mechas:ranger - SMC Wiki

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Ranger

Shin's mecha - strike, 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)2000client table
shield800client table
shield regen30 every 0.5 s, 8 s after the last hitclient table
fuel100, +9.7 a second after 1.8 sclient table
jumpspeed 36, gravity 56 (falling 100)client table
body size (radius, height)3.4, 6client table
hangar ratingsarmour 40, mobility 80, range 60, support 40, difficulty 85client table
Ranger Missile: one bullet on a pilotgun 80200130patch note
Ranger Missile: one bullet on a mecha bodygun 802001150patch note
Ranger Missile: seconds between shotsgun 8020010.23client table
Ranger Missile: magazinegun 80200116client table
Ranger Plasma Bomb: one bullet on a pilotgun 80200210client table
Ranger Plasma Bomb: one bullet on a mecha bodygun 802002100client table
Ranger Plasma Bomb: seconds between shotsgun 8020020.1client table
802003: one bullet on a pilotgun 80200310client table
802003: one bullet on a mecha bodygun 802003100client table
802003: seconds between shotsgun 8020030.1client table
part factors head / body / arm / footx1.5 / x1 / x1 / x1client table
Jump: fuelskill 80205125client table
802052: fuelskill 80205240client table
Ranger Collision: energyskill 80205390 (costs 90, +10 a second, recovers by itself)client table
Ranger Collision: damageskill 802053290client table
Ranger Plasma Bomb: energyskill 80205490 (costs 90, +10 a second, recovers by itself)client table
802055: damageskill 802055350client table
802056: energyskill 80205614 (costs 14, +20 a second)client table
Farshot Missileslot 1 attackLv1 15 % / 15 %, Lv2 22 % / 22 %, Lv3 30 % / 30 %client table
Large Clipslot 1 attackLv1 2, Lv2 4, Lv3 6client table
Large Clip: the server appliesslot 1 attackmagazineclient table
High Energy Electromagneticslot 2 defenceLv1 12 %, Lv2 16 %, Lv3 20 %client table
Blitz Modeslot 2 defenceLv1 180, Lv2 220, Lv3 260client table
Telenhancementslot 3 mobilityLv1 8 %, Lv2 12 %, Lv3 16 %client table
Rocket Boostslot 3 mobilityLv1 8 %, Lv2 12 %, Lv3 16 %client table
Smart Fuseslot 4 corea rule, not a number (its text names what it does)client table
Split Propulsionslot 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 chipTDMDesperate Gambleclient 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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