Difference between revisions of "Air Superiority"
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A [[needlejet]] unit with air superiority is able to '''scramble''' against an air attack or hostile [[Drop Pods|air drop]] within 2 a square radius. | A [[needlejet]] unit with air superiority is able to '''scramble''' against an air attack or hostile [[Drop Pods|air drop]] within 2 a square radius. | ||
− | The interceptor needs to be stationed at a base or airbase. Use the skip turn ('''space bar''') | + | The interceptor needs to be stationed at a base or airbase. Use the skip turn ('''space bar'''), hold command ('''H'''), or sentry ('''L''') to allow the interceptor to scramble. |
− | + | Desc.: Mk. 66 fire control sensor | |
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Latest revision as of 11:34, 14 July 2015
Air Superiority | |
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Allowed for Land units | |
Allowed for Sea units | |
Allowed for Air units | |
Cost | +25% |
Requires | Doctrine: Air Power |
Allowed for Combat units |
The Air Superiority ability equips a unit with the missiles necessary to attack Needlejets in flight. Air units with Air Superiority gain a +100% combat advantage when attacking other air units in flight, but incur a -50% penalty if they attack ground or naval units.
Ground or Naval units with air superiority do not gain the 100% bonus vs air, but they do not get the 50% penalty vs other ground or naval units either.
Air-to-air combat is resolved by comparing attack factors—the armor value is ignored. A ground unit equipped with Air Superiority can attack an adjacent Needlejet chassis at sea. A Naval unit equipped with Air Superiority can attack an adjacent Needlejet chassis on land.
A needlejet unit with air superiority is able to scramble against an air attack or hostile air drop within 2 a square radius.
The interceptor needs to be stationed at a base or airbase. Use the skip turn (space bar), hold command (H), or sentry (L) to allow the interceptor to scramble.
Desc.: Mk. 66 fire control sensor