// AUTODOC generated file
//
// Note that a * means that a tag can be used more than once

//Squad Type as defined in the proxysquad file
Type

//A tag to identify the squad
Name

//The string ID index used for this squad
ID

//the name of the unit icon file
IconID

//* the sound type followed by up to 3 samples which can be used for it
SFX

//The base filename of the main unit asset files
AssetFilename

//A side which can use these units
MadeBy

//Cost in points of this unit
Cost

//Amount this unit will twist when they die.  Units with turrets only twist their turret.
DeathAngle

//Not a real value, just a marker, everything below is a required attrib
REQUIRED

//The speed of the unit
Speed

//The distance the unit can see (in tiles)
LOS

//The distance the unit can see (in tiles) units that are in cover
CoverLOS

//The number of APs this unit has per turn
AP

//Flags controlling what/how this unit can see or be seen. combination of:  1 = can see through cover
ViewFlags

//Multiplier for movement cost for this unit
MoveCost

//Size control for the icon above a unit
IconSize

//Height control for the icon above a unit
IconHeight

//How many men in this unit
ManCount

//Does this unit block tiles when it dies.  If not, it can pass through blocked units when moving.
Blocking

//Offset of the actual facing a unit needs to fire.  180 means it fires backwards from the turret/body
FireDirectionOffset

//Rate a unit turns around
TurnRate

//AP multiplier when moving on seasonal terrain (%)
SeasonalMultiplier

