Iron Rebellion Mech Showcase | E-Pulse
- alyssa3124
- 4 days ago
- 2 min read
E-Pulse Overview & Core Gameplay Concepts

The E-Pulse thrives in close-to-medium-range combat and functions as a true shock trooper on the battlefield. Its core strength lies in aggressively pushing into enemy positions, triggering its EMP ability, and enabling offensive teammates to clean up disabled mechs.
While E-Pulse can equip long-range weapons, its EMP ability is strictly close-range and offers little advantage in extended long-range firefights, especially when compared to abilities like the Breaker’s airstrike. That said, E-Pulse remains effective when operating solo, particularly for dealing with stealth units attempting to ambush or flank unsuspecting targets.
Timing and positioning are everything. Charging in too early or without support can be costly, but a well-timed EMP detonation can completely swing a fight in your team’s favor.
The E-Pulse cockpit layout matches the Breaker’s, but it sits higher within the mech’s chassis. This elevated position provides slightly improved battlefield visibility, allowing you to see and fire over cover more effectively than most other light and medium-class mechs.
Cockpit Tip: Due to the higher cockpit position, the Bulkhead augment is not compatible with E-Pulse. While it can technically be equipped, it will significantly obstruct your view and is not recommended.
Stats (Unaugmented)
HP: 200 (4 sectors)
Max Walking Speed: 32
Max Sprint Speed: 62
Sprint Duration: 9s
Static Jump Height: 14m
Jump Jet Duration: 3s
Boost Recovery: 10s
Turn Rate: 120 deg/s
Special Abilities
A1 - EMP
Requirements: 100 mass
Deploy time: 3 seconds

When activated, the E-pulse emits an EMP charge that disables enemy units and turrets in a 200m range. Any scanners or shield generators in the area of effect are completely destroyed.
Stunned enemy units will move more slowly and lose most of their HUD and weapon systems aiming reticles until they have successfully rebooted their mech.
The reboot process takes about 5 seconds, during which time you and your allies will have a distinct advantage. Use extreme caution, however, as stunned mechs still have the ability to return fire.
Mech countermeasures prevent the system from being stunned in quick succession (about 15 seconds), so consider whether or not there are any targets in the effect area that will be hit the second time.
Your HUD will detect hits from your EMP blast. Pay attention to see what you hit so you’ll know what targets may be close by, but out of sight.
EMP is useful anywhere you suspect a scanner is hidden but cannot find it. A charging EMP is obvious to everyone in the area. Clever enemy units will retreat outside of the area of effect and be ready for you when you make your move.
Watch your pinged targets for distances.
Plan your strike when you will have the most impact and when targets are unlikely to be able to escape.
Augment Notes
All augments work with this mech class.
The Iron Rebellion Mech Showcase series was created by community member, GenericBeard. Iron Rebellion works closely with the community to ensure that the game is continuously evolving and meeting the expectations of its playerbase.
















