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:

MaxTonnage = min( CarryCapacity, PowerOutput, LoadCapacity )

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 Frame

The 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

Elevated command module — own location, eject capable, good sensors
Creates a separate targetable location with sensor bonus and line-of-sight advantage. Pilot can eject. Downside: headshots can kill the pilot directly.
Tons 1-2.5t Cmd Slots 2 Eject Yes
  • 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

Pilot inside the hull — best protection, no own slots, can't eject
No separate location. Pilot sits inside the main hull — no headshot vulnerability, lightest option. But command systems compete with hull slots. No eject.
Tons 0-2t Cmd Slots 0 Eject No
  • 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

Pilot in a rotating turret — 360° awareness, weapon slots, exposed
Rotating cupola on top of the hull. Full 360° sensor coverage and can mount weapons. Heaviest command option but adds firepower. Exposed and targetable.
Tons 1-6t Wpn Slots 1-3 Arc 360°
  • 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

Standard mech legs — versatile, can melee
The default. Two legs, terrain capable, melee capable. Variants range from light scouts to jump-capable thruster walkers.
Carry 45-75t Melee Yes Legs 2
  • 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

Tank treads — high stability, no melee, can't jump
Trades mobility for platform stability. Excellent recoil absorption. Highest carry capacity. Cannot melee or jump.
Carry 80-100t Melee No Stability +20/+40
  • Tracked DriveTank treads — high stability, no melee, can't jump
  • Heavy Tracked DriveAssault platform — very stable, very slow

Wheeled

Fast on roads, poor off-road, no melee
Fastest on paved terrain with massive road speed bonus. Terrible off-road. Low carry capacity. Scout and recon platform.
Carry 40t Speed +25 Road +20
  • Wheeled DriveFast on roads, poor off-road, no melee

Hover

Ignores terrain — fast and agile, fragile
Glides over any surface. Terrain penalties ignored. Built-in evasion bonus. Fragile and low carry. Cannot melee or jump.
Carry 35t Speed +15 Evasion +1
  • Hover DriveIgnores terrain — fast and agile, fragile

Quad

Four-legged — very stable, no arm weapons
Four legs for superior stability. Can melee but no arm-mounted weapons. Good carry capacity with inherent stability bonus.
Carry 70t Stability +15 Legs 4
  • Quad WalkerFour-legged — very stable, no arm weapons

Flying

Vertical takeoff — flies over terrain, very fragile
VTOL rotors for airborne movement. Ignores all terrain. Fastest and most fragile. Lowest carry capacity. Cannot melee.
Carry 30t Speed +20 Stability -15
  • 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

Frame shape — defines center compartment and side location slots
The core frame. Always has a center compartment with its own slots, armor, and internals. Side locations are empty slots for compartments. 1-location to 5-location hulls.
Locations 1-5 Center Slots 4-10 Side Slots 0-8
  • 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

Side location modules — install into hull side slots
Each side slot on the hull gets a compartment. Variants specialize for weapons, ammo storage, cargo, or raw armor. Each is a separate targetable location.
Tons 0-2t Slots 2-6
  • 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

How weapons attach — firing arc and rotation
Mounts determine weapon firing arcs. From fixed forward-only mounts to full 360° heavy turrets. More arc = more weight and vulnerability.
Tons 0-2t Arc 45-360° Hardpoints 1-2
  • 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

Upper limb function — weapon handling, melee, and utility
Arms hold weapons, deliver melee, and provide utility. Some trade combat capability for salvage bonuses or weapon capacity.
Tons 0-0.5t Slots 1-3
  • 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 Systems

The 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

Fusion reactor core — weight vs crit vulnerability
The engine. Lighter cores save tonnage but explode spectacularly when hit. Weight factor multiplies engine tonnage. Crit chance determines how often hits penetrate.
Weight 0.5-1.5x Crit 0-15% Power 45-80
  • 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

Heat dissipation system — efficiency vs weight vs reliability
Radiators remove heat every tick. Better radiators dissipate more per ton. Experimental ones can fail mid-combat. Heat batteries store heat instead of dissipating it.
Tons 1-2t Dissipation 0-10/sink
  • 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

Balance and stability — what kind of platform is this mech?
The gyro. Sets stability threshold (knockdown resistance) and max load capacity. Variants specialize for fire support, brawling, or agility.
Slots 1-3 Stability 30-70 Load 45-100t
  • 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

Damage absorption and resistance specialization
Global armor type applied to all locations. Determines weight-per-point and damage type resistances. Heavier armor gives more HP. Specialized coatings trade one vulnerability for another.
Weight 0.7-2.0x Armor 1.0-2.0x
  • 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 protection — location-specific upgrades
Installed per-location. Extra plating, spall liners, blast shields. Each costs a slot and half a ton but can save a location from destruction.
Tons 0.25-1t Slots 1
  • 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

Internal electronics layout — compactness vs durability
Global internal structure type. Lighter internals save tonnage but increase crit vulnerability. Reinforced internals resist crits at the cost of weight. Modular speeds up field repairs.
Weight 0.5-1.5x
  • 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

Pilot interface — survival and protection
The pilot's seat. Determines tonnage overhead, headshot immunity, and eject capability. Capsules roll random bonuses on loot — stat boosts and passive skills based on quality tier.
Tons 2-4t
Loot rolls — capsules can grant pilot stat bonuses (+Gunnery, +Piloting) and passive skills. Higher quality = better rolls. Chase item for pilot builds.
  • Standard CapsuleBaseline — 3 tons, balanced protection
  • Small CapsuleLighter but less pilot protection
  • Torso Mount CapsuleHeadshot immune but cannot eject

Targeting

Aim assist and fire control — accuracy and weapon handling
Fire control systems. Standard optics give a small accuracy bonus. Upgrades unlock evasion ignore, multi-target, or extended range.
Tons 1-2t Acc +5/+10
  • 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

Pilot endurance — injury resistance, recovery, and emergency options
Keeps the pilot functional. From basic life support to auto-extraction systems that sacrifice the mech to save the pilot. Critical for expedition endurance.
Tons 0.5-2t
  • 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

Expedition repair capability — fix more between battles
Tools and kits for patching damage in the field. From basic repair kits to mobile workshops that boost the entire lance. Essential for deep expeditions.
Tons 0.5-3t Slots 1-3
  • 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

Post-combat loot and economy — roguelike progression
Salvage gear turns battlefield wreckage into usable equipment and scrap currency. More salvage capacity = more loot per mission. The roguelike progression engine.
Tons 0.5-2t Slots 1-2
  • 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