▚ BATTLE CODE ARENA // BCAS REFERENCE PLAY ▶

Classes and equipment

A vehicle is a chassis with equipment fitted to its slots, within its class's build points and mass. What it carries decides which libraries its program may import.

Classes

Every vehicle starts in Bronze. The league's classes, lowest first: bronze, silver, gold, platinum, elite. The game runs these now:

Bronze

One turret, basic sensors and defences.

Build points100
Mass allowance72
Operations per update2000
Memory fields64
Memory size16 KiB

Silver

Tracking radar, guided and twin launchers, decoys and close-combat weapons, with room to fit them.

Build points140
Mass allowance90
Operations per update4000
Memory fields128
Memory size32 KiB

Chassis

CRAWLER Mk I

Tracked

Tracked chassis. Turns on the spot, and carries the most.

Drawback: The slowest of the three.

Running gearTracked
Build points100 % of the class's
Mass allowance100 % of the class's
Top speed100 % of the drive's
Acceleration100 % of the drive's
Turn rate100 % of the drive's
Reverse50 % of its top speed
Turning at a standstillall of it
Health100
Hull radius7 m
Energy capacity400
Energy recovery0 / s
Heat dissipation7 / s
Thermal lockoutat 100, clears at 50
Power failurebelow 1 energy, restored at 20
Speed loss0.3 % per mass unit

HAULER Mk I

Half-track

Half-track: wheels in front to steer, tracks behind to drive. Quicker than tracks, and tougher than wheels.

Drawback: Turns slowly until it is rolling. Carries less than the CRAWLER, behind lighter armour.

Running gearHalf-track
Build points90 % of the class's
Mass allowance90 % of the class's
Top speed112.0 % of the drive's
Acceleration110.0 % of the drive's
Turn rate100 % of the drive's
Reverse50 % of its top speed
Turning at a standstill40 %: all of it from 12 m/s
Health90
Hull radius6.5 m
Energy capacity400
Energy recovery0 / s
Heat dissipation7 / s
Thermal lockoutat 100, clears at 50
Power failurebelow 1 energy, restored at 20
Speed loss0.35 % per mass unit

ROVER Mk I

Wheeled

Wheeled chassis. The fastest, the quickest off the mark and the smallest target.

Drawback: Can't turn where it stands: it steers only while it rolls. Carries the least, behind thin armour, and a load slows it most.

Running gearWheeled
Build points80 % of the class's
Mass allowance80 % of the class's
Top speed125 % of the drive's
Acceleration125 % of the drive's
Turn rate100 % of the drive's
Reverse50 % of its top speed
Turning at a standstillnone: all of it from 12 m/s
Health80
Hull radius6 m
Energy capacity400
Energy recovery0 / s
Heat dissipation7 / s
Thermal lockoutat 100, clears at 50
Power failurebelow 1 energy, restored at 20
Speed loss0.4 % per mass unit

Radar

Provides the radar library.

RD-1 Basic Radar

15 BP · mass 10

Directional pulse radar. One bearing per scan.

Drawback: Narrow cone, short range and coarse readings.

Range260 m
Scan cone20 deg
Energy / scan0.4
Heat / scan0.1
Cooldown0.1 s
Range precision4 m
Bearing precision2 deg

RD-2 Wide Radar

30 BP · mass 16

Longer range, wider cone and finer readings.

Drawback: Twice the energy and more heat per scan; heavier and costlier.

Range340 m
Scan cone32 deg
Energy / scan0.8
Heat / scan0.25
Cooldown0.1 s
Range precision1 m
Bearing precision0.5 deg

RD-3 Tracking Radar

Silver and above · 40 BP · mass 18

Locks onto what a scan found, then reports it every update without scanning.

Drawback: Draws energy all the time it holds a lock. Losing sight of the target, or a decoy, breaks it.

Range300 m
Scan cone24 deg
Energy / scan0.6
Heat / scan0.15
Cooldown0.1 s
Range precision1 m
Bearing precision0.5 deg
Trackinglocks on; energy / s while locked 3

Missile launcher

Provides the missiles library.

ML-1 Launcher

25 BP · mass 22

Unguided missiles, launched along the turret.

Drawback: Slow reload.

Reload1.5 s
Turret traverse120 deg/s
Ammunition8, then reload at a supply crate
Damage / hit20
Energy / shot8
Heat / shot9
Missile speed140 m/s
Missile range350 m

ML-2 Rapid Launcher

35 BP · mass 26

An autoloader halves the reload time.

Drawback: Runs hot, hits softer and has a slower turret; sustained fire causes thermal lockout.

Reload0.8 s
Turret traverse90 deg/s
Ammunition12, then reload at a supply crate
Damage / hit13
Energy / shot5
Heat / shot10
Missile speed140 m/s
Missile range350 m

ML-3 Guided Launcher

Silver and above · 45 BP · mass 28

Each missile steers itself towards the nearest target ahead of it.

Drawback: Slower missiles, few of them and a slow reload. A decoy nearer than the target draws them off.

Reload2 s
Turret traverse120 deg/s
Ammunition6, then reload at a supply crate
Damage / hit18
Energy / shot10
Heat / shot10
Missile speed110 m/s
Missile range385 m
Seeker40 deg cone, 120 m
Seeker turn rate90 deg/s

ML-4 Twin Launcher

Silver and above · 45 BP · mass 30

Launches two unguided missiles at once, a little apart.

Drawback: Heavy, hot, and each missile hits softer; a salvo empties it twice as fast.

Reload1.8 s
Turret traverse100 deg/s
Ammunition12, then reload at a supply crate
Damage / hit13
Energy / shot12
Heat / shot16
Missile speed140 m/s
Missile range350 m
Missiles a shot2, 4 deg apart

Shield generator

Provides the shield library.

SG-1 Shield Generator

25 BP · mass 18

Absorbs part of each hit while powered.

Drawback: Constant energy drain and heat; offline when overheated or out of energy.

Absorbs at level 160 %
Energy / s at level 18
Heat / s at level 13
Heat / damage absorbed0.5

Drive unit

Provides the drive library.

DR-1 Standard Drive

15 BP · mass 14

Efficient tracked drive.

Drawback: Modest speed and turn rate.

Top speed (unladen)30 m/s
Acceleration30 m/s2
Turn rate110 deg/s
Energy / s at full throttle2
Heat / s at full throttle0.5

DR-2 Turbo Drive

30 BP · mass 18

Much faster and more agile.

Drawback: Uses 2.5 times the energy and runs hot, leaving less for shields and weapons.

Top speed (unladen)46 m/s
Acceleration50 m/s2
Turn rate150 deg/s
Energy / s at full throttle5
Heat / s at full throttle2.5

Missile warning

Provides the warning library.

MW-1 Missile Warning

15 BP · mass 8

Reports the opponent's missiles that are coming for you: where, how far, and how long until they arrive.

Drawback: Short range, coarse readings and a constant energy draw; it adds weight and does nothing about the missile itself.

Range150 m
Warns of missiles passing within20 m
Energy / s1
Range precision5 m
Bearing precision5 deg
Arrival time precision0.1 s

Countermeasure

Provides the decoys library.

DC-1 Decoy Launcher

Silver and above · 20 BP · mass 8

Drops a decoy that radar and guided missiles take for a target, if it is nearer.

Drawback: Only four, they don't last, and a decoy fools nothing that is already closer to you.

Decoys4 for the battle
Each lasts4 s
Between launches1.5 s
Energy / launch5

Close combat

Provides the close library.

AC-1 Autocannon

Silver and above · 35 BP · mass 20

Shots straight ahead of the hull, hitting at once at close range. Never runs out.

Drawback: Short range, light hits, and it heats up fast: aim by driving.

Range60 m, straight ahead
Damage / hit6
Shots / s5
Energy / s firing6
Heat / s firing18

RP-1 Ram Plate

Silver and above · 15 BP · mass 16

Armour on the nose: drive into the opponent and it takes damage by how fast you closed.

Drawback: Heavy, you take a share of the blow, and it does nothing unless you get there.

Damage1.2 per m/s of closing speed
Rams from6 m/s
Nose arc60 deg
Rammer takes25 % of it
Between rams1 s

FL-1 Flamethrower

Silver and above · 30 BP · mass 18

A cone of fire ahead of the hull that burns anything in it.

Drawback: Very short range, and it burns through energy and heat while it is on.

Range30 m ahead
Cone30 deg
Damage / s18
Energy / s burning12
Heat / s burning20