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----- carries fighters and bombers around -----

Point Value: 1

Compensates for the limited range of fighters and bombers by providing a portable airport. Carriers themselves are sitting ducks, particularly with respect to aircraft. Fighter patrols are mandatory.

Side Attributes:

Actions and Action Points (ACP):
    Receives basic allotment of 4 new ACP per turn.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 1 ACP per move.
    Damage affects speed.
    Speed variation limited to between 0% and 32767%.
    Needs MP to enter terrain: 99 by default, 1 into sea, 2 into shallows, 0 into river.
    Needs MP to traverse terrain: -1 by default, 2 across river.
    Gets up to 1 free MP if needed to finish a move.

Hit Points (HP): 4.    Recovers by 0.50 HP each turn.
Vanishes if in: true by default, false for sea, shallows, river.
Generic capacity for units is 4.
Relative sizes of occupants: 100 by default, 2 for bomber, 1 for fighter.
Dedicated space for units: 0 by default, 4 for fighter.
Construction points (CP): 30.

Can attack (ACP 1 vs all unit types).
Hit chances are 30% vs infantry, destroyer, submarine, 0% vs nuclear bomb, base, town, city, 20% vs armor, carrier, battleship, 40% vs fighter, troop transport, 10% vs bomber.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs ammo.
Chance to retreat from combat is 0% by default, 50% vs carrier.

Other Actions:
Can be given to another side (1 ACP).
Can be disbanded (1 ACP).
ACP for explicit repair is 0 by default, 1 for carrier.
Explicit repair performance is 0 by default, 100 for carrier.
Min HP to repair is 1 for all unit types.

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, 10% for submarine, nuclear bomb.

Material Handling:
    fuel, 400 storage (400 at start of game), 1 basic consumption, needs 1 to move, 1 consumed per move
    ammo, 40 storage (40 at start of game), 1 (ammo) consumed per attack

Can auto-repair lost HP of other units: 0 by default, 50% chance of 1 for carrier.

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).