Mobile Defense is a Mission type requiring players to carry a datamass to 2-3 computer terminals and upload it to them. Once uploaded at each terminal, players will have to defend the terminal until hacking is completed. Unlike normal Defense missions, these require players to defend for a set period of time instead of a set amount of waves, and will allow extraction once all terminals have been defended, no longer requiring the datamass. The mission will fail if a single terminal is destroyed.
Terminals possess a scaled amount of health and shields matching the level of the mission. If defended against damage, terminals will regenerate shields and health on their own after some time passes, stacking with Rejuvenation auras.
Variations
A standard Mobile Defense mission on most tilesets requires players to protect 3 data terminals in three different large rooms for 60-80 seconds per terminal, based on mission level, for a total defense time of 180-240 seconds. Variations on this formula are as follows:
- Non-standard Mobile Defense missions (e.g. Nightmare Mode) will sometimes reduce the number of data terminals by 1 while maintaining the same total defense time. When this occurs, the defense times for the remaining terminals will increase from 60-80 seconds to 90-120 seconds, based on mission level. (This variation is possible on all ground tilesets, including those mentioned elsewhere in this list.)
- Mobile Defense missions taking place within the Grineer Asteroid tileset have all objectives co-located in the same large room. The last data terminal defense is replaced by a cryopod defense which is initiated by activating a pair of friendship consoles.
- On Infested Ships, one of the terminal rooms is flooded with white gas that continually deals Corrosive damage with a chance to proc against all players in the room. Two subterminals in the same room can be used to vent the gas, temporarily removing it for a few seconds.
- The Grineer Shipyards Mobile Defense tile features three objectives, with two of them out in pods accessible only by bridges, making them easy to defend. The third objective can only be accessed once the first two have been completed, taking place inside a reactor room whose narrow confines encourage close combat.
- Archwing Mobile Defense requires players to defend 3 satellites during a set period of time. Unlike regular missions, no datamass is required and the hacking is initiated by a player getting close to the satellite.
Locations
Rewards
All Mobile Defense missions reward up to 3,000 objective affinity, based on mission level, upon successful defense of each objective.
Only Mobile Defense missions in the Void and Zariman Ten Zero and Archwing Mobile Defense missions give a reward upon completion.
Rewards | |
---|---|
Lith C12 | 6.67% |
Lith G10 | 6.67% |
Lith G10 | 6.67% |
Lith G12 | 6.67% |
Lith N15 | 6.67% |
Lith P9 | 6.67% |
Lith W4 | 6.67% |
Meso A7 | 6.67% |
Meso B9 | 6.67% |
Meso F5 | 6.67% |
Meso H7 | 6.67% |
Meso N17 | 6.67% |
Meso V9 | 6.67% |
Meso W4 | 6.67% |
Aya | 6.67% |
Drop tables outdated? Readers can update Module:DropTables/data and cross reference with official drop tables on https://www.warframe.com/droptables.
Rewards | |
---|---|
Neo B9 | 12.5% |
Aya | 12.5% |
Axi A17 | 6.25% |
Axi A18 | 6.25% |
Axi G11 | 6.25% |
Axi L6 | 6.25% |
Axi O6 | 6.25% |
Axi S16 | 6.25% |
Axi S17 | 6.25% |
Neo A13 | 6.25% |
Neo G7 | 6.25% |
Neo M5 | 6.25% |
Neo P7 | 6.25% |
Neo Z11 | 6.25% |
Drop tables outdated? Readers can update Module:DropTables/data and cross reference with official drop tables on https://www.warframe.com/droptables.
Rewards | |
---|---|
Polar Magazine | 38.72% |
Superior Defenses | 38.72% |
Astral Slash | 3.76% |
Comet Blast | 3.76% |
Meteor Crash | 3.76% |
Nebula Bore | 3.76% |
Quasar Drill | 3.76% |
Zodiac Shred | 3.76% |
Drop tables outdated? Readers can update Module:DropTables/data and cross reference with official drop tables on https://www.warframe.com/droptables.
Rewards | |
---|---|
x10000 Credit Cache | 40% |
Endo x900 | 17.5% |
Entrati Lanthorn | 10% |
Voidgel Orb | 10% |
Galeforce Dawn | 5% |
Meso A7 | 2.5% |
Meso B9 | 2.5% |
Meso F5 | 2.5% |
Meso H7 | 2.5% |
Meso N17 | 2.5% |
Meso V9 | 2.5% |
Meso W4 | 2.5% |
Locations:
Drop tables outdated? Readers can update Module:DropTables/data and cross reference with official drop tables on https://www.warframe.com/droptables.
Healing Interactions With Defense Objects
Only static defense objects can be healed or receive damage reduction from other sources in accordance with the tables below. Mirror Defense defense objects are exempted from effects that heal, give shields, or give health. They can receive damage reduction effects as outlined in the table below.
Note that Eidolon Lures are not static and are exempt from the rules in the table below.
Healing over time only takes effect when the defense object's natural health regeneration is active; taking damage from enemies briefly disables both the natural regeneration and external regeneration effects for a few seconds.
Healing source | Normal effect | Effect on all types of static defendable objects (Cryopods, Excavators, etc) |
---|---|---|
Gara's Mending Splinters | 15 HP/sec for each active splinter | Same as normal |
Hildryn's Haven | 500 Max Shields 80% faster Shield recharge |
Same as normal |
Protea's Grenade Fan | 500 Shield restore on attach 50 Shield restore per second |
Same as normal |
Trinity's Blessing | Up to 100% HP and Shield restore | Heal for 500 over 5 seconds, can’t stack |
Trinity's Well of Life | 100 HP/sec + 1% life steal | 100 HP/sec, no life steal |
Equinox's Mend & Maim (Mend) | 25 Shields for each enemy killed Burst heal based on how much damage was dealt |
Shields per enemy killed and heal for 500 over 5 seconds, can’t stack |
Vazarin's Protective Sling | 5 seconds invulnerability 60% Heal over 5 seconds |
No invulnerability Heal for 500 over 5 seconds, can’t stack |
Khora's Venari | Heal for 50 HP/sec | Same as normal |
Hydroid's Rousing Plunder | Heals allies for 50 HP | Heal for up to 500 over 5 seconds |
Harrow's Penance | Heals allies for a % of damage dealt | Heals are capped up to 50 per second. |
Oberon's Renewal | 125 burst heal 50 HP/sec |
Same as normal |
Garuda's Blood Altar | Heals by % of missing health/second | No effect |
Nidus' Ravenous | Heal allies standing on it for 20 HP/sec | Same as normal |
Wisp's Reservoirs (Vitality mote) | Increase max hp by 300 and heal for 30 HP/sec | Same as normal |
Volt's Capacitance | Grants shields based on 3% of damage dealt | Capped at 250 shields, no overshields |
Titania's passive | 4 HP/sec for 20 Seconds | Same as normal |
Sancti Magistar | Heals for damage dealt in an AoE | Heal for up to 500 over 5 seconds, can’t stack with other players. Going from a burst to Heal over Time. |
Ancient Healer Specter | Heal for 100 HP every 20 seconds | Same as normal |
Rejuvenation | Heal 3 HP/sec | Same as normal |
Arcane Pulse | 60% chance to heal for 150 HP when picking up a health orb with a 15 sec cooldown | Same as normal |
Citrine's passive | 5 - 25 HP/sec while in Affinity range | Same as normal (based on player testing) |
Jade's Light's Judgment | Heal 8% HP/sec | Heal 75 HP/sec |
Damage Reduction Sources | Normal effect | Effect on all types of static Defendable objects (Cryopods, Excavators, etc) |
---|---|---|
Trinity's Blessing | 50% Damage Reduction | Capped at 50% Damage Reduction |
Mirage's Total Eclipse | Grants 75% Damage Reduction to allies | Capped at 50% Damage Reduction |
Titania's Tribute (Thorns buff) | 50% damage redirected to enemies | No effect |
Gara's Splinter Storm | 70% Damage Reduction | Capped at 50% Damage Reduction |
Ember's Immolated Radiance | 50% of Immolate's Damage Reduction applies to allies | Capped at 45% Damage Reduction |
Baruuk's Desolate Hands | 90% Damage Reduction | Capped at 50% Damage Reduction |
Harrow's Warding Thurible | 40% Damage Reduction | Capped at 50% Damage Reduction |
Nezha's Warding Halo | Absorbs 90% of damage | Capped at 50% Damage Reduction |
Citrine's Preserving Shell | 25 - 90% Damage Reduction | No effect (based on player testing) |
Source: https://forums.warframe.com/topic/1189247-warframe-revised-railjack-revisited-part-1-update-274/
Notes
- Terminals are immune to health damage until they are activated.
- Mobile Defense missions can randomly change into Exterminate. The Lotus will inform the Player to "ignore your original objective" and "leave nothing alive". The Mobile Defense UI will be replaced by the Exterminate enemies killed counter and the extraction pointer will appear once the required number of enemies is killed.
- However it is also possible to hack the remaining Mobile Defense terminals if the players carry the Datamass to them before extracting.
- At the halfway point of each defense phase within a standard Mobile Defense mission, an unusually strong wave of enemies, often including Eximus enemies, will spawn and attempt to storm the objective.
- The strength of this wave increases as more objectives are defended within a mission.
- In a non-standard Mobile Defense mission with only 2 objectives, strong enemy waves will instead occur around the 33% and 67% points of each defense phase, with each wave within the same mission spawning tougher enemies.
Trivia
- If the players destroy the terminal via Radiation damage, it will reward some affinity before failing the mission.
Media
Patch History
Update 31.5 (2022-04-27)
- MOBILE DEFENSE (THE GREENWAY)
In addition to these new mission types, Mobile Defense nodes are also available on the Zariman!
In Mobile Defense, you must restore the Zariman’s systems that were overcome by the Jump Incident, and defend them while your allies purge out the Void. For the Corpus and Grineer, it is key that the Zariman stay where it is. They will do everything in their power to prevent the Tenno from getting the Zariman’s full power back online. Alongside Corpus and Grineer enemies, a multiple Thrax enemy-types will come to assist in the fight.
Hotfix 31.0.7 (2022-01-07)
- Fixed ability to carry Data Masses and your Primary weapon at the same time - you should switch to your Secondary as intended now.
Hotfix 31.0.5 (2021-12-21)
- Backout a previous fix (will revisit for a proper fix):
- Fixed ability to carry Data Masses and your Primary weapon at the same time - you should switch to your Secondary as intended now.
Hotfix 31.0.4 (2021-12-21)
- Fixed ability to carry Data Masses and your Primary weapon at the same time - you should switch to your Secondary as intended now.
Update 30.9 (2021-11-11)
- Fixed a script error after Host Migration in Mobile Defense missions.
Update 28.0 (2020-06-11)
- Fixed a case where Corpus Mobile Defense objectives are invulnerable. As reported here: https://forums.warframe.com/topic/1194476-mobile-defense-satelittes-dont-take-damage/
Hotfix 27.1.1 (2020-02-11)
- Fixed inability to complete a Mobile Defense mission due to Datamasses disappearing if a Host migration occured.
Update 21.0 (2017-06-29)
- Mobile Defense Mission Changes
- Added Mobile Defense consoles to more Grineer Shipyard and Asteroid tiles to increase the chance of playing in unique tiles for Mobile Defense missions.
- Reduced the maximum total Defense time from 6 mins to 4 mins in the highest difficulty areas. Time is still divided between 2-3 consoles.
- Increased the maximum concurrent enemy count during Defense stages to increase intensity.
- Reduced console health slightly for a little added challenge.
- Console health is higher in Solo missions.
- Lockdowns can no longer occur at any point during Mobile Defense missions.
- Enemy types start easy and get tougher with each console defended, similar to the Exterminate changes (also applies to Archwing Mobile Defense and Exterminate).
- Procedural Level Changes
- Mobile Defense missions always have 3 consoles now, with the exception of those with special mobile defense tiles (see below). There is still a fallback of 2 consoles in case there was no room to spawn a 3rd, but this should occur very rarely.
- Grineer Asteroid and Corpus Infested Ship tiles will now randomize with a 50/50 chance of it landing on a special Mobile Defense room or 3 individual large rooms with a console in each.
- Added consoles to more tiles in Grineer Asteroid and Shipyards for more variety.
- Made a couple tweaks to existing console locations in Grineer Asteroid and Shipyard tiles.
- Removed tiles containing elevators on the main path in Grineer Asteroid, Corpus Ice Planet, and outpost tiles to improve spawning.
- Increased chance of spawning unique Mobile Defense rooms in several tiles - Corpus Ship, Corpus Outpost, Corpus Gas City, Grineer Galleon, Grineer Settlement, and Grineer Shipyards.
- The Grineer Shipyard Mobile Defense tileset is back, and optimized for better performance and with new randomized console locations!
Update 19.6 (2017-01-11)
- Fixed enemies not spawning in high level Corpus Mobile Defense Invasion missions.
Update 17.5 (2015-10-01)
- Mobile Defense Missions have been added to the following planetary nodes:
- Grineer Forest on Earth, Eurasia
- Corpus Ship on Venus, Aphrodite
Update 17.0 (2015-07-31)
- Added more defendable console locations.
- Console defense time will now scale with Mission difficulty.
- There are now 2-3 consoles per Mission, with total defense time divided between the number of available consoles.
- Console health now scales with the number of consoles available in a Mission.
- The total number of enemies that will spawn to attack consoles has been reduced.
Update 9.0 (2013-07-13)
- Adjusted number of active enemies allowed during defense stages - more for solo & increase numbers slightly in stage 2 & 3 to make them more epic.
- Enemies will storm the defense targets, which makes them much more aggressive towards it.
- Release lockdown when going into a defense wave. NPC’s abort running to panic button during defense wave.
Update 6.3 (2013-02-14)
- Introduced.