Units and Buildings in Avian Hunt

In Avian Hunt, which is played as a strategy game, a player must build and command units and buildings to his advantage. Here is a list of everything a player can make.

Bases
Bases are the most important building in the game. They can store an unlimited amount of resources for use anywhere, procure more resources every turn from the area it is built over, research technologies, create items, and create civilian ships. Bases all have a small weak spot that can only be revealed when all ships guarding the base are destroyed. Bases gain reinforcements every turn, so the older the building, the harder it is to destroy it. However, it can only gain reinforcements if a squadron is protecting it.

Shield generators
Shield generators can protect squadrons and bases from bombardment until destroyed. Only land and air vehicles can get inside the protective field of a shield generator.

Shipyard
Shipyards can construct any military ship. They can also produce aircraft and land vehicles. Shipyards are essential to creating new units.

Outpost
Outposts have a long line of sight, and can be used to push back the fog of war. They also collect resources in the way bases do, though not as quickly. Their strategic value shouldn't be underestimated; placing an outpost close to enemy lines exposes a lot of what the enemy is doing.

Capital ships
Capital ships, such as the Star Destroyer, can build and deploy units, and research technologies. They can also carry ground units to transport them farther than they could independently. Capital ships have, basically, the capability of a base, only mobile and unable to extract resources on its own.

Frigates
Frigates are unable to create units or research technology, but they can carry ground units and launch missiles. They can fight on their own, with the player acting as a gunner in its turrets, or reinforce a squadron formidably. They can also carry resources to a base or capital ship, having much more capacity than a freighter, but are unable to gather resources on their own.

Corvettes
Corvettes are fast, powerful, and excellent at heavy demolition on capital ships while defending itself from fighters fairly well, though it is best to escort a corvette with at least one one-man ship. Corvettes are fast, and can outrun almost any other ship in the move phase, save an interceptor. Corvettes are not well armored, however, and can be destroyed easily by a bomber that managed to collide with it in the move phase. Landing a corvette on a base or capital ship will engage the base or capital ship for a time. If the corvette survives the battle for a given time limit, the building will be converted, and the resources will be dropped. (However, the units defending the building will remain and will probably attack next turn.)

Freighters
Freighters are usually of normal speed, though they are unarmed and unable to be played by a player. Their sole purpose is to collect resources, which they do automatically during the collect phase, if they end up, at the end of a move phase, at an area that has resources. They only have a certain amount of space to carry resources, which can be filled in a single turn. When they return to a base or capital ship, they will drop off their resources for use during the next economy phase. They can be escorted by any number of fighters to make sure supply lines won't easily be cut off.

Rescue shuttles
When a pilot of a ship ejects, the pilot will remain stranded in the area until rescued. Rescue shuttles can carry any number of stranded pilots, by picking them up where the pilots are stranded. When a rescue shuttle returns to a base or capital ship, the pilots will generate new ships during the next collect phase for free. Effectively using rescue shuttles is a good way to minimize casualties and keep from having to pay too much to create new ships. Rescue shuttles, however, are vulnerable and unarmed, so they will be destroyed automatically if they collide with an armed enemy squadron. They are also expensive to replace, so they should always be escorted by at least one fighter.

Carrier
Carriers, like capital ships and frigates, can carry individual ground units much faster and farther than if the units traveled independently. They are unarmed, but a single starfighter escort wouldn't slow it down much. Unloaded, they can travel nearly as fast as a corvette in the move phase.

Interceptor
Interceptors are the fastest ship in the game. They are efficient with scouting, excellent at outmaneuvering other units and firing homing missiles. They are not usually equipped with sufficient shielding to withstand high-power attacks, though, so their maneuverability and speed need to be used to dodge laserfire.

Fast fighter
Fast fighters have characteristics in between those of an interceptor and a fighter.

Fighter
Fighters are the most well-balanced craft, of sufficient speed, average maneuverability, and appreciable durability. Their tasks are usually those whose job is uncertain, as they don't have glaring weaknesses.

Heavy fighter
Heavy fighters are like bombers, though their speed weaknesses and strength bonuses are less emphasized.

Bomber
Bombers usually have extremely strong weapons with powerful shielding and strong armor. However, they are not at all maneuverable, and an interceptor can easily get behind one and continually fire at a bomber until there is nothing left. Bombers are excellent at taking out undefended capital ships, frigates, and even corvettes.

Missile
A missile will be launched from a capital ship, frigate, or base, and can head toward any enemy unit. At the first stage, missiles cannot change direction, but once lock-on missiles is researched, they can lock on to an enemy and automatically head toward it. The third stage allows the missile to manually be guided during every move phase, or remain stationary. When a missile collides with any unit, both the missile and unit are destroyed. However, if a military unit collides with a missile during the turn that is not the missile's, the unit will have a chance to intercept the missile by following a series of beacons, and if none of the beacons are missed while the fighter fires enough accurate shots for the missile to be lose all health, the missile will be destroyed. If a missile succeeds in taking a squadron, only the base cores will be destroyed.

Mine
Mines are planted in locations that are not seen to either player, that is, under fog of war. The mines, invisible to the opponent player, will explode if an enemy unit collides with it, destroying every basic core, in the manner of a missile. Mines can only be safely destroyed by missiles.

Aircraft
Aircraft are actually more like starfighters, except they can penetrate shield generators. They cannot be used or made on space levels. The speed, maneuverability, and firepower of an aircraft varies depending on the faction.

Large tank
Large tanks have immense firepower, and can destroy the critical points of buildings and turrets very efficiently. They are heavily armored and can withstand tremendous punishment. However, they are terribly slow, in both the move phase and the attack phase. They also have some difficulty firing at aircraft and starfighters.

Small tank
Small tanks are faster than large tanks, though they have poorer armor. They can evade enemy fire easily and are ideal for hit-and-run tactics.