Infantry



Up: Table of Contents    Previous: Unit    Next: Unit    

----- Marches and fights on land. Captures. Entrenches. -----

Notes:
Uses motor vehicles to move quickly on road systems. Versatile on all land terrain. Can take good advantage of terrain cover.

Side Attributes:
    None.

Actions and Action Points (ACP):
    Will never exceed 4 ACP.
    Receives basic allotment of 4 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 into sea, coastal waters, lake, barrier, 2 into swamp, forest, mountains, 1 into plains, desert, glaciers, 0 into river, road.
    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): 5.
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).
Hit chances are 0% by default, 100% vs Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Base, Sea Base, Artillery, AA Battery, Field HQ, Germinator, Engineers, 90% vs Infantry, Mech Infantry, Marines, 80% vs Paratroopers, 40% vs Cavalry, 20% vs Armor, 5% vs Cargo Planes.
Effect of attacker's terrain is *1.00 by default, *1.50 in forest, mountains, glaciers, *0.75 in swamp.
Damage is 0 vs Armor, Shipwreck, Sea Transports, Torpedo Boats, Patrol Ship, Destroyer, Frigate, Cruiser, Command Cruiser, Battleship, Escort Carrier, Light Carrier, Fleet Carrier, Submarine, 1d2+1 vs Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Base, Sea Base, Infantry, Paratroopers, 1d2 vs Fortifications, Mech Infantry, Cavalry, Marines, Field HQ, Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, Spy Planes, 1d4+1 vs Artillery, AA Battery, Germinator, Engineers, Cargo Planes, 1 vs Minefield, Sea Mines.
If attacked, effect of own terrain is *1.00 by default, *0.25 in forest, mountains, glaciers, *3.00 in road, *0.75 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, 60% vs Ruins, 40% vs Town, Sea Base, 15% vs City, Base, 10% vs Fortifications.
Chance to capture indep: -1% by default, 100% vs Ruins, 70% vs Town, 40% 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, 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 (none)
    f2 (none)
    r, 4 used in creation, 125 used to restore 1 HP
    v (none)
    h (none)
    e, 2 used in creation, 100 used to restore 1 HP
    m (none)
    s, 6 storage (6 at start of game), 1 basic consumption, needs 1 to move, 6 used in creation, 4 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.



Up: Table of Contents    Previous: Unit    Next: Unit    


File produced by Xcscribe for Xconq version 7.5pre (July 2004).