List of unit abilities in Civ6

Unit abilities are unit traits that are gained passively or by an additional condition. Although somewhat similar to s, they are not earned by gaining XP or through technological research (for Giant Death Robots).
There are also unit combat modifiers, which are covered in detail on the combat page. They have additional impact on the combat strength of the units based on the circumstances under which combat occurs (e.g. ideal/unfavorable terrain, flanking/support bonuses, fortification, unit damage, bonuses). These modifiers are not listed on this page.
==List of unit abilities==
The following is a list of all unit abilities present in the Civilization VI and its various expansions and game modes. Scenario-specific abilities are not included. The sections reflect the condition needed to gain the ability.
Please be aware of the following when reading the tables:
* Not all abilities have official names. In those cases, a name is given for reference and written in italics.
* Not all abilities have official descriptions. In those cases, the related modifier description is used.
* "All combat units" means any unit that has a Combat Strength greater than 0. (This excludes support, civilian, and religious units.)
* A unit's class determines which abilities it can get. Units that belong to a specific class cannot get abilities from other classes unless the game's code explicitly specifies otherwise.
* Some units belong to more than one class and can get abilities from any of their classes. These units are explicitly specified when they get an ability from a class that is different from their main promotion class. Sample multi-class units include:
** The , which is a recon and ranged class unit.
** The , which is a recon and ranged class unit.
** The , which is a melee and ranged class unit.
* The is treated as a heavy cavalry class unit when earning promotions, but as a heavy chariot class unit when getting abilities. (This was done intentionally in order to make it immune to the combat bonus of anti-cavalry units.) Other heavy chariot units - the , , and - also belong to the heavy cavalry class.
* Recon units are in their own class.
* Ranged cavalry units are in their own class.
* The and do not belong to the support class (probably unintentionally).
* The and do not belong to the land civilian class (probably unintentionally).
* The belongs to its own class and no other.
* The belongs to its own class and no other.
* The belongs to its own class and no other.
* The belongs to its own class and no other.
===Granted conditionally===
====Granted by civ/leader unique abilities====
Ability name 	Ability description 	Granted by	Units 	Notes
Ejército Patriota 	+1 to all units. (Ejército Patriota) 	 	All units 	
Great Turkish Bombard 	+5 Combat Strength vs. district defenses. (Great Turkish Bombard) 	 	Siege units 	
Heal Neutral Territory 	Can heal in neutral territory. (Knarr) 	 	Naval melee units 	
KNARR IGNORE EMBARK DISEMBARK COST 	Ignores additional movement cost from embarking and disembarking. (Knarr) 	 	All land units (including civilian, religious, and support units but excluding s, and s) 	
MANA 	+2 when embarked. 	 	All land units (excluding s, s, s, and s) 	
Mediterranean Colonies 	+2 and +2 sight range while embarked.Ignore additional costs from embarking and disembarking. 	 	 	
NUBIA RANGED EXPERIENCE MODIFIER 	+50% Earned experience from combat. (Ta-Seti) 	 	All ranged units (including , s, and s) 	
Holy City Combat 	Receive +3 Combat Strength for each Holy City converted to your Religion and Byzantium's Religion is spread to nearby cities when a major civilization's unit is defeated. (Taxis)	 	All units (excluding civilian, aircraft, support, and religious units and s) 	
Holy City Religious Strength 	Receive +3 Religious Strength for each Holy City converted to your Religion. 	 	All religious units 	
TOQUI XP FROM GOVERNOR 	+10% Earned experience from combat. (Toqui) 	 	All units (excluding civilian, support, and religious units, s, s, and s) 	
TOQUI XP FROM GOVERNOR NOT FOUNDED 	+30% Earned experience from combat. (Toqui) 	 	All units (excluding civilian, support, and religious units, s, s, and s) 	
Ethiopian Highlands 	+4 Combat Strength on Hills. (Council of Ministers) 	 	All combat units 	
HOJO TOKIMUNE COASTAL COMBAT BONUS 	+5 Combat Strength when fighting on coastal land. (Hojo Tokimune) 	 	Anti-cavalry, heavy cavalry (excluding s), light cavalry, melee, ranged, recon, and siege units	
HOJO TOKIMUNE SHALLOW WATER COMBAT BONUS 	+5 Combat Strength when fighting in shallow water. (Hojo Tokimune) 	 	All naval units 	
Drake's Legacy 	+100% Rewards for plundering trade routes. (Elizabeth I) 	 	All naval units 	
Drive Out The Aggressors 	+5 Combat Strength for units fighting in Rainforest, Marsh, or Woods tiles. +1 if they begin their turn there. Both these bonuses are doubled if the tile is your territory. 	 	All units (excluding aircraft, naval units, s, s, and s) 	
PHILIP II COMBAT BONUS OTHER RELIGION 	+5 Combat Strength vs. units of an other religion. (Philip II) 	 	All combat units (excluding ranged cavalry units, s, s, and s) 	
Emancipation Proclamation 	+5 Combat Strength and this unit does not require resources when created or to maintain. (Abraham Lincoln) 	 	Land melee units 	
GITARJA RELIGIOUS NO EMBARK DISEMBARK COST	No movement cost to embark or disembark. (Gitarja) 	 	All religious units 	
MONTEZUMA COMBAT BONUS PER LUXURY 	+1 Combat Strength for each unique luxury owned. 	 	All combat units (excluding ranged cavalry units, s, s, and s) 	
BARBAROSSA COMBAT BONUS VS CITY STATES 	+7 Combat Strength vs. City-States. (Barbarossa) 	 	All combat units (excluding ranged cavalry units, s, s, and s) 	
Mutal 	+5 Combat Strength to units within 6 tiles of the Capital. (Ix Mutal Ajaw) 	 	All units (excluding civilian, support, and religious units, s, and s) 	
TOMYRIS BONUS VS WOUNDED UNITS 	+5 Combat Strength vs. wounded units. (Tomyris) 	 	All units (excluding civilian, support, and religious units, s, s, and s) 	
TOMYRIS HEAL AFTER DEFEATING UNIT 	+30 Health after defeating an enemy unit. (Tomyris) 	 	All units (excluding civilian, support, and religious units, s, s, and s) 	
Ambiorix 	Receive +2 Combat Strength for each adjacent unit. (King of the Eburones) 	 	Anti-cavalry, melee, and ranged units (including , and s) 	
GENGHIS KHAN CAVALRY BONUS 	+3 Combat Strength. (Mongol Horde) 	 	Heavy cavalry (excluding ), light cavalry, ranged cavalry units 	
GENGHIS KHAN CAVALRY CAPTURE CAVALRY 	Ability to capture defeated cavalry units. (Mongol Horde) 	 	Heavy cavalry (excluding ), light cavalry units 	
Porta do Cerco 	+1 Sight from the Porta do Cerco trait. 	 	All units 	
Porphyrogénnetos 	Does full damage against cities following the same religion as Byzantium. (Porphyrogénnetos) 	 	Heavy cavalry (excluding ), light cavalry units 	
Queen of Ndongo and Mtamba 	Combat Strength against civilization's whose capital is on a different continent. (Nzinga Mbande) 	 	? 	Unused.
Raven King 	+2 and +5 Combat Strength to Levied units. 	 	All units (excluding civilian, support, religious units, , and ) 	
ROOSEVELT COMBAT BONUS HOME CONTINENT 	+5 Combat Strength on home continent. (Roosevelt) 	 	All combat units (excluding ranged cavalry units, , and ) 	
TOQUI COMBAT BUFF VS GOLDEN AGE 	+10 Combat Strength versus Free Cities or civilizations in a Golden Age. 	 	All units (excluding civilian, support, religious units, , and ) 	
Sword of Persia 	+5 Combat Strength attacking full Health Units. (Nader Shah) 	 	All combat units 	
GORGO POLICY SLOT COMBAT BONUS 	+1 Combat Strength for each Military policy slotted in the current government. 	 	All units (excluding civilian, support, religious units, , and ) 	
The Magnificent 	+4 Combat Strength when not in a against units who are also not in a . (Suleiman (Muhteşem)) 	 	All combat units 	
Thirty-Six Stratagems 	This unit can use an action to convert adjacent Barbarians to your side, but it removes this unit. (Qin (Unifier)) 	 	Land melee units 	
The Victorious 	+100% Flanking and Support Bonus. (Saladin (Sultan)) 	 	All units 	
Thunderbolt Coastal Raid 	Can pillage buildings and improvements and capture civilian units on coastal lands. (Hardrada) 	 	Naval melee units 	
Varangian Guard 	Receive , and From Kills equal to 50% of the opponents Combat Strength. (Harald Hardrada (Varangian)) 	 	All combat units 	
====Granted by buildings====
Ability name 	Ability description 	Granted by	Units 	Notes
AIRPORT TRAINED AIRCRAFT XP 	+50% Earned experience from Airport. 	 	All aircraft units 	
ARMORY TRAINED UNIT XP 	+25% Earned experience from Armory. 	 	Anti-cavalry, heavy cavalry (excluding s), light cavalry, melee, ranged (including and s), and siege units	
NIHANG ARMORY STRENGTH 	+15 Combat Strength from Armory. 	 	 	
BARRACKS TRAINED UNIT XP 	+25% Earned experience from Barracks. 	 	Anti-cavalry, melee, ranged units (including , ) 	
BASILIKOI TRAINED UNIT XP 	+25% experience in Combat from Basilikoi Paides. 	 	Anti-cavalry, melee, ranged (including , ), siege units, 	
NIHANG BARRACKS STRENGTH 	+15 Combat Strength from Barracks. 	or 	 	
HANGAR TRAINED AIRCRAFT XP 	+25% Earned experience from Hangar. 	 	All aircraft units 	
LIGHTHOUSE TRAINED UNIT XP 	+25% Earned experience from Lighthouse. 	 	All naval units 	
MILITARY ACADEMY TRAINED UNIT XP	+25% Earned experience from Military Academy. 	 	Anti-cavalry, heavy cavalry (excluding ), light cavalry, melee, ranged (including , ), siege units 	
NIHANG ACADEMY STRENGTH 	+15 Combat Strength from Military Academy. 	 	 	
Mongol Steppe 	+1 . 	 	Heavy cavalry (excluding ), light cavalry units, 	
ORDU TRAINED UNIT XP 	+25% combat experience from Ordu. 	 	Heavy cavalry (excluding ), light cavalry, siege units, 	
Martyr 	A Relic is created if this unit dies in Theological Combat.	 	, 	Only in vanilla
SEAPORT TRAINED UNIT XP 	+25% Earned experience from Seaport. 	 	All naval units 	
SHIPYARD TRAINED UNIT XP 	+25% Earned experience from Shipyard. 	 	All naval units 	
STABLE TRAINED UNIT XP 	+25% Earned experience from Stable. 	 	Heavy cavalry (excluding ), light cavalry, siege units 	
====Granted by city-states====
Ability name 	Ability description 	Granted by 	Units 	Notes
Plunder Immunity at Sea	While on a water tile, its Trade Route cannot be plundered by enemy units. Obtained when Suzerain of Lisbon city-state. 	Suzerainty of	 	
Balkan Cavalry 	+5 Combat Strength to heavy and light cavalry on Hills when Suzerain of Preslav city-state. 	Suzerainty of	Heavy cavalry (excluding ), light cavalry units	
Great General Points 	Receive Great General points when a land unit defeats a major or minor civilization's unit equal to 25% of the opposing unit's strength (Standard Speed). (Wolin City-State) 	Suzerainty of	All land combat units (excluding ) 	
WOLIN NAVAL UNITS 	Receive Great Admiral points when a naval unit defeats a major or minor civilization's unit equal to 25% of the opposing unit's strength (Standard Speed). (Wolin City-State)	Suzerainty of	Naval melee, naval raider, naval ranged units 	
====Granted by policy cards and governments====
Ability name 	Ability description 	Granted by 	Units 	Notes
Communism Land Defense 	+6 Combat Strength when defending from the Communism government. 	 	All land combat units (excluding and ) 	
Cyber Warfare 	+10 Combat against units from the Information and Future Eras from Cyber Warfare. 	 	All units (excluding civilian, aircraft, , , ) 	
DIGITAL DEMOCRACY DEBUFF 	-3 Combat Strength for all units. 	 	All units (excluding civilian, support, religious units, , and ) 	
Fascism Attack 	+5 Combat Strength when attacking from the Fascism government. 	 	All units (excluding civilian, support, religious, , , ) 	
FASCISM LEGACY ATTACK BUFF 	+5 Combat Strength from Fascist Legacy. 	 	All units (excluding civilian, support, religious, , , ) 	
GLOBAL COALITION FRIENDLY TERRITORY 	+7 Combat Strength for units in friendly territory. 	 	All units (excluding civilian, aircraft, , , ) 	
Inquisition 	+15 Religious Combat Strength in friendly territory. 	 	All religious units 	
Military Organization 	+2 to Great Generals from the Military Organization policy. 	 	 	
Military-Industrial Complex mode only	+5 Combat Strength from the Military-Industrial Complex policy. 	 	All combat units 	
Military-Industrial Complex 	+1 Range from the Military-Industrial Complex policy. 	 	Naval raider, naval ranged, siege, ranged cavalry, ranged (including , and ), 	
Oligarchy Melee 	+4 Combat Strength from the Oligarchy government. 	 	Anti-cavalry, melee (including ), naval melee units 	
OLIGARCHY LEGACY MELEE BUFF 	+4 Combat Strength from Oligarchic Legacy. 	 	Anti-cavalry, melee (including ), naval melee units 	
ECONOMIC GOLDEN AGE PLUNDER IMMUNITY 	This unit's Trade Route cannot be plundered by enemy units. Obtained as part of an Economic Golden Age.	or Reform the Coinage (golden age dedication)	 	
Religious Orders 	+5 Religious Strength from the Religious Orders policy. 	 	All religious units 	
Soft Targets 	+10 Combat Strength from the Soft Targets policy vs. district defenses. 	 	All combat units 	
Soft Targets 	-3 Combat Strength from the Soft Targets policy against units. 	 	All combat units 	
Soft Targets 	+10 Combat Strength from the Soft Targets policy vs. city attacks. 	 	All combat units 	
Their Finest Hour 	+5 Combat Strength when in your territory or adjacent to your territory from Finest Hour. 	 	All units (excluding civilian, support, religious, , , ) 	
Theocracy 	+5 Religious Strength from the Theocracy government. 	 	All religious units 	
THEOCRACY LEGACY RELIGIOUS BUFF 	+5 Religious Strength from Theocratic Legacy. 	 	All religious units 	
Twilight Valor 	+5 Combat Strength for all melee attack units. 	 	Anti-cavalry, heavy cavalry (excluding ), light cavalry, melee, naval melee, recon units	
====Granted by wonders====
Ability name 	Ability description 	Granted by 	Units 	Notes
World wonders 	World wonders 	World wonders 	World wonders 	World wonders
GREAT LIGHTHOUSE EMBARKED MOVEMENT	+1 Embarked from Great Lighthouse. 	 	All land units (including civilian and religious units but excluding support and ranged cavalry units, , s, s, and s)	Technically (with the exception of s, s, and s) also get this ability, but they cannot embark.
GREAT LIGHTHOUSE MOVEMENT 	+1 from Great Lighthouse. 	 	All naval units 	
Guide 	Gives movement to nearby religious units. 	 	 	
Sage 	Gives additional combat strength to nearby religious units. 	 	 	
Guru Movement Area of Effect 	+1 . 	and 	All religious units 	
Guru Sage Area of Effect 	+5 Strength. 	and 	All religious units 	
Enter Foreign Lands 	Even without Open Borders, this unit can enter foreign territory. 	 	 	
Natural wonders 	Natural wonders 	Natural wonders	Natural wonders 	Natural wonders
Mysterious Currents 	Mysterious Currents: +1 . 	 	All naval units 	Shows floating text when earned.
Water of Life 	Water of Life: +10 HP when healing in any territory. 	 	All combat units 	Shows floating text when earned.
Spear of Fionn 	Spear of Fionn: +5 Combat Strength. 	 	All land combat units (excluding s) 	Shows floating text when earned.
Alpine Training 	Alpine Training: +3 Combat Strength when fighting in Hills and no penalty in Hill terrain. 	 	All cavalry units (excluding s), anti-cavalry, melee, ranged, recon, and siege units 	Shows floating text when earned.
Altitude Training 	Missionaries, Inquisitors, and Apostles can move over Hills faster after moving adjacent to the Mount Everest natural wonder.	 	All religious units 	Shows floating text when earned.
====Granted by Great People====
Ability name 	Ability description 	Granted by 	Units 	Notes
Abilities granted passively from 	Abilities granted passively from 	Abilities granted passively from 	Abilities granted passively from 	Abilities granted passively from
GREAT ADMIRAL MOVEMENT 	+1 from Great Admiral. 	 	All naval units 	
Great Admiral 	+5 Combat Bonus from Great Admiral. 	 	All naval units 	
GREAT GENERAL MOVEMENT 	+1 from Great General. 	 	All land combat units (excluding s) 	
Great General 	+5 Combat Bonus from Great General. 	 	All land combat units (excluding s) 	
Comandante General Logistics 	+1 from Comandante General. 	 	All land combat units (excluding s) 	
Comandante General Leadership 	+5 Combat Bonus from Comandante General. 	 	All land combat units (excluding s) 	
GREAT PERSON INDIVIDUAL ABU AL QASIM AL ZAHRAWI MEDIC INCREASE HEAL RATE	+20 HP healing for the player's units within 1 tile. 	 	All combat units 	
Abilities granted after 's retirement 	Abilities granted after 's retirement 	Abilities granted after 's retirement	Abilities granted after 's retirement 	Abilities granted after 's retirement
CHING SHIH PLUNDER BONUS 	+60% Rewards for plundering s. (Ching Shih) 	 	All naval units 	
CLANCY FERNANDO BONUS EXPERIENCE 	+200% Earned experience from combat. (Clancy Fernando) 	 	All naval units 	
FRANCIS DRAKE PLUNDER BONUS 	+50% Rewards for plundering s. (Francis Drake) 	 	All naval units 	
HIMERIOS BONUS EXPERIENCERequires a 	+25% Earned experience from combat. (Himerios) 	 	All naval units 	
HANNO_FREE_UNIT_MOVEMENT_BUFF 	+2 . 	 	Naval melee units 	
HORATIO NELSON FLANKING BONUS 	+50% Flanking bonus. (Horatio Nelson) 	 	All naval units 	
LASKARINA BOUBOULINA BONUS EXPERIENCE 	+50% Earned experience from combat. (Laskarina Bouboulina) 	 	All naval units 	
Leif Erikson 	+1 sight range for All naval units. (Leif Erikson) 	 	All naval units 	
GREATPERSON_LEIF_ERIKSON_ACTIVE 	Allows all naval units to move over ocean tiles without the normal technology requirement.	 	All naval units 	Only in vanilla and
Rajendra Chola 	+3 Combat Strength for All naval units. (Rajendra Chola) 	 	All naval units 	
RAJENDRA CHOLA PLUNDER BONUS 	+40% Rewards for plundering trade routes. (Rajendra Chola) 	 	All naval units 	Only in vanilla and
SERGEY GORSHKOV BONUS EXPERIENCE 	+100% Earned experience from combat. (Sergey Gorshkov) 	 	All naval units 	
GREATPERSON_TOGO_HEIHACHIRO_ACTIVE 	Grants 1 promotion level and +75% combat experience to a military naval unit. 	 	All naval units 	Only in vanilla
GREATPERSON_GENGHIS_KHAN_ACTIVE 	Grants 1 promotion level and +25% combat experience to a military land unit. 	 	All land combat units 	Only in vanilla
GEORGY ZHUKOV FLANKING BONUS 	+50% Flanking bonus. (Georgy Zhukov) 	 	Anti-cavalry, heavy cavalry (excluding s), light cavalry, melee, ranged, recon, and siege units	
GREATPERSON_HANNIBAL_BARCA_ACTIVE 	Grants 1 promotion level to a military land unit. 	 	All land combat units 	
JOHN MONASH BONUS EXPERIENCE 	+75 Earned experience from combat. (John Monash) 	 	Anti-cavalry, heavy cavalry (excluding s), light cavalry, melee, ranged, recon, and siege units	
GREATPERSON_SUDIRMAN_ACTIVE 	Grants 1 promotion level and +100% combat experience to a military land unit. 	 	All land combat units 	Only in vanilla
TIMUR BONUS EXPERIENCE 	+25% Earned experience from combat. (Timur) 	 	Anti-cavalry, heavy cavalry (excluding s), light cavalry, melee, ranged, recon, and siege units	
VIJAYA WIMALARATNE BONUS EXPERIENCE 	+100 Earned experience from combat. (Vijaya Wimalaratne) 	 	Anti-cavalry, heavy cavalry (excluding s), light cavalry, melee, ranged, recon, and siege units	
COMMANDANTE CAVALRY BUFF 	+4 Combat Strength. (José Antonio Páez) 	 	Heavy cavalry (excluding s), light cavalry, and ranged cavalry units 	
COMMANDANTE UNIT STRENGTH BUFF 	+7 Combat Strength. (Manuel Piar) 	 	All combat units 	
COMMANDANTE UNIT STR VS DISTRICTS 	+4 Combat Strength when attacking districts. (Mariano Montilla) 	 	All combat units 	
COMMANDANTE MELEE ANTICAV BUFF 	+4 Combat Strength. (Santiago Marino) 	 	Anti-cavalry and land melee units 	
==== Granted by adjacent units====
Ability name 	Ability description 	Granted by	Units 	Notes
Enables Wall Attack 	Does full damage to the city's walls. 	 	Melee, anti-cavalry units 	Only in vanilla and (the Gathering Storm variant is granted unconditionally).
Trader Bireme Protection 	Trade units near a your Bireme are immune to being Plundered on Water Tiles. 	 	 	
Hero mode only 	+5 Combat Bonus from a nearby Inspiring Hero. 	 	All land combat units (excluding s)	
Trader Mandekalu Protection 	Trade units near a your Mandekalu Cavalry are immune to being Plundered on Land Tiles.	 	 	
Bypass Walls 	Can bypass the city walls and attack the city directly. 	 	Melee and anti-cavalry units 	Only in vanilla and (the Gathering Storm variant is granted unconditionally).
SOOTHSAYER AOE COMBAT STRENGTH	+5 Combat Strength from adjacent Soothsayer. 	with 	All land combat units (excluding s)	
AUTO SIEGE mode only 	Adjacent enemy cities are automatically Besieged. 	with 	 	
Tagma Combat Strength 	+4 Combat Strength when within 1 tile of the Tagma. 	 	All combat units 	
Tagma Religious Strength 	+4 Religious Strength when within 1 tile of the Tagma. 	 	All religious units 	
====Granted from other sources====
Ability name 	Ability description 	Granted by	Units 	Notes
Hippodrome 	This unit does not cost Strategic Resources per turn from the Hippodrome district.	 	Heavy cavalry units	
ROYAL NAVY DOCKYARD MOVEMENT BONUS	+1 from Royal Navy Dockyard. 	 	All naval units 	
Walk on Air 	Forest, Jungle, Hills, and Marsh only take one . 	 	All religious units	
===Granted unconditionally===
====Unique to some units====
Ability name 	Ability description 	Units	Notes
Corsair 	It costs no to coastal raid. 	 	
Enables Wall Attack 	When adjacent to an enemy city, melee and anti-cavalry units do full damage to the city's Walls. Does not affect cities with Medieval or Renaissance Walls. Ineffective against Urban Defenses. 	 	
Berserker Movement 	+2 if this unit starts in enemy territory. 	 	
Berserker Rage 	+10 Combat Strength when attacking.-5 Combat Strength when defending. 	 	
Bireme Trade Protection 	Protects nearby Trade units from being Plundered on Water Tiles. 	 	
Fekete Sereg 	+3 Combat Strength from each adjacent Levied unit. 	 	
Ga Pa 	+3 Combat Strength per unused . 	 	
Forced Conversion 	+10 Combat Strength when there is a religious unit within one hex.If this unit captures a city or is adjacent to a city when it's captured, the city will automatically convert to the Conquistador player's majority Religion.	 	
And Quiet Flows the Don 	Can move after attacking.+5 Combat Strength in or adjacent to your territory. 	 	
CULTIST ENTER FOREIGN LANDS mode only	Can enter foreign lands when not at war. 	 	
Recruit Followers 	Can Recruit Followers in an adjacent enemy city, causing it to lose 10 Loyalty. Once the Dark Summoning city project is unlocked, this action deals 2 more Loyalty damage per project completed, up to a maximum total of 30. 	 	
Sacrifice 	Once it dies or loses all charges, owner is given a Relic of the Void. 	 	
DUTCH ZEVEN PROVINCIEN 	+7 Combat Strength when attacking defensible districts. 	 	
Digger 	+10 Combat Strength when fighting on Coastal tiles.+5 Combat Strength when fighting on Neutral or Foreign Territory. 	 	
Greek Fire 	Receive +10 Combat Strength against units. 	 	
DRONE GRANT SIEGE BONUS 	Grants +5 Bombard Strength to Siege class units within 1 hex. 	 	
Captive Workers 	Can capture defeated enemy civilization combat units and convert them to Builders. 	 	
Gaesatae 	Receive +10 Combat Strength against units with a higher base Combat Strength.+5 Combat Strength vs. district defenses. 	 	
Napoleon's Elite 	+10 Combat Strength when on the same continent as the Capital.+10 Great General points for kills. 	 	
UNIT AUTO VETERANCY 	Cannot earn experience. Gains additional abilities and upgrades via technology research. 	 	
UNIT FIGHT WHILE EMBARKED 	Able to move and fight in water. 	 	
UNIT WMD RESISTANCE 	Resistant to Weapons of Mass Destruction. 	 	
Ignore Crossing Rivers Cost 	Ignore movement cost for river crossing. 	 	
Ignore Terrain Cost 	Forest, Jungle, Hills, and Marsh only take one . 	 	
HETAIROI 	+5 Combat Strength when adjacent to a Great General. +5 Great General points when killing an enemy unit.Starts with a free Promotion. 	 	
SCOTTISH HIGHLANDER 	+5 Combat Strength bonus in Hills and Forest. 	 	
Diplomatic 	Can enter foreign lands when not at war. 	 	
Inspiring 	+5 Combat Strength to all units within 2 tiles. 	 	
Hippolyta's Favor 	Hippolyta automatically heals 20 HP each turn. 	 	
Phalanx 	+10 Combat Strength if there is at least one Hoplite adjacent. 	 	
HULCHE 	+5 Combat Strength when fighting a wounded opponent. 	 	
The Twins' Resurrection 	Any ordinary land unit killed by Hunahpu & Xbalanque is resurrected under your control with full HP and movement. 	 	
Kuruc 	+3 Combat Strength from each active Alliance. 	 	
HYPASPIST 	+5 Combat Strength when besieging districts.+50% Support Bonus. 	 	
ZULU IMPI 	+100% Flanking bonus.Earns experience 25% faster. 	 	
Domestic Spread 	Can only spread their Religion to cities within their empire. 	 	
Friendly Territory Advantage 	Significant advantage to Theological Combat in their empire. 	 	
Çorbaci 	Starts with a free promotion. 	 	
JONG 	+5 Combat Strength bonus when in a formation.Units in formation inherit the Jong's movement. 	 	
MONGOLIAN KESHIG 	Can escort moving civilian and support units at their higher speed. 	 	
GEORGIAN KHEVSURETI 	+7 Combat Strength bonus when fighting in Hill terrain.No penalty in Hill terrain. 	 	
ROMAN LEGION BUILD 	Can build the Roman Fort unique improvement. 	 	
LLANERO ADJACENCY STRENGTH 	+2 Combat Strength from each adjacent Llanero unit. 	 	
MAPUCHE MALON RAIDER 	+5 Combat Strength bonus within 4 hexes of friendly territory.Pillaging costs 1 . 	 	
Furusiyya 	This unit heals every turn, even after moving or combat. 	 	
Gold Giver 	Protects nearby land Trade units from Plunder.Gain Gold equal to 100% that unit's base Combat Strength. 	 	
Light Chariot 	+2 if starting in Desert, Plains, Grassland, or Tundra. 	 	
Park Protector 	Can create a National Park.+5 Combat Strength when fighting within 2 tiles of a National Park.+5 Combat Strength when fighting within 2 tiles of a National Park owned by you. 	 	
Mulan's Defiance 	Mulan fully fortifies automatically at the end of every turn. 	 	
Mulan's Devotion 	Mulan gains 1 Combat Strength every turn. 	 	
Nau 	Starts with 1 free promotion. 	 	
Forest Fighter 	+10 Combat Strength when defending against ranged units.Can see through features.Can move through Woods and Rainforest without penalty. 	 	
CREE OKIHTCITAW 	Starts with 1 free Promotion. 	 	
Oromo Cavalry 	Receives no movement penalty from moving in Hills. 	 	
Mustang 	+5 Combat Strength bonus vs. Fighters.+50% experience from combat. 	 	
Global Army 	+10 Combat Strength when fighting on a continent other than that of your Capital's.No cost to disembark 	 	
Enter Foreign Lands 	Even without Open Borders, this unit can enter foreign territory. 	 	
Teddy's Rough Rider 	When defeating an enemy unit on your Capital's continent, gain Culture equal to 50% that unit's base Combat Strength (on Standard Speed).+10 Combat Strength when fighting on Hills. 	 	
Sabum Kibittum 	+17 Combat Strength against Heavy and Light Cavalry promotion class units. 	 	
Samurai 	This unit does not suffer combat penalties when damaged. 	 	
Prize Ships 	Can capture defeated enemy naval vessels. 	 	
Bypass Walls 	When adjacent to an enemy city, friendly melee and anti-cavalry units can bypass the city walls and attack the city directly. Does not affect cities with Renaissance Walls. Ineffective against Urban Defenses. 	 	
Navigator 	Can enter Ocean tiles. 	 	
Sinbad's Journeys 	Sinbad earns 400 Gold whenever he discovers a Continent or Natural Wonder. 	 	
PARADROP 	Can Paradrop from friendly tile to location 7 tiles away (12 if starting from Aerodrome or Airstrip). 	 	
Sun Wukong's Immortality 	Sun Wukong has significantly increased Lifespan. 	 	
Sun Wukong's Disguise 	Sun Wukong is hidden unless adjacent to an enemy unit. 	 	
GRANT MOVEMENT BONUS 	Grants +1 to units starting their move up to 1 hex away. 	 	
Tagma 	Land units within 1 tile of the Tagma receive +4 Combat Strength or Religious Strength. 	 	
TOA 	Adjacent enemy units receive -5 Combat Strength.Can build the unique Pa improvement. 	 	
Wolfsrudel 	+10 Combat Strength in Ocean combat. 	 	
Fear 	-5 Combat Strength to adjacent enemy units. 	 	
Longship Movement 	+1 while in coastal waters. 	 	
Voi Chiến 	Can move after attacking. 	 	
Expert Marksman 	+1 additional attack per turn if unit has not used all its movement. 	 	
PUSHBACK 	Pushes defending enemy units back from their hex in any battle where they score more damage. 	 	
Agile 	Ignores penalties in Woods and Rainforest terrain. 	 	
Rugged 	Ignores penalties in Hills terrain. 	 	
Swift 	Ignores all terrain penalties. 	 	
====Unique to some unit classes====
Ability name 	Ability description 	Units 	Notes
AIR BOMBER ATTACK UNIT DEBUFF 	-17 Bombard Strength vs. units. 	Bomber units 	
AIR FIGHTER ATTACK DISTRICT DEBUFF	-17 Ranged Strength vs. Districts. 	Fighter units 	
ANTI AIR COVER 	Provides defense from air attacks up to 1 hex away. 	Anti-air class units (, , , , , ) 	
Anti-Cavalry 	+10 Combat Strength against Light and Heavy cavalry units. 	Anti-cavalry units 	
Anti-Spear 	+5 Combat Strength against anti-cavalry units. 	Land melee units 	
BOMBARD ATTACK UNIT DEBUFF 	-17 Bombard Strength vs. units. 	Siege units 	
Coastal Raid 	Can pillage buildings and improvements and capture civilian units on coastal lands.	Naval raider units 	
Directed Attack 	Attack support units directly even if they are in a formation with a combat unit. 	All air units and 	
Heavy Chariot 	+1 if starting in Desert, Plains, Grassland, or Tundra. 	Heavy chariot class units (, , , ) 	
Ignore ZOC 	Not affected by enemy zone of control. 	All cavalry units, naval raider units and	
Ignores Borders 	Even without Open Borders, this unit can enter foreign territory. 	, , 	
Medic Healing 	+20 HP healing for the player's units within 1 tile. 	All medic class units (, ) 	
No Move and Shoot 	Cannot move and attack in the same turn. 	, , , , , 	
OBSERVATION STRENGTH BONUS 	Grants +1 to Siege class units within 1 hex. 	, 	
Peacekeeper 	Cannot initiate Theological Combat. 	, 	
RANGED ATTACK DISTRICT DEBUFF 	-17 Ranged Strength vs. Districts and Naval units. 	Ranged units (including , , ) 	
RECEIVE BOMBARD STRENGTH BUFF 	+5 Bombard Strength from assisting unit. 	, 	
RECEIVE RANGE BONUS 	+1 . 	Siege units 	
Reveal Stealth 	Reveal stealth units on the map within sight range. 	, , , , , , , 	
Stealth 	Remains hidden from units more than 1 hex away. 	, , , , , 	
Target Spotting 	+1 to nearby ranged siege units. 	 	Seems to be unused
Unobstructed View 	Sight range unobstructed by terrain. 	All aircraft units, , 	
====Granted directly from the Units table or other tables====
Many of these abilities are listed as unit actions. Other unit abilities are listed below. The obvious abilities granted from the Combat Strength, Ranged Combat Strength, Bombard Strength, Anti-Air Strength, Religious Strength, and points are not listed.
Ability name 	Ability description 	Units 	Notes
CAPTURE CIVILIAN UNIT 	Can capture civilian units. 	Any combat unit 	
CARRY AIRCRAFT 	Can carry aircraft. 	 	
ERA COMBAT STRENGTH 	Combat Strength bonus depends on the current game era. 	All units (excluding ), 	
EXERT ZONE OF CONTROL 	Exerts zone of control. 	Melee, anti-cavalry, light cavalry, heavy cavalry, naval units (excluding Submarine, U-Boat and Nuclear Submarine), , , , , , ,	
GAIN FREE PROMOTION 	Gets free promotion when created. 	, 	
GAIN EXPERIENCE FROM TRIBAL VILLAGES AND NATURAL WONDERS	Gains experience when exploring Tribal Village (+5 XP) and discovering Natural Wonder (+10 XP). 	Recon units 	
NO EXPERIENCE 	Cannot earn experience. 	All units, , , 	
RETREAT WHEN CAPTURED 	Can retreat when captured. 	All , , , , , 	
VAMPIRE COMBAT STRENGTH 	Has the same Combat Strength as the strongest military unit the player has trained or purchased.Gains 1 Combat Strength when a unit dies in an adjacent tile.Gains 1 Combat Strength when a Barbarian dies in an adjacent tile (capped at 10 Combat Strength).	 	
VAMPIRE PILLAGE HEALING 	Heals 50 HP when pillaging. 	 	
VAMPIRE REDUCED HEALING 	Has reduced passive healing rate (-5 HP). 	 	
==References==
==See also==
* Combat (Civ6)
* Promotion (Civ6)
* List of unit actions in Civ6
Category:Civilization VI
Category:Lists (Civ6)