
[Thing Template=AAUnitGERProne]
{
	IDS = ger_infantry_coss
	name = "#ger_infantry_co_Thing_name"
	editor_name = "#ger_infantry_co_Thing_editor_name"
	
	[View]
	resource_prefix = GERInfantryCOSS/GERInfantryCO
		
	[BodyComponent]
	health = 60
	defense = 01
	
	[CharacterComponent Template=AAInfantrySMGCharacterComponent]
	
	[ElementComponent]
	morale_value = 300
	
	[PropertiesComponent]
	{
		[Property]
		property_IDS = captain

		[Property]
		property_IDS = front

		[Property]
		property_IDS = property_infantry_unit
		
		[Property]
		property_IDS = combat_unit
	}
	
	[MoverComponent]
	speed_max = 1.0
	
	[PerformerComponent]
	{
		[Ability Template=AAGunLocal]
		{
			[AbilityDefinition Template=AAInfantrySMG]
			{				
				name = "#ger_infantry_co_AbilityDefinition_name"
				recharge_time = 2
				range = 2
				
				[Effect Template=PierceDamageEffect]
				amount = 60

				[WhenDo template=FXC_PlaySFX]
				audio_ids = ger_mg_light
			}
		}
		
		[Ability Template=AAGrenadeLocal]
		{		
			[AbilityDefinition Template=AAThrownGrenade]
			{
				name = "#ger_infantry_AbilityDefinition_name_2"
				projectile_ids = grenade02
				
				[Effect Template=APDamageEffect]
				amount = 600

				[Effect Template=AddDamageEffect]
				damage_type_IDS = gunfire
				targets = infantry
				amount = 80
			}
		}
	}
}