carrier



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----- Carries all aircraft except motherships -----

Point Value: 1

Notes:
Aircraft cannot take off from and land on ordinary boats. The simplest way to bring an air force across a large body of water is to load the aircraft onto a carrier and sail to the destination. The carrier is not quite as vulnerable as an ordinary boat, but it is still easily destroyed, especially by submarines.

Side Attributes:
    None.

Actions and Action Points (ACP):
    Can act until -3 ACP left.
    Receives basic allotment of 4 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, lake, ford, 0 into road, river.
    Needs MP to leave terrain: 99 by default, 0 in sea, lake, ice, road, river, ford.
    Needs MP to traverse terrain: -1 by default, 99 across road, 0 across river.
    Gets up to 1 free MP if needed to finish a move.

Hit Points (HP): 15.
Generic capacity for units is 12.
Relative sizes of occupants: 99 by default, 1 for engineer, choplifter, spy-plane, helicopter, bomber, fighter, phoenix, stormcloud.
Construction points (CP): 20.
Tech to build: 100.
Tech max: 100.

Combat:
Hit chances are 50% by default, 75% vs base-1, base-2, base-3, base-4, base-5, base-6, tower, 25% vs choplifter, mothership, spy-plane, helicopter, bomber, fighter, phoenix, stormcloud, 100% vs wall, mine, ruins.
Damage is 1d4 by default, 1d2 vs phoenix.
Ammo needed to hit unit: 0 by default, 1 vs ammo, acid, flame, electricity, frost.
Protection of occupants/transport is *1.00 by default, *0.00 for mine, rocket, orb, acid-ball, firebomb, magma-drill.

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 4 cells away.
Vision is line-of-sight.
Chance to see if adjacent is 200% by default, 10% for spy-plane, stormcloud, 5% for submarine, mine, 100% for ankheg.
Chance to see in general is 100% by default, 5% for submarine, ankheg, mine, 10% for spy-plane, stormcloud.

Material Handling:
    fuel, 800 storage (800 at start of game), 1 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move
    ammo, 200 storage (200 at start of game), 1 (ammo) consumed per attack
    metal, 1 used to add 1 CP
    acid (none)
    flame (none)
    electricity (none)
    frost (none)
    meteors (none)
    scrap (none)
    food (none)


Fate if side loses: 100% chance to revolt.

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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