truck(g)



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Point Value: 1

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

Actions and Action Points (ACP):
    Receives basic allotment of 24 new ACP per turn.
    Night multiplies ACP: *0.50 by default, *0.75 in road.

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 water, swamp, 2 into slope, 0 into road.
    Needs MP to leave terrain: 1 by default, 20 in gully, 0 in road.
    Needs MP to traverse terrain: -1 by default, 1 across road.

Hit Points (HP): 1.    Recovers by 0.50 HP each turn.
Vanishes if in: false by default, true for water, swamp.
Generic capacity for units is 1.
Relative sizes of occupants: 99 by default, 1 for 50mm AT, 75mm AT, 88mm AT, 20mm F, 20mmQUAD F, 75mm H, 150mm H, 81mm M, 120mm M(g), engineer platoon(g), security platoon, rifle platoon(g), SMG platoon(g).

Combat:
Hit chances are 0% vs all unit types.
Damage is 0 vs all unit types.
If attacked, ACP to defend is 2 vs all unit types.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 100% vs town.

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.
Can see units up to 8 cells away.
Vision is line-of-sight.
Effective eye height is 4 in all terrain types.
Effective body height is 2 in all terrain types.
Effective weapon height is 2 in all terrain types.
Chance to see if adjacent is 100% by default, 50% for minefield.
Chance to see in general is 100% by default, 0% for minefield.


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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