TD-110 Maelstrom
Detailed current-build authored values for the Maelstrom's weapons, ammunition, penetration, firing limits, and smoke system, with runtime conflicts labeled separately.
Bastion chassis
The Maelstrom's health and damage zones, tracks, motion, and electrical setup match the Bastion. Current data does not contain a separately weakened Maelstrom chassis; the meaningful changes are concentrated in its weapons.
Weapon profiles
The tables below separate live-confirmed damage from authored values that do not appear to be delivered in normal gameplay. The rotary projectile is live game confirmed at 150 normal / 35 durable with AP 4 / 4 / 4 / 0: the recorder directly resolves the shot to the TD-110 Maelstrom Rotary Gun and records applied health damage.
The guided missile is different. Live evidence supports a 2,000 explosive-damage result, while the separately authored direct-impact and small-blast damage records do not appear as normal target damage in testing. Those authored values are therefore removed from the player-facing damage tables and treated as contradicted / apparently non-functional rather than valid missile damage. This may be a bug or an incomplete runtime linkage.
A particularly strong anomaly is the Bulk Fabricator: repeated live testing found that it can absorb the Maelstrom's full 20-missile load without apparent damage. That target-specific failure is not yet explained, but it is consistent with the missile damage path being bugged rather than the authored impact values simply being hidden additive damage.
| System | Code evidence | Live evidence | Interpretation |
|---|---|---|---|
| Rotary projectile | Confirmed | Confirmed | 150 / 35 and AP4 lanes are mapped from current-build data and directly resolved to the TD-110 Maelstrom Rotary Gun in live applied-health-damage captures. |
| Guided missile damage | Authored mappings present | Contradicted / bug suspected | Live testing shows a 2,000 explosive-damage result, no separate authored direct-hit packet, and anomalous zero-damage behavior against Bulk Fabricators. |
| Smoke launcher identity | Supported | Confirmed | The mounted resource is mapped as the smoke system and its driver-controlled smoke deployment is confirmed in-game. |
| Weapon / fire system | Rate | Ammunition | Notes |
|---|---|---|---|
| Twin rotary guns | 1,200 RPM total | 2,100 rounds (300 + 6 × 300) | Ergonomics 65 · 4.0 s reload target · traverse H −20°/+20°, V −3°/+25° |
| Guided missiles | — | 20 total (2 × 10) | Two identical 10-round launchers |
| Smoke launcher | — | 20-round magazine | 12 firing points · 4.0 s reload target · use per deployment unresolved |
| Damage stage | Normal | Durable | AP lanes | Demo | Stagger | Push |
|---|---|---|---|---|---|---|
| Rotary projectile | 150 | 35 | 4 / 4 / 4 / 0 | 15 | 25 | 20 |
Evidence standard
How the OTL separates code confirmation, controlled live testing, and behavior that remains unresolved.
How the OTL rates evidence
The OTL rates code evidence and live-game evidence separately. A mechanic can be clear in code but still need a controlled gameplay check for hidden state, ordering, or another runtime factor.
Live confirmation means controlled gameplay or instrumented runtime observation, not player impression alone.