Every one of them runs the same state machine and none of them knows where you are — it knows where it heard you. Every one of them announces its attack before it lands, and every one of them has exactly one place worth shooting. Both of those are on the card, because the fight is decided by whether you recognised the wind-up, not by your aim.
The diagram beside each machine is drawn from the same table the game reads at runtime. Where the picture and the diagram disagree, the diagram is right.
Bone arc
The plating, swept about the way it faces. A gap is a direction you can shoot from.
Yellow mark
The weak point, at its own offset and its own size on the hull.
Teal wedge
The vision cone. An angle, not a range — the range is in the stats.
Trash
01
Mite
Any gun and two tiles of spacing. Never let one reach you; never let six.
The telegraph
0.60sIts shell splits along the hinge and the core inside burns brighter. You will hear a rising charge 26 tiles out.
The weak point
Whole body · ×1.5
On its centreline — there is no side to take. Always exposed.
Armour None. Nothing on it is plated.
Health
28
Speed
4.6 t/s
Sees
9t · 200°
Hears
14t
Trash
02
Gnat
A shotgun and patience. Kill it before the shriek, or fight everything it called.
The telegraph
0.45sThe rotor cowls flare wide and it steadies onto a firing line. You will hear a rising charge 16 tiles out.
0.70sThe optic strobes — it is about to call everything that can hear it. You will hear an alert klaxon 34 tiles out.
The weak point
Whole body · ×1.4
On its centreline — there is no side to take. Always exposed.
Armour None. Nothing on it is plated.
Health
34
Speed
5.2 t/s
Sees
13t · 240°
Hears
12t
Support
03
Scryer
Kill it fast or break line of sight. A tagged Scrapper is a Scrapper being hunted.
The telegraph
0.90sThe lens narrows to a hard point and stops sweeping. It is marking you. You will hear a rising charge 20 tiles out.
The weak point
Optic lens · ×3.0
On its front. You can hit it head-on. Always exposed.
Armour 10 all round. There is no soft side to find.
Health
62
Speed
3.1 t/s
Sees
20t · 130°
Hears
18t
Light
04
Hound
Sidestep the charge. It cannot turn once it commits, and its back is soft.
The telegraph
0.85sIt drops onto its haunches and squares up. The lane it is facing is the lane it gets. You will hear a rising charge 22 tiles out.
0.35sThe jaw opens. You are already inside its reach. You will hear servo noise 12 tiles out.
The weak point
Rear joints · ×2.4
Behind it. You have to get past the front to reach it. Only while it is engaging or recovering from an attack.
Armour 20 across a 180° arc on its front. The other 180° is frame.
Health
110
Speed
5.8 t/s
Sees
15t · 120°
Hears
22t
Medium
05
Lancer
Break the lock with cover, or Pulse it. Thruster hits chain into the whole frame.
The telegraph
1.20sIt stops dead in the air and swings its vanes forward, holding the lock. You will hear a rising charge 30 tiles out.
The weak point
Thrusters · ×2.2
Behind it. You have to get past the front to reach it. Always exposed.
Armour 45 all round. There is no soft side to find.
Health
175
Speed
4 t/s
Sees
22t · 110°
Hears
20t
Heavy
06
Bulwark
Flank it — the plate is a 140° arc — or put a Ferro slug straight through it.
The telegraph
1.40sThe cannon barrels begin to turn, and the rear vent flares open to dump the heat. You will hear a rising charge 34 tiles out.
The weak point
Rear vent · ×3.2
Behind it. You have to get past the front to reach it. Always exposed.
Armour 160 across a 140° arc on its front. The other 220° is frame.
Health
340
Speed
2.4 t/s
Sees
18t · 95°
Hears
24t
Heavy
07
Howler
Close the distance. Its shells arc over cover but it cannot depress the barrel.
The telegraph
1.80sThe struts bite into the ground and the barrel climbs above the hull. You will hear a rising charge 44 tiles out.
The weak point
Barrel assembly · ×2.6
On its front. You can hit it head-on. Only while it is engaging.
Armour 90 all round. There is no soft side to find.
Health
290
Speed
2.1 t/s
Sees
26t · 140°
Hears
30t
Heavy
08
Weaver
Pulse it mid-leap, or fight it in a doorway it cannot jump through.
The telegraph
1.10sAll eight legs coil under it. Whatever it is aimed at, it is about to be there. You will hear a rising charge 36 tiles out.
The weak point
Underbelly · ×3.5
On its centreline — there is no side to take. Only while it is recovering from an attack.
Armour 120 across a 300° arc on its front. The other 60° is frame.
Health
310
Speed
3.6 t/s
Sees
17t · 160°
Hears
26t
Boss
09
Sovereign
A full squad and a Ferrolance. The plates open only while the beam charges.
The telegraph
2.20sThe chest plates rotate apart and the emitter behind them starts to charge. You will hear a rising charge 999 tiles out.
1.00sThe shoulder mount spins up and begins to walk fire toward you. You will hear a rising charge 44 tiles out.
1.50sThe flank hatches unseal. It is not attacking — it is emptying. You will hear an alert klaxon 60 tiles out.
The weak point
Shifting core plates · ×2.8
On its centreline — there is no side to take. Only while it is engaging or recovering from an attack.
Armour 600 all round. There is no soft side to find.