light cruiser



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----- quick lightly armoured cruiser -----

Point Value: 1

Notes:
Light Cruisers are the smallest of the fleet ships. They are very vulnerable in fleet combat, however, especially to dreadnoughts. They are good for reconnaissance. They can be used as batteries to provide photon torpedos, but they don't make many.

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 9 new ACP per turn.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 1 ACP per move.
    Damage affects speed.
    Speed variation limited to between 0% and 32767%.
    Needs MP to enter terrain: 1 by default, 3 into nebula.
    MP to enter unit: 9 into all unit types.
    Gets up to 9 free MP if needed to finish a move.

Hit Points (HP): 5.    Recovers by 0.25 HP each turn.
Dedicated space for units: 0 by default, 1 for SF-1 fighter.
Construction points (CP): 9.

Combat:
Can attack (ACP 1 vs all unit types).
Can fire (1 ACP), at ranges up to 5.
Hit chances are 70% vs stormtrooper, SF-1 fighter, transport, 0% vs moon, planet, 50% vs light cruiser, 40% vs starbase, 35% vs battlecruiser, 30% vs dreadnought.
Hit chances if firing are 0% vs stormtrooper, moon, planet, 75% vs light cruiser, battlecruiser, dreadnought, 95% vs transport, 85% vs starbase, 65% vs SF-1 fighter.
Damage is 2 by default, 1 vs SF-1 fighter.
Damage if firing is 3 vs all unit types.
Protection of occupants/transport is *1.00 by default, *0.80 for SF-1 fighter.
Combat effectiveness as occupant is 0% in all unit types.

Other Actions:
Can be given to another side (1 ACP).
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.
Vision effect when occupying: 0 in all unit types.
Occupants not seen even if unit has been seen.
Can see units up to 3 cells away.

Material Handling:
    photon torpedo, 2 basic production, 10 storage (10 at start of game), 10 (ammo) consumed when firing
    matter, 100 storage (100 at start of game), 1 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move
    anti-matter, 100 storage (100 at start of game), 1 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move, 2 (ammo) consumed per attack


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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