Pilot guide
The basics
Fights are turn-based: on your turn you have 2 actions (move, fire one weapon, use a special, a kit or cool down). Each weapon fires once per turn.
The arena has 10 cells. Every weapon has a minimum and maximum range: get to the right distance before firing.
Energy
Firing costs energy. Some of it comes back at the start of every turn (regen). Without enough energy, the weapon will not fire, and all you have left is a punch, right next to the enemy.
Electric weapons drain the enemy's energy.
Heat
Firing heats your mech. It cools a bit on its own at the start of every turn, and the COOL action removes much more heat.
Go over your heat capacity and the mech shuts down at once, losing its next turn to cooling. Explosive weapons heat the enemy: watch their heat and yours.
Ammo
Bullet and missile weapons spend ammo with every shot and only fire with ammo modules equipped. Each shot costs 10 to 50 (machine guns cost the most) and a module holds up to 200.
Resistances
Each resistance removes a fixed amount from every hit of that type (physical, explosive or electric). Some weapons lower the target's resistance, and it can go negative: then every hit takes MORE.
Rarities and upgrades
Parts go from Common to Mythic. Rarity never changes; level goes up to 60. To upgrade, sacrifice duplicate parts.
The higher the level, the darker the steel: at 60 it turns polished black.
Campaign
The map has 100 stages in 10 regions. Each stage is an exploration mission: defeat the henchmen before the boss. Sub-bosses drop the orange key; bosses, the red one.
Along the way, a surprise challenger may appear.
Online Arena and clans
In the Online Arena you fight other pilots. Every win gives season rating, and your rating sets your rank. Join a clan to earn points with your friends.
