RAMPART
HP
14,000
Block
0
Burst
1,800 / 1.5 s
Pulse
90° / 7.5 s
Reach
35 m · 50 m
Speed
8 m/s

On the battlefield. The Rampart holds the front. It is a squad of 3 shield walkers (300 to field, 50 to unlock, 5×2 tiles) with 14,000 HP each. Their shield emitters burst for 1,800 every 1.5 s at anything on the ground within 35 m, and every 7.5 s each walker's generator sends a radiant pulse forward: a 90° cone out to 50 m that stuns the enemies in it for 1.2 s and slows them to 50% speed for 4 s, each walker on its own timer. That stops a charge in its tracks: in the bots' equal-value table it beats the Skitter, the Hexguard, the Ridgeback, the Needle, the Courser, the Heron, the Torch, the Aurochs, the Anvil, the Weaver, the Salvo, the Templar, the Bombard, the Aegis, the Cantor, the Tempest and the Sunspire. It shoots only the ground and only close, so fliers and long guns beat it: the Rotor, the Mirage, the Citadel, the Landship, the Dreadnought and the Archangel. Deploy it at the very front, facing where the enemy will come from, with guns behind it to finish what it stuns; it walks at 8 m/s, so put it where the fight will be. Wide Aperture opens the pulse to 150°, 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 bursts; Heavy Plating adds 40% HP and blocks 60 from every hit.

The Rampart as it moves in the game: four single legs in a diagonal-pair walk, 1 s a cycle, two feet planted at a time; the mantle (the shield and the generator together) turns up to 20° either side toward the target at 30°/s and the body turns for the rest. Every burst is a shield slam: the wall lifts and tips back, then drives its foot into the floor 0.6 s into the move, where the burst lands with a gold shockwave; the pulse is the big slam, the drum charging while the wall rises high, landing 0.9 s in as the pulse rolls out over the cone. The sleds advance at one speed; a stunned one stops, a slowed one crawls. The cone, the burst's reach and Hold the Line's ring are drawn to each other's scale, not the walker's. Numbers come from the game's catalog and its animation data; the drawing is an isometric figure, not the game mesh.