destroyer



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----- A small ship that protects against submarines -----

Notes:
Displacement: 2,000 tons
Maximum speed: 36 kt
Armament: Five 5" guns
Light AA armament
Torpedo tubes
Depth charge racks

A small multi-role ship, with the primary purpose of protecting other ships from submarines. Its secondary roles are ship-to-ship combat, scouting, transport, and rescue. Destroyers carry torpedoes to attack heavily-armoured warships, against which its guns are useless. The torpedoes are especially useful in night battles.

Side Attributes:
    None.

Actions and Action Points (ACP):
    Can act until -10 ACP left.
    Receives basic allotment of 10 new ACP per turn.
    Damage affects ACP.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 10 ACP per move.
    Needs MP to enter terrain: 999 by default, 10 into sea, 20 into shallows.
    MP to enter unit: 10 into all unit types.
    Gets up to 200 free MP if needed to finish a move.

Hit Points (HP): 2.

Combat:
Can attack (ACP 0 by default, 1 vs port, town, airfield, airstrip, seaplane-base, carrier, light carrier, battleship, heavy cruiser, light cruiser, destroyer, submarine, oiler, tender, transport).
Hit chances are 5% by default, 80% vs carrier, light carrier, destroyer, oiler, tender, transport, 0% vs port, town, airfield, airstrip, seaplane-base, 40% vs light cruiser, submarine, 10% vs battleship, heavy cruiser.
Damage is 1 by default, 2d4+3 vs battleship, heavy cruiser.
Ammo needed to hit unit: 0 by default, 2 vs bombs, 1 vs torps.

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 adjacent is 100% by default, 0% for submarine.

Material Handling:
    fuel (none)
    bombs (none)
    torps (none)


Fate if side loses: 100% chance to vanish.

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