Brit’s Field Guide to Black Site Studios’ Mobile Arms

Why you should care

Mecha skirmish games live on a sliding scale from crunchy spreadsheet warfare to all-style-no-substance firefights. Mobile Arms from Black Site Studios sits in the sweet spot. You get cinematic robots, tight rules tuned for fast play, and the hobby freedom to kitbash like you’re late for a Gunpla expo.

Black Site Studios are the US outfit known for pre-painted MDF terrain and an alarming ability to tempt your bank account. They launched in 2015, started with terrain, and now publish original games across horror, sci fi, and alt-history. The elevator pitch for Mobile Arms is brutally simple: small model count, near-future setting, heavy customisation, quick turns, real decisions.

“Two to four players. About forty-five minutes. Competitive or campaign. Giant robots doing very ungentlemanly things.”
Yes, that will do.

Mobile Arms is a near-future sci-fi miniatures skirmish game from Black Site Studios, known for their high-quality terrain and indie rulesets. The game combines cinematic mech combat with streamlined mechanics, customisable loadouts, and quick 45-minute battles that fit neatly into club nights or campaign seasons. With a new starter box including preassembled frames, terrain, cards, and dice, it’s an accessible entry point for both seasoned hobbyists and newcomers who love painting and playing giant robots.

Specs at a glance

  • Players: 2 to 4
  • Play time: ~45 minutes
  • Category: Board and miniatures skirmish
  • Tags: Sci fi, action, multiplayer, competitive, campaign
  • Footprint: Small-table skirmish, easy to run at the club or kitchen table
  • Compatibility: New starter supports the original Mobile Arms range

What’s in the new starter box

Black Site have been pushing an updated starter built for a genuine out-of-the-box first game. Expect:

  • Two preassembled PVC Frames that look appropriately industrial and punchy
  • Core rules and quickstart, so you can teach in minutes instead of issuing a dissertation
  • Card decks for pilots, gear and missions, including a “quick start” set for the first night and an expanded set once you have your sea legs
  • Dice, tokens, and templates so you’re not rummaging through the leftovers of six other systems
  • Card terrain that sets up rapidly and looks the part, ideal if you’re not ready to build a full city on day one

Everything in the box plays nice with existing Mobile Arms kits and files. If you already own earlier Frames, you’re not stranded.


Setting the stage

This is near-future corporate sci fi with believable hardware. Frames are workhorse machines refitted for conflict across off-world colonies. The vibe is grounded rather than heroic fantasy. Think hazard stripes, warning chevrons, chipped paint, aftermarket limbs, and a pilot who sleeps badly.

For Gunpla-minded hobbyists, this is fertile soil. Panel lining, weathering, decals, sponsor livery, heat staining on barrels, the whole workshop is relevant. You can paint like a grimy industrial designer or go full race-team neon. Both look lethal.


How it actually plays

You’re here for speed and agency. Mobile Arms keeps the model count low and the decision density high. The engine prioritises:

  • Alternating activations so you always have something to do
  • Meaningful loadouts that change how your Frame behaves on the table
  • Short, lethal exchanges where positioning and cover do real work
  • Card-driven scenario and upgrade layers that nudge each game into a fresh configuration

The flow is straightforward. Deploy, angle for lanes, trade fire, contest objectives, pivot into the mid-game where toolkits matter, then race the clock before someone’s reactor dreams of early retirement. Because games land around the forty-five mark, rematches are normal. That’s healthy for a club night, a small event, or a quick “best of three” at home.


Tactical DNA for seasoned skirmishers

If you’ve spent time in Infinity, Battletech Alpha Strike, or Heavy Gear, you’ll read the board quickly. The skill expression here is about loadout logic and tempo.

  • Gunline vs brawler: Mixing profiles is king. One Frame covers fire lanes, one threatens the mid board, both push objectives.
  • Angles and sightlines: Terrain matters. Elevation and scatter pieces create brutal crossfires.
  • Resource discipline: Don’t throw your best weapon into heavy cover without support. Light tools strip defences. Big tools finish.
  • Scenario urgency: The mission deck punishes drifting. Play the objective or lose to the clock.

It’s a tight, readable meta that rewards players who can switch plans without sulking.


The hobby: where Mobile Arms quietly flexes

Black Site’s lineage in terrain and presentation shows. Their kits assemble quickly, take primer well, and withstand club-life. If you own an airbrush, you’ll have Frames combat-ready before your playlist hits track nine. For maximalists:

  • Weathering stack: chipping medium, sponge chips, enamel streaks, pigment dust
  • Panel line trick: thin dark neutral along recesses, then a matt varnish to kill any shine
  • Livery: corporate decals, hazard strips, numeric stencils, pilot nose art if you’re feeling scandalous
  • Kitbash fuel: greebles from old sprues, cable runs, verniers, sensor booms, antenna clutter

This is the perfect gateway for Gunpla fans who want to actually play with their toys without signing a lease on a 6×4 battlefield.


Campaign play and the card ecosystem

Campaigns are where the Frames turn into characters. Pilots pick up quirks, gear trees expand, scars accrue. The quickstart deck teaches the cadence, then the expanded deck widens the menu with additional missions and upgrades. That structure helps mixed-experience groups, because new players can lean on prebuilt cards while veterans tinker.

Clubs will enjoy short seasons. Score sheets fit on one page, rosters stay small, and matchups resolve inside an hour. It’s precisely the kind of system you can run between bigger projects without derailing your life.


Who is this for

  • Skirmish enjoyers who like decision-first games with low model counts
  • Gunpla and kitbash nerds who want a playable canvas for weathering and livery
  • Club organisers who need a learnable ruleset that survives teaching ten times in a row
  • Campaign goblins who enjoy scars, upgrades, and escalating nonsense
  • Ex-Battletech players who want mechs without a three-ring binder

If you crave ultra-granular reactor curves and 200-point lists with fourteen sub-systems, this will feel light. If you want a game that hits hard, photographs well, and remembers you have a job and a family, welcome home.


Comparisons without the tribal war

  • Versus Battletech Classic: Mobile Arms plays faster and is far lighter on bookkeeping. You trade extreme detail for tempo.
  • Versus Alpha Strike: Similar table speed, but Mobile Arms leans harder into kit customisation and a more contemporary visual identity.
  • Versus Infinity TAG skirmishes: Infinity remains the reference for reactive play and razor geometry. Mobile Arms is friendlier to teach and cheaper to table.
  • Versus Heavy Gear Blitz: Mobile Arms lives on smaller boards with fewer models, so the learning curve is kinder and the hobby time shorter.

None of these are wrong. They just scratch different itches.


A quick word on Black Site Studios

They run a tight ship. US-based manufacturing, strong customer service, and the sort of product photography that empties wallets. Their catalogue includes horror one-shots and narrative-forward skirmish games. If you like companies that actually ship, you’ll probably get on.


Streaming and first looks

If you want to eyeball gameplay before buying, you can hop through recent community videos. The two short YouTube pieces making the rounds are here:

They’re bite-sized and show the vibe effectively.


Loadout ideas to try on day one

  • Shield Bruiser plus DMR Hunter: One Frame soaks mid-board punishment and body-checks objectives. The other holds long lanes and deletes exposed targets.
  • Jet-assisted Skirmisher plus Shotgun Interdictor: Flank aggression that punishes slow setups. Use terrain like a rat in a drum kit.
  • Balanced Pair with Utility Slots: Bring one control tool. Smoke. Deployable cover. Sensor ping. Any single utility that lets you bend a turn in your favour.

Start conservative, then escalate into silliness once your group stabilises.


Pros and cons

Pros

  • Fast to teach and genuinely fast to play
  • Strong visual identity with customisable Frames
  • Tight model count and small footprint
  • Card tools that scale complexity cleanly

Cons

  • Rules intentionally streamlined, so simulation lovers may miss deep subsystem crunch. (Ok i love crunchy rules but thee are a nice break.)
  • PVC in the starter is convenient, though resin and digital kits still paint and pose nicer if you’re picky
  • Terrain appetite grows quickly once you realise how good it looks on the table

Honestly

Mobile Arms nails the modern mech brief. It respects your time. It rewards smart choices. It turns the hobby dial to exactly the level that keeps you up past midnight without hating yourself at work. If your playlist lives somewhere between The Clash and Gojira, and your heart rate spikes whenever you see caution stripes, this is your next skirmish obsession. Its good.

Get in the robot. Paint it loud. Play it louder.

Categories:

No responses yet

Leave a Reply

Your email address will not be published. Required fields are marked *

Hobby News

From Warhammer battles and D&D adventures to board game socials and CCG face-offs, Games Haven UK is your all-in-one destination for hobby gaming. Located in the Creative Quarter, we’re more than a store — we’re a full-fledged gaming hub built by fans, for fans. Catch weekly events, discover rare finds, and meet your next favourite opponent or party member.

Stay tuned here for news, events, updates, community stories, and a bit of dice-fuelled chaos.