An American F-22 Raptor Stealth Fighter
An American F-22 Raptor Stealth Fighter

AIR FORCE UNITS


Air combat in the Spectrum Wars IV is slightly different from air combat in some previous games. Air units now have Air-to-air and Air-to-Ground ratings instead of attack and defense ratings. Basically, the old attack ratings were the air-to-ground score, and defense ratings were air-to-air, since in defensive air combat, the idea is to shoot down the attacking planes, and in offensive combat, the idea is to catch them on the ground or bomb enemy ground targets.

Costs are given in the format Cash/Time. The first number is the amount of cash points needed to build the aircraft, and the second is the number of Turn Cycles needed to complete construction.

Combat values are given in Air-to-air/Air-to-ground/Anti-Sub (Special) format. The first number is that unit's air-to-air rating, the second is its air-to-ground rating, the third is its anti-sub rating, and then some units have special abilities or bonuses.

Production Restrictions are very important in determining which types of aircraft you are allowed to build. Each unit also has a listing for which class of Aircraft Factory (and occasionally other technologies) you must have to be allowed to build these ships. Certain Starting Positions might have further restrictions, ask the General Moderator if you are unsure whether you are allowed to build a certain unit.

NOTE: All aircraft units are built in squadrons of 10. In your original Starting Positions, your listed numbers are for individual aircraft, not squadrons. So, if your position data includes, for example, "100 MF", this means you have 10 squadrons of 10, not 100 squadrons of 10.


British Tornado F.3 Modern Fighters
British Tornado F.3 Modern Fighters

Modern Tactical Aircraft

FA: Modern Multirole Fighter/Attack planes
Cost: 4/1
Combat: 4/4/0
Production: Aircraft Factory Level 3, Space Level 1

These are the most modern warplanes like the Su-27 Flanker and F-15E Strike Eagle that are capable of both air-to-air combat as well as ground attack. One squadron of 10 of these aircraft costs 4 cash points to build, and takes one turn to complete. In combat, their air-to-air combat rating is 4 and their air-to-ground rating is 4, while they have no ASW capability. You need to have a Level 3 aircraft plant to build these aircraft, as well as Level 1 Space technology to develop the more sophisticated materials and avionics systems needed for these advanced planes.

MF: Modern Fighters
Cost: 3/1
Combat: 4/2/0
Production: Aircraft Factory Level 3

These are modern air-to-air combat fighters, specialized to kill enemy planes. This class includes planes such as the F-15C Eagle and MiG-31 Foxbat that are excellent in aerial combat but do not have the equipment or weapons systems to effectively attack ground targets. However, almost any plane can have cluster bombs, rocket pods, or simple iron bombs hung in place of air-to-air missiles, so they do have SOME air-to-ground rating.

MA: Modern Attack Aircraft
Cost: 3/1/
Combat: 2/4/0
Production: Aircraft Factory Level 3

These are modern attack aircraft like the F-111 Aardvark, A-10 Warthog, and Su-25 Frogfoot. They are excellent at killing tanks and demolishing buildings, but tend to be slower and less maneuverable than true fighters, and usually do not carry heavy anti-air armament.


American A-6E Intruder and French Super Etendard Naval Attack Planes
American A-6E Intruder and French Super Etendard Naval Attack Planes

Carrier-Based Combat Aircraft

NFA: Naval Fighter-Bombers
Cost: 5/1
Combat: 4/4/0
Production: Aircraft Factory Level 3, Space Level 1

These are advanced carrier-capable versions of fighter-bomber aircraft such as the F/A-18 Hornet (Will Smith flew one in "Independence Day") and the MiG-29K Fulcrum-N that can carry out both AAW and ground-attack missions. They can land on CVL, CVA, and CVN carriers.

NF: Naval Fighters
Cost: 4/1
Combat: 4/2/0
Production: Aircraft Factory Level 3

These are aircraft such as the F-14 Tomcat (as flown by Tom Cruise in "Top Gun") that are used for fleet air defense. They are identical in all aspects to MF, but with the added ability to operate off of CVA, CVL, and CVN carriers. Cannot operate off of CHG, CVH, or PHIB units. The extra cost represents the general added complexity in having the needed extra structural strength, navigation systems, and increased reliability needed for overwater operations and carrier landings.

NA: Naval Attack
Cost: 4/1
Combat: 2/4/0 (+1 bonus vs. Ships)
Production: Aircraft Factory Level 3

These are planes such as the Dassault Super Etendard, Su-25UTA Frogfoot, and A-6E Intruder that fly from Carriers to attack enemy ships and ground installations. They are identical in all aspects to MA, but with the added ability to operate off of CVA, CVL, and CVN carriers. They cannot operate off of CHG, CVH, or PHIB units.

NV: Naval VTOL aircraft
Cost: 3/1
Combat: 3/3/0
Production: Aircraft Factory Level 3

While not as capable in air combat as true fighters sue to their lower speed, and handicapped by short range and a small payload when used in ground attack, these small, agile fighters can take off and land vertically, enabling them to be used on much smaller carriers. These planes (almost always derivatives of the British Harrier) can operate off all carriers, including CVH, CHG, CVL, CVA, and CVN, and even off of PHIB units in small numbers.

NS: Naval ASW Aircraft

Cost: 3/1
Combat: 0/1/3 (+1 against ships)
Production: Aircraft Factory Level 3

These are a new unit for this game. These are planes such as the S-3B Viking or the French Alizé that operate off of carriers against submarines. These usually also have the capability to launch anti-ship missiles, but due to their slower speed and lack of a full ASuW avionics fit, are not as effective as dedicated attack planes. These can only operate off of CVL, CVA, and CVN carriers.


>A MBB-339 of the Dubai Air Force, an Obsolete Attack Plane
A MBB-339 of the Dubai Air Force, an Obsolete Attack Plane

Obsolete Tactical Aircraft

OF: Obsolete Fighters
Cost: 2/1
Combat: 3/1/0
Production: Aircraft Factory Level 1

These are older fighters, which through lack of modern electronics systems are unable to carry out all but the simplest ground-attack missions. This category of airplanes includes F-5E Tiger II light fighters (the fake "MiG-28's" from Top Gun) and Mirage III's. Obsolete, these planes are mainly found in third-world air forces.

OA: Obsolete Attack
Cost: 2/1
Combat: 1/3/0
Production: Aircraft Factory Level 1

These are older ground-attack aircraft like the A-4 Skyhawk (the instructors flew them in the training scenes in Top Gun) and Su-22 Fitter (American F-14's shot down two of them off Libya in 1986). These planes are not very capable in the air-to-air combat role, usually because they lack any air-intercept radar or are not compatible with most missile systems. Since they are so old, many of these planes also cannot use "Smart" weapons.


An American B-1B Lancer Heavy Bomber
An American B-1B Lancer Heavy Bomber

Bombers

HB: Heavy Bombers
Cost: 6/2
Combat: 1/8/0 (ALCM-capable)
Production: Aircraft Factory Level 3

These are long-range aircraft capable of strategic bombing missions, and include aircraft from the speedy B-1 Lancer to the lumbering B-52 Stratofortress and Tu-95 Bear. These aircraft are capable of launching ALCM nuclear attacks, if your position has that capability. These planes can hit any target in the world with mid-air refueling, although tactical missions at extreme ranges may have a combat penalty. Discuss any really long-range missions with the moderator to set up the mid-air refueling.

MB: Medium Bombers
Cost: 5/1
Combat: 1/6/0 (ALCM-capable)
Production: Aircraft Factory Level 3

These are medium tactical bombers such as the Tu-22 Backfire and the Mirage IV. Shorter-ranged and with a smaller bomb load than Heavy Bombers, they are still a lot more effective than purely tactical planes. These also have an ALCM capability.

LB: Light Bombers

Cost: 4/1
Combat: 0/5/0
Production: Aircraft Factory Level 2

These are small bombers such as the BAC Canberra and the Il-28 Beagle. Mostly obsolete, these usually have little or no defensive armament and are found almost exclusively in third-world air forces.


An American RAH-66 Commanche anti-tank helicopter
An American RAH-66 Commanche anti-tank helicopter

Helicopters

GH: Gunship Helicopters
Cost: 2/1
Combat: 0/1/0
Production: Aircraft Factory Level 2

These are converted transport helicopters armed with weapons from simple door-mounted machine guns to wire-guided anti-tank missiles and rocket pods. They lack the speed, maneuverability, armor, and sophisticated sensors of purpose-built anti-tank helicopters. This class includes everything from UH-1 Huey's with door guns to German BO105's with HOT antitank missiles. All helicopters can operate both from land bases and from all types of carriers, including CHG and CVH, and even from PHIB's.

AH: Anti-Tank Helicopters
Cost: 3/1
Combat: 1/3/0
Production: Aircraft Factory Level 3

These are tank-busting helicopters like the AH-64 Apache and Mi-24 Hind-D. These helicopters are excellent air support for your army divisions, and have some self-defense ability, but tend to get slaughtered if they encounter enemy jet fighters.

SH: ASW Helicopters
Cost: 2/1
Combat: 0/1/2
Production: Aircraft Factory Level 2

These are dedicated ASW helicopters designed to operate off of carriers, surface ships, and even coastal land bases. This class includes machines like the Westland Lynx and the SH-60F Oceanhawk. NOTE: Ships such as FF and DDG are assumed to include their own onboard helicopters, and their combat values include that of their helicopters. You cannot remove these helicopters, and they are lost if the ship is sunk. You also cannot land regular helicopter units on non-carrier ships.


British Nimrod MR.2 Maritime Patrol Aircraft
British Nimrod MR.2 Maritime Patrol Aircraft

Special-Role Aircraft

M: Maritime Patrol Aircraft
Cost: 4/1
Combat: 0/1/3 (+1 against ships)
Production: Aircraft Factory Level 2

These are big, lumbering patrol planes like the P-3C Orion, Tu-142 Bear-F, and the French Atlantique. These planes are designed to search for enemy fleets and submarines, and attack them with Anti-ship missiles and torpedoes. Slow and defenseless against enemy fighters, they are mainly useful as coast defense or ASW barrier patrol. They act like R Reconnaissance planes in searching for enemy ships.

T: Transports
Cost: 4/1
Combat: 0/0/0 (but 50 planes can drop one paratroop division 500 miles from base)
Production: Aircraft Factory Level 2

These are, well, transport aircraft like the C-130 Hercules, Il-76T Candid, and C-5B Galaxy. These are used to move and re-supply distant units, as well as drop paratroops into an enemy's rear. Each group of 50 transports (5 squadrons) can also move up to 4 divisions of ground troops a turn anywhere in the world, or drop 1 Paratroop division in an airborne assault anywhere within 500 miles of a friendly base. Transport aircraft are not affected by or affect quality ratings.

R: Reconnaissance Planes
Cost: 3/1
Combat: 0/0/0 (Add to army combat scores)
Production: Aircraft Factory Level 2

These are photo-recon planes like the SR-71 Blackbird and U-2 Spyplane, as well as dedicated recon variants of combat planes, like the RF-104 Starfighter and MiG-25R Foxbat. These aircraft are designed to fly over or near enemy territory and take pictures of where their tanks are, what kind of fortifications are being built, and what the latest swimsuit fashions are. These planes CAN be shot down if the other player so orders, and if their air force tech is no more than 3 point lower than yours. With midair refueling, these can fly up to 5000 miles. Beware, however, for some players may not take kindly to your planes flying over their cities. Additionally, when used as part of an air strike on ground units, these add 5% to the overall combat score of both the Air-to-Ground scores of the Strike package AND to the ground-to-ground score of your ground forces, to a maximum of 15% in each battle phase


British Tornado ECR Defense-Suppression EW planes
British Tornado ECR Defense-Suppression EW planes

Electronic Combat Aircraft

AEW: Airborne Early Warning
Cost: 5/2
Combat: 0/0/0 (add to overall AAW combat rating)
Production: Aircraft Factory Level 3

These aircraft are "AWACS" radar planes like the E-3C Sentry, E-2 Hawkeye, and Il-76M Mainstay. They are normally used to patrol your borders and watch for attacking planes from your "peaceful neighbors". In combat, they add to the overall combat effectiveness of any aircraft involved according to the following formula: each squadron of 10 aircraft adds 10% to the total combat scores, up to a maximum of 30% in defensive combat, and 5% per squadron to a maximum of 15% in offensive combat. This is because these units are too scarce and valuable to risk over enemy territory, as well the fact that there's not much for them to do except act as air-traffic-control towers in the sky if no one is attacking YOU.

NAEW: Carrier-based Airborne Early Warning
Cost: 5/2
Combat: 0/0/0 (add to overall AAW combat rating)
Production: Aircraft Factory Level 3

These aircraft are essentially all E-2C Hawkeye aircraft, and are carrier-based lightweight versions of the larger land-based AWACS planes. They have a similar effect on battles as land-based AWACS planes, except instead of a 10% bonus in defensive combat, they have a 8% bonus, and instead of a 5% bonus in offensive combat, they have a 4% bonus. The maximums in both roles are also proportionately reduced. If both AEW and NAEW planes are used in the same battle, a combined maximum of 3 squadrons can effect the outcome, and AEW are used first. NAEW can land on CVA, CVL, and CVN carriers, as well as land bases.

EW: Electronic Warfare
Cost: 4/1
Combat: 0/0/0 (add to overall AAW and ASuW combat rating)
Production: Aircraft Factory Level 3

This aircraft class is a composite of true EW planes like the EF-111Raven, and "Wild Weasel" planes such as the F-4G Phantom II and Tornado ECM. They act to jam enemy radars and suppress enemy air defense weapons like SAM sites and AA guns. In combat, they add to the overall quality of all your other aircraft in the same battle according to the following formula. Each squadron of 10 aircraft adds 5% to the total AAW combat level up to a maximum of 15% in offensive combat. But has no effect on defensive combat. This is because there's not much for them to do if the battle is taking place over your air space, and the only radars and SAM's in operation are yours. Additionally, in support of air strikes on surface targets like ships or army units, each squadron adds 5% to the ASuW combat scores of all friendly aircraft in that battle to a maximum of 15%.

NEW: Carrier-based Electronic Warfare
Cost: 4/1
Combat: 0/0/0 (add to overall AAW and ASuW combat rating)
Production: Aircraft Factory Level 3

These are carrier-based ECM planes like the EA-6B Prowler. They have a similar effect to EW planes on battles, except with a 4% bonus per squadron to a maximum of 12%. They can land on CVL, CVA, and CVN carriers as well as land bases.


An American B-2A Spirit Stealth Bomber
An American B-2A Spirit Stealth Bomber

Stealth and Other Advanced Technology Aircraft

NOTE: Stealth aircraft of all types, and other units in this section, are NOT generally available. However, their combat values are given as an example of the kind of special technologies that are available to some nations at the beginning, and which anyone can develop later if they are willing to spend enough on research. To build any type of Stealth Aircraft, you need all of the following: "Stealth Technology", "Aircraft Factories Level 3", and at least "Space Technology Level 1" in your starting position. Not only do you need to know how the technology works, you also need the advanced industrial infrastructure needed to make the advanced composite materials and sophisticated electronics used in Stealth Aircraft.

SF: Stealth Fighters
Cost: 7/1
Combat: 8/3/0
Production: Aircraft Factory Level 3, Space Program Level 1, Stealth Technology

These are advanced fighters with Stealth technology to make them hard to detect on radar. This class includes planes such as the F-22 Raptor fighter. Only the two halves of the USA start off with the ability to build these planes. When in combat against an enemy that possesses "Anti-Stealth" radar, combat ratings are reduced to 6/2.

SA: Stealth Attack
Cost: 7/1
Combat: 3/8/0
Production: Aircraft Factory Level 3, Space Program Level 1, Stealth Technology

These are advanced fighter-bombers like the F-117A Nighthawk, the famous Stealth Fighter of Gulf War fame. They are primarily designed for pin-point strikes on high-value, heavily defended targets. When in combat against an enemy that possesses "Anti-Stealth" radar, combat ratings are reduced to 2/6/0.

SB: Stealth Bombers
Cost: 8/2
Combat: 1/10/0
Production: Aircraft Factory Level 3, Space Program Level 1, Stealth Technology

These are advanced bombers like the B-2A Spirit. They are almost invisible on radar, and thus less likely to be detected and shot down.

FX: Advanced Fighter-bombers
Cost: 6/1
Combat: 5/5/0
Production: Aircraft Factory Level 3, FX Technology

These are advanced fighter-bombers with enhanced maneuverability and limited stealth features. They include proposed production versions of the X-29 and X-31 prototypes.

SFA: Advanced Stealth Fighter-bombers
Cost: 8/1
Combat: 6/6/0
Production: Aircraft Factory Level 3, Space Program Level 1, Stealth Technology, FX Technology

This is an advanced version of the Stealth Fighter that is equally capable in both AAW and ASuW missions.

NX: Advanced Stealth VSTOL fighter-bombers
Cost: 5/1
Combat: 4/4/0
Production: Aircraft Factory Level 3, Space Program Level 1, Stealth Technology, NX Technology

These are advanced stealthy supersonic VSTOL aircraft like the new Joint Strike Fighter. They can take off and land on all types of carriers, including CVH, CHG, and PHIB units.


A Russian Tunguska Mobile SAM system

A Russian Tunguska Mobile SAM system

AIR DEFENSE ASSETS:

Nations that do not have the ability to build aircraft can usually at least build air-defense assets such as AA guns and SAM missiles. There are three types to choose from: AA guns, Mobile SAM sites, and Fixed SAM sites. Air defense assets have air-to-air combat values only, and they fight in defensive air combat ONLY, and as if they were fighter units. Air defense assets are not vulnerable to surprise attack.

AA: Anti-aircraft guns
Cost: 1/1
Combat: 1/0/0
Production: No Restrictions, anyone can build these.

These are anti-aircraft guns, including everything from .50-cal machine guns to 127mm anti-aircraft cannons. Difficulties in tracking and hitting fast-moving jet aircraft make these guns much less effective than they used to, but they can be useful if employed in large numbers. These can be freely moved like Mobile SAM's, and can protect any target. They can NOT be used to defend against or attack ground units.

MS: Mobile SAM sites
Cost: 2/1
Combat: 3/0/0
Production: Aircraft Factory Level 1

These are a composite unit that includes everything from a Jeep armed with Stinger Missiles to HAWK and Patriot missile batteries. They can move around as much as you want, but you must specify what they are defending. You can station them to defend airfields, in which case they defend against air strikes on your aircraft and airfields. You can station them to defend cities, in which case they defend against strategic bombing attacks. You can also station them, if you wish, alongside the army units guarding your borders, in which case they defend against air strikes on your army units.

FS: Fixed SAM sites
Cost: 3/1 (1 cash point to relocate)
Combat: 4/0/0
Production: Aircraft Factory Level 1

These are the larger and longer-ranged missiles like the Nike-Hercules and SA-12 that are deployed in hardened concrete shelters to defend strategic locations like Cities, fortresses, and airfields. Once placed, they cost 1 cash point to move (such as to cover a different border as diplomatic conditions dictate), since you have to build a whole new missile base. If not destroyed in an air strike, some of these units may be captured and used by enemy forces invading your territory.


Nike-Ajax missiles, an early attempt at defense from nuclear attack
Nike-Ajax missiles, an early attempt at defense from nuclear attack

Strategic Nuclear Defense Systems

NOTE: Not strictly an air unit, these are put here because there is no better place to put them. You must have the special technologies involved to build these units, as well as the appropriate industrial infrastructure.

GSDI: Ground-based SDI sites
Cost: 10/1
Combat: 0/0/0 (Shoot down 20 ballistic nuclear warheads)
Production: Aircraft Factory Level 3, Space Program Level 1, Ground SDI Technology

These are fixed ground-based Anti-Ballistic Missile Sites. These units must be permanently located at a defined position, and can protect an area with a radius of 200 miles from the first 20 ballistic nuclear missiles that are aimed at anything within that circle. These systems shoot down SLBM, IRBM, and ICBM missiles only, and have no effect on ALCM, GLCM, or air-dropped bombs, and cannot target aircraft. These systems cannot be moved.

SSDI: Space-based SDI satellites
Cost: 12/1
Combat: 0/0/0 (Shoot down 50 ballistic nuclear warheads)
Production: Aircraft Factory Level 3, Space Program Level 2, Space SDI Technology

These are satellite-based laser or missile systems that kill incoming ballistic nuclear missiles. They can shoot down up to 50 incoming warheads, and protect an area with a radius of 500 miles. These must be permanently placed in orbit over a defined area, and cannot be moved.

MSDI: Mobile ground-based SDI systems
Cost: 11/1
Combat: 0/0/0 (Shoot down 20 ballistic nuclear warheads)
Production: Aircraft Factory Level 3, Space Program Level 1, Mobile SDI Technology

These are smaller, mobile versions of the ground-based SDI systems. They can still shoot down up to 20 nuclear warheads, but now only cover an area with a radius of 100 miles due to their smaller and shorter-ranged missiles. These can be moved as often as you want, and can even accompany armies invading neighboring territories.


Click here to see all the different naval units you can build
Click here to see all the different army units you can build
Click here to go back to the book of armaments


Click here to see the complete Rulebook
Click here to see all the different levels of industry
Click here to see all the different technologies you can develop
Click here to see all the different starting positions
Click here to go back to the main page.  Of course, you knew that already