inf-cmdo



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

Actions and Action Points (ACP):
    Receives basic allotment of 4 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: 1 by default, 9999 into sea, 2 into swamp, flooded.
    Needs MP to leave terrain: 1 by default, 9999 in sea, 2 in swamp, flooded.
    Gets up to 2 free MP if needed to finish a move.

Hit Points (HP): 12.    Recovers by 0.25 HP each turn.
Vanishes if in: false by default, true for sea.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 50% by default, 25% 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, 100% vs village, town, city-center, 5% vs fort, fortification, coast-strongpoint.
Damage is 1d5 by default, 1 vs fort, fortification, coast-strongpoint, village, town, city-center.
If attacked, effect of own terrain is *1.00 by default, *1.30 in beach, *0.60 in bocage, *0.50 in forest, *0.30 in city.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 100% vs mulberry, port, supply-depot, village, town, city-center, 50% vs arty-cd-open, fort, fortification, coast-strongpoint, 10% vs arty-cd-cased.
Protection of occupants/transport is *1.00 by default, *0.50 for fort, fortification, coast-strongpoint, *0.40 for village, town, city-center.
Combat effectiveness as occupant is 100% by default, 0% in landing-ship, transport.
Chance to retreat from combat is 20% by default, 0% vs cav-mech, cav-mech-trp, tank, assault-gun, tank-co, assault-gun-co, croc-co, 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, 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.

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 2 cells away.
Vision is line-of-sight.
Effective eye height is 4 in all terrain types.

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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