FERROCADE

THE WORKSHOP

Nothing off the shelf.

FERROCADE has no unit list to pick from. It has a workshop, where you fit a hull, a drive and a turret together and end up with something that did not exist before — carrying a weight, a fuel appetite and a price that follow from exactly those parts.

The in-game vehicle designer: the six steps on the left, the vehicle on its turntable in the middle, the analysis readout on the right. FULL SIZE
The workshop in the running build — captured from the engine.

01 · SIX STEPS

From an empty bench to a production model.

The designer walks you along a track instead of sitting you in front of a form. Every step changes the vehicle on the turntable at once, and the readout on the right keeps up.

01

Hull

The base mass: structure, armour, and the hardpoints that allow everything after it.

02

Drive

Wheels, tracks, hover or legs — speed against toughness against terrain.

03

Turret

The vehicle's job. 37 options, shelved by role exactly as in game.

04

Modules

Four add-ons that sharpen the role: radar, signature damping, fuel, night vision.

05

Hardpoints

Armour, optics, concealment, magazine — whatever slots the hull offers.

06

Name & build

A design gets a name and moves into the garage.

Nine numbers, no star ratings.

The analysis drawer keeps speed, power-to-weight, kinetic and thermal armour, structure, reach, firepower, magazine and fuel range on screen at all times — as bars against everything else you could have built. A heavy turret on a light hull is visible there, well before it stalls in the field.

02 · THREE DESIGNS

Same parts, three entirely different vehicles.

Scout, supply, advance — the three things FERROCADE turns on. Each of these is three parts from the catalogue below, and the bars are the actually composed values.

SCOUT

Scout

Scout Buggy
Fast Wheels
Sensor Array

Fast, quiet and practically defenceless. It does not shoot — it makes sure everything else knows what to shoot at. Without one, your artillery fires into fog.

Structure
Speed
Reach
Firepowerno weapon
Cost

SUPPLY

Tanker

Transport Hull
Wheels
Supply Carrier

Defenceless as well, and still the vehicle that decides the advance. It carries diesel and ammunition to the one place both run out: the front.

Structure
Speed
Reach
Firepowerno weapon
Cost

ADVANCE

Breakthrough tank

Bastion Hull
Heavy Tracks
Heavy Cannon

Heavily armoured, slow, expensive — and for exactly that reason dependent on a supply line that holds. It breaks the line the first two found.

Structure
Speed
Reach
Firepower
Cost

03 · HULLS

The base mass.

The hull decides how much a vehicle absorbs, how heavy it is — and, through its hardpoints, how much room you have left afterwards.

Design references from the workshop folder — concept images, not game graphics. For what the parts look like in a fight, see the shots on the front page.

Design reference: Recon Frame

Recon Frame

1 hardpointavailable from the start

The cheapest way in: thinly armoured, light, with exactly one slot for optics or concealment

Structure
Kinetic armour
Thermal armour
Mass
Cost
Design reference: Line Chassis

Line Chassis

2 hardpointsResearch

The workhorse — enough armour to stay, plus one armour and one utility slot

Structure
Kinetic armour
Thermal armour
Mass
Cost
Design reference: Bastion Hull

Bastion Hull

2 hardpointsResearch

Evenly heavy against both kinetic and thermal fire; the first hull that survives a breakthrough

Structure
Kinetic armour
Thermal armour
Mass
Cost
Design reference: Scout Buggy

Scout Buggy

1 hardpointResearch

Almost no armour, but innately harder to spot and fast enough to get away

Structure
Kinetic armour
Thermal armour
Mass
Cost
Design reference: Titan Hull

Titan Hull

3 hardpointsResearch

Three times a line hull’s structure and room for heavy kit — paid for in mass and crude

Structure
Kinetic armour
Thermal armour
Mass
Cost
Design reference: Cyborg Frame

Cyborg Frame

1 hardpointResearch

A compact, cheap frame for saturation: many of them cost less than one heavy vehicle

Structure
Kinetic armour
Thermal armour
Mass
Cost
Design reference: Transport Hull

Transport Hull

2 hardpointsResearch

Built to carry rather than to fight — logistics slots, plenty of volume, no ambition at the front

Structure
Kinetic armour
Thermal armour
Mass
Cost
Design reference: Fortress Hull

Fortress Hull

5 hardpointsResearch

The thickest hull in the game, with its own slot for a secondary weapon; expensive and slow

Structure
Kinetic armour
Thermal armour
Mass
Cost
Design reference: Stealth Hull

Stealth Hull

2 hardpointsResearch

Light, expensive and hard to find — the hull you drive into the back of a supply line with

Structure
Kinetic armour
Thermal armour
Mass
Cost

04 · DRIVES

What runs underneath.

Every drive is a trade: speed against toughness, and sometimes against being able to get there at all. Mass slows things down — a heavy hull on fast wheels does not go as fast as the wheels could.

Design reference: Wheels

Wheels

available from the start

The default: fast enough, cheap, available from the start — and soft the moment something hits

Speed
Toughness
Cost
Design reference: Half-Track

Half-Track

Research

Wheels in front, tracks behind — a little slower than wheels, noticeably tougher

Speed
Toughness
Cost
Design reference: Tracks

Tracks

Research

The compromise most fighting vehicles run: slow, robust, dependable off-road

Speed
Toughness
Cost
Design reference: Hover

Hover

amphibiousResearch

Nearly as fast as wheels, and the only light drive that crosses open water

Speed
Toughness
Cost
Design reference: Heavy Tracks

Heavy Tracks

Research

The toughest running gear in the game, and the slowest — for hulls that were never going to dodge

Speed
Toughness
Cost
Design reference: Fast Wheels

Fast Wheels

Research

Markedly faster than standard wheels and thinner still — scouting and raids

Speed
Toughness
Cost
Design reference: Walker Legs

Walker Legs

Research

Legs get where tracks bog down; tougher than wheels, slower than tracks

Speed
Toughness
Cost
Design reference: Amphibious Tracks

Amphibious Tracks

amphibiousResearch

Tracks that swim — quicker than heavy tracks, and rivers stop being borders

Speed
Toughness
Cost
Design reference: Turbo Boost

Turbo Boost

Research

The fastest ground gear, with the thinnest structure in the game: everything staked on speed

Speed
Toughness
Cost
concept pending

VTOL-Rotor

Research

Not running gear but flight — ignores terrain entirely and lands on a rearm pad to refuel

Speed
Toughness
Cost

05 · TURRETS

The job.

37 turrets, grouped the way the designer's role tabs group them. Not all of them shoot: a supply carrier, a construction rig or an ELINT receiver take the same slot a cannon would — and often decide a fight more clearly.

Design references from the workshop folder — concept images, not game graphics. For what the parts look like in a fight, see the shots on the front page.

Machine guns

Design reference: Machine Gun

Machine Gun

available from the start

The baseline weapon: high rate of fire up close, effective against infantry and thin plate

Firepower
Reach
Blast radius
Ammunition draw
Cost
Design reference: Twin Machine Gun

Twin Machine Gun

Research

Two barrels, nearly double the rate: the answer to swarms of light vehicles

Firepower
Reach
Blast radius
Ammunition draw
Cost
Design reference: Gatling Gun

Gatling Gun

Research

The highest rate of fire in the game; eats ammunition as fast as supply can bring it

Firepower
Reach
Blast radius
Ammunition draw
Cost

Cannons

Design reference: Medium Cannon

Medium Cannon

Research

The all-rounder against vehicles — single hard hits instead of a burst

Firepower
Reach
Blast radius
Ammunition draw
Cost
Design reference: Heavy Cannon

Heavy Cannon

Research

Bigger calibre, longer arm, heavier supply — the mid-game breakthrough turret

Firepower
Reach
Blast radius
Ammunition draw
Cost
Design reference: Thermobaric Gun

Thermobaric Gun

area effectResearch

Overpressure instead of impact — largely ignores kinetic armour and works over a small radius

Firepower
Reach
Blast radius
Ammunition draw
Cost
Design reference: Heavy AP Gun

Heavy AP Gun

Research

The pure kinetic penetrator: one very hard hit at long range, slow to reload

Firepower
Reach
Blast radius
Ammunition draw
Cost
Design reference: Light Autocannon

Light Autocannon

Research

Rapid fire against light armour: barely dearer than a machine gun, far more penetrating

Firepower
Reach
Blast radius
Ammunition draw
Cost
Design reference: Heavy Autocannon

Heavy Autocannon

area effectResearch

A bigger autocannon with a little fragmentation — the answer to mixed formations

Firepower
Reach
Blast radius
Ammunition draw
Cost

Anti-tank

Design reference: Lancer AT

Lancer AT

Research

Shaped charge against armour: eats thick plate, wasted on soft targets

Firepower
Reach
Blast radius
Ammunition draw
Cost
Design reference: Heavy ATGM

Heavy ATGM

area effectResearch

Heavy guided missiles against the thickest hulls, with a little effect around the impact

Firepower
Reach
Blast radius
Ammunition draw
Cost
Design reference: Recoilless AT

Recoilless AT

sets up to fireResearch

A recoilless tube fired from a set-up position: cheap against tanks, helpless against speed

Firepower
Reach
Blast radius
Ammunition draw
Cost
Design reference: Guided ATGM

Guided ATGM

area effectResearch

Guided anti-tank with more reach than the heavy variant — dearer, more precise

Firepower
Reach
Blast radius
Ammunition draw
Cost

Artillery & launchers

Design reference: Missile Launcher

Missile Launcher

area effectResearch

Guided rockets with a blast radius at medium range — expensive per shot, heavy on supply

Firepower
Reach
Blast radius
Ammunition draw
Cost
Design reference: Field Artillery

Field Artillery

area effectsets up to fireResearch

The first real indirect gun: enormous reach, but it has to stop and set up first

Firepower
Reach
Blast radius
Ammunition draw
Cost
Design reference: Heavy Mortar

Heavy Mortar

area effectsets up to fireResearch

High-angle fire with a wide blast that softens a position before anyone drives into it

Firepower
Reach
Blast radius
Ammunition draw
Cost
Design reference: Napalm Launcher

Napalm Launcher

area effectResearch

Incendiary over an area — devastating against infantry and positions, blunt against armour

Firepower
Reach
Blast radius
Ammunition draw
Cost
Design reference: Raketenartillerie

Raketenartillerie

area effectsets up to fireResearch

Salvo fire at long range with a wide blast; needs setup time and a target from somebody else

Firepower
Reach
Blast radius
Ammunition draw
Cost
Design reference: Towed Howitzer 155mm

Towed Howitzer 155mm

area effectsets up to fireResearch

A towed gun with long reach; it takes a while to be ready to fire, and longer to be gone

Firepower
Reach
Blast radius
Ammunition draw
Cost
Design reference: Light Mortar

Light Mortar

area effectsets up to fireResearch

The cheap way into indirect fire — short setup, small blast, affordable supply

Firepower
Reach
Blast radius
Ammunition draw
Cost
Design reference: Heavy MLRS

Heavy MLRS

area effectsets up to fireResearch

A whole tube pack at once: the widest area in the game, with the setup time to match

Firepower
Reach
Blast radius
Ammunition draw
Cost
Design reference: Tactical Ballistic

Tactical Ballistic

area effectsets up to fireResearch

The longest-reaching weapon there is — it reaches targets your recon still has to find

Firepower
Reach
Blast radius
Ammunition draw
Cost
Design reference: Thermobaric Rocket

Thermobaric Rocket

area effectResearch

A thermobaric rocket at medium range: a wide area without the vehicle having to stop

Firepower
Reach
Blast radius
Ammunition draw
Cost
Design reference: Anti-Radiation Missile

Anti-Radiation Missile

area effectResearch

A missile that rides an enemy radar emission home — the answer to a sensor line

Firepower
Reach
Blast radius
Ammunition draw
Cost
Design reference: Decoy Rocket

Decoy Rocket

Research

Fires decoys rather than explosives and draws defensive fire onto targets that are not there

Firepowerno weapon
Reach
Blast radius
Ammunition draw
Cost

Air defence

Design reference: Flak Cannon

Flak Cannon

area effectResearch

Fast fragmentation rounds against anything airborne — a stopgap at best on the ground

Firepower
Reach
Blast radius
Ammunition draw
Cost
Design reference: AA Missile

AA Missile

area effectResearch

Guided missiles against air targets, with markedly more reach than a flak cannon

Firepower
Reach
Blast radius
Ammunition draw
Cost
Design reference: Long-Range SAM

Long-Range SAM

area effectResearch

The air defence with the longest arm; it engages aircraft well before they see their target

Firepower
Reach
Blast radius
Ammunition draw
Cost

Sensors

Design reference: Sensor Array

Sensor Array

Research

Not a weapon but eyes: widens vision and makes targets visible to your own artillery

Firepowerno weapon
Reach
Blast radius
Ammunition draw
Cost
Design reference: ELINT Receiver

ELINT Receiver

Research

A purely passive receiver: it takes bearings on enemy emitters and stays invisible doing it

Firepowerno weapon
Reach
Blast radius
Ammunition draw
Cost
Design reference: Fire-Control Radar

Fire-Control Radar

Research

Fire control for a networked defence: it does not shoot, it directs the ones that do

Firepowerno weapon
Reach
Blast radius
Ammunition draw
Cost

Support

Design reference: Supply Carrier

Supply Carrier

available from the start

Drives diesel and ammunition to the front — the vehicle that makes long advances possible at all

Firepowerno weapon
Reach
Blast radius
Ammunition draw
Cost
Design reference: Repair Turret

Repair Turret

Research

Puts damaged vehicles back together in the field instead of sending them all the way home

Firepowerno weapon
Reach
Blast radius
Ammunition draw
Cost
Design reference: Störsender

Störsender

Research

Not a weapon: lays a jamming bubble over the area and shortens enemy sensor reach

Firepowerno weapon
Reach
Blast radius
Ammunition draw
Cost
Design reference: Kommandostand

Kommandostand

Research

Turns a vehicle into a commander — attached units fight better and share its vision

Firepowerno weapon
Reach
Blast radius
Ammunition draw
Cost
Design reference: Point-Defense APS

Point-Defense APS

Research

Close-in defence that intercepts incoming rounds before they reach your own armour

Firepower
Reach
Blast radius
Ammunition draw
Cost

Construction

Design reference: Construction Rig

Construction Rig

available from the start

Builds, repairs and demolishes. Without a construction rig, nothing grows

Firepowerno weapon
Reach
Blast radius
Ammunition draw
Cost

06 · MODULES & HARDPOINTS

The finishing pass.

Modules are four add-ons available to any vehicle. Hardpoint components only fit slots of their own class, and how many a hull offers is listed with it above. Both cost money and weight — and weight costs speed and diesel.

Modules

Radar-Paket+50 % scouting reach (spotting radius ×1.5)
Signaturdämpfung+40 concealment — harder to locate as long as it holds fire
Zusatztank+50 % maximum diesel
NachtsichtFull scouting at night as well (research: night optics)

Hardpoint components

AufsatzpanzerungArmour+2/+2 armour, bolted on
VerbundplattenArmour+4/+3 armour (composite alloy I)
ReaktivpanzerungArmour+5/+6 armour, reactive (composite alloy II)
Optik-VisierOptics+15 % scouting (gunner’s optics)
Sensor-SuiteOptics+35 % scouting (sensor net)
ZielrechnerOptics+50 % scouting (fire-control computer)
TarnnetzConcealment+20 concealment (camouflage netting)
StörkörperConcealment+35 concealment (ECM decoys)
AdaptivtarnungConcealment+50 concealment (adaptive camouflage)
MunitionsgestellMagazine+20 % magazine (ammunition rack)
Erweitertes MagazinMagazine+40 % magazine (extended magazine)
AutoladersystemMagazine+60 % magazine (autoloader)
Koaxial-MGSecondaryCoaxial machine gun (secondary, close range)
Zwillings-AutokanoneSecondaryPintle autocannon (secondary, armoured)
NebelwerferConcealmentActive smoke launcher (a concealment burst on command)

The building part is yours.

FERROCADE is in private beta for macOS and Windows. Put your name down — when a seat opens up, we get in touch.