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Vehicles and the garage

What a vehicle is made of, and everything the GARAGE tab does.

A vehicle is a chassis, the equipment fitted to it, and a program. The garage keeps your vehicles. The one you have open there is the one every other tab works with.

The GARAGE has three pages, chosen at the top: VEHICLES, EQUIPMENT and RULES.

VEHICLES: your vehicles on the left, the one chosen on the right
VEHICLES: your vehicles on the left, the one chosen on the right
EQUIPMENT: the budget, the slots, and one slot's choices
EQUIPMENT: the budget, the slots, and one slot's choices
RULES: the battle's numbers, and every chassis
RULES: the battle's numbers, and every chassis

Classes

Every vehicle is in a class, and the class sets what it can spend. Everyone starts in Bronze. A vehicle reaches Silver and then Gold by being promoted in the league (see The league).

ClassBuild pointsMass allowanceOperations per updateMemory fieldsWhat it brings
Bronze10072200064One turret, basic sensors and defences.
Silver140904000128Tracking radar, guided and twin launchers, decoys and close-combat weapons, with room to fit them.
Gold1801108000256The best of everything: a third generation of every piece, and the room to fit it.

A higher class brings a bigger budget, a faster processor (more operations each time the program runs), more memory, and new equipment. Equipment from a class above yours is shown, so you can see what's to come, but can't be fitted.

The budget: build points and mass

Each piece of equipment costs build points (BP) and adds mass. The two meters on the vehicle's card show what it uses against what the class allows:

A meter turns amber when the vehicle is over. A vehicle over either limit is NOT READY and can't fight until you take something off. Mass also slows a vehicle: every unit costs a little top speed, more on lighter chassis.

Chassis

The chassis is what everything else is fitted to. It costs nothing, and it sets the vehicle's health, energy tank and speed, and how much of the class's budget it can use. There are three kinds, each rebuilt for Silver (Mk II) and Gold (Mk III):

ChassisClassRunning gearHealthEnergyTop speedBudget
CRAWLER Mk IBronzeTracked100400100 %100 %
HAULER Mk IBronzeHalf-track90400112 %90 %
ROVER Mk IBronzeWheeled80400125 %80 %
CRAWLER Mk IISilverTracked110450100 %100 %
HAULER Mk IISilverHalf-track99450112 %90 %
ROVER Mk IISilverWheeled88450125 %80 %
CRAWLER Mk IIIGoldTracked120500100 %100 %
HAULER Mk IIIGoldHalf-track108500112 %90 %
ROVER Mk IIIGoldWheeled96500125 %80 %

Top speed is a share of the drive unit's top speed. Budget is the share of the class's build points and mass the chassis can use.

Equipment

There are seven slots besides the chassis. Each slot's equipment unlocks a library your program can import: with no radar fitted, a program can't import radar. A slot can be left empty (NOTHING FITTED) to save points and mass.

To change a slot, open EQUIPMENT, tap the slot, and tap a part in the list below. The part fitted is marked [■], and its full figures appear under it. [×] marks a part for a higher class, with the class it needs (FOR SILVER AND ABOVE). Each part has an amber DRAWBACK: there's no part that's better at everything.

Radar radar

PartFromBPMassWhat it doesDrawback
RD-1 Basic RadarBronze1510Directional pulse radar. One bearing per scan.Narrow cone, short range and coarse readings.
RD-2 Wide RadarBronze3016Longer range, wider cone and finer readings.Twice the energy and more heat per scan; heavier and costlier.
RD-3 Tracking RadarSilver4018Locks onto what a scan found, then reports it every update without scanning.Draws energy all the time it holds a lock. Losing sight of the target, or a decoy, breaks it.
RD-4 Phased Array RadarGold5020Locks on as the RD-3 does, and sees further, wider and more precisely, for less energy.The heaviest and costliest radar; a lock still draws energy, and a decoy or lost sight still breaks it.

Missile launcher missiles

PartFromBPMassWhat it doesDrawback
ML-1 LauncherBronze2522Unguided missiles, launched along the turret.Slow reload.
ML-2 Rapid LauncherBronze3526An autoloader halves the reload time.Runs hot, hits softer and has a slower turret; sustained fire causes thermal lockout.
ML-3 Guided LauncherSilver4528Each missile steers itself towards the nearest target ahead of it.Slower missiles, few of them and a slow reload. A decoy nearer than the target draws them off.
ML-4 Twin LauncherSilver4530Launches two unguided missiles at once, a little apart.Heavy, hot, and each missile hits softer; a salvo empties it twice as fast.
ML-5 Heavy LauncherGold5032Fast, hard-hitting missiles from a quick turret, reloaded quickly.Heavy and costly, and each shot takes a lot of energy and heat. Its missiles fly straight.

Shield generator shield

PartFromBPMassWhat it doesDrawback
SG-1 Shield GeneratorBronze2518Absorbs part of each hit while powered.Constant energy drain and heat; offline when overheated or out of energy.
SG-2 Reactive ShieldSilver3020Absorbs more of each hit than the SG-1, for less energy and heat.Heavier and costlier; still offline when overheated or out of energy.
SG-3 Aegis ShieldGold4022Absorbs more of each hit than any other shield, for the least energy and heat.The heaviest and costliest shield; still offline when overheated or out of energy.

Drive unit drive

PartFromBPMassWhat it doesDrawback
DR-1 Standard DriveBronze1514Efficient tracked drive.Modest speed and turn rate.
DR-2 Turbo DriveBronze3018Much faster and more agile.Uses 2.5 times the energy and runs hot, leaving less for shields and weapons.
DR-3 Vector DriveSilver3216Nearly the turbo's speed, the sharpest turning of any drive, and far less energy.Costlier than the turbo, and a little slower in a straight line.
DR-4 Pulse DriveGold4018The fastest and sharpest-turning drive, for a modest draw of energy.The costliest drive, and it runs warmer than the DR-3.

Missile warning warning

PartFromBPMassWhat it doesDrawback
MW-1 Missile WarningBronze158Reports the opponent's missiles that are coming for you: where, how far, and how long until they arrive.Short range, coarse readings and a constant energy draw; it adds weight and does nothing about the missile itself.
MW-2 Missile WarningSilver179Reports up to three incoming missiles at once, further out and more precisely than the MW-1.A bigger constant energy draw, and heavier.
MW-3 Missile WarningGold2210Reports up to five incoming missiles, further out and more precisely than any other sensor.The biggest constant energy draw of the three, and the heaviest.

Countermeasure decoys

PartFromBPMassWhat it doesDrawback
DC-1 Decoy LauncherSilver208Drops a decoy that radar and guided missiles take for a target, if it is nearer.Only four, they don't last, and a decoy fools nothing that is already closer to you.
DC-2 Decoy LauncherGold259More decoys than the DC-1, each lasting longer and looking bigger, launched more often.Costlier and heavier; there is still no restocking them.

Close combat close

PartFromBPMassWhat it doesDrawback
AC-1 AutocannonSilver3520Shots straight ahead of the hull, hitting at once at close range. Never runs out.Short range, light hits, and it heats up fast: aim by driving.
RP-1 Ram PlateSilver1516Armour on the nose: drive into the opponent and it takes damage by how fast you closed.Heavy, you take a share of the blow, and it does nothing unless you get there.
FL-1 FlamethrowerSilver3018A cone of fire ahead of the hull that burns anything in it.Very short range, and it burns through energy and heat while it is on.
AC-2 Rotary CannonGold4522A faster-firing autocannon that reaches further.Hotter and hungrier than the AC-1, and heavier.

The classes and equipment page of the reference has every part's figures side by side.

Is it ready to fight?

The vehicle's card says READY TO FIGHT or NOT READY. Not ready means a fault, either in the build (over budget, or a part from a higher class) or in the program (an error, or an import of a library whose equipment isn't fitted). EQUIPMENT lists every fault, and PROGRAM marks the program's own (see Writing the program).

Your vehicles

The YOUR VEHICLES list shows each vehicle with its build points and mass. The tag says how many you have and how many the garage holds: 3, or 30 with the subscription. Tap a vehicle to open it.

The RULES page

RULES shows the numbers both sides fight by (the arena's size, the charging, reloading and repair rules, and so on), every chassis with its full figures, and HOW IT WORKS: short notes on timing, radar, memory, energy and the rest. The arena and battles explains the same rules with more room.