Mechas

Mecha Weapons

Seven weapon families, each a different answer to the same question: how do you break four parts before they break yours.

The seven families

Each arm holds one. Values span Mk1 → Mk5.

WeaponPowerHitsAccuracyAPAmmoWeight
🔫 Machinegun
Rapid spray of weak shots that scatter across the frame — great at crippling arms and legs, poor against heavy armor.
19–42572–8036–86–10
💥 Shotgun
A reliable three-pellet burst — solid, accurate mid-range damage.
26–57380–8835–79–13
🎯 Rifle
A precise two-round punch. The highest accuracy — strong against evasive and armored frames alike.
38–83287–9446–810–14
🔨 Maul
A single devastating impact — the biggest hit in the game, but the heaviest and most AP-hungry. All or nothing.
104–199188–96616–22
🚀 Missile Pod
A heavy four-missile volley that scatters across the frame. Expensive and swingy, but breaks multiple parts at once.
31–64472–8063–418–24
🔥 Flamethrower
A six-jet spread — the widest coverage of any weapon. Many weak hits, ideal for shredding several parts at once.
18–39676–8444–611–15
💣 Grenade Launcher
Two heavy, inaccurate shells — punishing hits when they connect, frequent misses when they don't.
49–107270–7854–614–18

Hits vs Power is the whole design. The Flamethrower throws six weak jets that scatter across the frame — it shreds several parts at once but bounces off armor. The Maul is one 199-damage swing that breaks anything it touches, if you can afford the 6 AP and it connects. Many-hit weapons cripple; single-hit weapons execute. Most pilots run one of each.

Match aim to weapon

A weapon's hit chance is its own accuracy plus the aim of the arm holding it. A Marksman Arm rescues the inaccurate heavy hitters — a Grenade Launcher on a Marksman Arm is a real threat; on a Guardian Arm it whiffs. A steady Guardian Arm instead keeps a reliable gun firing after the arm itself has been shot at.

Backpack consumables

Two backpack slots. Using one spends your whole turn, so they are emergency tools, not free value.

ItemEffect
Repair Kit SRestore 60 HP to the most-damaged part.
Repair Kit MRestore 120 HP to the most-damaged part.
Repair Kit LRestore 200 HP to the most-damaged part.
AP CellGain +4 AP immediately.
ECM Smoke+25% evasion next turn.
CoolantClear Burn and restore 40 HP.

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