5  Carriers

     


5.1  Crabs and barges

There are two sorts of carriers:

  • The crab, a ground unit, with a capacity of 2 slots.
  • The barge, a navy unit, with a capacity of 4 slots.

A crab can transport the following units: big tank (1 slot). Tank (1 slot). Pontoon (1 slot). Ore (1 slot).

A barge can transport the following units: big tank (1 slot). Tank (1 slot). Pontoon (1 slot). Ore (1 slot). Crab (2 slots). weather layer (2 slots).



5.2  Load and unloading

Load
The load is made from a adjacent cell to the carrier.
The element to be loaded does not be under the opposite fire.
The element to be loaded must not be stuck (a pontoon is never stuck).
The load costs 1 point.

Unload
The unload is made on a adjacent cell to the carrier.
The cell to unload must be empty, occupied by a pontoon or by another carrier with free slot(s), in that case it is about a transshipment.
We cannot unload a pontoon on a cell occupied by another pontoon.
We can unload nothing in open sea.
We can unload on a flooded cell (reef or swamp); the unloaded element will be neutralized up to a favorable tide.
The cell to unload does not be under the opposite fire.
The element to be loaded must not be stuck (a pontoon is never stuck).
The unloading (or transshipment) costs 1 point.

A carrier under the opposite fire can neither load nor unload.

We can load then unload a carrier without moving it.

To load or unload a crab (or a weather layer) itself loaded costs only 1 point, to modify its contents aboard a barge do not cost a point.

Load or unload a carrier, even loaded, from/to a spaceship costs only 1 point.

Any transported unit is neutralized.

Situation at the beginning of the turn.
1st Point:
The crab loads the tank.
2nd Point:
The barge loads the crab.
3rd Point:
The barge unloads the crab with both tanks.



Continuation...