light cruiser



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----- A lightly-armoured cruiser -----

Notes:
Displacement: 6,000 tons
Maximum speed: 34 kt
Armament: Six 6" guns
Medium AA armament
Torpedo tubes
Depth charge racks
Two seaplanes

A lightly-armoured cruiser, traditionally employed for scouting and as a destroyer leader. Gradually it became more specialized in protecting capital ships from aircraft. Its torpedoes are used to attack battleships, against which its guns are useless.

Side Attributes:
    None.

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

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): 6.
Generic capacity for units is 2.
Relative sizes of occupants: 999 by default, 1 for OS2U, E13A, E7K, F1M, A6M2-N.

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 10% by default, 80% vs carrier, light carrier, light cruiser, destroyer, oiler, tender, transport, 0% vs port, town, airfield, airstrip, seaplane-base, 40% vs heavy cruiser, 20% vs submarine.
Damage is 1 by default, 2d4+3 vs battleship.
Ammo needed to hit unit: 0 by default, 2 vs bombs, 1 vs torps.
Protection of occupants/transport is *0.50 by default, *1.00 for port, town, airfield, airstrip, seaplane-base, carrier, light carrier, battleship, heavy cruiser, light cruiser, destroyer, submarine, oiler, tender, transport.

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, 2000 basic production, 999 storage (999 at start of game)
    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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File produced by Xcscribe for Xconq version 7.5pre (July 2004).