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01 Air Superiority Fighter 02 Naval Air Superiority Fighter 03 Stealth Air Superiority Fighter 04 Strike Fighter 05 Naval Strike Fighter 06 Stealth Strike Fighter 07 Unmanned Aerial Vehicle 08 Fighter Veteran
[ FIGHTER NETWORK ] // FIGHTER VETERAN ▼
01 // Air Superiority FighterLIVE 02 // Naval Air Superiority FighterLIVE 03 // Stealth Air Superiority FighterLIVE 04 // Strike FighterLIVE 05 // Naval Strike FighterLIVE 06 // Stealth Strike FighterLIVE 07 // Unmanned Aerial VehicleLIVE 08 // Fighter VeteranCURRENT
[SYSTEM_DOSSIER // FTR-08] // ELITE AIR FORCE MULTIPLIER

Fighter Veteran

The Fighter Veteran is the final unit in the Fighter Network: a high-end fixed-wing officer that combines strong air-combat values with army-wide aircraft bonuses, carrier operation, later stealth capability and cruise-missile support. Its real value is not only its own damage. It makes the aircraft stacked with it faster and, at verified boost checkpoints, substantially stronger.

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DossierFTR-VET-08
ClassFIGHTER VETERAN
Levels1–7 VERIFIED
Doctrines3 VERIFIED
Primary RoleAIR FORCE MULTIPLIER
WesternDays 2 / 5 / 7 / 9 / 13 / 17 / 20
EasternDays 2 / 5 / 7 / 9 / 13 / 17 / 20
EuropeanDays 2 / 4 / 8 / 11 / 15 / 19 / 22
Network08 / 08 COMPLETE

Why This Unit Is Different

Army Boost
Up To +25% ATK
Verified L7 popup: Fighter Veteran +25% ATK / +20% speed; other aircraft in the army +20% speed.
Attack Range
650 → 800
Levels 1–3 show 650. From Level 4 onward the supplied cards show 800.
Radar Range
50 → 75
Level 1 shows 50. Level 2 onward shows 75 on the supplied cards.
Cruise Missiles
1 → 2
Cruise missiles are available before the capacity upgrade. Verified later popup: capacity becomes 2, reload remains 12 hours.
// Core Fighter Veteran Verdict //
● SUPPORT + COMBAT IN ONE AIRFRAME
Carrier Operations
The supplied property row confirms carrier operation. The Fighter Veteran can be integrated into carrier-based air groups instead of being restricted to land airbases.
Stealth
A supplied higher-level popup confirms Stealth Unit: when the Fighter Veteran is not in combat, it is not visible to units that cannot reveal its stealth.
Cruise Missile Support
Do not confuse the later capacity popup with the initial unlock. Earlier missile-capable levels fire 1 missile per 12-hour reload cycle; the verified later upgrade raises capacity to 2.

Verified Army Boost Checkpoints

Basic Veteran // Early Boost
Verified popup: the officer grants itself and aircraft in its army combat bonuses. The earliest supplied checkpoint shows Fighter Veteran ATK +5% / SPD +5% and other aircraft SPD +5%.
Basic Veteran // Stronger Boost
A later Basic Veteran popup shows the boost increased to +10% ATK / +10% speed for the officer, with +10% speed for other aircraft.
Advanced Veteran
Verified Advanced Veteran popup: +15% ATK / +15% speed for the officer and +15% speed for other aircraft in the army.
Modern Veteran // L7
Verified top-level popup: ATK +25% / SPD +20% for the Fighter Veteran and SPD +20% for other aircraft. This is the defining late-game force-multiplier effect.

Doctrine Research Timing

Western Doctrine Shield
[DOC-W // WESTERN]

Western Doctrine

Fighter Veteran Levels 1–7
Research Days
2 → 5 → 7 → 9 → 13 → 17 → 20
Combat Profile
The supplied Western cards follow the same seven-level combat curve shown in the master progression table below.
Key End State
L7: range 800, radar 75, speed 18, HP 35, sight 35.
Eastern Doctrine Shield
[DOC-E // EASTERN]

Eastern Doctrine

Fighter Veteran Levels 1–7
Research Days
2 → 5 → 7 → 9 → 13 → 17 → 20
Observed Difference
The supplied Eastern cards show the same visible level-by-level combat, range, radar, speed and HP progression as the Western set.
Key End State
L7: range 800, radar 75, speed 18, HP 35, sight 35.
European Doctrine Shield
[DOC-EU // EUROPEAN]

European Doctrine

Fighter Veteran Levels 1–7
Research Days
2 → 4 → 8 → 11 → 15 → 19 → 22
Main Difference
The supplied European cards use the same visible combat progression, but the research schedule is different. Do not copy Western/Eastern timing into Europe.
Key End State
L7: range 800, radar 75, speed 18, HP 35, sight 35.

Level Progression // Combat & Mobility

LevelResearch: W/EResearch: EUATK VectorDEF VectorATK RangeRadarSpeedHPSight
L1Day 2Day 23 / 3 / 10 / 8 / 3 / — / 2 / — / 1 / 1— / — / 10 / 8 / 3 / — / — / — / — / —65050122535
L2Day 5Day 43.5 / 3.5 / 12 / 11 / 5 / — / 2 / — / 1 / 1— / — / 12 / 11 / 5 / — / — / — / — / —65075122735
L3Day 7Day 84 / 4 / 14 / 12 / 7 / — / 2.5 / — / 1 / 1— / — / 14 / 12 / 7 / — / — / — / — / —65075162835
L4Day 9Day 114.5 / 4.5 / 17 / 13 / 12 / — / 3 / — / 1.5 / 1— / — / 17 / 13 / 12 / — / — / — / — / —80075163035
L5Day 13Day 155.5 / 5.5 / 19 / 15 / 15 / — / 3.5 / — / 1.5 / 1— / — / 19 / 15 / 15 / — / — / — / — / —80075163235
L6Day 17Day 196 / 6 / 21 / 17 / 20 / — / 3.5 / — / 1.5 / 1— / — / 21 / 17 / 20 / — / — / — / — / —80075163335
L7Day 20Day 226.5 / 6.5 / 25 / 18 / 25 / — / 4 / — / 2 / 1— / — / 25 / 18 / 25 / — / — / — / — / —80075183535

How To Read The Combat Vector

The ten ATK positions above preserve the exact left-to-right target-icon order shown on the supplied game cards. They are intentionally not renamed here where the screenshots do not provide text labels for every icon. For battle-calculator implementation, each value must be matched to its corresponding target class — never sum the full row as one damage number.

Production Progression

LevelFacility RequirementMobilization CostMobilization TimeDaily Upkeep
L1Air Base 1 / Recruitment Office 12,000 / 950 / 1,400 / 3,5001 day70 / 70 / 60 / 180
L2Air Base 1 / Recruitment Office 12,500 / 1,100 / 1,700 / 4,5001 day, 2h80 / 80 / 70 / 200
L3Air Base 1 / Recruitment Office 13,000 / 1,250 / 2,000 / 6,0001 day, 4h90 / 85 / 80 / 220
L4Air Base 3 / Recruitment Office 23,500 / 1,400 / 2,300 / 7,5001 day, 8h110 / 95 / 90 / 240
L5Air Base 3 / Recruitment Office 24,000 / 1,550 / 2,600 / 9,5001 day, 10h120 / 105 / 100 / 260
L6Air Base 3 / Recruitment Office 24,500 / 1,700 / 2,900 / 11,5001 day, 13h140 / 110 / 110 / 280
L7Air Base 5 / Recruitment Office 35,000 / 1,850 / 3,200 / 15,0002 days, 12h150 / 120 / 120 / 300

Upgrade Breakpoints

L2 // Radar Upgrade
Radar range rises from 50 to 75, while HP increases from 25 to 27. Attack range remains 650.
L3 // Speed Upgrade
Speed rises from 12 to 16. HP reaches 28 and combat values continue climbing.
L4 // Range Breakpoint
Attack range jumps from 650 to 800. This is the biggest geometry improvement in the visible level progression.
L5+ // Missile & Boost Pressure
The supplied later-level popup verifies the cruise-missile capacity upgrade to 2 with a 12-hour reload. Advanced army-boost values also become substantially stronger.
L7 // Modern Veteran
Top supplied profile: speed 18, HP 35, attack range 800, radar 75, plus the verified +25% ATK / +20% SPD self-boost and +20% aircraft speed army boost.
Stealth
Higher-level supplied property popup confirms stealth outside combat. The screenshots supplied here do not justify inventing an earlier exact unlock level, so the page keeps that distinction explicit.
// Final Player Verdict //
● END-GAME AIR STACK ENABLER
Best Reason To Build It
The Fighter Veteran is both a capable combat aircraft and a stack multiplier. Its army boost can improve the performance of every aircraft flying with it.
Best Breakpoint
Level 4 is the first major operational breakpoint because attack range reaches 800. Level 7 is the full force-multiplier destination.
Doctrine Choice
The supplied combat cards are effectively aligned across the three doctrines. The clearest verified doctrine difference is research timing, especially Europe’s 2 / 4 / 8 / 11 / 15 / 19 / 22 schedule.
[FIGHTER_NETWORK] // 08 OF 08
Fighter Network Complete
All eight Fighter dossiers are now connected. Return to the Units Archive to continue with the next unit family.
Units Archive →

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