wiki / Arsenal / EN

The defense arsenal

Choose ground, air, control, corrosion and support weapons for the front.

Eight attacking tower kinds and two support structures form the Defense catalog. A front's permitted arsenal limits which Defense structures can be built; a permitted blueprint may still require research.

Structure Job
Gun Tower Sustained kinetic fire against ground machines.
Cannon Kinetic splash against concentrated groups.
Cryotower Slows ground machinery by removing heat.
Gauss Tower Long-range kinetic fire that pierces armor.
Anti-Air Missile Tower Guided kinetic missiles against airborne targets.
Tesla Tower Energy discharges that pierce armor and chain between ground machines.
Laser Tower An Energy beam through ground targets along a line.
Acid Tower Corrosion over time, double armor damage and suppression of self-repair and external repairs.
Damage Support Improves nearby attacking-tower damage.
Speed Support Improves nearby attacking-tower fire rate.

Tower position, range overlap and weapon layers matter. Ground fire cannot hit an ordinary aircraft. A Copper Vaulter switches vulnerability as it jumps while continuing along its road. Phaseweavers similarly alternate their vulnerable layer.

The active Rapid Kinetics benefits Gun, Cannon, Gauss and Anti-Air. Energy Overdrive benefits Tesla, Cryo and Laser. Acid is Corrosion and receives neither of those active family bonuses.

See each structure's individual archive entry for its role and illustration. Target priorities help apply the right weapon to the right threat.

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