REFERENCE

Equipment and loadout rules

What every slot does, how bonuses add up, and when class-tagged gear matters.

SOURCE-VERIFIED MECHANICS / REASONED GUIDANCE

Six equipment slots

A frame equips two weapons, one armor, one core, one set of thrusters and one shield. Gear fits by its equipment type. There is no additional base-game faction restriction in the slot validator.

Weapon statistics add to the loadout alongside other equipment. Weapon I and II alternate during the interactive simulation; ranged/melee pilot specialties are evaluated for the weapon used by the attack.

ONE FRAME, THE RIGHT SLOTS

War MachineWar Machineprovides the chassis
PilotPrimary pilotfull crew stat contribution
Co-pilotonly on dual-crew frames
Weapon IWeapon
Weapon IIWeapon
ArmorArmor
CoreCore
ThrustersThrusters
ShieldShield

Six equipment slots: two weapons, armor, core, thrusters and shield. Stat symbols identify slot roles here; use each item’s actual equipment type to check compatibility.

Read the actual bonuses

Equipment may contribute HP, Attack, Defense, evasion, energy, shields and regeneration. Some items have negative bonuses. A weapon can therefore trade defense for attack; do not assume its type makes every number beneficial.

Equipment does not use the pilot/frame XP-level multiplier. Workshop rank still multiplies its base stat contributions. Rolled gear modifiers are additional per-item bonuses; the wiki records template stats and cannot know the modifier roll on your owned copy.

Class sets and recalibration

Legendary/HSP class-tagged equipment counts toward a tier set only when its chassis class matches the frame. Two pieces award 6% and four award 15% to HP, Attack and Defense.

Recalibration rerolls gear modifiers for Data Fragments. The rarity costs are 50 Common, 120 Rare, 300 Epic and 600 Legendary. It is a repeatable resource sink, not a guaranteed upgrade in every resulting stat.

Ownership and duplicates

One physical card cannot occupy two equipment slots at once. Separate copies of the same weapon may fill Weapon I and II. Cards assigned to another loadout or activity can be unavailable to the selection you are making.

Use the equipment filters and compare tool to examine exact bonuses before spending upgrade materials. The collection checklist tracks which templates you own; it does not synchronize counts or rolled modifiers from the game.

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Implementation sources

Guide explanations are maintained separately from the extracted database. This version was checked against:

  • types.ts
  • utils/squadEquipment.ts
  • utils/gameLogic.ts