RIFLE: Inherits: ^Infantry Buildable: Queue: Infantry BuildPaletteOrder: 10 Prerequisites: ~barracks Valued: Cost: 100 Tooltip: Name: Rifleman Description: General-purpose infantry\n Strong vs Infantry\n Weak vs Vehicles, Artillery Selectable: Bounds: 12,17,0,0 Health: HP: 50 Mobile: Speed: 53 Armament: Weapon: LMG AttackFrontal: TakeCover: ENGINEER: Inherits: ^Infantry Buildable: Queue: Infantry BuildPaletteOrder: 50 Prerequisites: ~barracks, radar, ~techlevel.medium Valued: Cost: 500 Tooltip: Name: Engineer Description: Infiltrates and captures enemy structures\n Strong vs Buildings\n Weak vs Everything Selectable: Bounds: 12,17,0,0 Voice: EngineerVoice Health: HP: 25 Mobile: Speed: 53 Passenger: PipType: Yellow EngineerRepair: ExternalCaptures: Type: building Captures: CaptureTypes: husk -AutoTarget: BAZOOKA: Inherits: ^Infantry Buildable: Queue: Infantry BuildPaletteOrder: 20 Prerequisites: ~barracks, radar, ~techlevel.medium Valued: Cost: 250 Tooltip: Name: Trooper Description: Anti-tank/Anti-aircraft infantry\n Strong vs Tanks, Aircraft\n Weak vs Infantry, Artillery Selectable: Bounds: 12,17,0,0 Health: HP: 45 Mobile: Speed: 42 Armament: Weapon: Bazooka LocalOffset: 0,0,555 AttackFrontal: TakeCover: MEDIC: Inherits: ^Infantry Buildable: Queue: Infantry BuildPaletteOrder: 60 Prerequisites: ~medics, ~techlevel.high Valued: Cost: 500 Tooltip: Name: Medic Description: Heals nearby infantry\n Strong vs Nothing\n Weak vs Everything Selectable: Bounds: 12,17,0,0 Voice: EngineerVoice Health: HP: 60 Mobile: Speed: 42 AutoHeal: Armament: Weapon: Heal AttackMedic: Cursor: ability OutsideRangeCursor: ability RenderInfantry: AttackAnimation: heal Passenger: PipType: Blue -AutoTarget: