*This page last updated: 16 July, 2013 17:44 PST.
Movement: 4; Strength: 90; Ranged Strength: 0; Cost: 375; Required Resource:
Notes: Previous information indicated that Aluminum was required, but this is no longer the case. Appearance based on the American LAV-25.
Movement: 5; Strength: 100; Ranged Strength: 0; Cost: 425; Required Resource:
Abilities: Penalty attacking Cities, no defensive bonuses, limited visibility, can move after attacking.
Notes: Appearance based on the German Leopard 2.
Ranged Strength: 60; Range: 10; Cost: 425; Required Resource: Aluminum
Abilities: Interception (100), Air Sweep, Air Recon, Bonus vs. Helicopters, weak ranged attack.
Notes: Bonus against helicopters. Air Recon ability: "everything within 6 tiles of its starting location is visible at the beginning of the turn." Appearance based on the American F-22 Raptor.
Range: 12; Cost: 1000; Required Resources: 2 Uranium
Technology: Advanced Ballistics
Abilities: Evasion (50).
Notes: Can be based in a friendly city, nuclear submarine or missile cruiser. Blast radius of 2 tiles. All units in the blast radius are automatically destroyed, and cities have a chance to be completely destroyed. In one demonstration video, the available Uranium count went from 0 to 2 after using a Nuclear Missile, so it's possible that the missile requires an allocation of 2 Uranium, but this is not corroborated by the strategy guide or manual.
Movement: 6; Strength: 50; Ranged Strength: 85; Range: 3; Cost: 425; Required
Abilities: Invisible to all Units except Destroyers and other Submarines, can see Submarines, +50% bonus vs. Submarines, may enter Ice tiles, may not melee attack.
Notes: Can carry up to 2 missiles. Appearance based on the American Ohio-class SSBN.
Ranged Strength: 60; Range: 8; Cost: 200; Required Resource:
Abilities: Cannot be intercepted.
Notes: "A cheap unit that may be used once to damage enemy Units or Cities." Can be carried by Missile Cruiser or Submarine.
Movement: 7; Strength: 80; Ranged Strength: 100; Range: 3; Cost: 425;
Required Resource: none
Abilities: Indirect Fire, Interception (100), may not melee attack.
Notes: Can carry 3 missiles (Guided Missile or Nuclear Missile). Bonus against enemy aircraft. Appearance based on the American Ticonderoga-class Aegis cruiser.
Ranged Strength: 85; Range: 20; Cost: 425; Required Resource: Aluminum
Abilities: Penalty vs. Naval, Evasion (100), Air Recon.
Notes: Stealth Bombers can only be based in Cities, and not on Carriers. Appearance based on the American B-2 Spirit (though the silhouette in the icon is of the F-117 Nighthawk).
Movement: 2; Strength: 110; Ranged Attack: 0; Cost: 400; Requires
Technology: Nanotechnology; Obsolete with: -
Abilities: Skyranger (range 40 paradrop)
Tech Tooltip: "Futuristic infantry unit skilled at dropping into danger from far across the world. Squad can move and pillage after landing but cannot enter combat until the following turn. Good Luck, Commander!"
Notes: A future-era upgrade to the Paratrooper (and a tie-in with Firaxis' XCOM Enemy Unknown).
Movement: 5; Strength 150; Ranged Strength: 0; Cost: 425; Required Resource: Uranium
Technology: Nuclear Fusion
Abilities: No Defensive Bonuses, Can Move After Attacking.
Notes: The various parts for the spaceship required for a Science Victory are produced as units. These must be moved to a central launch location (the Capital city), and can therefore potentially be interdicted by hostile forces.
Back to <<< Atomic Units