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LASTFIREWALL

DEC 1, 2027

Lineup of Last Firewall defense platforms staged in an industrial maintenance yard.
Final vision concept — in development
  1. Home
  2. Defenses

The arsenal

Seven systems, no universal answer

Every defense owns a counter and carries a weakness it cannot cover. Tier evolution changes silhouettes — not just colors — and three specialization paths per system keep layouts personal.

01 — Ground pressure

Kinetic Autocannon

Affordable, rapid ground fire. The backbone of every early perimeter.

  • Excellent against fast, unarmored targets
  • Ideal targets: Runners, light swarm bodies
  • Weak against heavy armor
  • Cannot engage air targets

Single-barrel mount on a light chassis. Cheap to place, quick to relocate, honest damage per credit.

Spec: Tracking Spec: AP rounds Spec: Sustained fire

Placement: forward intersections and outer interception zones. Operator: Mara Hayes

02 — Electronic warfare

Signal Jammer

Electronic suppression, hack interruption, and drone disruption.

  • Strongest against digital threats and support networks
  • Ideal targets: Hack Drones, Disruptors
  • Minimal physical damage

Mast antenna with a narrow suppression cone. Interrupts one intrusion at a time.

Spec: Disruption field Spec: Disable duration Spec: Intrusion counter

Placement: communication rooftops near digital targets. Operator: Elias Park

03 — Swarm control

Pulse Array

Short-range crowd control that disables or slows clustered light enemies.

  • Shuts down grouped light attackers
  • Ideal targets: Machine Swarms, Runner packs
  • Weak against armor
  • Demands forward placement and protection

Single emitter ring with a tight stun radius.

Spec: Radius Spec: Chain suppression Spec: Cooldown recovery

Placement: chokepoints ahead of your main line. Operator: Samira Vale

04 — Anti-armor

Rail Armor Breaker

Very-long-range anti-armor and anti-shield fire on a dedicated anchor.

  • Prioritizes heavy targets; penetrates armor and shields
  • Ideal targets: Armored Crawlers, Shield Carriers
  • Slow, expensive, inefficient against swarms

Fixed single rail on a reinforced anchor mount.

Spec: Penetration Spec: Priority targeting Spec: Charged crits

Placement: the thirteen long-range anchor positions. Operator: Gideon Okafor

05 — Air defense

Flak Interceptor

Air-only area defense against everything that flies.

  • Destroys drones and strike skimmers
  • Ideal targets: Hack Drones, Strike Skimmers
  • Cannot attack ground units

Twin flak pod with manual-pattern burst timing.

Spec: Target handoff Spec: Burst coverage Spec: Anti-swarm flak

Placement: high rooftops under the aerial corridors. Operator: Aya Chen

06 — Area denial

Mortar Platform

Very-long-range indirect ground fire against concentrations and rear support.

  • Powerful against grouped ground forces and support units
  • Ideal targets: columns, Breachers, rear support
  • Minimum-range dead zone
  • Slow reload; no air engagement

Single tube on a braced firing table.

Spec: Blast shaping Spec: Reload logistics Spec: Dead-zone mitigation

Placement: rear anchors behind the main line. Operator: Tomas Morozov

07 — Support

Command Relay

Improves adjacent defense acquisition, power efficiency, and coordination — the quiet system great lines are built around.

  • Boosts every neighbor's acquisition and energy efficiency
  • Ideal role: cluster hearts and hub coverage
  • No direct attack
  • Stacking deliberately bounded — no universal layout

Field mast linking a small defensive cluster.

Spec: Support radius Spec: Energy stability Spec: Network effects

Placement: the center of your placement clusters. Operator: Leon Kovac

Kinetic autocannons and a pulse array holding a street intersection against a light swarm.
Kinetic pressure + pulse control — final vision concept

Working together

Pairs beat solos

A pulse array freezes the swarm; the autocannons erase it. A jammer blinds the drones; the flak curtain catches them. Last Firewall's arsenal is designed around combinations — because the enemy attacks in them.

A rail armor breaker and mortar platform anchored on a high rooftop firing across the basin.
Long-range anchors — final vision concept

Reach

Anchors see far, not everywhere

The thirteen anchor positions carry your rail breakers and mortar platforms. They cover multiple approaches at once — but their dead zones, reload cycles, and price mean they support a line. They never replace one.

A signal jammer and command relay cluster coordinating nearby defenses from a comms rooftop.
Electronic warfare + command support — final vision concept

The quiet systems

Support wins sieges

Jammers and relays never top a damage chart, but they decide the campaigns. Interrupted hacks keep your grid alive; relay coordination turns seven scattered guns into one defense network. Bounded stacking keeps it a decision, not a formula.

Workshop research boards showing a defense platform evolving across Tier I, II, and III silhouettes.
Tier evolution research — final vision concept

Progression

Tiers you can read at a glance

Every upgrade changes the machine's silhouette, sound, and firing behavior at gameplay distance. If two towers look the same, they fight the same — so in Last Firewall, they never look the same.