bomber



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

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 raids.

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 by default, 0 into river.
    MP to enter unit: 2 into all unit types.
    Gets up to 6 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.
Construction points (CP): 16.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 50% vs submarine, troop transport, nuclear bomb, 20% vs infantry, armor, 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.
Chance to see if adjacent is 100% by default, 10% for submarine, nuclear bomb.

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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