[9.01] Airship
Unit Type - Air Unit
Production Cost - 80 Hammers
Required - Physics Tech
Strength - 4
Movement - 1
Range - 8
Effects - Can See Submarines
+100% vs Naval Units
Upgrades To - Fighter
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[9.02] Anti-Tank Infantry
Unit Type - Gunpowder Unit
Production Cost - 120 Hammers
Required - Artillery Tech
Strength - 14
Movement - 1
Effects - +100 vs Armoured Units
Starts with Ambush Promotion
Upgrades To - Mechanised Infantry
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[9.03] Attack Submarine
Unit Type - Naval Unit
Production Cost - 150 Hammers
Required - Rocketry, Radio and Combustion Tech, Uranium Bonus
Strength - 24
Movement - 6
Effects - Cargo Space 1
Invisible to Most Units
Can See Submarines
Can Move pass Impassable Terrain
Can Explore Rival Territory
50% Chance to Withdraw from Combat
+50% vs Submarines
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[9.04] Cuirassier
Unit Type - Mounted Unit
Production Cost - 100 Hammers
Required - Gunpowder, Military Tradition, Horseback Riding Tech, Horse
and Iron Bonus
Strength - 12
Movement - 2
Effects - Immune to First Strikes
Doesn't Receive Defensive Bonuses
15% Chance to Withdraw from Combat
Flank Attack against Cannon
Replaced by Spanish Conquistador
Upgrades To - Cavalry
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[9.05] Great Spy
Unit Type - Special
Production Cost - Special
Strength - 0
Movement - 2
Effects - Can Start a Golden Age
Can Infiltrate enemy city for 3000 Espionage Points
Can Join a City as a Great Spy
Can Construct Scotland Yard
Invisible to All Units
Can Explore Rival Territory
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[9.06] Guided Missile
Unit Type - Missile
Production Cost - 60 Hammers
Required - Rocketry and Radio Techs
Strength - 40
Movement - 1
Range - 4
Effects - 100% Chance to Evade Interception
Bombard Tile Improvements
Bomb City Defences by 16%
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[9.07] Missile Cruiser
Unit Type - Naval Unit
Production Cost - 260 Hammers
Required - Robotics Tech, Oil or Uranium
Strength - 40
Movement - 7
Effects - Cargo Space of 4
Causes Collateral Damage
Can Bombard City Defences, 20% a turn
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[9.08] Moblie Artillery
Unit Type - Siege Weapon
Production Cost - 200 Hammers
Required - Laser and Artillery Techs, Oil
Strength - 26
Movement - 2
Effects - Doesn't Receive Defensive Bonuses
Maximum damage of 85% on enemy on attack
Causes Collateral Damage
Immune to Coillateral Damage from Siege Weapons
+50% vs Siege Weapons
Can Bombard City Defences, 16% a Turn
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[9.09] Mobile SAM
Unit Type - Gunpowder Unit
Production Cost - 220 Hammers
Required - Lasers Tech, Oil
Strength - 22
Movement - 2
Range - 1
Effects - Can Intercept Aircraft, 50% Chance
+50% vs Helicopter Units
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[9.10] Paratrooper
Unit Type - Gunpowder Unit
Production Cost - 160 Hammers
Required - Fascism, Rifling and Flight Techs
Strength - 24
Movement - 1
Effects - Can perform Paradrops with Range of 5
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[9.11] Privateer
Unit Type - Naval Unit
Production Cost - 80 Hammers
Required - Chemistry and Astronomy Techs, Copper or Iron
Strength - 6
Movement - 4
Effects - Hidden Nationality
Can Attack without Declaring War
Starts with Sentry Promotion
Upgrades To - Destroyer
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[9.12] Ship of the Line
Unit Type - Naval Unit
Production Cost - 120 Hammer
Required - Military Science and Astronomy Techs, Iron
Strength - 8
Movement - 3
Effects - +50% vs Frigates
Can Bombard City Defences, 12% a Turn
Upgrades To - Destroyer
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[9.13] Stealth Destroyer
Unit Type - Naval Unit
Production Cost - 250 Hammers
Required - Stealth and Robotics Tech, Oil or Uranium
Strength - 30
Movement - 8
Effects - Invisible to Most Units
Can See Stealthed Ships
50% Chance to Intercept Aircraft
Cam Bombard City Defences, 16% a Turn
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[9.14] Tactical Nuke
Unit Type - Missile
Production Cost - 250 Hammers
Required - Fission and Rocketry Techs, Uranium
Strength - 0
Movement - 1
Range - 4
Effects - Can Nuke Enemy Lands
50% Chance to Evade Interception
Requires Manhattan Project
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