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%.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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).
| 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.
| 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.
| 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.
| 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).
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.