Strategic Interrupter
Level-2 point defence. Intercepts rockets, Viper anti-tank missiles, and nuclear warheads within 9 tiles, with 12 ready rounds and reinforced armor. It cannot shoot at ground units or shells.
Stats
- Tier
- Tier 3
- Cost
- 1100 metal
- Build time
- 60 s
- Hit points
- 900
- Armor
- Structure
- Vision
- 11 tiles
- Footprint
- 1×1 tiles
- Power
- −12
- Point defence
- Rockets and nuclear warheads within 9 tiles
- Magazine
- 12 rounds, one replaced every 0.75s
- Weapons
- Unarmed
- ▸Only obtained by upgrading — it cannot be placed directly.
Production and tech
Counters
The level-2 upgrade turns the counter-rocket pad into strategic point defence. Its larger sensor ring reaches 9 tiles, its reinforced magazine holds 12 rounds, and—unlike the basic Missile Interrupter—it can acquire and destroy nuclear warheads. It retains the basic model's ability to engage Viper anti-tank missiles.
How to use
Upgrade the launcher protecting the center of the base, not an exposed perimeter pad. A nuclear warhead is only engaged after entering the 9-tile ring, so the defended structures must sit inside that ring. The extra four rounds also make the upgraded tower more resilient against overlapping rocket salvos.
The upgrade costs 650 metal, takes 36 seconds, and raises consumption from 8 to 12 power. Start it before the silo launch warning: the basic launcher can keep stopping rockets during the work, but it cannot gain nuclear interception in the few seconds remaining once a nearby warhead is already inbound.
