+100% defense vs air units.
Allows a unit to attack air units in flight. Air units with Air Superiority gain a +100% combat bonus versus other air units but suffer a -50% combat penalty against ground and sea units.
Improves probe team success rate and decreases probe attack energy costs. Also allows a probe team to attempt an attack on a base or unit under the Hunter-Seeker Algorithm, though at an extremely low success rate.
Allows ground units to attack sea bases, and allows ground units to attack from on board a sea-going transport. Also allows ground units to cross the gap between a friendly sea base and dry land without needing a transport in the base.
+1 movement rate for ground units, and ignore terrain movement penalties. An air unit with Antigrav Struts gains a movement rate increase equal to its reactor level.
Attacker ignores base defense bonuses.
Transport may carry air units.
Unit does not require support from its home base. Not to be confused with the unit's Reactor, the Clean Reactor trait eliminates the cost of support. Note that probe and supply units inherently do not incur support costs, hence do not need this ability.
Ground unit ignores zones of control (may move past enemy units without stopping).
+50% defense vs. fast units (rover, hovertank).
Ship operates underwater. May not be combined with the Carrier Deck ability.
Unit can see two squares away instead of one. Units with deep radar can see ONE square into the fungus, which is still an improvement, as without it one must actually enter said square to detect the unit.
Halves all positive combat bonuses (such as the +50% defense against fast units conferred by the Comm Jammer special ability).
Allows a unit to make an Airdrop over a range of eight tiles, instantly moving from the tile of origin to the destination, provided that there are no air defenses near the destination tile, that the unit has not moved yet this turn, and that the unit is starting from a friendly base or airbase. Upon discovery of Applied Gravitonics (or upon completion of the Space Elevator, whichever comes first) any units with Drop Pods may instead make Orbital Insertions, which removes the eight-tile restriction. A unit that has made an Airdrop or Orbital Insertion may attack on the same turn, but will suffer a -50% combat penalty.
+50% to psi offense.
Adds +2 to an air unit's fuel supply, effectively increasing its range by 1.
Formers remove fungus at double speed.
Ground unit can make long range bombardment attacks from up to two squares distant. It is important to note that artillery units are incapable of attacking any other way.
Unit gains one automatic Morale upgrade, in addition to any conferred by the unit's respective facility (ie. Command Center, Naval Yard or Aerospace Complex).
+50% to psi defense. This is probably the most popular special ability in the game, perhaps rivaling Clean Reactor, putting defending land units on equal footing with attackers, and turning sea or air units into veritable psi fortresses.
Allows an attacking unit to capture a severely damaged enemy sea unit. There can be bugs with this, such as capturing enemy naval forces in base squares. If it is a transport vessel, all land units defending the seabase are transferred over to your control, as if you had caught the transport at sea!
+50% attack bonus. Additionally, when attacking a city, kills half of the city's population (round up) if the attacking unit wins.
WARNING: using a unit equipped with this in combat is considered a Simple Atrocity. That means if the UN charter is in effect, sanctions will be imposed upon you (nullifying commerce for at least 10 years), and regardless of the UN charter, the opponent on whom you used nerve gas will hate you forever.
Unit counts as two for police purposes (suppressing two drones instead of one, and 4 if your police rating is +3 or higher!).
Doubles the energy cost incurred by an enemy probe team attempt to subvert the unit.
Transport acts as a bunker (units heal while on board).
Unit reduces Morale of non-native enemy units by two when attacking.
All terraforming orders except for Remove/Plant Fungus are executed at double speed.