carrier fleet



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----- seaborne aircraft base -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 48 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: 1 by default, 99 into desert, land, forest, mountains, ice, neutral, 2 into shallows.

Hit Points (HP): 9.
Vanishes if in: false by default, true for desert, land, forest, mountains, ice, neutral.
Generic capacity for units is 2.
Relative sizes of occupants: 99 by default, 1 for air force, bomber, interceptor.
Construction points (CP): 6.

Combat:
Can attack (ACP 12 vs all unit types).
Hit chances are 50% vs all unit types.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 0 by default, 4 vs planes.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 90% vs convoy.
Combat never reduces defender's HP below 0 by default, 1 vs base, town, city, capital, 5 vs infantry, armor.

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:
    oil, 30 storage (30 at start of game), 5 basic consumption, needs 1 to move
    planes (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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