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Special Powers are abilities available to each of the factions in the campaign and multiplayer. They are influenced by a faction's reputation; the potency and number of available Special Powers increases as a faction's reputation gets better or worse.

The game manual states:

"At the beginning of a campaign you will always start in the neutral position, and have access to only three special powers that are relatively weak. The farther you stray from neutral, the more special powers you will get, and the more devastating or helpful they will become. The most special powers you can ever have at one time is five. Evil powers focus on mass destruction and increasing damage, where good powers try to minimize collateral damage, and can heal or protect units. Each faction has a unique set of special powers, and experimentation is the quickest way to find out which you like most. Again, in skirmish mode you can simply set your political reputation to whatever you desire in order to receive the special powers that you like."

List of Special Powers[]

  • Demilitarized Zone
  • Eulogy of Freedom
  • Evasive Maneuvers
  • Feint
  • Field Support
  • Microfilament Armor
  • Miscommunicate
  • Mortar Attack
  • Nanite Cloud
  • Plague Bearer
  • Rally
  • Sacrifice
  • Satellite Survey
  • Tactical Adhesive
  • Tomahawk
  • Ultimate Armor
  • Ultimate Plague
  • Volatile Charges
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