heavy cruiser



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Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    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: 1 by default, 10 into island, 2 into atoll.

Hit Points (HP): 10.
Exerts ZOC out to: 0 by default, -1 for PBY, submarine.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 50% by default, 100% vs base, 10% vs PBY.
Damage is 1d2+2 vs all unit types.
Ammo needed to hit unit: 1 by default, 0 vs fuel, ammo.

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 in same cell is 100% by default, 50% for submarine.
Chance to see if adjacent is 100% by default, 10% for submarine.

Material Handling:
    fuel, 500 storage (500 at start of game), 1 basic consumption, needs 1 to move, 1 consumed per move
    ammo, 500 storage (500 at start of game)
    shell, 50 storage (50 at start of game), 1 (ammo) consumed per attack
    bomb (none)
    torp (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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