Strategic Interrupter
Point defence with a longer reach, a deeper magazine and thicker walls.
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 within 9 tiles
- Magazine
- 12 rounds, one replaced every 0.75s
- Weapons
- Unarmed
- Upgrade of
- Missile Interrupter

- Only obtained by upgrading; it cannot be placed directly.
The level-2 upgrade widens the counter-rocket pad: its sensor ring reaches 9 tiles, its reinforced magazine holds 12 rounds, and its armor is heavier. It engages what the basic Missile Interrupter engages, rockets and Viper anti-tank missiles, over more ground and for longer. A nuclear Nuclear Warhead is still none of its business: that flies as an aircraft, and a veteran anti-air unit or a SAM Site shoots one down.
How to use
Upgrade the launcher protecting the center of the base, not an exposed perimeter pad: ordnance is only engaged inside the ring, so the defended structures must sit inside it. The extra four rounds are what let the upgraded tower hold under two Tempests firing together, where the basic magazine runs dry a third of the way through the second salvo.
The upgrade costs 650 metal, takes 36 seconds, and raises consumption from 8 to 12 power. The basic launcher keeps stopping rockets during the work.
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