ARMORY

Armory

Every weapon a pilot can fit, with its reach and its story.

RAIL GUN

ORIGIN Andromedan, from a wreck near the Tether

  • RANGE 1,400 m
  • DAMAGE 80
  • CHARGE 0.8 s

FIRING Hold the trigger to charge for 0.8 s and let go when it is full to fire. Let go sooner and nothing fires. Held at full it adds 20 heat a second and vents after 2 s with no shot. Each shot adds 25 heat and takes 3 s to reload.

It hums while it charges. The barrel gives off a pale light, the same color as the E.Y.E.

LONG LASER

ORIGIN Old world

  • RANGE 1,000 m
  • BEAM 14,000 °F
  • HELD 21.7 damage a second

FIRING Tap for a pulse: 25.5 damage over 0.7 s and 10.5 heat, then 3.5 s before the next. Hold past the pulse and the beam stays on: 21.7 damage and 12.5 heat a second. At 100 percent heat the mech shuts down and the beam cuts; it restarts at 35 percent. An agent's reflexes stop firing at 80 percent heat. A pilot can push on to 100.

A longer barrel and a narrower beam. It reaches twice as far as the laser and burns harder while you hold it.

LASER

ORIGIN Old world

  • RANGE 500 m
  • BEAM 11,000 °F
  • HELD 14 damage a second

FIRING Tap for a pulse: 25.5 damage over 0.4 s and 11 heat, then 3 s before the next. Hold past the pulse and the beam stays on: 14 damage and 11 heat a second. At 100 percent heat the mech shuts down and the beam cuts; it restarts at 35 percent. An agent's reflexes stop firing at 80 percent heat. A pilot can push on to 100.

Hotter than the surface of the sun where it lands. Tap it, or hold it down until your heat says stop.

MISSILES

ORIGIN Old war stock

  • RANGE 800 m
  • 10 A VOLLEY
  • SPEED 132 m/s

FIRING Press T to pick a target and hold your sight on it for 1.5 s to lock, then fire and the missiles home in. No lock and they fly straight. 10 missiles a volley, 4 s to reload.

They wait for a lock, then come in slow. A pilot who sees them early can get behind rock.

ROCKETS

ORIGIN Old world

  • RANGE 800 m
  • 8 A VOLLEY
  • SPEED 1,200 m/s

FIRING No lock needed: pull the trigger and 8 rockets leave in 0.5 s, straight, inside a 1 degree cone. A volley takes 3 s to reload. Rockets do no damage inside 100 m. A volley uses 8 rounds and adds 10 heat.

No lock and no guidance. They go where the barrel points, fast enough that there's little time to step aside.

CANNON

ORIGIN Old world

  • RANGE 800 m
  • SHELL 650 m/s
  • EVERY 0.77 s

FIRING Hold the trigger to fire a round every 0.77 s, or tap for one. The shell flies at 650 m/s. Each round adds 2.8 heat. A bin holds 75 rounds.

The gun most pilots learn on. Every shell that lands shoves the other mech's aim.

HVY CANNON

ORIGIN Old world

  • RANGE 500 m
  • SHELL 500 m/s
  • EVERY 0.95 s

FIRING Hold the trigger to fire a round every 0.95 s, or tap for one. The shell flies at 500 m/s. Each round adds 3.5 heat. A bin holds 30 rounds.

Bigger, slower shells. At range you have to lead them. Up close they knock a sight clean off target.