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S.H.I.E.L.D unit ready.
- S.H.I.E.L.D

The S.H.I.E.L.D. is an advanced multipurpose anti-ground and anti-helicopter heavy infantry.

Background[]

The S.H.I.E.L.D. unit, which stands for Super High-Speed Infantry Electronic Defense System, is a prototype of the CID (Cybernetic Infantry Device) unit of the next century.[1]

Used by Task Force Talon's elite soldiers, the S.H.I.E.L.D. unit itself is a robotic exoskeleton designed to support carrying a heavy machine gun as well as a fast anti-tank missile launcher and Kevlar armor to resist light missiles and shells.

Overview[]

Locked and loaded!
- S.H.I.E.L.D

The S.H.I.E.L.D. is a highly versatile unit, with high health and weapons for various situations. They can be later upgraded with anti-stealth.

Much like how the Spinner can fulfill multiple roles, S.H.I.E.L.D. is exceptional in any capacity within its reach. Their missile launcher is already devastatingly powerful in open ground, able to quickly damage buildings and destroy enemy vehicles in the blink of an eye, or even be used against infantry. Meanwhile, its gatling gun can be used to shred both helicopters and infantry at close range with equal effectiveness. Given they're also tougher than average can switch between both weapons at any time, S.H.I.E.L.D. can easily adapt and respond to sudden changes on the field, even when enemy stealth units enter the fray. Being both a human and infantry unit, they can be healed by sources that affect either, such as the Repair FAT-V and Nanowave Healing Center which allows them to support forces consisting of both types.

A major downside to using S.H.I.E.L.D. however is it very high cost compared to how easily can they be lost. While they can even fight enemy vehicles heads-on, they aren't good at taking punishment and enemy anti-infantry specialists, or weapons effective against them in general. S.H.I.E.L.D. is also too large to even be transported by certain vehicles (save for the likes of V-44), and unlike other TFT infantry, they cannot ambush, capture or enter structures. These are usually minor issues and an inconvenience at best, but the inability to protect themselves through structures can prove worse. S.H.I.E.L.D. is also vulnerable when switching weapons, and while massing them can be a valid strategy, often too many are required for them to be borderline effective. S.H.I.E.L.D. is actually much more effective than one may think, but this requires meticulous arrangement to exploit their massive firepower.

Abilities[]

Upgrades[]

Gallery[]

See also[]

References[]

  1. Eugen Systems, Atari, Act of War: Direct Action. March 15, 2005.
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