As kamikaze-like unit, it doesn't require any CP and is cheap to purchase, similar like the vanilla lunge miners (15-rp, 1-cp) and suicide boats (10-rp, 0-cp).
The ground variant is an artillery-class unit, as it fits best there as extreme long-range artillery.
Can't do much about the default Bombard ability, but as you can see in one of the frames below with the X button, it doesn't have any target hexes to waste RP on.
If you click on the artillery-mode switch, it turns permanently into the flying V1 missile-class variant.
As I still wanted the ground variant to be still slightly moveable like in vanilla, the game carries over the movement range and fuel value as it doesn't properly update these stats when using switches.
It doesn't matter, as the single-hex move after switch can still be seen as launch phase.
On the next turn, the V1 variant is ready to fly with one less intended fuel value and properly updated movement range value.
As it should still be interceptable like in history, it is slower (13) than the vanilla (20) one, but has more range with fuel-3 compared to vanilla 1.
I think it can be neglected that you can change its course during flight, as it can't land anymore on airfields as missile-class unit.
Even with fuel-1, a player could keep it flying several turns while losing strength per turn due out-of-fuel, although surely loosing combat prowess this way.
The V1 has LoS-0, so you only discover what's on the flight path and below the target destination to attack whatever is visible. Otherwise, like a typical kamikaze plane, it can also target adjacent units if spotted by allied units.
There is no way to make it totally blind AFAIK, what would be useful for attacking only known structures.
The V1 is certainly no precision-strike missile, so rather piloted kamikaze planes deserve such trait.

Below you can see how the AI uses it by AI Task behavior Local Defense 40.
Sadly, there is no way this way to make the switch working with an AI behavior where you could define specific unit classes a target.
As the V1 still requires an extra turn to start flying, it shouldn't be problematic to create a trigger that detects any flying V1 unit variant and change its AI task to e.g. Air Seek & Destroy for structures only.













