Field manual

How it all works

The game teaches most of this in play, but some people like to read the numbers before giving up an evening. These are the real ones, pulled straight out of the tables the game ships with.

01

What a build is made of

Two weapons, one frame, one doctrine tree, one field ability. There are no classes here and no choice that closes another one off. All of it swaps between runs, and most of it probably should.

Weapons

Seventeen chassis across seven classes. The heavier ones only start dropping at higher threat, so the toybox opens up further down.

ChassisClassDrops fromWhat it is
KR-7 KestrelRifleT1Standard service rifle. Boring and reliable.
Wasp SDSMGT1Suppressed, light, and very fast.
Breacher 10ShotgunT1Pump-action. Point it at the problem.
VX HammerheadRifleT2Fires slower, hits about twice as hard.
Lancer AR-9RifleT2Three-round burst, whether the moment called for one or not.
Longshot M4MarksmanT2Semi-auto. Rewards a steady hand.
Ripsaw-12SMGT3Empties a fifty-round drum in under three seconds. Bring spares.
Auto-SweepShotgunT3Full-auto buckshot. Good for doorways.
Sentinel LMGHeavyT3A hundred rounds a belt. The reload takes forever.
Arc EmitterEnergyT3Arcs between nearby hostiles. The tighter the crowd, the better it works.
CoilboreShotgunT4Magnetic slug thrower. Goes through more than one of them.
Fusion LanceEnergyT4Continuous beam. Hold the trigger and sweep.
Thumper GLLauncherT4Grenades that bounce once before they go off.
VoidlanceMarksmanT5The round goes through bodies. Walls stop it, usually.
Nova CoilEnergyT5Hold to charge, release to clear the room.
Choir RotaryHeavyT6Six barrels. Takes a second to spin up.
HAVOC RLLauncherT7Lock on and let go. It finds them.

Frames

Six of them, and they change how an operator moves and not only how much it soaks.

FrameDrops fromWhat it does
Line CarapaceT1Health, a bit of shield, a bit of damage reduction. Nothing special, and hard to go wrong with.
Skirmish WeaveT1Faster on foot, shorter dash cooldown, wider pickup range. Thin armor, so don't get hit.
Siege PlateT3A big health pool and blast resistance, at walking pace. It was never built to move.
Warden HaloT4Less health, but a large shield that recharges quickly.
Reclaimer RigT5Regenerates on its own and revives much faster. The co-op pick.
SpinecoatT6Health and thorns, grown from the same spore that started all this. Nobody signed off on it.

Doctrine and abilities

Twenty-two skills across Gunnery, Endurance and Fieldcraft. Four tiers, each costing more than the last, so the points go to the bottom of one branch or spread across all three. One field ability sits on top of that:

02

Rarity, and what it buys

Six tiers. Each step up multiplies the chassis's base numbers and adds another affix slot. Every affix rolls its own value inside a range, and the item card gives that roll as a percentage. It is why a well-rolled Superior beats a bad Exotic, and why the next drop is always worth reading.

Standard No affixes. Salvage fodder, mostly. ×1.00
Enhanced One affix. ×1.10
Superior Two affixes. The workhorse tier. ×1.24
Exotic Three affixes. Worth stopping to read. ×1.42
Mythic Four affixes. Changes how a run goes. ×1.66
Blackline Five affixes, double base stats. Most players will see a handful, ever. ×2.00

The actual drop rates

Sampled from 400,000 drops per tier, not estimated. Threat is the dial that matters:

ThreatStandardEnhancedSuperiorExoticMythicBlackline
162.34%26.18%8.19%2.86%0.42%0.013%
528.55%31.98%25.37%11.73%2.31%0.058%
150.26%3.42%27.25%48.99%19.64%0.43%

Blackline is 1 in 9,091 drops at Threat 1, and 1 in 249 at Threat 15. Those numbers are supposed to sting.

Signal takes some of the edge off. It's a pity counter that ticks up every time a drop comes back ordinary, nudging the odds a little further each time, and 250 dry drops forces an Exotic or better. The longest unlucky streak in testing at Threat 1 was 163, so the guarantee catches a bad night. It cannot be farmed.

03

What to do with a drop

The arsenal screen: an Exotic assault rifle compared stat by stat against the equipped SMG, with three rolled affixes, three mod sockets, and buttons for upgrade, reforge, protect and salvage.
Everything is compared against the equipped item, before anything is spent.
Keep it

Upgrade and socket

Items level up to 30 and open mod sockets along the way. An old favorite keeps up for a long time on a steady diet of materials.

Fix it

Reforge

Rerolls the value on one chosen affix, and keeps the affix. The new roll can be worse. What an item is stays what it dropped as, so an almost-perfect drop is worth working on and a bad one is worth breaking down.

Push it

Upgrade

Levels cost money, and past level 7 they can fail. Deep pushes take a level back when they do, though nothing drops below 15 and nothing is ever destroyed. A Core spent up front holds the level through a failure.

Bin it

Salvage

Everything left over breaks down into alloy, catalyst and cores, and that is what pays for all of the above. Nothing is wasted, even when 62% of what drops is Standard.

Mastery runs under all of it. Using a weapon class earns permanent bonuses for that class, so sticking with something pays off even when the drops don't.

04

Threat, and making it harder on purpose

Five tiers handle the raw numbers. Enemies get more health and hit harder, better chassis start dropping, and the whole rarity table shifts up. A campaign mission adds its own baseline on top, so Terminal in Act IV is nothing like Terminal in Act I.

TierThreat
Containment1The line holds. Standard issue is enough.
Escalation4It stops being a patrol. Bring something that reloads fast.
Breach7Containment has broken somewhere further in.
Overrun11Nobody owns the room now. The corners are the problem.
Terminal15It's called Terminal for a reason. Clear it anyway.

Every story mission remembers the highest tier it has been finished on and wears the medal for it. Twenty missions, five metals, and the campaign screen keeps score either way.

Mutators

The other half of the difficulty. A mutator does not scale a number, it takes a rule away, and each one pays more for the trouble. In endless they stack, and working out which combination pays best is most of the game up there.

MutatorWhat it removesPayout
No Second ChancesA downed operator dies. Nobody is picking anyone up.+50%
Hard ExtractThe operation gets called at a fixed time. Run out the clock and the run ends where it stands.+40%
Dry SupplyHalf the ammunition and half the medical supplies on the floor.+35%
Rotten SteelBulkheads come off their rails in a third of the time.+20%

The campaign has exactly one, and it is armed or it is not: Last Rites. No revives, half the supply, 1.85× the payout. It can be armed at any tier for practice, but the mark only goes on the board for a Terminal clear.

One fixed pair instead of a menu, on purpose. A badge that every player assembles differently does not tell anybody anything.

05

What comes up the corridor

HostileShows upThe problem it poses
Dronewave 1Walks in a straight line. Dies. Brings friends.
Courierwave 2Fragile and quick. Closes a gap that looked safe.
Seederwave 3Shoots from well outside the fight. Deal with it first.
Cystwave 4Walks into the squad and detonates. Kill it early or kill it far away.
Bulwarkwave 5Armored, heavy, hits like a truck. Move instead of trading shots.
Shroudwave 7Faster than an operator on foot. Outrunning it is not an option.
Choruswave 9Buffs everything around it from range. The reason a wave suddenly stops dying.

Any of them can also turn up as an elite with a modifier attached: Armored, Swift, Volatile, Regenerating, Warded or Sundering. Better drops come off the worse ones. There are four bosses with their own phases and their own specials: The Anchor, The Brood, The Interred and The Remnant.

Four status effects roll on gear going the other way. Incendiary burns over time, Cryo slows, Shock stuns for a moment, and Corrosive strips armor, which is the answer to a Bulwark.

06

Co-op, and the controls

Lobby

Five characters, no accounts

One player hosts and reads out a five-character code. The ambiguous letters are left out of the alphabet, because these get read aloud and nobody should lose a lobby to an O that turned out to be a zero. Four to a squad, campaign or endless.

Loot

Every drop is instanced

Every player rolls their own drops and only sees their own. A Mythic is never a race and nobody has to call dibs, so the argument that ends co-op sessions never comes up.

Netcode

Built for a bad connection

The host runs the real simulation and everyone else runs ahead of it, rewinding and replaying when the host disagrees. Tested against 350 ms of lag and 25% packet loss, which is worse than most connections will ever be.

Input

Whatever is plugged in

Keyboard and mouse, gamepad or touch, all of it rebindable. The prompts name the buttons on the pad actually connected instead of assuming an Xbox controller.