transport ship



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----- carries units and supplies across the water -----

Point Value: 1

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.
    Needs MP to enter terrain: 99 by default, 1 into sea, shallows, swamp.

Hit Points (HP): 3.
Vanishes if in: false by default, true for desert, plains, forest, mountains.
Generic capacity for units is 6.
Relative sizes of occupants: 99 by default, 1 for missile, atomic.
Dedicated space for units: 0 by default, 6 for infantry, missile, 8 for Special Forces, jeep, 3 for armor, mech infantry, 1 for radar, bolo, 12 for sea mines, 2 for engineers.
Maximum number of occupants: -1 by default, 6 for infantry, missile, 8 for Special Forces, jeep, 3 for armor, mech infantry, 1 for atomic, bolo, 12 for sea mines, 2 for engineers.
Construction points (CP): 11.
Tech to build: 58.
Tech max: 58.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 0% vs base, village, town, city, 30% vs submarine, carrier, bridge, 10% vs airlifter, fighter, bomber, 4% vs infantry, land fortifications, 100% vs missile, atomic, 20% vs jeep, engineers, 3% vs armor, Special Forces, 80% vs radar, 50% vs sea mines, 45% vs transport ship, 40% vs destroyer, 9% vs battleship, 8% vs bolo, 2% vs mech infantry, 1% vs spy plane.
Damage is 1 vs all unit types.
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.

Attrition in HP:
0 by default, 1% chance of 1 in sea, 8% chance of 1 in ice, 5% chance of 1 in shallows.

Material Handling:
    fuel, 99 storage, 1 basic consumption, 1 consumed per move, receive from up to 1 cells away, send up to 1 cells away
    ammo, 99 storage, 1 (ammo) consumed per attack, receive from up to 1 cells away, send up to 1 cells away
    people, 20 storage, builder needs 1 to build


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).