 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
Mercenary armies |
1/10 |
0/3/0 |
3/3/3 |
0/3/0 |
| (Economy)* |
Are automatically veteran |
T. MacGillivray |
 |
National Guard |
1/20 |
1/5/0 |
3/5/1 |
1/5/0 |
| (Democracy)* |
The Democratic counterpart to Fundalmentalist; can only leave an area of
5 squares around own cities (because of defensive status).
|
pcdoc88 / J. Kroemer |
 |
"Special Forces" unit |
2/20 |
8/4/0 |
8/4/2 |
8/4/1 |
| (Stealth)* |
Can everything, except founding cities, establish embassies and flying
|
pcdoc88 (Unknown) |
 |
Bazooka-man |
1/20 |
0/2/0 |
3/7*/1 |
0/2/0 |
| (Guerilla warfare)* |
*Only high defensive ratings against armors
|
C. Grove |
 |
Trench soldier |
1/20 |
2/6*/0 |
4/5*/1 |
2/4*/0 |
| (Tactics)* |
Move 3 times in mountain regions and hills; *has no defense
out in the open like in deserts and plains.
|
G. Manke / M. Cummings |
 |
Missle launcher |
2/20 |
8/2/0 |
12/2/2 |
8/2/0 |
| (Anti-Stealth)* |
Aid for armor; destroy Stealth planes and cities |
G. Manke |
 |
Airmobile unit |
1/10 |
0/3/6 |
5/4/3 |
0/3/0 |
| (Combined arms)* |
Can act as a helicopter (without attack capability); cannot land on a carrier;
must land at the end of the turn.
|
J. Atkinson |
 |
Stinger soldier |
1/10 |
6/2/0 |
0/2/1 |
0/2/0 |
| The laser |
Can only attack air-units |
D. Credé |
 |
Marines |
1/20 |
2/4/0 |
8/4/1 |
8/4/1 |
| Amphibious warfare |
Can attack ships and swim near coast |
D. Credé |
 |
Machine gun unit |
1/10 |
1/4/0 |
7/4/1 |
2/4/0 |
| Industrialization |
Treats all squares as road* |
T. Langan |
 |
Troop transport |
1/20 |
0/4/0 |
0/4/3 |
0/4/0 |
| (Automobile)* |
Move several troops overland |
B. Atwell |