Game

Arenas, weather
and arena rules

Three layers of conditions stack with each other and with the ground under your tracks. The same loadout plays differently in snow with high drift and in heat on scree.

Arenas

Four arenas, each with its own character

An arena sets the ground under your tracks and the sky above, and with them its own default weather and rule.

Sunny Hills
Clear · TIDE Sunny Hills

Green hills with turf over earth and stone. The map where nothing gets in the way of learning the rules.

Alpine Ridge
Snowfall · HIGH WIND Alpine Ridge

Snow over ice, narrow crests and deep lenses of rock. Slippery everywhere, and ice gives the widest crater in the game.

Desert Canyon
Heat · SCREE Desert Canyon

Sand and stone, wide plateaus and sheer walls. Craters are wider, slopes creep, and the heat lengthens every shot.

Storm Front
Storm · SCARCITY Storm Front

Marsh, water and concrete piers under a storm sky. The wind jumps between turns and shifts mid-flight.

Weather

Six kinds of weather, each changing the physics

Weather does not tint the sky, it moves the numbers: shot range, crater depth, slipping, how much of the enemy trace is visible and how the wind behaves. Which one it will be is known before the loadout is built.

Clear
Clear

Baseline. Wind drifts gently, ±10 a turn

wind ±10
Snowfall
Snowfall

Blasts are 25 % weaker, every surface is slippery, snow piles up

damage ×0.75 · crater ×0.81 · slippery · wind ±12
Heat
Heat

Shells fly 15 % farther, fire burns twice as long

range ×1.12 · burning ×2 · wind ±10
Storm
Storm

Wind jumps ±60 between turns and shifts mid-flight

wind ±60 and in flight
Rain
Rain

Craters are 40 % deeper, slopes creep, fire dies within a turn

crater ×1.27 · burning ×0.34 · wind ±14
Fog
Fog

You see only 30 % of the enemy arc, their power is hidden

30 % of the trace visible · wind ±10
Arena rules

Four rules on top of the weather

An arena rule is one sentence that rewrites the whole battle. It runs for the entire game, both sides see it, and it is named in the briefing together with the map.

TIDE
Arena rule TIDE

Water rises every three turns. The low ground goes first; height decides

SCARCITY
Arena rule SCARCITY

Half the ammo for everything except the basic shell

HIGH WIND
Arena rule HIGH WIND

Wind up high is twice as strong: a lobbed shot catches it three times over

SCREE
Arena rule SCREE

The whole map is sand: craters half again as wide, slopes creep — the ground kills more often than the shell

Rules stack with the weather and with the ground. Scree on sand and scree on stone are two different battles: in the first the crater widens twice over, in the second there is nothing for the slope to creep with.
Wind tearing dust off the crest of a ridge
04 · Wind

The wind lives in layers of altitude

Down low it is one thing, up top another: a lobbed shot passes through both layers and catches the difference twice. The High drift rule doubles the upper layer — and the same power puts the shell fifty pixels off to the side.

There is exactly one way to know the wind in advance: the Probe, for one action point. It shows the schedule three turns ahead. In a storm that is the only protection against the wind changing while the shell is in the air.

Wind cap ±170Free forecast 1 turn

The Probe

The conditions are named before the battle

The arena, the weather and the arena rule are all in the briefing — and the loadout is built against them.