The Rjx-73's game, top to bottom. A machine that shoots nothing until you hand it a gun, then runs everything, guns included, off one energy bar. The energy panel is the class; the rest is choosing which gun drinks from it.
first
Buy a gun, then press its key
The robot arrives unarmed. Your first point goes into
Minigun,
Flamer or
Grenade Launcher, and even then nothing fires until you press F1, F2 or F3: learning a tier only lights its button up.
then
Feed Structural Upgrades
Every
Structural Upgrades level is +1 armor, +0.1 speed and +0.8 energy a second, and level 1 adds 3 sight and lengthens
Jump: the map's jump switch hands the robot the Cyborg's jump, 6 instead of 4. Level 2 halves what the legs cost, 3 to 5 are
Ground Flare,
Drones Release and
X-rays.
always
Watch the bar
Head, body, arms and legs are bought with energy a second, and the guns cost energy a shot on top. At 25 or less no part moves, up or down. At 5 or less the map zeroes them all. F4 drops everything in one press, at any energy.
The energy panel
Four parts, five levels each, shift + a key to raise one and ctrl + the same key to lower it. Each level replaces the one before; the costs are what the part drains every second while it is on.
| Part | Keys | What each level gives | Energy a second |
|---|---|---|---|
| Head | shift+F1 / ctrl+F1 | +1 / 2 / 3 / 4 / 5 sight and ranged weapon range, and a critical hit chance for the minigun and the railgun (the table further down) | 2 / 4 / 7 / 11 / 16 |
| Body | shift+F2 / ctrl+F2 | +1 / 2 / 4 / 8 / 16 life a second; from level 2, 2 / 4 / 8 / 16 shields regenerating 1 a second | 2.5 / 5 / 8.5 / 15 / 22.5 |
| Arms | shift+F3 / ctrl+F3 | +15 / 30 / 50 / 75 / 105 % ranged damage | 2 / 4 / 7 / 11 / 16 |
| Legs | shift+F4 / ctrl+F4 | +0.2 / 0.5 / 0.9 / 1.4 / 2.0 move speed | 2.5 / 6.5 / 14.5 / 26.5 / 42.5, cut to 1.8 / 3.6 / 7.2 / 11.7 / 18 by Structural Upgrades 2 |
The head's range bonus is on any ranged weapon. Its critical hit is minigun and railgun only.
What the script enforces
- Raising or lowering a part needs more than 25 energy in the bar; at 25 or less both keys do nothing.
- Once a second the map reads the bar: at 5 or under, or dead, every part goes to 0, the legs fall back to base speed and
X-rays is switched off. - Under 50 the hull's paint goes dark and a power-down sound plays; it lights back up above 50.
- F4 resets all four. So does dying, and so does the revive.
- The panel's Total is a fixed table: after Structural Upgrades 2 it still adds the legs' old prices. The Regeneration figure beside it is read from the unit itself.
- The guns drink too: 1 energy a bullet on the minigun (0.5 at Minigun 4), 1 a burst on the flame cannon (0.25 at Flamer 2), 4 a grenade on the launcher (0.5 at Grenade Launcher 3).
Getting energy back
- Base regeneration is 2.5 a second. Each
Structural Upgrades level adds 0.8; the weapon trees add their own: +0.25 at level 2 of Flamer, Grenade Launcher and Railgun, +0.5 at level 4 of Minigun, Flamer and Grenade Launcher and at Railgun 3.
Auxiliary Battery: 50 energy at once, every 120 s.- Water. Step into one of the five ponds and rivers the map marks and the Water Ionic Catalyst gives +10 a second for 12 s, then a 120 s cooldown shown as a red debuff. Stay in the water and it fires again the moment the cooldown ends.
Energy Transfer, on the Generators submenu: drains a
Generator within 6 range for up to 10 s, 25 energy a second off the generator. What the robot gets back is a separate effect in the data, a recharge at 5 a second. Only a Generator: point it at anything else and the script cancels the order. Locked while the Generators optional mission is running, since that mission drains suits into the generators the other way.
Power Cell: 190 over 20 s.
Power User hands the robot two of them at the start instead of energy cells.- Battery MK II, Battery MK III and Solar Generator on the same submenu do nothing: the chat commands behind them have empty bodies.
- Generator (4)
The five water regions are the ones the Water Ionic Catalyst trigger tests; the generators are the map's placed Generator units.
The guns
One gun mounted at a time, chosen with F1, F2, F3 or the class panel's buttons. A switch disables the weapons for about 1 s while the mount changes. All three feed from one 90-round magazine that reloads in 4 s on its own, never jams, and takes one of your 9 spare magazines.
| Weapon | Key | Range | A shot costs | What it does |
|---|---|---|---|---|
| Minigun · | F1 | 22 | 1 round, 1 energy (0.5 at level 4) | 85 to 90 a bullet every 0.22 s, with 75 % of it splashed in 1 radius. Level 2 breaks armor, 1 a hit, 25 stacks, 25 s. Level 3 stacks +5 damage and +0.2 range per hit, 5 stacks lasting 3 s, so keep the trigger held. Level 4 adds 5 damage a bullet. |
| Flame cannon · | F2 | 9 | 1 round, 1 energy (0.25 at level 2) | A 12-long line in front of you: 24 a hit, +20 on light and on biological targets, -5 on armored, -10 on massive. It cannot fire on the move. Level 1 is +3 armor. Level 3 cuts the target's acceleration 15 % for 10 s, which is not a move speed cut (massives shrug it). Level 4 burns: 20 to 25 five times a second per stack, 3 stacks, 6 s. |
| Grenade launcher · | F3 | 14, +2 at level 2 | 4 rounds, 4 energy (0.5 energy at level 3, 3 rounds at level 4) | 110 to 120 in 2 radius, +10 on light. A magazine is 22 grenades, and the auto reload fires as soon as fewer than 4 rounds are left. |
| card | 22 | 150 energy, 100 s cooldown | A 3 s wind-up nothing interrupts, then 7,500 in the data, +2,000 at level 2 and +2,000 again at level 3 (both tooltips print older numbers). Level 2 also puts a stun on the same shot: 1 s, 0.5 s on a massive. Level 3 adds 20 % to the critical chance and 1 to the multiplier (2 on a laser-designated target), on top of the head's own, and needs the head at level 1 at least: the critical trigger does not run without one. |
The first point of Flamer, Grenade Launcher and Railgun also gives +2 armor and +25 life. The Minigun's first point gives nothing of the sort, whatever the community's page says about every tree. Costs, ranges and damage are the map's weapon, effect and upgrade data.
The critical hit
How the trigger rolls it
- It fires on minigun bullets and railgun shots only, on biological targets only, and only while the head has a level.
- Every head level sets a chance and adds to a multiplier that starts at 1. Any learned Minigun tier adds 1 more, whatever gun is out. Railgun 3 adds 20 % to the chance and 1 to the multiplier on railgun shots, 2 if the target is laser-designated.
- The bonus is dealt as a second hit and the total floats over the robot in red.
| Head | Chance | Damage, without / with a Minigun tier |
|---|---|---|
| 1 | 10 % | x2 / x3 |
| 2 | 12 % | x3 / x4 |
| 3 | 14 % | x4.5 / x5.5 |
| 4 | 18 % | x6 / x7 |
| 5 | 24 % | x8.5 / x9.5 |
The tools
Off the weapon trees
Each needs its gun mounted, and levels with its tree.
Suppressive Fire · minigun out · 20 energy, 20 s. 8 s of x1.5 / 2 / 2.5 / 3 attack speed by Minigun level, on autocast, and your move speed is capped at 1.1 while it runs.
Fire Trap · flame cannon out · 60 / 55 / 50 / 45 energy, 40 / 34 / 28 / 20 s by Flamer level, dropped within 1.5 of you. The map swaps the placed trap for the version of your tier.
Punisher Rockets · launcher out · 75 / 70 / 67 / 65 energy, 50 / 47 / 42 / 38 s, range 25 / 30 / 36 / 42, 3 / 5 / 7 / 9 rockets by Grenade Launcher level.
Off Structural Upgrades
Ground Flare · level 3 · 65 energy, 150 s, range 20.
Drones Release · level 4 · 90 energy, 300 s. 4
drones, 5 with the
Additional Core, one a second, wandering and attacking within 20 of you (30 with the core). Flying, cannot be hurt, and the map kills them after 60 s. They fire the
militia drones' beam with the Guard's top drone upgrade, which the robot's player is given at spawn.
X-rays · level 5 · a toggle: detection in 15 and +10 % ranged damage for 2 energy a second, with a lighting change on your screen. It goes off by itself at 5 energy, and whenever Chapter 3 moves the team.
Two hidden unlocks
Learned from other soldiers
- Strike Walk. Stand within 20 of an
Assault Engineer's
Predator as it finishes a Strike Walk, 7 times in one game: the count is not saved, the unlock is. A rank popup announces it.
Strike Walk then costs 50 energy on a 60 s cooldown. - Focus Fire. Only once Strike Walk is yours: 4
Rifleman Focus Fires within 20, in one game.
Focus Fire costs 40 energy on a 250 s cooldown; the buff in the data is +2 range and +30 % ranged damage for 10 s (the tooltip says 20 % and 1.5), and the robot shouts Zmlrlttch !. - Both are written to your bank and mounted on every robot you pick afterwards.
And one you cannot have
The card also carries the Cyborg's
Stealth button. The only line in the script that unlocks it is a chat command reserved to the map's admins, so it stays grey.
Living as a machine
Dying and coming back
- The robot is in the vehicle revive group: no medic raises it. An engineer's
Reconstruct does, and with the auto-revive modifier, or for a player the map flags as new, a
Wmk-72 RTo 3 bot is dropped in to do it. - It comes back at 400 life and 50 energy, every part at 0, your tiers intact, and no gun mounted: death strips all three weapons and the revive does not put one back. Press F1, F2 or F3 again before anything else.
Nanites w13z is the robot's field repair: 100 life and the severe vehicle ailments cleared.
Odds and ends
- Levels come faster. The robot's own XP table asks 1,905 XP for level 20 where every other class asks 2,800; level 10 at 630 against 885.
- No night vision: the NODs button is disabled for this class.
- Hold fire toggles from the HUD, as on the other vehicles.
- An
Assault Engineer's
Craft on the robot: +1 armor, +50 life, +1 life a second and +0.2 move speed. The community's page says a death loses it. Nothing in the script removes the buff, and it is flagged to stay on while dead.
Intellectual adds to a mechanical skill the unit does not have: the robot's data removes that skill, so the SI does nothing here.- The class opens once all three rank tracks are at 175,000 XP or more, or with any prestige.
What the community plays
Guns and parts
The community's page calls the robot the best kiter in the game and builds it in two halves.
- Early: flame cannon and legs. Legs 1 is enough to kite in a line, 2 to turn and circle. Since the cannon cannot fire on the move, tap S to stop, let it fire, then walk on: the burn stacks keep ticking.
- Later: minigun and head. Range and criticals are the damage; head 3 is the level whose upkeep the fifth Structural Upgrade roughly pays for, so that is where the page parks it, with F4 between fights to bank regeneration.
- The burst. Z then R for a clean magazine, F4,
Suppressive Fire, then shift+F1andshift+F3five times each; feed it with the
battery and a
Power Cell, and drop back to head 3 when the 8 s are up. Their claim is a
Cacumen gone in short order. - The launcher they rate below both, except for its level 4 against crowds and Outbreak. The robot's XP curve reaches that level sooner than another class would.
- Keep the bar above 80 %, and keep the flame cannon's
Fire Trap for pulling undead off an ally or an objective; ping it, since it hurts your side too.
SIs and gear
The page's line is that the panel makes any SI workable. Its picks:
Hawk Eye for the flame cannon's range and for detection without X-rays.
Veteran with the minigun and
Legion Born with everything: the life cut hurts a 658-life hull less than it hurts a soldier.
Light Armor and
Twinkle Toes for kiting;
Instructor as free stats for the whole team;
Energetic early, before Structural Upgrades outgrows it.
The robot has no hands, so the gear is the vehicle attachments:
Aim Assist (vehicle) (+20 % damage, +15 % attack speed),
Recoil Suppressor (vehicle) (+1 range, a 10 % slow; an Assault Engineer's
Craft turns it into
Improved Recoil Suppressor (vehicle), a 15 % slow),
Shield Generator (vehicle) (+5 armor, 200 shields) or the
minor one,
Weight Reduction (vehicle), and its own
Additional Core mk I (+20 % attack speed, +1 drone). Consumables:
Ammo Case,
Magazines,
Power Cell,
Energy Cell Packed,
Nanites w13z. The rest are mission items, plus Invasion's
EMI Rounds. The Gear tab lists all 28.
Numbers are read from the map file: its unit, weapon, behaviour, ability and upgrade data, and its trigger script.