{"$schema":"https://uar.cedricdessalles.dev/guides/schema.json","format":"/guides/format?mos=Rjx73","version":1,"mos":"Rjx73","slug":"the-rjx-73-played","title":"The Rjx-73, played","modes":[],"ranks":[],"skills":[],"sis":[{"num":5},{"num":20},{"num":29},{"num":21},{"num":7},{"num":12},{"num":4}],"blocks":[{"type":"markdown","text":"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."},{"type":"columns","columns":[[{"type":"markdown","text":"# first\n**Buy a gun, then press its key**\n\nThe robot arrives unarmed. Your first point goes into [[skill:MinigunWay2]], [[skill:FlamerWay2]] or [[skill:GrenadeLauncher]], and even then nothing fires until you press `F1`, `F2` or `F3`: learning a tier only lights its button up."}],[{"type":"markdown","text":"# then\n**Feed Structural Upgrades**\n\nEvery [[skill:StructuralUpgrades]] level is +1 armor, +0.1 speed and +0.8 energy a second, and level 1 adds 3 sight and lengthens [[ability: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 [[ability:GroundFlare3]], [[ability:DronesRelease]] and [[ability:Xrays2]]."}],[{"type":"markdown","text":"# always\n**Watch the bar**\n\nHead, 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."}]]},{"type":"section","title":"The energy panel","children":[{"type":"markdown","text":"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.\n\n| Part | Keys | What each level gives | Energy a second |\n|---|---|---|---:|\n| **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 |\n| **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 |\n| **Arms** | `shift+F3` / `ctrl+F3` | +15 / 30 / 50 / 75 / 105 % ranged damage | 2 / 4 / 7 / 11 / 16 |\n| **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 |\n\nThe head's range bonus is on any ranged weapon. Its critical hit is minigun and railgun only."},{"type":"columns","columns":[[{"type":"markdown","text":"# What the script enforces\n- Raising or lowering a part needs **more than 25** energy in the bar; at 25 or less both keys do nothing.\n- 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 [[ability:Xrays2]] is switched off.\n- Under **50** the hull's paint goes dark and a power-down sound plays; it lights back up above 50.\n- `F4` resets all four. So does dying, and so does the revive.\n- 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.\n- 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)."},{"type":"markdown","text":"# Getting energy back\n- Base regeneration is 2.5 a second. Each [[skill:StructuralUpgrades]] 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.\n- [[ability:AuxiliaryBattery]]: 50 energy at once, every 120 s.\n- **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.\n- [[ability:EnergyTransfertToCaster|Energy Transfer]], on the Generators submenu: drains a [[unit: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 [[mission:generators]] optional mission is running, since that mission drains suits into the generators the other way.\n- [[item:PowerCell]]: 190 over 20 s. [[si:15]] hands the robot two of them at the start instead of energy cells.\n- Battery MK II, Battery MK III and Solar Generator on the same submenu do nothing: the chat commands behind them have empty bodies."}],[{"type":"map","title":"AO Thalim · where the robot refuels","caption":"The five water regions are the ones the Water Ionic Catalyst trigger tests; the generators are the map's placed Generator units.","marks":[{"kind":"area","tone":"accent","label":"Water Pond Area","at":{"region":"Water Pond Area"}},{"kind":"area","tone":"accent","label":"Water Area North","at":{"region":"Water Area North"}},{"kind":"area","tone":"accent","label":"Water Area Mid","at":{"region":"Water Area Mid"}},{"kind":"area","tone":"accent","label":"Water Area Mid 2","at":{"region":"Water Area Mid 2"}},{"kind":"area","tone":"accent","label":"Water Area West","at":{"region":"Water Area West"}},{"kind":"dots","tone":"item","label":"Generator","placed":"Generator"}]}]]}]},{"type":"section","title":"The guns","children":[{"type":"markdown","text":"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.\n\n| Weapon | Key | Range | A shot costs | What it does |\n|---|---|---:|---|---|\n| **Minigun** · [[skill:MinigunWay2]] | `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. |\n| **Flame cannon** · [[skill:FlamerWay2]] | `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. |\n| **Grenade launcher** · [[skill:GrenadeLauncher]] | `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. |\n| {{ability:Railgun}} · [[skill:Railgun2]] | 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. |\n\nThe 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."}]},{"type":"section","title":"The critical hit","children":[{"type":"columns","columns":[[{"type":"markdown","text":"# How the trigger rolls it\n- It fires on **minigun bullets and railgun shots only**, on **biological** targets only, and only while the head has a level.\n- 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.\n- The bonus is dealt as a second hit and the total floats over the robot in red."}],[{"type":"table","columns":[{"label":"Head","align":"left"},{"label":"Chance","align":"right"},{"label":"Damage, without / with a Minigun tier","align":"right"}],"rows":[["1","10 %","x2 / x3"],["2","12 %","x3 / x4"],["3","14 %","x4.5 / x5.5"],["4","18 %","x6 / x7"],["5","24 %","x8.5 / x9.5"]]}]]}]},{"type":"section","title":"The tools","children":[{"type":"columns","columns":[[{"type":"markdown","text":"# Off the weapon trees\nEach needs its gun mounted, and levels with its tree.\n- {{ability:SuppressiveFire2}} · 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.\n- {{ability:FireTrap}} · 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.\n- {{ability:PunisherRockets}} · 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."}],[{"type":"markdown","text":"# Off Structural Upgrades\n- {{ability:GroundFlare3}} · level 3 · 65 energy, 150 s, range 20.\n- {{ability:DronesRelease}} · level 4 · 90 energy, 300 s. 4 [[unit:Drone2|drones]], 5 with the [[item:AimAssist2|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 [[unit:Interceptor|militia drones']] beam with the Guard's top drone upgrade, which the robot's player is given at spawn.\n- {{ability:Xrays2}} · 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."}]]}]},{"type":"section","title":"Two hidden unlocks","children":[{"type":"columns","columns":[[{"type":"markdown","text":"# Learned from other soldiers\n- **Strike Walk.** Stand within 20 of an [[mos:AssaultEngineer]]'s [[unit:Goliath2|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. [[ability:PsiStrikeWalk2]] then costs 50 energy on a 60 s cooldown.\n- **Focus Fire.** Only once Strike Walk is yours: **4** [[mos:Rifleman]] Focus Fires within 20, in one game. [[ability:FocusFire3]] 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 !*.\n- Both are written to your bank and mounted on every robot you pick afterwards."}],[{"type":"markdown","text":"# And one you cannot have\nThe card also carries the Cyborg's [[ability: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."}]]}]},{"type":"section","title":"Living as a machine","children":[{"type":"columns","columns":[[{"type":"markdown","text":"# Dying and coming back\n- The robot is in the vehicle revive group: no medic raises it. An engineer's [[ability:Reconstruct]] does, and with the auto-revive modifier, or for a player the map flags as new, a [[unit:Wmk72RTo3]] bot is dropped in to do it.\n- 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.\n- [[item:Nanitesw13z]] is the robot's field repair: 100 life and the severe vehicle ailments cleared."}],[{"type":"markdown","text":"# Odds and ends\n- **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.\n- **No night vision:** the NODs button is disabled for this class.\n- Hold fire toggles from the HUD, as on the other vehicles.\n- An [[mos:AssaultEngineer]]'s [[ability: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.\n- [[si:9]] adds to a mechanical skill the unit does not have: the robot's data removes that skill, so the SI does nothing here.\n- The class opens once all three rank tracks are at 175,000 XP or more, or with any prestige."}]]}]},{"type":"section","title":"What the community plays","children":[{"type":"columns","columns":[[{"type":"markdown","text":"# Guns and parts\nThe community's page calls the robot the best kiter in the game and builds it in two halves.\n- **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.\n- **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.\n- **The burst.** `Z` then `R` for a clean magazine, `F4`, [[ability:SuppressiveFire2]], then `shift+F1` and `shift+F3` five times each; feed it with the [[ability:AuxiliaryBattery|battery]] and a [[item:PowerCell]], and drop back to head 3 when the 8 s are up. Their claim is a [[unit:Cacumen]] gone in short order.\n- **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.\n- Keep the bar above 80 %, and keep the flame cannon's [[ability:FireTrap]] for pulling undead off an ally or an objective; ping it, since it hurts your side too."}],[{"type":"markdown","text":"# SIs and gear\nThe page's line is that the panel makes any SI workable. Its picks:\n- [[si:5]] for the flame cannon's range and for detection without X-rays.\n- [[si:20]] with the minigun and [[si:29]] with everything: the life cut hurts a 658-life hull less than it hurts a soldier.\n- [[si:21]] and [[si:7]] for kiting; [[si:12]] as free stats for the whole team; [[si:4]] early, before Structural Upgrades outgrows it.\n\nThe robot has no hands, so the gear is the vehicle attachments: [[item:AimAssistvehicle]] (+20 % damage, +15 % attack speed), [[item:RecoilSuppressorvehicle]] (+1 range, a 10 % slow; an Assault Engineer's [[ability:Craft]] turns it into [[item:ImprovedRecoilSuppressorvehicle]], a 15 % slow), [[item:ShieldGenerator]] (+5 armor, 200 shields) or the [[item:MinorShieldGenerator|minor one]], [[item:WeightReductionvehicle]], and its own [[item:AimAssist2]] (+20 % attack speed, +1 drone). Consumables: [[item:AmmoCase]], [[item:Magazines]], [[item:PowerCell]], [[item:EnergyCellPacked]], [[item:Nanitesw13z]]. The rest are mission items, plus Invasion's [[item:EMIRounds]]. [The Gear tab](/mos/Rjx73/gear) lists all 28."}]]}]},{"type":"markdown","text":"Numbers are read from the map file: its unit, weapon, behaviour, ability and upgrade data, and its trigger script."}]}