Special Unit Behaviors
The units that bend the standard rules.
PASSENGERS
Don't fight while embarked — see Movement & Orders / Transport for the full rule on what happens if their transport is destroyed.
SNIPERS / PRECISION FIRE
One aimed, full-strength shot per engagement, then a reload — and never revealed to the enemy by being in combat. Reload time and unlimited ammo are covered in Missile Reloads.
NAVAL COMBAT
Surface ships fight like ground units — deck guns on their own reload, spending naval shells — and keep maneuvering throughout. Each shot shows as a visible shell.
SUBMARINES
A submarine attack is a fire-and-forget torpedo, not an engagement. The surface ship only answers if its own sensors have detected the submarine: a VLS torpedo if it carries one, plus its deck gun at 45% damage.
MISSILE LAUNCHERS
Ground attacks by surface-to-surface, ballistic and anti-armor launchers fire missiles instead of joining a gun fight. Ballistic and surface-to-surface launchers only fire while their stack stands still.
INDIRECT FIRE
Artillery-type fire has its position hidden from the defender's combat feed. The defender knows it's being shelled but not from where — unless it has counter-battery radar (covered in Vision & Detection), which reveals the attacker.
GROUND VS. AIRCRAFT
Ground units cannot target aircraft directly. Anti-air response has to come from dedicated air-defense units or a radar lock, not regular ground combat — full detail in the Missiles & Air Defense chapter.
