Bronze
One turret, basic sensors and defences.
| Build points | 100 |
|---|---|
| Mass allowance | 72 |
| Operations per update | 2000 |
| Memory fields | 64 |
| Memory size | 16 KiB |
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.
Every vehicle starts in Bronze. The league's classes, lowest first: bronze, silver, gold, platinum, elite. The game runs these now:
One turret, basic sensors and defences.
| Build points | 100 |
|---|---|
| Mass allowance | 72 |
| Operations per update | 2000 |
| Memory fields | 64 |
| Memory size | 16 KiB |
Tracking radar, guided and twin launchers, decoys and close-combat weapons, with room to fit them.
| Build points | 140 |
|---|---|
| Mass allowance | 90 |
| Operations per update | 4000 |
| Memory fields | 128 |
| Memory size | 32 KiB |
Tracked
Tracked chassis. Turns on the spot, and carries the most.
Drawback: The slowest of the three.
| Running gear | Tracked |
|---|---|
| Build points | 100 % of the class's |
| Mass allowance | 100 % of the class's |
| Top speed | 100 % of the drive's |
| Acceleration | 100 % of the drive's |
| Turn rate | 100 % of the drive's |
| Reverse | 50 % of its top speed |
| Turning at a standstill | all of it |
| Health | 100 |
| Hull radius | 7 m |
| Energy capacity | 400 |
| Energy recovery | 0 / s |
| Heat dissipation | 7 / s |
| Thermal lockout | at 100, clears at 50 |
| Power failure | below 1 energy, restored at 20 |
| Speed loss | 0.3 % per mass unit |
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 gear | Half-track |
|---|---|
| Build points | 90 % of the class's |
| Mass allowance | 90 % of the class's |
| Top speed | 112.0 % of the drive's |
| Acceleration | 110.0 % of the drive's |
| Turn rate | 100 % of the drive's |
| Reverse | 50 % of its top speed |
| Turning at a standstill | 40 %: all of it from 12 m/s |
| Health | 90 |
| Hull radius | 6.5 m |
| Energy capacity | 400 |
| Energy recovery | 0 / s |
| Heat dissipation | 7 / s |
| Thermal lockout | at 100, clears at 50 |
| Power failure | below 1 energy, restored at 20 |
| Speed loss | 0.35 % per mass unit |
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 gear | Wheeled |
|---|---|
| Build points | 80 % of the class's |
| Mass allowance | 80 % of the class's |
| Top speed | 125 % of the drive's |
| Acceleration | 125 % of the drive's |
| Turn rate | 100 % of the drive's |
| Reverse | 50 % of its top speed |
| Turning at a standstill | none: all of it from 12 m/s |
| Health | 80 |
| Hull radius | 6 m |
| Energy capacity | 400 |
| Energy recovery | 0 / s |
| Heat dissipation | 7 / s |
| Thermal lockout | at 100, clears at 50 |
| Power failure | below 1 energy, restored at 20 |
| Speed loss | 0.4 % per mass unit |
Provides the radar library.
15 BP · mass 10
Directional pulse radar. One bearing per scan.
Drawback: Narrow cone, short range and coarse readings.
| Range | 260 m |
|---|---|
| Scan cone | 20 deg |
| Energy / scan | 0.4 |
| Heat / scan | 0.1 |
| Cooldown | 0.1 s |
| Range precision | 4 m |
| Bearing precision | 2 deg |
30 BP · mass 16
Longer range, wider cone and finer readings.
Drawback: Twice the energy and more heat per scan; heavier and costlier.
| Range | 340 m |
|---|---|
| Scan cone | 32 deg |
| Energy / scan | 0.8 |
| Heat / scan | 0.25 |
| Cooldown | 0.1 s |
| Range precision | 1 m |
| Bearing precision | 0.5 deg |
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.
| Range | 300 m |
|---|---|
| Scan cone | 24 deg |
| Energy / scan | 0.6 |
| Heat / scan | 0.15 |
| Cooldown | 0.1 s |
| Range precision | 1 m |
| Bearing precision | 0.5 deg |
| Tracking | locks on; energy / s while locked 3 |
Provides the missiles library.
25 BP · mass 22
Unguided missiles, launched along the turret.
Drawback: Slow reload.
| Reload | 1.5 s |
|---|---|
| Turret traverse | 120 deg/s |
| Ammunition | 8, then reload at a supply crate |
| Damage / hit | 20 |
| Energy / shot | 8 |
| Heat / shot | 9 |
| Missile speed | 140 m/s |
| Missile range | 350 m |
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.
| Reload | 0.8 s |
|---|---|
| Turret traverse | 90 deg/s |
| Ammunition | 12, then reload at a supply crate |
| Damage / hit | 13 |
| Energy / shot | 5 |
| Heat / shot | 10 |
| Missile speed | 140 m/s |
| Missile range | 350 m |
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.
| Reload | 2 s |
|---|---|
| Turret traverse | 120 deg/s |
| Ammunition | 6, then reload at a supply crate |
| Damage / hit | 18 |
| Energy / shot | 10 |
| Heat / shot | 10 |
| Missile speed | 110 m/s |
| Missile range | 385 m |
| Seeker | 40 deg cone, 120 m |
| Seeker turn rate | 90 deg/s |
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.
| Reload | 1.8 s |
|---|---|
| Turret traverse | 100 deg/s |
| Ammunition | 12, then reload at a supply crate |
| Damage / hit | 13 |
| Energy / shot | 12 |
| Heat / shot | 16 |
| Missile speed | 140 m/s |
| Missile range | 350 m |
| Missiles a shot | 2, 4 deg apart |
Provides the shield library.
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 1 | 60 % |
|---|---|
| Energy / s at level 1 | 8 |
| Heat / s at level 1 | 3 |
| Heat / damage absorbed | 0.5 |
Provides the drive library.
15 BP · mass 14
Efficient tracked drive.
Drawback: Modest speed and turn rate.
| Top speed (unladen) | 30 m/s |
|---|---|
| Acceleration | 30 m/s2 |
| Turn rate | 110 deg/s |
| Energy / s at full throttle | 2 |
| Heat / s at full throttle | 0.5 |
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 |
|---|---|
| Acceleration | 50 m/s2 |
| Turn rate | 150 deg/s |
| Energy / s at full throttle | 5 |
| Heat / s at full throttle | 2.5 |
Provides the warning library.
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.
| Range | 150 m |
|---|---|
| Warns of missiles passing within | 20 m |
| Energy / s | 1 |
| Range precision | 5 m |
| Bearing precision | 5 deg |
| Arrival time precision | 0.1 s |
Provides the decoys library.
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.
| Decoys | 4 for the battle |
|---|---|
| Each lasts | 4 s |
| Between launches | 1.5 s |
| Energy / launch | 5 |
Provides the close library.
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.
| Range | 60 m, straight ahead |
|---|---|
| Damage / hit | 6 |
| Shots / s | 5 |
| Energy / s firing | 6 |
| Heat / s firing | 18 |
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.
| Damage | 1.2 per m/s of closing speed |
|---|---|
| Rams from | 6 m/s |
| Nose arc | 60 deg |
| Rammer takes | 25 % of it |
| Between rams | 1 s |
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.
| Range | 30 m ahead |
|---|---|
| Cone | 30 deg |
| Damage / s | 18 |
| Energy / s burning | 12 |
| Heat / s burning | 20 |