Killbox and Defense
Defensive setups and weapon loadouts. Killbox, mountain base, and what to arm pawns with by tech tier.
At a glance
Raids escalate with wealth, so defensive layout is central. Two base archetypes cover most colonies, and both need fallback positions because no single trick stops every raid type.
| Killbox | An engineered lane that funnels walk-in raiders into concentrated fire. |
| Mountain base | Carve into rock for cheap, strong, insulating walls. Manage infestations. |
| The catch | Drop pods, sappers, breachers, and sieges bypass or dismantle a killbox. |
| Core tactic | Melee blockers in armor hold a chokepoint while ranged pawns fire past them. |
Killbox essentials
Build walls with a single controlled entrance, then engineer the approach:
- A corridor or open lane that forces raiders into a narrow path.
- Blocked line of sight so they cannot fire back until they are in the lane.
- Traps: deadfall or IED along the path.
- Sandbags or barricades that slow attackers and give your pawns cover.
- Massed turret and pawn fire from safe positions.
Early on you do not need a huge killbox. You need firing lanes, safe corners, sensible traps, and the discipline to retreat.
Mountain base essentials
Dig into a mountainous tile so most walls are natural rock. Strong and temperature-stable, but infestations spawn under overhead mountain roof above about minus 8 Celsius. Design for them:
- Thick walls, often three tiles, between areas.
- Multiple entrances to a room so you can engage a hive from several angles.
- Keep some interior spaces cold (freezers), where hives cannot spawn.
Overhead mountain also blocks certain drop-pod raids.
What each threat does to your defense
| Threat | How it beats a naive killbox |
|---|---|
| Drop-pod raid | Lands inside or on top of the base, bypassing the perimeter. |
| Sappers | Mine or destroy walls to reach a target, taking the shortest path, not your entrance. |
| Breachers | Smash through walls in their path with breach axes or termite mechs. A counter to pure turtling. |
| Sieges | Land with supplies, build mortars at range, and bombard before assaulting. |
Keep interior fallback positions and anti-siege tools (mortars, a sally squad) for all four.
Weapon and armor by tier
| Tier | Ranged | Melee and armor |
|---|---|---|
| Early | Bolt-action rifles, pump shotguns | Maces, longswords, spears (tribal). Flak vest, flak jacket, flak helmet. |
| Mid | Assault rifles, LMGs, sniper rifles, heavy SMGs, shotguns | Better flak gear, marine armor as available. |
| Late | Charge rifles, charge lances, minigun for area suppression | Marine or cataphract-tier power armor. |
- Royalty adds psycasters for crowd control and buffs, persona weapons, and cataphract armor.
- Biotech adds mechanitors fielding combat mechs as a mobile army, and genetic super-soldiers.
- Turrets (mini-turrets early, autocannon and uranium slug turrets later) supplement pawn fire but add wealth and can be destroyed.
Do this in order
- Wall the base and set one controlled entrance.
- Add firing lanes, safe cover corners, and a few traps. Skip the elaborate killbox in week one.
- Arm your best shooters with the strongest ranged weapons you can afford, and give melee pawns flak armor.
- Build interior fallback positions and, once sieges appear, mortars for counter-battery.
- As wealth climbs, refine the killbox or lock down infestation control in a mountain base, and move to power armor and charge weapons.
Watch out for
- One clever killbox and nothing else. Drop pods, sappers, breachers, and sieges will find the gap.
- Fighting in the open against superior numbers. Use cover, chokepoints, and retreat.
- Turret wealth. Turrets add to raid points, so do not over-build them.
- Infestations in a mountain base. Keep cold dead zones and thick walls to control where hives appear.
Related
- Base layout cheatsheet for room priorities behind the walls.
- Raids and events deep guide for how threats scale and behave.
- Colony phases cheatsheet for when each threat tier arrives.