bomber



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----- long range aircraft, carries infantry and bombs -----

Point Value: 1

Notes:
Bombers are very powerful, since they can seriously damage or even flatten cities. Loss rate in such activities is high, so they're not a shortcut to victory! Bombers can carry one infantry, which is very useful for raiding.

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 6 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: 1 into all terrain types.
    MP to enter unit: 6 into all unit types.
    Gets up to 1 free MP if needed to finish a move.

Hit Points (HP): 2.
Generic capacity for units is 1.
Relative sizes of occupants: 100 by default, 1 for infantry, nuclear bomb.
Maximum number of occupants: 100 for all unit types.
Construction points (CP): 16.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 20% vs infantry, armor, 50% vs submarine, troop transport, 100% vs nuclear bomb, 99% vs city, 95% vs town, 90% vs base, 70% vs carrier, 60% vs battleship, 30% vs destroyer, 10% vs fighter, 9% vs bomber.
Damage is 1 by default, 2 vs destroyer, troop transport, carrier, battleship, base, town, 3 vs city.
Ammo needed to hit unit: 0 by default, 1 vs ammo.

Other Actions:
Can be given to another side (1 ACP).
Can be disbanded (1 ACP).

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:
    fuel, 36 storage (36 at start of game), 2 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move
    ammo, 3 storage (3 at start of game), 1 (ammo) consumed per attack


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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