infantry



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Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 2 new ACP per turn.

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.

Hit Points (HP): 100.
Vanishes if in: false by default, true for sea, wasteland.
Construction points (CP): 5.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 0% by default, 100% vs agribusiness, oil-field, oil-platform, mine, gold-mine, uranium-mine, technical-center, research-lab, nuclear-plant, library/school, park, enlistment, headquarters, harbor, airfield, refinery, lcm-factory, hcm-factory, defense-plant, shell-industry, warehouse, bank, capital, 50% vs fortress.
Damage is 0 by default, 3d15 vs agribusiness, oil-field, oil-platform, mine, gold-mine, uranium-mine, technical-center, fortress, research-lab, nuclear-plant, library/school, park, enlistment, headquarters, harbor, airfield, refinery, lcm-factory, hcm-factory, defense-plant, shell-industry, warehouse, bank, 2d10 vs capital.
Ammo needed to hit unit: 0 by default, 1 vs sh.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 100% vs agribusiness, oil-field, oil-platform, mine, gold-mine, uranium-mine, technical-center, research-lab, nuclear-plant, library/school, park, enlistment, headquarters, harbor, airfield, refinery, lcm-factory, hcm-factory, defense-plant, shell-industry, warehouse, bank, 50% vs capital, 10% vs fortress.
Chance to capture indep: 100% by default, 80% vs fortress, capital.

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:
    food, 10 storage (10 at start of game), 1 basic consumption, receive from up to 1 cells away, send up to 1 cells away
    sh (none)
    gun (none)
    pet, 10 storage (10 at start of game), needs 1 to act at all, 1 consumed per move, receive from up to 2 cells away, send up to 1 cells away
    iron (none)
    dust (none)
    gold (none)
    oil (none)
    lcm (none)
    hcm (none)
    rad (none)
    education (none)
    happiness (none)
    civ, builder needs 1 to build, receive from up to 1 cells away, send up to 1 cells away
    mil, 1 storage (1 at start of game), needs 1 (weapons or equipment) to attack, receive from up to 1 cells away, send up to 1 cells away
    uw (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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