Falchion Ironclad
Falchion Ironclad is an extraction-risk enemy, so the real question is not whether you can hurt it but whether killing it still leaves a run worth extracting.
Buckler Ironclad is the kind of target you pick only when the run can genuinely afford a real Ironclad fight.
Buckler Ironclad feels expensive from the start. Between the 5000 HP, the siege-only profile, and the 70 mm turret, this is not the enemy you casually test yourself on. If your heavy pressure is ready, the kill can be worth building around. If it is not, driving past is usually the better call.
You meet it as an Ironclad threat out in the run. The main decision is whether your current build actually has the damage and control to turn that sighting into profit.
Falchion Ironclad is an extraction-risk enemy, so the real question is not whether you can hurt it but whether killing it still leaves a run worth extracting.
High Danger Sentinel Waves are fights you take for a reason, not by default, because they can burn the same ammo and repair margin you still need to extract.
Living Sand is the sand creature that forces a siege-weapon check, so the first question is whether your Trampler can even hurt it before you decide to stand and fight.
Living Sand Jr is the low-end sand creature you can clear with normal weapons, so the real question is whether it is worth the delay rather than whether you can damage it at all.
Low Danger Sentinel Waves is the sentinel fight you clear when the route is stable, not the one worth burning a shaky extract plan over.
Medium Danger Sentinel Waves is the sentinel fight that starts costing real extract margin if the crew enters it low on ammo, hull, or time.
Tophelm Ironclad starts making sense as a fight only when the crew can spend the ammo, time, and Trampler position without ruining extraction afterward.
Upior is the kind of creature you judge by extraction cost first: if the fight burns too much ammo or positioning, skipping it is usually the better call.
It becomes worth taking when heavy ammo, positioning, and route time are all already lined up and you actually want the salvage badly enough to spend them.
This is a rough fight to improvise. If the build cannot really handle it before contact, trying to force the issue is usually how the run starts going wrong.
Yes, but only when the build has enough heavy pressure to finish the job without turning the whole route into damage control.
Bypassing is usually smarter when repairs, time, or heavy damage already feel thin before the fight even starts.