the thickest hide of tier seven — it covers an ally and holds the high ground
M103 (USA, 1957)

One starter machine, three branches of nine ranks and twelve premium machines for tokens. A branch is a character: the Fortress takes the hits and rebuilds the map, the Blade strikes first, the Ghost picks the position.
Rank two is open in all three branches — that is where the choice starts. Deeper in, one branch is open for now; the other machines are visible and marked «soon».
Takes the most punishment and digs the widest: a bigger crater means the terrain is a weapon.
Hits hardest and first: the price of a miss is higher, and so is the reward for precision.
Drives farthest: position beats firepower, and it leaves a foxhole alive.
The Fortress wins not by its own shot but by surviving yours. Its blast radius is the widest in the game, and that changes what every hit means: where the Blade punches a hole, the Fortress takes the whole slope down. Playing it means rebuilding the map to suit you and making the enemy shoot at a position that is no longer there.
The Blade bets everything on the hit. It has the least armour and the most damage, and the gap widens with rank: at the first rank it is still a common machine, at the tenth it is a different game. A Blade miss costs a turn; a Blade hit costs the enemy half their health.
The Ghost buys the right to choose the spot rather than damage. Its travel range per action point is the longest in the game, and it is the only branch for which spending a turn on driving pays off. Smoke, beacon, scout — that is its arsenal: it wins on the enemy not knowing where the shot will come from.
XP is earned in battles on your current machine, credits in any battle. The higher the rank, the dearer the next step — but the reward per battle grows with it.
| Rank | XP to research | Credits to buy | Fortress HP | Blade HP | Ghost HP |
|---|---|---|---|---|---|
| T1 | — | — | 920 | — | — |
| T2 | 900 | 3 500 | 1 398 | 991 | 1 107 |
| T3 | 2 400 | 12 000 | 1 766 | 1 251 | 1 398 |
| T4 | 6 000 | 45 000 | 2 226 | 1 577 | 1 762 |
| T5 | 14 000 | 150 000 | 2 798 | 1 982 | 2 215 |
| T6 | 27 000 | 400 000 | 3 510 | 2 486 | 2 779 |
| T7 | 47 000 | 900 000 | 4 395 | 3 113 | 3 480 |
| T8 | 78 000 | 1 800 000 | 5 494 | 3 892 | 4 350 |
| T9 | 125 000 | 3 200 000 | 6 857 | 4 857 | 5 428 |
| T10 | 200 000 | 6 100 000 | 8 545 | 6 052 | 6 764 |

Next to the price in XP the tree shows how many battles that is for you personally, by your own average income. So it is immediately clear whether it is an evening or two weeks.
Blueprints make one particular machine cheaper: a full set of undefined covers the price entirely, an incomplete one covers its share. There is no threshold to hoard up to — the discount works from the first blueprint.

The first machine is the same for everyone: a common start should not be a choice you know nothing about yet.