carrier
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----- aircraft carrier -----
Point Value: 1
Side Attributes:
None.
Actions and Action Points (ACP):
Receives basic allotment of 24 new ACP per turn.
Allowed 6 free ACP to complete an action.
Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
Uses a minimum of 1 ACP per move.
Needs MP to enter terrain: 1 by default, 99 into clear, jungle, mountains, 12 into atoll.
Needs MP to leave terrain: 0 by default, 12 in atoll.
Hit Points (HP): 5.
Vanishes if in: false by default, true for clear, jungle, mountains.
Combat:
Can fire (12 ACP), at ranges up to 8.
Hit chances are 50% vs all unit types.
Hit chances if firing same as for regular combat.
Damage is 1 vs all unit types.
Damages if firing same as for regular combat.
If attacked, ACP to defend is 1 by default, 6 vs apd, aa, de, destroyer, submarine, light cruiser, cruiser, escort carrier, cvl, cvs, carrier, battlecruiser, battleship.
Ammo needed to hit unit: 0 by default, 1 vs air.
Material Handling:
org, 1 storage (1 at start of game)
air, 72 storage (72 at start of game), needs 6 (weapons or equipment) to fire, 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).