submarine



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Notes:
Armament: One 5" gun
Torpedo tubes

The primary purpose of submarines is interdicting merchant shipping, although they can also be useful against large warships, supplying beleaguered garrisons, and in commando raids and other covert operations. They are vulnerable to aircraft, and to ships which carry depth charges such as destroyers and light cruisers.

Side Attributes:
    None.

Actions and Action Points (ACP):
    Can act until -10 ACP left.
    Receives basic allotment of 10 new ACP per turn.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 10 ACP per move.
    Needs MP to enter terrain: 999 by default, 10 into sea, 20 into shallows.
    MP to enter unit: 10 into all unit types.
    Gets up to 200 free MP if needed to finish a move.

Hit Points (HP): 1.

Combat:
Can attack (ACP 0 by default, 1 vs port, town, airfield, airstrip, seaplane-base, carrier, light carrier, battleship, heavy cruiser, light cruiser, destroyer, submarine, oiler, tender, transport).
Hit chances are 5% by default, 20% vs carrier, light carrier, battleship, heavy cruiser, light cruiser, oiler, tender, transport, 0% vs port, town, airfield, airstrip, seaplane-base, submarine, 10% vs destroyer.
Damage is 2d4+3 vs all unit types.
Ammo needed to hit unit: 0 by default, 2 vs bombs, 1 vs torps.

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.
Chance to see if adjacent is 100% by default, 0% for submarine.

Material Handling:
    fuel (none)
    bombs (none)
    torps (none)


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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