← sector2

Rules

Objective

You drive an autonomous combat robot in a contested zone called Sector 2. Rounds are slow and tactical: positioning and information win fights, not fast aim. The mech is yours to build; the manual covers the garage and the controls.

There are three game modes, picked on the setup screen (the host picks for a room):

Rounds run 10 minutes. At 2 minutes remaining you get a warning and the clock turns red. Equal sectors or equal points at 0:00 are a draw. A forfeit button in the pause menu lets you quit early, scored as a loss.

In CONTROL and SIEGE a mech that has just respawned carries a spawn shield: no damage lands on it for 6 seconds, or until it walks out of the circle it spawned in. Camping a spawn does not pay. In SIEGE a shielded defender does not stop the enemy's clock; it has to drop the shield and fight. Every respawn boots the cockpit for two seconds while the round goes on.

In CONTROL and SIEGE a mech whose legs are destroyed can self destruct instead of crawling home: SELF DESTRUCT in the pause menu, or hold X. It costs you: the respawn takes 12 seconds instead of 8 (in SIEGE, 16 instead of 12), and you come back at your base, not at a tower your team holds. Bots do the same when their legs are gone and they have nothing left to shoot with.

Sectors and towers

The arena is a 3x3 grid of sectors. The two opposite corners are home bases and can never be captured. The other 7 sectors each contain a comms tower, placed at a random spot every match.

A captured tower shows ownership on its flag, beacon, and cabin stripe, visible from across the map. Towers are solid to mechs, but the base is open: shots and sightlines pass under the deck between the legs.

Radar and eyesight

Information is the core resource. Sector control gates radar only, never eyesight:

Weapons and damage

Your mech carries two weapons, one per arm, fired independently. Pick them in the garage before each round; the same weapon on both arms is allowed, and everything is available from the start.

Heat. Every shot heats the mech and the generator cools it. At the cap both arms lock for 4 seconds; the HUD reads OVERHEAT. Fire in bursts, or fit a bigger generator.

Damage is by component: legs, arms, sensors, and core take hits separately and stop working when destroyed. Crippled legs slow you to a crawl, a destroyed arm is blown off with its gun, dead sensors shrink your radar and black your screen, and a destroyed core is the end of your mech. Armour and hit points come from the build: an ASSAULT core takes half again as much, a SCOUT less.

Base

Controls

Standard first person controls. Mouse aims, W/S walk, A/D strafe, left and right click fire each arm, Esc pauses. Your legs follow where you aim while you move, unless you turn on manual leg steering. The full reference, the garage, the HUD and the howitzer are in the manual.

Single player and multiplayer