Repeating Rifle Cavalry Division



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----- Increases spotting and ACP of an Army. -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 5 new ACP per turn.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 1 ACP per move.
    Unadjusted speed is 1%.
    Needs MP to enter terrain: 3 by default, 99 into ice, neutral.
    Needs MP to leave terrain: 0 by default, 99 in sea, shallows.

Hit Points (HP): 10.
Vanishes if in: false by default, true for sea, shallows, ice, neutral.
Exerts ZOC out to: 0 by default, 1 for Irregular Militia Division, Irregular Cavalry Division, Smoothbore Musket Regular Infantry Division, Smoothbore Musket Militia Division, Smoothbore Musket Cavalry Division, Smoothbore Musket Marine Division, Rifled Musket Regular Infantry Division, Rifled Musket Militia Division, Rifled Musket Cavalry Division, Rifled Musket Marine Division, Repeating Rifle Infantry Division, Repeating Rifle Militia Division, Repeating Rifle Cavalry Division, Repeating Rifle Marine Division, Bolt-Action Rifle Infantry Division, Bolt-Action Rifle Militia Division, Bolt-Action Rifle Cavalry Division, Bolt-Action Rifle Marine Division.
MP to enter ZOC: -1 by default, 0 for Irregular Militia Division, Irregular Cavalry Division, Smoothbore Musket Regular Infantry Division, Smoothbore Musket Militia Division, Smoothbore Musket Cavalry Division, Smoothbore Musket Marine Division, Rifled Musket Regular Infantry Division, Rifled Musket Militia Division, Rifled Musket Cavalry Division, Rifled Musket Marine Division, Repeating Rifle Infantry Division, Repeating Rifle Militia Division, Repeating Rifle Cavalry Division, Repeating Rifle Marine Division, Bolt-Action Rifle Infantry Division, Bolt-Action Rifle Militia Division, Bolt-Action Rifle Cavalry Division, Bolt-Action Rifle Marine Division, Supply Depot, town, city, capital.
MP to traverse ZOC: 0 by default, -1 for Irregular Militia Division, Irregular Cavalry Division, Smoothbore Musket Regular Infantry Division, Smoothbore Musket Militia Division, Smoothbore Musket Cavalry Division, Smoothbore Musket Marine Division, Rifled Musket Regular Infantry Division, Rifled Musket Militia Division, Rifled Musket Cavalry Division, Rifled Musket Marine Division, Repeating Rifle Infantry Division, Repeating Rifle Militia Division, Repeating Rifle Cavalry Division, Repeating Rifle Marine Division, Bolt-Action Rifle Infantry Division, Bolt-Action Rifle Militia Division, Bolt-Action Rifle Cavalry Division, Bolt-Action Rifle Marine Division, Supply Depot, town, city, capital.
Construction points (CP): 4.

Construction:
ACP to create: 0 by default, 1 for Supply Depot.
Can build at own location.

Combat:
Can attack (ACP 1 by default, 99 vs Transport Vessel, Wooden Frigate, Early Ironclad Ram, Early Monitor, Late Ironclad Ram, Multi-Turret Monitor, Mastless Ironclad, Early Armored Cruiser, Late Armored Cruiser, Hulk).
Hit chances are 75% vs Irregular Militia Division, Smoothbore Musket Regular Infantry Division, Smoothbore Musket Militia Division, Smoothbore Musket Marine Division, Rifled Musket Regular Infantry Division, Rifled Musket Militia Division, Rifled Musket Marine Division, Repeating Rifle Infantry Division, Repeating Rifle Militia Division, Repeating Rifle Marine Division, Bolt-Action Rifle Infantry Division, Bolt-Action Rifle Militia Division, Bolt-Action Rifle Marine Division, Army, 0% vs Fleet, Transport Vessel, Wooden Frigate, Early Ironclad Ram, Early Monitor, Late Ironclad Ram, Multi-Turret Monitor, Mastless Ironclad, Early Armored Cruiser, Late Armored Cruiser, Hulk, Observation Balloon, Machine Parts Factory, Gear Factory, Ammunition Factory, 80% vs Early Light Artillery, Improved Light Artillery, Late Light Artillery, Early Medium Artillery, Improved Medium Artillery, Late Medium Artillery, Early Heavy Artillery, Improved Heavy Artillery, Late Heavy Artillery, Supply Depot, town, city, capital, 60% vs Irregular Cavalry Division, Smoothbore Musket Cavalry Division, Rifled Musket Cavalry Division, Repeating Rifle Cavalry Division, Bolt-Action Rifle Cavalry Division.
Damage is 3d2+1 by default, 0 vs Supply Depot, town, city, capital.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 90% vs Supply Depot, town, city, capital.
Combat never reduces defender's HP below 0 by default, 1 vs Supply Depot, town, city, capital.
Protection of occupants/transport is *1.00 by default, *0.75 for Irregular Militia Division, Irregular Cavalry Division, Smoothbore Musket Regular Infantry Division, Smoothbore Musket Militia Division, Smoothbore Musket Cavalry Division, Smoothbore Musket Marine Division, Rifled Musket Regular Infantry Division, Rifled Musket Militia Division, Rifled Musket Cavalry Division, Rifled Musket Marine Division, Repeating Rifle Infantry Division, Repeating Rifle Militia Division, Repeating Rifle Cavalry Division, Repeating Rifle Marine Division, Bolt-Action Rifle Infantry Division, Bolt-Action Rifle Militia Division, Bolt-Action Rifle Cavalry Division, Bolt-Action Rifle Marine Division, *0.00 for Army, Supply Depot, town, city, capital.
Combat effectiveness as occupant is 100% by default, 1% in Army, 0% in Transport Vessel.

Vision:
0% chance to be seen at outset of game.
0% chance to be seen at outset of game if independent.
Not always seen even if terrain has been seen.
Occupants not seen even if unit has been seen.
Can see units up to 2 cells away.

Material Handling:
    Industry, 50 used in creation
    Tech (none)
    Fuel (none)
    Food, 10 storage (10 at start of game)
    Machinery (none)
    Gear, 10 storage (10 at start of game)
    Ammo, 15 storage (15 at start of game)
    Manpower, 16 used in creation

Required advances to build: Repeating Rifle.


Fate if side loses: 100% chance to vanish.

AI Attributes:
    Requires >= 30 accessible, liquid cells to build naval units.
    Requests a total wartime garrison of 1 units.
    Range within which enemies will cause an alert is 6.
    Basic tactical computation range is 12.



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