submarine



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----- Sneaky underwater craft that blows up transport boats -----

Point Value: 1

Notes:
Submarines are quiet underwater craft that excel at hunting and destroying all kinds of boats. A submarine has the potential to destroy an ordinary boat with a single shot, and an aircraft carrier with two shots!

Side Attributes:
    None.

Actions and Action Points (ACP):
    Can act until -2 ACP left.
    Receives basic allotment of 3 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): 20.
Generic capacity for units is 16.
Relative sizes of occupants: 99 by default, 1 for rocket, orb.
Combat experience (CXP) maximum: 10000.
Construction points (CP): 20.
Tech to build: 50.
Tech max: 50.

Combat:
Can attack (ACP 1 vs all unit types).
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 1d6 by default, 2d6 vs boat, carrier, battleship, 1d2 vs phoenix.
Ammo needed to hit unit: 0 by default, 1 vs ammo, acid, flame, electricity, frost.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 100% vs granary, refinery, armory, acid-factory, oil-plant, solar-complex, ice-factory.
Chance to capture indep: 0% vs all unit types.
Protection of occupants/transport is *1.00 by default, *0.00 for base-1, base-2, base-3, base-4, base-5, base-6, tower, wall, mine, rocket, orb, acid-ball, firebomb, magma-drill.
Becomes medium-wreck 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.
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, 100 storage (100 at start of game), 1 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move
    ammo, 25 storage (25 at start of game), 1 (ammo) consumed per attack
    metal, 2 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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