Design reference

Rendered from the same content modules the simulation reads — these numbers are the game, not documentation about it. The rule everything mobile follows: players carry a three-segment halo — only the Strike cracks it in a skirmish, and spikes and live gates graze one segment with a shove instead of deleting you — while tower zaps and the carrier contract still pop in one touch. Drones carry a 2-hit pool of their own. Only the towers are structures, and only structures have HP.

The match

Format
4v4, 2 lanes + jungle
Clock
8 minutes
Cap target
First to 3
Level at zero
Golden cap

Classic two-flag CTF through tower gauntlets: steal their flag from behind their tower line and return it home. Both teams attack and defend at once.

Drones

Wave
4 per lane
Cadence
every 18s
Speed
56% of a ball
Durability
3 hits

Light physics balls that spawn at their own base and march the full lane. Each carries 3 hits — tower shots, strikes, lethal-speed rams, and enemy drones crack one each, and a cracked drone shows its fracture. Waves that meet form a grinding battle line: melee drones seek enemies within 2.5 tiles and trade cracks until one side is gone (equal waves cancel by count). Your own wave is physical moving cover you can bowl straight through. Boost-to-burst: at walking pace an enemy drone is just a bumper — you only damage it above lethal speed (a boost pad, a Space boost, or a bomb). The wave's Lancer fights from inside the enemy tower ring, volleying from the back line — in the fight, never sniping past it. You never pop from a drone.

Towers

The grace
1s from lock
Body tags
2 / 5 boosted / 8 bomb
Drone chip
1 per 1s soaked
When down
down for good

A solid 2x2 structure with one weapon and one target. A NAKED ring hunts: with no drones soaking, the tower locks the nearest enemy inside it — red ring, countdown, and a 1s escape timer. Bring your wave and you're safe: cover releases a proximity lock and holds the laser. But the instant you DAMAGE the tower, the lock is attacker-grade — it burns straight through the wave until you clear the ring or die. Tag it and vector out; a second diver hits freely while the first holds aggro. While nobody is locked, drones in the ring soak its shots (two each to pop, chipping its HP the while). Killing players costs the tower nothing; hitting it never pops you — only the timer does.

The kit

Strike
0.9t arc · 5s
Guard
2s shell · 6s
Boost
×2 · 4.5 TPU · 20s
Halo
3 hits · 5s regen

Everyone plays the same ball: Shift to strike, Ctrl to guard, Space to boost. Strike is an arc along your facing that cracks drones, chips towers for 3 (and draws their lock — a strike heist is still a heist), and cracks one halo segment off an enemy player while shoving them a tile and a half down the hit line; 3 cracks and they pop. Rams are pure physics against players — only the Strike cracks a halo — but the lanes carry spike ribs at the grind zones, so a shove or a boost-ram INTO a rib grazes a segment: where you stand is part of the fight. Guard shrugs strikes for its window, crack and shove alike; hazards, tower zaps and the Juggernaut ignore it — and a carrier still pops on any enemy touch, guard or no guard. Holding the Guard key is also the handbrake: it kills all momentum whether or not the shield is off cooldown, so the same key brakes, blocks, and arrests an incoming shove. Boost is a pair of mobility bursts, 0.75s apart, that cross the boost-to-burst threshold; both charges return 20s after your last one.

cb46196 · prod