Game

Six battle formats

In one there is no time, in another no arsenal, in a third a blast does not break armour at all. The same machine with the same loadout plays completely differently in each.

Two machines on opposite craters
01 · Battle format

DUEL

The standard battle: three points a turn, eight slots, the whole arsenal

The standard one-on-one battle: three action points, eight slots, the whole arsenal, thirty seconds a turn. Everyone starts here and everyone comes back.

Points a turn 3Slots 8Seconds a turn 30
A machine at speed, its tracks throwing up a wall of earth
02 · Battle format

BLITZ

Ten seconds a turn, two points, four slots — a match in three minutes

Ten seconds a turn, two points instead of three, four slots instead of eight and a third less health. A game fits into three minutes; there is no time to think, so what plays is a rehearsed habit rather than a calculation.

Points a turn 2Slots 4Seconds a turn 10Health ×0.62
A lone machine in profile on a dawn ridge
03 · Battle format

SNIPER

Basic shell only, unlimited ammo: pure gunnery

The basic shell only, unlimited rounds, one slot. No terrain work, no control — only angle, power, wind and focus. The best way to get your hand in.

Slots 1Rounds ∞
A cliff collapsing onto a machine
04 · Battle format

SAPPER

Blasts do not touch armor: only the ground kills — collapse, falling, water

A blast does not break armour at all: a direct hit deals zero. The only way to kill is the terrain — drop a ledge on the machine, push it off a height, put it under water. The half of the arsenal that looked secondary turns out to be the only half there is.

Direct damage 0
A dug-in machine behind a concrete wall
05 · Battle format

SIEGE

One digs in and holds, the other assaults against the clock; then they swap

One side digs in and holds, the other storms against the clock. Then they swap, and the score is not «who killed» but «who held longer». The defender gets a wall, the attacker four action points a turn.

Round 14 turnsAssault ◆4
A machine ringed by advancing silhouettes
06 · Battle format

SURVIVAL

Waves of enemies, each stronger than the last; your score is the wave count

Waves of enemies, each stronger than the last: health and damage grow with every wave, and every third wave adds a rank. A third of your health comes back between waves. The score is how many waves you survived.

Max waves 40Healing between waves 34 %
The campaign introduces every format. Tier by tier — blitz, sniper, sapper, siege, survival: one new set of rules at a time, and straight into practice.

Pick a format and play

The format is chosen inside the game — with a single key.