Repair Tower
Mends damaged allies in range, worst hit first. Repairs cost metal.
Stats
- Tier
- Tier 1
- Cost
- 360 metal
- Build time
- 20 s
- Hit points
- 750
- Armor
- Structure
- Vision
- 7 tiles
- Footprint
- 1×1 tiles
- Power
- −8
- Repair aura
- 20 HP/s to up to 3 targets within 5.5 tiles
- Weapons
- Unarmed
- Built by
- Engineer
Engineer Boat
The Repair Tower automatically heals allied units and completed buildings within its range, up to three at a time, the most damaged first. Every point it restores is billed to the tower's owner at a quarter of the target's price per point of its health, so a full mend costs a quarter of a new one; with the treasury empty the tower stands idle. It draws a fair amount of power and slows down with the rest of the base when the grid is overloaded.
Multiple towers can repair the same unit or building at once, adding their repair rates together. Two fully powered towers repair a shared target twice as fast as one, and three repair it three times as fast. Each tower still serves at most three targets, and repair auras do not repair themselves or other repair sources, including a Hercules Recovery Vehicle.
Idle mobile units that have taken meaningful damage can make a short, safe trip to a nearby tower or stationed Hercules Recovery Vehicle, receive repairs, and return to where you left them. This automatic upkeep leaves 200 metal in reserve. Hold position, a formation, commander assignment or an explicit order keeps the unit on its assignment. Fixed-wing aircraft do not make these automatic repair trips. Units you place in repair range yourself do not use the reserve rule.
How to use
Build one behind the turret line and one at the army's staging point: units rotate back, top off, and return without an Engineer. It turns a defensive position into something that recovers between waves instead of eroding. Keep it out of enemy artillery range; it is a structure like any other, and it takes an Engineer to mend it.
A tower can support a push when an Engineer builds it within your side’s headquarters radius, or when the build-radius rule is off, and it is a strong way to hold ground you have taken. It is not free ground: every hit the camp absorbs is metal off your treasury, and an Engineer with its hands on a building is the first thing enemy guns turn to, so the camp has to be paid for and the Engineer covered.
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