KF-B "Hole" Middling Chassis
KF-B "Hole" Middling Chassis gives you an 18-cell 4x3 Middling frame, so it is the chassis to compare when a build wants width for side-by-side guns, cargo, and repair space.
The wrong chassis punishes every loot run because it carries the base, cargo, weapons, and repair burden at the same time. The chassis grid, supported modules, crew stations, storage room, and turret positions matter more than raw firepower. Extra cargo space stops helping when the deck or reactor layout cannot survive boarding, repairs, or another Trampler fight.
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KF-B "Hole" Middling Chassis gives you an 18-cell 4x3 Middling frame, so it is the chassis to compare when a build wants width for side-by-side guns, cargo, and repair space.
KF-B "Trench" Great Chassis gives you a 22-cell 5x3 Great frame, so it makes sense when the build wants a long hull for cargo lines, gun rooms, and interior lanes.
KF-L "Abyss" Royal Chassis gives you a 32-cell 4x6 Royal frame, so it is the long late-game hull to compare when one Trampler must carry cargo, crew space, and heavy systems together.
KF-L "Hole" Middling Chassis gives you an 18-cell 3x4 Middling frame, so it is the chassis to check when a build wants more length than the wider Hole variant.
KF-L "Trench" Great Chassis gives you a 22-cell 3x5 Great frame, so it is the long-hull Great option for players who want more depth than the wider Trench layout.
KF-Q "Abyss" Royal Chassis gives you a 30-cell 5x5 Royal frame, so it is the square late-game hull to compare when the build wants a balanced center instead of a long ship.
KF-Q "Trench" Great Chassis gives you a 20-cell 4x4 Great frame, so it is the squarer Great option when the build wants a compact center more than raw cell count.
KF-Q "Well" Small Chassis gives you a 16-cell 3x3 Small frame, so it is the tight starter hull to use when the build needs a compact square Trampler instead of cargo-heavy space.
S&H Atm.Fs 77B-L Small Chassis starts making sense when a compact Trampler still leaves enough room for cargo, guns, repairs, and movement.
S&H Atm.Fs 77B-Q Small Chassis starts making sense when a compact Trampler still leaves enough room for cargo, guns, repairs, and movement.
S&H Atm.Fs 79H-B Great Chassis starts making sense when a larger Trampler layout is the cleanest way to fit cargo, guns, repairs, and crew flow.
S&H Atm.Fs 79H-L Great Chassis starts making sense when a larger Trampler layout is the cleanest way to fit cargo, guns, repairs, and crew flow.
S&H Atm.Fs 79H-Q Great Chassis starts making sense when a larger Trampler layout is the cleanest way to fit cargo, guns, repairs, and crew flow.
S&H Atm.Fs 83U-B Middling Chassis starts making sense when the build needs more room than a Small hull without jumping all the way into a larger late-run body.
S&H Atm.Fs 83U-L Middling Chassis starts making sense when the build needs more room than a Small hull without jumping all the way into a larger late-run body.
S.Trs "Albrecht" Royal Chassis starts making sense when the run needs a full-size late-game Trampler instead of another compromise build.
S.Trs "Karl Ludvig" Royal Chassis starts making sense when the run needs a full-size late-game Trampler instead of another compromise build.
Most raids get easier once your Trampler can carry the crew, loot, and guns the run actually needs, because it is the walking base behind every deployment.
The Trampler to build first is the chassis that can finish the raid job: haul cargo, power modules, mount guns, and still extract. Size and capacity come first: a small chassis moves lighter, while larger Tramplers open more deck space for storage, reactors, workbenches, and weapon mounts.
The raid job matters more than the biggest hull. A compact Trampler is easier to run with fewer mounted guns, while a larger chassis earns its weight only when every exposed module can be powered, steered, repaired, and defended.
Chassis size changes the number of compartments, cargo racks, turret decks, reactors, and crew stations a build can support. More room gives better raid endurance, but it also creates more parts to repair before extraction.
Small Tramplers fit low-risk loot runs and fast exits from light landmarks. Larger Tramplers become the better choice when the route needs mounted weapons, crafting space, repair stock, and enough storage for heavy finds from towns, forts, or shipwrecks.
Firepower alone is a bad Trampler test. A cannon deck without reactor support, ammo storage, cargo space, and access paths turns into dead weight once the fight moves from open desert travel to boarding and repair pressure.
Crew size is the first filter. A small team gets more value from a chassis it can steer, repair, and defend than from a larger walker with empty stations and exposed modules.
No. Bigger Tramplers carry more modules and loot, but they need more parts, more attention, and more repairs after fights near towns, forts, and extraction routes.
Chassis size, module layout, cargo space, crew stations, reactor room, and weapon mounting space decide whether the walker plays like a hauler, raider, or gun platform.
Loot capacity comes first while routes are still new. PvP armor and mounted guns matter more after the Trampler can reach landmarks, load cargo, and extract without wasting repairs.