Fighters
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----- Intercepts air units. Strafes land units. -----
Point Value: 1
Side Attributes:
None.
Actions and Action Points (ACP):
Will never exceed 24 ACP.
Receives basic allotment of 24 new ACP per turn.
Damage affects ACP.
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, road, 1000 into barrier.
MP to enter unit: 1000 by default, 1 into Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Base, Sea Base, Escort Carrier, Light Carrier, Fleet Carrier, 0 into Ruins.
Hit Points (HP): 25.
Vanishes if in: false by default, true for barrier.
Exclusive terrain capacity: 2 for all terrain types.
Exerts ZOC out to: -1 by default, 0 for Cargo Planes, Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, Spy Planes.
Construction points (CP): 20.
Combat:
Can attack (ACP 4 vs all unit types).
Hit chances are 100% by default, 0% vs Shipwreck, Submarine, Spy Planes, Minefield, Sea Mines, 80% vs Torpedo Boats, Destroyer, Frigate, Escort Carrier, 70% vs Armor, Field HQ, Patrol Ship, 60% vs Mech Infantry, Cavalry, Marines, 75% vs Artillery, AA Battery, 40% vs Infantry, Paratroopers, 90% vs Light Carrier.
Damage is 1d2 by default, 1d4+2 vs Mech Infantry, Cavalry, Armor, Marines, Artillery, AA Battery, Field HQ, Germinator, Engineers, 0 vs Shipwreck, Cruiser, Command Cruiser, Battleship, 1d8+2 vs Dive Bombers, Torp Bombers, 1d4+1 vs Fighters, Escort Fighters, 1 vs Minefield, Sea Mines, 2d6+3 vs Cargo Planes.
Ammo needed to hit unit: 0 by default, 1 vs c, f1, f2.
Combat never reduces defender's HP below 0 by default, 10 vs Ruins, 6 vs Minefield, Sea Mines, 4 vs Shipwreck.
Combat effectiveness as occupant is 100% by default, 0% in Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Base, Sea Base, Escort Carrier, Light Carrier, Fleet Carrier.
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.
Vision effect when occupying: 100 by default, 0 in Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Base, Sea Base, Escort Carrier, Light Carrier, Fleet Carrier.
Occupants not seen even if unit has been seen.
Can see units up to 2 cells away.
Chance to see if in same cell is 100% by default, 0% for Submarine, Minefield, Sea Mines, 60% for Spy Planes.
Chance to see if adjacent is 70% for Mech Infantry, Marines, Artillery, AA Battery, Field HQ, Germinator, Torpedo Boats, Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, 100% for Town, City, Grand Citadel, Metropolis, Capitol, Base, Sea Base, Sea Transports, Light Carrier, Fleet Carrier, Cargo Planes, 90% for Fortifications, Cavalry, Armor, Engineers, Cruiser, Command Cruiser, Battleship, Escort Carrier, 50% for Ruins, Infantry, Paratroopers, 0% for Shipwreck, Submarine, Minefield, Sea Mines, 80% for Destroyer, Frigate, 60% for Patrol Ship, 20% for Spy Planes.
Chance to see in general is 0% by default, 30% for Metropolis, Capitol.
Material Handling:
c, 50 storage (50 at start of game), 1 basic consumption, needs 1 to move, 1 consumed per move, 2 (ammo) consumed per attack, 5 used in creation, 2 used to add 1 CP, 200 used to restore 1 HP, receive from up to 25 cells away, send up to 10 cells away
f1, 24 storage (24 at start of game), 4 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move, 1 (ammo) consumed per attack
f2 (none)
r (none)
v, 1 used in creation, 50 used to restore 1 HP
h (none)
e, 4 used in creation, 100 used to restore 1 HP
m, 4 used in creation
s, 3 used in creation, 3 used to add 1 CP, 250 used to restore 1 HP
p (none)
Fate if side loses: 100% chance to vanish.
AI Attributes:
Considered to be a mobile air unit.
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 8.
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File produced by Xcscribe for Xconq version 7.5pre (July 2004).