fighter



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----- interceptor to get those nasty bombers -----

Point Value: 2

Notes:
A fighter is a squadron or wing of high-speed armed aircraft. Their fuel supply can be gotten only at units, towns, and bases, so they must continually be taking off and landing. Fighters are effective against ground units and ships, and they eat bombers for lunch. Fighters are very good for reconnaisance - important when you can't always see the enemy moving!

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 9 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 into all terrain types.
    MP to enter unit: 2 into all unit types.
    Gets up to 9 free MP if needed to finish a move.

Hit Points (HP): 1.
Construction points (CP): 4.

Combat:
Can attack (ACP 1 vs all unit types).
Can fire (1 ACP), at ranges up to 2.
Hit chances are 70% vs bomber, nuclear bomb, base, 60% vs fighter, town, city, 50% vs artillery, aaa, engineer, 55% vs armor, mineship, 35% vs carrier, battleship, 20% vs infantry, 0% vs submarine, mine, 40% vs troop transport, 30% vs destroyer, 25% vs radar.
Hit chances if firing same as for regular combat.
Damage is 1 vs all unit types.
Damages if firing same as for regular combat.
Ammo needed to hit unit: 0 by default, 1 vs ammo.
Chance to retreat from combat is 0% by default, 50% vs bomber, 20% vs fighter.

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.
Can see units up to 2 cells away.
Chance to see if adjacent is 100% by default, 10% for nuclear bomb, mine, 40% for submarine.

Material Handling:
    fuel, 20 storage (20 at start of game), 3 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move
    ammo, 4 storage (4 at start of game), 1 (ammo) consumed per attack, 1 (ammo) consumed when firing


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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