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cardsizeDeep Pressure Hull (Sp Ablts)
Prereq: Nanometallurgy (E8c)
Prev: B7c (C6b, D5b), E4a (E2a, B3b)

Ability: Operates Underwater
Cost: 1

Sea unit can operate as a submarine and are difficult for enemies to detect.

Deep Pressure Hull (Sp Ablts)
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cardsizeDeep Radar (Special Abilities)
Prereq: Adv Military Algorithms (C4a)
Prev: E2a (E1b), D3b (C1a, D2b)

Ability: See 2 squares radius
Cost: 0

Allows unit to spot enemies and terrain up to two squares away.

Deep Radar (Special Abilities)
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cardsizeDrop Pods (Special Abilities)
Prereq: Mind / Machine Interface (C6a)
Prev: E5b (E4c, E2a), C4b (D2c, B3b)

Ability: Makes air drops
Cost: 2

Ground units can make air drops. Must begin its turn in a friendly base or airbase and made into any empty square within 8 squares. Unit may move after the airdrop, but if they attack a -50% combat penalty applies. If you have Orbital Insertions, units may be air dropped anywhere on the planet.

Drop Pods (Special Abilities)
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[Image/Sound Effect] from Sid Meier's Alpha Centauri. Sid Meier's Alpha Centauri copyright 1998 Firaxis Games, Inc. All rights reserved. Used by permission.