Offensive systems are the weapons and tools a mecha uses to project force. Weapons are defined by their damage output, range, and resource demands (energy, heat, ammo).
A weapon that is active but not firing still draws its full Energy cost each turn. This is the main tradeoff: powering a weapon costs you, whether you pull the trigger or not.
All weapons require a hardpoint.
| Mode | Description |
|---|---|
| Direct (D) | Fired directly at the target. Requires line of sight. |
| Indirect (I) | Arced or lobbed fire. Needs coordinates, ignores LoS. |
| Seeking (S) | Guided via sensors or datalinks. Tracks as long as lock is active. |
| Beam (B) | Sustained stream. Continuous damage, less flexible. |
Lasers - High energy draw, no ammo, high heat. Baseload heat from being active + burst heat on firing. The heat is your ammo: a laser can fire as long as your cooling can handle it. Pinpoint accuracy.
Ballistics - Low or no energy draw (autoloader/electric trigger), uses ammo, moderate heat per shot. Ammo weight varies by caliber and tech level.
Missiles - Low energy draw (guidance/tracking), expensive ammo, low heat per shot. The ammo cost is the limiter. Can bypass shields depending on payload.
Melee - No energy, no ammo, no heat. Uses the mech's movement and structure. See Mech Melee.
When a weapon fires, its burst heat remains on the weapon as pending heat - if it is not removed by the next heat processing cycle, this becomes residual heat.
Ballistic weapons generate moderate heat from friction and propulsion gasses. Missiles generate very little (the heat stays in the rocket motor). Melee generates none.
Damage is a single number. Baseline formula used during system development:
Damage = 10 + 3 * sqrt(gun mass in tons). This gives 13 at 1t, ~15 at 3t, 16 at 4t, 19 at 9t, 22 at 16t. Individual weapons may vary from this curve based on their role and tech tier.
On a hit:
1. Shields activate first (see Shields).
2. Armor reduces remaining damage (see Armor).
3. Remaining damage adds to the hit sector's stress. See Sector Stress.
TODO: expand this list with balanced keywords and bonus rules
| Keyword | Effect |
|---|---|
| Armor Piercing | Reduces effective armor protection by half (round up) |
| Blast X | On hit, X damage also applies to adjacent sectors |
| Rapid Fire | May fire twice per turn at +1 malus die on the second shot |
| Overcharge | May take +X heat to add +X damage (declare before rolling) |
TODO: weapon-specific bonus/malus rules, situational modifiers
| Weapon | Damage | Range | Ammo | Energy | Heat | Boot | Modes | Mass | Keywords |
|---|---|---|---|---|---|---|---|---|---|
| Basetech | |||||||||
| Light Laser | 6 | 50/400/100 | - | 25 | 10 | 1 | D,B | 1 | |
| Machine Gun | 5 | 10/200/50 | 0.1kg Low | 3 | 5 | - | D | 1 | Rapid Fire |
| Rocket Pod | 10 | 100/500/200 | 5kg Mid | 2 | 2 | 2 | D,I | 2 | Blast 1 |
| Lowtech | |||||||||
| Heavy Laser | 12 | 50/600/150 | - | 50 | 20 | 2 | D,B | 3 | |
| Autocannon | 8 | 20/400/100 | 0.5kg Low | 5 | 8 | 1 | D | 3 | Rapid Fire |
| Anti-Armor Missile | 16 | 100/800/300 | 10kg Mid | 3 | 3 | 2 | D,S | 3 | Armor Piercing |
| Midtech | |||||||||
| Pulse Laser | 8 | 50/500/120 | - | 40 | 15 | 1 | D,B | 2 | Rapid Fire |
| Gauss Cannon | 14 | 50/800/200 | 1kg Mid | 20 | 5 | 2 | D | 4 | Armor Piercing |
| Swarm Missile | 10 | 200/1000/400 | 8kg High | 3 | 2 | 3 | D,I,S | 2 | Blast 2 |
| Hightech | |||||||||
| Continuous Laser | 10 | 100/800/200 | - | 80 | 25 | 2 | B | 4 | |
| Railgun | 22 | 200/1500/500 | 2kg High | 40 | 3 | 3 | D | 6 | Armor Piercing |
| Melee | |||||||||
| Mech Sword | 20 | 0/1/0 | - | 0 | 0 | - | - | 2 | See Mech Melee |
These use the baseline formula Damage = 10 + 3 * sqrt(mass) and are meant for system testing. Energy and heat are placeholders and will be iterated.
| Weapon | Mass | Damage | Range | Ammo | Energy | Heat | Boot | Modes | Keywords |
|---|---|---|---|---|---|---|---|---|---|
| Light Ballistic | 1t | 13 | 20/400/100 | 0.5kg Low | 5 | 3 | 1 | D | |
| Medium Ballistic | 3t | 15 | 50/600/150 | 1kg Low | 15 | 5 | 1 | D | |
| Heavy Ballistic | 6t | 17 | 50/800/200 | 2kg Mid | 30 | 8 | 2 | D | |
| Light Laser | 1t | 13 | 50/400/100 | - | 25 | 10 | 1 | D,B | |
| Medium Laser | 3t | 15 | 50/600/150 | - | 50 | 18 | 1 | D,B | |
| Heavy Laser | 6t | 17 | 100/800/200 | - | 80 | 25 | 2 | D,B | |
| Light Missile Rack | 1t | 13 | 100/500/200 | 5kg High | 3 | 2 | 2 | D,I,S | |
| Medium Missile Rack | 3t | 15 | 200/800/300 | 12kg High | 5 | 3 | 2 | D,I,S | |
| Heavy Missile Rack | 6t | 17 | 200/1000/400 | 20kg High | 8 | 4 | 3 | D,I,S |