SF-1 fighter



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----- moves fast, can hit most things -----

Point Value: 1

Notes:
Fighters are good for exploring, directing fire, destroying troop transports, and harassing cruisers (avoid dreadnoughts). Send them to take a point of damage and come home.

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.
    Damage affects speed.
    Speed variation limited to between 0% and 32767%.
    Needs MP to enter terrain: 1 by default, 3 into nebula.
    MP to enter unit: 12 into all unit types.
    Gets up to 12 free MP if needed to finish a move.

Hit Points (HP): 2.
Construction points (CP): 3.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 50% vs stormtrooper, SF-1 fighter, 40% vs light cruiser, starbase, 0% vs moon, planet, 70% vs transport, 35% vs battlecruiser, 30% vs dreadnought.
Damage is 1 vs all unit types.
Combat effectiveness as occupant is 0% in all unit types.

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.
Vision effect when occupying: 0 in all unit types.
Occupants not seen even if unit has been seen.
Can see units up to 2 cells away.

Material Handling:
    photon torpedo (none)
    matter, 24 storage (24 at start of game), 1 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move
    anti-matter, 5 storage (5 at start of game), 1 basic consumption, times 0% if occupant, 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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