Hmmm. That's one extra advantage for the battered Rebs, but doesn't "0" range make them like the helicopter unit in vanilla Civ2? Which means that they can occupy cities, be attacked by ALL sea units and land units, AND lose health every turn? This is just a suggestion: one way around it, might be to make the rebel fighters "Domain 3" units. This can be done by editting the first number in the units section of rules.txt (land units are domain 0, air = domain 1, and sea = domain 2)
Jet Fighter, Ldr,
0, 12.,0, 8a,4d, 3h,2f, 6,0, 0, Roc, 000000000000000
Doing this will make them behave as normal air units, BUT they will have totally unlimited range (might be a good way to simulate rebel fighter's hyperdrives), do not lose health like helicopter type units do, and will not be able to occupy cities. A side effect (good or bad, depending on your perspective), is that the SAM missile battery improvement does not provide a defense multiplier when Domain 3 units are attacking (more info about Domain 3 units and pros/cons can be found in the link below)
http://sleague.apolyton.net/Guides/sldt_domain_3.shtml
This already looks like a scenario worth waiting for...
