transport-sub



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----- quickly built, carries ground units -----

Point Value: 1

Notes:
Transport sub. Carries only a few ground units, but much cheaper to produce than a mother ship. This is how you get your troops to another island early in the game. And since, like subs in the WWII period, it's invisible until bumped into, it's good for sneak raids on isolated outposts. A transport submarine can't attack anything by itself.

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 2 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, shallows.

Hit Points (HP): 2.
Dedicated space for units: 0 by default, 2 for hovercar, 1 for groundcar.
Construction points (CP): 7.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 0% by default, 100% vs rocket.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 1 vs all material types.

Other Actions:
Can be disbanded (1 ACP).

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.

Material Handling:
    fuel, 200 storage (200 at start of game), 1 basic consumption, 1 consumed per move, 1 (ammo) consumed per attack, receive from up to 1 cells away


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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