Game

Twenty-four items,
eight slots

Damage is only one of five roles. Terrain, control, intel and defence take the same eight slots, so «all of the strongest» is not a loadout you can build: every item costs you something else.

Rounds run out

Everything except the basic shell has a per-battle limit. You count them from the first turn, not from the last.

Points are one budget

Plasma takes three points out of three: fire it and you can neither drive nor dig in this turn. A MIRV salvo costs four — you have to bank a turn for it.

Items work in combinations

A beacon makes the next shot tighter. Freeze turns ground into ice, and ice gives a crater twice as wide. Napalm melts snow.

A direct hit on the side of a machine
01 · Damage · 8 items

Damage

Eight ways to take health off, and they do not replace one another: one has a tiny radius and enormous damage, another the opposite, and a third does not fly an arc at all and ignores the wind.

SHELL ◆1HEAVY ◆2MISSILE ◆2PLASMA ◆3NAPALM ◆2CLUSTER ◆3MIRV ◆4AIRSTRIKE ◆3
SHELL Damage

Cheap, leaves points for moving

Points Damage 233 Radius 60 Rounds 99
HEAVY Damage

Steep arc, wide crater

Points Damage 620 Radius 90 Rounds 6
MISSILE Damage

Flat trajectory, wind barely moves it

Points Damage 540 Radius 80 Rounds 6
PLASMA Damage

Huge damage, tiny radius

Points Damage 1 400 Radius 58 Rounds 3
NAPALM Damage

Sets fire: burns and melts snow

Points Damage 190 Radius 84 Rounds 3
CLUSTER Damage

Covers ground, weak against a dug-in tank

Points Damage 2 400 Radius 62 Rounds 3
MIRV Damage

A salvo, but it costs a turn to arm

Points Damage 2 300 Radius 62 Rounds 2
AIRSTRIKE Damage

Falls straight down, wind is no obstacle

Points Damage 640 Radius 130 Rounds 3
A blast inside the hill knocks out a support
02 · Terrain · 4 items

Terrain

A weapon against the map, not against the machine. A crater stays until the end of the battle and changes where either of you can shoot from at all.

DRILL ◆2ACID ◆2SEISMIC ◆3CONCRETE ◆1
DRILL Terrain

Tears through a hill and knocks out its support

Points Damage 560 Radius 75 Rounds 4
ACID Terrain

Eats down through the ground for three turns

Points Radius 46 Rounds 3
SEISMIC Terrain

Brings down every cornice on the map

Points Radius 40 Rounds 1
CONCRETE Terrain

Builds a bank or a bridge

Points Radius 46 Rounds 4
A machine locked by ice and a cable
03 · Control · 4 items

Control

Takes away a turn, a point or the ability to drive off. It deals almost no damage, and that is the point: the enemy is intact and can do nothing.

FREEZE ◆1EMP ◆2HARPOON ◆3TAR ◆1
FREEZE Control

Costs the target a point, freezes the ground around

Points Damage 290 Radius 70 Rounds 4
EMP Control

Jams anything above ◆1 for a turn

Points Radius 96 Rounds 2
HARPOON Control

Pulls you up a sheer slope

Points Radius 20 Rounds 3
TAR Control

Crossing the patch costs twice as much

Points Radius 70 Rounds 3
A smoke screen and a beacon on the slope
04 · Intel · 4 items

Intel

The only way to learn what is hidden: the enemy loadout, the wind three turns ahead — or to hide your own position.

SCOUT ◆1PROBE ◆1SMOKE ◆1BEACON ◆1
SCOUT Intel

Reveals the enemy loadout

Points Rounds 2
PROBE Intel

Wind for three turns, layer by layer

Points Rounds 2
SMOKE Intel

Hides your position and power for 2 turns

Points Radius 118 Rounds 3
BEACON Intel

A mark: your next shot lands truer

Points Radius 24 Rounds 3
Reactive armour intercepts a shell
05 · Defense · 4 items

Defense

A turn without firing that pays off only if the enemy hits you. A bet that they will try.

MINE ◆1REPAIR ◆2ERA ◆1SHIELD ◆1
MINE Defense

Waits, then goes off on the enemy turn

Points Damage 520 Radius 64 Rounds 2
REPAIR Defense

Repairs 40 % of what is missing, costs your shot

Points Rounds 2
ERA Defense

Sends 60 % of the damage back at the shooter

Points Rounds 2
SHIELD Defense

Absorbs one incoming shot

Points Rounds 2
Summary

The whole arsenal in one table

The same numbers as in battle. Everything except the basic shell runs out of rounds, and the Scarcity arena rule halves them.

ItemRolePointsDamageRadiusRoundsWhat it does
SHELL Damage ◆1 233 60 99 Cheap, leaves points for moving
HEAVY Damage ◆2 620 90 6 Steep arc, wide crater
MISSILE Damage ◆2 540 80 6 Flat trajectory, wind barely moves it
PLASMA Damage ◆3 1 400 58 3 Huge damage, tiny radius
NAPALM Damage ◆2 190 84 3 Sets fire: burns and melts snow
CLUSTER Damage ◆3 2 400 62 3 Covers ground, weak against a dug-in tank
MIRV Damage ◆4 2 300 62 2 A salvo, but it costs a turn to arm
AIRSTRIKE Damage ◆3 640 130 3 Falls straight down, wind is no obstacle
DRILL Terrain ◆2 560 75 4 Tears through a hill and knocks out its support
ACID Terrain ◆2 — 46 3 Eats down through the ground for three turns
SEISMIC Terrain ◆3 — 40 1 Brings down every cornice on the map
CONCRETE Terrain ◆1 — 46 4 Builds a bank or a bridge
FREEZE Control ◆1 290 70 4 Costs the target a point, freezes the ground around
EMP Control ◆2 — 96 2 Jams anything above ◆1 for a turn
SCOUT Intel ◆1 — — 2 Reveals the enemy loadout
PROBE Intel ◆1 — — 2 Wind for three turns, layer by layer
SMOKE Intel ◆1 — 118 3 Hides your position and power for 2 turns
HARPOON Control ◆3 — 20 3 Pulls you up a sheer slope
TAR Control ◆1 — 70 3 Crossing the patch costs twice as much
BEACON Intel ◆1 — 24 3 A mark: your next shot lands truer
MINE Defense ◆1 520 64 2 Waits, then goes off on the enemy turn
REPAIR Defense ◆2 — — 2 Repairs 40 % of what is missing, costs your shot
ERA Defense ◆1 — — 2 Sends 60 % of the damage back at the shooter
SHIELD Defense ◆1 — — 2 Absorbs one incoming shot

Build a loadout and try it

Ready-made sets sit in the briefing — start from those, then build for the weather.