*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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