# New Companies Expanded — special-forces and Ranger size variants
# Updated against the MD unit files supplied on 2026-10-13; existing NCE size rules retained.
# MD parent units are not redefined here. Scenario-only HOL, zombie, walker, HACS, ALN and space-artillery units are intentionally excluded.
# Draft scaling: company 50%, platoon 23%, team 7%; terrain retains 75% / 50% / 30% of parent modifiers.

sub_units = {
	smol_L_Ranger_Bat = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			special_forces = yes
			mountaineers = yes
			rangers = yes
			ai_priority = 0
			priority = 10
			active = yes
	
			type = {
				infantry
			}
	
			group = special_forces
	
			categories = {
				category_front_line
				category_special_forces
				category_conventional_infantry
				category_light_infantry
				category_all_infantry
				category_army
				category_non_militia
				category_all_ranger #new
				category_inf_ranger #new
				category_rcon_ranger #new
			
				category_NCE_company
			}
	
			combat_width = 1.5
	
			#Size Definitions
			max_strength = 9
			max_organisation = 40
			default_morale = 0.16
			manpower = 75
			entrenchment = 0.075
			suppression = 0.5
	
			#Misc Abilities
			training_time = 200
			weight = 0.25
	
			transport = cnc_equipment_type
	
			need = {
				infantry_weapons_type = 112
				L_AT_Equipment = 8
				AA_Equipment = 4
				cnc_equipment_type = 8
			}
			plains = { attack = -0.0375 }
			desert = { attack = 0.0375 movement = 0.0375 }
			hills = { attack = 0.075 defence = 0.1125 }
			forest = { attack = 0.1125 defence = 0.15 movement = 0.075 }
			mountain = { attack = 0.15 defence = 0.1875 movement = 0.075 }
			jungle = { attack = 0.1125 defence = 0.15 movement = 0.075 }
			marsh = { attack = 0.075 defence = 0.1125 movement = 0.075 }
			urban = { attack = 0.075 defence = 0.075 }
			amphibious = { attack = 0.0375 }
	
		
			soft_attack = -0.4
		
			hard_attack = -0.4
		
			defense = -0.25
		
			breakthrough = -0.4
		
			air_attack = -0.5
		
			ap_attack = -0.25
		
			armor_value = -0.5
		}

	XS_L_Ranger_Bat = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			special_forces = yes
			mountaineers = yes
			rangers = yes
			ai_priority = 0
			priority = 10
			active = yes
	
			type = {
				infantry
			}
	
			group = special_forces
	
			categories = {
				category_front_line
				category_special_forces
				category_conventional_infantry
				category_light_infantry
				category_all_infantry
				category_army
				category_non_militia
				category_all_ranger #new
				category_inf_ranger #new
				category_rcon_ranger #new
			
				category_NCE_platoon
			}
	
			combat_width = 0.5
	
			#Size Definitions
			max_strength = 5.25
			max_organisation = 40
			default_morale = 0.16
			manpower = 34
			entrenchment = 0.05
			suppression = 0.23
	
			#Misc Abilities
			training_time = 200
			weight = 0.115
	
			transport = cnc_equipment_type
	
			need = {
				infantry_weapons_type = 52
				L_AT_Equipment = 3
				AA_Equipment = 2
				cnc_equipment_type = 3
			}
			plains = { attack = -0.025 }
			desert = { attack = 0.025 movement = 0.025 }
			hills = { attack = 0.05 defence = 0.075 }
			forest = { attack = 0.075 defence = 0.1 movement = 0.05 }
			mountain = { attack = 0.1 defence = 0.125 movement = 0.05 }
			jungle = { attack = 0.075 defence = 0.1 movement = 0.05 }
			marsh = { attack = 0.05 defence = 0.075 movement = 0.05 }
			urban = { attack = 0.05 defence = 0.05 }
			amphibious = { attack = 0.025 }
	
		
			soft_attack = -0.724
		
			hard_attack = -0.724
		
			defense = -0.655
		
			breakthrough = -0.724
		
			air_attack = -0.77
		
			ap_attack = -0.655
		
			armor_value = -0.77
		}

	XS_L_Ranger_Recce_Comp = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			special_forces = yes
			rangers = yes
			priority = 1
			active = yes
			affects_speed = yes
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_all_recon
				category_support_battalions
				category_army
				category_all_ranger #new
				category_inf_ranger #new
				category_rcon_ranger #new
				category_special_forces
			
				category_NCE_platoon
			}
	
			allowed_battalion_groups = { special_forces }
			regimental = no
			combat_width = 0.5
	
			#Size Definitions
			max_strength = 2.8
			max_organisation = 18
			default_morale = 0.3
			manpower = 18
	
			#Misc Abilities
			training_time = 120
			weight = 0.046
			recon = 0.4796
			initiative = 0.024
	
			battalion_mult = {
				category = category_artillery
				soft_attack = 0.023
			}
	
	
			# Support nerfs to combat abilities
			defense = -0.77
			breakthrough = -0.77
			soft_attack = -0.77
			hard_attack = -0.77
			suppression = 0.23
	
			essential = {
				infantry_weapons_type
				cnc_equipment_type
			}
	
			need = {
				infantry_weapons_type = 18
				L_AT_Equipment = 2
				AA_Equipment = 1
				cnc_equipment_type = 2
			}
			forest = { attack = 0.025 defence = 0.05 }
			mountain = { attack = 0.025 defence = 0.05 }
			jungle = { attack = 0.025 defence = 0.05 }
			hills = { defence = 0.025 }
			desert = { attack = 0.025 }
			urban = { attack = 0.025 }
	
			same_support_type = recon
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	Team_L_Ranger_Recce_Comp = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			special_forces = yes
			rangers = yes
			priority = 1
			active = yes
			affects_speed = yes
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_all_recon
				category_support_battalions
				category_army
				category_all_ranger #new
				category_inf_ranger #new
				category_rcon_ranger #new
				category_special_forces
			
				category_NCE_team
			}
	
			allowed_battalion_groups = { special_forces }
			regimental = no
			combat_width = 0.5
	
			#Size Definitions
			max_strength = 1.44
			max_organisation = 18
			default_morale = 0.3
			manpower = 6
	
			#Misc Abilities
			training_time = 120
			weight = 0.014
			recon = 0.2646
			initiative = 0.0132
	
			battalion_mult = {
				category = category_artillery
				soft_attack = 0.007
			}
	
	
			# Support nerfs to combat abilities
			defense = -0.93
			breakthrough = -0.93
			soft_attack = -0.93
			hard_attack = -0.93
			suppression = 0.07
	
			essential = {
				infantry_weapons_type
				cnc_equipment_type
			}
	
			need = {
				infantry_weapons_type = 6
				L_AT_Equipment = 1
				AA_Equipment = 1
				cnc_equipment_type = 1
			}
			forest = { attack = 0.015 defence = 0.03 }
			mountain = { attack = 0.015 defence = 0.03 }
			jungle = { attack = 0.015 defence = 0.03 }
			hills = { defence = 0.015 }
			desert = { attack = 0.015 }
			urban = { attack = 0.015 }
	
			same_support_type = recon
		
			air_attack = -0.93
		
			ap_attack = -0.93
		
			armor_value = -0.93
		}

	smol_Special_Forces_Bat = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			special_forces = yes
			ai_priority = 0
			priority = 15
			active = yes
	
			can_be_parachuted = yes
			can_exfiltrate_from_coast = yes
			mountaineers = yes
			rangers = yes
			marines = yes
	
			type = {
				infantry
			}
	
			group = special_forces
	
			categories = { category_front_line category_conventional_infantry category_special_forces category_light_infantry category_all_infantry category_army category_non_militia category_foot_inf category_NCE_company }
	
			combat_width = 2.5
	
			#Size Definitions
			max_strength = 12
			max_organisation = 35
			default_morale = 0.16
			manpower = 100
	
			entrenchment = 0.075
			suppression = 0.5
	
			#Misc Abilities
			training_time = 200
			weight = 0.25
	
			transport = cnc_equipment_type
	
			need = {
				infantry_weapons_type = 200
				L_AT_Equipment = 10
				AA_Equipment = 5
				cnc_equipment_type = 10
			}
			plains = { attack = 0.0375 }
			desert = { attack = 0.075 movement = 0.0375 }
			hills = { attack = 0.075 defence = 0.075 }
			forest = { attack = 0.1125 defence = 0.1125 }
			mountain = { attack = 0.1125 defence = 0.1125 movement = 0.0375 }
			jungle = { attack = 0.1125 defence = 0.1125 }
			marsh = { attack = 0.075 defence = 0.075 }
			urban = { attack = 0.1125 defence = 0.1125 }
			amphibious = { attack = 0.0375 }
	
		
			soft_attack = 0.25
		
			hard_attack = 0.25
		
			defense = 0
		
			breakthrough = 0.5
		
			air_attack = 0
		
			ap_attack = 0
		
			armor_value = -0.5
		}

	XS_Special_Forces_Bat = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			special_forces = yes
			ai_priority = 0
			priority = 15
			active = yes
	
			can_be_parachuted = yes
			can_exfiltrate_from_coast = yes
			mountaineers = yes
			rangers = yes
			marines = yes
	
			type = {
				infantry
			}
	
			group = special_forces
	
			categories = { category_front_line category_conventional_infantry category_special_forces category_light_infantry category_all_infantry category_army category_non_militia category_foot_inf category_NCE_platoon }
	
			combat_width = 1
	
			#Size Definitions
			max_strength = 7
			max_organisation = 35
			default_morale = 0.16
			manpower = 46
	
			entrenchment = 0.05
			suppression = 0.23
	
			#Misc Abilities
			training_time = 200
			weight = 0.115
	
			transport = cnc_equipment_type
	
			need = {
				infantry_weapons_type = 92
				L_AT_Equipment = 5
				AA_Equipment = 2
				cnc_equipment_type = 5
			}
			plains = { attack = 0.025 }
			desert = { attack = 0.05 movement = 0.025 }
			hills = { attack = 0.05 defence = 0.05 }
			forest = { attack = 0.075 defence = 0.075 }
			mountain = { attack = 0.075 defence = 0.075 movement = 0.025 }
			jungle = { attack = 0.075 defence = 0.075 }
			marsh = { attack = 0.05 defence = 0.05 }
			urban = { attack = 0.075 defence = 0.075 }
			amphibious = { attack = 0.025 }
	
		
			soft_attack = -0.425
		
			hard_attack = -0.425
		
			defense = -0.54
		
			breakthrough = -0.31
		
			air_attack = -0.54
		
			ap_attack = -0.54
		
			armor_value = -0.77
		}

	Team_Special_Forces_Bat = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			special_forces = yes
			ai_priority = 0
			priority = 15
			active = yes
	
			can_be_parachuted = yes
			can_exfiltrate_from_coast = yes
			mountaineers = yes
			rangers = yes
			marines = yes
	
			type = {
				infantry
			}
	
			group = special_forces
	
			categories = { category_front_line category_conventional_infantry category_special_forces category_light_infantry category_all_infantry category_army category_non_militia category_foot_inf category_NCE_team }
	
			combat_width = 0.5
	
			#Size Definitions
			max_strength = 3.6
			max_organisation = 35
			default_morale = 0.16
			manpower = 14
	
			entrenchment = 0.03
			suppression = 0.07
	
			#Misc Abilities
			training_time = 200
			weight = 0.035
	
			transport = cnc_equipment_type
	
			need = {
				infantry_weapons_type = 28
				L_AT_Equipment = 1
				AA_Equipment = 1
				cnc_equipment_type = 1
			}
			plains = { attack = 0.015 }
			desert = { attack = 0.03 movement = 0.015 }
			hills = { attack = 0.03 defence = 0.03 }
			forest = { attack = 0.045 defence = 0.045 }
			mountain = { attack = 0.045 defence = 0.045 movement = 0.015 }
			jungle = { attack = 0.045 defence = 0.045 }
			marsh = { attack = 0.03 defence = 0.03 }
			urban = { attack = 0.045 defence = 0.045 }
			amphibious = { attack = 0.015 }
	
		
			soft_attack = -0.825
		
			hard_attack = -0.825
		
			defense = -0.86
		
			breakthrough = -0.79
		
			air_attack = -0.86
		
			ap_attack = -0.86
		
			armor_value = -0.93
		}

	smol_Marine_Cdo_Bat = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			special_forces = yes
			marines = yes
			ai_priority = 0
			priority = 10
			active = no
			can_exfiltrate_from_coast = yes
	
			type = {
				infantry
			}
	
			group = special_forces
	
			categories = {
				category_front_line
				category_conventional_infantry
				category_special_forces
				category_light_infantry
				category_all_infantry
				category_army
				category_non_militia
				category_all_amphibous
				category_inf_amphib
				category_foot_inf
			
				category_NCE_company
			}
	
			combat_width = 2
	
			#Size Definitions
			max_strength = 12
			max_organisation = 35
			default_morale = 0.16
			manpower = 100
			entrenchment = 0.075
			suppression = 0.5
	
			#Misc Abilities
			training_time = 200
			weight = 0.25
	
			transport = cnc_equipment_type
	
			need = {
				infantry_weapons_type = 200
				L_AT_Equipment = 10
				AA_Equipment = 5
				cnc_equipment_type = 10
			}
			amphibious = { attack = 0.1875 defence = 0.075 }
			marsh = { attack = 0.1125 defence = 0.1125 movement = 0.075 }
			forest = { attack = 0.075 defence = 0.075 }
			hills = { attack = 0.0375 defence = 0.075 }
			urban = { attack = 0.1125 defence = 0.075 }
			plains = { attack = -0.0375 }
			desert = { attack = -0.0375 }
	
		
			soft_attack = 0.25
		
			hard_attack = 0.25
		
			defense = 0
		
			breakthrough = 0.5
		
			air_attack = 0
		
			ap_attack = 0
		
			armor_value = -0.5
		}

	XS_Marine_Cdo_Bat = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			special_forces = yes
			marines = yes
			ai_priority = 0
			priority = 10
			active = no
			can_exfiltrate_from_coast = yes
	
			type = {
				infantry
			}
	
			group = special_forces
	
			categories = {
				category_front_line
				category_conventional_infantry
				category_special_forces
				category_light_infantry
				category_all_infantry
				category_army
				category_non_militia
				category_all_amphibous
				category_inf_amphib
				category_foot_inf
			
				category_NCE_platoon
			}
	
			combat_width = 1
	
			#Size Definitions
			max_strength = 7
			max_organisation = 35
			default_morale = 0.16
			manpower = 46
			entrenchment = 0.05
			suppression = 0.23
	
			#Misc Abilities
			training_time = 200
			weight = 0.115
	
			transport = cnc_equipment_type
	
			need = {
				infantry_weapons_type = 92
				L_AT_Equipment = 5
				AA_Equipment = 2
				cnc_equipment_type = 5
			}
			amphibious = { attack = 0.125 defence = 0.05 }
			marsh = { attack = 0.075 defence = 0.075 movement = 0.05 }
			forest = { attack = 0.05 defence = 0.05 }
			hills = { attack = 0.025 defence = 0.05 }
			urban = { attack = 0.075 defence = 0.05 }
			plains = { attack = -0.025 }
			desert = { attack = -0.025 }
	
		
			soft_attack = -0.425
		
			hard_attack = -0.425
		
			defense = -0.54
		
			breakthrough = -0.31
		
			air_attack = -0.54
		
			ap_attack = -0.54
		
			armor_value = -0.77
		}

	Team_Marine_Cdo_Bat = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			special_forces = yes
			marines = yes
			ai_priority = 0
			priority = 10
			active = no
			can_exfiltrate_from_coast = yes
	
			type = {
				infantry
			}
	
			group = special_forces
	
			categories = {
				category_front_line
				category_conventional_infantry
				category_special_forces
				category_light_infantry
				category_all_infantry
				category_army
				category_non_militia
				category_all_amphibous
				category_inf_amphib
				category_foot_inf
			
				category_NCE_team
			}
	
			combat_width = 0.5
	
			#Size Definitions
			max_strength = 3.6
			max_organisation = 35
			default_morale = 0.16
			manpower = 14
			entrenchment = 0.03
			suppression = 0.07
	
			#Misc Abilities
			training_time = 200
			weight = 0.035
	
			transport = cnc_equipment_type
	
			need = {
				infantry_weapons_type = 28
				L_AT_Equipment = 1
				AA_Equipment = 1
				cnc_equipment_type = 1
			}
			amphibious = { attack = 0.075 defence = 0.03 }
			marsh = { attack = 0.045 defence = 0.045 movement = 0.03 }
			forest = { attack = 0.03 defence = 0.03 }
			hills = { attack = 0.015 defence = 0.03 }
			urban = { attack = 0.045 defence = 0.03 }
			plains = { attack = -0.015 }
			desert = { attack = -0.015 }
	
		
			soft_attack = -0.825
		
			hard_attack = -0.825
		
			defense = -0.86
		
			breakthrough = -0.79
		
			air_attack = -0.86
		
			ap_attack = -0.86
		
			armor_value = -0.93
		}

	smol_Mot_Special_Forces_Bat = { 
			sprite = MD_motorized
			map_icon_category = infantry
			special_forces = yes
			marines = yes
			ai_priority = 0
			priority = 5
			active = yes
	
			type = {
				motorized
			}
	
			group = special_forces
	
			categories = {
				category_front_line
				category_special_forces
				category_light_infantry
				category_all_infantry
				category_army
				category_non_militia
				category_mot_airborne
				category_mot_inf	
	                        category_elite_forces	
	                        category_elite_mot_inf	
			
				category_NCE_company
			}
	
			combat_width = 1.5
	
			#Size Definitions
			max_strength = 3.6
			max_organisation = 61.5 #C&C gives 30% bonus = 60 org
			default_morale = 0.35
			manpower = 50
			
			soft_attack = -0.2
			hard_attack = -0.2
			defense = -0.2
			breakthrough = -0.2
			
			#Misc Abilities
			training_time = 200
			suppression = 0.5
			weight = 0.25
	
	
	
			supply_consumption = 0.02#0.11
	
			transport = util_vehicle_type
			can_be_parachuted = yes
			essential = {
				infantry_weapons_type
				util_vehicle_type
			}
	
			need = {
				infantry_weapons_type = 50
				L_AT_Equipment = 2
				AA_Equipment = 2
				cnc_equipment_type = 10
				util_vehicle_type = 6
			}
	
			hills = {
				attack = 0.1875
				defence = 0.3
			}
			desert = {
				attack = 0.1125
			}
			mountain = {
				defence = 0.1125
				attack = 0.1125
			}
			jungle = {
				attack = 0.075
				defence = 0.1125
			}
			marsh = {
				attack = 0.075
			}
			urban = {
				attack = 0.15
				defence = 0.2625
			}
			supercity = {
				attack = 0.15
				defence = 0.15
				movement = 0.0375
			}		
			forest = {
				attack = 0.075
				defence = 0.1125
			}
			river = {
				attack = -0.075
			}
			amphibious = {
				attack = -0.15
			}
	        
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_Mot_Special_Forces_Bat = { 
			sprite = MD_motorized
			map_icon_category = infantry
			special_forces = yes
			marines = yes
			ai_priority = 0
			priority = 5
			active = yes
	
			type = {
				motorized
			}
	
			group = special_forces
	
			categories = {
				category_front_line
				category_special_forces
				category_light_infantry
				category_all_infantry
				category_army
				category_non_militia
				category_mot_airborne
				category_mot_inf	
	                        category_elite_forces	
	                        category_elite_mot_inf	
			
				category_NCE_platoon
			}
	
			combat_width = 0.5
	
			#Size Definitions
			max_strength = 2.1
			max_organisation = 61.5 #C&C gives 30% bonus = 60 org
			default_morale = 0.35
			manpower = 23
			
			soft_attack = -0.632
			hard_attack = -0.632
			defense = -0.632
			breakthrough = -0.632
			
			#Misc Abilities
			training_time = 200
			suppression = 0.23
			weight = 0.115
	
	
	
			supply_consumption = 0.0092#0.11
	
			transport = util_vehicle_type
			can_be_parachuted = yes
			essential = {
				infantry_weapons_type
				util_vehicle_type
			}
	
			need = {
				infantry_weapons_type = 23
				L_AT_Equipment = 1
				AA_Equipment = 1
				cnc_equipment_type = 5
				util_vehicle_type = 3
			}
	
			hills = {
				attack = 0.125
				defence = 0.2
			}
			desert = {
				attack = 0.075
			}
			mountain = {
				defence = 0.075
				attack = 0.075
			}
			jungle = {
				attack = 0.05
				defence = 0.075
			}
			marsh = {
				attack = 0.05
			}
			urban = {
				attack = 0.1
				defence = 0.175
			}
			supercity = {
				attack = 0.1
				defence = 0.1
				movement = 0.025
			}		
			forest = {
				attack = 0.05
				defence = 0.075
			}
			river = {
				attack = -0.05
			}
			amphibious = {
				attack = -0.1
			}
	        
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	Team_Mot_Special_Forces_Bat = { 
			sprite = MD_motorized
			map_icon_category = infantry
			special_forces = yes
			marines = yes
			ai_priority = 0
			priority = 5
			active = yes
	
			type = {
				motorized
			}
	
			group = special_forces
	
			categories = {
				category_front_line
				category_special_forces
				category_light_infantry
				category_all_infantry
				category_army
				category_non_militia
				category_mot_airborne
				category_mot_inf	
	                        category_elite_forces	
	                        category_elite_mot_inf	
			
				category_NCE_team
			}
	
			combat_width = 0.5
	
			#Size Definitions
			max_strength = 1.08
			max_organisation = 61.5 #C&C gives 30% bonus = 60 org
			default_morale = 0.35
			manpower = 7
			
			soft_attack = -0.888
			hard_attack = -0.888
			defense = -0.888
			breakthrough = -0.888
			
			#Misc Abilities
			training_time = 200
			suppression = 0.07
			weight = 0.035
	
	
	
			supply_consumption = 0.0028#0.11
	
			transport = util_vehicle_type
			can_be_parachuted = yes
			essential = {
				infantry_weapons_type
				util_vehicle_type
			}
	
			need = {
				infantry_weapons_type = 7
				L_AT_Equipment = 1
				AA_Equipment = 1
				cnc_equipment_type = 1
				util_vehicle_type = 1
			}
	
			hills = {
				attack = 0.075
				defence = 0.12
			}
			desert = {
				attack = 0.045
			}
			mountain = {
				defence = 0.045
				attack = 0.045
			}
			jungle = {
				attack = 0.03
				defence = 0.045
			}
			marsh = {
				attack = 0.03
			}
			urban = {
				attack = 0.06
				defence = 0.105
			}
			supercity = {
				attack = 0.06
				defence = 0.06
				movement = 0.015
			}		
			forest = {
				attack = 0.03
				defence = 0.045
			}
			river = {
				attack = -0.03
			}
			amphibious = {
				attack = -0.06
			}
	        
			air_attack = -0.93
		
			ap_attack = -0.93
		
			armor_value = -0.93
		}

	smol_Special_Forces_Air_assault_Bat = { #wip - has large counter
			sprite = MD_infantry_2
			map_icon_category = infantry
			special_forces = yes
			ai_priority = 0
			priority = 5
			active = yes
	
			type = {
				infantry
			}
	
			group = special_forces
	
			categories = {
				category_front_line
				category_special_forces
				category_light_infantry
				category_all_infantry
				category_army
				category_non_militia
				category_arm_airborne
				category_atk_helo
				category_air_aslt
	                        category_elite_forces	
	                        category_elite_air_inf		
			
				category_NCE_company
			}
	
			combat_width = 1.5
	
			#Size Definitions
			max_strength = 3.6
			max_organisation = 61.5 #C&C gives 30% bonus = 67
			default_morale = 0.35
			manpower = 50
			
			soft_attack = -0.2
			hard_attack = -0.2
			defense = -0.2
			breakthrough = -0.2
			
			#Misc Abilities
			training_time = 300
			suppression = 0.5
			weight = 0.25
			can_be_parachuted = yes
	
	
			supply_consumption = 0.015
	
			transport = heavy_tank_amphibious_chassis
	
			essential = {
				infantry_weapons_type
				heavy_tank_amphibious_chassis
			}
	
			can_be_parachuted = yes
			transport = heavy_tank_amphibious_chassis
	
			need = {
				infantry_weapons_type = 50
				L_AT_Equipment = 2
				AA_Equipment = 2
				cnc_equipment_type = 10
				heavy_tank_amphibious_chassis = 2
			}
	
			plains = {
				attack = 0.075
				defence = 0.075
			}
			desert = {
				attack = 0.075
				defence = 0.075
			}
			hills = {
				movement = 0.075 #Cancel default penalty since in helos
			}
			forest = {
				attack = 0.1125
				defence = 0.225
				movement = 0.1125
			}
			mountain = {
				attack = 0.1125
				defence = 0.225
				movement = 0.225
			}
			urban = {
				attack = 0.1875
				defence = 0.375
				movement = 0.15
			}
			supercity = {
				attack = 0.3375
				defence = 0.375
				movement = 0.075
			}		
			jungle = {
				attack = 0.1125
				defence = 0.225
				movement = 0.1125
			}
			marsh = {
				attack = 0.075
				movement = 0.225 #Cancel default penalty since in helos
			}
			river = {
				movement = 0.375 #Cancel default penalty since in helos
			}
	
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_Special_Forces_Air_assault_Bat = { #wip - has large counter
			sprite = MD_infantry_2
			map_icon_category = infantry
			special_forces = yes
			ai_priority = 0
			priority = 5
			active = yes
	
			type = {
				infantry
			}
	
			group = special_forces
	
			categories = {
				category_front_line
				category_special_forces
				category_light_infantry
				category_all_infantry
				category_army
				category_non_militia
				category_arm_airborne
				category_atk_helo
				category_air_aslt
	                        category_elite_forces	
	                        category_elite_air_inf		
			
				category_NCE_platoon
			}
	
			combat_width = 0.5
	
			#Size Definitions
			max_strength = 2.1
			max_organisation = 61.5 #C&C gives 30% bonus = 67
			default_morale = 0.35
			manpower = 23
			
			soft_attack = -0.632
			hard_attack = -0.632
			defense = -0.632
			breakthrough = -0.632
			
			#Misc Abilities
			training_time = 300
			suppression = 0.23
			weight = 0.115
			can_be_parachuted = yes
	
	
			supply_consumption = 0.0069
	
			transport = heavy_tank_amphibious_chassis
	
			essential = {
				infantry_weapons_type
				heavy_tank_amphibious_chassis
			}
	
			can_be_parachuted = yes
			transport = heavy_tank_amphibious_chassis
	
			need = {
				infantry_weapons_type = 23
				L_AT_Equipment = 1
				AA_Equipment = 1
				cnc_equipment_type = 5
				heavy_tank_amphibious_chassis = 1
			}
	
			plains = {
				attack = 0.05
				defence = 0.05
			}
			desert = {
				attack = 0.05
				defence = 0.05
			}
			hills = {
				movement = 0.05 #Cancel default penalty since in helos
			}
			forest = {
				attack = 0.075
				defence = 0.15
				movement = 0.075
			}
			mountain = {
				attack = 0.075
				defence = 0.15
				movement = 0.15
			}
			urban = {
				attack = 0.125
				defence = 0.25
				movement = 0.1
			}
			supercity = {
				attack = 0.225
				defence = 0.25
				movement = 0.05
			}		
			jungle = {
				attack = 0.075
				defence = 0.15
				movement = 0.075
			}
			marsh = {
				attack = 0.05
				movement = 0.15 #Cancel default penalty since in helos
			}
			river = {
				movement = 0.25 #Cancel default penalty since in helos
			}
	
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	Team_Special_Forces_Air_assault_Bat = { #wip - has large counter
			sprite = MD_infantry_2
			map_icon_category = infantry
			special_forces = yes
			ai_priority = 0
			priority = 5
			active = yes
	
			type = {
				infantry
			}
	
			group = special_forces
	
			categories = {
				category_front_line
				category_special_forces
				category_light_infantry
				category_all_infantry
				category_army
				category_non_militia
				category_arm_airborne
				category_atk_helo
				category_air_aslt
	                        category_elite_forces	
	                        category_elite_air_inf		
			
				category_NCE_team
			}
	
			combat_width = 0.5
	
			#Size Definitions
			max_strength = 1.08
			max_organisation = 61.5 #C&C gives 30% bonus = 67
			default_morale = 0.35
			manpower = 7
			
			soft_attack = -0.888
			hard_attack = -0.888
			defense = -0.888
			breakthrough = -0.888
			
			#Misc Abilities
			training_time = 300
			suppression = 0.07
			weight = 0.035
			can_be_parachuted = yes
	
	
			supply_consumption = 0.0021
	
			transport = heavy_tank_amphibious_chassis
	
			essential = {
				infantry_weapons_type
				heavy_tank_amphibious_chassis
			}
	
			can_be_parachuted = yes
			transport = heavy_tank_amphibious_chassis
	
			need = {
				infantry_weapons_type = 7
				L_AT_Equipment = 1
				AA_Equipment = 1
				cnc_equipment_type = 1
				heavy_tank_amphibious_chassis = 1
			}
	
			plains = {
				attack = 0.03
				defence = 0.03
			}
			desert = {
				attack = 0.03
				defence = 0.03
			}
			hills = {
				movement = 0.03 #Cancel default penalty since in helos
			}
			forest = {
				attack = 0.045
				defence = 0.09
				movement = 0.045
			}
			mountain = {
				attack = 0.045
				defence = 0.09
				movement = 0.09
			}
			urban = {
				attack = 0.075
				defence = 0.15
				movement = 0.06
			}
			supercity = {
				attack = 0.135
				defence = 0.15
				movement = 0.03
			}		
			jungle = {
				attack = 0.045
				defence = 0.09
				movement = 0.045
			}
			marsh = {
				attack = 0.03
				movement = 0.09 #Cancel default penalty since in helos
			}
			river = {
				movement = 0.15 #Cancel default penalty since in helos
			}
	
		
			air_attack = -0.93
		
			ap_attack = -0.93
		
			armor_value = -0.93
		}

	XS_Special_naval_assault_team_Comp = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			special_forces = yes
			ai_priority = 0
			priority = 5
			active = yes
			affects_speed = no		
	
			type = {
				infantry
				support			
			}
	
			group = support
	
			categories = {
				category_special_forces
				category_support_battalions
				category_army
	                        category_elite_forces
	                        category_elite_cdo
			
				category_NCE_platoon
			}
	
			combat_width = 0.5
	
			#Size Definitions
			max_strength = 5.25
			max_organisation = 16
			default_morale = 0.1
			manpower = 23
	
			# Support nerfs to combat abilities
			defense = -0.908
			breakthrough = -0.908
			soft_attack = -0.908
			hard_attack = -0.908
	
			#Misc Abilities
			training_time = 240
			suppression = 0.23
			weight = 0.046
	
			supply_consumption = 0.0046#0.07
	
			essential = {
				infantry_weapons_type
				cnc_equipment_type
			}
	
			need = {
				infantry_weapons_type = 23
				L_AT_Equipment = 2
				AA_Equipment = 1
				cnc_equipment_type = 2
			}
			plains = {
				attack = -0.1
				defence = -0.075
			}
			desert = {
				attack = -0.1
				defence = -0.075
			}		
			jungle = {
				attack = 0.05
				defence = 0.25
			}		
			urban = {
				attack = 0.25
				defence = 0.4
			}
			hills = {
				attack = 0.075
			}
			forest = {
				attack = 0.125
				movement = 0.075
			}
			mountain = {
				attack = 0.1
				defence = 0.15
			}
			marsh = {
				attack = 0.175
				movement = 0.05
			}
			river = {
				attack = 0.125
			}
			amphibious = {
				attack = 0.175
			}
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	Team_Special_naval_assault_team_Comp = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			special_forces = yes
			ai_priority = 0
			priority = 5
			active = yes
			affects_speed = no		
	
			type = {
				infantry
				support			
			}
	
			group = support
	
			categories = {
				category_special_forces
				category_support_battalions
				category_army
	                        category_elite_forces
	                        category_elite_cdo
			
				category_NCE_team
			}
	
			combat_width = 0.5
	
			#Size Definitions
			max_strength = 2.7
			max_organisation = 16
			default_morale = 0.1
			manpower = 7
	
			# Support nerfs to combat abilities
			defense = -0.972
			breakthrough = -0.972
			soft_attack = -0.972
			hard_attack = -0.972
	
			#Misc Abilities
			training_time = 240
			suppression = 0.07
			weight = 0.014
	
			supply_consumption = 0.0014#0.07
	
			essential = {
				infantry_weapons_type
				cnc_equipment_type
			}
	
			need = {
				infantry_weapons_type = 7
				L_AT_Equipment = 1
				AA_Equipment = 1
				cnc_equipment_type = 1
			}
			plains = {
				attack = -0.06
				defence = -0.045
			}
			desert = {
				attack = -0.06
				defence = -0.045
			}		
			jungle = {
				attack = 0.03
				defence = 0.15
			}		
			urban = {
				attack = 0.15
				defence = 0.24
			}
			hills = {
				attack = 0.045
			}
			forest = {
				attack = 0.075
				movement = 0.045
			}
			mountain = {
				attack = 0.06
				defence = 0.09
			}
			marsh = {
				attack = 0.105
				movement = 0.03
			}
			river = {
				attack = 0.075
			}
			amphibious = {
				attack = 0.105
			}
		
			air_attack = -0.93
		
			ap_attack = -0.93
		
			armor_value = -0.93
		}
}
