fighter
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----- kills bombers & does light bombing itself -----
Point Value: 1
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 by default, 0 into river.
MP to enter unit: 9 into all unit types.
Gets up to 9 free MP if needed to finish a move.
Hit Points (HP): 1.
Exclusive terrain capacity: 2 by default, 0 for river, road.
Construction points (CP): 5.
Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 90% vs phalanx, galley, knight, longbowman, boat, helicopter, bomber, City, Metropolis, 99% vs dirigible, fort, Polis, Castle, 60% vs carrier, TraXor, base, Modern City, 50% vs cannon, cavalry, infantry, Post-Modern City, 80% vs battleship, transport, 40% vs armor, flying saucer, 30% vs fighter, 15% vs Habitat, 3% vs battledroid, 0% vs Flying City.
Damage is 2 by default, 1 vs phalanx, knight, longbowman, cannon, cavalry, infantry, dirigible, fighter, armor, helicopter, bomber, flying saucer, battledroid, TraXor.
Ammo needed to hit unit: 0 by default, 1 vs ammo, bombs.
Other Actions:
Can be given to another side (1 ACP).
Can be disbanded (9 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:
food (none)
fuel, 18 storage, 3 basic consumption, needs 1 to move, 1 consumed per move
ammo, 3 storage, 1 (ammo) consumed per attack
bombs (none)
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).