DEADLANE Operator Manual

SIG Field Dossier

Contents

Every card in the draft, every thing in the lane, and how to make one meet the other.

Bestiary

Field identification for everything that comes down the lane. Bars are relative to the whole roster at base strength; campaign depth and mode make all of them tougher.

The HiveNative to Khepri-9. Converts living tissue into more Hive. Not here for the oil.11The MachinesAutonomous mining mechs encountered from Campaign 2. Every chassis carries a plasma shield.7Field CommandersPromoted elites that buff everything around them.1

Field Manual

Operations

The rules of engagement.

Field Manual

The Wall

The wall is the lose condition. You can live. It can't.

Every mode ends when the base wall falls. You strafe left and right along it while your gun autofires up the lane; hold north to pin your fire. In Campaign, survive the mission clock (or kill every boss phase) to win. A clear with the wall at full health counts as a perfect clear and pays a bonus.

  • Combat Platform research thickens the wall.
  • The Engineering Droid repairs it on a timer.
  • Rime Plate and Snow Fort are the cards that protect it directly.

Field Manual

Field Requisition

Choose one. Every fifteen seconds.

When you start a run you get your first card offer. A new offer of three arrives every 15 seconds. If you don't pick within 20 seconds, the leftmost card is taken for you. The first reroll each run is free; after that, rerolls cost scrap, doubling each time.

  • Core cards add a new weapon to your kit.
  • Upgrades improve a core you already own, up to three stacks per path.
  • Survival caps you at six cores, and Challenge Mode has you deploy with exactly six.

Field Manual

Three Card Jobs

A healthy draft covers all three.

Every card does one of three jobs. Wall sanitizers clean up whatever reaches the wall. Elite hunters find the biggest target and delete it. Pure DPS cards grind down the pack in between. Control cards slow, freeze and reposition so the other three have time to work.

  • Wall sanitizers: Yard Torch, Arc Thrower, Rime Plate.
  • Elite hunters: Hole Punch, Daisy Cutter, Capacitor Spike.
  • Pure DPS: Lawn Darts, Short Circuit, Buzzsaw Roomba, Strings Attached, Void Orb.

Field Manual

Ordnance

Three buttons outside the draft: ultimate, sortie, consumable.

Your equipped ultimate charges for 90 seconds after the drop and again after each use. Danger Close-Enough, a free jet sortie every operator has, is ready 20 seconds in. Your consumable is ready at the drop and recharges for 90 seconds after each use.

  • Research and the Engineering Droid can shorten these clocks.

Field Manual

Overdrive & Supply Barrels

Shoot the gold things.

A gold Overdrive beacon surfaces periodically. Break it and one of your core cards deals double damage with no cooldown for 20 seconds. Supply barrels in the lane grant a short random overcharge to one of your gun's stats when shot.

Field Manual

Plating

Armor you have to crack before the real damage starts.

Tanks, elites and bosses carry a plating pool. While any plating is left, every hit against them is reduced. Direct Physical hits chip the most plating; other direct hits chip a little; damage over time chips none. At zero the enemy is cracked and takes full damage for the rest of its life.

  • Tanks carry 15 plating, elites 30, bosses 45.
  • Hole Punch and Can Opener crack plating fastest.
  • Physical research (Armor Break) chips even harder.

Field Manual

Elements

Five damage types. Each brings its own status effect, its own research tree and its own ultimate.

Physical

Physical

Military brutality. Ballistics. Armor destruction. Bleed. Stagger.

The gun, the shrapnel and the dogs. Physical is the best element against plating and is never resisted by a Hive strain.

  • Status: Bleed (research) turns hits into damage over time.
  • Status: Stagger (research) briefly interrupts.
  • Cracks plating faster than any other element.
  • Ultimate: Cluster Bomb Barrage.

Fire

Fire

Burning. Fear. Spread. Escalation.

Fire cards apply Burn, a steady damage over time. Research lets Burn stack, makes burning enemies panic, and spreads fire from the dead to the living.

  • Status: Burn. Bosses can hold more stacks than anything else.
  • Resisted by Ember strains; Azure strains are weak to it.
  • Ultimate: Thermite Curtain.

Lightning

Lightning

Shock. Disruption. EMP. Chains.

Lightning jumps between targets and disrupts enemy attacks. Research adds extra chains, a stun, and Storm Relay, which turns struck enemies into free conductors.

  • Status: Disruption slows enemy attack speed.
  • Resisted by Volt strains; Dark strains are weak to it.
  • Ultimate: Tesla Storm.

Frost

Frost

Control. Freeze. Shatter. Tempo manipulation.

Every Ice hit slows. Build enough freeze and the target locks solid. Frozen enemies are easier to crit, and research makes them shatter into shards when they break.

  • Status: Slow, then Freeze. Bosses ignore the slow.
  • Resisted by Azure strains; Ember strains are weak to it.
  • Ultimate: Absolute Zero.

Plasma

Plasma

Dimensional instability. Hard-counters shields. Elemental corruption.

Plasma unlocks after Campaign 2. It tears through mech shields and leaves enemies exposed to extra damage. Research lets plasma hits trigger Fire, Lightning and Frost effects too.

  • Status: Exposure increases damage taken.
  • Mech shields take triple damage from Plasma.
  • Resisted by Dark strains; Volt strains are weak to it.
  • Ultimate: Orbital Laser.

Field Manual

Hive Strains

Color tells you what an enemy shrugs off and what it can't stand.

Ember

Ember

Red. Resists Fire, weak to Frost.

Thermophile strains. Red, crimson and desert-camo enemies shrug off fire and seize up in the cold.

intel brief: the red ones don't mind the fire. recommend ice.

  • Takes 30% less Fire damage.
  • Takes 25% more Frost damage.

Azure

Azure

Blue. Resists Frost, weak to Fire.

Cryo-adapted strains. Blue, frost and winter-camo enemies resist ice and burn fast.

intel brief: frost-adapted. your freezer is now a suggestion.

  • Takes 30% less Frost damage.
  • Takes 25% more Fire damage.

Volt

Volt

Yellow. Resists Lightning, weak to Plasma.

Charge-saturated strains ground lightning and dissolve under plasma.

intel brief: grounded footwear is not covered by the plan.

  • Takes 30% less Lightning damage.
  • Takes 25% more Plasma damage.

Dark

Dark

Black. Resists Plasma, weak to Lightning.

Melanistic and commando-coated enemies shed plasma and conduct lightning straight to the nerves.

intel brief: plasma-hardened. something taught them that.

  • Takes 30% less Plasma damage.
  • Takes 25% more Lightning damage.

Pale

Pale

Bleached. Status effects land at half strength.

Pale strains have no elemental resistance, but slows, burns, freezes, disruption, fear and shred all land at half strength or duration. Win with raw damage.

intel brief: hard to stun, hard to shock. bullets still work.

  • Status effects at 50% strength.
  • Damage is unaffected.

Field Manual

Threat Systems

The things that make a wave worse than the sum of its enemies.

Field Manual

The Hive Director

The waves are not random. Something is calling plays.

During a mission, the Hive runs scripted plays announced by a banner: an armored column, a screen of status-hardened strains, a flank, a Broodcaller. In endless modes, the dominant strain shifts every few minutes. Read the banner, then adjust your draft.

  • ARMORED COLUMN ADVANCING: the meat is behind the metal.
  • HARDENED SCREEN DETECTED: status weapons degraded. recommend bullets.
  • FLANK ACTIVITY: it's a distraction. it knows you know.

Field Manual

Aura Captains

Kill the caller before the answer arrives.

Some elites are promoted to Broodcallers (Hive) or Foremen (machines). Each projects one aura over nearby allies: Haste, Ward, Stealth or Soak. Bosses never receive auras, and the aura dies with the captain.

  • Ward blocks burns, slows, freezes and phasing inside it.
  • Stealth stops target locks, not splash.
  • Soak spreads damage across the pack.

Field Manual

Mech Shields

Every machine arrives behind a plasma shield.

From Campaign 2, mechs carry a shield worth half their health. It soaks a portion of all damage until it breaks, and the hit that breaks it doesn't carry through. Plasma deals triple damage to shields.

  • Break the shield with Plasma, then crack plating with Physical.
  • Boss and elite mechs eject a pilot when destroyed.

Field Manual

Sappers

Vests and Sentinels arm at mid-lane, then sprint.

A sapper that reaches the wall always detonates at full strength. Kill it early, or kill it once it's armed and inside its own pack so the blast hits them instead.

Field Manual

Glossary

Words you will hear on the radio.

Field Manual

SIG

Strategic Infrastructure Group. Your employer.

Buck's private contractor. Oil fields, pipelines, refineries, power. Not a military replacement, whatever the brochure implies.

Field Manual

ERA

Energy Resource Administration.

The federal energy body that owns Project Black Gold and hired SIG. Blank-check oversight.

Field Manual

The Breach

The hole Project Black Gold punched in the Permian.

An experiment in New Mexico was supposed to make oil. It opened an aperture to another world instead. What came through was not oil.

Field Manual

Khepri-9

The world on the far side of the Breach.

Home of the Hive. SIG leased it in 48 hours.

Field Manual

Kheprium

A naturally occurring crystalline plasma lattice.

The machines are very interested in it. So, now, is everyone with a balance sheet.

Field Manual

Scrap & Data

What the war pays in.

Scrap comes from kills and missions and buys most research. Data is rarer: bosses always drop it, missions pay it, and the big research nodes require it. Buck Bucks are spent in Buck's Procurement.

Arsenal

Field Cards

Drafted mid-run, one offer of three every 15 seconds. Up to six cores, three upgrades per path.

Plating breaker · Physical

Can Opener

Lob a can of Sharp into a clump: a hard blast that cracks plating, then a ring of shrapnel.

Every few seconds Can Opener lands in the thickest part of the pack. The blast strips a large chunk of plating at once, and the shrapnel ring inherits your gun's crit, pierce, ricochet and execute upgrades.

Strengths

  • Cracks Tank and Elite plating for the rest of your kit
  • Shrapnel scales with gun upgrades

Weaknesses

  • Lands where the pack was, not where it's going

Upgrades

Harder Bite
Bigger blast damage per stack.
More Teeth
+4 shrapnel fragments per stack.
Unlock
Available from the start
Cycle
6s
Shrapnel
16 fragments
Plating shred
Heavy

Field rating

Single target
Crowd
Control
Wall defense

Pairs well with

Elite hunter · Physical

Hole Punch

A rail shot that skewers the biggest thing in the lane and everything lined up behind it.

Hole Punch prioritizes elites, tanks and bosses, punches through six targets, and shreds plating on every one. It is the only card that benefits from the Weapon Systems Ballistic Payload upgrade.

Strengths

  • The best plating cracker in the game
  • Huge single hits on priority targets

Weaknesses

  • Little value against unplated swarms

Upgrades

Extra Holes
+1 pierce per stack.
Deeper Bite
+10% damage and more plating shred per stack.
Unlock
Clear Campaign 1, Mission 18
Cycle
6s
Pierce
6 targets
Targets
Elites, tanks, bosses first

Field rating

Single target
Crowd
Control
Wall defense

Pairs well with

Pure DPS · Physical

Ravagers

A dropship delivers a pack of attack dogs that leap on targets and maul them.

Five Ravagers hunt down the lane, pouncing with a small splash and then mauling for sustained damage. Bites use your gun's crit, pierce, ricochet and execute upgrades.

Strengths

  • Near-constant uptime
  • Chases targets down the lane

Weaknesses

  • Can't reach Fliers

Upgrades

More Ravagers
+1 Ravager per stack.
Sharper Fangs
+50% maul damage and a harder leap per stack.
Unlock
Available from the start
Cycle
20s, active 18s
Pack
5 Ravagers

Field rating

Single target
Crowd
Control
Wall defense

Pure DPS · Physical

Buzzsaw Roomba

A spinning saw drone that roams the lane grinding through anything it touches.

Buzzsaws patrol the field, ticking damage into everything in contact. Physical hits mean they pair well with Bleed research.

Strengths

  • Constant grinding pressure on packs
  • Many small hits stack Bleed fast

Weaknesses

  • Can't reach Fliers
  • Low burst

Upgrades

Teeth Out
About +50% saw damage per stack.
More Buzzsaws
+1 saw per stack.
Unlock
Available from the start
Cycle
18s, lasts 12s
Saws
1, up to 4

Field rating

Single target
Crowd
Control
Wall defense

Pure DPS · Lightning

Short Circuit

A free lightning pulse that chains through six targets.

Short Circuit fires on its own every few seconds and hops from target to target. It is the cheapest answer to clumps, Fliers and Vests in one card.

Strengths

  • Hits Fliers and Buzzards
  • Thrives in dense packs

Weaknesses

  • Volt strains resist it

Upgrades

Faster Coil
-0.5s cooldown per stack.
Longer Chain
+1 chain target per stack.
Unlock
Available from the start
Cycle
6s
Chain
6 targets

Field rating

Single target
Crowd
Control
Wall defense

Pairs well with

Wall sanitizer · Lightning

Arc Thrower

A crackling band in front of the wall that welds whatever crosses it.

Arc Thrower cycles on and off, pulsing lightning into several targets near the wall and forking to their neighbors. Rising Current builds an overload ramp the longer it keeps hitting.

Strengths

  • Cleans up anything that reaches the wall
  • Spreads Storm Relay conductors

Weaknesses

  • Short reach: ranged enemies park outside it

Upgrades

Fork Flood
+1 fork per stack.
Rising Current
Damage ramps with consecutive hits; each stack raises the ramp.
Unlock
Available from the start
Cycle
6s on, 4s off
Targets
4 welds, 4 forks

Field rating

Single target
Crowd
Control
Wall defense

Pairs well with

Elite hunter · Lightning

Capacitor Spike

A lightning pillar that locks onto the biggest target and pours current into it.

Capacitor Spike locks bosses first, then elites, then tanks, and ticks heavy damage with a bonus against big targets. When it overloads, it pops in a small blast with a brief stun.

Strengths

  • Automatic boss and elite focus
  • Scales with your gun

Weaknesses

  • Nearly nothing against swarms

Upgrades

Jumpstart
Overloads sooner per stack.
Extra Contacts
+1 detonation hop per stack.
Unlock
Available from the start
Cycle
4s on, 4s off
Priority
Boss > elite > tank

Field rating

Single target
Crowd
Control
Wall defense

Pairs well with

Elite hunter · Lightning

Daisy Cutter

A heavy charge dropped on elites and bosses, with a tight splash.

Daisy Cutter seeks the toughest target in range and hits it with one of the largest single blows a card can deal. It scales with your gun's damage. It counts as Lightning, not Physical.

Strengths

  • Deletes elites
  • Scales with gun upgrades

Weaknesses

  • Tiny splash
  • Volt strains resist it

Upgrades

Quick Fuse
-16% cooldown per stack.
Heavier Payload
+25% damage per stack.
Unlock
Clear Campaign 1, Mission 10
Cycle
5s
Targets
Elites and bosses

Field rating

Single target
Crowd
Control
Wall defense

Pairs well with

Area denial · Fire

BBQ Grenade

A fire grenade that leaves a burning puddle in the lane.

The impact sets a fire patch that keeps applying Burn to anything walking through it for several seconds.

Strengths

  • Punishes packs and parked shooters

Weaknesses

  • Fliers pass over it
  • Ember strains resist it

Upgrades

Wider Scorch
+30% puddle radius per stack.
White Heat
Hotter burn per stack.
Unlock
Available from the start
Cycle
9s
Puddle
7s

Field rating

Single target
Crowd
Control
Wall defense

Wall sanitizer · Fire

Yard Torch

Four wall nozzles hose a cone of fire across the front of the wall.

Yard Torch cycles on and off, ticking fire damage and Burn into everything in its cone. It is built to clean up whatever survives to the wall.

Strengths

  • The strongest close-in wall defense

Weaknesses

  • Ranged enemies park outside it
  • Ember strains resist it

Upgrades

Bigger Torch
+15% flame size per stack.
Hotter Torch
+30% tick damage per stack.
Unlock
Available from the start
Cycle
Bursts with downtime between
Cone
Wide, in front of the wall

Field rating

Single target
Crowd
Control
Wall defense

Pure DPS · Fire

Lawn Darts

Lobs a salvo of incendiary bolts that seed burns across the field.

Ten bolts scatter over the lane at once, each dealing impact damage and applying Burn. No pierce: every bolt is its own hit.

Strengths

  • Burns across the whole field at once

Weaknesses

  • Ember strains resist it

Upgrades

Extra Darts
+2 bolts per stack.
Volatile Payloads
Burning enemies ignite their neighbors on death.
Unlock
Available from the start
Cycle
10s
Salvo
10 bolts

Field rating

Single target
Crowd
Control
Wall defense

Area denial · Fire

Willy Pete

A canister that bursts into bouncing incendiary bomblets.

The canister hits, then splits into bomblets that hop through the pack, burning everything they land near.

Strengths

  • Spreads burns deep into a pack

Weaknesses

  • Ember strains resist it

Upgrades

Extra Petes
+1 bomblet and +1 bounce per stack.
Meaner Pete
+40% impact and +33% bomblet damage per stack.
Unlock
Clear Campaign 1, Mission 20
Cycle
8s
Bomblets
3, two bounces each

Field rating

Single target
Crowd
Control
Wall defense

Control · Frost

Brain Freeze

A cryo beam that slows, builds freeze, then locks targets solid.

Brain Freeze sweeps a long beam, slowing and charging its targets until they freeze. Against enemies immune to movement control, like bosses, it deals five times damage instead.

Strengths

  • The strongest freeze in the deck
  • Turns boss immunity into bonus damage

Weaknesses

  • Azure strains resist it
  • Pale strains halve the freeze

Upgrades

Freeze Rate
Freezes in fewer hits per stack.
Deep Freeze
+0.7s freeze duration per stack.
Unlock
Available from the start
Cycle
12s on, 5s off
Freeze
3s
Vs bosses
5x damage

Field rating

Single target
Crowd
Control
Wall defense

Pairs well with

Control · Frost

Snow Fort

Lob a cryo canister that plants a mid-lane ice wall. Things that chew it get slapped and can freeze.

Snow Fort raises a temporary wall with twice the Base Wall's health in the middle of the lane. Anything that attacks it takes Ice damage, gets snared and builds freeze. Your shots pass straight through, and it absorbs enemy fire aimed past it.

Strengths

  • Buys time for everything else
  • Soaks ranged fire meant for the wall

Weaknesses

  • Not a damage card

Upgrades

Thicker Walls
+25% wall HP per stack.
Booby Fort
+25% chew damage per stack.
Unlock
Available from the start
Cycle
14s, lasts 20s
Wall HP
2x Base Wall

Field rating

Single target
Crowd
Control
Wall defense

Pairs well with

Control · Frost

Slip Hazard

Black ice on the lane: everything that crosses it slows, slides, and sometimes freezes.

Slip Hazard lays a patch that heavily slows enemies, knocks them off balance, and has a chance each pulse to freeze them outright.

Strengths

  • Hard counter to Sprinters and Vests

Weaknesses

  • Fliers pass over it
  • Bosses ignore the slow

Upgrades

Wider Spill
Bigger patch per stack.
Worse Footing
More drift and disruption per stack.
Unlock
Available from the start
Cycle
12s, patch lasts 8s
Freeze chance
15% per pulse

Field rating

Single target
Crowd
Control
Wall defense

Pairs well with

Wall sanitizer · Frost

Rime Plate

Frost armor for the wall: less damage taken, and attackers pay for every hit.

Rime Plate cuts the damage the wall takes and wraps it in a frost skirt that snares attackers. When it pulses, the reduction deepens and anything hitting the wall takes Ice damage and builds freeze.

Strengths

  • The only card that directly toughens the wall

Weaknesses

  • Does nothing until enemies reach the wall

Upgrades

Thick Rime
Wall takes even less damage per stack.
Bitter Cold
+25% retaliation damage per stack.
Unlock
Available from the start
Always on
Wall takes 20% less damage
Pulse
50% less, 6s on / 4s off

Field rating

Single target
Crowd
Control
Wall defense

Pairs well with

Pure DPS · Plasma

Void Orb

Twin orbs of unstable plasma drift up the lane, chewing and tugging at everything they pass.

Two orbs launch a second apart, slow down on contact, and tick damage while gently pulling enemies in. Plasma hard-counters mech shields.

Strengths

  • Strips mech shields
  • Long travel through the whole pack

Weaknesses

  • Dark strains resist it

Upgrades

Void Orb Damage
More damage per tick per stack.
Void Orb Size
Bigger orbs per stack.
Unlock
Clear Campaign 2
Cycle
6s
Orbs
2

Field rating

Single target
Crowd
Control
Wall defense

Pairs well with

Control · Plasma

Singularity Pulse

A collapsing point of plasma that drags the pack together and crushes it.

Singularity Pulse pulls nearby enemies into a tight knot, damaging and briefly stunning them. It pays most when the pack is already bunched.

Strengths

  • Bunches enemies for splash cards

Weaknesses

  • Bosses ignore the pull
  • Dark strains resist it

Upgrades

Increased Pull Strength
Stronger pull per stack.
Collapsed Damage
More damage per stack.
Unlock
Clear Campaign 2
Cycle
10s

Field rating

Single target
Crowd
Control
Wall defense

Pairs well with

Control · Plasma

Phase Breach

Tears in space that throw enemies back up the lane and leave them phase-sick.

Enemies touching a tear are teleported back up the lane and take damage over time from phase sickness. Each enemy can only be phased again after a short cooldown.

Strengths

  • Literally un-walks the lane

Weaknesses

  • Blocked inside a Broodcaller's Ward

Upgrades

Extended Breach Duration
+1.5s tear duration per stack.
Phase Instability
Enemies can be phased again sooner.
Unlock
Clear Campaign 2
Cycle
16s
Tears
Up to 2

Field rating

Single target
Crowd
Control
Wall defense

Pure DPS · Plasma

Strings Attached

Webs a group together so damage to one is shared, and a death bursts across the rest.

Strings Attached webs several enemies. Hits on the primary spill over to the others, webbed enemies take extra damage and plasma burn, and when one dies a share of its max HP bursts through the web.

Strengths

  • Explosive against clumps
  • Turns elite kills into pack damage

Weaknesses

  • Weak against lone targets

Upgrades

Wider Net
+2 targets per stack.
Dirtier End
Bigger death burst per stack.
Unlock
Clear Campaign 2
Cycle
10s
Web
8 targets for 8s
Webbed
+15% damage taken

Field rating

Single target
Crowd
Control
Wall defense

Pairs well with

Arsenal

Ultimates

One equipped at a time. Earned at the end of an element's research tree. Shared 90-second clock.

Ultimate · Physical

Cluster Bomb Barrage

A carpet-bombing flyover across three lane bands, with an encore pass.

Bombers saturate the lane in three bands, then return about ten seconds later. Bombs deal heavy bonus damage to bosses.

Strengths

  • Whole-lane clear plus boss damage

Weaknesses

  • Long cooldown: time it for a surge
Unlock
Research: Physical tree
Cooldown
90s
Passes
2
Vs bosses
Massive bonus

Field rating

Single target
Crowd
Control
Wall defense

Ultimate · Lightning

Tesla Storm

Four volleys of storm strikes with a built-in Storm Relay.

Tesla Storm calls repeated volleys of lightning across the field, each strike chaining and relaying between conductive targets.

Strengths

  • Long, sustained coverage

Weaknesses

  • Volt strains resist it
Unlock
Research: Lightning tree
Cooldown
90s
Volleys
4, ten seconds apart
Vs bosses
Large bonus

Field rating

Single target
Crowd
Control
Wall defense

Ultimate · Fire

Thermite Curtain

A VTOL strafes the lane and lays burning thermite seams behind it.

Piercing gunfire from the VTOL tears through the pack, and the thermite seams keep burning for well over ten seconds.

Strengths

  • Area denial that outlasts the strike

Weaknesses

  • Ember strains resist it
  • Fliers skip the seams
Unlock
Research: Fire tree
Cooldown
90s
Seams
Long-lasting burn zones

Field rating

Single target
Crowd
Control
Wall defense

Ultimate · Frost

Absolute Zero

A canister drop that flash-freezes a huge field, then shatters what it froze.

Absolute Zero pulses a wide freeze field for twelve seconds. Enemies slow to a crawl, freeze, and shatter for damage to everything around them. Elites and bosses stay frozen for less time.

Strengths

  • Freezes an entire surge

Weaknesses

  • Low direct damage
  • Azure and Pale strains blunt it
Unlock
Research: Frost tree
Cooldown
90s
Field
12s, very wide

Field rating

Single target
Crowd
Control
Wall defense

Ultimate · Plasma

Orbital Laser

An orbital beam lands near the wall and crawls up the lane, pulling enemies into it.

The Orbital Laser burns a path up the lane for twelve seconds, dragging enemies toward the beam. It deals enormous bonus damage to bosses and tears through mech shields.

Strengths

  • Boss killer
  • Strips mech shields

Weaknesses

  • Dark strains resist it
Unlock
Research: Plasma tree (Campaign 2 cleared)
Cooldown
90s
Duration
12s
Vs bosses
Massive bonus

Field rating

Single target
Crowd
Control
Wall defense

Arsenal

Sidearm & Sortie

What every operator brings, every run.

Autofire · Physical

Main Gun

Your autofiring sidearm. Everything else scales off it.

The gun fires automatically as you strafe. Hold north to pin fire up the lane. Many cards, every ultimate and your drones scale with its damage, so Weapon Systems research pays off across the whole kit. Shooting a supply barrel grants a short random overcharge.

Strengths

  • Always on, always aimed
  • Hits Fliers

Weaknesses

  • Single target unless you add pierce and ricochet

Upgrades

Ballistic Payload
+5% damage per level, uncapped.
Servo Cadence
+4% fire rate per level.
Targeting Predictor
+1% crit chance per level.
Kinetic Amplifier
+10% crit damage per level.
Hole Punch Rails
+1 pierce per level.
Rebound Geometry
+1 ricochet per level.
Execution Protocol
+5% execute threshold per level.
Unlock
Standard issue
Fire rate
4 shots/s
Crit
15% for 2x
Execute
Below 20% HP

Field rating

Single target
Crowd
Control
Wall defense

Pairs well with

Sortie · Physical

Danger Close-Enough

A free jet sortie that drops a string of bombs across the whole lane.

Every operator gets this one, no research required. It is ready early in the mission and hits every enemy in the lane once.

Strengths

  • Free, early panic button

Weaknesses

  • Light damage
Unlock
Every account
Ready
20s into the mission

Field rating

Single target
Crowd
Control
Wall defense

Arsenal

Drones

One escort drone per loadout, built and upgraded in the Drone Hangar.

Sustained DPS · Physical

Machine Gun Drone

General-purpose sustained DPS support platform.

Reliable, long-range fire at a steady rate. The default drone once you build the Hangar.

Strengths

  • Consistent damage

Weaknesses

  • No splash
Unlock
Drone Hangar (default platform)
Fire rate
3 shots/s

Field rating

Single target
Crowd
Control
Wall defense

Priority target eliminator · Fire

Laser Drone

Precision beam platform that excels at priority target elimination.

The beam ramps up the longer it stays on one target, reaching three times its starting damage. Mastery can convert it to Plasma.

Strengths

  • Melts elites and bosses

Weaknesses

  • One target at a time
  • Ember strains resist it
Unlock
Clear Campaign 1, Mission 15, then build
Damage ramp
Up to 3x

Field rating

Single target
Crowd
Control
Wall defense

Area denial · Physical

Missile Drone

Slow-firing artillery drone tuned for splash pressure and wave clearing.

Each missile hits hard and splashes several enemies around the impact, falling off toward the edge.

Strengths

  • Wave clearing

Weaknesses

  • Slow fire rate
Unlock
Clear Campaign 1, Mission 15, then build
Splash
Up to 6 enemies

Field rating

Single target
Crowd
Control
Wall defense

Arsenal

Consumables

One type per loadout. Ready at the drop, then on a 90-second cooldown.

Repair

Patch Kit

50% of the wall over 10 seconds. Stops at full.

Unlock
Buck's Procurement
Cooldown
90s

Gun boost

Overclock

Gun fire rate +100% for 8 seconds.

Unlock
Buck's Procurement
Cooldown
90s

Drone boost

Wingman

Two copies of your drone for 12 seconds.

Unlock
Buck's Procurement
Cooldown
90s

Cooldown reset

Reset

Core cards that are cooling snap to ready.

Unlock
Buck's Procurement
Cooldown
90s

Wall immunity · Plasma

Overcharge

6 seconds. The wall takes nothing. Hits bounce back.

Unlock
Buck's Procurement (Plasma unlocked)
Cooldown
90s

Arsenal

Base Defenses

The wall and the people keeping it standing.

Lose condition

Base Wall

The wall is the lose condition. You can live. It can't.

Every mode ends when the wall falls. Combat Platform research thickens it with more HP, flat armor, and resistance to heavy hits. After Campaign 2, a regenerating plasma shield can sit in front of it.

Upgrades

Structural Reinforcement
More wall HP.
Composite Armor
Flat armor on every hit.
Impact Resistance
Less damage from elite, boss and heavy hits.
Plasma Defense Grid
Regenerating shield after Campaign 2.
Unlock
Standard issue
Upgrades
Combat Platform research
Visual tiers
Mk1 to Mk4

Pairs well with

Repair

Engineering Droid

A repair bot that patches the wall on a timer and keeps your cards cycling.

The droid restores a slice of wall HP every 15 seconds. Research improves repairs, adds an emergency heal when the wall drops low, and shaves time off your card, ultimate, sortie and consumable cooldowns.

Upgrades

Repair Efficiency
Bigger repairs.
Emergency Recovery Protocol
Large heal when the wall drops below 30%.
Diagnostics
Faster core card cooldowns.
Combat Systems Calibration
Each repair cycle takes 9 seconds off your ultimate, sortie and consumable cooldowns.
Unlock
Clear Campaign 1, Mission 10, then build
Repair
Every 15s

Bestiary

The Hive

Native to Khepri-9. Converts living tissue into more Hive. Not here for the oil.

Grunt

Grunt

The bulk of every wave. Individually harmless; collectively, the reason the wall has a repair budget.

Radio call “The meat.”

Grunts walk the lane in clumps and chew on whatever is in front of them. No plating, no tricks. They exist to soak your attention while something worse lines up behind them.

Strengths

  • Arrive in numbers that bury single-target weapons
  • Screen tougher units walking behind them

Weaknesses

  • No plating: every hit lands at full strength
  • Packed tightly, so splash and chains go far

Field variants

  • RapaxCommon lane predator. No elemental adaptation.
  • Frost RapaxCryo-adapted circulation shrugs off cold, but its hide burns fast.
  • Dark GobblerAblative black carapace sheds plasma; conducts lightning straight to the nerves.
  • Crimson GobblerThermophile bloodline shrugs off fire, but seizes up in the cold.

Known species Gobbler, Rapax, Bufomorph, Deinodonte, Entomorane, Scolomorph, Telluropod

Unlock
Campaign 1, Mission 1
Plating
None
Attack
Melee, on contact

Field rating

HP
Speed
Attack
Armor
Range

Recommended counters

Sprinter

Sprinter

Fragile, fast, and always closer than you think.

Radio call “Fast thin.”

Sprinters cover the lane at more than twice a Grunt's pace. They die to a stiff breeze, but only if the breeze gets there in time. Anything that slows them turns them back into Grunts.

Strengths

  • Reach the wall before slow, lobbed weapons land
  • Punish a draft with no area coverage

Weaknesses

  • Lowest HP in the Hive
  • Slows and snares erase their only advantage

Field variants

  • AngleroxDeep-strain flanker with a bioluminescent lure. No elemental adaptation.
  • Azure AngleroxAbyssal cryo strain; resists ice, burns fast.
  • Ember AngleroxVent-dwelling thermophile strain; shrugs off fire, seizes in the cold.
  • Volt AngleroxCharge-saturated strain; grounds lightning, dissolves under plasma.
  • CeratoferoxHorned charger. No elemental adaptation.
  • Frost CeratoferoxGlacial bloodline resists cold; vulnerable to fire.
  • Ember CeratoferoxThermophile charger; shrugs off fire, seizes in the cold.
  • Volt CeratoferoxCharge-saturated charger; grounds lightning, dissolves under plasma.
  • Dark CeratoferoxMelanistic charger; sheds plasma, conducts lightning.

Known species Anglerox, Ceratoferox, Hideoplast, Pardathrox

Unlock
Campaign 1, Mission 2
Plating
None
Attack
Melee, on contact

Field rating

HP
Speed
Attack
Armor
Range

Recommended counters

Flier

Flier

A Sprinter that skips the floor, and everything you put on it.

Radio call “Inconvenient sprinter.”

Fliers ride above the lane, so ground effects never touch them: fire puddles, black ice, frost skirts, Ravagers and Buzzsaws all pass underneath. Bring something that aims.

Strengths

  • Ignore every floor-based weapon
  • Sprinter speed

Weaknesses

  • Sprinter HP: one solid hit
  • Direct fire and chains still connect

Known species Densoptere, Drackmahre, Marhomorph, Scyver, Vespomorph

Unlock
Campaign 1, Mission 5
Movement
Airborne
Immune to
Floor zones, Ravagers, Buzzsaw

Field rating

HP
Speed
Attack
Armor
Range

Recommended counters

Ranged flier

Buzzard

A Flier that learned to spit. Hovers short of the wall and shells it.

Radio call “Circles and shoots.”

Buzzards stop a short distance out and fire ichor at the wall on a steady rhythm. Airborne, so floor effects miss; parked, so anything that aims can finish them.

Strengths

  • Damages the wall without touching it
  • Ignores floor weapons

Weaknesses

  • Fragile
  • Holds still while firing

Known species Muscomorph

Unlock
Campaign 1, Mission 22
Movement
Airborne
Attack
Ranged spit at the wall

Field rating

HP
Speed
Attack
Armor
Range

Recommended counters

Ranged grunt

Hoser

A Grunt that stops short of the wall and sprays it.

Radio call “Parks, hoses.”

Hosers walk in with the pack, then plant themselves just out of reach and spit. Grunt-grade toughness, but wall-only defenses never reach them.

Strengths

  • Outranges wall-hugging defenses
  • Hides inside Grunt clumps

Weaknesses

  • Grunt HP
  • Stands still: fire puddles and fields eat it

Known species Laminferox

Unlock
Campaign 1, Mission 16
Plating
None
Attack
Ranged spit at the wall

Field rating

HP
Speed
Attack
Armor
Range

Recommended counters

Tank

Tank

Slow, heavily plated, and built to absorb the damage meant for everything behind it.

Radio call “Plate.”

Tanks carry a plating pool that cuts all incoming damage until it cracks. Physical hits chip plating fastest. Once a Tank is cracked, it takes full damage for the rest of its life.

Strengths

  • Plating reduces every damage type until cracked
  • Absorbs fire meant for the pack

Weaknesses

  • Slowest thing on the field
  • Physical hits crack plating quickly

Field variants

  • TankHeavy chitin plating (armor 15). No elemental adaptation.
  • Dark TankObsidian-plated strain (armor 15); sheds plasma, conducts lightning through the joints.
  • Volt TankCharge-saturated strain (armor 15); grounds lightning, dissolves under plasma.
  • Pale TankBleached strain (armor 15); calloused hide takes all status effects at half strength.
  • ArackArmored burrower (armor 15). No elemental adaptation.
  • Dark ArackObsidian shell sheds plasma (armor 15); conducts lightning through the joints.

Known species Tank, Arack, Giant Slug, Karcinomorph, Tetrachnide

Unlock
Campaign 1, Mission 3
Plating
15
Attack
Melee, on contact

Field rating

HP
Speed
Attack
Armor
Range

Recommended counters

Ranged tank

Porch

Tank plating, artillery manners. Parks short of the wall and lobs heavy spit.

Radio call “Sat down and opened up.”

A Porch walks in at Tank pace, settles down, and starts firing hard-hitting shots at the wall. It carries full Tank plating, so crack it before it gets comfortable.

Strengths

  • Plated and ranged at once
  • Hits the wall from outside wall-defense reach

Weaknesses

  • Very slow
  • Stationary once firing

Known species Carcidonte, Tyranopode

Unlock
Campaign 1, Mission 19
Plating
15
Attack
Heavy ranged spit

Field rating

HP
Speed
Attack
Armor
Range

Recommended counters

Elite

Ripper

An elite built for speed instead of bulk, with the hardest-hitting claws below boss class.

Radio call “Elite slot, skinny, mean hands.”

Rippers trade some of an elite's mass for Grunt-pace movement and heavy contact damage. Full elite plating. Left alone at the wall, one will take a visible bite out of it.

Strengths

  • Elite plating at normal speed
  • Highest non-boss contact damage

Weaknesses

  • Less HP than other elites
  • Priority target for elite hunters

Known species Arthromahre, Cavecrawler, Hellcreeper, Karckmahre, Skorpmare

Unlock
Campaign 1, Mission 8
Plating
30
Attack
Heavy melee

Field rating

HP
Speed
Attack
Armor
Range

Recommended counters

Elite

Elite

Mini-boss class breachers. Thick health bar, thick plating.

Radio call “Thick bar.”

Elites carry heavy plating and enough HP to soak a full card cycle. From Campaign 2 onward, some are promoted to Broodcallers that project an aura over the pack.

Strengths

  • Plating plus a deep HP pool
  • May carry a Broodcaller aura

Weaknesses

  • Slow
  • Physical hits crack plating quickly

Field variants

  • UrsacetusMini-boss class breacher (armor 30). No elemental adaptation.
  • Dark UrsacetusMelanistic breacher strain (armor 30); sheds plasma, conducts lightning.
  • Volt UrsacetusCharge-saturated breacher strain (armor 30); grounds lightning, dissolves under plasma.
  • GasterobrachMini-boss class crusher (armor 30). No elemental adaptation.
  • Frost GasterobrachCryo-adapted crusher strain (armor 30); resists ice, burns fast.
  • Ember GasterobrachThermophile crusher strain (armor 30); shrugs off fire, seizes in the cold.
  • Pale GasterobrachBleached crusher strain (armor 30); scar tissue shrugs off slows, burns and shocks at half strength.

Known species Ursacetus, Gasterobrach, Gorosaurus, Morphorrid, Perderos

Unlock
Campaign 1, Mission 9
Plating
30
Promotion
Can become a Broodcaller

Field rating

HP
Speed
Attack
Armor
Range

Recommended counters

Sapper

Vest

Walks in quietly, arms at mid-lane, then sprints for the wall and detonates.

Radio call “Vest…”

A Vest moves at Grunt pace until it crosses the middle of the lane. Then it arms and sprints at three times speed, exploding on contact with the wall or anything in its path. A blast that reaches the wall always lands at full strength. Kill an armed Vest inside its own pack and the blast goes off there instead.

Strengths

  • One of the biggest single hits on the wall
  • Sprint leaves little time to react once armed

Weaknesses

  • Dies to almost anything
  • An armed Vest killed in a crowd damages its own side

Known species Gryllunguis

Unlock
Campaign 1, Mission 11
Arms at
Mid-lane
Armed speed
3x
Reward
None if it detonates itself

Field rating

HP
Speed
Attack
Armor
Range

Recommended counters

Boss

Boss

Theater apex predators. The heaviest plating in the Hive, and they cannot be pushed around.

Radio call “The lease.”

Bosses ignore slows, roots, stuns and fear. Burns and other damage over time still land, and their burn stacks run deeper than anything else's. Contact damage is doubled. Every boss kill pays guaranteed Data. From Campaign 2, alien bosses arrive with four times the health.

Strengths

  • Largest HP pool in the game
  • Movement control does nothing
  • Double contact damage

Weaknesses

  • Slow
  • Burns and DoT still land, with a higher stack cap
  • Several ultimates deal bonus damage to bosses

Field variants

  • Hive TyrantTheater apex (armor 45). Shrugs off slows, stuns and fear.
  • King SpawnBrood apex (armor 45). Shrugs off slows, stuns and fear.
  • TitanockarceTentacled apex (armor 45). Shrugs off slows, stuns and fear.
  • IngenalvusDevourer apex (armor 45). Shrugs off slows, stuns and fear.

Known species Hive Tyrant, King Spawn, Titanockarce, Ingenalvus, Clypeosaurus, Letalobrach

Unlock
Campaign 1, Mission 14
Plating
45
Immune to
Slow, root, stun, fear
Reward
Guaranteed Data

Field rating

HP
Speed
Attack
Armor
Range

Recommended counters

Bestiary

The Machines

Autonomous mining mechs encountered from Campaign 2. Every chassis carries a plasma shield.

Ranged grunt

Combat Droid

The machines' line infantry. Holds well back from the wall and fires.

Combat Droids stop farther out than any Hive shooter and plink at the wall. Like every mech, they carry a plasma shield that soaks hits until it breaks. They also climb out of destroyed boss mechs as pilots and join the fight.

Strengths

  • Longest firing range in the roster
  • Shield absorbs the first chunk of damage

Weaknesses

  • Light chassis once the shield drops
  • Plasma tears through mech shields

Field variants

  • Combat Droid (Army)Standard-issue chassis. No elemental hardening.
  • Combat Droid (Desert)Heat-shielded plating resists fire; brittle in the cold.
  • Combat Droid (Forest)Field camouflage only. No elemental hardening.
  • Combat Droid (Commando)Ablative stealth coating sheds plasma; conducts lightning.

Known species Combat Droid

Unlock
Campaign 2
Shield
Plasma shield
Attack
Long-range fire

Field rating

HP
Speed
Attack
Armor
Range

Recommended counters

Sprinter

Droid OII

A fast melee chassis. Also the pilot pod that bails out of a dying Light Biped.

Droid OIIs run the lane at Sprinter speed behind a plasma shield. When a Light Biped goes down, its Droid OII pilot ejects and flees for a few seconds. It still pays out if you catch it.

Strengths

  • Sprinter speed with a shield on top

Weaknesses

  • Fragile once the shield drops
  • Slows and plasma both work

Field variants

  • Droid OII (Army)Standard-issue chassis. No elemental hardening.
  • Droid OII (Winter)Arctic-hardened coolant loop resists ice; thermal seals fail under fire.
  • Droid OII (Desert)Heat-shielded plating resists fire; brittle in the cold.
  • Droid OII (Forest)Field camouflage only. No elemental hardening.
  • Droid OII (Commando)Ablative stealth coating sheds plasma; conducts lightning.

Known species Droid OII

Unlock
Campaign 2
Shield
Plasma shield
Attack
Melee, on contact

Field rating

HP
Speed
Attack
Armor
Range

Recommended counters

Ranged tank

Aranobot

An armored walker that parks short of the wall and shells it.

The Aranobot is the machines' answer to the Porch: Tank plating, a plasma shield over that, and heavy ranged shots. Strip the shield with plasma, then crack the plate.

Strengths

  • Shield, plating and range in one chassis

Weaknesses

  • Very slow
  • Plasma breaks the shield, Physical cracks the plate

Field variants

  • Aranobot (Army)Armored walker (armor 15). No elemental hardening.
  • Aranobot (Winter)Arctic-hardened walker (armor 15); resists ice, weak to fire.
  • Aranobot (Desert)Heat-shielded walker (armor 15); resists fire, weak to ice.
  • Aranobot (Forest)Armored walker (armor 15). Field camouflage only.
  • Aranobot (Dark)Ablative walker plating sheds plasma (armor 15); conducts lightning.

Known species Aranobot

Unlock
Campaign 2
Plating
15
Shield
Plasma shield

Field rating

HP
Speed
Attack
Armor
Range

Recommended counters

Elite

Light Biped

The toughest thing short of a boss. Heavy plating, a deep shield, and real firepower.

Light Bipeds carry several times the health of a Hive elite plus a shield worth half again. They fire hard, fast shots from close range. When one falls, its Droid OII pilot ejects and runs. Catch it for the bounty. Can be promoted to a Foreman.

Strengths

  • Largest non-boss health pool
  • Shield plus plating
  • Can carry a Foreman aura

Weaknesses

  • Slow
  • Plasma shreds the shield

Field variants

  • Light Biped (Army)Mini-boss class mech (armor 30). No elemental hardening.
  • Light Biped (Winter)Arctic-hardened mech (armor 30); resists ice, weak to fire.
  • Light Biped (Desert)Heat-shielded mech (armor 30); resists fire, weak to ice.
  • Light Biped (Forest)Mini-boss class mech (armor 30). Field camouflage only.

Known species Light Biped Mech

Unlock
Campaign 2
Plating
30
Shield
Plasma shield
On death
Pilot ejects and flees

Field rating

HP
Speed
Attack
Armor
Range

Recommended counters

Sapper

Sentinel

A demolition chassis that does exactly what a Vest does, behind a shield.

The Biped Sentinel walks in, arms at mid-lane, then sprints for the wall and detonates. Its plasma shield buys it extra time on the run, so start shooting early.

Strengths

  • Wall-cracking blast
  • Shield survives one more hit than a Vest

Weaknesses

  • Light chassis under the shield
  • Kill it early, before it arms

Field variants

  • Sentinel (Army)Standard-issue demolition chassis. No elemental hardening.
  • Sentinel (Winter)Arctic-hardened; resists ice, weak to fire.
  • Sentinel (Desert)Heat-shielded; resists fire, weak to ice.
  • Sentinel (Forest)Field camouflage only. No elemental hardening.
  • Sentinel (Dark)Ablative stealth coating sheds plasma; conducts lightning.

Known species Biped Sentinel

Unlock
Campaign 2
Arms at
Mid-lane
Shield
Plasma shield

Field rating

HP
Speed
Attack
Armor
Range

Recommended counters

Boss

Mining Mech

Repurposed industrial apex. Walks up and grinds.

A boss-class melee mech with full boss plating and a shield on top. Like every boss, it ignores slows, stuns and fear. When it goes down, its Combat Droid pilot climbs out and keeps fighting.

Strengths

  • Boss HP, plating and shield
  • Immune to movement control

Weaknesses

  • Melee only
  • Plasma for the shield, Physical for the plate

Field variants

  • Mining MechRepurposed industrial apex (armor 45). Shrugs off slows, stuns and fear.

Known species Mining Mech

Unlock
Campaign 2
Plating
45
Shield
Plasma shield
On death
Pilot joins the fight

Field rating

HP
Speed
Attack
Armor
Range

Recommended counters

Boss

Quadraped

A walking weapons platform that shells the wall from long range.

The Quadraped holds as far back as a Combat Droid and fires heavy rounds. Boss plating, a plasma shield, immunity to movement control, and a Combat Droid pilot that joins in when the hull dies.

Strengths

  • Boss toughness at long range
  • Wall defenses can't reach it

Weaknesses

  • Parks and stays put
  • Plasma for the shield, Physical for the plate

Field variants

  • Quadraped (Army)Walking weapons platform (armor 45). Shrugs off slows, stuns and fear.
  • Quadraped (Winter)Arctic apex (armor 45); resists ice, weak to fire.
  • Quadraped (Desert)Heat-shielded apex (armor 45); resists fire, weak to ice.
  • Quadraped (Forest)Walking weapons platform (armor 45). Field camouflage only.

Known species Quadraped Mech

Unlock
Campaign 2
Plating
45
Shield
Plasma shield
Attack
Heavy long-range fire

Field rating

HP
Speed
Attack
Armor
Range

Recommended counters

Bestiary

Field Commanders

Promoted elites that buff everything around them.

Aura captain

Broodcaller / Foreman

An elite promoted to field commander. Projects one aura over everything nearby.

Radio call “Kill the caller before the answer arrives.”

Broodcallers (Hive) and Foremen (machines) are elites with extra health and an aura that buffs allies within a short radius. Each carries one aura. A captain cannot buff itself, and bosses never receive auras. The aura ends when the captain dies.

Strengths

  • Turns an ordinary pack into a problem
  • Ward shuts down status-based builds

Weaknesses

  • Everything collapses when the captain dies
  • Stealth does not stop area damage
Unlock
Campaign 2 (scripted appearances in Campaign 1)
Haste
Allies move faster
Ward
Burns, slows, freezes and phase effects can't land inside
Stealth
Allies can't be target-locked; splash still hits
Soak
Damage is shared across the pack

Field rating

HP
Speed
Attack
Armor
Range

Recommended counters