Stealth fighter
350 gold · 30 s · 5 hp · 60 tiles/s
Patrols a 25-tile circle for 10 min, then 2 min refueling. Untouchable by SAMs. Kills bombers, troop transports and spy planes in its circle; dogfights enemy patrols with air-to-air missiles. Recall from the Air panel; repairs 1 pip per 20 s at base.
Stealth bomber
450 gold · 40 s · 1 hp · 50 tiles/s · range 260
Runs a 30-tile strip through the target dropping 8 bombs, each 1/8 of a nuke, cratering and suppressing. Holds bombs over friendly ground. Ignores SAMs and guns; stopped by fighters and shield domes.
Stealth troop transport
500 gold · 40 s · range 200
Airfield II only. Carries up to 1,500 troops and drops them by parachute anywhere in range — a beachhead with no coast, no port and no shore guns to face. Shot down by fighters; troops aboard are lost.
Spy plane
40 gold · 90 s cooldown
Fog of war only. Flies from an airfield, circles a 35-tile area for 45 s revealing everything in it. After 15 s on station SAM sites get up to three 15% shots; an enemy fighter patrol kills it.
Notes
| Airfield | 600 gold, 90 s. 4 hangar slots (6 at level II). Buy aircraft from its right-click menu; aircraft have a combat radius from their home field (fighters 160, bombers 260, transports 200). Losing the field loses its aircraft. Upgrade to level II (600 gold, 90 s) adds a light shield dome (6 hp, 8 tiles) and the troop transport. |
| Flight operations | 400 gold, 60 s. Buys aircraft with a 300-gold reserve, keeps patrols over SAM belts, airfields, silos and guns, recalls fighters at 2 hp or when outnumbered, and strikes enemy targets not under fighters or a dome. Toggle in the Air panel. |
| Dogfights | Overlapping enemy patrols exchange air-to-air missiles every 3 s — 85% to hit if you're outnumbered in the overlap, 60% otherwise. A recalled fighter takes parting shots while it escapes; at 0 hp it's gone. |
| Recall | Air panel in the sidebar (per aircraft, Recall damaged, Recall all) or right-click near a patrol. |