Equipment

Every arm weapon, back unit and weapon rack Night can carry, with base stats and what each one does in battle.

Dual arms carry two copies of the weapon. AP means armor points. On touch screens, use the matching on-screen equipment buttons. How loadouts work

Stats shown
Level 1 · Common grade
Damage
Per gun, before upgrades
Q · E
Left · right back slot
Q only
Shield, cloak, EMP

Pictures show the actual equipment models. Select 3D preview on a card to turn the model. Rack cards show the stored weapon.

Arm weapons

6 families, 9 single and dual loadouts. Fire with the left mouse button.

Machine gun — actual Night equipment modelARM WEAPON

AUTOMATIC

Machine gun

Damage / shot
40
Range
320m
Shot interval
0.122s
Magazine / reload
30 / 1.5s

Automatic pressure

Hold fire to keep up a stream of 40-damage rounds. Reload after 30 shots. Choose single or dual arms for your loadout.

Single FreeDual 200 credits
Shotgun — actual Night equipment modelARM WEAPON

CLOSE RANGE

Shotgun

Damage / shot
200
Range
200m
Shot interval
0.85s
Magazine / reload
10 / 1.5s

Close-range knockback

A full 16-pellet blast deals 200 damage within 50m, tapering to 50 at 200m. Pellets push enemies back. Single and dual variants are available.

Single 100 creditsDual 200 credits
Sniper rifle — actual Night equipment modelARM WEAPON

LONG RANGE

Sniper rifle

Mech armor / hit
34%
Critical chance
20%
Shot interval
3s
Magazine / reload
10 / 5s

Armor-piercing precision

A normal mech hit deals 34% of the target’s maximum armor; a critical hit deals 66% (20% chance). Other units take lethal hits. Use the scope to line up shots.

Single 400 credits
Minigun — actual Night equipment modelARM WEAPON

SUPPRESSION

Minigun

Damage / shot
10
Range
320m
Shot interval
0.035s
Magazine / reload
300 / 7s

Focus-fire ramp

Consecutive hits on the same enemy add 5% damage per hit, up to 2× damage. The bonus resets when you hit a different enemy or go 1.5s without a hit. A 300-round belt supports long bursts; plan for the 7s reload.

Single 400 creditsDual 1,000 credits
Autocannon — actual Night equipment modelARM WEAPON

HEAVY FIRE

Autocannon

Damage / shot
150
Range
320m
Shot interval
3s
Magazine / reload
No magazine

Planted heavy fire

Explosive rounds deal 150 direct damage with 15m inner and 30m outer splash radii. Fully planting the cannon in a stationary kneeling pose reduces its base shot interval from 3s to 1s.

Single Free
Beam rifle — actual Night equipment modelARM WEAPON
Damage / contact tick
150
Range
1,000m
Charge / beam
3s / 3s
Cooling
3s

Tap, charge, sweep

Tap fire to commit to a full charge, then automatically release the beam. Contact applies 150 damage every 0.5s and a 0.6s hit stun. Aim turns more slowly while firing, so set up your angle first.

Single 800 credits

Back units

9 modules. Q fires the left back slot and E the right. Shield, cloak and EMP fit Q only.

Aegis shield — actual Night equipment modelLEFT BACK · Q
Barrier AP
500
Extra mech shield
+50
Recharge
25s
Protection
Front arc

Front barrier

Project a frontal barrier that remains active until destroyed. Its recharge starts when the barrier breaks.

Passive Increase maximum mech shield by 50.

Unlock 100 credits

Missile pod — actual Night equipment modelBACK · Q / E
Missiles / volley
10
Damage / missile
100
Range
300m
Cooldown
25s

10-missile volley

Fire 10 lightly homing missiles, sharing the volley across visible enemies in range. Each missile deals 100 damage.

Passive Locked weapon shots have a 15% missile chance (5% for miniguns). Each beam-rifle damage tick triggers one missile. This passive pauses during the unit’s cooldown.

Unlock 400 credits

Missile Launcher — actual Night equipment modelBACK · Q / E
Missiles / volley
10
Damage / missile
100
Range
300m
Cooldown
25s

10-missile volley

Fire 10 upward-launched homing missiles, sharing the volley across visible enemies in range. Each missile deals 100 damage.

Passive Locked weapon shots have a 15% missile chance (5% for miniguns). Each beam-rifle damage tick triggers one missile. This passive pauses during the unit’s cooldown.

Unlock 400 credits

Railgun — actual Night equipment modelBACK · Q / E

PRECISION

Railgun

Piercing damage
300
Range
1,000m
Charge
1.2s
Cooldown
25s

Piercing rail shot

Charge for 1.2s, then fire one 300-damage projectile that pierces units. Line up targets to make the most of one shot.

Unlock 400 credits

Beam cannon — actual Night equipment modelBACK · Q / E

SUSTAINED

Beam cannon

Full-charge damage
702
Charge
5s
Range
1,000m
Blast radius
100m
Cooling
15s

Tap · charge 5s · auto-fire

Tap Q or E to commit to a 5s charge, then automatically launch a full-power energy bolt at 3× the beam rifle’s opening speed. Impact or maximum range triggers a 100m blast. Tapping again does not cancel the charge.

Unlock 1,000 credits

EMP device — actual Night equipment modelLEFT BACK · Q

CONTROL

EMP device

Blast radius
200m
Charge
3s
Stun
5s
Cooldown
30s

EMP blast

Charge for 3s and release an EMP across 200m. Enemy mechs are stunned for 5s, losing movement, weapons and back units. The pulse also destroys enemy drones and clears their missiles in flight.

Unlock 1,000 credits

Drone bay (attack) — actual Night equipment modelBACK · Q / E
Reserve capacity
7
Damage / drone shot
50
Target range
300m
Reserve refill
1 / 10s

Deploy all reserves · 50s life

Tap to launch all reserves in sequence. Each drone has 100 AP and lasts 50s. Drones seek enemies within 300m and fire once per second when within 100m of a target. At expiry, a drone within 20m of its target explodes for 100 damage; others fall without exploding.

Passive Start with 7 reserves; refill one every 10s. New reserves refill independently of deployed drones.

Unlock 1,000 credits

Phantom cloak — actual Night equipment modelLEFT BACK · Q
Mobile cloak
10s
Recharge
25s
Passive
Stationary cloak
Break condition
Attack / damage

Mobile cloak

Move while cloaked for up to 10s. Attacking ends the active cloak and starts its 25s recharge.

Passive Standing still cloaks the mech. Damage or attacking breaks stationary cloak.

Unlock 100 credits

Drone bay (healing) — actual Night equipment modelBACK · Q / E
Reserve capacity
7
Healing / ally / bay
10% AP/s
Support range
400m
Reserve refill
1 / 5s

Deploy all reserves · 50s life

Tap to launch all reserves. Each drone has 100 AP and lasts 50s. Drones prioritize you, then wounded allies within 400m, assigning one per 25% missing armor (rounded up). After arrival, each supported ally recovers 10% of maximum armor per second per bay; extra drones do not multiply that bay’s rate.

Passive Start with 7 reserves; refill one every 5s. Surplus drones wait nearby and reassign as armor changes.

Unlock 100 credits

Weapon racks

9 stored arm loadouts. Press the rack’s back-slot key to swap your arms.

Machine gun rack — actual Night equipment modelBACK · Q / E

WEAPON SWAP

Machine gun rack

Stored loadout
Single arm
Slot input
Q or E

Swap arm weapon

Press this back slot’s key to exchange the complete arm loadout with the rack. The other back slot is untouched. Swapping preserves weapon cycles, so it does not refill a magazine.

Unlock Free

Weapon stats ↑
Shotgun rack — actual Night equipment modelBACK · Q / E

WEAPON SWAP

Shotgun rack

Stored loadout
Single arm
Slot input
Q or E

Swap arm weapon

Press this back slot’s key to exchange the complete arm loadout with the rack. The other back slot is untouched. Swapping preserves weapon cycles, so it does not refill a magazine.

Unlock 100 credits

Weapon stats ↑
Sniper rifle rack — actual Night equipment modelBACK · Q / E
Stored loadout
Single arm
Slot input
Q or E

Swap arm weapon

Press this back slot’s key to exchange the complete arm loadout with the rack. The other back slot is untouched. Swapping preserves weapon cycles, so it does not refill a magazine.

Unlock 400 credits

Weapon stats ↑
Minigun rack — actual Night equipment modelBACK · Q / E

WEAPON SWAP

Minigun rack

Stored loadout
Single arm
Slot input
Q or E

Swap arm weapon

Press this back slot’s key to exchange the complete arm loadout with the rack. The other back slot is untouched. Swapping preserves weapon cycles, so it does not refill a magazine.

Unlock 400 credits

Weapon stats ↑
Autocannon rack — actual Night equipment modelBACK · Q / E

WEAPON SWAP

Autocannon rack

Stored loadout
Single arm
Slot input
Q or E

Swap arm weapon

Press this back slot’s key to exchange the complete arm loadout with the rack. The other back slot is untouched. Swapping preserves weapon cycles, so it does not refill a magazine.

Unlock Free

Weapon stats ↑
Beam rifle rack — actual Night equipment modelBACK · Q / E

WEAPON SWAP

Beam rifle rack

Stored loadout
Single arm
Slot input
Q or E

Swap arm weapon

Press this back slot’s key to exchange the complete arm loadout with the rack. The other back slot is untouched. Swapping preserves weapon cycles, so it does not refill a magazine.

Unlock 800 credits

Weapon stats ↑
Dual machine guns rack — actual Night equipment modelBACK · Q / E
Stored loadout
Dual arms
Slot input
Q or E

Swap both arm weapons

Press this back slot’s key to exchange the complete arm loadout with the rack. The other back slot is untouched. Swapping preserves weapon cycles, so it does not refill a magazine.

Unlock 200 credits

Weapon stats ↑
Dual shotguns rack — actual Night equipment modelBACK · Q / E
Stored loadout
Dual arms
Slot input
Q or E

Swap both arm weapons

Press this back slot’s key to exchange the complete arm loadout with the rack. The other back slot is untouched. Swapping preserves weapon cycles, so it does not refill a magazine.

Unlock 200 credits

Weapon stats ↑
Dual miniguns rack — actual Night equipment modelBACK · Q / E
Stored loadout
Dual arms
Slot input
Q or E

Swap both arm weapons

Press this back slot’s key to exchange the complete arm loadout with the rack. The other back slot is untouched. Swapping preserves weapon cycles, so it does not refill a magazine.

Unlock 1,000 credits

Weapon stats ↑

Pick your parts in the hangar and test them against AI pilots. Compare the game modes or read the controls guide first.

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