Game Overview
Drone Battles is a turn-based strategy game set on an alien moon where players control teams of drones to gather resources, build infrastructure, and engage in tactical combat. The game operates through a REST API, allowing players to issue commands to their drones and buildings while the game engine processes actions in discrete cycles.
Key Features
- Hex-Based Map: Navigate a hexagonal grid with varying terrain types
- Cycle-Based Gameplay: Actions take a specific number of cycles to complete
- Resource Economy: Mine ores, refine them into materials, and use them for construction
- Modular Drones: Equip drones with different equipment for specialized roles
- Base Building: Construct various buildings for production, defense, and support
- Tactical Combat: Engage enemies with lasers, missiles, and turrets
Core Concepts
Cycles
The game operates in discrete time units called cycles. Every action takes a certain number of cycles to complete. During each cycle:
- Queued actions are processed
- Power is generated and distributed
- In-flight missiles advance toward their targets
- Marks on targets expire
The Hex Grid
The game map uses an odd-q offset hexagonal coordinate system: odd-numbered columns (where q is odd) are visually shifted down by half a hex height compared to even columns. This means the diagonal neighbor offsets change depending on whether you are on an even or odd column. Each tile has:
- Coordinates (q, r): Position on the map
- Terrain Type: Normal, difficult (doubles ground movement cycles), or impassable
- Elevation: Height of the terrain (affects hover drones)
- Resources: Ore deposits that can be mined
Coordinate Direction Reference
The map uses flat-top hexagons with odd-q offset coordinates. The q axis increases to the right. The r axis increases downward. Because hexes are staggered, diagonal neighbors have different offsets depending on whether the drone is on an even or odd column.
Adjacent tile offsets from drone at (0, 0):
| Direction | Even column (q%2=0) | Odd column (q%2=1) |
|---|---|---|
| Northeast | (+1, -1) | (+1, 0) |
| Southeast | (+1, 0) | (+1, +1) |
| South | (0, +1) | (0, +1) |
| Southwest | (-1, 0) | (-1, +1) |
| Northwest | (-1, -1) | (-1, 0) |
| North | (0, -1) | (0, -1) |
Drone Facing Directions
Drones have a facing direction numbered 0-5, clockwise from Northeast:
| Value | Direction | Drive offset (even col) | Drive offset (odd col) |
|---|---|---|---|
| 0 | Northeast | (+1, -1) | (+1, 0) |
| 1 | Southeast | (+1, 0) | (+1, +1) |
| 2 | South | (0, +1) | (0, +1) |
| 3 | Southwest | (-1, 0) | (-1, +1) |
| 4 | Northwest | (-1, -1) | (-1, 0) |
| 5 | North | (0, -1) | (0, -1) |
When you issue a drive forward (direction=1), the drone moves one tile in its facing direction. Drive reverse (direction=-1) moves in the opposite direction (facing + 3).
Teams
Players are assigned to teams. Drones and buildings can only interact with friendly units (same team) for support actions, while combat actions target enemy units (different teams).
Action Queue
Each drone has its own independent FIFO (first-in, first-out) action queue. When you issue a command, it's added to that drone's queue. The engine processes one action per drone per game cycle — each cycle, every drone's front-of-queue action ticks forward. Multi-cycle actions (e.g., mining) tick once per cycle until complete, then the next queued action begins. Because queues are per-drone, you can issue commands to all your drones simultaneously — every drone processes its own queue in parallel each cycle. Queue up a sequence of actions (e.g., turn, drive, drive, turn, fire) and the drone will execute them one after another without waiting for further input.
Execution Priority
Each cycle, actions are executed in a specific order across all drones and buildings:
- Movement — Turn, drive, ascend, and descend actions are resolved first, ensuring drones reach their new positions before anything else happens.
- Other Actions — Non-combat actions such as scanning, mining, repairing, charging, and building operations are processed next.
- Combat — Firing weapons (lasers, auto-cannons, missiles) is resolved last, using the updated positions from the movement phase.
Command Transmission
Your commands don't teleport to your drones — they are broadcast from your command center to each drone over an EM radio link, and every report a drone sends back travels the same link in reverse. That link is not perfect, in either direction. The further a drone operates from your base, and the more terrain that stands between them, the greater the chance a transmission is lost:
- Outbound (command) loss: the command never reaches the drone. It is never executed, and no failure message is returned — the drone simply never heard you.
- Inbound (report) loss: the drone received the command and executed it in full — battery spent, laser fired, ore mined — but its report back to the command center was lost. The result never appears in your message queue.
Both directions use the same loss chance, rolled independently for each transmission. This makes silence genuinely ambiguous: if you hear nothing back, the order may never have arrived — or it was carried out and the confirmation died on the way home. Only messages radioed by drones in the field are at risk; reports relayed by your buildings and score updates are always delivered.
Two things drive the loss chance, and they stack:
- Distance (inverse-square law): EM signal strength falls off with the square of distance, exactly as real radio waves do. Close to base the link is effectively perfect; it degrades gradually as your drones push outward.
- Terrain interference: each ridge or peak of terrain standing between your command center and the drone adds a further chunk of interference — except for your base walls, which are exempt. A drone tucked behind several hills is much harder to reach than one on open ground at the same distance.
Distance loss on open ground (clear line to base), before terrain is added:
| Distance from base (tiles) | Chance a transmission is lost |
|---|---|
| Within your base (< 10) | ~1% (effectively reliable) |
| 20 | ~5% |
| 30 | ~10% |
| 40 | ~17% |
| 50 | ~25% |
| ~58 and beyond | 30% (maximum) |
Each obstructing ridge between base and drone adds roughly +4% on top of the distance figure. The total loss chance is capped at 30% per transmission, so a single hop is never more likely than not to fail — but at the fringes of the map, roughly one transmission in three can go missing, and a command and its report each run the gauntlet separately.
You can partially mitigate signal loss with drone antenna and repeater equipment.
Getting Started
Registration
When you register a new account, you automatically receive:
- A 15x15 tile base area assigned to your team
- Starter Buildings:
- Command Center
- Solar Panel Array
- Battery Array
- Drone Charging Station
- Drone Repair Station
- Refinery
- Drone Production Plant
- Equipment Production Plant
- 2 Starter Drones equipped with mining equipment:
- Propulsion (for movement)
- Drill (for mining ore)
- Hopper (for carrying ore)
- Sensors (for scanning the environment)
First Steps
- Scan your surroundings: Use drone sensors to reveal the map and find resources
- Locate ore deposits: Find titanium, rare earth, and unobtanium ores
- Build infrastructure: Construct solar panels for power, then a refinery
- Mine and refine: Equip drones with drills and hoppers to gather ore
- Expand: Build production facilities and create more drones
- Defend: Build turrets and equip combat drones as needed
Drones
Drone Stats
| Stat | Base Value | Description |
|---|---|---|
| Max Health | 100 | Hit points before destruction |
| Max Battery | 4000 | Base energy storage (increased by battery equipment) |
| Equipment Slots | 6 | Number of equipment pieces that can be installed |
| Base Armour | 0 | Damage reduction (increased by reactive armour) |
Equipment Slots
Each drone has 6 equipment slots. Equipment determines what actions a drone can perform. A drone without propulsion cannot move; a drone without weapons cannot attack.
Baseline Drone Chassis
The baseline_drone upgrade improves the drone chassis itself (researched at the Command Center). All newly produced drones benefit from it. Each tier provides the same bonus: +100 health, +500 battery, +1 equipment slot, +10 weight, +10 shields. At tier 3, new drones get +300 health, +1500 battery, +3 equipment slots, +30 shields, and +30 weight over baseline. Costs: 3/4/6 EU per tier.
Drone Properties
- Location: Current hex coordinates (q, r)
- Direction: Facing direction (0-5, corresponding to hex edges)
- Elevation: Height above ground (0 = ground level)
- Owner: The player who controls the drone
- Team: Which team the drone belongs to
Warning Thresholds
Players can configure percentage-based warning thresholds on individual drones for battery, health, shields, and equipment durability. When a stat drops below its configured threshold, the engine delivers a WARNING message through the message queue.
Supported Warning Types
| Type | What It Monitors | Example |
|---|---|---|
| battery | Current battery as % of max battery | Set to 20 → warns when battery drops below 20% |
| health | Current health as % of max health | Set to 30 → warns when health drops below 30% |
| shields | Current shields as % of max shields | Set to 50 → warns when shields drop below 50% |
| equipment | Durability of each equipped item as % of its max durability | Set to 25 → warns when any item drops below 25% durability |
Behaviour
- Thresholds are integers from 0 to 100 (percentage).
- A warning fires once when a value drops below the threshold. It will not fire again until the value recovers above the threshold and drops below again.
- Equipment warnings check every equipped item individually. The warning message identifies which specific item(s) are below threshold.
- Warnings are checked every engine cycle after battery failure checks.
- Destroyed drones are skipped.
API Endpoints
| Method | Endpoint | Description |
|---|---|---|
| GET | /drones/<drone_id>/warnings | Read current thresholds |
| POST | /drones/<drone_id>/warnings | Set thresholds (send JSON with keys to enable) |
| DELETE | /drones/<drone_id>/warnings | Remove all thresholds |
Equipment
Equipment is manufactured at the Drone Equipment Production Plant and installed on drones. Each piece has weight, durability, and enables specific actions.
Equipment Durability
Every piece of equipment has a durability value. There are two ways durability is lost:
- Use wear: Each time equipment is used (firing, scanning, driving, etc.), there is a 5% chance it takes 1 point of durability wear.
- Combat damage: When a drone takes health damage in combat, one random piece of functional equipment also loses durability equal to the health damage taken (1:1 ratio). Shield-only damage does not affect equipment. See Equipment Combat Damage in the Combat Mechanics section for which weapon types trigger this.
When durability reaches zero, the equipment is broken and can no longer function — a broken drill cannot mine, broken propulsion cannot drive, etc.
Equipment can also be destroyed by taking damage in combat. Destroyed equipment is permanently non-functional and cannot be repaired.
Repairing Equipment
Broken (but not destroyed) equipment can be repaired in two ways:
- Mobile Repair Kit: A drone equipped with a Mobile Repair Kit can repair an adjacent friendly drone's equipment. The repairer and target must be at the same elevation. Drones cannot repair their own equipment. The repair kit itself takes wear when used. Higher levels restore more durability per repair.
- Drone Repair Station: A powered Drone Repair Station building can repair equipment on any friendly drone within range (1 tile). Restores 50 durability per repair at a cost of 50 power.
Equipment Malfunction
Worn equipment doesn't just break at zero durability — it gets unreliable on the way there. As a piece of equipment loses durability, every action that uses it carries a rising chance to malfunction: instead of succeeding, the action fails with an "Equipment malfunctioned" message and nothing happens.
The chance follows a gentle curve that stays negligible while gear is in good shape and climbs steeply only once it is badly worn — from 0% at full durability up to a maximum of 30% as it approaches broken:
| Durability remaining | Chance an action malfunctions |
|---|---|
| 90% | 0.3% |
| 70% | 2.7% |
| 50% | 7.5% |
| 30% | 14.7% |
| 10% | 24.3% |
| near 0% | 30% (maximum) |
- The risk is spread across the action's cycles and rolled every cycle, so a long action (like mining) can abort partway through rather than only at the end — the total chance is about the same regardless of how many cycles the action takes.
- The weak point is the most-worn piece of equipment that enables the action. Actions that use no equipment (such as a status check) never malfunction.
- A malfunction is a clean miss: no effect, and no battery is spent — but you've lost the tempo, and in combat that can be fatal.
Research & Upgrades
The Command Center can research upgrades that improve all equipment of a given type across your team. Research is queued via the research_upgrade action with an equipment_type parameter. Only one research can be active at a time. Each upgrade has 3 tiers that must be researched in order.
research_upgrade action each cycle to progress research. Research costs 5 power per cycle (base cost, modified by efficiency). Most upgrades apply at runtime to all equipment of that type (existing and new). Some upgrades (battery capacity, reactive armour, hopper capacity, ammunition rounds, land mine capacity, signature dampener, decoy beacon count, smoke launcher charges) also retroactively update existing equipment when research completes.
Equipment Unlock Research
Advanced equipment types must be unlocked before they can be built at the Drone Equipment Production Plant. Each unlock is a single-tier research (level 1 only) that permanently enables production of that equipment type for your team.
unlock_howitzer research unlocks all three howitzer equipment types (Howitzer, Howitzer Shells, Howitzer Charges) in a single research.
| Name | Unlocks | Cost |
|---|---|---|
| Reactive Armour Schematics | Reactive Armour | 4 EU |
| Hover Tech Blueprints | Hover Tech | 4 EU |
| Missile Systems License | Wire-Guided Missile | 4 EU |
| Auto-Cannon & Munitions Program | Auto-Cannon, AP Ammo, HE Ammo, Canister Round Ammo | 4 EU |
| Shield Generator Prototype | Shield Generator | 4 EU |
| Land Mine Schematics | Land Mine | 4 EU |
| Signature Dampener Prototype | Signature Dampener | 4 EU |
| Decoy Beacon Schematics | Decoy Beacon | 4 EU |
| Smoke Launcher Schematics | Smoke Launcher | 4 EU |
| Point Defense Schematics | Point Defense | 4 EU |
| Targeting Computer Schematics | Targeting Computer | 4 EU |
| DF Antenna Schematics | DF Antenna | 4 EU |
| Jammer Schematics | Jammer | 4 EU |
| Seismic Sensor Schematics | Seismic Sensor | 4 EU |
| Howitzer Artillery Schematics | Howitzer, Howitzer Shells, Howitzer Charges | 4 EU |
| Antenna Schematics | Antenna | 4 EU |
| Repeater Schematics | Repeater | 4 EU |
research_upgrade action as equipment upgrades (e.g. {"equipment_type": "unlock_reactive_armour", "efficiency": 1.0}). Once completed, your team can build that equipment type at any Equipment Production Plant.
Equipment Upgrade Paths
Every equipment type has its own 3-tier upgrade path; each tier adds the same bonus (effects are cumulative). Research it with the research_upgrade action, equipment_type set to the equipment name (e.g. "drill", "laser_cannon", "auto_cannon"). Equipment-upgrade tiers cost 1 / 3 / 5 EU.
The exact per-tier and tier-3 effects for each item are listed under Upgrades in that item's entry in the Equipment Types section — each equipment's full profile (stats, build cost, unlock, actions, and upgrades) lives in one place there.
Equipment Types
Every piece of equipment, grouped by role. Each entry keeps its stats, build cost, unlock requirement, actions, and upgrade path in one place.
Mobility
Gets the drone around the map — ground movement and flight.
Propulsion
Enables ground movement and turning.
Weight cost: driving costs a base battery amount plus ceil(total_weight / 20), so heavier drones cost more to move.
Actions
| Action | What it does | At higher levels |
|---|---|---|
| Drive | Moves the drone one tile forward or in reverse along its facing. | Drives faster; a second propulsion unit adds more speed |
| Turn | Rotates the drone 60° to an adjacent hex facing. | Turns faster |
Upgrades (3 tiers): -15% movement battery per tier; at T3, -45% battery.
Hover Tech
Enables vertical movement (ascending/descending).
Battery cost scales with drone weight. Hovering drones can fly over obstacles, other units, and buildings if high enough: above elevation 5 for 1x1 buildings, above 10 for 2x2, and above 15 for 3x3 (including Command Centers).
No weapons while hovering: drones cannot fire while airborne — the drone must land to engage. While above ground level, movement actions complete much faster. Hovering drains battery each cycle to hold altitude (scales with elevation and weight); if battery hits zero while hovering, the drone crashes.
Actions
| Action | What it does | At higher levels |
|---|---|---|
| Ascend | Raises the drone's elevation, letting it fly over impassable terrain and resource nodes. | Ascends faster |
| Descend | Lowers the drone's elevation back toward the ground. | Descends faster |
Upgrades (3 tiers): -15% hover battery per tier and faster; at T3, -45% battery and much faster.
Weapons & Fire Control
Direct-fire armament and the targeting gear that makes it hit.
Laser Cannon
Primary direct-fire weapon for engaging enemy drones and buildings.
Actions
| Action | What it does | At higher levels |
|---|---|---|
| Fire | Fires all equipped laser cannons at a target drone or building. | More damage per shot (10 → 25 → 40) |
Upgrades (3 tiers): +5% accuracy, +5 damage, +2 range per tier; at T3, +15% accuracy, +15 damage, +6 range.
Wire-Guided Missile
Powerful single-use weapon fired at a target tile.
Actions
| Action | What it does | At higher levels |
|---|---|---|
| Fire | Launches a wire-guided missile at a target tile coordinate. | Longer range (5 → 10 → 15 tiles) |
Upgrades (3 tiers): +5 range, +10 flight time, +50 damage per tier; at T3, +15 range, +30 flight time, +150 damage.
Auto-Cannon
Directional projectile weapon that fires rounds tile-by-tile. Fires at relative coordinates (target_q, target_r) or in a hex direction (direction: 0-5) to max range (0=NE, 1=SE, 2=S, 3=SW, 4=NW, 5=N). Requires loaded Ammunition to fire.
AP/HE rounds travel tile-by-tile, rolling accuracy at each tile (75% close to 20% at max range, capped at 95%). Path interceptions (drones not on the targeted tile) use a flat 10% accuracy. AP rounds disappear on a miss at max range; HE rounds always explode at max range; canister rounds fire an instant cone of flechettes. All weapons get +30% accuracy vs LUCAS drones.
Actions
| Action | What it does | At higher levels |
|---|---|---|
| Fire | Fires the loaded round at a target, consuming one round. | Longer range (5 → 10 → 15 tiles), +accuracy, faster cooldown |
| Load Ammo | Loads an ammunition pack (AP, HE, or canister) into the cannon; required before firing. | — |
| Unload Ammo | Removes the current pack so a different ammo type can be loaded. | — |
Upgrades (3 tiers): +5% accuracy, faster cooldown, +2 range (AP/HE) per tier; at T3, +15% accuracy, much faster cooldown, +6 range.
Ammunition
Consumable rounds for the auto-cannon. Each pack holds 10 rounds and occupies 1 slot; the slot frees when empty. Three types: Armour Piercing, High Explosive, and Canister Round. Has no action of its own — it is spent by the Auto-Cannon's Fire.
Upgrades (3 tiers): AP/HE — +3 rounds, -3 weight, +5 damage, +5 splash per tier (T3: +9 rounds, -9 weight, +15 damage, +15 splash). Canister — +1 cone damage/tile, +1 cone depth, +3 rounds, -3 weight per tier (T3: +3 cone damage/tile, +3 depth, +9 rounds, -9 weight).
Targeting Computer
Marks enemies to boost accuracy, and provides fire feedback — a drone with a functional targeting computer that fires any weapon gets a message with the target location, hit/miss counts, and damage dealt (including splash). Marked targets give all friendly units a +20% accuracy bonus against them.
Actions
| Action | What it does | At higher levels |
|---|---|---|
| Mark | Marks a target so all friendly attacks against it gain accuracy. | Longer mark range (5 → 7.5 → 10 tiles) |
Upgrades (3 tiers): +3 range, +5% mark accuracy, -10% battery per tier; at T3, +9 range, +15% mark accuracy, -30% battery.
Artillery
Deployable indirect-fire artillery and its consumables.
Howitzer
Deployable long-range artillery. Fires anti-drone airburst shells in arcing trajectories that ignore line of sight — highly effective against drone formations but largely ineffective against buildings (10% damage, no splash). Needs Howitzer Shells and Charges to fire; cannot move or hover while deployed; very loud seismic signature.
Actions
| Action | What it does | At higher levels |
|---|---|---|
| Deploy / Stow | Unfolds / packs the howitzer; cannot move while deployed, and cannot deploy while hovering or inside a base. | Faster |
| Load Shell | Loads one shell from Howitzer Shells into the breech. | Faster |
| Load Charges | Loads 1-3 propellant charges to set range (each adds +8 min/max range). | Faster |
| Aim | Aims at target coordinates; farther targets take more setup. | Aims faster |
| Fire | Fires the loaded shell, which arcs to the target. Has a cooldown between shots (30% hit, 30%/30% scatter 1-2 tiles, 10% dud). | Faster cooldown |
Range comes from charges loaded (1: 8-16, 2: 16-24, 3: 24-32); max range at T3 with 3 charges is 56 tiles. See full details.
Upgrades (3 tiers): faster, -10% battery, +5% accuracy, +1 aim speed per tier; at T3, much faster, -30% battery, +15% accuracy, +3 aim speed.
Howitzer Shells
Ammunition for the howitzer, loaded via its Load Shell action. Consumable — removed when all rounds are expended. Damage: 100 direct, 50 splash (ring 1), 25 splash (ring 2); buildings take 10% on a direct hit only.
Upgrades (3 tiers): +20 damage, +10 splash (ring 1), +5 splash (ring 2), +1 round, -5 weight per tier; at T3, +60 damage, +30 ring 1, +15 ring 2, +3 rounds, -15 weight.
Howitzer Charges
Propellant charges that set the howitzer's range, loaded via its Load Charges action. Each charge adds +8 to min and max range (1: 8-16, 2: 16-24, 3: 24-32).
Upgrades (3 tiers): +2 range, +3 charges, -5 weight per tier; at T3, +6 range, +9 charges, -15 weight.
Defensive Systems
Keeps the drone alive — armour, shields, and active interception.
Reactive Armour
Passive plating that reduces incoming damage from all weapon hits except armour-piercing cannon rounds. No action — it works while equipped.
Upgrades (3 tiers): +5 armour, -20 weight per tier; at T3, +15 armour, -60 weight.
Shield Generator
Extends shield capacity and enables active shield charging. All drones have a base max shield capacity of 50; a generator adds +50 more. Shields absorb damage before health.
Actions
| Action | What it does | At higher levels |
|---|---|---|
| Charge Shields | Regenerates the drone's shields using the generator. | Faster recharge (5 → 15 → 30 shields/cycle) |
Transfer Shields (no equipment required): move shields to an adjacent friendly drone at the same elevation (about 25 at base).
Upgrades (3 tiers): +25 capacity, +5 shield rate, -10% battery per tier; at T3, +75 capacity, +15 rate, -30% battery.
Point Defense System
Automated missile-interception system that protects the drone and nearby allies. Battery cost per activation plus an extra cost per successful interception.
Actions
| Action | What it does | At higher levels |
|---|---|---|
| Activate | Intercepts incoming enemy missiles within range for a chosen duration (optional cycles parameter). | Longer range (1 → 2 → 3 tiles) |
Upgrades (3 tiers): +5% interception, +2 range, -10 power per tier; at T3, +15% interception, +6 range, -30 power.
Sensors & Reconnaissance
Finds the enemy — active scanning and passive signal detection.
Sensors
Active reconnaissance — reveals the map and identifies units. Basic equipment.
Actions
| Action | What it does | At higher levels |
|---|---|---|
| Scan | Reveals terrain, resources, and unit positions within range. Results use relative coordinates where (0, 0) is the scanning drone. | Wider range (1.0x → 1.5x → 2.0x the base 5 tiles) |
| Identify | Returns detailed information about a specific target tile, drone, or building. | Wider range (1.0x → 1.5x → 2.0x) |
Upgrades (3 tiers): +2 range, -15% battery, +0.25x range multiplier per tier; at T3, +6 range, -45% battery, +0.75x range multiplier.
Seismic Sensor Array
Passive detection that analyses seismic waveforms from nearby weapon fire, explosions, and drone movement. Delivers raw frequency spectrum data (8 bins) and a bearing — not distance, weapon type, or coordinates; you analyse the spectrum yourself. Works for friendly and enemy fire. No actions — purely passive.
See full details.
Upgrades (3 tiers): -0.75 detection threshold per tier (better sensitivity); at T3, -2.25 threshold.
DF Antenna
Deployable passive electromagnetic sensor for long-range detection of drone activity. Passively detects EM emissions from all drone actions within a configurable cone; delivers raw EM spectrum data but does not identify the source. Drone cannot move while deployed.
Actions
| Action | What it does | At higher levels |
|---|---|---|
| Deploy / Stow | Unfolds / packs the antenna; the drone cannot move while deployed, and the mast must be at height 0 to stow. | — |
| Raise / Lower | Adjusts the antenna mast height (must be deployed). Larger height changes take longer. | — |
| Configure | Sets the listening cone direction (0-5) and width (0=narrow line to 4=full circle); the antenna then detects passively each cycle. | — |
See full details.
Upgrades (3 tiers): +0.3 sensitivity, +5 range per tier; at T3, +0.9 sensitivity, +15 range.
Electronic Warfare & Concealment
Denies the enemy information — jamming their links and hiding your own signature.
Jammer
Deployable electronic-warfare device that blocks drone communications within a directional beam. While active, any drone in the beam silently stops receiving commands — orders sent to it simply never arrive, with no error returned — affecting both friendly and enemy drones. Drains battery each cycle.
Actions
| Action | What it does | At higher levels |
|---|---|---|
| Deploy / Stow | Unfolds / packs the jammer; the drone cannot move while deployed. | — |
| Raise / Lower | Adjusts the antenna mast (must deploy first; must deactivate before lowering). | — |
| Activate / Deactivate | Starts / stops the jamming beam in a hex direction (needs the mast raised). | Longer beam range (15 → 25 → 40 tiles) |
See full details.
Upgrades (3 tiers): +3 range, -15% battery, +1 beam width per tier; at T3, +9 range, -45% battery, +3 beam width.
Signature Dampener
Passive stealth equipment that reduces detectability, no action needed. Two effects: (1) EM dampening is always on — all EM emissions are cut 50%, making the drone harder to detect on DF antennas (scan/identify still emit at full strength); (2) scan cloaking activates after an idle cooldown, reducing enemy scan detection range.
Upgrades (3 tiers): -10% scan range, -10% EM signal, shorter cloak cooldown per tier; at T3, -30% scan range, -30% EM signal, much shorter cooldown.
Tactical Deployables
One-shot devices placed on the battlefield — traps, decoys, and cover.
Land Mine (LISA)
Latent Ignition Subsurface Armament — deployable explosive ordnance that detonates when triggered by ground-level drones or weapon impacts. Cannot be found by scan, but can be found by identify on the tile. Consumable — removed when all mines are used.
Actions
| Action | What it does | At higher levels |
|---|---|---|
| Deploy | Places a mine on the drone's current tile; detonates on ground-level drone movement or weapon impact. | Faster deploy |
See full details.
Upgrades (3 tiers): +50 damage, faster deploy, +25 splash, +1 mine per tier; at T3, +150 damage, much faster deploy, +75 splash, +3 mines.
Decoy Beacon
Deployable decoy that mimics a drone's electrical signature on scans. Decoys appear on scans as real drones but have no equipment and minimal HP. Consumable — removed when all decoys are deployed.
Actions
| Action | What it does | At higher levels |
|---|---|---|
| Deploy | Deploys a decoy drone on an adjacent tile in a specified hex direction. | Faster deploy; more decoys and HP per equipment |
See full details.
Upgrades (3 tiers): +1 decoy, faster deploy, +20 decoy HP per tier; at T3, +3 decoys, much faster deploy, +60 decoy HP.
Smoke Launcher
Deployable smoke screen that blocks line-of-sight for scan and identify commands. Consumable — removed when all charges are used.
Actions
| Action | What it does | At higher levels |
|---|---|---|
| Deploy | Lays a smoke screen on the drone's current tile and surrounding tiles. | Faster deploy; larger radius, longer duration, more charges |
See full details.
Upgrades (3 tiers): +1 radius, shorter interval, longer duration, +1 charge, faster deploy per tier; at T3, +3 radius, much shorter interval, much longer duration, +3 charges, much faster deploy.
Command & Communications
Improves command-signal reliability in both directions — your orders reach the drone, and its reports reach you (see Command Transmission).
Antenna
Passive high-gain transceiver — antenna gain works both ways, so the drone is less likely to drop commands relayed from the command center at range or behind terrain, and less likely to lose the reports it radios back. No action, no power; just equip it.
Upgrades (3 tiers): +15% command-signal gain per tier (fewer dropped transmissions); at T3, +45% gain.
Repeater
Deployable directional signal relay. Deploy, raise the mast, then transmit in a chosen hex direction: while transmitting it projects a cone, and every friendly drone inside is less likely to lose transmissions in either direction — commands in, reports out. Cannot move while deployed; only one mast (DF antenna / jammer / howitzer / repeater) at a time.
Actions
| Action | What it does | At higher levels |
|---|---|---|
| Deploy / Stow | Unfolds / packs the repeater; the drone cannot move while deployed, and the mast must be lowered to stow. | — |
| Raise / Lower | Adjusts the antenna mast height (must be deployed). | — |
| Activate / Deactivate | Starts / stops transmitting the amplification cone in a hex direction (needs the mast raised); friendly drones in the cone drop fewer transmissions. Draws a little battery each cycle while transmitting. | Longer cone range, higher gain, less battery/cycle |
Upgrades (3 tiers): +10% signal gain, +5 cone range, -15% battery/cycle per tier; at T3, +30% gain, +15 cone range, -45% battery/cycle.
Resource & Support
Mining, cargo, power, and field repair — the logistics that keep a fleet running.
Drill
Extracts ore from adjacent resource deposits into the hopper. Basic equipment.
Actions
| Action | What it does | At higher levels |
|---|---|---|
| Mine | Extracts ore from an adjacent resource deposit and stores it in the hopper. | More extraction attempts per action (1 → 2 → 3) |
Upgrades (3 tiers): +6% efficiency, -10% battery, +1 attempt per tier; at T3, +18% efficiency, -30% battery, +3 attempts.
Hopper
Stores mined ore and refined materials; required for mining operations. Contents can be unloaded at buildings.
Actions
| Action | What it does | At higher levels |
|---|---|---|
| Dump Hopper | Discards resources from the hopper; can optionally specify a resource type and amount. | — |
Upgrades (3 tiers): +25 capacity per tier; at T3, +75 capacity.
Battery
Increases drone power storage — essential for extended operations away from charging stations. Passive; no action.
Upgrades (3 tiers): +750 capacity per tier; at T3, +2250 capacity.
Portable Charger
Transfers battery to an adjacent friendly drone. Delivers about 50 energy per charge; the donor pays more as efficiency drops (cost = energy / efficiency).
Actions
| Action | What it does | At higher levels |
|---|---|---|
| Charge | Transfers battery from this drone to an adjacent friendly drone. | Faster, but lower efficiency (100% → 75% → 50%), so a higher donor cost per unit delivered |
Upgrades (3 tiers): +25 energy delivered and faster per tier; at T3, +75 energy delivered and much faster.
Mobile Repair Kit
Repairs drones and their equipment in the field. Basic equipment.
Actions
| Action | What it does | At higher levels |
|---|---|---|
| Repair Drone | Restores health to an adjacent friendly drone (25 HP). | More HP repaired, faster, -battery cost |
| Repair Equipment | Restores durability to a broken equipment item on an adjacent drone (25 durability). | Faster, -battery cost |
Upgrades (3 tiers): +5 HP repaired, faster, -5 battery cost per tier; at T3, +15 HP repaired, much faster, -15 battery cost.
Drone Actions Overview
Every action a drone can take is documented with its equipment above — each equipment block lists its actions, what they do, and how they scale with level, alongside that equipment's stats, build cost, and upgrade path.
action_id. Once the action completes, its results appear in the message queue tagged with that same action_id. Poll the /messages endpoint to retrieve your results and match them back to the original request by action_id.
Buildings
Buildings are constructed by the Command Center and provide production, defense, and support capabilities. All buildings require power to operate.
Building Self-Repair
All buildings can self-repair via POST /buildings/<building_id>/common/repair. This is a universal action available to every building type.
| Property | Value |
|---|---|
| Healing | 50 HP (capped at max health) |
| Resource Cost | 3 titanium_parts + 1 battery_materials |
| Resource Source | Command center (consumed immediately when queued) |
Building Warnings
Players can configure percentage-based warning thresholds on individual buildings for health, shields, and storage levels. When a stat crosses its configured threshold, the engine delivers a WARNING message through the message queue.
Supported Warning Types
All buildings:
| Type | Direction | What It Monitors | Example |
|---|---|---|---|
| health | Below | Current health as % of max health | Set to 30 → warns when health drops below 30% |
| shields | Below | Current shields as % of max shields | Set to 50 → warns when shields drop below 50% |
Silo only:
| Type | Direction | What It Monitors | Example |
|---|---|---|---|
| storage_above | Above | Total stored / capacity | Set to 90 → warns when storage exceeds 90% |
| storage_below | Below | Total stored / capacity | Set to 10 → warns when storage drops below 10% |
Refiner only:
| Type | Direction | What It Monitors | Example |
|---|---|---|---|
| ore_storage_above | Above | Total ore stored / ore capacity | Set to 90 → warns when ore storage exceeds 90% |
| ore_storage_below | Below | Total ore stored / ore capacity | Set to 10 → warns when ore storage drops below 10% |
| resource_storage_above | Above | Total resources stored / resource capacity | Set to 90 → warns when resource storage exceeds 90% |
| resource_storage_below | Below | Total resources stored / resource capacity | Set to 10 → warns when resource storage drops below 10% |
Behaviour
- Thresholds are integers from 0 to 100 (percentage).
- A warning fires once when a value crosses the threshold. It will not fire again until the value returns past the threshold and crosses again.
- “Below” warnings fire when the value drops below the threshold; “above” warnings fire when the value rises above the threshold.
- The API validates keys against the building type — unknown keys for that type are rejected.
- Destroyed buildings are skipped.
API Endpoints
| Method | Endpoint | Description |
|---|---|---|
| GET | /buildings/<building_id>/warnings | Read current thresholds |
| POST | /buildings/<building_id>/warnings | Set thresholds (send JSON with keys to enable) |
| DELETE | /buildings/<building_id>/warnings | Remove all thresholds |
Building Types
Every building also supports two common actions: status (reports its current state to your message queue) and repair (self-repair, restoring health for 3 titanium parts + 1 battery materials consumed from your command center). The Actions listed per building below are its own additional actions. You can configure health/shield/storage warnings on any building — see Building Warnings.
Power Generation
Solar Panel Array
Generates power based on 3D alignment with the suns. Panels have two orientation controls: direction (0-359° azimuth) and tilt (0-90°, where 0 = aimed at the horizon and 90 = aimed straight up). Efficiency is a dot-product between the panel's facing vector and the sun's position vector.
Actions
| Action | What it does |
|---|---|
| reposition | Aims the panel to track a chosen sun for maximum power output (set direction and tilt). |
Battery Array
Stores excess power for later use. Essential for maintaining operations during nighttime when both suns are below the horizon and solar panels generate zero power.
No unique actions — supports only the common status and repair actions.
Production Buildings
Refiner
Converts raw ore into refined materials: Titanium Ore → Titanium Parts (50% success), Rare Earth Ore → Battery Materials (25%), Unobtanium Ore → Enriched Unobtanium (2%).
Actions
| Action | What it does |
|---|---|
| process | Refines stored ore into processed materials, one unit at a time. |
| load_drone | Loads ore from an adjacent drone's hopper into the refiner. |
| unload_drone | Transfers stored resources from the refiner onto an adjacent drone's hopper. |
Warnings: supports ore-storage and resource-storage above/below thresholds (in addition to health/shields).
Drone Production Plant
Manufactures new drones.
Actions
| Action | What it does |
|---|---|
| build_drone | Manufactures a new drone. Costs 30 titanium parts + 15 battery materials (from stored materials). |
| load_drone | Loads resources from an adjacent drone's hopper into the plant. |
| unload_drone | Transfers stored resources from the plant onto an adjacent drone's hopper. |
Drone Equipment Production Plant
Manufactures equipment and installs/removes it from drones. Essential for customizing your drone fleet.
Actions
| Action | What it does |
|---|---|
| build_equipment | Manufactures a piece of equipment (cost per type is listed in that equipment's block above). |
| install_equipment | Installs a stored piece of equipment onto an adjacent drone. |
| remove_equipment | Removes a piece of equipment from an adjacent drone into storage. |
| load_drone | Loads resources from an adjacent drone's hopper into the plant. |
| unload_drone | Transfers stored resources from the plant onto an adjacent drone's hopper. |
Support Buildings
Drone Charging Station
Recharges drone batteries. Drones must be adjacent. Delivers 100 power per charge (10 power/cycle).
Actions
| Action | What it does |
|---|---|
| charge | Recharges the battery of an adjacent drone. |
Drone Repair Station
Repairs damaged drones and their equipment. Much faster than mobile repair kits.
Actions
| Action | What it does |
|---|---|
| repair_drone | Restores health to an adjacent friendly drone. |
| repair_equipment | Restores durability to a broken piece of an adjacent drone's equipment. |
Silo
Stores ore and materials. Useful for stockpiling resources.
Actions
| Action | What it does |
|---|---|
| load_drone | Loads resources from an adjacent drone's hopper into the silo. |
| unload_drone | Transfers stored resources from the silo onto an adjacent drone's hopper. |
Warnings: supports storage above/below thresholds (in addition to health/shields).
Command Center
Your main building. Constructs all other buildings and runs research. Losing it is catastrophic. Generates a small amount of passive power each cycle (0.2), allowing slow recovery even if all solar panels are destroyed. The status_report action returns all coordinates relative to the command center's origin (top-left tile), where the origin is (0, 0).
Actions
| Action | What it does |
|---|---|
| build_building | Constructs a new building at a target location. Consumes that building's construction materials (listed in each building's Build cost above). |
| research_upgrade | Researches an equipment unlock or upgrade tier for your team. Costs enriched unobtanium (unlock 4 EU; upgrade tiers 1 / 3 / 5 EU). |
| cancel_research | Cancels the research currently in progress. |
| status_report | Reports detailed status for a queried tile, relative to this building's origin. |
| unload_drone | Transfers stored resources from the command center onto an adjacent drone's hopper. |
Defense Buildings
Laser Turret
Automated dual-laser defense turret with its own sensors and targeting.
Dual Laser Cannons: range 15, 85% base accuracy + 20% building bonus (scales with distance), 40 damage per cannon (2 shots per fire). Sensors: scan/identify range 15. Targeting: mark range 15, +20% accuracy bonus.
Actions
| Action | What it does |
|---|---|
| fire | Fires the turret's twin lasers at a target in range. |
| scan | Scans for enemy drones and buildings within sensor range. |
| identify | Identifies a specific target tile within sensor range. |
| mark | Marks a target to boost weapon accuracy against it. |
| load_drone / unload_drone | Moves resources between an adjacent drone's hopper and the turret. |
Missile Turret
Automated guided-missile defense turret with its own sensors and targeting.
Wire-Guided Missiles: capacity 4 (fires 2 per action at different targets), range 15, 100 damage each; travel tile-by-tile with limited flight time; missiles fail if the turret is destroyed mid-flight and cannot be redirected. Sensors: scan/identify range 15. Targeting: mark range 15, +20% accuracy bonus.
Actions
| Action | What it does |
|---|---|
| fire_missile | Fires a guided missile at a target. |
| reload | Reloads the missile magazine. Costs 12 titanium parts + 8 battery materials. |
| scan | Scans for enemy drones and buildings within sensor range. |
| identify | Identifies a specific target tile within sensor range. |
| mark | Marks a target to boost weapon accuracy against it. |
| load_drone / unload_drone | Moves resources between an adjacent drone's hopper and the turret. |
Auto-Cannon Turret
Automated cannon turret firing selectable ammunition, with its own sensors and targeting.
Targeted Cannon Rounds: 16 rounds per type (AP/HE/Canister), fires 2 per action at target coordinates, range 22 (min 2), 75% base accuracy + 20% building bonus. Must reload to select an ammo type before firing. Sensors: scan/identify range 15. Targeting: mark range 15, +20% accuracy bonus.
Actions
| Action | What it does |
|---|---|
| fire_cannon | Fires the auto-cannon at a target using the loaded ammo type. |
| reload | Reloads ammunition and can change ammo type. Costs 6 titanium parts + 2 battery materials. |
| scan | Scans for enemy drones and buildings within sensor range. |
| identify | Identifies a specific target tile within sensor range. |
| mark | Marks a target to boost weapon accuracy against it. |
| load_drone / unload_drone | Moves resources between an adjacent drone's hopper and the turret. |
Shield Array
Generates shields and can transfer them to other buildings. Essential for protecting key structures.
Actions
| Action | What it does |
|---|---|
| shield_generate | Projects shields onto nearby friendly buildings. |
| transfer_shield | Transfers shield points from this array to a target building. |
Sensor Array
Dedicated sensor building that bypasses all line-of-sight checks (elevated high enough to see over obstacles). Can identify any tile including terrain, resources, buildings, and drones. Efficiency parameter scales effective range. Ideal for early warning and intelligence.
Actions
| Action | What it does |
|---|---|
| scan | Scans a wide area for drones and buildings, ignoring line of sight. |
| identify | Identifies a specific tile, ignoring line of sight. |
Point Defense System
Automated missile defense building. When activated, intercepts incoming enemy missiles within range for a chosen duration (optional cycles parameter). Each missile passing through the interception zone has a 30% chance of being destroyed. If power is lost, activation pauses and resumes when power returns. Stack multiple for layered defense.
Actions
| Action | What it does |
|---|---|
| building_pds_activate | Activates the point-defense screen to shoot down incoming projectiles for a chosen duration. |
LUCAS Launcher
LUCAS (Low-cost Uncrewed Combat Attack System) — builds, stores, and launches expendable attack drones that fly to a target and explode. LUCAS drones can only target tiles within 3 tiles of the nearest enemy base edge, and do not count toward the drone cap.
LUCAS drone: 1 HP / 0 armour / 0 shields (destroyed by any direct hit); flies at elevation 30 at a slow fixed speed; takes no commands; emits seismic only on launch and impact, but strong EM continuously in flight (easily DF-detected); all weapons get +30% accuracy against it; limited flight time; falls if the launcher is destroyed. Explosion (3-ring): 250 on the target tile, 125 to adjacent (ring 1), 50 two tiles out (ring 2) — on reaching the target or when shot down and landing. No loss points for a LUCAS drone; its kills score normally.
Actions
| Action | What it does |
|---|---|
| manufacture (build_lucas_drone) | Builds and stores a LUCAS strike drone. Costs 30 titanium parts + 15 battery materials. |
| launch_lucas | Launches a stored LUCAS drone at a target near the enemy base. |
| change_lucas_target | Redirects an in-flight LUCAS drone to a new target. |
| load_drone / unload_drone | Moves resources between an adjacent drone's hopper and the launcher. |
Resources & Refining
Ore Types
Three types of ore can be found and mined on the map:
Titanium Ore
The most common ore. Used in nearly all construction.
Rare Earth Ore
Essential for power systems and electronics.
Unobtanium Ore
Extremely rare. Required for advanced buildings and some equipment.
Mining Process
- Equip a drone with a Drill and Hopper
- Move the drone adjacent to a resource deposit
- Execute the Mine action targeting the resource tile
- Ore is extracted and stored in the hopper
- Transport ore to a Refiner or Silo
Refining Process
- Move a drone with ore in its hopper adjacent to a Refiner
- Execute Unload Ore to transfer ore to the refiner
- Execute Process Ore to attempt refining
- Successfully refined materials are stored in the refiner
- Execute Load Resources to transfer materials to a drone
Power Systems
How Power Works
Buildings require power to perform actions. Power is generated by Solar Panel Arrays, stored in Battery Arrays, and consumed by building actions.
Power Network
All buildings owned by a player share a common power network. Power flows automatically:
- Solar panels generate power each cycle
- Generated power goes to the network
- Building actions draw power from the network
- Excess power is stored in Battery Arrays
- When generation is low, batteries provide power
Binary Star System
The moon orbits in a binary star system with two suns:
Sol Alpha is the brighter of the two suns. Both follow inclined elliptical orbits with different periods. Each sun rises and sets as it moves through its orbit — when elevation drops below 0°, the sun is below the horizon and contributes zero power.
Both suns will occasionally be below the horizon simultaneously, creating true nighttime where all solar panels generate zero power regardless of orientation.
Solar Panel Orientation
Solar panel power output depends on how well the panel is aimed at each sun. Both the panel's tilt (vertical angle) and direction (horizontal angle) affect efficiency. A panel aimed directly at a sun achieves maximum output, while a panel perpendicular to a sun gets near-zero. The optimal orientation changes constantly as the suns move, rewarding active tracking of both direction and tilt.
Efficiency Parameter
Building actions accept an efficiency parameter (0.01 to 1.0). Higher efficiency completes actions faster but draws more power per cycle. Lower efficiency takes longer but uses less power. Experiment to find the right balance for your power budget.
Combat Mechanics
Damage & Defence
When a weapon hits a target, damage is reduced by armour and then applied to shields first, then health:
- Armour:
Actual Damage = max(0, Weapon Damage - Target Armour) - Shields: Absorb remaining damage first (fully depleted before health takes damage)
- Health: Any excess damage reduces health
Some ammunition types bypass armour entirely — see Auto-Cannon below.
Equipment Combat Damage
Whenever a drone takes health damage (after shields and armour), one random functional equipment on the drone also loses durability equal to the health damage dealt (1:1). If shields absorb all damage, no equipment is affected. Not all weapon types trigger this:
| Weapon | Equipment Damage? | Reason |
|---|---|---|
| Laser Cannon | Yes | Standard damage path |
| HE Cannon Round | Yes | Standard damage path |
| Canister Round | Yes | Standard damage path (per cone tile). Armour is 2x effective. |
| Wire-Guided Missile | No | No equipment damage |
| AP Cannon Round | No | Bypasses armour and equipment damage |
| Howitzer Shell | Yes | Standard damage path (direct and splash) |
Range & Elevation
Weapon range calculations take elevation into account. Distance is measured in 3D: each tile of horizontal distance equals 5 units of altitude. The effective distance to a target is computed using both the horizontal tile distance and the altitude difference between attacker and target. This means firing at a drone hovering at high elevation costs more effective range than firing at a target at the same altitude.
Targeting & Marks
Drones equipped with a Targeting Computer can mark enemy drones and buildings. Marks provide an accuracy bonus to all friendly attackers firing at the marked target.
- Drone Mark Bonus: +20% accuracy per mark (plus any research upgrades)
- Turret Mark Bonus: +20% accuracy per mark
- Multiple marks from the same team stack for increased bonus (capped at 95%)
- Marks have a duration measured in cycles
Fire Feedback
A functional Targeting Computer also provides post-fire feedback messages. When a drone with a targeting computer fires any weapon, it receives an INFO message with targeting data:
- Laser: Target tile (relative coordinates), number of hits and misses, total damage dealt (split into shield damage and health damage). Firing at an empty tile reports 0 hits / 0 misses.
- Missile: Impact tile, direct hit and splash hit counts, and a damage breakdown (direct damage vs splash damage). Without a targeting computer, no impact message is sent.
- Auto-Cannon: Impact tile, direct hit and splash hit counts, damage breakdown (direct vs splash), and ammo type.
The targeting computer must be functional (not broken or destroyed) at the time of impact for the message to be sent. Coordinates in all feedback messages are relative to the firing drone's position.
Shield Mechanics
All drones have a base maximum shield capacity of 50. Shield Generators add +50 capacity each. Shield Generators are required to actively charge shields using battery power.
Shield Transfer
Any drone can transfer shields to an adjacent drone at the same elevation. The target must have capacity to receive shields.
| Level | Shields | Description |
|---|---|---|
| 1 | 25 | Most battery-efficient (5 shields/battery) |
| 2 | 20 | Balanced (2 shields/battery) |
| 3 | 15 | Least efficient (1 shield/battery) |
Laser Cannon
The Laser Cannon is a direct-fire energy weapon available as both drone equipment and a building turret. It requires no ammunition — shots consume battery only.
Drone Laser Cannon
| Stat | Level 1 | Level 2 | Level 3 |
|---|---|---|---|
| Damage | 10 | 25 | 40 |
| Range | 10 tiles | ||
| Base Accuracy | 85% (modified by distance) | ||
Dual Laser Volley
When a drone fires its laser, all equipped laser cannons that are off cooldown fire simultaneously as a volley. Each cannon rolls accuracy and deals damage independently. A drone with two laser cannons will fire two shots in a single FIRE action, and each cannon then enters its own cooldown.
Equipping multiple laser cannons dramatically increases burst damage. A drone with two Level 3 cannons can deal up to 80 damage in a single volley.
Beam Path & Blocking
The laser traces a straight hex line from the attacker to the targeted tile. Each cannon's beam travels independently along this path:
- On miss: The beam continues to the next entity in the path and rolls accuracy again. A single beam can pass through multiple missed drones before hitting one further away.
- On hit: The beam stops and deals damage to that entity.
The following obstacles block the beam entirely — nothing behind them can be hit:
- Impassable terrain (terrain type 3)
- Elevated terrain higher than the attacker's height (terrain elevation + drone hover elevation)
- Resource nodes
- Buildings (both friendly and enemy) — the building is added as a hittable target, but the beam stops regardless of hit or miss
Accuracy & Damage Falloff
Laser accuracy and damage scale with distance to the target:
- Close Range (within 20% of max range): 70% accuracy, 100% damage
- Max Range: 15% accuracy, 50% damage
- Both scale linearly between these points
Laser Turret (Building)
Laser Turrets are defensive buildings equipped with dual laser cannons, built-in sensors, and a targeting computer.
| Stat | Value |
|---|---|
| Damage | 40 per cannon, 2 shots per fire |
| Range | 15 tiles |
| Accuracy | 85% base + 20% building bonus (modified by distance) |
| Scan / Identify / Mark Range | 15 tiles |
| Mark Accuracy Bonus | +20% |
Laser Turrets use the same distance-based accuracy and damage falloff as drone laser cannons.
Wire-Guided Missile
The Wire-Guided Missile is a high-damage weapon that targets a specific tile coordinate. Missiles follow the standard damage model (shields → armour → health). Requires the unlock_wire_guided_missile research.
Drone Missile Equipment
| Stat | Level 1 | Level 2 | Level 3 |
|---|---|---|---|
| Range | 5 | 10 | 15 |
| Damage | 100 | ||
| Missiles per Equipment | 2 | ||
| Flight | Travels tile-by-tile with a limited flight time | ||
Missile Guidance
Drones cannot fire missiles while hovering — the drone must be on the ground to launch. Missiles are wire-guided, so the firing drone must remain alive and functional for the duration of the missile's flight. If the firing drone is destroyed while a missile is in flight, the missile loses guidance.
Missiles can also be redirected mid-flight using a Targeting Computer's MARK action with a redirect target, allowing you to change the missile's destination after launch.
Missile Turret (Building)
Missile Turrets are defensive buildings that fire guided missiles. They carry an internal magazine that must be reloaded with resources.
| Stat | Value |
|---|---|
| Damage | 100 per missile |
| Missiles per Fire | 2 |
| Magazine Capacity | 4 missiles |
| Range | 15 tiles |
| Flight | Travels tile-by-tile with a limited flight time |
| Reload | costs 12 titanium + 8 battery materials |
Missile Redirect: While missiles are in flight, using the turret's mark action will redirect all in-flight missiles to the new target coordinates instead of marking. Missiles that cannot reach the new target (insufficient range or flight time) are unaffected.
Auto-Cannon
The Auto-Cannon is a projectile weapon that fires ammunition rounds. It requires both an Auto-Cannon equipment and Ammunition equipment on the same drone. Requires the unlock_auto_cannon research.
Drone Auto-Cannon Equipment
| Stat | Level 1 | Level 2 | Level 3 |
|---|---|---|---|
| Range | 5 | 10 | 15 |
| Base Accuracy | 75% | ||
| Minimum Range | 2 tiles | ||
Ammunition Types
Each Ammunition equipment holds 10 rounds. Different round types have distinct properties:
| Type | Damage | Special | Speed |
|---|---|---|---|
| Armour Piercing (AP) | 50 | Ignores armour. Disappears at max range on a miss. | 3 tiles/cycle |
| High Explosive (HE) | 30 + 15 splash | Splash damages adjacent tiles. Always explodes at max range, even on a miss. | 3 tiles/cycle |
| Canister Round | 5 per tile | Instant cone effect (no projectile). Fires a cone of flechettes expanding outward from the drone toward the target. Base cone depth: 3 tiles (upgradeable to 6 via canister_round research). Always hits — no accuracy rolls. Hits drones at any elevation. Blocked by impassable terrain, elevated terrain, buildings, resource nodes, and drones. A drone that blocks cone expansion absorbs extra damage equal to all tiles blocked behind it. | Instant |
Projectile Path & Blocking (AP & HE only)
AP and HE rounds travel tile-by-tile (3 tiles per cycle) and check each tile for targets. The following obstacles stop the round:
- Impassable terrain — HE rounds explode on impact (dealing splash), AP rounds are lost
- Resource nodes — same as impassable terrain
- Buildings (friendly and enemy) — the round explodes on impact, dealing full damage regardless of ownership
- Drones — accuracy roll per drone; on hit the round explodes, on miss it continues to the next tile
Canister Round Cone Mechanics
Canister rounds fire an instant cone of flechettes from the drone toward the target. The cone expands along the line from the firing drone to the target tile, covering tiles at distance 1 through the cone depth (base 3, upgradeable to 6) from the drone.
Every entity in a cone tile takes damage (5 per tile, no accuracy roll). Because flechettes are small projectiles, armour is twice as effective against canister rounds (e.g., 10 armour blocks 20 damage instead of 10). The cone is blocked row-by-row:
- Impassable terrain / elevated terrain / resource nodes — block tiles directly behind them in the cone (no damage dealt)
- Buildings — take 5 damage per cone tile they occupy, then block tiles behind
- Drones — take 5 damage for their tile plus 5 damage for every tile recursively blocked behind them. A drone in the center of the cone can absorb significant damage.
Canister rounds hit drones at any elevation (useful against hovering LUCAS drones). The cone itself does not require line of sight to the target — blocking is evaluated per-tile as the cone expands.
Upgrades (canister_round research): each of 3 tiers adds +1 per-tile damage and +1 cone depth. At tier 3: 8 damage/tile, cone depth 6 tiles.
Auto-Cannon Turret (Building)
Auto-Cannon Turrets are long-range defensive buildings that fire ammunition rounds. They carry an internal magazine that must be reloaded with resources.
| Stat | Value |
|---|---|
| Rounds per Fire | 2 |
| Magazine Capacity | 16 rounds per ammo type |
| Range | 22 tiles |
| Minimum Range | 2 tiles |
| Base Accuracy | 75% + 20% building bonus |
| Reload | costs 6 titanium + 2 battery materials |
| Canister Cone Range | 5 tiles (vs 3 for drone) |
| Canister Cone Damage | 10 per tile (vs 5 for drone) |
The turret's canister rounds have an extended cone (range 5, 10 damage/tile) compared to drone canister rounds (range 3, 5 damage/tile). Total damage budget per shot: 10 × 25 = 250.
Howitzer
The Howitzer is a deployable long-range artillery weapon that fires specialized anti-drone airburst shells in arcing trajectories, ignoring line of sight. The shells are designed to shred drone armour and electronics with fragmentation, but their airburst fuzing is largely ineffective against hardened building structures. It requires the unlock_howitzer research, which unlocks all three howitzer equipment types: Howitzer (the weapon), Howitzer Shells (ammunition), and Howitzer Charges (propellant).
Deploy / Stow Lifecycle
The howitzer must be deployed before it can fire and stowed before the drone can move again.
- Deploy: Higher levels deploy faster. Drone must be at elevation 0 and not hovering. Cannot deploy inside any base — the hardened base ground tiles cannot anchor the howitzer.
- Stow: Higher levels stow faster. Re-enables movement after completion.
- While deployed, the drone cannot turn, drive, hover, ascend, or descend.
Loading Sequence
Before firing, you must load a shell and then propellant charges:
- Load Shell: Loads 1 shell from the Howitzer Shells equipment into the breech. Consumes 1 round. Higher levels load faster.
- Load Charges: Loads 1-3 propellant charges from the Howitzer Charges equipment. Each charge determines range:
Higher levels load faster.Charges Min Range Max Range 1 8 16 2 16 24 3 24 32
Aiming
After loading, use the aim action to point the howitzer at target coordinates (relative to the drone). Aiming a farther target takes longer, and higher howitzer levels aim faster.
Battery drain per cycle: L1=1, L2=3, L3=8. The target must be within the range determined by the loaded charges.
Firing
Once aimed, the fire action launches the shell. Higher levels fire faster. There is a cooldown between shots.
Accuracy
| Outcome | Probability | Effect |
|---|---|---|
| Direct Hit | 30% | Shell lands on targeted tile |
| Scatter (ring 1) | 30% | Shell lands on random adjacent tile |
| Scatter (ring 2) | 30% | Shell lands on random tile 2 hexes away |
| Dud | 10% | Shell fails to detonate — no damage |
Accuracy improves with howitzer upgrades (+5% direct hit per tier).
Damage Model
| Zone | Base Damage | Notes |
|---|---|---|
| Direct hit tile | 100 | Full damage to all entities on the tile |
| Ring 1 (adjacent) | 50 | Splash damage to all 6 adjacent tiles |
| Ring 2 (2 tiles out) | 25 | Splash damage to the outer ring |
Anti-drone specialization: Howitzer shells use airburst fragmentation optimized for destroying drones. Buildings, with their hardened structures, take only 10% damage on a direct hit and no splash damage from ring 1 or ring 2. Use direct-fire weapons (lasers, auto-cannons, missiles) against buildings instead.
Shell travel speed is 2 tiles per cycle (8 tiles/second) and follows an arcing trajectory that ignores line of sight — shells fly over terrain, buildings, and all obstacles.
Upgrade Effects
- Howitzer upgrades (per tier): faster load/fire actions, -10% battery cost, +5% accuracy, faster aiming
- Shell upgrades (per tier): +20 direct damage, +10 ring 1 splash, +5 ring 2 splash, +1 round per equipment, -5 weight
- Charge upgrades (per tier): +2 range (min and max), +3 charges per equipment, -5 weight
Tactical Considerations
- The howitzer requires a full loading sequence (shell + charges + aim) before each shot — plan ahead.
- Cannot fire while hovering or in motion — choose your firing position carefully.
- Charges are consumed on loading, not firing — a dud still uses the shell and charges.
- Airburst shells are anti-drone weapons — buildings take only 10% direct damage and no splash damage. Target drone formations, not fortified positions.
Land Mine
The Land Mine is a deployable explosive ordnance that sits hidden on a tile until triggered. Mines are invisible to scan but visible to identify commands. Friendly mines show full details including mine ID; enemy mines show damage and splash values only.
Deployment
- Can be deployed at any elevation — the mine falls to ground level on the drone's current tile
- Requires
unlock_land_mineresearch completed - Battery cost to deploy varies by equipment level
- Upgrades make deployment faster
Deploy Levels
| Level | Damage | Mines |
|---|---|---|
| 1 | 100 | 3 |
| 2 | 110 | 3 |
| 3 | 120 | 3 |
Detonation Triggers
- Ground movement: Any drone driving onto the mine's tile at elevation 0
- Hover descent: A drone descending to elevation 0 on the mine's tile
- Fall damage: A drone falling to ground level (battery depleted while hovering)
- Weapon impact: Laser fire, missile hit (direct or splash), auto-cannon hit (direct or splash), or building turret fire hitting the mine's tile
Damage Model
- Follows standard damage flow: Shields → Armour → Health
- All ground-level drones on the mine tile take full damage
- Buildings on the mine tile take full damage
- With splash upgrades: adjacent tile drones and buildings take splash damage
- Hovering drones (elevation > 0) are not affected
Consumable Behavior
- Each Land Mine equipment holds a limited number of mines (base: 3, increased by upgrades)
- Deploying a mine consumes one from the equipment
- When all mines are depleted, the equipment is automatically removed from the drone
- Limited to 1 Land Mine equipment per drone
Visibility
- Scan: Mines are NOT revealed by scan commands
- Identify: Mines ARE revealed by identify commands on their tile
- Friendly mines show: damage, splash damage, and mine ID
- Enemy mines show: damage and splash damage only
Seismic Sensor Notifications
Drones with a functional Seismic Sensor Array within detection range receive a warning message when a land mine detonates, including the relative coordinates of the detonation. Drones without a seismic sensor will not be alerted to nearby mine detonations (though drones directly hit by a mine always receive a damage warning).
Upgrades
Each tier: +50 damage, faster deploy, +25 splash damage, +1 mine (cumulative at T3: +150 damage, much faster deploy, +75 splash, +3 mines).
Ammunition / Charge Transfer
Drones can transfer ammunition and charges to adjacent friendly drones using the ammo transfer action. This moves the actual equipment object (with its current remaining count) to the target drone — no duplication occurs.
Endpoint
POST /api/v1/drones/<drone_id>/ammo/transfer
| Parameter | Type | Description |
|---|---|---|
| target_q | int | Relative Q offset to target drone |
| target_r | int | Relative R offset to target drone |
| equipment_id | string | UUID of the equipment to transfer |
| level | int (1-3) | Action level |
Supported Equipment
- Auto-cannon ammunition (Armour Piercing, High Explosive, Canister Rounds)
- Howitzer Shells
- Howitzer Charges
Requirements
- Target must be on an adjacent tile
- Target must be on the same team
- Target must have free equipment slots
- Auto-cannon ammunition that is currently loaded cannot be transferred — use the
auto_cannon/unloadaction first to unload it from the cannon
Higher levels transfer ammunition faster. ActionType: AMMO_TRANSFER
Point Defense System (Drone Equipment)
The Point Defense System is an automated missile interception system that protects the drone and nearby allies. Requires the unlock_point_defense research.
- Activate: Activates the PDS for a chosen duration (optional
"cycles"parameter in the request body). While active, incoming enemy missiles within range are intercepted with a 30% chance per missile. - Battery Cost: Costs battery per activation cycle plus additional battery per successful interception.
- Passive: PDS must be explicitly activated to provide protection. It automatically re-activates each cycle for the duration specified.
| Level | Range | Interception Chance |
|---|---|---|
| 1 | 1 tile | 30% |
| 2 | 2 tiles | 30% |
| 3 | 3 tiles | 30% |
Direction Finding Antenna
The DF Antenna is a deployable passive electromagnetic sensor that detects EM emissions from all drone actions within a configurable cone. Unlike regular sensors, the DF Antenna requires a multi-step deployment process, operates passively once configured, and delivers raw EM spectrum data rather than positional information. EM/DF antennas are long range (0-49 tiles at T0) — the primary strategic intelligence gathering tool.
Deploy Lifecycle
- Deploy: Transitions antenna from stowed to deployed state. Drone cannot move (turn, drive, hover) while deployed.
- Raise: Extends antenna mast up to height 20. Does NOT change drone elevation. Larger height changes take longer.
- Configure: Sets cone direction (0-5) and width (0-4). Antenna begins passively listening.
- Lower: Retracts antenna. Must reach height 0 before stowing.
- Stow: Returns to stowed state. Movement re-enabled.
Passive EM Detection
Once deployed, raised, and configured, the antenna passively detects EM emissions from drone actions each cycle. No repeated scan actions are needed — the antenna listens continuously. Every drone action (movement, firing, scanning, mining, repairing, etc.) produces an EM signature that propagates outward. The DF antenna captures these signals within its configured cone.
Detection Stats
| Stat | Value |
|---|---|
| Detection Range | 30 tiles |
| Detection Threshold | 3.0 |
Configure Parameters
- direction (0-5): Hex direction for the center of the listening cone.
- cone_width (0-4): 0 = narrow line (±10°), 1 = 60°, 2 = 120°, 3 = 240°, 4 = 360° (full circle).
What You Receive
Each EM detection message contains:
spectrum— array of 8 floating-point amplitudes (EM frequency bins low to high)direction— hex bearing (0-5) toward the source
The message does not include distance, action type, or coordinates. You must infer these by analysing the spectrum:
- Identify actions by matching the spectrum shape against known EM profiles
- Estimate distance from overall amplitude (stronger = closer)
- Detect multiple sources when the spectrum doesn't match any single known profile
EM Profiles
Every drone action produces a unique EM signature across the 8 frequency bins. Active electronics (scanning, jamming) produce strong, distinctive signatures, while passive actions (movement, mining) produce weaker signals. The exact spectral shapes must be discovered through experimentation — deploy a DF antenna near a friendly drone and observe the spectrum produced by different actions to build your own reference library.
EM Signal Propagation
- Inverse square law decay:
1 / (1 + d² × rate)per bin, combined with frequency-dependent attenuation (EM freq attenuation rate: 0.006). Higher frequencies fade faster at distance, though the effect is weaker than for seismic signals. - Phase shift: Each bin's phase shifts with distance:
phase + (bin_index × distance × 0.08) - LOS blocking: Line of sight is checked at the antenna's effective height (terrain elevation + drone elevation + antenna height). Raise the antenna higher to see over terrain and obstacles. Terrain blocks EM signals (unlike seismic which passes through but is attenuated).
- Cone filtering: Only EM sources within the configured cone are detected.
Waveform Superposition
When multiple EM events occur in the same cycle from the same direction, their waveforms combine via complex superposition — identical to the seismic sensor system. Each frequency bin is added as a complex number (amplitude × phase), producing constructive or destructive interference.
Upgrades
Each tier: +0.3 sensitivity, +5 range (cumulative at T3: +0.9 sensitivity, +15 range).
Seismic Sensor Array
The Seismic Sensor Array is a passive equipment that analyses seismic waveforms from nearby weapon fire, explosions, and drone movement. It requires no actions and no battery — it simply monitors ground vibrations. Seismic sensors are short range (0-21 tiles at T0) — designed for combat rangefinding and close-area awareness.
Waveform Detection System
Each weapon produces a unique seismic signature defined as amplitudes across 8 frequency bins. When a weapon fires, the vibration propagates outward through the ground with amplitude decaying over distance and phase shifting with distance. The sensor delivers the raw received spectrum — it does not identify the weapon for you.
Signal Propagation
Seismic signals use inverse square law decay: 1 / (1 + d² × rate), combined with frequency-dependent attenuation (seismic freq attenuation rate: 0.012). Higher frequencies fade faster with distance, causing the received spectrum to become bass-heavy at range — the lunar regolith acts as a natural low-pass filter. This means the same weapon produces different spectral shapes at different distances, which can be used for range estimation.
Terrain Dampening
Seismic waves propagate through the ground and are absorbed by elevated terrain along the path from source to listener. Dense, elevated rock formations act as natural dampeners, converting vibrational energy into heat. Each intermediate tile with elevation above 0 reduces the signal amplitude — the higher the terrain, the greater the absorption. Terrain at elevation 20+ absorbs seismic signals almost entirely, effectively blocking propagation. This means base defensive walls provide natural seismic cover, and impassable terrain formations create seismic blind spots.
Detection Ranges (T0 base sensor)
Approximate maximum detection range for key events with a base (T0) seismic sensor on clear terrain:
| Event | Range (tiles) |
|---|---|
| Engine (driving) | 0 |
| Hover ascend | 4 |
| Laser | 11 |
| Canister round | 11 |
| AP/HE round | 13 |
| Missile/rocket | 14 |
| Explosion | 15 |
| LUCAS (launch only) | 18 |
| Howitzer fire | 21 |
What You Receive
Each seismic detection message contains:
spectrum— array of 8 floating-point amplitudes (frequency bins low to high)direction— hex bearing (0-5) toward the source
The message does not include distance, weapon type, or coordinates. You must infer these by analysing the spectrum:
- Identify weapons by matching the spectrum shape against known seismic profiles
- Estimate distance from overall amplitude (louder = closer)
- Detect multiple sources when the spectrum doesn't match any single known profile
Seismic Profiles
Each vibration source (weapons, explosions, engines) has a unique frequency signature across the 8 bins. The exact spectral shapes are not documented — you must discover them through experimentation. Have a friendly drone perform actions near your seismic sensor and record the received spectra to build your own signature library. Stronger sources (explosions, heavy weapons) are easier to detect at range, while weaker sources (engines, small arms) require closer proximity or upgraded sensors.
Waveform Superposition
When multiple events occur in the same cycle from the same direction, their waveforms combine via complex superposition. Each frequency bin is added as a complex number (amplitude × phase), producing constructive interference (louder) when phases align and destructive interference (quieter) when they oppose. This means:
- Two identical weapons firing together may produce a spectrum that is louder than the sum of parts (constructive) or quieter (destructive), depending on distance-induced phase shifts
- Different weapon types produce distinct spectral shapes that are individually recognisable but blend when combined
- Events from different directions are delivered as separate messages (no cross-direction interference)
Detection Threshold & Upgrades
The sensor only reports events whose total received amplitude (sum of all 8 bins after decay and superposition) exceeds the detection threshold. Each upgrade tier lowers the threshold by 0.75 (base 5.0 → T1: 4.25 → T2: 3.5 → T3: 2.75).
What It Does NOT Detect
- Scanning, mining, repairing, turning, or other non-movement, non-combat actions
Direct Hit Warnings vs Seismic Detection
Direct hit warnings (e.g. "Drone took laser damage", "Drone hit by land mine!") are always sent to the affected drone regardless of equipment. These only tell you that you were hit and by what weapon type — they do not include the attacker's location or direction.
The Seismic Sensor Array provides spectrum-based awareness of combat happening near you, even if you are not directly involved. You receive raw waveform data that requires analysis to interpret.
Signal Jammer
The Jammer is a deployable electronic warfare device that blocks drone signal communications within a directional beam. When active, any drone within the beam cannot receive commands: orders sent to a jammed drone are silently lost — no failure message, no acknowledgment, nothing. Affects both friendly and enemy drones (except the jammer drone itself, which always remains commandable).
Deploy Lifecycle
- Deploy: Transitions jammer from stowed to deployed state. Drone must be at elevation 0. Cannot move (turn, drive, hover) while deployed.
- Raise: Extends antenna mast up to height 20. Larger height changes take longer.
- Activate: Sets beam direction (0-5) and starts jamming. Requires antenna_height > 0.
- Deactivate: Stops jamming.
- Lower: Retracts antenna. Must deactivate first. Lower to height 0 before stowing.
- Stow: Returns to stowed state. Must deactivate and lower antenna first. Movement re-enabled.
Jam Levels
| Level | Range |
|---|---|
| 1 | 15 tiles |
| 2 | 25 tiles |
| 3 | 40 tiles |
Beam Mechanics
- Beam direction: Projects a straight line from the jammer drone in a hex direction (0-5).
- Beam starts at the first neighbor tile — the jammer drone's own tile is NOT jammed.
- LOS blocking: The beam stops when it hits terrain higher than the antenna height, or a building.
- Battery drain: While active, the jammer drains battery each cycle. If battery is depleted, the jammer auto-deactivates with a warning.
Beam Width (from upgrades)
- Width 1 (base / tier 1): Center line only — a single straight line of tiles.
- Width 2 (tier 2: Wideband Emitter): Center line + one parallel line offset perpendicular.
- Width 3 (tier 3: Phased Array Jammer): Center line + two parallel lines on each side.
Command Jamming
While a drone sits in the beam, every command sent to it is silently dropped at the moment it would be delivered — exactly like a transmission lost to distance (see Command Transmission), but guaranteed rather than probabilistic. There is no "jammed" notification: from your side, the drone simply goes quiet.
- Actions the drone had already queued before entering the beam continue to execute normally.
- The drone's own outbound reports are not blocked — completions and warnings from queued work still reach you (subject to normal signal loss). A drone that reports but won't obey is your clue that it is being jammed.
- Detect the jammer itself with a DF antenna (jammers are strong EM emitters), then destroy it, leave the beam, or wait it out.
Upgrades
Each tier: +3 range, -15% battery, +1 beam width (cumulative at T3: +9 range, -45% battery, +3 beam width).
Signature Dampener
The Signature Dampener is a stealth equipment with two distinct effects: passive EM dampening and active scan cloaking. Requires the unlock_signature_dampener research.
Signal Dampening (Always Active)
As long as the Signature Dampener is functional (not broken), all EM emissions from the drone are reduced by 50%, and seismic signatures are also reduced. This makes the drone harder to detect on both DF antennas and seismic sensors at all times, even while performing actions.
- EM exceptions: Scanning and identifying always emit at full EM strength (100%) regardless of dampening. These actions produce strong, distinctive EM signatures that cannot be masked.
- Seismic exceptions: Missiles, auto-cannon rounds (AP/HE/canister), and howitzer fire produce seismic signatures too loud to dampen.
- No cooldown: Signal dampening is passive and requires no idle period.
Scan Cloaking (Requires Idle Cooldown)
- Activation: Automatic after the drone has taken no actions for a period of inactivity. No manual activation needed.
- Deactivation: Any action (drive, turn, fire, scan, identify, mine, deploy, etc.) immediately resets the cooldown timer. The dampener will re-activate after another full cooldown period of inactivity.
Effects
| Effect | Base Value | Mode | Description |
|---|---|---|---|
| EM Emissions | 50% | Always active | All EM emissions reduced by 50% (except scan/identify) |
| Scan Detection Range | 50% | Requires idle cooldown | Enemy scans only detect this drone at half their normal range |
| Cloak Cooldown | a period of inactivity | — | Inactivity required before scan cloaking activates |
Upgrades
Each tier: -10% scan detection range, -10% EM signal, shorter cloak cooldown. At tier 3, scan detection is reduced to 20% range, EM signal to 20% strength, and the cloak cooldown is much shorter.
Decoy Beacon
The Decoy Beacon deploys a fake drone on an adjacent tile that mimics electrical signatures. Decoys appear on scan results as real drones but have no equipment, minimal HP, and cannot take any actions. Requires the unlock_decoy_beacon research.
- Deploy: Places a decoy on an adjacent tile in the specified hex direction (0-5). Can be deployed at any elevation — the decoy is placed on the ground tile. Higher levels deploy faster but cost more battery (L1: 1, L2: 5, L3: 10 battery per pulse).
- Decoy HP: 1 HP base (upgradeable). Decoys are destroyed by any damage.
- Consumable: Each Decoy Beacon equipment holds 3 decoys (base). When all decoys are deployed, the equipment is removed from the drone. Limited to 1 per drone.
- Detection: Decoys appear as normal drones on scan. The identify command reveals them as decoys.
| Level | Decoys |
|---|---|
| 1 | 3 |
| 2 | 3 |
| 3 | 3 |
Smoke Launcher
The Smoke Launcher deploys a smoke screen that blocks line-of-sight for scan and identify commands. Requires the unlock_smoke_launcher research.
- Deploy: Creates smoke on the drone's current tile and all tiles within radius 1. Can be deployed at any elevation — the smoke covers the ground-level tiles below. Higher levels deploy faster but cost more battery (L1: 1, L2: 5, L3: 10 battery per pulse).
- Duration: Smoke persists for a while, then dissipates.
- Smoke Interval: Additional smoke pulses are emitted at regular intervals; higher levels pulse more frequently.
- Consumable: Each Smoke Launcher holds 3 charges (base). When all charges are used, the equipment is removed. Limited to 1 per drone.
- Effect: Tiles covered in smoke block line-of-sight for scan and identify. Drones inside smoke cannot be targeted by lasers or auto-cannons (but missiles still work).
Movement & Navigation
Ground Movement
Drones with Propulsion equipment can:
- Turn: Rotate 60 degrees left or right
- Drive Forward: Move one tile in facing direction
- Drive Reverse: Move one tile opposite to facing direction
Hex Directions
Drones face one of six directions (0-5), corresponding to the six edges of a flat-top hexagon. Direction 0 is Northeast, and directions increase clockwise: 0=Northeast, 1=Southeast, 2=South, 3=Southwest, 4=Northwest, 5=North.
Terrain Effects
- Normal Terrain: No movement penalty
- Difficult Terrain: Doubles ground movement cycles for drones at ground level. Hovering drones are unaffected.
- Impassable Terrain: Cannot be entered (ground drones). Blocks laser beams and AP/HE projectiles.
Projectile blocking: Impassable terrain, elevated terrain, resource nodes, and buildings all block laser beams and AP/HE autocannon rounds. Canister rounds handle their own per-tile blocking within the cone. See Laser Cannon and Auto-Cannon for full details.
Hover Movement
Drones with Hover Tech can ascend and descend:
- Ascend: Increase elevation (1-5 units per action)
- Descend: Decrease elevation (1-5 units per action)
- Hovering drones can move over any terrain and other units
- Battery cost scales with drone weight
- Maximum elevation is limited by the Hover Tech equipment
- Elevated Speed Bonus: Movement actions (turn, drive, ascend, descend) complete in half the time while above ground level
Dual Propulsion
Installing two Propulsion units provides benefits:
- Base battery cost is 1.5x (not 2x) for redundancy benefit. The weight-based cost is added on top of this.
- If one engine is damaged, the other can still function