Building a Wanzer
Four parts — a body, two arms, legs — each in an archetype and a Mark, all under a weight budget the frame sets.
You assemble four parts, and each comes in an archetype and a Mark (Mk1–Mk5). The numbers below span Mk1 → Mk5; the shape of each archetype stays the same as it upgrades.
Bodies — the frame, your AP ceiling
| Body | HP | Armor | Guard % | Output | Max AP |
|---|---|---|---|---|---|
| Scout Light frame. Thin armor but the highest evasion and AP — survives by dodging, not soaking. | 224–413 | 4–9 | 10–18 | 55–85 | 11–13 |
| Striker Balanced all-rounder. No weakness, no extreme. | 200–369 | 6–14 | 15–24 | 60–94 | 10–11 |
| Guardian Heavy frame. Strong armor and guard, low evasion — soaks hits. | 191–353 | 6–16 | 15–27 | 66–104 | 9–10 |
| Bastion Fortress. Max armor & guard, lowest AP & evasion — the immovable wall. | 191–353 | 8–20 | 20–32 | 64–102 | 8–9 |
| Artillery Weapons platform. Highest power_output to haul heavy ordnance. | 184–339 | 5–12 | 12–20 | 78–124 | 10–11 |
Output is your weight budget — a heavier frame hauls heavier weapons. Max AP is your ceiling; a Scout thinks faster than a Bastion but folds faster too.
Arms — they hold the weapons, and they break
| Arm | HP | Armor | Aim | Weight | Melee |
|---|---|---|---|---|---|
| Scout Arm Light, steady aim, moderately fragile. | 92–178 | 3–8 | 12–21 | 8–12 | — |
| Striker Arm Balanced durability and aim. | 101–190 | 5–12 | 8–15 | 11–15 | — |
| Guardian Arm Heavily armored, protects its weapon, poor aim. | 130–244 | 8–19 | 3–8 | 15–19 | — |
| Marksman Arm Sniper arm. Highest aim, fragile. | 85–163 | 2–6 | 20–35 | 10–14 | — |
| Brawler Arm Built for melee — boosts melee weapon damage. | 117–224 | 6–16 | 6–13 | 14–18 | 10–25 |
Each arm carries one weapon. Aim raises that weapon's hit chance, so a Marksman Arm turns an inaccurate Grenade Launcher into a threat. Lose the arm and you lose the gun — armored arms keep it in the fight longer.
Legs — mobility and footing
| Legs | HP | Armor | Evasion | Weight |
|---|---|---|---|---|
| Scout Legs Nimble. High evasion, low HP, light. | 94–181 | 3–8 | 36–53 | 10–14 |
| Striker Legs Balanced footing. | 121–228 | 5–12 | 20–31 | 14–18 |
| Guardian Legs Heavy stance. High HP, low evasion. | 152–285 | 8–19 | 10–18 | 19–23 |
| Bastion Legs Planted. Max HP/armor, barely dodges. | 184–342 | 11–25 | 5–11 | 24–28 |
Legs are your evasion — Scout Legs dodge more than three times as often as Bastion Legs. It is also why blowing off the enemy's legs is such a strong opening: it turns their whole frame into an easy target.
Weight and evasion
Everything you bolt on has weight, and your body's output is the budget. Pack the frame past its limit and it slows down; pack it past 100% and it simply will not equip.
| Weight vs output | Evasion |
|---|---|
| Up to 70% | Full — no penalty |
| 70% – 85% | ×0.80 |
| 85% – 100% | ×0.60 |
| Over 100% | Cannot equip |
This is the build puzzle: a Bastion frame can carry the heaviest guns but barely dodges to begin with, so loading it further costs little. A Scout lives on evasion — hang a Maul off it and you throw away the one thing keeping it alive.
Build to the frame. Heavy frames want heavy guns and do not miss the evasion; light frames want to stay light and win the turn. Match your weapons to the body, not the other way around.
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