The Class D Tower represents disposable personnel used by the Foundation for high-risk tasks. In SCP Tower Defense, this tower serves as a basic unit, offering low-cost defense with minimal damage output and range. While modest at first, future upgrades significantly enhance its effectiveness, making it a valuable asset as the game progresses. This tower can be placed 10 times.
At Upgrade 0, the Class D Tower is at its most basic level. With minimal training and equipment, it:
Has a short attack range.
Deals low melee damage using fists.
Serves primarily as a disposable frontline unit for early defense.
While limited in effectiveness, advancing to Upgrade Paths (A, B, or C) unlocks specialized roles, significantly enhancing its combat capabilities.
A1: Armed with a Baton
Equipped with a baton, the Class D Tower gains:
Slightly increased range.
Higher damage output.
Faster attack speed compared to Upgrade 0.
The baton is upgraded to deliver electric shocks, allowing it to:
Stun enemies for a short duration.
Maintain moderate damage and attack speed.
The ultimate upgrade equips the tower with a taser, providing:
Increased range.
Longer stun duration for better crowd control.
Faster attack speed, making it highly effective against larger enemy groups.
This path excels at controlling enemy movement and disrupting waves with stuns.
Class D Tower - Path B: Test Subject
The Test Subject Path (B) turns the Class D Tower into a crucial support unit, specializing in illumination to aid other towers, especially on maps with ZK difficulty where visibility is limited:
B1: Flashlight
Equipped with a basic flashlight, the tower:
Illuminates a small area around itself.
Helps other towers target enemies more effectively in dark environments.
B2: Powerful Flashlight
The flashlight is upgraded to a more powerful version, providing:
Medium-range illumination, covering a larger area.
Improved support for towers relying on visibility.
B3: Headlamp
The tower dons a headlamp, becoming an advanced light source:
Extended range and a wider light cone to illuminate more enemies.
Gains an ability: a flare gun that lights up the entire map for a short duration, with a cooldown of 1 minute.
This path excels in supporting other towers, ensuring that darkness doesn’t hinder defense strategies.
Class D Tower - Path C: Cannon Fodder
The Cannon Fodder Path (C) transforms the Class D Tower into a summoner, producing disposable units that walk the path to disrupt enemies and absorb damage, (Class D 0 can be upgraded only 1 time to Class D C):
C1: Basic Minions
The tower spawns small minions that:
Follow the enemy path.
Have low HP, serving as temporary distractions.
Spawn at a slow rate.
C2: Enhanced Minions
In addition to the basic minions from C1, the tower now spawns:
C2 minions with increased HP, capable of taking more hits.
Provides better crowd disruption and absorbs more damage.
C3: Explosive Minions
The ultimate upgrade adds C3 minions, which:
Have significantly more HP, making them durable distractions.
Explode upon death, dealing damage to nearby enemies.
Retain all previous minion types for diverse utility.
This path excels at overwhelming enemies with disposable units, buying time and softening enemy waves for other towers to finish off.