Precision artillery
Beacon
“The light lands later” A lighthouse tank that wants to warn everyone about danger. Problem is, its warning IS the danger.
Law: Time Every hit is marked now and lands later, with a public countdown.
- Beam: Marks the spot. After one blink, a vertical beam drops and stops at the first ground above the target. Ceilings and ledges protect you.
- Three Blinks: Three side-by-side beams drop one after another and split the damage. Read the order and take cover.
- Signal: Marks a spot with a public warning. A huge beam lands there at the start of Beacon's next turn. There's time to run.
Beats Sprout: Light falls from above and clears the Living Wall. · Loses to Tamar: Light can't reach underground, and Beacon is slow.
Digger
Tamar
“Everything comes from below” A bronze catapult-scarab that dreams of a sand throne but only knows how to dig.
Law: Terrain Its shots go through the ground and come out underneath.
- Burrower: Sinks a little into the ground before exploding. Thin ground protects no one.
- Dune Arc: When it hits the ground it arcs upside-down underground and surfaces beneath the target. Gaps and thin islands get in its way.
- Scarab King: Releases a little scarab that passes through terrain and only explodes when it touches a vehicle, allies included. Get out of its path.
Beats Beacon: Strikes from below, where light can't reach. · Loses to B1T: B1T hovers: a shot surfacing under it only finds air.
Bank-shot trickster
B1T
“Physics. You're welcome.” A lab drone set on proving it's the smartest thing in the arena, but it only scores on the rebound.
Law: Bounce Every shot bounces, and the special grows with every rebound.
- Plasma: Bounces up to twice on terrain before exploding. Walls and slopes are its friends.
- Carom: One projectile that bounces up to three times and pops a small blast at every bounce. Flat ground gives it little.
- Max Ricochet: Up to three bounces, and every rebound raises the damage. A counter shows everyone how many so far.
Beats Tamar: It hovers: the underground shot surfaces beneath it and finds air. · Loses to Wagon: Wagon's magnet pulls light metal drones.
Support and zoner
Sprout
“One becomes three” A walking mushroom that just wants a nap, but everything it drops grows into more mushroom.
Law: Division Everything it throws splits into three.
- Seed: At the top of its arc it splits into three seeds in a narrow fan. Up close, all three land. From far away, they scatter.
- Living Wall: The seed becomes sprouts that form a wall. It fades after two of Sprout's turns. Deals no damage.
- Spore Forest: The cloud splits into three visible patches that hurt anyone inside, Sprout included, on its next two turns.
Beats Dumpling: The Living Wall stops a rolling ball. · Loses to Beacon: Light falling from above ignores the Living Wall.
Roller and control
Dumpling
“The more it rolls, the heavier it gets” An adorable walrus cannon that says sorry right before it flattens you.
Law: Mass Its shot gains mass as it rolls: damage and radius grow up to a cap.
- Snowball: Rolls along the terrain before exploding, growing with the distance rolled. Uphills and walls cut its momentum.
- Heavy Ice: Leaves the target Chilled: half movement on their next turn.
- Avalanche: A giant ball rolls a long way, growing up to its cap. Walls, pits and uphills stop it.
Beats Cirrus: The avalanche rolls along the ground, under the Cyclone. · Loses to Sprout: The Living Wall stops a rolling ball.
Position control
Wagon
“Everything sticks to it” A scrap collector's cart that wants to keep the whole world, and the whole world sticks to it.
Law: Attraction Wagon pulls: targets, shots and itself.
- Scrap Magnet: An orb that, on the way down, curves slightly toward the nearest vehicle. Field lines show where it's headed.
- Magnet Leap: The core yanks the cart itself to the ground it hits, inside the zone. Deals no damage. Mind where you land.
- Unstable Rift: The core opens a mini-rift that pulls anyone nearby toward its center. Stay away from edges and gaps.
Beats B1T: The rift magnet pulls the light metal drone. · Loses to Mallet: Shaft and Quake punish anyone who depends on position and landing.
Wind artillery
Cirrus
“Rider of the wind” A kite-bike courier that promises on-time delivery, but only arrives when the wind allows.
Law: Wind Uses the wind as an engine: lift, return and column.
- Gliding Letter: Feels the wind strongly. With a tailwind it falls slower and flies far; against it, it falls normally.
- Boomerang Letter: Against the wind it passes its apex and comes back, hitting from behind. A tailwind cancels the return.
- Cyclone: A visible column, lasting two of Cirrus's turns, that pushes any arcing shot upward. Rolling or underground shots get through.
Beats Mallet: The Cyclone pushes any shot upward, even an anvil. · Loses to Dumpling: The avalanche rolls along the ground, under the Cyclone.
Demolition tank
Mallet
“Whatever falls, falls hard” An anvil on treads that wants to fix everything, and fixes it with a hammer.
Law: Gravity Everything it drops falls with double gravity and is built to knock you down.
- Anvil: A heavy shot with double gravity: short range, huge hit.
- Quake: The ground jumps under the weight: hits anyone standing near the impact. Leaves no crater. Hovering dodges it.
- Shaft: A hammer blow that pierces the world: opens a deep vertical shaft that drops you into the void. Stay off thin ground.
Beats Wagon: Shaft and Quake punish anyone who depends on landing. · Loses to Cirrus: The Cyclone lifts even an anvil.