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Point Value: 1

Side Attributes:
    Can belong to the following sides: Allies.

Actions and Action Points (ACP):
    Receives basic allotment of 80 new ACP per turn.
    Night multiplies ACP: *0.50 in all terrain types.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 1 ACP per move.
    Needs MP to enter terrain: 9999 by default, 1 into sea, river, road, sec-road, railroad.
    Needs MP to leave terrain: 1 by default, 2 in swamp, flooded, 0 in sea.

Hit Points (HP): 6.
Vanishes if in: true by default, false for sea, river, road, sec-road, railroad.
Generic capacity for units is 9.
Relative sizes of occupants: 1 by default, 100 for train, landing-ship, transport, destroyer, cruiser, battleship, fighter-bomber, light-bomber, medium-bomber, heavy-bomber, fort, fortification, coast-strongpoint, mulberry, port, supply-depot, village, town, city-center, 3 for inf, inf-bicycle, inf-para, inf-glider, inf-ranger, inf-cmdo, inf-fusil, inf-ost, inf-pion, inf-mot, inf-fsj, inf-armored, inf-pz-pion, inf-armored-recon, cav-mech, arty-sp-at, 2 for tank, assault-gun.

Hit chances are 0% vs all unit types.
Damage is 0 vs all unit types.
Chance to retreat from combat is 0% by default, 50% vs hq-nebel-brg, hq-flak-reg, hq-inf-div, hq-mot-div, hq-para-div, hq-gren-div, hq-armor-div, hq-flak-korps, hq-pz-korps, hq-fsj-korps, hq-inf-corps.

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:
    supply, 18 storage (18 at start of game), 3 basic consumption, receive from up to 12 cells away

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