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----- attacks cities and carries rockets -----

Point Value: 1

Attack sub. Strong against transport subs, and, if they're on the coast, ground units and cities. It stays underwater and pokes its weapons out, which makes it relatively invulnerable to counterattack. It's faster than a transport sub, and good for wide-ranging exploration. And to top it off, it can carry several rockets to within easy range of enemy cities. On the other hand, all submarines have to be careful of Defenders.

Side Attributes:

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: 99 by default, 1 into sea, shallows.

Hit Points (HP): 2.
Dedicated space for units: 0 by default, 4 for rocket.
Construction points (CP): 12.

Can attack (ACP 1 vs all unit types).
Hit chances are 99% vs base, town, city, 20% vs constructor, mothership, attack-sub, 60% vs groundcar, transport-sub, 40% vs hovercar, 10% vs saucer, defender, 100% vs rocket.
Damage is 1 by default, 3 vs base, town, city.
Ammo needed to hit unit: 1 vs all material types.

Other Actions:
Can be disbanded (1 ACP).

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, 150 storage (150 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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File produced by Xcscribe for Xconq version 7.5pre (July 2004).