*This page last updated: 16 July, 2013 17:44 PST.
Mechanized Infantry
Movement: 4; Strength: 90; Ranged Strength: 0; Cost: 375; Required Resource:
none
Technology: Electronics
Abilities: none
Notes: Previous information indicated that Aluminum was required, but this is no
longer the case. Appearance based on the American LAV-25.
Modern Armor
Movement: 5; Strength: 100; Ranged Strength: 0; Cost: 425; Required Resource:
Aluminum
Technology: Lasers
Abilities: Penalty attacking Cities, no defensive bonuses, limited visibility,
can move after attacking.
Notes: Appearance based on the German Leopard 2.
Jet Fighter
Ranged Strength: 60; Range: 10; Cost: 425; Required Resource: Aluminum
Technology: Lasers
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.
Nuclear Missile
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.
Nuclear Submarine
Movement: 6; Strength: 50; Ranged Strength: 85; Range: 3; Cost: 425; Required
Resource: Aluminum
Technology: Computers
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.
Guided Missile
Ranged Strength: 60; Range: 8; Cost: 200; Required Resource:
none
Technology: Satellites
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.
Missile Cruiser
Movement: 7; Strength: 80; Ranged Strength: 100; Range: 3; Cost: 425;
Required Resource: none
Technology: Robotics
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.
Stealth Bomber
Ranged Strength: 85; Range: 20; Cost: 425; Required Resource: Aluminum
Technology: Stealth
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).
XCOM Squad
Movement: 2; Strength: 110; Ranged Attack: 0; Cost: 400; Requires
Resource: none
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).
Giant Death Robot
Movement: 5; Strength 150; Ranged Strength: 0; Cost: 425; Required Resource: Uranium
Technology: Nuclear Fusion
Abilities: No Defensive Bonuses, Can Move After Attacking.
Space Ship Parts
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.
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