WANDERBURGTHE INDEPENDENT FIELD GUIDEFAN-MADE
modules

Side Arm

Side Arm is an offensive module with automatic attacks and an active ability. Its rarity-based damage scaling improved in 0.9.10, making both components worth considering in a practical offensive setup.

Updated · Independent field guide

Quick facts

CategoryModules
RoleOffense

In-game view

Official Randwerk promotional screenshots from the press-kit archive. Release visuals may differ.

Large enemy fortresses surround a smaller mobile castle amid arrows and explosions.
Fortress battle
GAMEPLAY OVERVIEW

How Side Arm works

Side Arm has automatic attacks and an active ability. Hotfix 0.9.10 increased rarity-based damage scaling for both. That means the patch concerned both parts of its offense, rather than shifting strength from one component toward the other.

When comparing choices, keep rarity in the comparison. A stronger-looking example from a different rarity or upgrade stage can obscure the decision you are making with the options currently available.

GUIDE ADVICE

Role in a build

Guide advice: evaluate Side Arm as offense you want to apply during repeatable approaches. Notice what the automatic component contributes while you steer, then identify what the active action adds when you use it deliberately. These observations help you decide which upgrades support your habits.

A comfortable build does not require every action to demand attention at once. If steering is still taking most of yours, practice the active action in a manageable situation rather than expecting to master it during the most crowded fight.

GUIDE ADVICE

When to consider it

Consider Side Arm when comparing offensive equipment that includes both automatic and active contributions. It is a useful option to revisit after 0.9.10 if you want to see how the rarity-based improvements affect a familiar plan.

Choose it for a damage problem you can identify. If you already apply offense well but incoming attacks force repeated retreats, another offensive selection may leave the real issue unchanged. In that case, examine positioning or a complementary defensive role.

GUIDE ADVICE

Strengths and practical tradeoffs

Both offensive components benefited from the rarity-based change. This makes Side Arm relevant to a comparison that considers the whole action pattern rather than only a single activation.

The main decision cost is assuming the buff alone makes it the answer to every build. Your vehicle, captain, upgrade state, and ability use still influence how comfortable the offense is to apply. Watch the full engagement, including recovery after an attack, rather than only the moment that looks strongest.

GUIDE ADVICE

Related modules and captain rules

Side Ballista is the clearest comparison for the automatic-versus-active question: its 0.9.9 change moved the two components in opposite directions. Front Barracks offers another active offensive plan to explore. Compare based on the action you actually intend to emphasize.

If your setup becomes active-heavy, include Huntress’s cooldown drawback in the timing decision. If projectiles are disrupting that routine, Force Mage is worth reading for its different role. Neither link implies an extra pairing bonus; each addresses a practical part of the combat sequence.

GUIDE ADVICE

Beginner tips and common mistakes

Observe ordinary offense first, then use the active action with a clear target opportunity in mind. After the approach, notice whether you need a safer exit, a better-timed activation, or more offensive contribution. Change the part that caused trouble.

Avoid comparing a high-rarity demonstration with a different option in an early run as though only the name changed. Avoid selecting more offense simply because the latest patch improved it. A buff is a reason to look again; your current problem is the reason to choose.

Patch notes

Both automatic attacks and the active ability received stronger rarity-based damage scaling in hotfix 0.9.10.

Hotfix 0.9.10 →

Side Arm FAQ

What did 0.9.10 change?

Rarity-based damage scaling improved for both automatic attacks and the active ability.

How is it different from Side Ballista’s update?

Side Arm improved in both components, while Side Ballista’s 0.9.9 update reduced automatic strength and increased active strength.

Should I focus only on the active action?

Watch both components and decide which one matters most to your own movement and attack routine.

What is a useful comparison condition?

Use similar rarity and upgrade stages, then compare offense during approaches you can apply consistently.

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