mech infantry



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----- infantry in powered armor and AFVs -----

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: 2 into swamp, mountains, ice, 1 into desert, plains, forest, 99 into sea, 3 into shallows.

Hit Points (HP): 3.
Vanishes if in: false by default, true for sea, shallows.
Dedicated space for units: 0 by default, 1 for radar, atomic, 20 for missile.
Maximum number of occupants: -1 by default, 2 for missile, 1 for atomic.
Construction points (CP): 16.
Tech to build: 80.
Tech max: 80.

Construction:
ACP to create: 0 by default, 1 for base.
    CP upon creation: 1 by default, 8 for base.
ACP to build: 0 by default, 1 for base.
Can build at own location.
ACP to toolup: 1 for all unit types.
    TP/toolup action: 1 for all unit types.
    TP to build: 0 for all unit types.
    TP max: 0 for all unit types.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 50% vs Special Forces, sea mines, transport ship, battleship, base, village, 40% vs destroyer, submarine, land fortifications, bridge, 65% vs infantry, carrier, 100% vs missile, atomic, 90% vs jeep, town, 70% vs armor, spy plane, 45% vs mech infantry, city, 35% vs fighter, engineers, 32% vs bomber, bolo, 80% vs radar, 30% vs airlifter.
Damage is 2 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs ammo.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 90% vs bridge, base, 75% vs village, 70% vs town, 60% vs city, 8% vs land fortifications.

Other Actions:
Can be disbanded (1 ACP).

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:
    fuel, 30 storage, 1 basic consumption, times 0% if occupant, 1 consumed per move, receive from up to 1 cells away
    ammo, 30 storage, 1 (ammo) consumed per attack, receive from up to 1 cells away
    people, 1 storage, builder needs 2 to build


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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