destroyer



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----- fast, cheap, and sinks subs -----

Point Value: 1

Notes:
Destroyers are fast small ships for both exploration and anti-submarine activities.

Side Attributes:
    None.

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: 1 by default, 99 into desert, plains, forest, mountains.
    Gets up to 1 free MP if needed to finish a move.

Hit Points (HP): 3.
Vanishes if in: true by default, false for sea, shallows, swamp, vacuum.
Construction points (CP): 10.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 5% vs infantry, armor, bomber, 60% vs destroyer, troop transport, 100% vs nuclear bomb, 99% vs base, 90% vs town, 80% vs city, 70% vs submarine, 40% vs carrier, 20% vs battleship, 10% vs fighter.
Damage is 1 by default, 2 vs submarine.
Ammo needed to hit unit: 0 by default, 1 vs ammo.

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.
Occupants not seen even if unit has been seen.

Material Handling:
    fuel, 100 storage (100 at start of game), 1 basic consumption, needs 1 to move, 1 consumed per move
    ammo, 20 storage (20 at start of game), 1 (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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