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AoA Crop Screens US Superweapon

A Peacekeeper, the superweapon of the US Army.

AoA Profile Antey-2500

The Antey-2500, the counter-tactical weapon of the Chimera.

Each faction has one dedicated unit/structure that produces Superweapons/Tactical weapons and Anti-Superweapons/Counter-Tactical Weapons.

Gameplay[]

General[]

  • All superweapons and anti-superweapons are based in or produced from structures that require all Tech Tiers to be purchased in order to be constructed. They all require Rare Earth to some degree.
  • All associated structures require electricity to function, and are considered buildings that produce offensive units.

Superweapons[]

  • Each structure has a limited capacity which varies specifically. When produced, they are added to a universal stock that is shared between all owned ones. All are stored physically, and are lost or gained with the building itself. The structures themselves cannot be controlled, and must be fired through a menu on the right.
    • Superweapons technically have a uniform range value of 1400000, enough for them to hit practically anywhere regardless of placement.
    • When fired, a random one of a specific type expends one unit of ammunition, freeing up the slot for more. The weapon remains visible as a nuclear trefoil icon on the map once launched and this persist with the weapon itself.
    • Regardless if they connect or not, superweapons have a short sight range centered around themselves that remain briefly, which can be useful for planning the next strike.
    • On impact, superweapons deal tremendous damage do whatever things caught in their AOE with 0% chance to generate POWs. Each HQ equivalent at max health will be able to survive two direct hits, but most units will typically be destroyed instantly. It is not known if they can hit aircraft called from Air Control Centers. If a functional counter is loaded, the superweapon is instead neutralized in a blue blast.
      • The act of deploying many superweapons to one area in hopes of depleting the enemy's counters for a successful hit is referred to as overloading.

Anti-Superweapons[]

  • Every anti-superweapon has a defensive range that can stop enemy superweapons as long as the center points fall into this area. They can all have methods to increase this AOE.
    • If a superweapon is fired into the range of several functional and loaded anti-superweapons, only one of them will respond..
  • Superweapon interception does not interfere with any auxiliary functions avaliable to this unit, but they must be stationary. Typically, they provide defense against enemy air units. Their defensive range does not necessarily indicate their usual attack range.
  • Anti-superweapons has individual stocks for their ammunition, which is only expended when they intercept a superweapon. The number of shots they can fire at any moment is, in fact, only limited by the amount of ammo they carry, so having multiple covering the same area is usually beneficial to prevent the enemy from overwhelming them easily.

See also[]

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