Energy weapons generate damage from power alone. No ammo bins, no explosion risk, no running dry. The cost is heat. Every shot pushes your reactor closer to shutdown.
Strengths
Unlimited ammunition
No ammo explosion risk
Light tonnage for damage output
Compact slot usage
Weaknesses
High heat generation
Sustained fire risks shutdown
Heavy hitters generate extreme heat
Most have moderate range
Beam
The workhorse — reliable, no surprises
Classic lasers. Single focused shot, scaling damage. The backbone of any energy loadout.
Stability damage — heavy shells shake the target. Enough stability damage = knockdown. Cannons are the knockdown weapon.
Machine Gun
Crit seeker — death by a thousand cuts
Extremely high rate of fire, extremely low damage per hit. Spray projectiles that chip away through volume.
Variants: MG (L) · MG (H) · Rotary Machine Gun
Dmg 1-4 x6-14Heat 1-3Tons 1-3t
Bonus crit chance vs exposed structure — useless against armor, deadly once structure is exposed. The finisher.
Magnetic
Precision sniper — electromagnetic devastation
Electromagnetic accelerators launching ferrous slugs at hypersonic velocity. One massive hit, near-zero heat, extreme weight.
Variants: Magnetic (L) · Magnetic (M) · Magnetic (H)
Dmg 25-60Heat 1-4Tons 8-16tAcc +0 to +2
Ignores damage variance — always hits for exact listed damage. The predictable, surgical weapon.
Indirect
Lob over cover
Grenades, mortars, and artillery that arc over obstacles. Minimum range dead zones but can hit what others can't.
Variants: Grenade Launcher · Mortar · Artillery
Dmg 12-35Range 360-1000
Indirect fire — can target without line of sight. The only weapons that hit behind cover. Trade accuracy for reach.
Scatter Gun
Shotgun blast
Fires a spread of 6 projectiles. High total damage but each pellet hits a random location.
Variants: Scatter Gun
Dmg 6 x6Range 240
Guaranteed multi-location hit — each pellet rolls its own location. Strips armor from everywhere at once.
Missile Weapons
MissileAmmo Required
Missiles deal distributed damage — many warheads each rolling their own hit location. Excellent at stripping armor evenly, poor at punching through in one spot. Widest tactical range of any category.
Strengths
Wide tactical variety
Distributed damage strips armor evenly
Many hits = more chances for weak spots
Moderate tonnage
Weaknesses
Damage spreads — poor focus fire
Ammo dependent with explosion risk
Siege missiles have minimum range dead zones
High heat on larger launchers
Strike
Brawler's best friend
Short-range missiles that pack a punch up close. No minimum range, compact, reliable. Includes Barrage variants with improved heat.
Clustering — Strike missiles tend to hit the same location. The close-range focus fire missile.
Siege
DoT harasser — sustained chip damage
Long-range missile barrages that rain warheads at extreme distance. Not a knockout weapon — a war of attrition weapon. 200 ammo/ton for sustainability.
No clustering — hits spread evenly across all locations. The armor-stripping weapon. Sustained bombardment over many turns.
Drumfire
Mid-range versatile
Medium-range missile barrages that balance damage, range, and heat. The flexible workhorse of missile loadouts.
Variants: Drumfire 4 · Drumfire 6 · Drumfire 10
Dmg 6 x2-5Heat 6-12Range 675
Partial clustering — some grouping but not as tight as Strike. Jack of all trades.
Lance
Guided precision — high damage per missile
Advanced guided missiles. Fewer projectiles but each one hurts. Precision warheads with accuracy bonus.
Variants: Lance 2 · Lance 4
Dmg 25-28 x2Range 360-400
Target lock — accuracy bonus stacks when firing at same target multiple turns. Rewards focus fire.
Adaptive
Multi-role — adapts warhead to target
Smart missiles that adjust payload. Flexible and reliable across different engagement types.
Variants: Adaptive 4 · Adaptive 6 · Adaptive 10
Dmg 5-8 x4-10Range 400-500
Ammo-type switching — adapts warhead to target weakness. Versatile but master of none.
EMP
Electronic warfare — disruption over damage
Specialized for electronic disruption. Minimal damage, long range utility role.
Variants: EMP Missile
Dmg 5Heat 4Range 480
System disruption — chance to disable one equipment slot for 1 turn (weapon jam, sensor glitch).
Melee Weapons
MeleeAdjacency OnlyPlanned
No ammo, no heat, no range. The cost is pure positioning — survive the approach through Siege/Magnetic fire to reach adjacency. Melee attacks always hit (no accuracy roll). Damage scales with mech tonnage.
Melee is only viable if mechs can close the gap. Mobility boosters enable aggressive positioning — they compete for tonnage/slots with weapons and armor.
Sprint
Burst movement, no attack
Doubles movement for one turn but cannot fire weapons (melee excluded). Built-in ability for all mechs.
Tempo loss — you sacrifice a shooting turn. Enemy gets free fire.
Jump Jets
Vertical mobility, skip terrain
Leap over obstacles. Accuracy penalty on landing turn. Generates heat per jump.
Heat + accuracy tradeoff — arrive hot and shaky. Pairs well with ballistics and melee (low/no heat).
Overclock
Overdrive sprint — the gamble
Boosts speed by 50%. Unlike Sprint, can still fire weapons. But has a failure chance — each use risks leg damage.
Planned: Overclock Module (3-5t, 2 slots, legs)
Self-damage risk — use once, probably fine. Use every turn, legs will break.
Support Equipment
SupportPlanned
Support equipment occupies weapon slots but deals no direct damage. Every support slot is a weapon you didn't bring. Support wins battles by making your lance hit harder, or making the enemy miss.
Designator
Paint the target
Painted targets receive an accuracy bonus from ALL friendly units. The force multiplier for Siege boats.
Passive aura. All friendly units within 2 hexes get an evasion bonus. Countered by Designator/Beacon.
Planned: ECM Suite (3t) · Guardian ECM (4t)
Sensor disruption bubble — evasion bonus for nearby friendlies. The defensive support pick.
CIWS
Close-In Weapon System — point defense
Auto-fires against incoming missiles. Reduces missile damage by 20-40%. Swarm missiles partially bypass it.
Planned: CIWS (2t) · CIWS (H) (3t)
Missile interception — automatic, ammo-dependent. Hard counter to Siege/Strike builds.
Experimental Weapons
ExperimentalPlanned
Salvaged alien tech, prototype systems, forbidden research. Extreme power with unpredictable drawbacks. Rare loot only — never purchased, only found on expeditions.
Gravity
Manipulates mass and momentum
Pushes or pulls the target 1-2 hexes. Knock enemies off elevation, into hazards, or into melee range.
Planned: Grav Pulse · Tractor Beam
Forced movement — the displacement weapon. Break formations, create combos.
Drawback: Charge time — must spend one turn charging. Telegraphed and interruptible.
Nanite
Self-replicating weapon swarm
Nanites attach and deal damage each turn for 3-5 turns. Stacks. The true persistent DoT weapon.
Planned: Nanite Injector · Nanite Cloud Launcher
Damage over time — persistent per-turn damage even with no further fire. Stacks with multiple hits.
Drawback: Friendly fire risk — nanites spread to adjacent units (including yours) after 3 turns.
Void Ray
Armor penetration — alien energy lance
Bypasses a portion of armor, dealing damage directly to internal structure. Extremely dangerous per hit.