s-excelsior



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----- Excelsior-class starship: superior to Constitution-class -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 9 new ACP per turn.
    Allowed 1 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 star.

Hit Points (HP): 9.
Vanishes if in: false by default, true for star.
Generic capacity for units is 3.
Relative sizes of occupants: 999 by default, 0 for telescope, spaceport, elevator, arcology, antimatter-plant, torpedo-industry, ore-processor, academy, wcs, solar-plant, 1 for probe, shuttle, engineers, ground-troops.
Construction points (CP): 50.

Combat:
Can attack (ACP 1 vs all unit types).
Can fire (1 ACP), at ranges up to 5.
Hit chances are 50% vs all unit types.
Hit chances if firing same as for regular combat.
Damage is 1 vs all unit types.
Damage if firing is 2 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs antimatter, torpedoes.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 20% vs civ-0, civ-1, civ-2, civ-3.
Protection of occupants/transport is *1.00 by default, *0.00 for ground-troops.

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 5 cells away.

Material Handling:
    food (none)
    fuel, 256 storage
    ores (none)
    solar (none)
    petroleum (none)
    matter, 400 storage (400 at start of game), 1 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move
    antimatter, 400 storage (400 at start of game), 1 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move, needs 1 (weapons or equipment) to attack, 1 (ammo) consumed per attack
    personnel (none)
    torpedoes, 40 storage, needs 1 (weapons or equipment) to fire, 1 (ammo) consumed when firing
    protomatter (none)

10000% chance to spy, on units up to 10 away.

Fate if side loses: 100% chance to vanish.

AI Attributes:
    Considered to be a mobile naval unit.
    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).