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.
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:
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:
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.
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.
No responses yet