MACH//BREAK

Arsenal

Everything you can carry

36 pieces of equipment across 5 categories — weapons, thrown charges, Drive-mounted packs, deployables and the fixed emplacements a base is built around. Each entry is what the item is, and what operators actually use it for. Numbers are tuned in-engine and move; the roles do not.

Weapons

Twelve projectile and energy weapons. Every one is a lead problem: travel time, arc and your own velocity are part of the shot.

  • Impulse LauncherThrows a slow field ring that dumps its charge on contact. The ring is heavy enough to lead badly and slow enough to punish anyone who runs a straight line. Its other use is on yourself: a ring under your own boots at the right moment is a route, and every capper learns that before they learn to shoot.
  • Vector CannonA kinetic stream with a short spin-up. It is the answer to anything crossing your front at speed, and it is useless at the ranges where a Lance operator lives. Armourers hate it because it eats ammunition and the barrel logs a service hour per magazine.
  • Ion RepeaterThe sidearm every frame carries because it costs nothing but charge. Slow bolts, modest damage, no supply line. Companies that run dry on a long hold finish the fight with Repeaters, which is a sentence that appears in more after-action reports than anyone would like.
  • Plasma ThrowerShort-range burning bolt that keeps hurting after it lands. Interiors, corridors, doorways — places where the fight is decided by who owns two metres of floor. Outdoors it is a way to announce your position to a valley.
  • Grenade LauncherLobs a timed charge that bounces. It exists to put damage where the shooter cannot see, which makes it the standard tool for clearing a stand from below or denying a ramp for four seconds.
  • Gravity MortarA siege shell on a heavy arc. It cannot be aimed at a person in any honest sense; it is aimed at a place, some seconds from now, and the skill is knowing which place. Bulwark doctrine in one tube.
  • LanceA charged precision beam that drains your own reserve to fire. Holding the charge holds your energy hostage, so a Lance operator is a person choosing, repeatedly, between the shot and the escape.
  • Arc ProdA prod that dumps a charge at contact range. It is a last argument, an ambush tool, and the most humiliating way to lose a duel. Every company has one operator who insists on it.
  • SiphonA continuous beam that pulls the charge out of whatever it touches. It kills nothing and ends plenty: a grounded Strider is just a person in armour, and a drained emplacement is scenery.
  • Seeker LauncherLocks, then flies. Built for hulls, not people — the turn rate cannot follow a competent operator, and it will happily chase a flare instead. Anti-vehicle work is mostly patience and angle.
  • SpotterA designator. Paint a target and it is on every friendly display, and it stays there long enough for a mortar or a beacon strike to matter. The operator holding the Spotter is not fighting; they are the reason the fight is already decided.
  • Repair GunA field beam for armour, emplacements and generators. Companies that win long holds are usually the ones that brought two.

Grenades

Thrown charges. Damage is the least interesting thing most of them do.

  • Frag ChargeTimed, standard issue, thrown by everyone. The reference point every other charge is described against.
  • Jolt GrenadeAlmost no damage; a great deal of push. Used to move people off objectives, out of stands, and off cliffs. The most common cause of an unexplained flag drop.
  • Flare GrenadeBurns hot and loud on the sensor band. Thrown to pull a Seeker, to blind an emplacement's tracking for a moment, or to mark a lane for people who are not looking at their display.
  • Flash GrenadeWhites out optics at close range. Interiors, breaches, and the moment before someone takes a stand. Also whites out yours if you throw it badly.
  • Eye GrenadeA camera you can throw. Sticks where it lands and feeds a picture back. Defenders use them on approaches; attackers use them to learn a base they intend to visit twice.

Packs

One pack per operator, mounted on the Drive. The pack decides what kind of fight you can afford to be in.

  • Cell PackFeeds the Drive a faster recharge. The capper's pack: more burn per minute, nothing else.
  • Barrier PackSpends charge to absorb damage. It buys seconds, not fights, and an operator who forgets the difference dies with an empty reserve and a full sense of confidence.
  • Mender PackRepairs the wearer and anything friendly nearby, slowly. It is what turns a hold into a problem for the other company.
  • Munitions PackMore ammunition, carried on the frame. Boring, and the difference between a Bulwark that holds a tower and one that runs out mid-wave.
  • Veil PackBends the visual and sensor return around a still operator. Move slowly and you are hard to see; fire and you are simply a person standing in the open who has announced it.
  • Static PackFloods the sensor band around the wearer, so nothing inside the radius resolves. It does not hide you from eyes, and tremor gear feels you regardless.

Deployables

Things you leave behind. A company that owns the beacon and sensor grid owns the tempo.

  • Marker BeaconA placed reference point. Ordnance, transports and orders all key off beacons; a company that owns the beacon grid owns the tempo.
  • Limpet MineSticks where it is thrown and waits for proximity. Ramps, doorways, the inside lip of a stand. Defensive gear that occasionally kills its owner on the way back in.
  • Breach ChargeThrown, then detonated when you choose. Generators, ring walls, and anyone who followed you around a corner.
  • Field RefitA deployable refit point. Push a station forward and your company stops walking home to change loadouts, which is the entire argument for carrying one.
  • Tremor SensorReads ground movement, no line of sight required, and does not care about veils. Cheap, small, and the reason a cloaked approach is not free.
  • Pulse SensorA sweeping return that resolves anything in the open. The standard picture-builder for a defensive grid.
  • Wall SentryAn indoor emplacement for floors, walls or ceilings. It does not win a fight; it makes an attacker spend attention they wanted to spend on you.
  • Ground SentryThe outdoor emplacement. Covers a lane, forces a route change, and dies to a mortar that was aimed at it eleven seconds ago.
  • Repair PatchA one-use field patch. Left on approaches by companies that expect their people to come back hurt, which is all of them.
  • Relay PadPairs with another friendly pad and moves people between them. Defensive rotation in one object, and the first thing a good attacker breaks.

Base assets

Fixed emplacements and sensors, placed by the map, broken by whoever wants the base.

  • Base SentryThe fixed emplacement a base is built around. Barrels are field-swappable: flak for air, seeker for hulls, mortar for ground denial, plasma for close work, siphon to drain what it cannot kill.
  • Sweep SensorLong-range area return. It tells a company that something is coming, not what.
  • Pulse ArrayThe base's own resolving sensor. Kill it and the defenders are fighting on eyes alone.