infantry



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----- a primarily foot-powered army -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 4 new ACP per turn.
    Allowed 1 free ACP to complete an action.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 1 ACP per move.
    Needs MP to enter terrain: 1 by default, 99 into sea, shallows, ice, neutral, 2 into snow, -99 into beach.
    Needs MP to leave terrain: 0 by default, 99 in sea, shallows.

Hit Points (HP): 9.    Recovers by 1 HP each turn.
Vanishes if in: false by default, true for sea, shallows, ice, neutral.
Construction points (CP): 6.

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

Combat:
Can attack (ACP 4 by default, 0 vs convoy, fleet, carrier fleet, sub fleet, ASW fleet).
Hit chances are 50% by default, 10% vs convoy, fleet, carrier fleet, sub fleet, ASW fleet, 40% vs armor.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs planes.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 90% vs base, town, city, capital, 20% vs armor.
Combat never reduces defender's HP below 0 by default, 1 vs base, town, city, capital.
Protection of occupants/transport is *1.00 by default, *0.50 for base, town, city, capital.
Extra ACP for retreating is 0 by default, 1 vs infantry, armor.

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.

Material Handling:
    oil, 1 storage (1 at start of game), 1 basic consumption, times 1% if occupant, needs 1 to move, needs 1 (weapons or equipment) to attack, receive from up to 3 cells away
    planes (none)


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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