carrier



Up: Table of Contents    Previous: Unit    Next: Unit    

----- aircraft carrier -----

Point Value: 5

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 24 new ACP per turn.
    Allowed 6 free ACP to complete an action.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 1 ACP per move.
    Needs MP to enter terrain: 1 by default, 99 into clear, jungle, mountains, 12 into atoll.
    Needs MP to leave terrain: 0 by default, 12 in atoll.

Hit Points (HP): 5.
Vanishes if in: false by default, true for clear, jungle, mountains.

Combat:
Can fire (12 ACP), at ranges up to 8.
Hit chances are 50% vs all unit types.
Hit chances if firing same as for regular combat.
Damage is 1 vs all unit types.
Damages if firing same as for regular combat.
If attacked, ACP to defend is 1 by default, 6 vs apd, aa, de, destroyer, submarine, light cruiser, cruiser, escort carrier, cvl, cvs, carrier, battlecruiser, battleship.
Ammo needed to hit unit: 0 by default, 1 vs air.

Vision:
10% 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.

Material Handling:
    org, 1 storage (1 at start of game)
    air, 72 storage (72 at start of game), needs 6 (weapons or equipment) to fire, 1 (ammo) consumed when firing


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.



Up: Table of Contents    Previous: Unit    Next: Unit    


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