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----- interceptor to get those nasty aircraft -----

Point Value: 1

Side Attributes:

Actions and Action Points (ACP):
    Receives basic allotment of 9 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: 20 into all unit types.

Hit Points (HP): 1.
Dedicated space for units: 0 by default, 4 for missile, 1 for radar.
Maximum number of occupants: -1 by default, 2 for missile, 1 for atomic.
Construction points (CP): 12.
Tech to build: 120.
Tech max: 120.

Can attack (ACP 1 vs all unit types).
Hit chances are 80% vs radar, airlifter, village, town, city, 50% vs submarine, carrier, spy plane, 100% vs missile, atomic, 70% vs bomber, base, 60% vs fighter, bridge, 45% vs destroyer, transport ship, 35% vs sea mines, mech infantry, 25% vs infantry, 75% vs jeep, 65% vs engineers, 48% vs land fortifications, 40% vs battleship, 30% vs bolo, 20% vs armor, 15% vs Special Forces.
Damage is 1 vs all unit types.
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).

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 2 cells away.

Chance to vanish in an accident: 0% by default, 0.04% in mountains.

Material Handling:
    fuel, 18 storage, 2 basic consumption, 1 consumed per move
    ammo, 18 storage, 1 (ammo) consumed per attack, receive from up to 1 cells away
    people (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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File produced by Xcscribe for Xconq version 7.5pre (July 2004).