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Cruise Missile
| Cruise Missile | |||||
|---|---|---|---|---|---|
| |||||
| Cost | |||||
| 60 | |||||
| Upkeep | |||||
| Shields | Food | Unhappy | |||
| 1 | 0 | 1 | |||
| Required technology | |||||
| Rocketry | |||||
| Obsoletes | Obsoleted by | ||||
| - | - | ||||
| Hitpoints | Movement | Attack | |||
| 10 | 12 | 18 | |||
| Firepower | Vision range | Defense | |||
| 3 | 2 | 0 | |||
| Capacity | Fuel | ||||
| 0 | 1 | ||||
- May be disbanded in a city to recover 50% of the production cost.
- A missile unit: gets used up in making an attack.
- A field unit: one unhappiness applies even when non-aggressive.
- May become veteran through training (but not combat).
- Unit has to be in a city, or on a Carrier or Submarine after 1 turn.
TIP: A handful of these can successfully keep the waters around your treasured homeland free of enemy ships.
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