Mech Infantry



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----- Infantry with APC's, half-tracks, and light artillery. -----

Side Attributes:
    None.

Actions and Action Points (ACP):
    Will never exceed 5 ACP.
    Receives basic allotment of 5 new ACP per turn.
    Damage affects ACP.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 1 ACP per move.
    Needs MP to enter terrain: 1000 by default, 1 into plains, desert, river, 0 into road.
    Needs MP to leave terrain: 0 by default, 1000 in swamp, forest, mountains, glaciers.
    Needs MP to traverse terrain: -1 by default, 1 across road.
    MP to enter unit: 1000 by default, 0 into Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Base, 1 into Fortifications, Sea Transports, Cargo Planes.
    MP to leave unit: 0 by default, 1 in Sea Transports, Cargo Planes.

Hit Points (HP): 6.
Vanishes if in: false by default, true for barrier.
Exerts ZOC out to: 0 by default, -1 for Cargo Planes, Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, Spy Planes.
Construction points (CP): 16.

Combat:
Can attack (ACP 0 by default, 2 vs Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Base, Sea Base, Infantry, Mech Infantry, Cavalry, Armor, Marines, Paratroopers, Artillery, AA Battery, Field HQ, Germinator, Engineers).
Can fire (1 ACP), at ranges up to 1.
Hit chances are 100% vs Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Base, Sea Base, Mech Infantry, Marines, Artillery, AA Battery, Field HQ, Germinator, Engineers, 0% vs Shipwreck, Sea Transports, Torpedo Boats, Patrol Ship, Destroyer, Frigate, Cruiser, Command Cruiser, Battleship, Escort Carrier, Light Carrier, Fleet Carrier, Submarine, Spy Planes, Minefield, Sea Mines, 10% vs Dive Bombers, Torp Bombers, Bombers, 60% vs Cavalry, Armor, 5% vs Fighters, Escort Fighters, 90% vs Infantry, 80% vs Paratroopers, 15% vs Cargo Planes.
Hit chances if firing are -1% by default, 0% vs Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Base, Sea Base.
Effect of attacker's terrain is *1.00 by default, *1.50 in forest, mountains, glaciers, *0.25 in swamp.
Damage is 0 vs Germinator, Shipwreck, Sea Transports, Torpedo Boats, Patrol Ship, Destroyer, Frigate, Cruiser, Command Cruiser, Battleship, Escort Carrier, Light Carrier, Fleet Carrier, Submarine, 1d4+1 vs Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Base, Sea Base, Infantry, Paratroopers, Cargo Planes, 1d2 vs Armor, Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, Spy Planes, 1d2+1 vs Mech Infantry, Cavalry, Marines, Field HQ, 1d6+2 vs Artillery, AA Battery, 1 vs Minefield, Sea Mines, 2d4+2 vs Engineers, 1d4 vs Fortifications.
Damages if firing same as for regular combat.
If attacked, effect of own terrain is *1.00 by default, *0.25 in forest, mountains, glaciers, *3.00 in road, *2.00 in swamp.
Ammo needed to hit unit: 0 by default, 1 vs c, f1, f2.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 80% vs Ruins, 60% vs Town, Sea Base, 25% vs City, Base, 20% vs Fortifications.
Chance to capture indep: -1% by default, 100% vs Ruins, 85% vs Town, 50% vs City.
Combat never reduces defender's HP below 0 by default, 10 vs Ruins, 6 vs Minefield, Sea Mines, 4 vs Shipwreck.
Combat effectiveness as occupant is 100% by default, 150% in Town, City, Metropolis, Base, Sea Base, 250% in Grand Citadel, Capitol, Fortifications, 0% in Sea Transports, Cargo Planes.

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.
Vision effect when occupying: 100 by default, 0 in Sea Transports, Cargo Planes.
Occupants not seen even if unit has been seen.
Chance to see if in same cell is 100% by default, 0% for Submarine, Sea Mines, 30% for Spy Planes.
Chance to see if adjacent is 50% for Ruins, Fortifications, Mech Infantry, Marines, Artillery, AA Battery, Field HQ, Germinator, Sea Transports, 100% for Town, City, Grand Citadel, Metropolis, Capitol, Base, Sea Base, Cargo Planes, 70% for Cavalry, Armor, Engineers, Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, 0% for Shipwreck, Submarine, Spy Planes, Minefield, Sea Mines, 15% for Cruiser, Command Cruiser, Escort Carrier, 30% for Infantry, Paratroopers, 20% for Battleship, Light Carrier, 10% for Destroyer, Frigate, 5% for Torpedo Boats, Patrol Ship, 25% for Fleet Carrier.

Material Handling:
    c, 8 storage (8 at start of game), 1 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move, 2 (ammo) consumed per attack, 1 (ammo) consumed when firing, 5 used in creation, 2 used to add 1 CP, 200 used to restore 1 HP, receive from up to 8 cells away, send up to 2 cells away
    f1, 14 storage (14 at start of game), needs 1 to move, 1 consumed per move, 1 (ammo) consumed per attack, receive from up to 3 cells away
    f2 (none)
    r, 4 used in creation, 125 used to restore 1 HP
    v (none)
    h (none)
    e, 4 used in creation, 100 used to restore 1 HP
    m, 4 used in creation
    s, 8 storage (8 at start of game), 1 basic consumption, needs 1 to move, 8 used in creation, 5 used to add 1 CP, 200 used to restore 1 HP, receive from up to 3 cells away
    p (none)


Fate if side loses: 100% chance to vanish.

AI Attributes:
    Considered to be a mobile ground unit.
    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 8.



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