fighter



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----- protects ships from aircraft -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 12 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 into all terrain types.
    MP to enter unit: 12 by default, 0 into fighter, dive bomber, torpedo bomber, PBY, base.
    Gets up to 12 free MP if needed to finish a move.

Hit Points (HP): 1.
Exerts ZOC out to: 0 by default, -1 for PBY, submarine.

Combat:
Can attack (ACP 3 vs all unit types).
Hit chances are 50% vs destroyer, submarine, light cruiser, heavy cruiser, battleship, 100% vs PBY, base, 80% vs dive bomber, torpedo bomber, 60% vs fighter, 20% vs escort carrier, carrier.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs ammo, shell.

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 in same cell is 100% by default, 50% for submarine.
Chance to see if adjacent is 100% by default, 10% for submarine.

Material Handling:
    fuel, 24 storage (24 at start of game), 12 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move
    ammo, 2 storage (2 at start of game), 1 (ammo) consumed per attack
    shell (none)
    bomb (none)
    torp (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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