Field manual
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.
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.
Seventeen chassis across seven classes. The heavier ones only start dropping at higher threat, so the toybox opens up further down.
| Chassis | Class | Drops from | What it is |
|---|---|---|---|
| KR-7 Kestrel | Rifle | T1 | Standard service rifle. Boring and reliable. |
| Wasp SD | SMG | T1 | Suppressed, light, and very fast. |
| Breacher 10 | Shotgun | T1 | Pump-action. Point it at the problem. |
| VX Hammerhead | Rifle | T2 | Fires slower, hits about twice as hard. |
| Lancer AR-9 | Rifle | T2 | Three-round burst, whether the moment called for one or not. |
| Longshot M4 | Marksman | T2 | Semi-auto. Rewards a steady hand. |
| Ripsaw-12 | SMG | T3 | Empties a fifty-round drum in under three seconds. Bring spares. |
| Auto-Sweep | Shotgun | T3 | Full-auto buckshot. Good for doorways. |
| Sentinel LMG | Heavy | T3 | A hundred rounds a belt. The reload takes forever. |
| Arc Emitter | Energy | T3 | Arcs between nearby hostiles. The tighter the crowd, the better it works. |
| Coilbore | Shotgun | T4 | Magnetic slug thrower. Goes through more than one of them. |
| Fusion Lance | Energy | T4 | Continuous beam. Hold the trigger and sweep. |
| Thumper GL | Launcher | T4 | Grenades that bounce once before they go off. |
| Voidlance | Marksman | T5 | The round goes through bodies. Walls stop it, usually. |
| Nova Coil | Energy | T5 | Hold to charge, release to clear the room. |
| Choir Rotary | Heavy | T6 | Six barrels. Takes a second to spin up. |
| HAVOC RL | Launcher | T7 | Lock on and let go. It finds them. |
Six of them, and they change how an operator moves and not only how much it soaks.
| Frame | Drops from | What it does |
|---|---|---|
| Line Carapace | T1 | Health, a bit of shield, a bit of damage reduction. Nothing special, and hard to go wrong with. |
| Skirmish Weave | T1 | Faster on foot, shorter dash cooldown, wider pickup range. Thin armor, so don't get hit. |
| Siege Plate | T3 | A big health pool and blast resistance, at walking pace. It was never built to move. |
| Warden Halo | T4 | Less health, but a large shield that recharges quickly. |
| Reclaimer Rig | T5 | Regenerates on its own and revives much faster. The co-op pick. |
| Spinecoat | T6 | Health and thorns, grown from the same spore that started all this. Nobody signed off on it. |
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:
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.
Sampled from 400,000 drops per tier, not estimated. Threat is the dial that matters:
| Threat | Standard | Enhanced | Superior | Exotic | Mythic | Blackline |
|---|---|---|---|---|---|---|
| 1 | 62.34% | 26.18% | 8.19% | 2.86% | 0.42% | 0.013% |
| 5 | 28.55% | 31.98% | 25.37% | 11.73% | 2.31% | 0.058% |
| 15 | 0.26% | 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.
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.
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.
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.
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.
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.
| Tier | Threat | |
|---|---|---|
| Containment | 1 | The line holds. Standard issue is enough. |
| Escalation | 4 | It stops being a patrol. Bring something that reloads fast. |
| Breach | 7 | Containment has broken somewhere further in. |
| Overrun | 11 | Nobody owns the room now. The corners are the problem. |
| Terminal | 15 | It'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.
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.
| Mutator | What it removes | Payout |
|---|---|---|
| No Second Chances | A downed operator dies. Nobody is picking anyone up. | +50% |
| Hard Extract | The operation gets called at a fixed time. Run out the clock and the run ends where it stands. | +40% |
| Dry Supply | Half the ammunition and half the medical supplies on the floor. | +35% |
| Rotten Steel | Bulkheads 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.
| Hostile | Shows up | The problem it poses |
|---|---|---|
| Drone | wave 1 | Walks in a straight line. Dies. Brings friends. |
| Courier | wave 2 | Fragile and quick. Closes a gap that looked safe. |
| Seeder | wave 3 | Shoots from well outside the fight. Deal with it first. |
| Cyst | wave 4 | Walks into the squad and detonates. Kill it early or kill it far away. |
| Bulwark | wave 5 | Armored, heavy, hits like a truck. Move instead of trading shots. |
| Shroud | wave 7 | Faster than an operator on foot. Outrunning it is not an option. |
| Chorus | wave 9 | Buffs 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.
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.
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.
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.
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.