sub_units = {
    helicopter_1 = {
        sprite = infantry
        
        map_icon_category = infantry

        priority = 20
        ai_priority = 0

        active = no       # Whether the unit is usable without explicit unlocking in technology
        cavalry = no           # Used to define subunit as cavalry 
        special_forces = yes    # Used to define subunit as special forces
        marines = no           # Used to define subunit as marine
        mountaineers = no      # Used to define subunit as mountaineers
        can_be_parachuted = no # Used to define subunit as paratroopers.
        affects_speed = yes     # Used to check if the unit will affect the template's speed, support companies have it set to no.

		transport = attack_helicopter_equipment
        
        # How the unit is grouped division-wise, i.e. appearing in the Support tab. Not used for air or naval units
        group = helicopter
        
        # Internal types
        type = {
            motorized
        }
        
        # Categories the unit belongs to.
        categories = {
			category_front_line
			category_army
			category_helicopter
        }
        
        # Equipment needed to produce this unit. Unit won't be available until the nation has this equipment
        need = {
			attack_helicopter_equipment = 40
			infantry_equipment = 100
        }

		combat_width = 2
        
		#Size Definitions
		max_strength = 25
		max_organisation = 60
		default_morale = 0.30
		manpower = 1200

		#Misc Abilities
		training_time = 120
		suppression = 1
		weight = 0.85
		supply_consumption = 0.11
		ap_attack = -0.7
		hard_attack = -0.7
        reliability = 0.3
        
        forest = {
			attack = -0.3
			movement = 0
		}
		desert_hills = {
			attack = -0.15
			movement = -0.15
		}
		hills = {
			attack = -0.1
			movement = -0.1
		}
		valleys = {
			attack = -0.3
			movement = -0.3
		}
		mountain = {
			attack = -0.65
			movement = -0.2
		}
		jungle = {
			attack = -0.5
			movement = -0.5
		}
		marsh = {
			movement = -0.1
		}
		urban = {
			attack = -0.2
		}
		river = {
			attack = -0.1
			movement = -0.1
		}
		amphibious = {
			attack = -0.1
		}
    }
}