Cheap, leaves points for moving

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.

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.
Steep arc, wide crater
Flat trajectory, wind barely moves it
Huge damage, tiny radius
Sets fire: burns and melts snow
Covers ground, weak against a dug-in tank
A salvo, but it costs a turn to arm
Falls straight down, wind is no obstacle

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.
Tears through a hill and knocks out its support
Eats down through the ground for three turns
Brings down every cornice on the map
Builds a bank or a bridge

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.
Costs the target a point, freezes the ground around
Jams anything above ◆1 for a turn
Pulls you up a sheer slope
Crossing the patch costs twice as much

Intel
The only way to learn what is hidden: the enemy loadout, the wind three turns ahead — or to hide your own position.
Reveals the enemy loadout
Wind for three turns, layer by layer
Hides your position and power for 2 turns
A mark: your next shot lands truer

Defense
A turn without firing that pays off only if the enemy hits you. A bet that they will try.
Waits, then goes off on the enemy turn
Repairs 40 % of what is missing, costs your shot
Sends 60 % of the damage back at the shooter
Absorbs one incoming shot
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.
| Item | Role | Points | Damage | Radius | Rounds | What 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.