Theater Defense System
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.
Doctrine Signature // Vehicle Progression
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
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
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 |
|---|---|---|---|---|---|---|---|---|---|
| L1 | 2 | 2 | 12 | 12 | 0 | 100 | 100 | 14 | 18h |
| L2 | 2.5 | 2.5 | 13 | 13 | 0 | 125 | 125 | 14 | 19h |
| L3 | 2.5 | 2.5 | 14 | 14 | 0 | 125 | 125 | 16 | 20h |
| L4 | 3 | 3 | 15 | 15 | 0 | 125 | 125 | 18 | 21h |
| L5 | 3.5 | 3.5 | 16 | 16 | 0 | 125 | 125 | 18 | 22h |
| L6 | 4 | 4 | 17 | 17 | 0 | 150 | 150 | 20 | 23h |
Eastern Doctrine // Level 1–6
| Level | Vehicle | Aircraft ATK/DEF | Missile ATK/DEF | Range | Radar | HP |
|---|---|---|---|---|---|---|
| L1 | S-125 Neva | 2 / 2 | 12 / 12 | 100 | 100 | 14 |
| L2 | S-125 Neva | 2.5 / 2.5 | 13 / 13 | 125 | 125 | 14 |
| L3 | S-125 Neva | 2.5 / 2.5 | 14 / 14 | 125 | 125 | 16 |
| L4 | S-300 | 3 / 3 | 15 / 15 | 125 | 125 | 18 |
| L5 | S-300 | 3.5 / 3.5 | 16 / 16 | 125 | 125 | 18 |
| L6 | S-400 Triumf | 4 / 4 | 17 / 17 | 150 | 150 | 20 |
Western Doctrine // Level 1–6
| Level | Vehicle | Aircraft ATK/DEF | Missile ATK/DEF | Range | Radar | HP |
|---|---|---|---|---|---|---|
| L1 | MIM-14 Nike | 2 / 2 | 12 / 12 | 100 | 100 | 14 |
| L2 | MIM-14 Nike | 2.5 / 2.5 | 13 / 13 | 125 | 125 | 14 |
| L3 | MIM-14 Nike | 2.5 / 2.5 | 14 / 14 | 125 | 125 | 16 |
| L4 | MIM-104 Patriot | 3 / 3 | 15 / 15 | 125 | 125 | 18 |
| L5 | MIM-104 Patriot | 3.5 / 3.5 | 16 / 16 | 125 | 125 | 18 |
| L6 | THAAD Missile Defence | 4 / 4 | 17 / 17 | 150 | 150 | 20 |
European Doctrine // Level 1–6
| Level | Vehicle | Aircraft ATK/DEF | Missile ATK/DEF | Range | Radar | HP |
|---|---|---|---|---|---|---|
| L1 | Bloodhound | 2 / 2 | 12 / 12 | 100 | 100 | 14 |
| L2 | Bloodhound | 2.5 / 2.5 | 13 / 13 | 125 | 125 | 14 |
| L3 | Bloodhound | 2.5 / 2.5 | 14 / 14 | 125 | 125 | 16 |
| L4 | MEADS | 3 / 3 | 15 / 15 | 125 | 125 | 18 |
| L5 | MEADS | 3.5 / 3.5 | 16 / 16 | 125 | 125 | 18 |
| L6 | SAMP/T | 4 / 4 | 17 / 17 | 150 | 150 | 20 |
Production Intelligence // Cost & Upkeep
| Level | Mobilization Cost L→R | Time | Daily Upkeep L→R | HP | Range | Radar |
|---|---|---|---|---|---|---|
| L1 | 1,500 / 500 / 900 / 2,000 | 18h | 80 / 30 / 30 / 125 | 14 | 100 | 100 |
| L2 | 1,500 / 500 / 900 / 2,000 | 19h | 85 / 35 / 35 / 140 | 14 | 125 | 125 |
| L3 | 1,500 / 500 / 900 / 2,000 | 20h | 90 / 40 / 40 / 155 | 16 | 125 | 125 |
| L4 | 1,750 / 700 / 1,250 / 2,500 | 21h | 95 / 50 / 55 / 175 | 18 | 125 | 125 |
| L5 | 1,750 / 700 / 1,250 / 2,500 | 22h | 100 / 55 / 60 / 200 | 18 | 125 | 125 |
| L6 | 2,000 / 900 / 1,500 / 3,500 | 23h | 110 / 65 / 70 / 225 | 20 | 150 | 150 |
Mobility Intelligence // Terrain Speed & Sight
| Data | T1 | T2 | T3 | T4 | T5 | T6 | T7 | T8 | T9 | T10 |
|---|---|---|---|---|---|---|---|---|---|---|
| Speed L1–L3 | 0.5 | 0.17 | 0.25 | 0.25 | 0.25 | 0.17 | 0.25 | 0.5 | 2.51 | 1.3 |
| Speed L4–L5 | 0.75 | 0.25 | 0.38 | 0.38 | 0.38 | 0.25 | 0.38 | 0.75 | 2.51 | 1.3 |
| Speed L6 | 1 | 0.33 | 0.5 | 0.5 | 0.5 | 0.33 | 0.5 | 1 | 2.51 | 1.3 |
| Sight | 25 | 25 | 25 | 25 | 25 | 25 | 25 | 25 | 25 | 25 |
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.