Prisoners of war (abbreviated POWs) are a major gameplay mechanic in Act of Aggression.
General Information[]
- POWs are typically generated when an infantry loses all of its health without dying, or as crew members from some destroyed vehicles/buildings.
- Enemy POWs will have an orange icon, while friendly ones are white.
- Wounded infantry have only 3 health cannot move unless a within range of a friendly unit/structure with a healing source, at which point they resume their normal behavior. They can also be healed by sources from other factions on the same team, or be picked up by a transport of the respective faction, provided if the transport unit itself does not heal.
- Destroyed vehicles/buildings will produce a Pilot/POW respectively. They are able to slowly run away from the site if no other enemy units (including stealth units, or unarmed transports carrying armed units) are nearby, or be retrieved by an allied vehicle that has transport slots (which can do so even when other enemy units prevent them from moving). Each that manages to reach the closest allied HQ/prison equivalent provides the respective faction with 200 credits. They will simply be destroyed if they run out of health.
- All aircraft called in through Air Control Centers, the M993 and any vehicles that are explicitly stated to be unmanned will never spawn POWs upon destruction.
- All POWs have a small sight range for their respective faction, so they can potentially prove threatening if not removed in time.
- Capturing or picking up POWs does not interfere with a unit's stealth, as seen when done by Vanguard/Sniper/Transport Vehicles.
- Vehicles and buildings have a set number for potential POWs which can range from 0 to a few, while any weapon has a POW generation chance which indicates the chances of producing them. Both the Chimera and US Army can research upgrades to increase the odds of generating POWs.
- Each captured POW provides 500 Credits up front. If the respective faction has a building that can hold them with empty slots (Field hospital/Prison/Barracks), the prisoner is transferred there and continues to generate credit income. POWs, however, will not re-appear if these structures are destroyed.
- When transferring POWs, the most recent constructed/captured building with free space takes priority.
- POW structures have different options to trade POWs for other resources:
- United States Army's Field Hospital, available after building a Field Generator/Power Plant, has Prisoner Exchange 1 and Prisoner Exchange 2, which can trade one POW for 1000
or 250
. The Field Hospital is a DEFCON 3 structure, but the two abilities require DEFCON 2 and DEFCON 1, respectively.
- Chimera's Prison, available after building a Barracks, has Humanitarian Corridor 1 and Humanitarian Corridor 2, which can trade either 5 POW or 10 POW for 1500 or 3500
respectively. The Prison is under the SPEAR Protocol, but cannot exchange for any Rare Earth until after purchasing SHIELD Protocol and SWORD Protocol.
- Cartel's Barracks, once upgraded with a Prison Module, has the Aluminium Module, which requires it to be full before acquisition, and exchanges its
generation for 10
per second. The Prison Module requires a Vehicles Bay, and the Aluminum Module requires Black Ops.
- United States Army's Field Hospital, available after building a Field Generator/Power Plant, has Prisoner Exchange 1 and Prisoner Exchange 2, which can trade one POW for 1000
List of infantry units able to capture POWs[]
Only a select number of infantry units are able to capture POWs. Anything else, if given the same order to approach, will just open fire if they're capable of attacking, but not automatically.