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----- Deadly against ground units -----

Point Value: 1

Notes:

A helicopter has as much firepower as a tank, but it moves quickly and is hard to hit. Helicopters are very useful for surprise invasions, but they are far more vulnerable to fighters than ordinary tanks.

Side Attributes:

None.

Actions and Action Points (ACP):

Can act until -4 ACP left.

Receives basic allotment of 5 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 road, river.

Needs MP to leave terrain: 0 by default, 2 in river.

Needs MP to traverse terrain: -1 by default, 0 across road.

Gets up to 1 free MP if needed to finish a move.

Hit Points (HP): 25.

Generic capacity for units is 8.

Relative sizes of occupants: 99 by default, 1 for rocket, orb.

Combat experience (CXP) maximum: 10000.

Construction points (CP): 25.

Tech to build: 125.

Tech max: 125.

Combat:

Can attack (ACP 1 vs all unit types).

Can fire (2 ACP), at ranges up to 3.

Hit chances are 50% by default, 75% vs base-1, base-2, base-3, base-4, base-5, base-6, tower, 25% vs choplifter, mothership, spy-plane, helicopter, bomber, fighter, phoenix, stormcloud, 100% vs wall, mine, ruins.

Hit chances if firing same as for regular combat.

Damage is 1d6 by default, 1d2 vs phoenix.

Damage if firing is 1d6 by default, 1d2 vs phoenix.

Ammo needed to hit unit: 0 by default, 1 vs ammo, acid, flame, electricity, frost.

Can capture (ACP 0 vs all unit types).

Chance to capture: 0% by default, 100% vs granary, refinery, armory, acid-factory, oil-plant, solar-complex, ice-factory, 50% vs base-1, base-2, base-3, base-4, base-5, base-6.

Chance to capture indep: 100% vs all unit types.

Protection of occupants/transport is *1.00 by default, *0.00 for base-1, base-2, base-3, base-4, base-5, base-6, tower, wall, mine, rocket, orb, acid-ball, firebomb, magma-drill.

Becomes medium-wreck when destroyed.

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.

Effective weapon height is 10000 in all terrain types.

Chance to see if adjacent is 200% by default, 10% for spy-plane, stormcloud, 5% for submarine, mine, 100% for ankheg.

Chance to see in general is 100% by default, 5% for submarine, ankheg, mine, 10% for spy-plane, stormcloud.

Material Handling:

fuel, 50 storage (50 at start of game), 1 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move

ammo, 25 storage (25 at start of game), 1 (ammo) consumed per attack, 1 (ammo) consumed when firing

metal, 2 used to add 1 CP

acid (none)

flame (none)

electricity (none)

frost (none)

meteors (none)

scrap (none)

food (none)

Fate if side loses: 100% chance to revolt.

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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