
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.

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.

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.

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.

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.

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.

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.

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