▰ ▰ ▰ SEAF / TACTICAL NETWORKAUTHORIZED FIELD TERMINAL • NOT LIVE-SYNCED
SYSTEMS NOMINAL
▦ SUPER EARTH // LOADOUT COMMANDOPERATION : READY CHECK · V04.0

PREPARE TO
SPREAD DEMOCRACY.

Choose your armor, weapons, throwable, booster and four stratagems. Then evaluate the whole loadout against your actual mission—coverage, interactions, and tactical conflicts included.

CONFIGURE LOADOUT ↘RANDOMIZE KIT ↘MANUAL OR RANDOM · EVALUATE ON DEMAND
FIELD SYSTEM 002 / SYNERGY ASSESSMENTDOCTRINE: NO SLOT WASTED
▦
CATALOG DATABASE—body armor + equipment
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TACTICAL READOUT06 VECTORScoverage + synergies
⛨
REQUISITION RULESACTIVEsupport & pack conflicts
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RULED RANDOMIZERNOW ONLINEfull chaos or tactical rolls

01 / Mission parameters

Define your threat
Enemy front
Threat level — SUICIDE MISSION
7

02 / Personal equipment

5 SLOTS

03 / Stratagem loadout

4 CALL-INS

Every mode limits each stratagem to one copy and permits at most one mech, one FRV, and one tank. Normal builder rules also prevent multiple support-weapon call-ins and competing backpacks. These are build-design rules inside this tool, not claims that every blocked combination is impossible in-game.

Need a starting point? Templates only load when you click them.

04 / Loadout randomizer

CHAOS ENABLED
SEAF // EXPERIMENTAL REQUISITIONS

LET THE ARMORY DECIDE.

Set your rules, roll a complete nine-slot build, and tweak it in the same builder. Everything feeds into the existing Field Analysis—no separate scoring system.

Chaos rolls ignore synergy and mission tactics; Tactical Blend and Mission-Tuned favor effective, playable builds. The same Evaluate button scores every result.

Allowed armor weights

Limit the weight and, optionally, the passive granted by your armor.

Support & backpack rules
Customize weapon, throwable & booster pools OPTIONAL RULES ▾
Allowed stratagem classes

Disabled categories never appear. Normal modes enforce support/backpack compatibility. Full Chaos can intentionally break that rule when its sandbox switch is on.

Mission coverage & analysis
Keep equipped gear on rerolls

Lock any currently equipped item. Empty slots cannot be locked; all unlocked slots will roll again.

READY TO ROLL // Choose rules, then generate. No equipment changes until you press Generate.