Superweapons

The four late-game programs — Long Nine, Blackout, Aegis, and Kessler — with charge times, costs, strike rings, and the shared rules that keep them fair.

OVERVIEW UNITS BUILDINGS TECH TREE SUPERWEAPONS RESOURCES & ECONOMY

REFERENCE GENERATED FROM LIVE GAME DATA — BALANCE v51 · 2026-07-28 · NUMBERS UPDATE WITH EVERY RELEASE

Four late-game programs, each answering a different question. They can be disabled per match in the setup screen. A shared shock rule keeps them honest: a single building can lose at most 65% of its maximum HP to superweapon damage within any 75s window — synchronized volleys cannot one-shot what matters.

Long Nine

The offense. A Moon-only coilgun that hurls an inert kinetic slug at any explored cell on any world. No warhead, no interception by armor — just mass, gravity, and a ground telegraph your enemy gets to read.

RingRadiusBuildingsUnits
16 su65% of max HP100% of max HP
210 su35% of max HP60% of max HP
314 su15% of max HP30% of max HP

Strike damage is percent-of-maximum-HP by ring, friendly fire included, ground layer only. The impact point telegraphs on the ground for 10s before it lands.

Aegis Umbrella

The defense. An interception umbrella — any superweapon strike whose impact point falls inside its radius is destroyed in flight, automatically, for a per-interception fee. If you can't pay, the umbrella sits unarmed.

Blackout Charge

The support weapon. A same-theater EMP charge that does zero damage: buildings go dark, defenses reboot first in a staggered wave, and vehicles are stunned in place. The opening move of an assault, not the finisher.

Kessler Barrage

Logistics denial. Sweeps YOUR OWN orbit with debris: enemy shipments parked over the swept world are destroyed, and everything inbound arrives late. You're not attacking their base — you're closing your sky.