Design Philosophy
There are no hardpoints in the traditional sense. A mech's loadout is constrained by three things: tonnage (how much the frame can carry), slots (how many components fit in each location), and power (how much the reactor can feed). Every component — weapons, armor, systems — competes for the same budget.
Your mech's effective tonnage ceiling is the minimum of three capacities:
- Carry — set by locomotion (legs, tracks, hover). Stronger legs carry more.
- Power — set by the flux core reactor. Bigger core = more tonnage budget.
- Load — set by the stabilizer. Better gyro supports heavier builds.
This means upgrading just one system doesn't help if the others bottleneck you. A light hover with an assault reactor still can't carry assault-weight gear. Building a mech means balancing all three.
Structure
Chassis FrameThe skeleton of every machine. Structure defines the physical layout: how the pilot sits, how it moves, what sections exist, and where weapons mount. Every build starts here.
Command
Pilot Position
Where the pilot sits determines survivability, sensor capability, and whether the machine has a headshot-vulnerable location.
Head
- Standard HeadBalanced — 2 command slots, eject capable
- Armored HeadHeavy — harder to headshot, 2 command slots
- Sensor HeadBest sensors, fragile, 3 command slots
- Reinforced HeadHeaviest — crit-proof, protects capsule
In-Hull
- Basic CabinMinimal — no weight, no extras, systems use hull slots
- Armored CabinReinforced pilot position inside hull
- Command StationFull command center — lance buffs, but heavy
- Drone Controller BayNo pilot — remote controlled, no risk
Turret Command
- Command CupolaLight turret — 360° awareness, 1 weapon slot
- Armored CupolaHeavy turret — protected, 1 weapon slot
- Gun TurretFull weapon turret — 2 weapon slots, 360° fire
- Heavy Gun TurretAssault turret — 3 weapon slots, heavy, slow rotation
- Open TurretUnarmored — best sensors, 1 weapon slot, very fragile
Locomotion
Movement System
How the machine moves. Locomotion sets carry capacity, speed, terrain handling, and whether it can melee or jump. The most build-defining structural choice.
Bipedal
- Bipedal WalkerStandard mech legs — versatile, can melee
- Light Bipedal WalkerStripped legs — faster, less stable
- Reinforced Bipedal WalkerHardened legs — slower, harder to cripple
- Thruster WalkerBipedal with built-in jump capability
Tracked
- Tracked DriveTank treads — high stability, no melee, can't jump
- Heavy Tracked DriveAssault platform — very stable, very slow
Wheeled
- Wheeled DriveFast on roads, poor off-road, no melee
Hover
- Hover DriveIgnores terrain — fast and agile, fragile
Quad
- Quad WalkerFour-legged — very stable, no arm weapons
Flying
- VTOL RotorVertical takeoff — flies over terrain, very fragile
Sections
Body Layout
The physical body: hull frame, side compartments, weapon mounts, and arms. These define how many locations exist, how many slots each has, and where damage gets distributed.
Hull
- Light HullSingle section — fast, cheap, fragile. 20-35t.
- Medium HullStandard 3-section. 35-55t.
- Heavy HullReinforced 3-section. 55-80t.
- Assault HullMassive 3-section. 80-100t.
- Compact HullSingle dense section — small but lots of slots. 20-40t.
- Wide Hull5-section — more locations for spreading damage. 50-75t.
Compartment
- Standard SectionGeneral purpose side compartment
- Armored SectionHeavy side compartment — more HP, fewer slots
- Weapon BayExtra weapon slots — built to hold firepower
- Reactor BayHouses reactor overflow — for exposed cores and extra radiators
- Cargo SectionSalvage and supply storage — expedition utility
- Ammo BunkerReinforced ammo storage — explosion-contained
- Light SectionMinimal side compartment — cheap and fragile
Weapon Mount
- Fixed MountForward-facing only — lightest, no rotation
- Arm MountStandard bipedal arm weapon — follows torso twist
- Light Turret180° rotation — versatile but costs weight
- Heavy Turret360° rotation, 2 hardpoints — full coverage
- Dorsal MountTop-mounted — 270° arc, good for indirect fire
- Sponson MountSide-mounted pair — one per side, limited arc
- Missile RackTop-mounted missile launcher — indirect fire, 270° arc
Arms
- Standard ArmBaseline — balanced handling and melee
- Weapon Platform ArmExtra weapon slot but no melee capability
- Brawler ArmBuilt for close combat — punch harder and more often
- Reinforced ArmHardened — protects mounted weapons from crits
- Salvage ArmUtility arm — better loot from kills, worse aim
- Light ArmStripped down — faster twist, less durable
Equipment
Internal SystemsThe internals that define how the machine performs. Reactor, chassis protection, pilot systems, and utility gear. Every ton spent here is a ton not spent on weapons.
Reactor
Power Plant
The heart of the machine. Flux core provides power, cooling dissipates heat, and the stabilizer keeps it upright. All three constrain max tonnage.
Flux Core
- Standard Flux CoreReliable baseline — low crit risk, moderate weight
- Light Flux Core25% lighter but more crit-prone, bigger explosions
- Reinforced Flux CoreCrit-immune but 50% heavier — assault anchor
- Exposed Flux CoreLightest — components spread into side torsos, very crit-vulnerable
- Salvaged Flux CoreCheap junk — unreliable but available early
- Volatile Flux CoreRuns hot, hits harder — heat-aggressive builds
- Shielded Flux CoreEvasion-focused — harder to hit but heavier
Cooling
- Standard RadiatorCheap and reliable — starter system
- Pressurized RadiatorDouble dissipation but heavier
- Dual-Loop RadiatorBest efficiency — same weight, double cooling. Rare.
- Prototype RadiatorSame as double but can fail mid-combat
- Heat BatteryPure heat storage — no cooling, +20 heat threshold for alpha strikes
Stabilizer
- Standard StabilizerBaseline — balanced stability
- Compact StabilizerSaves slots but less stable
- Reinforced StabilizerAssault anchor — very hard to knock down
- Dampened StabilizerFire support platform — absorbs recoil
- Reactive StabilizerAgile platform — evasion and twist speed
- Brawler StabilizerMelee platform — punch harder, stay standing
Chassis
Protection
Armor type, armor mods, and internal structure. These determine how damage is absorbed, what it's resistant to, and how the internals hold up under fire.
Armor
- Composite PlatingBaseline — no tradeoffs
- Woven CarbideLighter armor with minor damage reduction
- Layered CompositeHeavy tank — more armor HP but slower
- Ablative MeshAnti-missile specialist
- Prismatic CoatingAnti-energy but ballistic-vulnerable
- Scrap PatchworkCheap and light but fragile
- Reactive PlatingAnti-missile and AoE, weak to AP
- Reflective CoatingAnti-energy but melee-vulnerable
- Hardened PlatingAP-immune heavy armor, reduces speed
- Stealth CoatingReduces visibility and sensor signature
Armor Mods
- Bolt-On Plating (Light)Extra armor to one location
- Bolt-On Plating (Heavy)More armor, more weight
- Spall LinerReduces crit chance and splash damage to location
- Blast ShieldContains internal explosions — ammo detonation stays in location
- Impact PaddingReduces melee and DFA damage to location
- Heat ShieldingReduces energy weapon damage to location
- BulkheadBlocks explosion propagation from this location to adjacent
- Blast DampenerReduces internal explosion damage by 50% in this location
Internals
- Standard InternalsBaseline — reliable internal layout
- Compact InternalsMiniaturized internals — lighter but fragile wiring
- Lightweight InternalsModerate weight savings, slightly more vulnerable
- Reinforced InternalsHardened internals — heavier but crit-resistant
- Salvaged InternalsJunk internals — heavy but cheap to fix
- Modular InternalsEasy to swap components — faster field repairs, standard weight
Systems
Pilot Interface
The pilot's direct interface with the machine. Capsule keeps the pilot alive, targeting helps aim, and survival modules handle emergencies. Higher-quality capsules can roll random pilot bonuses on loot.
Pilot Capsule
- Standard CapsuleBaseline — 3 tons, balanced protection
- Small CapsuleLighter but less pilot protection
- Torso Mount CapsuleHeadshot immune but cannot eject
Targeting
- Standard OpticsBaseline — basic aim assist
- Precision OpticsBetter accuracy, heavier
- Predictive TrackerTracks moving targets — ignores evasion
- Multi-Lock SystemEngage multiple targets simultaneously
- RangefinderExtends effective weapon range
Survival Module
- Standard Survival ModuleBaseline — no injury resistance
- Hardened Survival ModuleBetter pilot protection, heavier
- Trauma KitPilot heals 1 injury between expedition battles
- Stim InjectorIgnore first injury per battle, but double bleed rate
- Emergency ExtractionAuto-extracts pilot at 20% structure — saves pilot, loses mech
Utility
Expedition Gear
Non-combat equipment for the expedition loop. Field repair kits keep mechs running between battles. Salvage gear turns dead enemies into progression. Every slot spent here is a slot not spent on weapons.
Field Repair
- Basic Repair KitSmall boost to field repair success rate
- Field WelderRestores more armor points per repair action
- Structural Brace KitCan field-repair internal structure damage
- Mobile WorkshopHeavy — boosts entire lance field repair
- Jury-Rig ToolsCheap — more repair attempts but lower quality
- Spare Parts BinCarries replacement components for equipment repair
Salvage
- Scrap CollectorGathers extra scrap from destroyed enemies
- Salvage ArmBetter chance to recover intact equipment
- Component AnalyzerIdentifies equipment quality before salvage
- Cargo BayExtra salvage capacity — carry more loot
- Field Strip KitSalvage equipment from crippled (not destroyed) locations
- Black Market UplinkChance to find rare items in salvage pools