interceptor



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----- anti-bomber capability -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 96 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, 99 into neutral.

Hit Points (HP): 3.
Vanishes if in: false by default, true for neutral.
Construction points (CP): 12.

Combat:
Can fire (24 ACP), at ranges up to 3.
Hit chances are 50% vs all unit types.
Hit chances if firing same as for regular combat.
Damage is 1 vs all unit types.
Damages if firing same as for regular combat.
Combat never reduces defender's HP below 0 by default, 1 vs base, town, city, capital.
Protection of occupants/transport is *1.00 by default, *0.80 for base, town, city, capital.
Combat effectiveness as occupant is 100% by default, 0% in convoy.

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 4 cells away.

Material Handling:
    oil, 15 basic consumption, times 1% if occupant, needs 1 to move, 50 (ammo) consumed when firing
    planes, 1000 storage (1000 at start of game), needs 100 (weapons or equipment) to fire, 10 (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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