Against an Errant, the shot is subject to the inclusive ×2 limit between strong and weak targets, checked at preview and again at launch.
The Resonance Tower is a planetary structure that prepares an instant hostile attack against a planet’s orbital defenses. It can target an attackable enemy or PvE planet, but not one of your own planets, an ally, a member of your alliance, or a target protected by a pact that forbids attacks. Ordinary protections also apply, including the limits between strong and weak targets.
Its range from the exact position of the source planet is:
range = 1 050 × √source Tower level
On impact, the game compares the source Tower’s level with the level of the Tower on the target planet, or with 0 if it has none:
disabled percentage = min(100 %, max(0 %, 10 % × (source level − target level)))
For each affected defense type, the quantity disabled is floor(stock at impact × percentage). There is no artificial minimum: a single Aegis therefore remains active at 20 %, but becomes inactive at 100 %. The Iris always remains operational and is not included in this reserve.
Disabled defenses remain in stock and retain their points. For 5 minutes, they do not fire, cannot be targeted or destroyed, and apply no special effects. Defenses produced after impact remain active: the levels, percentage, and quantities disabled are fixed at the time of the shot. Losses subsequently suffered by active defenses are not restored when the effect expires.
An accepted shot consumes 50 × the Pillars activation cost for the same route, after the usual RT reductions and rounding. It adds no population cost, cargo cost, or permanent energy consumption, and uses no mission slot. The source Tower recharges for 3 hours; this cooldown remains tied to its planet if the Tower is dismantled and then rebuilt.
The target planet cannot receive another Resonance Tower shot for 5 minutes, regardless of the shooter. Other planets belonging to the same owner remain independent. A legal shot is still consumed and triggers this block even if the level difference results in 0 %, the stock is empty, or all rounding results in zero units. Enemy effectiveness and stock are not revealed before launch.
In PvP, the shot counts toward the shared player-versus-player attack limit; in PvE, it does not consume this quota. An accepted shot creates two reports in PvP, one for the shooter and one for the defender, and a single report for the shooter in PvE. The source’s disappearance does not interrupt an effect that has already been applied. Abandonment or a change of owner preserves the deadlines already set for the effect, the target block, and the source recharge.
Construction requirements are summarized in Construction, research, and queues. The RT calculation uses the components of the projection cost, and quotas or rejections are detailed in Attack restrictions and protections.