mechas:dreadwolf - SMC Wiki

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Dreadwolf

mecha
nameDreadwolf
pilot40
dur2 300
shield700
classsustain, ranger

40's mecha - sustain, ranger. Every number below is what the server runs for it; the words under the numbers are yours.

The body

Current is what the server runs (written by the sync, any edit of it is overwritten at the next run). Disagree? Fill suggested and say why in note - it reaches the review.

StatWhereCurrentSuggestedNoteSource
DUR (health)2300client table
shield700client table
shield regen25 every 0.5 s, 8 s after the last hitclient table
fuel100, +11.6 a second after 2.2 sclient table
jumpspeed 36, gravity 56 (falling 100)client table
body size (radius, height)3, 6client table
hangar ratingsarmour 40, mobility 80, range 60, support 80, difficulty 50client table
Assault Rifle: one bullet on a pilotgun 80300124client table
Assault Rifle: one bullet on a mecha bodygun 80300164.8client table
Assault Rifle: seconds between shotsgun 8030010.08client table
Assault Rifle: magazinegun 80300150client table
Marked Cluster Grenade: one bullet on a pilotgun 80300255client table
Marked Cluster Grenade: one bullet on a mecha bodygun 803002462client table
Marked Cluster Grenade: seconds between shotsgun 8030020.1client table
803003: one bullet on a pilotgun 80300310client table
803003: one bullet on a mecha bodygun 80300317client table
803003: bullets a shotgun 8030038client table
803003: a full shot on a mecha (the hangar number)gun 803003136client table
803003: seconds between shotsgun 8030030.1client table
part factors head / body / arm / footx1.5 / x1 / x1 / x1client table
Charged Leap: fuelskill 80305120client table
Marked Cluster Grenade: energyskill 803052100 (costs 100, +10 a second, recovers by itself)client table
Tactical Leap: energyskill 80305370 (costs 70, +10 a second, recovers by itself)client table
Tactical Leap: fuelskill 80305310client table
Charged Leap: fuelskill 80305440client table
High-Speed Clipslot 1 attackLv1 9 %, Lv2 12 %, Lv3 15 %client table
Weakness Markslot 1 attackLv1 3 %, Lv2 5 %, Lv3 7 %client table
Ion Barrierslot 2 defenceLv1 50, Lv2 65, Lv3 80client table
Shock Interferenceslot 2 defenceLv1 6 %, Lv2 10 %, Lv3 14 %client table
Kinetic Chargingslot 3 mobilityLv1 0.02, Lv2 0.04, Lv3 0.06client table
Turbo Chargedslot 3 mobilityLv1 6 %, Lv2 9 %, Lv3 12 %client table
Double Jumpslot 4 corea rule, not a number (its text names what it does)client table
Wolf Assaultslot 4 corea rule, not a number (its text names what it does)client table
module tiers on the clockTDMblue at 180 s (3 min), purple at 270 s, the core at 360 s (6 min)client table
a med kit on the mechaTDM300 + 20 % of max DURpatch note
same mecha per teamTDM2 at most (a dead teammate's locked choice counts)patch note
Mecha Reset UnitTDMone for everyone 150 s after the fight startspatch note
exclusive tactical chipTDMEfficient Engineclient table

Skills

The energy a skill holds and costs, what it does on the server (damage, shields, charges). The names are the hangar's.

Module cards

The eight cards on this mecha's page, two per slot, with their numbers at each level; “the server applies” names the number the match itself computes (the rest the client shows and does). Plans: Modules.

In Team Deathmatch

The table above holds every row of this page; filter it by the Where column (gun, skill, slot, TDM). The exclusive tactical chip is one of the exclusive chips.

Numbers as the server runs them. How the sync works.

Notes by players

Nothing here yet. Log in (type !wiki in the game's chat for your code) and write what you know: how it plays, what beats it, its story. The numbers above are the server's; correct one by filling its suggested cell.


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Except where otherwise noted, the words and numbers on this wiki are licensed under the following license: CC Attribution-Share Alike 4.0 International

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Changed 2026/11/05 16:42 by sync

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