, Cruiser, Command Cruiser, 1 vs Minefield, Sea Mines, 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.
Protection of occupants/transport is *1.00 by default, *0.25 for Cargo Planes, Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, Spy Planes.
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, Minefield, Sea Mines, 100% for Town, City, Grand Citadel, Metropolis, Capitol, Base, Sea Base, Cargo Planes, Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, Spy Planes, 50% for Ruins, Sea Transports, Torpedo Boats, Patrol Ship, Destroyer, Frigate, Escort Carrier, 80% for Cruiser, Command Cruiser, Battleship, Light Carrier, Fleet Carrier, 10% for Marines.

Material Handling:
    c, 35 basic production, 200 storage (200 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, 10 used in creation, 5 used to add 1 CP, 200 used to restore 1 HP, send up to 15 cells away
    f1, 400 storage (400 at start of game)
    f2, 150 storage (150 at start of game), needs 1 to move, 1 consumed per move, 1 (ammo) consumed per attack
    r, 10 used in creation, 150 used to restore 1 HP
    v (none)
    h (none)
    e, 9 used in creation, 200 used to restore 1 HP
    m (none)
    s, 120 storage (120 at start of game), 1 basic consumption, needs 1 to move, 12 used in creation, 12 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 peacetime garrison of 6 units.
    Range within which enemies will cause an alert is 6.
    Basic tactical computation range is 20.



Up: Table of Contents    Previous: Unit    Next: Unit    


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