Dive Bombers



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----- Performs pinpoint bombing on land and sea targets. -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Will never exceed 24 ACP.
    Receives basic allotment of 24 new ACP per turn.
    Damage affects ACP.

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, 0 into river, road, 1000 into barrier.
    MP to enter unit: 1000 by default, 1 into Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Base, Sea Base, Escort Carrier, Light Carrier, Fleet Carrier, 0 into Ruins.

Hit Points (HP): 10.
Vanishes if in: false by default, true for barrier.
Exclusive terrain capacity: 2 for all terrain types.
Exerts ZOC out to: -1 for all unit types.
Construction points (CP): 20.

Combat:
Can attack (ACP 4 by default, 0 vs Cargo Planes, Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, Spy Planes).
Hit chances are 100% vs Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Base, Sea Base, Artillery, AA Battery, Germinator, Engineers, Sea Transports, Cruiser, Command Cruiser, Battleship, Fleet Carrier, 0% vs Shipwreck, Submarine, Cargo Planes, Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, Spy Planes, Minefield, Sea Mines, 80% vs Infantry, Cavalry, Paratroopers, Destroyer, Frigate, Escort Carrier, 90% vs Mech Infantry, Armor, Marines, Field HQ, Light Carrier, 10% vs Patrol Ship, 5% vs Torpedo Boats.
Damage is 3d4+2 by default, 1d2 vs Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, Spy Planes, 3d4+1 vs Grand Citadel, Base, Sea Base, Battleship, 1 vs Minefield, Sea Mines, 2d4+1 vs Fortifications, 1d4+1 vs Cargo Planes.
Ammo needed to hit unit: 0 by default, 1 vs c, f1, f2.
Can detonate self (1 ACP).
Detonation damage at ground zero is 3d5+10 by default, 0 for Shipwreck, Cargo Planes, Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, Spy Planes, Minefield, Sea Mines, 5d5+10 for Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Base, Sea Base, 3d5+5 for Fortifications.
Detonation damage to adjacent units is 0 for all unit types.
Range of detonation effect on units is 0 for all unit types.
Always destroyed by detonation.
Combat never reduces defender's HP below 0 by default, 10 vs Ruins, 6 vs Minefield, Sea Mines, 4 vs Shipwreck.
Combat effectiveness as occupant is 100% by default, 0% in Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Base, Sea Base, Escort Carrier, Light Carrier, Fleet Carrier.

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.
Vision effect when occupying: 100 by default, 0 in Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Base, Sea Base, Escort Carrier, Light Carrier, Fleet Carrier.
Occupants not seen even if unit has been seen.
Can see units up to 2 cells away.
Chance to see if in same cell is 100% by default, 0% for Submarine, Minefield, Sea Mines, 60% for Spy Planes.
Chance to see if adjacent is 70% for Mech Infantry, Marines, Artillery, AA Battery, Field HQ, Germinator, Torpedo Boats, Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, 100% for Town, City, Grand Citadel, Metropolis, Capitol, Base, Sea Base, Sea Transports, Light Carrier, Fleet Carrier, Cargo Planes, 90% for Fortifications, Cavalry, Armor, Engineers, Cruiser, Command Cruiser, Battleship, Escort Carrier, 50% for Ruins, Infantry, Paratroopers, 0% for Shipwreck, Submarine, Minefield, Sea Mines, 80% for Destroyer, Frigate, 60% for Patrol Ship, 20% for Spy Planes.
Chance to see in general is 0% by default, 30% for Metropolis, Capitol.

Material Handling:
    c, 50 storage (50 at start of game), 1 basic consumption, needs 1 to move, 1 consumed per move, 2 (ammo) consumed per attack, 5 used in creation, 2 used to add 1 CP, 200 used to restore 1 HP, receive from up to 25 cells away, send up to 10 cells away
    f1, 24 storage (24 at start of game), 4 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move, 1 (ammo) consumed per attack
    f2 (none)
    r (none)
    v, 1 used in creation, 50 used to restore 1 HP
    h (none)
    e, 4 used in creation, 100 used to restore 1 HP
    m, 4 used in creation
    s, 3 used in creation, 3 used to add 1 CP, 250 used to restore 1 HP
    p (none)


Fate if side loses: 100% chance to vanish.

AI Attributes:
    Considered to be a mobile air unit.
    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 8.



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