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TD Army

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TD Army and Training

Overview

Use Operations Center → Barracks → Review TD Roster to manage the Army. Recruitment, training, personal equipment, and armor carry into later attempts. Units attack automatically in the Godot battle.
Barracks Roster: the five default recruits, six training stats, equipment slots, and personal records. Example balance: 500 Hero EXP each.

Recruitment

These requirements name the recruitment milestones without describing their story resolutions. Finish the listed plot; meeting its trigger requirements alone is not enough.
Hero Recruitment milestone
Ghost, Orchid, AIMy, EPOM, Cid Default TD recruits
Riki Story Beat 33
Jinx The One Variable
Tinker I Have Hands
Neena By Her Own Authority
Pixel The Unoptimized Variable
Glitch Permission to Disconnect
Anthrax Report for Training, once her release is available
Saber Story Beat 76
Terra Something Worth Defending
Motley, Kitty, Bayne, Zodiac, Chamel, Poison Our War


Artemis, Blinky, Yrsa, and Sashina also have TD battle definitions, but the current normal recruitment list supplies no unlock route for them. They should not be assumed available in a fresh game's linked Army roster. Standalone development battles can display a broader test roster.
Each recruited hero costs 40 Command and the Ammo shown below to deploy, with 0 Salvage. Each can deploy once per attempt. Melee heroes cost no Ammo, but still use Command.

Starting Combat Stats

Values below are the untrained battle bases without equipment. They describe Health, Power, accuracy, physical reach, and attack rate rather than the smaller stat ratings shown in Barracks.
Hero HP Power Accuracy % Range (px) Attacks/sec Ammo
Motley 78 4 74 270 1.0 12
Kitty 84 4 80 100 1.3 0
Bayne 120 7 70 90 0.7 0
Zodiac 72 4 76 300 0.9 10
Chamel 81 5 82 120 1.2 0
Poison 102 6 74 100 0.9 0
Ghost 75 3 74 280 1.2 18
Orchid 84 2 78 250 1.0 12
Riki 63 12 90 490 0.55 30
AIMy 102 5 88 390 1.1 20
EPOM 129 17 78 420 0.45 18
Cid 108 4 78 300 0.9 10
Jinx 72 2 72 290 1.65 16
Tinker 93 3 82 250 0.9 10
Neena 99 9 92 420 0.8 26
Pixel 66 3 80 310 1.4 15
Terra 81 4 80 270 0.85 10
Glitch 57 3 86 330 1.0 8
Anthrax 93 7 92 130 1.6 0
Saber 96 7 88 380 1.1 20


Training and Price Growth

Press the green + below a training stat to spend that hero's EXP. Each purchase increases the corresponding Barracks rating by 1; the combat conversion differs by stat.
Training stat Combat improvement per purchase
Stamina (Sta) +3 maximum HP; a Stamina purchase also restores the roster's current Health to its new maximum
Power (Pow) +1 Power
Shield (Shd) +1 Shield rating, capped at 200 effective Shield
Accuracy (Acc) +2 percentage points of underlying accuracy
Range (Rng) +10 pixels of normal attack reach
Speed (Spd) +0.05 attacks per second
The smaller Barracks ratings use these conversions: HP = 3 × Sta, accuracy = 50 + 2 × Acc (before the battle's hit-chance cap), reach = 10 × Rng, and attacks/sec = 0.05 × Spd. Equipment can change the resulting values. A Speed item that changes firing rate by a percentage is applied after the ordinary stat total.
All six training stats share one price progression for that hero. If B is that hero's total previous training purchases, the next purchase costs 10 + 5B + ceil(B² / 10) Hero EXP. The first five costs are 10, 16, 21, 26, 32. Buying Power makes the next Stamina purchase more expensive too; another hero's purchases do not affect this hero's price.
Each internal training level starts at 1 and can reach 999, except effective Shield cannot exceed 200. Displayed combat ratings are not those internal levels. Training does not increase deployment prices.

Special Training Pairs

Special abilities improve through matched purchased training boosts, without a separate special-upgrade button. Starting stats and equipment bonuses do not count as purchased boosts.
Special value Training pair Effect
Cooldown Stamina + Speed Lower of the two purchase counts, capped at 500 pairs; reduces 30 seconds toward 3 seconds
Special Range Range + Accuracy +1 Special Range rating for every matched pair
Special Power Power + Shield +1 Special Power rating for every matched pair
Each cooldown pair removes 0.054 seconds. For example, 10 Stamina boosts and 4 Speed boosts provide 4 pairs, giving 29.784 seconds. A total of 500 matched pairs reaches the 3-second minimum.
Special Range is an ability-specific rating. It can increase burst count, repair radius, poison tick frequency, or a tree limit; it is not universally another 10 pixels of reach.

Hero Specials

Specials trigger automatically during active combat. Most hold ready if there is no eligible target. Orchid's repairs and Terra's Trees can still be useful during a gap between enemy spawns in a live wave. Pause freezes the battle timers.
Hero Combat special Implemented role
Motley Deadpan Shot Personal ranged burst
Kitty Claw Flurry Rapid melee burst
Bayne Hold the Line Area melee hit
Zodiac Last Card Map-wide non-robot disable
Chamel False Opening Nearby enemy damage suppression
Poison Knuckle Rush Single-target poison
Ghost Phantom Command Shot Personal ranged burst
Orchid Reclamation Repair Nearby barrier repair
Riki Zero-Drift Shot Long piercing shot
AIMy Defense Override Nearby turret command burst
EPOM Siegebreaker BFG Nearby turret command burst
Cid Cybernetic Burst Explosive ranged shot
Jinx Loaded Ricochet Personal ranged burst
Tinker Reversible Retrofit Nearby turret command burst
Neena Exit-Line Execution Personal ranged burst
Pixel Unoptimized Trajectory Personal ranged burst
Terra Living Network Conjures defensive Trees
Glitch Permission Revoked Map-wide robot EMP
Anthrax Shadow Arsenal Rapid melee burst
Saber Security Sweep Personal ranged burst


Burst and Damage Abilities

Personal ranged bursts (Motley, Ghost, Jinx, Neena, Pixel, Saber) start with four rapid shots at targets in normal attack range. Special Range gives a chance for extra shots; Special Power adds damage to each normal weapon roll. Each shot can retarget when an enemy dies. The name Loaded Ricochet does not imply an additional bouncing projectile effect.
Anthrax and Kitty use rapid melee bursts starting with three strikes. Targets must be in close melee reach; Special Range can add strikes, and Special Power improves their damage. Bayne's Hold the Line delivers one area melee hit to each enemy within its extended reach, for normal Power + 3 × Special Power, without an accuracy roll.
Cid fires an explosive ranged special. It uses a 100-pixel starting blast radius, enlarged by added Special Range, and Special Power improves shot damage.
Riki fires through enemies along one line. Special reach is normal attack range + 10 × Special Range; each hit uses normal weapon damage plus Special Power.

Support and Control Abilities

AIMy, EPOM, and Tinker command nearby attacking turrets to make rapid extra attacks. Starting radius is 100 pixels; added Special Range expands it. At least half a turret's placement footprint must be inside the radius. Each affected turret receives at least four attacks, with Special Power giving chances for more. Nanite Beacons do not benefit from this attack burst.
Orchid repairs every damaged barrier within a 100-pixel starting radius. Added Special Range expands the radius; each activation restores 5 × Special Power HP to each eligible barrier, capped at maximum Health. She does not heal heroes, turrets, or fortress Lives.
Poison poisons the nearest enemy within normal attack range for 10 seconds. Tick damage uses Special Power. At starting Special Range it ticks every 2 seconds; +100 added Special Range shortens that to 1 second, and +300 to 0.5 seconds. Special Range changes tick speed rather than reach.
Chamel temporarily suppresses nearby enemies' outgoing damage. Starting radius is 100 pixels, expanded by added Special Range; duration is 0.25 × Special Power seconds.
Glitch disables all currently living robots across the map, including robotic bosses. Zodiac mirrors this for non-robots. Duration is Special Power / 400 seconds, with no separate range limit or target cap; their Special Range rating does not enlarge this map-wide effect. These are instantaneous pulses, so later spawns are not caught automatically.
Terra conjures free Trees at open positions to her right. Their HP is 30 + 2 × Special Power, without Structural Reinforcement. Her starting active conjured-tree limit is 3; Special Range increases it, reaching 10 at rating 200, 20 at 500, and 30 at 1,000, then continuing more slowly. These conjured Trees are separate from the five-active limit for purchased Trees. Lack of space or an already-full conjured-tree limit holds the special ready.

Armor

Use Tinker's Army Armor menu in Engineering. Every recruited hero has an independent armor level. Level 1 starts at 0% damage reduction; Levels 2–5 add 10% each, and Level 6 is displayed as MAX, at 50%.
Tinker Army Armor: current protection, the next level, and per-hero material prices. Example inventory balances.
Costs are for one hero's next level, not the entire Army. Army EXP is not charged.
Target level Reduction Alloy Circuitry Reagents Flux Cores
2 10% 120 60 30 30 2
3 20% 240 120 60 60 5
4 30% 420 210 105 105 12
5 40% 700 350 175 175 24
6 MAX (50%) 1100 550 275 275 40


Armor reduces damage and rounds upward, preserving at least 1 damage on a positive hit. Shield is a separate per-hit protection stat: it is not a depleting shield-health pool.
Shield first provides a full-deflection chance of Shield / 600, reaching about 33.3% at Shield 200. If not deflected, armor applies, then a second Shield roll can reduce the remaining damage. Across Shield 1–200, that second roll's chance rises from 1% to 75%, and its damage reduction rises from 30% to 75%. Only a full deflection can reduce a positive hit to zero. Aegis Prototype adds 10 percentage points to the full-deflection chance independently of its Shield bonus.

Army Equipment

Click a hero's upper item slot in Barracks to open the equipment selector. The lower icon shows armor. A hero can carry one Army item; equipping takes one copy from Army inventory, and replacing or unequipping returns the old copy. Unique items are single-copy items, so they cannot be equipped on several heroes at once.
Ghost's Army item selector with Powered Bracer and Reinforced Plating available. Example inventory; one equipped item per hero.
EPOM trades five regular Army items for Reclamation materials:
Item Alloy Circuitry Reagents Flux
Reinforced Plating 9 0 3 0
Powered Bracer 5 6 0 1
Compact Shield Cell 2 4 0 6
Smart Targeting Optic 1 8 0 3
Lightweight Actuators 5 5 2 0
The trades cost 0 minutes and award an inventory copy; they do not equip it automatically. Four unique items also come from Kupie achievements: Orchid Maxed → Aegis Prototype; Glitch Maxed → Emergency Phase Beacon; Nova Maxed → Phoenix Recovery Module; Artemis Maxed → Chrono Targeting Lens. These Kupie upgrades are separate from TD recruitment and training.

Implemented Equipment Effects

Only owned items appear as available equipment. Some catalogue items do not yet have a normal acquisition route.
Item Current effect
Reinforced Plating +5 STA, -2 SPD
Powered Bracer +4 POW, +2 STA
Compact Shield Cell +6 SHD
Smart Targeting Optic +5 ACC
Longshot Rangefinder +6 RNG, -2 SPD
Gyroscopic Stabilizer +3 ACC, +2 RNG, -2 POW
Lightweight Actuators +6 SPD, -3 STA
Heavy-Caliber Adapter +6 POW, -15% firing speed
Field Med-Injector Restores 20% maximum Health after battle
Combat Stimulant +15% firing speed; Stress addition not implemented
Training Data Chip +20% Hero EXP from personal kills
Chrono Targeting Lens +10 ACC, +10 RNG
Aegis Prototype +12 SHD, +4 STA, -5 SPD; +10 percentage points to deflection
Phoenix Recovery Module Once per battle, revive at 30% Health
Emergency Phase Beacon Extracts before a hit leaves 20% HP or less, even lethal. Keeps rewards; +1 Retreat.


Phoenix Recovery Module revives the bearer once during that battle at 30% maximum Health; it does not provide a second deployment. Emergency Phase Beacon extracts the hero before a hit would leave 20% Health or less, including a lethal hit. Earned rewards remain, +1 Retreat is recorded, and the deployment ends.
The following descriptions contain effects still marked TBD: Rally Patch, Salvage Transponder, Berserker Reactor, Commander's Standard, and Boss Hunter Emblem. Do not count on their described morale, shared-EXP, team-aura, or boss bonuses. Combat Stimulant currently gives +15% firing speed; its advertised post-battle Stress amount is still TBD.

Roster Records and Retreats

Barracks shows Health, Morale, Stress, Rank, EXP, Battles, Kills, and Retreats. The line labelled Special skill is the character's general skill, not the Godot combat-special name listed above.
A hero reduced to zero battle HP withdraws; this records a Retreat rather than permanently killing the character. A normal new battle deploys the hero using its current maximum combat Health. Battle damage is not imported as permanent roster damage by the current reward system.
Defenses, Propaganda, and Field Medicine appear in the roster header. The current roster has no player purchase controls for those facility levels; they should not be treated as additional available upgrade trees. The active purchase systems are the six training stats, Army equipment, armor, and the linked fortress workshops.


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Text adapted from the community-maintained Chronoromancer Wiki under CC BY-SA 4.0.