HEAVENSTEEL

Heavy · Ground · ×3

Rampart

Heavy shield squad, stuns what closes in

Three four-legged walkers behind tall gilded shield walls, each with a pulse generator that flares forward through the wall.

HP
14,000
Damage
1,800
Range
35 m

A squad of three four-legged walkers behind gilded shield walls. Their shield emitters burn whatever closes in, and every few seconds each one's generator sends a radiant pulse forward that stuns and slows the enemies in front of it. Put them at the front of the line.

In game, Caelis livery

On the battlefield

In battle, Caelis livery

The Rampart is a heavy squad of three shield walkers, 14,000 HP each. Their shield emitters burst for 1,800 every 1.5 s at anything within 35 m, and every 7.5 s each walker's generator sends a radiant pulse forward: a 90 degree cone out to 50 m that hits for 650, enough to break a Skitter or Footman swarm, stuns the enemies in it for 1.2 s and halves their speed for 4 s. It holds the front against swarms and walkers: in the bots' equal-value table it beats the Skitter, Hexguard, Ridgeback, Needle, Courser, Heron, Torch, Aurochs, Anvil, Weaver, Salvo, Templar, Bombard, Aegis, Cantor, Tempest and Sunspire. It shoots only ground and only close, so fliers and long guns beat it: the Rotor, Mirage, Citadel, Landship, Dreadnought and Archangel.

From equal-supply battles of each pair at 400, 800 and 1,600 supply (no techs, 20 seeds each). Real armies mix units, so read these as tendencies.

Where to deploy

At the very front, facing where the enemy will come from: the pulse fires in a 90 degree cone ahead of each walker, and the shield emitters reach only 35 m. They walk at 8 m/s, so put them where the fight will be, with guns behind them to finish what they stun.

Early and late rounds

Unlock it (50) and field it (300) once you know the enemy's front line: from round 2 or 3 against swarms and medium walkers, or as the wall a Templar or Bombard line stands behind. Caelis only.

Techs that change its job

Wide Aperture opens the pulse to a 150 degree cone and Quick Charge fires it every 5.5 s instead of 7.5. Hold the Line has every allied ground unit within 40 m take 25% less damage. Bright Emitters adds 50% to the shield bursts; Heavy Plating adds 40% HP and blocks 60 from every hit.

Anatomy

Drag, hover and tap the parts. Open it full screen.

Stats

Deploy cost
300
supply
Unlock
50
supply, once a match
Squad
×3
3 machines
HP
14,000
per machine
Damage
1,800
per hit
Attack interval
1.5 s
Squad DPS
3,600
whole squad, before armor
Range
35 m
Speed
8 m/s
Targets
Ground
Splash
5 m
radius
Layer
Ground
Footprint
5×2
tiles of 10 m

Level 1, no techs. Distances in metres (one board tile is 10 m).

Techs

TechCostWhat it does
Wide Aperture250Fires in a 150° cone
Quick Charge300Attack interval 7.5 → 5.5 s
Hold the Line250Allies within 40 m of it get 25% less damage taken every 1 s
Bright Emitters200+50% damage per hit
Heavy Plating250+40% HP, blocks 60 damage from every hit

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