So many questions and this mod is here to answer them all. Introducing the Forgotten Armoury containing 12 squads equipped with 68 pieces of non-starting gear which can usually only be obtained during a run.

Features of this mod
- 12 squads all with their own themes and synergies to make their gear shine
- Many unique strategic challenges like defending with mostly shields or blowing up ones own mechs for damage
- Squads are (should be?) mostly balanced to match the power level of the base game
- Almost every piece of non-starting gear is used. If you have a favorite weapon than you will find it here
- Weaker weapons get paired with one-use gear or passives to create fun mechs
- Most mechs are designed to also be useful for custom or random squads
- One exclusive weapon and two exclusive passives which aren´t obtainable in normal gameplay
Current Version 1.1
Last Update: 19.01.2025
Download here
https://drive.google.com/file/d/171P_0hfrLJpKrko2PFGCsuoeZkb1NmA1/view?usp=drive_link

Old civilian mechs tasked with maintaining the grid. Have since been repurposed to use their energy generation in more destructive ways.
Two mechs come with flexible grid weapons. This allows them to reposition freely to go for maximum damage with the Prism Laser.
Some grid damage might be unavoidable but as engineers they come with the tools to fix that as well.

The best defence makes the best offence. Reflective shielding was developed to make that motto come true.
This squad comes with a lof of options to generate shields. This allows them to make maximum use of the Void Shocker to punish all attacking Vek.
The epitome of "stop hitting yourself".

Pilots who have seen too many timelines tend to volunteer for this squad. Are they just seeking higher thrills or do they plan to end it with one last bang?
An insane squad which focuses on the Resonator to create devastating cascades. Don´t be shy about sacrificing your mechs to extend the chain.
As long as one survives you can always revive the rest with the help of the Repair Field.

Radicals who seek a peaceful solution to the Vek threat. However who can say what happens in the fog of war?
A squad which focues on smokeing out the Vek until they give up. The only damage option is limited so only use it when it counts.
The Monk Mech comes with proprietary tech allowing it to act in smoke.

Designed to hold out in narrow streets, mountain passes or bridges. Given the right circumstances these mechs could dispose of a virtually unlimted amount of Vek.
The Line Defenders draw maximum utility if they manage to line up the Vek in one row or column.
Networked Shielding ensures that they won´t stand in their own way while doing so.

Coming from a timeline overrun by Vek. These maschines are made only for destruction - be it foe, friend or even themselves.
They come with devastating area attacks damageing even their own mechs but have limited options for any Vek that manage to survive.
However Medical Supplies allows them to act until the last moment making even the mechs themselfs expandable resources.
You are doing it right if you end the last turn with all mechs dead.

Interfering directly with the mind of Vek neutering their ability to recognize friend from foe.
As in their name this squad is all about different ways to manipulate the Vek to act in your favour.
Their weapons can be hard to use effectivly however they come with a Pull-Tank to position the Vek as needed.

A dangerous fusion of heat and cold. However they pay for their mastery over thermodynamics with the reliabilty of their weapons.
The Ice Flamers come with absurdly powerful weapons like the Ice generator.
However this squad has to be conservative with their weapon usage saving them for the right time.
Otherwise they risk running out of ammo when it really counts or getting stuck behind their own ice creations.
Lastly their damage output is very low, mostly limited to fire. They have to plan their mission objectives very carefully if they want their perfect island reward.

Predecessors to the Rift Walkers intended to preserve the forests of Archive during the war. Got decommissioned for their tendency to cause collateral damage.
As described this is a spin on the trusty Rift Walkers.
They come with seemingly familiar weapons all with their own unexpected twist to figure out.
Preservation Mech also has exclusive Archive tech allowing one to spread forests to the most unexpected of locations.

Designed for dense urban warfare. Pride themselfs in their pinpoint accuracy.
This squad can work around even the most difficult of map layouts with their tricky shooting options.
Equipped with the powerful Refractor Laser there aren´t many Vek who can stop this squad from advancing.

Prefering to engage in long distances. Their goal is to blast off any Vek before they can arrive.
This squad has a prefered distance from where to engage Vek freferably makeing great use of Force Amp by pushing Vek into each other.
But they can always fall back on traditional tactics if this doesn´t work out.

Fitted with as much heavy ordanance as possible. The only question is: What will run out first their ammuntion or the Vek?
If you like big guns and explosions than the Heavy Hitters want you.
Equipped with limited but powerful weapons capeable of reshaping even the land itself.
And that was the last squad.
Feel free to share any ideas, suggestions, experiences or issues. With this many moveing parts I am bound to have overlooked something.
Change history
Code: Select all
19.01.2025 Version 1.1
Fixed some typos
->Most noteably "Ice Flammers" renamed to "Ice Flamers"
Balance changes:
Changes: Explosive Martyrs
Rock mech -1 hp and -1 move
Whirlpool mech -1 move
Reason: The squad scales really well past the first island thanks to the acid tank.
Movement reduction should give the squad some harder decisions regarding core allocation.
Changes: Grid Engineers
Turbine Mech renamed to Servo Mech
Servo Mech loses Wind Torrent and gains Kickoff Boosters
Servo Mech and Combustion Mech swap Grid Repulse and Grid Assault with each other
Reason: Wind Torrent was too hard to balance around and warped the core idea of the squad too much.
Grid Repulse was moved to the Servo Mech since the weapon is less depend on the grid layout once it has a shield upgrade.
Changes: Long-Range Gunneries
Shelling Mech gains Force Amp and loses Heavy Artillery
Tackle Mech loses 1 movement
Sniper Mech loses 1 hp
Reason: The Long-Range Gunneries have a lot of weak weapons between them with terrible upgrade paths.
Force Amp should give them a strong early game to compensate for a more lackluster late game.
In addition this gives the squad something unique gameplay wise.
Change: Pacificst Smokers
Reduce HP of Monk Mech by 1
Reason: Monk Mech has already a lot of good things going for it espescially compared to their two friends.
Change: Line Defenders
Spear Mech HP reduced by 1
Reason: Spear Mech has a good base weapon and a secondary weapon so lower statline ist justified. Also fits more with the image of a spear fighter.
Change: Heavy Hitters
Foray Mech gains "Flood Drill" and loses "Missile Barrage"
Foray Mech loses 1 movement
Armament Mech loses 1 movement
Reason: The squad turned out way stronger than I expected. The limited amount of attacks for the armament mech isn´t as bad a penalty as I initially thought.
They are still plenty strong even with the changes and in return can mess even more with the terrain.
Change: Ice Flamers
Freeze Mech changed to a non-flying mech
Freeze Mech loses 1 movement
Kindle Mech loses 1 movement
Blizzard Mech loses 1 hp
Reason: This squad has two very overpowering weapons between Frost Beam and Ice Gen that can easily sweep the game.
Removing flying and limiting their mobility however gives them a unique and lasting downside of getting stuck behinde frozen Vek if they are not careful.