Military Transport Fleet



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----- A collection of military transport vessels, cannot be captured and more resilient than civilian. -----

Point Value: 10

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 5 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, swamp, river, beach, road, 0 into war-political-border.

Hit Points (HP): 25.    Recovers by 5 HP each turn.
Vanishes if in: false by default, true for desert, land, forest, mountains, ice, neutral.
Generic capacity for units is 30.
Relative sizes of occupants: 99 for Air Defense Network (G), Surface Fleet (G), Carrier Group (G), Improved Carrier Group (G), Advanced Carrier Group (G), Civilian Transport Fleet, Military Transport Fleet, Coastal Surface Fleet, Coastal Sub, Sub, Spy Satellite, The American Mainland, Military Aid, War, spec ops, Pave Low Heli, Major Shipyard and Port, Minor Drydock and Port, Civilian Air Fleet, Military Air Transport Fleet, Skipjet Transport, Ruins, Levelled City, Heavily Damaged City, Damaged City, City, Levelled Major City, Heavily Damaged Major City, Damaged Major City, Major City, Levelled Aerospace Facility, Heavily Damaged Aerospace Facility, Damaged Aerospace Facility, Aerospace Facility, Levelled Industrial Center, Heavily Damaged Industrial Center, Damaged Industrial Center, Industrial Center, Tactical Nuclear Missile, Medium Range Nuclear Missile, Intercontinental Nuclear Missile, Intercontinental Multi-Warhead Nuclear Missile, Wrecked Surface Fleet, Understrength Surface Fleet, Reinforced Surface Fleet, Surface Fleet (R), Heavily Damaged Air Defense Network, Damaged Air Defense Network, Air Defense Network (R), Concentrated Defense Network, ADN Engineers, Wrecked Carrier Group, Understrength Carrier Group, Carrier Group (R), Reinforced Carrier Group, Wrecked Improved Carrier Group, Understrength Improved Carrier Group, Improved Carrier Group (R), Reinforced Improved Carrier Group, Wrecked Advanced Carrier Group, Understrength Advanced Carrier Group, Advanced Carrier Group (R), Reinforced Advanced Carrier Group, 10 for Corps (G), Air Wing (G), Carrier Air Wing (G), Corps (R), Corps (V), Corps (C), Corps (E), Wrecked Air Wing (G), Understrength Air Wing (G), Reinforced Air Wing (G), Wrecked Air Wing (R), Understrength Air Wing (R), Air Wing (R), Reinforced Air Wing (R), Wrecked Air Wing (V), Understrength Air Wing (V), Air Wing (V), Reinforced Air Wing (V), Wrecked Air Wing (C), Understrength Air Wing (C), Air Wing (C), Reinforced Air Wing (C), Wrecked Air Wing (E), Understrength Air Wing (E), Air Wing (E), Reinforced Air Wing (E), Wrecked Carrier Air Wing (G), Understrength Carrier Air Wing (G), Reinforced Carrier Air Wing (G), Wrecked Carrier Air Wing (R), Understrength Carrier Air Wing (R), Carrier Air Wing (R), Reinforced Carrier Air Wing (R), Wrecked Carrier Air Wing (V), Understrength Carrier Air Wing (V), Carrier Air Wing (V), Reinforced Carrier Air Wing (V), Wrecked Carrier Air Wing (C), Understrength Carrier Air Wing (C), Carrier Air Wing (C), Reinforced Carrier Air Wing (C), Wrecked Carrier Air Wing (E), Understrength Carrier Air Wing (E), Carrier Air Wing (E), Reinforced Carrier Air Wing (E), 12 for Advanced Armor Brigade, Reinforced Corps (G), Reinforced Corps (R), Reinforced Corps (V), Reinforced Corps (C), Reinforced Corps (E), Wrecked Armor Group, Wrecked Armor Group (R), Wrecked Armor Group (V), Wrecked Armor Group (C), Wrecked Armor Group (E), Advanced Armor Brigade (V), Advanced Armor Brigade (C), Advanced Armor Brigade (E), 30 for Armor Group (G), Reinforced Armor Group, Armor Group (R), Reinforced Armor Group (R), Armor Group (V), Reinforced Armor Group (V), Armor Group (C), Reinforced Armor Group (C), Armor Group (E), Reinforced Armor Group (E), 8 for Understrength Corps (G), Understrength Corps (R), Understrength Corps (V), Understrength Corps (C), Understrength Corps (E), Wrecked Army, Wrecked Army (R), Wrecked Army (V), Wrecked Army (C), Wrecked Army (E), 4 for Paramilitary Band, Wrecked Corps (G), Wrecked Corps (R), Wrecked Corps (V), Wrecked Corps (C), Wrecked Corps (E), Grizzled Partisans, Irregular Corps, 25 for Reinforced Army, Reinforced Army (R), Reinforced Army (V), Reinforced Army (C), Reinforced Army (E), 21 for Understrength Armor Group, Understrength Armor Group (R), Understrength Armor Group (V), Understrength Armor Group (C), Understrength Armor Group (E), 20 for Army (G), Army (R), Army (V), Army (C), Army (E), 16 for Understrength Army, Understrength Army (R), Understrength Army (V), Understrength Army (C), Understrength Army (E), 5 for Advanced Fighter Squadron, Advanced Fighter Squadron (V), Advanced Fighter Squadron (C), Advanced Fighter Squadron (E).
Exerts ZOC out to: 0 by default, -1 for Spy Satellite.
MP to enter ZOC: 0 by default, -1 for Surface Fleet (G), Carrier Group (G), Improved Carrier Group (G), Advanced Carrier Group (G), Coastal Surface Fleet, Coastal Sub, Sub, Spy Satellite, The American Mainland, Military Aid, War, Tactical Nuclear Missile, Medium Range Nuclear Missile, Intercontinental Nuclear Missile, Intercontinental Multi-Warhead Nuclear Missile, Wrecked Surface Fleet, Understrength Surface Fleet, Reinforced Surface Fleet, Surface Fleet (R), Wrecked Carrier Group, Understrength Carrier Group, Carrier Group (R), Reinforced Carrier Group, Wrecked Improved Carrier Group, Understrength Improved Carrier Group, Improved Carrier Group (R), Reinforced Improved Carrier Group, Wrecked Advanced Carrier Group, Understrength Advanced Carrier Group, Advanced Carrier Group (R), Reinforced Advanced Carrier Group.
MP to traverse ZOC: -1 by default, 0 for Surface Fleet (G), Carrier Group (G), Improved Carrier Group (G), Advanced Carrier Group (G), Coastal Surface Fleet, Coastal Sub, Sub, Spy Satellite, The American Mainland, Military Aid, War, Tactical Nuclear Missile, Medium Range Nuclear Missile, Intercontinental Nuclear Missile, Intercontinental Multi-Warhead Nuclear Missile, Wrecked Surface Fleet, Understrength Surface Fleet, Reinforced Surface Fleet, Surface Fleet (R), Wrecked Carrier Group, Understrength Carrier Group, Carrier Group (R), Reinforced Carrier Group, Wrecked Improved Carrier Group, Understrength Improved Carrier Group, Improved Carrier Group (R), Reinforced Improved Carrier Group, Wrecked Advanced Carrier Group, Understrength Advanced Carrier Group, Advanced Carrier Group (R), Reinforced Advanced Carrier Group.
Construction points (CP): 10.

Combat:
Hit chances are 0% by default, 20% vs spec ops.
Damage is 0 by default, 2d10 vs Civilian Air Fleet, 2d8 vs Military Air Transport Fleet.
Ammo needed to hit unit: 0 by default, 1 vs Materiel.
Combat never reduces defender's HP below 0 by default, 1 vs The American Mainland, Military Aid, Major Shipyard and Port, Minor Drydock and Port, Ruins, Levelled City, Levelled Major City, Levelled Aerospace Facility, Levelled Industrial Center.
Protection of occupants/transport is *0.00 by default, *1.00 for Surface Fleet (G), Carrier Group (G), Improved Carrier Group (G), Advanced Carrier Group (G), Coastal Surface Fleet, Coastal Sub, Sub, Spy Satellite, The American Mainland, Military Aid, War, Ruins, Levelled City, Heavily Damaged City, Damaged City, City, Levelled Major City, Heavily Damaged Major City, Damaged Major City, Major City, Levelled Aerospace Facility, Heavily Damaged Aerospace Facility, Damaged Aerospace Facility, Aerospace Facility, Levelled Industrial Center, Heavily Damaged Industrial Center, Damaged Industrial Center, Industrial Center, Tactical Nuclear Missile, Medium Range Nuclear Missile, Intercontinental Nuclear Missile, Intercontinental Multi-Warhead Nuclear Missile, Wrecked Surface Fleet, Understrength Surface Fleet, Reinforced Surface Fleet, Surface Fleet (R), Wrecked Carrier Group, Understrength Carrier Group, Carrier Group (R), Reinforced Carrier Group, Wrecked Improved Carrier Group, Understrength Improved Carrier Group, Improved Carrier Group (R), Reinforced Improved Carrier Group, Wrecked Advanced Carrier Group, Understrength Advanced Carrier Group, Advanced Carrier Group (R), Reinforced Advanced Carrier Group.
Combat effectiveness as occupant is 0% by default, 100% in Ruins, Levelled City, Heavily Damaged City, Damaged City, City, Levelled Major City, Heavily Damaged Major City, Damaged Major City, Major City, Levelled Aerospace Facility, Heavily Damaged Aerospace Facility, Damaged Aerospace Facility, Aerospace Facility, Levelled Industrial Center, Heavily Damaged Industrial Center, Damaged Industrial Center, Industrial Center.

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.
Can see other units at own location.
Chance to see if in same cell is 100% by default, 0% for Spy Satellite, The American Mainland, Military Aid.

Material Handling:
    Industry, 1 basic consumption, 20 used in creation, receive from up to 1 cells away, send up to 1 cells away
    Electronics (none)
    Manpower (none)
    Tech (none)
    X (none)
    Materiel, 2 basic production, 50 storage (50 at start of game), 1 consumed per move, 1 (ammo) consumed per attack, receive from up to 3 cells away

Required advances to build: None.


Fate if side loses: 20% chance to vanish.

AI Attributes:
    Considered to be a mobile naval unit.
    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 25.



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