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Mecha Game Type

Reference for the mecha game type — designer configuration and player rules.

For platform-level configuration shared across all game types, see Shared Game Configuration.


Game Parameter

ParameterDefaultDescription
Squad size4Number of mechs in a player's squad

Designer Configuration

How the Game Fits Together

Game
  ├── Chassis (mech body blueprints)
  ├── Weapons (weapon definitions)
  ├── Equipment (mountable equipment definitions)
  ├── Sectors (battlefield map areas)
  │     └── Sector links (adjacency between sectors)
  ├── Computer opponents (AI behaviour profiles)
  └── Squads (groups of mechs)
        └── Squad mechs (specific mechs assigned to a squad)

Chassis

Blueprint stats for a mech body type. All mechs in the game are based on a chassis definition.

FieldRequiredDescription
NameyesDisplay name (e.g. "Raven Light", "Enforcer")
DescriptionnoNarrative description
Chassis classyesWeight class — determines general role and capability
Armor pointsyesMaximum armor; absorbed before structure takes damage; 1–1000
Structure pointsyesMaximum structure; the mech is destroyed when this reaches 0; 1–1000
Heat capacityyesMaximum heat the mech can accumulate before shutting down; 1–200
SpeedyesSector hops allowed per turn; 1–10 (long-range weapons reach 2 hops, so values above ~5 are only useful for rapid repositioning)
Small slotsyesNumber of small hardpoints on the chassis; 0–10
Medium slotsyesNumber of medium hardpoints on the chassis; 0–10
Large slotsyesNumber of large hardpoints on the chassis; 0–10

A chassis must have at least one slot in total. See Loadout slots below for how slots are consumed.

Chassis class values:

ClassDescriptionDefault slots (small / medium / large)
lightFast, lightly armoured2 / 1 / 0
mediumBalanced performance2 / 2 / 1
heavySlower, heavily armoured2 / 2 / 2
assaultMaximum armour and firepower, minimal speed2 / 3 / 3

The class defaults are applied whenever a new chassis is created without explicit slot values (designer UI, API, and test harness all share the same defaults). Designers are free to override them.

Loadout slots:

Every mounted item — both weapons and equipment — consumes one slot on the chassis. The two are placed against the same shared slot budget and are packed with upward spillover:

  • A large item can only use a large slot.
  • A medium item prefers a medium slot, spilling into a large slot if mediums are full.
  • A small item prefers a small slot, spilling into medium, then large.

This keeps the slot model forgiving (generous medium/large counts accommodate small items naturally) while still preventing a light chassis from carrying a large weapon or a bulky piece of equipment. The fit check runs when a squad mech is created or updated, and again on every in-game weapon swap — swaps that would overflow the chassis are refused and reported back to the player.

Requirement: at least one chassis must exist before a run can be created.


Weapon

Weapon definitions used in mech loadouts and refit orders.

FieldRequiredDescription
NameyesDisplay name (e.g. "AC/10", "Medium Laser", "LRM-20")
DescriptionnoNarrative description
DamageyesDamage dealt per hit; 1–20
Heat costyesHeat added to the mech each time the weapon fires, even on a miss; 0–20
Range bandyesEffective engagement distance (see range band values below)
Mount sizeyesMount size category (small, medium, large). Must fit an available slot on the chassis — see the Loadout slots subsection under Chassis for the upward-spillover rule
Ammo capacitynoRounds drawn from the mech's shared ammo pool each time this weapon fires; 0–200. 0 means the weapon is energy/beam and never consumes ammo. Weapons with a positive value will refuse to fire when the mech's pool is empty until it is refilled at a depot

Range band values — determines whether a weapon can fire at a given distance:

Range bandSame sectorAdjacent sector (1 hop)2 sectors away
short (brawl)Can fireCannot fireCannot fire
medium (versatile)Can fireCan fireCannot fire
long (standoff)Cannot fireCan fireCan fire

Long-range weapons are standoff weapons — they cannot fire into the same sector but can engage targets up to 2 hops away.

Mount size values:

SizeDescription
smallSmall mount
mediumMedium mount
largeLarge mount

Equipment

Mountable equipment that augments a mech. Equipment consumes chassis slots on the same budget as weapons (see the Loadout slots subsection under Chassis) and applies strictly additive enhancements — it never gates existing capabilities. When a mech enters a refit state at the end of a turn, all equipment effects go offline for the next turn (the mech is considered powered down for refitting); only ammo refill at a depot still runs, because refilling is a crew action rather than an equipment effect.

FieldRequiredDescription
NameyesDisplay name (e.g. "Double Heat Sink", "Targeting Computer Mk II", "Jump Jets", "Ammo Bin (Standard)")
DescriptionnoNarrative description
Mount sizeyesMount size category (small, medium, large). Follows the same upward-spillover rule as weapons
Effect kindyesWhat the equipment does — one of the six kinds listed below
Effect valueyesSize of the effect. Each kind has its own scale and per-row cap (see the table below). Stacking is unbounded: designers can fit multiple pieces of the same kind to raise the overall bonus
Heat costnoHeat added each time the equipment's "applied this turn" predicate fires; 0–20. Typically 0. Refitting mechs apply no heat cost at all

Effect kinds:

KindEffect value meaningMax effect value per rowHeat cost applies when
heat_sinkExtra points of heat dissipation added at end-of-turn on top of the chassis baseline20Each turn while the mech is not refitting (always-on)
targeting_computerPercentage points added to the attacker's hit chance; the final chance is still capped at 95%30Any turn the mech declares at least one attack
armor_upgradeExtra max-armour points, used for starting armour, the auto-repair ceiling, and the 25%-of-max repair base200Each turn while the mech is not refitting (always-on)
jump_jetsExtra movement hops added on top of the chassis base Speed (used by both player orders and AI movement)5Any turn the mech moves more hops than the chassis base speed; normal-speed moves are free
ecmPercentage points of cover added against incoming attacks on this mech; stacks with sector cover50Each turn while the mech is not refitting (always-on)
ammo_binExtra rounds added to the mech's shared ammo pool at game start and on each depot refill200Any turn the mech fires a weapon with a positive Ammo capacity

Additive principle: equipment never prevents a weapon from firing or a mech from moving. Ammo bins are purely additive — a mech with no ammo bins can still fire ammo-consuming weapons as long as the weapons themselves contribute to the shared ammo pool. Targeting computers add to hit chance but do not cap an already-high pilot. Jump jets raise the movement ceiling but do not force longer moves.


Sector

Map areas that make up the battlefield. The map is a graph of sectors connected by sector links. Mechs occupy one sector at a time and move across connected sectors each turn.

FieldRequiredDescription
NameyesDisplay name (e.g. "Alpha Depot", "Urban Centre", "Ridge Line")
DescriptionnoNarrative description
Terrain typeyesTerrain classification (see terrain type values below); defaults to open
ElevationnoRelative height; −10 to 10; used by the AI for tactical positioning (higher elevation is preferred by defensive opponents); default 0
Cover modifiernoAdded directly to attacker hit chance for mechs in this sector; −50 to 50 (step 5 in the designer UI); negative values make mechs harder to hit; default 0
Starting sectornoIf enabled, this is a depot sector — squads spawn here and management sheets are issued when mechs are present

Terrain type values:

ValueDescription
openOpen ground
urbanUrban environment with buildings
forestForested area
roughRough terrain
waterWater terrain

Requirement: at least one sector must exist and at least one must be marked as a starting sector before a run can be created.


Sector Link

Directed connections between sectors that define which moves are legal. A link from sector A to sector B does not automatically create a link from B to A — both must be added separately for two-way movement.

FieldDescription
From sectorThe origin sector
To sectorThe destination sector; must differ from the origin

Cover is now a property of the destination sector, not the link. See the Sector section above.


Squad

A design-time squad template. There are two squad types.

FieldDescription
NameDisplay name
DescriptionDescription
Typestarter or opponent (see below)

Squad types:

  • Starter (starter) — the loadout cloned for every player who joins a run. Its mechs are copied into player-specific squad instances at game start. At most one starter squad is allowed per game.
  • Opponent (opponent) — a template randomly assigned to a computer opponent when a run starts. If there are more opponents than templates the templates are reused. No player ever owns an opponent squad directly.

Player-owned squads only exist as runtime squad instances — they are never stored in the design-time squad table.

Requirement: a starter squad with at least one mech must exist before a run can be created.


Squad Mech

A specific mech assigned to a squad — combining a chassis with a callsign and combined weapon + equipment loadout.

FieldDescription
SquadThe squad this mech belongs to
ChassisThe chassis blueprint for this mech
CallsignUnique name within the squad (e.g. "Alpha-1", "Shadow Fox")
Weapon loadoutThe weapons fitted to this mech; each entry specifies the weapon and the slot it occupies (e.g. left arm, right torso, centre torso)
Equipment loadoutThe equipment fitted to this mech; each entry specifies the equipment and the slot it occupies. Weapons and equipment are validated together against the chassis's shared slot budget — see Loadout slots under Chassis

Computer Opponent

AI behaviour profiles for computer-controlled squads. Each profile controls how aggressively the AI plays and how tactically sophisticated its decisions are.

Computer opponents are managed through the game designers under Computer Opponents.

FieldDescription
NameDisplay name
DescriptionDescription
AggressionHow aggressively the AI plays; 1 = purely defensive, 10 = all-out assault
IQTactical sophistication; 1 = predictable or random decisions, 10 = expert use of terrain and positioning

Turn Sheets

Each turn a squad receives a set of turn sheets. Sheets are presented to the player in a specific order, and processed by the game engine in a different order.

SheetProcessing orderPresentation orderNotes
Join gameSent when a player first joins; handled separately from regular turn processing
Squad management1st2ndProcessed first so repairs and refits are applied before movement
Orders2nd1stShown first as the primary strategic action; management is secondary

Turn Sheet Background Images

When uploading a background image for a mecha game, select the sheet type the image should apply to.

SheetDescription
mecha_game_join_gameJoin game sheet — required; sent when a player first joins
mecha_game_mech_ordersPer-mech movement and attack orders sheet (one per mech in the field)
mecha_game_mech_managementPer-mech repair and refit sheet (one per mech at a depot)

Player Rules

Orders Sheet

Each operational mech receives its own orders sheet. This gives every mech a full page for movement and attack orders instead of cramming the whole squad onto one dense roster, mirroring the layout of the management sheets.

Every sheet carries a compact Squad Header ribbon at the top showing the owning squad's name, remaining supply points, and the roster count (operational / total). Below the ribbon is a Squad Roster list of every mech in the squad — including squadmates that are not getting a sheet this turn — so the player has whole-squad awareness on every page. The current mech is highlighted on the roster; refitting, shutdown, and destroyed mechs are dimmed with a status tag.

The body of the sheet is dedicated to a single mech: its stats, weapon and equipment loadout, current sector, available movement destinations, and available attack targets. Each attack-target entry inlines the enemy's callsign, sector, chassis, and a coarse damage descriptor so the sheet is self-contained — there is no squad-wide enemy reference panel.

Players submit one order per sheet: an optional destination sector to move to, and an optional target mech to attack.

Who gets a sheet:

  • Every operational mech (not destroyed, not shutdown, not currently refitting) in a player-controlled squad gets its own sheet
  • Refitting mechs (undergoing repairs or weapon swaps from the previous turn's management sheet) do not receive a sheet this turn
  • Shutdown mechs do not receive a sheet this turn
  • Destroyed mechs do not receive a sheet
  • A squad whose mechs are all non-operational receives zero sheets this turn; any pending turn events are preserved and deferred to the next turn that issues at least one sheet

Movement rules:

  • Mechs may move up to a number of sector hops equal to their chassis Speed — the sheet shows all sectors reachable within that many hops
  • Destroyed mechs receive no movement orders
  • Mechs currently refitting are excluded from movement and combat
  • The server validates that the chosen destination is reachable within the mech's speed; invalid moves are ignored

Attack rules:

  • Attack declarations are collected from all squads and resolved simultaneously after all movement is applied
  • Any non-destroyed enemy mech in the run is a valid attack target
  • Targets must be within weapon range after movement (see range bands in the Designer Configuration section)
  • The Attack Target dropdown inlines each enemy's callsign, sector, chassis, and a coarse damage descriptor alongside a hop count — unreachable enemies are flagged OUT OF RANGE at selection time

Turn events ("What Happened"):

  • The squad-wide turn event log is duplicated verbatim at the top of every per-mech sheet issued to that squad, so the player sees the same recap on every page
  • Events accumulated during a turn where no sheet is issued (a squad with zero operational mechs) are preserved — they will appear on the next turn's sheets rather than being silently dropped

Depot labelling:

  • Sectors configured as starting sectors are flagged as depots on this sheet
  • The Move-To dropdown marks depot destinations inline with [DEPOT] so players can plan supply stops at a glance

Mech Management Sheet

Each mech currently at a depot sector (a starting sector) receives its own management sheet. This gives each mech a full page for repair and refit orders instead of cramming the whole squad onto one dense roster. Management sheets are only issued to player-controlled squads; AI squads do not receive them.

Every sheet carries a compact Squad Header ribbon at the top showing the owning squad's name, remaining supply points, and the roster count (operational / total). The details section below is dedicated to a single mech's repair and equipment orders.

Roster awareness for mechs that are not at a depot lives on the Orders sheet — the management sheet intentionally never mentions non-depot mechs.


Supply Point Economy

Squads start a run with 0 SP and receive 1 SP per turn in passive income from turn 1 onwards. Objective completions may award additional SP. Spending is entirely voluntary — unspent SP carry over. Supply is shared across the whole squad, so each mech's management sheet draws from the same pool.

Depot service costs:

ServiceCostRefitting?
Armor repair (full restore)1 SPNo
Ammo refill (full restore)1 SPNo
Structure repair (full restore)2+ SP (scaled by damage)Yes
Weapon swap2 SP eachYes
Equipment swap3 SP eachYes

Order Rules

  • A sheet is issued for every mech currently in a depot sector at the start of the turn
  • Mechs already refitting from a previous turn still receive a sheet, but the form is read-only (no new orders apply)
  • Armor repair restores the mech to its effective max armor (chassis base + armor upgrade bonuses); costs 1 SP; does not cause a refit — the mech is still combat-ready next turn
  • Ammo refill tops up the mech's shared ammo pool to full capacity; costs 1 SP; does not cause a refit
  • Structure repair restores the mech to full structure; costs at least 2 SP (scaled by damage — 1 SP per 25% block of max structure); the mech enters a refitting state for the following turn
  • Weapon swaps install a new weapon into the specified slot; each swap costs 2 SP; the mech enters a refitting state for the following turn
  • Equipment swaps install a new equipment item into the specified slot; each swap costs 3 SP; the mech enters a refitting state for the following turn
  • Supply points are deducted from the squad's shared total (cannot go below 0). Because supply is shared, the order in which you fill in per-mech sheets does not matter — the server resolves them against the same pool
  • Refitting effect: a mech that receives any heavy-maintenance order (structure repair, weapon swap, equipment swap) is excluded from movement and combat that turn

Combat Resolution

Combat is resolved simultaneously — all attack orders from all squads are collected first, then resolved together.

All attacks use the positions and hit points from before any combat damage is applied.

Range:

  • Mechs can engage targets up to 2 sector hops away if they have long-range weapons
  • Targets more than 2 hops away cannot be hit by any weapon

Weapon firing and range:

DistanceShort (brawl)Medium (versatile)Long (standoff)
Same sectorFireFireCannot fire
Adjacent (1 hop)Cannot fireFireFire
2 sectors awayCannot fireCannot fireFire

Heat:

  • Each weapon fired adds heat to the mech — even on a miss
  • All weapons in the mech's loadout fire together in a single attack
  • Equipment whose heat cost is tied to a combat action — targeting_computer when the mech declares an attack, ammo_bin when an ammo-consuming weapon fires — adds its heat cost in this step (see Equipment in the Designer Configuration section)

Ammo:

  • Each fired weapon with a positive Ammo capacity draws that many rounds from the mech's shared ammo pool before firing
  • When the pool cannot cover the draw the weapon simply does not fire — it will fire again once the pool is refilled at a depot
  • The pool is sized by summing every equipped weapon's ammo capacity plus the effect value of every ammo_bin piece of equipment; both contributions are strictly additive

Hit chance:

  • Base hit chance is 50%, plus 5% per point of pilot skill, modified by the attacker's targeting bonus and the effective cover on the target, capped between 0% and 95%
  • Formula: hit_chance = clamp(50 + pilot_skill × 5 + attacker_hit_bonus + effective_cover, 0, 95)
  • attacker_hit_bonus is the sum of the attacker's targeting_computer effect values
  • effective_cover is the target sector's cover modifier plus the defender's ecm effect value — sector cover and ECM stack
  • A negative effective cover (heavy cover, ECM) reduces hit chance; a positive modifier makes targets easier to hit

Damage:

  • Armour absorbs damage first
  • Any damage exceeding current armour carries over into structure
  • The mech is destroyed when structure reaches 0

Overheat:

  • After combat damage is applied, accumulated heat is added to the mech
  • If heat exceeds the chassis heat capacity the mech shuts down (unless already destroyed)

Mech status:

StatusDescription
OperationalFully functional
DamagedStructure reduced but above 0
DestroyedStructure reached 0; permanently out of action
ShutdownOverheated; cannot act

End-of-Turn Lifecycle

After combat is resolved, the engine applies the following in order:

  1. Always-on equipment heat — mechs that are not refitting add the heat cost of any always-on equipment (heat_sink, armor_upgrade, ecm) for the turn. This is applied once per turn regardless of whether the mech entered combat or moved.
  2. Heat dissipation and shutdown recovery — heat is reduced for all non-shutdown mechs. A mech's dissipation per turn is: floor(HeatCapacity / 3) + heat_sink bonus. Shutdown mechs skip normal dissipation: their heat resets to 0 and their status returns to Operational at this step, so a shutdown mech is back in action the very next turn.
  3. Supply point accrual — player squads each receive 1 SP per turn (used for management orders; see Mech Management Sheet). Objective grants are applied separately and stack with passive income.
  4. Pilot XP and skill advancement (see below)

Note: Armor repair and ammo refill are no longer applied automatically at end-of-turn. Players must submit explicit management sheet orders to restore armor or ammo at a depot, and both actions cost supply points.

Jump-jet heat is a movement cost and is applied during order processing rather than here: any mech moving more hops than its chassis base speed pays the sum of its jump_jets heat costs on top of its end-of-turn heat total.


Pilot Progression

Pilots earn experience points (XP) through combat each turn:

EventXP earned
Participating in an attack1 XP
Destroying an enemy mech2 XP

XP accumulates across turns. When a pilot's total XP crosses a threshold, their pilot skill increases by 1. Higher pilot skill directly improves hit chance (see Hit chance above).

Pilot skill thresholds:

Skill levelTotal XP required
00 (starting skill)
13
28
315
424
535
648
763
880
999

All pilots start at skill level 0.


Computer Opponent AI

The AI makes decisions for all computer-controlled squads each turn, after player orders have been submitted.

Movement behaviour:

  • Destroyed or shutdown mechs receive no orders
  • The AI uses BFS pathfinding and moves up to the mech's effective speed each turn (chassis base speed plus any jump_jets effect value)
  • High-aggression opponents (7 or above) advance toward the nearest enemy; tactically skilled (high IQ) opponents prefer routes through high-elevation or high-cover sectors
  • Low-aggression opponents (3 or below) fall back toward high-elevation, high-cover positions
  • Mid-aggression opponents hold position or move to the best available defensive sector

Targeting behaviour:

  • High-aggression opponents prefer to finish off weakened mechs (lowest structure)
  • Low-aggression opponents prefer to deter the strongest threats (highest structure)
  • When two candidates are tied on structure, the AI breaks the tie using effective cover: it prefers attacking targets where the attacker's targeting_computer bonus outweighs the defender's ecm cover
  • The AI can engage targets up to 2 hops away (matching long-range weapon capability)
  • If no enemies are in range, no attack is issued

When configured, the AI can use an advanced reasoning mode to make more sophisticated decisions based on the full battlefield situation.


Objectives and Win Conditions

Objectives are designer-authored goals that the engine evaluates each turn. The shared objective framework (conditions, rewards, terminal flags) is described in the Shared Game Configuration. This section covers the mecha-specific condition and reward types.

Mecha-Specific Condition Types

Typesubject_refvalue_jsonDescription
mecha_squad_in_sectorSector ID{"min_count": N}At least N operational player mechs are in the given sector
mecha_no_enemy_in_sectorSector IDNo operational enemy mechs are in the given sector
mecha_all_opponent_destroyedComputer Opponent IDAll mechs belonging to the given computer opponent are destroyed
mecha_mech_destroyedSquad-Mech template ID (mecha_game_squad_mech.id)The specific mech spawned from this design-time template has been destroyed
mecha_all_player_mechs_standingAll player mechs are currently operational
mecha_any_player_mech_destroyedAt least one player mech has been destroyed (fail-phase use)

Mecha-Specific Reward Types

TypeDescription
mecha_grant_resourcesAdd supply points to all player squad instances in the run
mecha_spawn_unitSpawn a new squad at a specified sector using a squad template

Ending a Run

A run ends when any of the following occur:

  • An objective with is_terminal_success = true is completed
  • An objective with is_terminal_failure = true is failed
  • A complete_game_instance or fail_game_instance reward fires
  • A clock threshold effect of type complete_game_instance or fail_game_instance fires (see Clocks below)

Clocks

Clocks are designer-authored pressure timers that advance automatically each turn and/or when objective rewards fire. The shared clock framework is described in the Shared Game Configuration. This section covers mecha-specific threshold effect types.

Mecha-Specific Threshold Effect Types

Effecttarget_refDescription
mecha_damage_mechDeal structure damage to all non-destroyed mechs in the run
mecha_destroy_mechMech instance ID (optional)Destroy a specific mech instance, or all active mechs if no target is specified