Tactical Codex Database

UNIT PROFILES & CHASSIS CLASSIFICATIONS
SECTION: 02

Chassis Classes

FREE
Droid E100
Defensive platform with 50 Max HP, 100 Max EP, and 192 Max Speed. Hardpoints: 1 Primary, 0 Secondary, 1 Melee, 0 Heavy.
HP: 50 | EP: 100 | Speed: 192 px/s
FREE
Spectator Drone
A fast, unarmed scouting drone. Moves at 2x speed, has no shields/hull, and is completely invisible/invulnerable to targeting.
HP: 0 | EP: 0 | Speed: 512 px/s
Droid E200
Defensive platform with 100 Max HP, 100 Max EP, and 256 Max Speed. Hardpoints: 1 Primary, 1 Secondary, 1 Melee, 0 Heavy.
HP: 100 | EP: 100 | Speed: 256 px/s
Droid E300
Defensive platform with 200 Max HP, 150 Max EP, and 192 Max Speed. Hardpoints: 1 Primary, 1 Secondary, 0 Melee, 1 Heavy.
HP: 200 | EP: 150 | Speed: 192 px/s

Weapon Modules

Primary Weapons

FREE
Plasma Gun
A rapid-fire energy cannon. Fires high-intensity plasma bolts in fast 4-round bursts, dealing substantial shield damage but consuming a large amount of energy.
Dmg Type: ENERGY | Dmg: 12 HP / 24 SP
Compatible Ammunition:
Plasma Cell (9.4 m/s, Max Range: 18.8m) FREE
Condensed plasma charges used for the Plasma Gun.
Assault Rifle
A balanced primary rifle. Fires high-velocity tracer rounds in controlled 3-round bursts, offering excellent medium-range accuracy and steady DPS.
Dmg Type: KINETIC | Dmg: 10 HP / 15 SP
Compatible Ammunition:
Assault Rifle Round (14.1 m/s, Max Range: 33.8m) FREE
Standard kinetic round for the Assault Rifle.
Tracer Round (14.1 m/s, Max Range: 33.8m) 1,000 CR
Two-stage projectile. Initially purple (900px/s). After 2s, turns red and homes in on nearby units (400ms stage). | Dmg: 60%
Flamethrower
A close-range flame projector. Releases a continuous stream of fire in a wide 25-degree cone, rapidly burning through enemy shields and hull HP.
Dmg Type: ENERGY | Dmg: 3 HP / 2 SP
Compatible Ammunition:
Flamer Fuel (7.8 m/s, Max Range: 4.7m) FREE
High-pressure napalm mix for the Flamethrower.
Dense Flamer Fuel (16.0 m/s, Max Range: 10.0m) 5,000 CR
Dense gel mix for the Flamethrower. Reduces firing spread by 50%.
Laser Beam
A long-range high-precision laser emitter. Delivers an instant, continuous thermal beam with absolute accuracy, ideal for sniping and exposing targets.
Dmg Type: ENERGY | Dmg: 12 HP / 24 SP
Compatible Ammunition:
Red Beam FREE
High-energy charges for the Laser Beam.
Gauss Rifle
A high-precision electromagnetic rifle. Fires high-velocity rounds with shockwave trails. Can fire Standard Gauss Rounds or Shield-bypassing Ionic Rounds.
Dmg Type: KINETIC | Dmg: 20 HP / 30 SP
Compatible Ammunition:
Gauss Round (31.3 m/s, Max Range: 37.5m) FREE
High-velocity standard round for the Gauss Rifle.
Ionic Round (31.3 m/s, Max Range: 37.5m) 2,000 CR
Specialized round that completely bypasses ionic shields, dealing direct hull damage. | HP Dmg: 50% | Shield Dmg: 0% | Bypasses Ionic Shields

Secondary Weapons

Pulse Laser
A rapid energy sidearm. Emits fast, red energy pulses with low energy cost, excellent for consistent mid-range combat support.
Dmg Type: ENERGY | Dmg: 4 HP / 10 SP
Compatible Ammunition:
Red Pulse Charge (31.3 m/s, Max Range: 31.3m) FREE
Stable pulse charges for the Pulse Laser.
Yellow Pulse Charge (31.3 m/s, Max Range: 31.3m) 1,000 CR
Modified pulse charges. +100% HP damage, -50% SP damage. +20% Energy cost. | HP Dmg: 200% | Shield Dmg: 50% | Energy Cost: 120%
Shotgun
A powerful close-range weapon that fires a spread of 6 high-velocity pellets. Deals devastating damage if all pellets hit.
Dmg Type: KINETIC | Dmg: 3 HP / 5 SP
Compatible Ammunition:
Shotgun Shell (15.6 m/s, Max Range: 11.7m) FREE
Standard heavy shell containing multiple kinetic pellets.
Grenade Launcher
A heavy explosive launcher. Fires contact-detonated heavy grenade rounds that explode in a massive 96px area-of-effect, dealing extreme blast damage.
Dmg Type: KINETIC | Dmg: 40 HP / 50 SP
Compatible Ammunition:
Contact Grenade (6.5 m/s, Max Range: 32.4m) FREE
Explodes immediately on first contact or at 10m range. 1.5m AOE. (Center: 50SP/40HP, Edge: 20%)
Bounce Grenade (7.8 m/s, Max Range: 46.9m) 1,500 CR
Bounces twice, exploding on the 3rd contact. 1.5m AOE. (Center: 50SP/40HP, Edge: 20%) | Bounces: 2
Proximity Grenade (6.5 m/s, Max Range: 38.9m) 2,000 CR
Sticks to the ground without exploding. Explodes when an enemy is nearby, if shot, or after 5 seconds.

Heavy Weapons

Heavy Mortar
Heavy long-range mortar system. Fires long-range arcing shells that deal double the damage and cover twice the area-of-effect of the standard grenade launcher.
Dmg Type: KINETIC | Dmg: 80 HP / 100 SP
Compatible Ammunition:
Artillery Mortar Shell (7.0 m/s, Max Range: 35.2m) FREE
High-payload arcing shell designed for the Heavy Mortar.
Missile Launcher
Heavy rocket ordnance launcher. Fires high-velocity straight-flying missiles that detonate in a medium-large area of effect on contact.
Dmg Type: KINETIC | Dmg: 50 HP / 40 SP
Compatible Ammunition:
Heavy Missile (11.7 m/s, Max Range: 35.2m) FREE
Direct-fire explosive missile for the Missile Launcher.
Homing Missile (11.7 m/s, Max Range: 35.2m) 1,200 CR
Advanced seeker ordinance. Steers towards nearby units within 384px (2x tracer detection range).
Gravitron Singularity
Fires a slow-moving gravity anomaly that continuously pulls nearby enemies in and deals ticking zone damage.
Dmg Type: ENERGY | Dmg: 10 HP / 20 SP
Compatible Ammunition:
Gravity Singularity Charge (3.1 m/s, Max Range: 31.3m) FREE
Contains a micro-singularity core for the Gravitron launcher.

Melee Weapons

Whip
A tactical close-range whip. Deals balanced damage to hull and shields with mild knockback.
Dmg Type: KINETIC | Dmg: 25 HP / 50 SP
Compatible Ammunition:
Standard Whip Cord FREE
Standard high-density whip cord. Delivers default impact profile.
Stun Whip Cord 400 CR
Electrified wire core. Bypasses 100% hull damage and 80% shield damage to stun targets for 1.5s. | HP Dmg: 0% | Shield Dmg: 20% | Stun: 1.5s
Sledge Hammer
A heavy melee hammer. Slams the ground creating a shockwave AOE followed by 3 crescent shockwaves.
Dmg Type: KINETIC | Dmg: 30 HP / 50 SP

Protective Shields

Ionic Shield
Continuous regeneration even under fire. 10s broken penalty with 5s 5x turbo reboot. 8x turbo regen after no damage for 20 seconds.
Tier 1 Ionic Shield
Max SP: 100 | Regen: 1 SP/s
Tier 2 Ionic Shield
Max SP: 200 | Regen: 2 SP/s
Tier 3 Ionic Shield
Max SP: 400 | Regen: 4 SP/s
Reflector Shield
Lattice shield that reflects projectiles with angle-proportional EP cost. Fails against AOE. "Under Fire" delay before regen. Reboots immediately when broken.
Tier 1 Reflector Shield
Max SP: 50 | Regen: 5 SP/s | Delay: 4s | Refl EP: 5
Tier 2 Reflector Shield
Max SP: 100 | Regen: 10 SP/s | Delay: 5s | Refl EP: 10
Heavy Reflector Shield
Max SP: 200 | Regen: 20 SP/s | Delay: 6s | Refl EP: 15

Plating & Armor Systems

Nano Plating
Reinforced armor plating to reduce all incoming damage.
Nano Plating (Tier 1)
-0.5 All Dmg | -5% All Dmg
Nano Plating (Tier 2)
-1 All Dmg | -10% All Dmg
Nano Plating (Tier 3)
-1.5 All Dmg | -15% All Dmg
Nano Plating (Tier 4)
-2 All Dmg | -20% All Dmg
Nano Plating (Tier 5)
-2.5 All Dmg | -25% All Dmg
Kinetic Plating
Reinforced armor plating to reduce incoming Kinetic damage.
Kinetic Plating (Tier 1)
-1 Kinetic Dmg | -15% Kinetic Dmg
Kinetic Plating (Tier 2)
-2 Kinetic Dmg | -30% Kinetic Dmg
Kinetic Plating (Tier 3)
-3 Kinetic Dmg | -45% Kinetic Dmg
Kinetic Plating (Tier 4)
-4 Kinetic Dmg | -60% Kinetic Dmg
Kinetic Plating (Tier 5)
-5 Kinetic Dmg | -75% Kinetic Dmg
Energy Plating
Reinforced armor plating to reduce incoming Energy damage.
Energy Plating (Tier 1)
-1 Energy Dmg | -15% Energy Dmg
Energy Plating (Tier 2)
-2 Energy Dmg | -30% Energy Dmg
Energy Plating (Tier 3)
-3 Energy Dmg | -45% Energy Dmg
Energy Plating (Tier 4)
-4 Energy Dmg | -60% Energy Dmg
Energy Plating (Tier 5)
-5 Energy Dmg | -75% Energy Dmg
Stun Plating
Reinforced armor plating. Negates stun slow-down effects and reduces incoming Energy damage.
Stun Plating (Tier 1)
-0.5 All Dmg | -0.5 Energy Dmg | -10% Energy Dmg
Stun Plating (Tier 2)
-1 All Dmg | -1 Energy Dmg | -20% Energy Dmg
Stun Plating (Tier 3)
-1.5 All Dmg | -1.5 Energy Dmg | -30% Energy Dmg
Stun Plating (Tier 4)
-2 All Dmg | -2 Energy Dmg | -40% Energy Dmg
Stun Plating (Tier 5)
-2.5 All Dmg | -2.5 Energy Dmg | -50% Energy Dmg

Utility Modules

Energy Generator
Auxiliary power unit that expands maximum energy capacity and increases passive energy regeneration.
T1 Energy Generator
Max EP: +20 | EP Regen: +5/s
T2 Energy Generator
Max EP: +50 | EP Regen: +8/s
T3 Energy Generator
Max EP: +100 | EP Regen: +12/s
T4 Energy Generator
Max EP: +150 | EP Regen: +18/s
T5 Energy Generator
Max EP: +200 | EP Regen: +24/s
Self Destruct Module
Overloads the droid core. Triggers instantly upon death or after a manual charge. Blast radius and damage scale with tier.
T1 Self Destruct Module
Blast Radius: 50m
T2 Self Destruct Module
Blast Radius: 50m
T3 Self Destruct Module
Blast Radius: 50m
T4 Self Destruct Module
Blast Radius: 50m
T5 Self Destruct Module
Blast Radius: 50m
Mobility Module
Active system that significantly boosts acceleration and maximum speed while consuming energy.
T1 Mobility Module
Speed: x1.2 | Thrust: x1.25
T2 Mobility Module
Speed: x1.4 | Thrust: x1.5
T3 Mobility Module
Speed: x1.6 | Thrust: x1.75
T4 Mobility Module
Speed: x1.8 | Thrust: x2
T5 Mobility Module
Speed: x2 | Thrust: x2.25
Repair Module
Active repair system. Hold Z to consume energy and rapidly restore armor integrity over time.
T1 Repair Module
Utility Enhancement
T2 Repair Module
Utility Enhancement
T3 Repair Module
Utility Enhancement
T4 Repair Module
Utility Enhancement
T5 Repair Module
Utility Enhancement

Gadgets

Teleport Home
A consumable emergency teleport. Instantly returns you to the Safe Zone. Requires 100% energy to activate.
Thrust Charge
A consumable burst of speed. Double-tap a direction or use the hotkey to thrust 750px in the last moving direction. 500ms cooldown.
Shield Recharge
A consumable shield battery. Recharges 100 Shield Points over 5 seconds. 500ms cooldown.

Explosives

Frag Grenade
Standard fragmentation grenade. Deals 100 SP / 80 HP damage in a 144px radius. Explodes on contact with surface after 3s.
EMP Grenade
Electromagnetic pulse grenade. Deals 200 SP damage and completely ignores armor/HP. Zero knockback.
Sticky Grenade
Sticks to surfaces and chain-detonates on proximity (72px). 120s self-destruct.
Incendiary Grenade
Creates a pool of fire on detonation dealing DoT for 5s.
Cluster Grenade
Bursts into 8 mini explosives on detonation.
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