Runner
Fast, light ground attacker that builds speed on open roads to rush the line.
- Weak point: exposed drive frame
- Counter: Kinetic Autocannon, Pulse Array
- At the core: fast chip damage in numbers
DEC 1, 2027 —
Hostile intelligence
The machine offensive is not a horde — it is a coordinated force of nine visually and mechanically distinct families. Each has a movement domain, a battlefield role, visible weak points, and a counter you can build.
Fast, light ground attacker that builds speed on open roads to rush the line.
Many small bodies moving as one — cheap individually, dangerous in volume.
Slow heavy assault platform that shrugs off kinetic fire and grinds forward.
Projects protective fields over nearby hostiles and soaks your best shots.
Aerial digital attacker that disrupts defenses and severs power links.
Fast aerial damage platform that rides the eastern corridor into your rear.
Saboteur that interferes with range, targeting, and relay support from cover.
Artillery carrier that attacks structures and the core from dangerous standoff positions.
Milestone and final boss family with phase-specific behavior and support spawns — at waves 10, 20, 30, and 42.
Variants exist — repair swarms, command walkers, stealth saboteurs, shield support modules — but every variant stays readable inside its family. If it looks like a crawler, it dies like a crawler.
The codex
Every family's movement domain, armor, digital resistance, control resistance, and speed is documented in the in-game codex — with weak-point callouts and recommended counters. Losing to a wave you could have read is a choice.
Counter matrix
Effectiveness of each defense family against each hostile family.
| Defense | Runner | Swarm | Crawler | Shield | Hack Drone | Skimmer | Disruptor | Breacher |
|---|---|---|---|---|---|---|---|---|
| Kinetic Autocannon | Strong | Fair | Poor | Poor | No air | No air | Strong | Fair |
| Signal Jammer | Poor | Poor | Poor | Fair | Strong | Fair | Strong | Poor |
| Pulse Array | Strong | Strong | Poor | Poor | No air | No air | Fair | Poor |
| Rail Armor Breaker | Wasteful | Wasteful | Strong | Strong | No air | No air | Fair | Strong |
| Flak Interceptor | No ground | No ground | No ground | No ground | Strong | Strong | No ground | No ground |
| Mortar Platform | Fair | Strong | Fair | Fair | No air | No air | Fair | Strong |
| Command Relay | Support — improves every adjacent defense's answer to all of the above | |||||||
The Command Engine
Advance. Shielded approach behind carrier escorts. It probes your anchors and spawns runner screens to drain your economy.
Suppression. Emitters disrupt relays and jam targeting in a moving radius. Support spawns shift to drones and disruptors — your electronic warfare line earns its power draw.
Siege. Armor plates open to expose the drive core between barrages. Windows are short, telegraphed, and fair — every kill is explainable in the replay.