Walking base build

Trampler Editor Guide

The Trampler Editor matters because the Trampler is the crew's mobile base, storage logic, combat platform, and extraction insurance. A good build supports the route you actually play, not the fantasy fight you imagine before loading in.

Core Room Planning

Official descriptions show the Trampler as a customizable walking base assembled from functional spaces such as engines, crew areas, storage, spawn planning, weapons, and support rooms. The exact balance should come from the route goal.

Engine logicMovement and repositioning decide whether the crew can leave after value.
Storage logicMore carrying space only helps if the crew still extracts instead of overlooting.
Weapon logicMounted firepower should protect angles, discourage pressure, or create a clean retreat.
Crew logicPlayers need clear movement paths and roles during looting, fighting, and extraction.

Build Around a Job

Scout buildPrioritize movement, vision, and fast retreat decisions.
Hauler buildPrioritize storage discipline and routes that can cash out safely.
Combat buildPrioritize crew firing angles, repair thinking, and exit cover.
Learning buildPrioritize forgiving systems that help the crew recover from mistakes.

Build Test Plan

  1. Run the build in Voyage Mode before taking it into higher-pressure routes.
  2. Check whether the Trampler can turn around, protect storage, and support a retreat.
  3. Ask each crew member what they do when contact starts.
  4. Remove any room or part that looks impressive but does not solve a route problem.

Editor Mistake to Avoid

Do not add parts because they look impressive. Every part should answer one question: how does this help the crew reach value, protect value, or extract value?

Best First Build

For a first build, choose stability over specialization: enough mobility to leave, enough storage to make a short run pay, and enough defensive thinking to discourage one bad chase. Extreme builds can wait until the crew understands where they fail.