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----- sneaks around and sinks ships -----

Point Value: 2

The favorite food of submarines is of course merchant shipping and troopships, and they can sink troop transports with one blow. Subs are also invisible, but vulnerable to destroyers and aircraft.

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.
    Damage affects speed.
    Speed variation limited to between 0% and 32767%.
    Needs MP to enter terrain: 99 by default, 1 into sea, river, 2 into shallows.
    Gets up to 1 free MP if needed to finish a move.

Hit Points (HP): 2.
Vanishes if in: true by default, false for sea, shallows, river.
Construction points (CP): 10.

Can attack (ACP 1 vs all unit types).
Can fire (1 ACP), at ranges up to 2.
Hit chances are 0% by default, 90% vs troop transport, mineship, 85% vs destroyer, 80% vs submarine, 60% vs battleship, 50% vs carrier.
Hit chances if firing same as for regular combat.
Damage is 1 by default, 3 vs destroyer, submarine, troop transport, carrier, mineship, 4 vs battleship.
Damages if firing same as for regular combat.
Ammo needed to hit unit: 0 by default, 1 vs ammo.
Chance to retreat from combat is 0% by default, 50% vs carrier.

Other Actions:
Can be given to another side (1 ACP).
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.
Can see units up to 3 cells away.
Chance to see if adjacent is 100% for destroyer, troop transport, carrier, battleship, base, town, city, mineship, 40% for infantry, armor, submarine, radar, artillery, aaa, engineer, 20% for fighter, bomber, 10% for nuclear bomb, mine.

Material Handling:
    fuel, 100 storage (100 at start of game), 1 basic consumption, needs 1 to move, 1 consumed per move
    ammo, 10 storage (10 at start of game), 1 (ammo) consumed per attack, 1 (ammo) consumed when firing

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).