Each faction has access to one tactical weapon unit, requiring rare earth to be collected and processed to produce it. Although there is only one of those weapon systems per faction, you can build as much of them as you want/can.
To defend yourself from your enemies’ tactical strikes, one anti-super weapon unit is also available per faction.
Every anti-super weapon unit comes with one ammunition when you build it, it is then up to you to stockpile extra ones at your expense to stop a series of strikes. But super weapons come empty, and you will have to buy ordnances separately.
Let’s review each of them in details:
US Army’s Peacekeeper silo in DEFCON 1 holds one LGM-118 Peacekeeper nuclear missile.
The Peacekeeper II Program upgrade will provide faster missile, as well as increased damages and area-of-effect.
To counter a tactical weapon strike, you have to buy a Patriot launcher in the same DEFCON 1 menu.
You can buy up to four MIM-104 Patriot anti-super-weapon missiles per launcher.
The PAC-3 upgrade will increase its range, damage and accuracy.
Chimera’s Omega Blitzer is available in SWORD Protocol. Once build you can buy & stockpile up to six railgun shots.
To intercept enemy tactical weapons, you will rely on the Antey-2500 in the Anti-Ballistic Center. The Antey is the only tactical or anti-tactical weapon to be a mobile unit, and not a building!
The original Antey variant has two anti-tactical weapon missiles. Upgraded with the Launcher expansion, it doubles its number of launching tubes. The Advanced softwares upgrade will also increase the Antey-2500 missiles range.
Cartel calls the Thor Orbital Platform for help to strike anywhere on the map. You can call on up to four orbital strikes.
To protect your base against enemy tactical strikes, you have the Skyguard Turret that can be granted up to six shots.
You can also upgraded it the Weapon tracking radar that increases the defensive range of the turret by 50%.