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01 Towed Artillery 02 Mobile Artillery 03 Multiple Rocket Launcher 04 Mobile Anti-Air Vehicle 05 Mobile SAM Launcher 06 Theater Defense System 07 Mobile Radar
[SYSTEM_DOSSIER // SUP-06] // STRATEGIC AIR & MISSILE DEFENSE

Theater Defense System

Theater Defense Systems are long-range strategic air-defense platforms built to protect large areas, cities and high-value ground formations. They are strongest against missiles, can also engage fixed-wing aircraft, provide radar-backed detection and do not attack low-flying helicopters.

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DossierSUP-TDS-06
ClassTHEATER DEFENSE
Levels1 → 6
Doctrines3 VERIFIED
Attack Range100 → 150
Radar Range100 → 150
Primary RoleMISSILE DEFENSE
Helicopter Damage0

Doctrine Signature // Vehicle Progression

Eastern Doctrine Shield

Eastern Doctrine

S-125 Neva → S-300 → S-400 Triumf. The supplied Eastern screenshots follow the same verified combat-stat curve as Western and European, culminating in 17 missile ATK/DEF and 150 range at Level 6.

Western Doctrine Shield

Western Doctrine

MIM-14 Nike → MIM-104 Patriot → THAAD Missile Defence. Combat progression matches the other two doctrines in the supplied Level 1–6 stat screens.

European Doctrine Shield

European Doctrine

Bloodhound → MEADS → SAMP/T. The European line uses the same displayed aircraft, missile, HP, range and radar progression in the supplied screenshots.

⚠ Calculator Intelligence // Do Not Mix Target Classes

Theater Defense Systems are primarily missile-defense platforms. Missile ATK/DEF is much higher than fixed-wing aircraft ATK/DEF. Standard Theater Defense Systems shown here cannot attack low-flying helicopters, so helicopter damage must remain 0. Radar/detection must be handled separately from damage.

Combat Role // Verified Mechanics

Missile Interception

Primary combat role. Verified missile ATK/DEF rises from 12 at Level 1 to 17 at Level 6.

Fixed-Wing Defense

Secondary air-defense role. Verified aircraft ATK/DEF rises from 2 at Level 1 to 4 at Level 6.

Radar & Detection

The supplied unit properties and research trees repeatedly show radar/detection functionality, including the eye/detection research icon. Detection is not a damage modifier.

Core Combat Progression // All Three Doctrines

Level Aircraft ATK Aircraft DEF Missile ATK Missile DEF Helicopter Attack Range Radar Range HP Land Mobilization
L122121201001001418h
L22.52.5131301251251419h
L32.52.5141401251251620h
L433151501251251821h
L53.53.5161601251251822h
L644171701501502023h

Eastern Doctrine // Level 1–6

LevelVehicleAircraft ATK/DEFMissile ATK/DEFRangeRadarHP
L1S-125 Neva2 / 212 / 1210010014
L2S-125 Neva2.5 / 2.513 / 1312512514
L3S-125 Neva2.5 / 2.514 / 1412512516
L4S-3003 / 315 / 1512512518
L5S-3003.5 / 3.516 / 1612512518
L6S-400 Triumf4 / 417 / 1715015020

Western Doctrine // Level 1–6

LevelVehicleAircraft ATK/DEFMissile ATK/DEFRangeRadarHP
L1MIM-14 Nike2 / 212 / 1210010014
L2MIM-14 Nike2.5 / 2.513 / 1312512514
L3MIM-14 Nike2.5 / 2.514 / 1412512516
L4MIM-104 Patriot3 / 315 / 1512512518
L5MIM-104 Patriot3.5 / 3.516 / 1612512518
L6THAAD Missile Defence4 / 417 / 1715015020

European Doctrine // Level 1–6

LevelVehicleAircraft ATK/DEFMissile ATK/DEFRangeRadarHP
L1Bloodhound2 / 212 / 1210010014
L2Bloodhound2.5 / 2.513 / 1312512514
L3Bloodhound2.5 / 2.514 / 1412512516
L4MEADS3 / 315 / 1512512518
L5MEADS3.5 / 3.516 / 1612512518
L6SAMP/T4 / 417 / 1715015020

Production Intelligence // Cost & Upkeep

Level Mobilization Cost L→R Time Daily Upkeep L→R HP Range Radar
L11,500 / 500 / 900 / 2,00018h80 / 30 / 30 / 12514100100
L21,500 / 500 / 900 / 2,00019h85 / 35 / 35 / 14014125125
L31,500 / 500 / 900 / 2,00020h90 / 40 / 40 / 15516125125
L41,750 / 700 / 1,250 / 2,50021h95 / 50 / 55 / 17518125125
L51,750 / 700 / 1,250 / 2,50022h100 / 55 / 60 / 20018125125
L62,000 / 900 / 1,500 / 3,50023h110 / 65 / 70 / 22520150150

Mobility Intelligence // Terrain Speed & Sight

DataT1T2T3T4T5T6T7T8T9T10
Speed L1–L30.50.170.250.250.250.170.250.52.511.3
Speed L4–L50.750.250.380.380.380.250.380.752.511.3
Speed L610.330.50.50.50.330.512.511.3
Sight25252525252525252525

Research Intelligence // Detection Matters

Eastern Research

The supplied Eastern research tree shows the Theater Defense line developing through unit upgrades plus a distinct eye/detection research step before the late-game system.

Western Research

The Western research tree likewise separates platform progression from detection/radar research. The eye icon appears as its own research milestone rather than a raw damage stat.

European Research

The European tree confirms the same pattern: platform upgrades and a separate eye/detection milestone. Exact tooltip effects should be stored only when individually verified.

Calculator Intelligence // Special Rules

Helicopters

0 damage. The supplied in-game descriptions explicitly state that Theater Defense Systems cannot attack low-flying helicopters.

Missiles

Use the dedicated missile ATK/DEF column. Do not substitute aircraft damage. This is the unit family’s strongest combat category.

Radar / Eye Icon

Keep radar range, detection and stealth-related research as a separate visibility layer. Detection never directly increases raw damage.

Strategic Verdict // Theater Defense System

In the supplied Level 1–6 screenshots, Eastern, Western and European Theater Defense Systems share the same verified combat-stat curve. Their key progression is missile ATK/DEF 12 → 17, aircraft ATK/DEF 2 → 4, attack/radar range 100 → 150 and land HP 14 → 20. The main doctrine differences visible here are vehicle identity and research-tree timing rather than raw Theater-Defense combat values. For the calculator, missile damage, aircraft damage, helicopter exclusion, radar/detection and research state must remain separate mechanics.

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