Machines

Forty machines:
the tree and premium

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.

The tree

The whole tree at once

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».

can be researched arrives in a future update
On a narrow screen the tree is laid out as three lists — Fortress, Blade, Ghost.
FORTRESS
armourFORTRESS
02 · Branch · armour

Fortress

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.

Armour ×1.2 Damage ×0.9 Crater and blast ×1.2 Travel range ×0.9
BLADE
damageBLADE
03 · Branch · damage

Blade

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.

Armour ×0.85 Damage ×1.2 Crater and blast ×0.85 Travel range ×1.1
GHOST
manoeuvreGHOST
04 · Branch · manoeuvre

Ghost

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.

Armour ×0.95 Damage ×0.95 Crater and blast ×1 Travel range ×1.25
Premium

Twelve machines for tokens

They are neither researched nor upgraded — they arrive complete — and they earn half again more. By the numbers each one is clamped to the median of its rank: that is verified by a test run, not promised in words.

Rank 74 500 tokens · a tree machine of the same rank — 3 480 HP

SHIELD
SHIELDT7
3 480 HPdamage ×2.47 crater ×1.23travel ×0.94

the thickest hide of tier seven — it covers an ally and holds the high ground

M103 (USA, 1957)

SPEAR
SPEART7
2 864 HPdamage ×2.84 crater ×0.83travel ×1.15

light and fast: reaches its position first and fires while the others are still moving

AMX-30 B2 (France)

SWIFT
SWIFTT7
3 306 HPdamage ×2.69 crater ×1.17travel ×1.15

the suspension crouches — it leaves a trench where others stay put

Type 74 (Japan)

Rank 86 000 tokens · a tree machine of the same rank — 4 350 HP

GRANITE
GRANITET8
4 350 HPdamage ×3.22 crater ×1.36travel ×1.15

a rare pairing: tier-eight armour and almost a ghost’s range

T-10M (USSR)

FALCON
FALCONT8
4 203 HPdamage ×3.4 crater ×0.91travel ×1.19

thicker than any blade of its tier: strikes a little softer, but lives to the second turn

M60A3 “Patton” (USA)

CRAWLER
CRAWLERT8
4 350 HPdamage ×3.06 crater ×1.22travel ×1.19

a turretless silhouette — the lowest machine in the game, harder to reach over a ridge

Strv 103 (Sweden)

Rank 98 000 tokens · a tree machine of the same rank — 5 428 HP

BULWARK
BULWARKT9
5 428 HPdamage ×3.41 crater ×1.48travel ×0.9

composite blocks front and side: holds out longest of all, and moves least of all

Challenger 1 (United Kingdom)

STILETTO
STILETTOT9
4 614 HPdamage ×4.08 crater ×1.05travel ×1.23

an autoloader and a light hull: groups tighter and gets away in time

Leclerc (France)

BLIZZARD
BLIZZARDT9
5 048 HPdamage ×3.8 crater ×1.37travel ×1.23

the longest drive of tier nine — position matters more than the shot

T-80U (USSR)

Rank 1011 000 tokens · a tree machine of the same rank — 6 764 HP

ATLAS
ATLAST10
6 764 HPdamage ×4.41 crater ×1.6travel ×1.14

an even machine with no weak spot: holds, strikes and drives at tier ten

Merkava Mk.4 (Israel)

REAPER
REAPERT10
5 689 HPdamage ×4.9 crater ×1.08travel ×1.2

strikes at the ceiling of its tier — and pays for it in armour and range

Leopard 2A7 (Germany)

DUSK
DUSKT10
6 088 HPdamage ×4.71 crater ×1.54travel ×1.26

the modular armour was taken off for range: it reaches where tier ten usually does not go

Type 10 (Japan)

What you pay for and what you do not. A premium machine gives ×1.5 income and moves a crew across with no penalty — that is, time. It gives no stats: not one parameter rises above the median of its rank, upgrades cannot be fitted to it at all, and in ranked every machine is normalised.
Prices

What it costs to climb a rank

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.

RankXP to researchCredits to buyFortress HPBlade HPGhost 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
A higher machine does not stretch the battle. Health and damage grow together, so a tenth-rank game runs about as many turns as a first-rank one — but it costs and pays more.
A machine on a repair platform in the hangar
Research

The price is shown in battles,
not in XP

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.

Progress and rewards

Start with the Outpost

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