• This article covers the Taerkasten unit Phantom.

    (This article is currently under construction!)

    1 Statistics

    Placeholder. This entry will list the vital game stats of the object in the list and table forms. Alternatively, it could be assigned into a separate module here.

    2 Overview

    Placeholder. This entry will cover general descriptions for the object from the lore and gameplay perspectives.

    3 Attributes

    Placeholder. This entry will cover more detailed and specific descriptions for the object.

    4 Technology Upgrades

    Placeholder. This entry will cover technology upgrades available for the object in the single-player campaigns.

    5 Gallery

    Placeholder. This entry will contain various pictures and artworks of the object from the game. Alternatively, it could be assigned into a separate module here.

    6 Trivia

    Placeholder. This entry will contain some miscellaneous aspects of the object that is not essential.

    7 Notes

    Placeholder. This entry will contain any brief additional information about the object.

Original Urban Assault help files entry.




Weapon type:Missile
Machine gun:Yes
Fire rate:**
Hit points:***
Best used against:Planes, bombers, helicopters

This missile-equipped jetfighter is the Taerkasten's most highly evolved weapon. In its own way, the Phantom is at technological parity with the multirole attack jets of the other terran factions, although in typical Taerkasten fashion it is heavily armored. The armor, combined with the Phantom's exceptional firepower, creates a tenacious dogfighter in the air. The Phantom is first deployed near the end of the campaign.

(This article is under construction!)

This section contains basic in-game information and properties of the object.

Single-Player & Multiplayer


Vehicle NamePhantom
Vehicle ID8
Vehicle ClassHeavy Anti-air Jet Fighter (plane)
Energy30000 (300)
Radar Range1
AI Flight Altitude350
AI Attack Distance (vs Sectors)900
AI Attack Distance (vs Units)900
AI Retreat Distance (vs Sectors)400
AI Retreat Distance (vs Units)500
AI Task Preference Rating3 (vs Host Station)
10 (vs Aircraft)
10 (vs Helicopter)
1 (vs Tank)
2 (Sector Conquest)
6 (Reconnaissance)

Weapon System

Weapon ID8
Weapon ClassAir-to-air Cruise Missile (missile)
Weapon Firepower50000 (500)
Damage Multiplierx0.5 vs Tanks
x1.5 vs Helicopters
x1.5 vs Planes
x0.5 vs Host Stations
Rate of Fire (AI)2500 (2.5 seconds)
Rate of Fire (User)2500 (2.5 seconds)
Salvo CountN/A
Salvo DelayN/A
Machine Gun/AutocannonYes; 10000 (100) damage per second


* The unit of time used in the game engine/data script is in milliseconds by default.

* All energy values that appear in the game are divided by 100 from the actual engine/data script values.

* Player-controlled units will receive -60% incoming damage and increased manoeuvrability, as well as alternative firepower.

* AI-specific parameters such as flight altitudes or attack patterns are completely ignored when the unit is directly controlled by the player.

* AI-controlled air units can override their pre-set flight altitude values when targeting player-controlled vehicles above them, or when attacking host stations.