Special Abilities

[ AAA Tracking ] [ Amphibious ] [ Artillery ] [ Blink ] [ Carrier ] [ Clean ] [ Cloaked ] [ Drop ] [ ECM ] [ Empath Song ] [ Fungicidal ] [ Grav ] [ Police ] [ Repair ] [ SAM ] [ Secure ] [ Sub ] [ Super Former ] [ Trained ] [ Trance ] [ X ] [ Deep Radar ]

AAA Tracking  
Prerequisite Advanced Military Algorithms
Cost factor 1
Description Mk. 190 FUBR fire control system
Other Notes x2 vs. air attacks
  Not allowed for Psi Units
  Only allowed for land and sea Combat Units

The AAA Tracking ability increases a unit's defense against air and missile attacks by 100%.

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Amphibious Pods  
Prerequisite Doctrine : Initiative
Cost factor 1
Description Hoverpod LCs
Other Notes Attacks from ships
  Only allowed for land Combat Units
   

Amphibious Pods allow a ground unit to attack directly from a sea square when disembarking from a transport. Units with Amphibious Pods may also move and attack across the channels between Sea Bases and continents.

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Heavy Artillery  
Prerequisite Poloymorphic Software
Cost factor -7
Description Reactor chamber upgrade
Other Notes Bombards
  Not allowed for Psi units
  Only allowed for land combat units

Heavy Artillery units bombard their targets from a distance rather than attacking them directly. This unique ability allows to fire at units up to two (2) squares away, and to attack every unit in a square with one attack.

An artillery unit's only weakness is its inability to attack by any other means than bombardment.

Note that naval units have the intrinsic ability to conduct bombardment, but they may also attack directly against units in sea squares.

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Blink Displacer  
Prerequisite Matter Transmission
Cost factor 1
Description Temporal Distortion Field
Other Notes Bypass bases defenses
  Only allowed for combat units
   

The Blink Displacer ability allows a unit to ignore all base defenses ( Perimeter Defense , Tachyon Field ) when attacking.

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Carrier Deck  
Prerequisite Nanometallurgy
Cost factor 1
Description Bonded alloy flight deck
Other Notes Mobile Airbase
  Only allowed for Sea Transport units
  Not allowed for Probe Teams

A Carrier Deck allows a sea-going transport to carry and refuel air units.

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Clean Reactor  
Prerequisite Bio-Engineering
Cost factor 2
Description Reactor emission containment system
Other Notes Requires no support
   
   

Units with the Clean Reactor ability require no support from their home bases.

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Cloaking Device  
Prerequisite Frictionless Surfaces
Cost factor 1
Description Type IV Refraction/diffusion shield
Other Notes Invisible; Ignores ZOCs
  Not allowable for Probe Teams
  Only allowed for land units

A Cloaking Device allows a unit to avoid detection by enemy units unless they actually attempt to enter the same square. Cloaked units may also ignore enemy Zones of Control (ZOC) - they may move freely between squares adjacent to enemy units.

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Drop Pods  
Prerequisite Mind/Machine Interface
Cost factor 2
Description Aircushion LCs
Other Notes Makes air drops
  Only allowed for land units
   

Drop Pods allow ground units to make air drops. A unit must begin its turn in a friendly base or airbase in order to make an airdrop. Airdrops may be made into any empty square within eight (8) squares (unless your faction has the technology necessary to make Orbital Insertions , in which case units may be dropped anywhere on the planet).

Drop Pod units may move after an airdrop, but if they attack a 50% combat penalty applies.

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Comm Jammer  
Prerequisite Advanced Subatomic Theory
Cost factor -1
Description Type IX ECTS EMP pulse generator
Other Notes +50% vs. fast units
  Only allowed for land units
  Not allowed for Psi units

The Comm Jammer ability interferes with enemy tactical command and control, thus throwing enemy mobile offensives into confusion. A Comm Jammer confers +50% defense against ground units with more than one move (Speeders and Hovertanks).

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Empath Song  
Prerequisite Centauri Empathy
Cost factor 2
Description Psi lock software upgrade
Other Notes +50% attack vs. Psi
  Not allowed for Psi units
  Only allowed for combat units

The Empath Song ability confers a +50% attack bonus against units which employ a Psi defense, such as Mind Worms and other alien creatures.

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Fungicide Tank  
Prerequisite Synthetic Fossil Fuels
Cost factor 1
Description Boron defoliant system
Other Notes Clears fungus at double speed
  Only allowed for former units
   

Fungicide Tanks allow a terraformer unit to clear Xenofungus at twice the normal rate. Only terraforming units can use this ability.

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Antigrav Struts  
Prerequisite Graviton Theory
Cost factor 1
Description Graviton Repulsor Pylons
Other Notes +1 movement rate (or +Reactor*2 for Air)
  Only allowed for land units
   

Antigrav Struts give a unit an extra move each turn, and allow all ground units , like Hovertanks, to avoid movement penalties for difficult terrain.

Air units with Antigrav Struts gain moves equal to twice (2x) their reactor value.

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Non-Lethal Methods  
Prerequisite Intellectual Integrity
Cost factor 1
Description Stunjack cannon & training for police
Other Notes x2 Police powers
  Only allowed for land combat units
   

Non-Lethal Methods allow a unit to count double when used as Police Units (each unit eliminates two (2) drones rather than one).

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Repair Bay  
Prerequisite Nanometallurgy
Cost factor 1
Description Modified Supply Transport module
Other Notes Repairs ground units on board
  Only allowed for transport units
   

A Repair Bay allows transport units to repair the units they carry while in transit.

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Air Superiority  
Prerequisite Doctrine : Air Power
Cost factor 1
Description Mk. 66 fire control sensor
Other Notes Attacks air units
  Only allowed for Combat Units
   

The Air Superiority ability equips a unit with the missiles necessary to attack Needlejets in flight. Air Superiority units gain a +100% combat advantage when attacking other air units in flight, but incur a -50% penalty if they attack ground or naval units.

Air-to-air combat is resolved by comparing attack factors - the armor value is ignored.

Note that even ground and naval units can be equipped with the SAM missiles necessary to confer this ability.

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Polymorphic Encryption  
Prerequisite Pre-Sentient Algorithms
Cost factor 1
Description none
Other Notes x2 cost to subvert
   
   

Polymorphic Encryption doubles a unit's resistance to Probe Team subversion.

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Deep Pressure Hull  
Prerequisite Nanometallurgy
Cost factor 1
Description Reinforced Silksteel chassis
Other Notes Operates underwater
  Only allowed for sea units
   

A Deep Pressure Hull allows a sea unit to function as a submarine. Submarine units are difficult for enemies to detect.

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Super Former  
Prerequisite Advanced Ecological Engineering
Cost factor 1
Description SmartSettler V2.0 software upgrade
Other Notes Terraform rate doubled
  Only allowed for former units
   

The Super Former ability doubles the speed at which a unit performs normal terraforming functions. It can be used only with terraforming units.

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High Morale  
Prerequisite Intellectual Integrity
Cost factor 1
Description Advanced Warfare Training
Other Notes Gains morale upgrade
  Only allowed for combat units
   

The High Morale ability gives a unit a +1 morale upgrade when it is first created.

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Hypnotic Trance  
Prerequisite Secrets of the Human Brain
Cost factor -1
Description Psychic amplification module
Other Notes +50% defense vs. Psi
  Not allowed for Psi units
   

Units with the Hypnotic Trance ability are insulated from Psi attack, and thus receive a +50% defense bonus when attacked by units which employ Psi Combat, such as Mind Worms and other alien creatures.

Psi units that wish to increase their Psi defense should take the Psi Armor option.

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Nerve Gas Pods  
Prerequisite High Energy Chemistry
Cost factor 1
Description Mk. 1 VX delivery system
Other Notes Can +50% offense (Atrocity)
  Not allowed for Psi or Probe units
  Only allowed for land and air combat units

Faction leaders willing to commit atrocities can equip their combat units with Nerve Gas Pods. Units so equipped can employ these pods to gain a +50% attack bonus. If employed against a populated area, Nerve Gas Pods will cause significant civilian casualties.

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Deep Radar  
Prerequisite Advanced Military Algorithms
Cost factor 0
Description Mk. 45 sensor array upgrade
Other Notes Sees 2 spaces
  Cost increased for land units
   

Deep Radar allows a unit to spot enemies in terrain up to two (2) squares away.

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