Carrier Air Wing (R)



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----- A large and varied collection of combat aircraft with combat experience. -----

Point Value: 30

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 6 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 swamp, desert, land, forest, mountains, river, road, 0 into war-political-border, -99 into beach.
    Needs MP to leave terrain: 0 by default, 99 in sea, shallows.
    MP to leave unit: 0 by default, 99 in Carrier Group (G), Improved Carrier Group (G), Advanced Carrier Group (G), 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.

Hit Points (HP): 15.    Recovers by 5 HP each turn.
Vanishes if in: false by default, true for sea, shallows, ice, neutral.
Exerts ZOC out to: 1 by default, 0 for Civilian Transport Fleet, Military Transport Fleet, Coastal Sub, Sub, spec ops, Pave Low Heli, Civilian Air Fleet, Military Air Transport Fleet, -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.
Combat experience (CXP) maximum: 300.
Construction points (CP): 10.

Construction:
ACP to create: 0 by default, 6 for Reinforced Carrier Air Wing (R).
    CP upon creation: 1 by default, 10 for Reinforced Carrier Air Wing (R).
ACP to build: 0 by default, 6 for Reinforced Carrier Air Wing (R).
    CP added per build: 1 by default, 10 for Reinforced Carrier Air Wing (R).
Can build at own location.

Combat:
Can fire (3 ACP), at ranges up to 6.
Hit chances are 0% by default, 20% vs spec ops.
Hit chances if firing are 80% vs all unit types.
Damage is 0 by default, 2d10 vs Civilian Air Fleet, 2d8 vs Military Air Transport Fleet.
Damage if firing is 3d10+2 by default, 4d10+5 vs 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, Major Shipyard and Port, Minor Drydock and Port, 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, -1 vs Spy Satellite, The American Mainland, Military Aid, War, Tactical Nuclear Missile, Medium Range Nuclear Missile, Intercontinental Nuclear Missile, Intercontinental Multi-Warhead Nuclear Missile, 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 *1.00 by default, *0.00 for 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, *0.75 for Carrier Group (G), Improved Carrier Group (G), Advanced Carrier Group (G), 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 Carrier Group (G), Improved Carrier Group (G), Advanced Carrier Group (G), 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, 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.
Becomes Understrength Carrier Air Wing (G) when destroyed.

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 units up to 6 cells away.
Chance to see if in same cell is 100% by default, 0% for Spy Satellite, The American Mainland, Military Aid.
Chance to see if adjacent is 100% by default, 0% for Spy Satellite, The American Mainland, Military Aid, 20% for spec ops, Pave Low Heli, 35% for Coastal Sub, 15% for Sub.
Chance to see in general is 80% by default, 0% for Spy Satellite, The American Mainland, Military Aid, spec ops, Pave Low Heli, 5% for Paramilitary Band, Grizzled Partisans, Irregular Corps, 30% for Coastal Sub, 10% for Sub.

Material Handling:
    Industry, 1 basic consumption, receive from up to 1 cells away, send up to 1 cells away
    Electronics, 1 basic consumption
    Manpower (none)
    Tech, 4 basic production, 120 storage, send up to 3 cells away
    X (none)
    Materiel, 2 basic production, 15 storage (15 at start of game), 1 consumed per move, 2 (ammo) consumed per attack, 1 (ammo) consumed when firing, receive from up to 3 cells away

Required advances to build: None.


Fate if side loses: 20% 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 6.



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