wiki.smc.horsecock.art/systems/modules?srt=number.source
Table of Contents
Modules and plans
| article | |
|---|---|
| name | Modules and plans |
| kind | system |
| line | slots, cards, levels, how a slot activates |
Four slots on every mecha - attack, defence, mobility, the core - each with two cards on the mecha's page; the hangar plan picks one per slot. In Battle Royale the chips on the ground activate a slot at a level; in Team Deathmatch the tiers come on the clock.
The numbers
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.
| Stat | Where | Current | Suggested | Note | Source |
|---|---|---|---|---|---|
| cards in the table | 332, 43 of them with a number the server itself applies | client table | |||
| slots | attack (1), defence (2), mobility (3), core (4) | client table | |||
| levels | three per card (the core: one) | client table | |||
| a higher card replaces a lower one | a pickup is accepted into an empty slot or over a lower level | client table | |||
| Team Deathmatch tiers | TDM | blue 180 s (3 min), purple 270 s, the core 360 s (6 min) | client table |
Each mecha's page lists its eight cards with their levels; How damage is applied lists which cards change the damage chain.
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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