Quad Mechs are a special type of Mech that Commanders can use. They are a fusion between 2 (or more depending on the type of quad) mechs, creating a hybrid between those mechs. Their defense percentages, weaponry and armor are averaged out, yet their HP and other stats are combined up to a set limit (shown below), allow the Quad to become a force to be reckoned with.
Quads[]
Unless otherwise stated, Quad Mechs take up 0.75 Arena Mech Slots per Mech inside them.
Quad Type | Details | HP Cap | Targeting Cap | Evasion Cap | Intuition Cap | Movement Cap |
---|---|---|---|---|---|---|
The Quad | When the designs for modular mech parts appeared on the research terminals mysteriously one day, most commanders didn't give it a second thought. They couldn't wait to experiment with mounting the best parts from their fleets to create a kind of ultimate mech. The first successful designs mounted four legs in weird figure 8 configurations. The Quad was born. Mechs Allowed: 2 | 32000 | 21000 | 48000 | 13000 | 5000 |
The Quad v2 | New versions of the quad design were quick to appear. The quad leg design meant they were difficult to hit, fast and getting deadlier all the time. However, these designs were ever hungrier for parts and many were not as combat effective as simply having separate Mechs. Mechs Allowed: 3 or more. | 64000 | 75000 | 148000 | 25000 | 15000 |
Tweaker Quad
Costs 1 Mech Supply to make active instead of 1.5. Still counts as a Quad. Requires Commander Level 40. |
Top level commanders couldn't wait to make an even more (well, slightly more) perfect Mech. The tweaker quad was their solution to the limitations of the single Mech designs. They even managed to get the design running without additional strain on the commander. But is it worth a Quad slot? Mechs Allowed: 2 | 95000 | 105000 | 113000 | 130000 | 125000 |
Anti-matter Containment Unit
Antimatter Weapons Only. 40% Damage Bonus. |
Not strictly a Mech, this mobile storage device actually stores anti-matter for use in many civilian applications, such as building power plants and factories. However, now that Quad technology allows much larger units to be fielded, it was only a matter of time before someone managed to build a weapon that ulitised previously too cumbersome anti-matter technologies. In this case the lathe has been stripped out and replaced with a targetting system allowing for Anti-matter weapons to be fitted easily. It's actually fast as rapid production was previously its main role, but that also means it continues to be very fragile. Mechs Allowed: 2 | 19000 | 180000 | 192000 | 127000 | 167000 |
Pop-up Rail Turret
Optimal Range is 4-8 irrespective of weapon ranges.This mech does not move!Movement is only used to calculate firing order. |
This deadly rail turret kit allows you to salvage up to 3 mechs to create a stationary turret which if defended, can be a deadly foe to standard mechs. It is based on ancient designs for defence systems that do not move. Unlike earlier defenceless designs, it evades damage by hiding in the ground. This mech does not move! Movement is only used to calculate firing order. Mechs Allowed: 2, 3 | 95000 | 180000 | 50000 | 120000 | 100000 |