infantry



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----- men with guns -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Can act until -1 ACP left.
    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: 99 by default, 1 into desert, plains, forest, mountains, river, 2 into swamp.
    Needs MP to traverse terrain: -1 by default, 1 across road.

Hit Points (HP): 2.
Construction points (CP): 8.

Construction:
ACP to create: 0 by default, 2 for base.
    CP upon creation: 1 by default, 3 for base.
ACP to build: 0 by default, 2 for base.
    CP added per build: 1 by default, 2 for base.
Can build at own location.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 80% vs phalanx, knight, cavalry, 20% vs cannon, armor, helicopter, bomber, 5% vs battleship, transport, carrier, fighter, 70% vs galley, longbowman, Polis, 40% vs infantry, fort, Modern City, 50% vs City, Metropolis, 30% vs base, Post-Modern City, 3% vs flying saucer, TraXor, 0% vs battledroid, Flying City, 60% vs Castle, 35% vs boat, 25% vs dirigible, 10% vs Habitat.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs ammo, bombs.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 70% vs base, Castle, City, Metropolis, 90% vs fort, Polis, 60% vs Modern City, Post-Modern City, 20% vs Habitat.
Chance to capture indep: -1% by default, 99% vs fort, Polis, 90% vs City, Metropolis, 95% vs Castle, 85% vs base, 80% vs Modern City, 70% vs Post-Modern City, 30% vs Habitat, 5% vs Flying City.

Other Actions:
Can be disbanded (2 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.

Accidents:
Chance to be damaged in an accident: 0% by default, 5% in swamp.
Amount of damage: 0 in all terrain types.

Material Handling:
    food (none)
    fuel, 20 storage, 1 basic consumption, needs 1 to move
    ammo, 6 storage, 1 (ammo) consumed per attack
    bombs (none)

Can auto-repair lost HP of other units: 0 by default, 50% chance of 1 for infantry.

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).