light carrier



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----- A smaller aircraft carrier, often for escort duties -----

Point Value: 100

Notes:
Displacement: 15,000 tons
Maximum speed: 32 kt
Armament: Six 6" guns
Medium AA armament
Forty aircraft

Smaller and more lightly armed than the fleet aircraft carrier, the light carrier is often used for escort duties.

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): 15.
Generic capacity for units is 8.
Relative sizes of occupants: 999 by default, 1 for F2A flight, F4F-3 flight, F4F-4 flight, A6M2 flight, A6M3 flight, SB2U flight, SBD flight, TBD flight, TBF flight, D3A1 flight, D3A2 flight, B5N flight, D4Y.

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 10% by default, 0% vs port, town, airfield, airstrip, seaplane-base, battleship, heavy cruiser, submarine, 80% vs carrier, light carrier, destroyer, oiler, tender, transport, 40% vs light cruiser.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 0 by default, 2 vs bombs, 1 vs torps.
Protection of occupants/transport is *0.50 by default, *1.00 for port, town, airfield, airstrip, seaplane-base, carrier, light carrier, battleship, heavy cruiser, light cruiser, destroyer, submarine, oiler, tender, transport.

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, 2000 basic production, 999 storage (999 at start of game)
    bombs, 100 basic production, 999 storage (999 at start of game)
    torps, 100 basic production, 999 storage (999 at start of game)


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).