Untitled Mech Game

by PistilWhip

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Introduction

This is a tabletop roleplaying game largely based on Mekton Zeta. The goal is to modernize and rebalance the mechanics by integrating concepts from other games. System inspirations include:

  • Mekton Zeta
  • GURPS
  • Ninja Crusade
  • Exalted
  • Trinity Continuum
  • Dark Heresy
  • Adeptus Evangelion
  • Monsters and Other Childish Things

The system is still very much a work in progress. Patience and feedback are both appreciated. The author can be reached during her streams on Twitch (Mondays, Wednesdays, and Fridays from approx. 10am-4pm EST), or on Discord (linked on her Twitch page). At least one stream will be spent on game development each week.

PistilWhip

Core Mechanic

Overview

This game uses six-sided dice and ten-sided dice, otherwise known as d6s or d10s, respectively. Actions are resolved with rolls of six-sided dice. Ten-sided dice are only used for hit locations (see [section XX]), so the notation Xd represents a number of six-sided dice to be rolled equal to X, e.g. 6d means 6 six-sided dice.

Whenever a character attempts to perform an action, they form a Pool based on the two Skills most relevant to their approach. In some situations, such as in combat, the Skills that form a Pool are already defined. At other times, the character's player and GM should come to an agreement on what Skills make the most sense for a given action.

However the Skills are determined, the Pool is the sum of the ratings of the two Skills. As Skills are rated from 0 to 5, an action's Pool will have a rating from 0d to 10d.

That number represents the number of six-sided dice that should be rolled to resolve the action. Modifiers can increase or decrease the size of the Pool, but the number of dice rolled by the player will be in the range between 1 and 10. An action whose Pool is less than 1 automatically fails, and the player will roll at most 10 dice for any action.

If an action does not have a meaningful chance of failure, or if the result will not have a significant impact on the story, no roll is necessary. Actions that do not require rolls include things like getting dressed, commuting to work, etc.

Tests

The act of rolling a Pool is known as a Test, which may be Opposed or Unopposed. After rolling a Test, add up the results of each die and compare the total to the difficulty of the action.

An action is successful if the result of the Test meets or exceeds the difficulty.

Types of Tests

Unopposed Tests

Unopposed Tests are those that are not actively contested by another character. Examples including athletic feats, picking locks, hacking computers, etc. Common difficulties for Unopposed Tests are as follows:

  • Trivial (5): A trained character (Pool 4d) should not have any issue performing actions of this level.
  • Easy (10): Basic actions that any trained person (Pool 4d) should not struggle with.
  • Challenging (15): A character will need additional training (Pool 6d) to reliably perform these actions.
  • Difficult (20): Only very experienced or talented characters (Pool 8d) are likely to succeed on these actions.
  • Very Hard (25): Anything less than mastership (Pool 9d) will likely meet with failure.

Opposed Tests

Some actions can be resisted or contested by another character. These are called Opposed Tests. Attacks and most other combat actions are resolved with Opposed Tests (see [section XX]).

The outcome of an Opposed Test is determined by which character gets the highest result. If the results are equal, then the two characters enter a tie, if possible. Two racers have the same finishing time, neither side moves in a tug of war, etc.

If a tie is not possible, as in the case of one character trying to attack or hide from another, the character who initiated the action is successful. The attack hits, the hider is discovered, etc.

In essence, each character sets the difficulty for the opposing Test. When the results are equal, each character has met but not exceeded the Test difficulty. Hence, in the case of a tie, the character who initiated the action is given priority in determining overall success.

Example: Opposed Test

Spotting a hidden character is resolved with an Opposed Test, generally the hider’s (Discipline + Stealth) against the seeker’s (Awareness + Discipline). The seeker will discover the hider’s position if their result meets or exceeds the hider’s result.

Difficulty Pool 2d Pool 4d Pool 6d Pool 8d Pool 10d
Trivial (5) 83.33% 99.92% 100% 100% 100%
Easy (10) 16.67% 90.28% 99.82% 100% 100%
Challenging (15) 44.37% 93.92% 99.92% 100%
Difficult (20) 5.40% 63.69% 96.11% 99.85%
Very Hard (25) 20.58% 76.23% 97.48%
(30) 1.97% 38.02% 84.35%
(35) 9.07% 53.63%
(40) 0.74% 20.50%

Degrees of Success

For some situations, it is enough to know whether an action succeeds or fails—a ball is caught, a trap is disarmed, etc. In other situations, it can be useful to know how well the action succeeded, or poorly it failed. This is particularly relevant for combat [see section XX].

For these situations, the difference between the Test result and its difficulty is measured as the action's Degree of Success (DoS) or Degree of Failure (DoF).

After rolling an Unopposed Test, the action's DoS or DoF is the difference between the Test result and the difficulty. In the case of an Opposed Test, the DoS is the difference between results.

Example: DoS for Unopposed Test

Rolling a 24 against a difficulty of 15 is a DoS of 24 - 15 = 9.

Example: DoS for Opposed Test

In an Opposed Test where one character rolled 13 and the other rolled 19, the second character would be considered successful with a DoS of 19 - 13 = 6. The first character's DoF would also be 6.

Pool Modifiers

External factors often modify a character's Pool, or change an action’s difficulty. For instance, repair work would be made more or less difficult depending on the availability and quality of the tools at hand.

Combat modifiers are described in the relevant chapter. For more general narrative actions, the rule of thumb is that each external factor affecting a character results in ±1d Pool. The GM decides which factors are significant enough to merit a modifier. One positive factor cancels out one negative factor and vice versa, so a player only needs to consider the sum of the modifiers before rolling.

A Pool's maximum size is 10d. If positive modifiers cause the Pool to exceed 10 dice, then each extra die reduces the action's difficulty by 3. It is equivalent to say that each extra die adds +3 to the Test result.

Example: Pool Modifiers

If a character is working in the dark without visual aids, that results in -1d Pool. If a character has assistance from another to lift a heavy object, that provides +1d Pool.

Example: Pools Above 10d

Modifiers would increase a character's Pool to 13d. Instead of rolling thirteen dice, the character's player rolls ten dice and reduces the action's difficulty by 9.

Rounding

Except where otherwise specified, round off fractions and decimals as follows:

  • For point costs, all fractions round up to the nearest tenth, e.g. a system that costs 1.44 CP according to a formula should be recorded as costing 1.5 CP on a mech sheet. This is a compromise between accuracy and ease of use.
  • For game effects and results, fractions round down to the nearest whole number, e.g. an attack that inflicts half of 5 points of damage would deal a total of 2 damage, rounded down from 2.5.
  • For negative numbers, "down" means "towards zero", so halving a -3 penalty would result in a net -1 penalty.

Character Creation

Players in [Untitled Mecha Game] are expected to take on the roles of mech pilots. Support staff—base commanders, repair crew, foot soldiers, etc.—are best left to non-player characters (NPCs) under the control of the Game Master (GM). All characters have statistics that represent how they interact with the world.

The first step to creating a player character (PC) is to ask the GM what kind of story they wish to tell. Making a pilot for a high school tournament setting tends to be very different from making one for a gritty alien invasion. It is recommended that the GM and all players talk about who they want to play, what they expect from the game, and so on.

Once the setting and tone have been established, players can follow these guidelines to create their desired characters. It is not necessary to follow these steps in strict order.

1. Create a Concept

You should come up with ideas of what sort of character you want to play. It may help to come up with short phrases describing the core features of a character. For instance, “hothead with something to prove”, “random kid from off the streets”, or “elite soldier trained from an early age”. These features may or may not be represented by explicit mechanical traits, but they should inform you and the other players about how the character acts.

Basic details like height, weight, sex, gender, etc. don't have any significant impact on game mechanics, so players can create their characters freely in those regards. The important gameplay features will be covered later in this chapter.

If you have a firm idea of what General Skills (see [section XX]) you would like your character to have, you can skip to Step XX. Otherwise, the next few sections will have discrete packages of six General Skills united by a given theme. Select four General Skills from each package, and string packages together to determine your character’s overall circumstances, talents and proficiencies.

Note that Mech Skill ranks are governed by a character’s Mettle statistic; Mech Skills are selected at their own stage of character creation. See [section XX].

2. Background

Consider where and how your character was raised. [Untitled Mech Game] was not written with a particular setting in mind, so the following packages are descriptive rather than specific.

Developing

You were raised in a setting with little or no infrastructure. Your caretakers may have struggled to make ends meet. You are self-sufficient and accustomed to hardship.

Suggested Skills: Awareness, Discipline, Empathy, Fortitude, Medicine, Survival

Example Characters: Orphans, feral children

Dogmatic

You were given strict principles to live by. This may have involved religious teachings, harsh military training, etc. You hold yourself to high standards and a code of conduct.

Suggested Skills: Athletics or Perform, Deception or Influence, Discipline, Fortitude, Knowledge, Stealth

Example Characters: Fanatics and zealots, warriors trained from childhood

Idyllic

Your surroundings were characterized by relative peace and comfort. This gave you the freedom to choose your own pursuits. You carry this same sort of calm and ease with you in your daily life.

Suggested Skills: Empathy, Influence, Knowledge, Perform, Speed, choose one

Example Characters: Farmhands, hobbyists

Industrialized

You lived close to a population center. This gave you access to a lot of resources, but meant that your day-to-day life tended to be crowded and busy. You got through it, one way or another, and have an idea for how to handle such things in the future.

Suggested Skills: Awareness, Drive or Tech, Empathy, Influence, Fortitude, Survival

Example Characters: City folk, students

Stratified

You were born into a clearly defined role. Whether you grew into the mold or broke out of it, society's expectations helped shape who you are today.

Suggested Skills: Athletics or Influence, Awareness, Deception or Survival, Empathy or Might, Fortitude, Stealth

Example Characters: Second-class citizens, artificial beings

War-Torn

Your upbringing was surrounded by armed conflict. You may or may not have been dragged in yourself, but you did not remain untouched in either case.

Suggested Skills: Awareness, Athletics, Discipline, Fortitude, Might, Survival

Example Characters:

3. Formative Years

A child learns most rapidly at a young age. Therefore, how your character spent their earliest years tends to have a significant effect on their life as a teenager and beyond.

4. Motivations

What drives your character? Their goals determine the sorts of Skills they acquire. It is impractical to try and capture every possible motivation with pre-defined Skill packages, so choose four ranks of General Skills that you think are the most appropriate.

5. Role

What role do you intend your character to fill in the squad? The following are examples of common archetypes seen in media, but feel free to choose four ranks of Skills that best suit your concept.

Skills

This system uses a total of 20 skills, separated into 16 General Skills and 4 Mech Skills. Two skills are used to form the Pool for each action; see Core Mechanics for more details. Each skill is rated from 0 to 5, corresponding to the following benchmarks:

  • Rank 0 — Untrained
  • Rank 1 — Rookie
  • Rank 2 — Trained
  • Rank 3 — Expert
  • Rank 4 — Veteran
  • Rank 5 — Master

General Skill Table

Skill Name Specialties
Awareness
Athletics
Deception
Discipline
Drive
Empathy
Fortitude
Influence
Knowledge
Medicine
Might
Perform
Speed
Stealth
Survival
Tech

Mech Skill Table

Skill Name Specialties
Mech Gunnery
Mech Melee
Mech Piloting
Mech Support

General Skills

The descriptions below include some common combinations of skills, but these lists are by no means exhaustive. Players can suggest other Pools, subject to GM approval.

Combat Pools are an exception; players must use the skills indicated. See [section XX].

Awareness

The skill of perception and long-ranged combat. Commonly forms Pools with:

  • +Discipline to thoroughly search an area.
  • +Athletics or Speed to make ranged attacks.
  • +Tech to operate sensors.

Athletics

The skill of bodily movement and coordination. Commonly forms Pools with:

  • +Might to move heavy objects.
  • +Perform to roll and tumble acrobatically.
  • +Speed to dodge or outrun an opponent.

Deception

The skill of sincerity and deceit. Commonly forms Pools with:

  • +Discipline to calmly tell a lie.
  • +Empathy to tell if someone may be lying.
  • +Perform to impersonate someone.

Discipline

The skill of patience and willpower. Commonly forms Pools with:

  • +Empathy to resist fear.
  • +Fortitude to suffer pain without screaming.
  • +Stealth to remain motionless while hidden.

Drive

The skill of handling vehicles other than mechs. Commonly forms Pools with:

  • +Awareness to avoid obstacles.
  • +Perform to do tricks and stunts.
  • +Stealth to tail someone.

Empathy

The skill of emotional understanding. Commonly forms Pools with:

  • +Awareness to read a person’s emotional state.
  • +Influence to reach an understanding.
  • +Survival to interact with animals.

Fortitude

The skill of physical endurance. Commonly forms Pools with:

  • +Athletics to avoid exhaustion.
  • +Might to brace against attacks.
  • +Survival to resist environmental effects.

Influence

The skill of leadership and persuasion. Commonly forms Pools with:

  • +Deception to seduce someone.
  • +Knowledge to make logical arguments.
  • +Might to lead impressionable followers.

Knowledge

The skill of investigation and memory. Commonly forms Pools with:

  • +Discipline to remember past experiences.
  • +Survival to plan a long journey.
  • +Tech to identify unusual items.

Medicine

The skill of treating injuries and diseases. Commonly forms Pools with:

  • +Awareness to perform surgery.
  • +Knowledge to diagnose.
  • +Tech to develop and administer drugs.

Might

The skill of physical strength and close combat. Commonly forms Pools with:

  • +Athletics to grapple.
  • +Fortitude to do manual labor.
  • +Speed to attack up close.

Perform

The skill of entertainment and finesse. Commonly forms Pools with:

  • +Might to intimidate with a show of force.
  • +Influence to sway a crowd.
  • +Tech to play an instrument.

Speed

The skill of quickness and reflex. Commonly forms Pools with:

  • +Awareness to quickly examine an area.
  • +Knowledge to react to sudden stimuli.
  • +Stealth to quickly change hiding places.

Stealth

The skill of trickery and remaining hidden. Commonly forms Pools with:

  • +Awareness to find a hiding place.
  • +Athletics to move quietly.
  • +Influence to send hidden messages.

Survival

The skill of self-sufficiency. Commonly forms Pools with:

  • +Awareness to find and follow tracks.
  • +Medicine to provide improvised treatment.
  • +Stealth to set up traps.

Tech

The skill of craftsmanship and precision. Commonly forms Pools with:

  • +Awareness to pick locks and disarm explosives.
  • +Deception to create disguises.
  • +Drive or Mech Support to repair vehicles.

Mech Skills

Mech Gunnery

The skill of ranged combat with mech weapons. Commonly forms Pools with:

  • +Awareness to attack with guns or missiles.
  • +Speed to use Phalanx weapons.
  • +Tech to attack with Remotes.

Mech Melee

The skill of close combat with mech weapons. Commonly forms Pools with:

  • +Awareness to attack with thrown weapons.
  • +Athletics to grapple.
  • +Speed to parry attacks.

Mech Piloting

The skill of controlling a mech. Commonly forms Pools with:

  • +Athletics to operate muscle-trace systems.
  • +Discipline to operate thought-control systems.
  • +Speed to operate conventional mechs.

Mech Support

The skill of operating and maintaining miscellaneous mech systems such as sensors and ECM. Commonly forms Pools with:

  • +Awareness to operate sensors.
  • +Influence to coordinate a large crew.
  • +Tech to design or repair mechs.

Derived Statistics

While most Skills are used to form and roll Pools on the fly, some Skills also inform basic character attributes and abilities that do not require rolls. Because of how often they come up, these calculated values should be listed on a character’s sheet.

Health

Characters have a maximum of (Fortitude + 5) Health boxes. Physical damage is marked off against Health, and naturally recovers at a rate of (Fortitude/2) per day of rest.

Psyche

Characters have a maximum of (Discipline + 5) Psyche boxes. Stress damage is marked off against Psyche, and naturally recovers at a rate of (Discipline/2) per day of rest.

Initiative

When multiple characters act at the same time e.g. in combat, they do so in order of Initiative. A character’s Initiative is equal to (Speed + highest of Discipline, Knowledge, or Survival). See [section XX] for more details.

Strength

A character’s Strength determines their carrying capacity and ability to perform feats of strength. Strength is equal to (Athletics + Might). See [section XX] for more details.

Move Allowance

A character may walk or jog a number of meters in one turn equal to their (Athletics + Speed). For additional movement rules, see [section XX].

Mettle

Player characters (PCs) and major non-player characters (NPCs) have a special statistic called Mettle. Mettle represents experience, willpower, and the ability to persevere through hardship. Mechanically, Mettle governs how many Mech Skill ranks are available, and provides a bonus to Mech Defense (see [section XX]).

Mettle Rating Mech Skill Ranks
2 9
3 12
4 15
5 18

Mettle Points

Mettle also has an associated resource during play, Mettle Points (MP). A character’s Mettle statistic determines the number of MP the character has available at the start of each mission (see [section XX]). Mettle Points can be spent on one of the following effects:

  • A character can spend 1 MP to act before other characters in combat.*
  • A character can spend 1 MP to add their Mettle to a Test result.†
  • After a mech is successfully attacked and a hit location is rolled, its pilot can spend 1 MP to redirect the attack to a hit location of their choice.
  • A character can spend 2 MP to reroll any or all dice in a single Pool.†
  • A character with at least 1 MP can spend all their remaining MP to survive fatal damage.

*: If multiple characters spend MP this way, those characters act in Initiative order as normal, then all other characters act.

†: This must be done after the character's player rolls their Pool but before the outcome of their character’s action is known.

Talents

Talents are tricks and abilities employed by the pilot to gain an edge over the opposition. Most Talents pertain to combat, but there are some that have non-combat applications.

Each Talent has a listed Experience Point (XP) cost. Talents can be acquired during or after character creation by spending the requisite amount of XP. Some Talents have other requirements, listed in their description.

Talent Name [XP Cost]

Prerequisites: These must be fulfilled before purchase.

Description: The effects of the Talent.

Talent List

Blind Fighting [X]

Prerequisites: None

Description: You take only half the penalty from reduced visibility. This applies both in and out of combat.

Combat Patrol [X]

Prerequisites: Mobility

Description: You are able to take the Combat Patrol action.

New Action: Combat Patrol
  • Type: Full
  • Subtype(s): Attack, Concentration, Movement

The character's threatened arc extends by number of hexes equal to their Mettle rating. Until the beginning of their next turn, they may make attacks of opportunity against any opponent that moves within their threatened arc, not only those who attempt to leave it.

The character may move as part of making these attacks, as long as their total movement does not exceed their MA. Any movement they make provokes attacks of opportunity as normal.

Foolhardy Rush

Prerequisites: None

Description: At the start of an encounter, you can move up to half your MA as a Free Action. If you do, reduce your MA by the amount you moved until the end of the first round. You count as having moved on your turn, even if you otherwise remain stationary.

Guarded Advance

Prerequisites: None

Description: When you take the Tactical Advance action, you can also Guard as a Free Action.

Hard Target

Prerequisites: Athletics 3 or Speed 3

Description: When you take the Charge or Run actions, the opponent suffers a penalty on their ranged attack rolls equal their Pool.

Inscrutable

Prerequisites: Deception 3

Description: You add your Mettle to your Test result when you attempt a Feint, and when you resist attempts to read your emotions or intentions.

Iron Jaw

Prerequisites: Fortitude 3

Description: You reduce all physical damage taken by half your Mettle (rounded up), to a minimum of 1 damage. In addition, you recover one additional box of Health per day.

Jury-Rigging

Prerequisites: Tech 3

Description: You are able to take the Jury Rig action. In addition, you ignore any penalties for working with improvised tools; this applies both in and out of combat.

New Action: Jury Rig
  • Type: Half
  • Subtype(s): Concentration, Miscellaneous

The character may make a (Mech Support + Tech) Test to mitigate a condition affecting a mech they are currently piloting. On a success, the condition is removed. On a failure, the condition is ignored until the end of current round.

If the difficulty to remove the condition is not specified, it should be set by the GM. If the condition already allows a similar Test to remove it, Jury Rig attempts gain a bonus equal to the character's Pool.

A character may attempt to mitigate a condition with Jury Rig more than once. On each subsequent attempt, the Test suffers a -1 penalty.

Killing Spree [X]

Prerequisites: None

Description: For each opponent you personally defeat during an encounter, you gain a cumulative +1 to attack rolls, up to a maximum bonus equal to your Mettle. The bonus resets to +0 at the end of the encounter.

Mobility [X]

Prerequisites: None

Description: You add your Mettle to your Defense against attacks of opportunity. In addition, the first time each round that you are hit by an attack of opportunity, you may move one hex in any direction and change your facing by up to two hex-sides. This movement does not provoke attacks of opportunity.

Nerves of Steel [X]

Prerequisites: Discipline 3

Description: You reduce all stress damage taken by half your Mettle (rounded up), to a minimum of 1 damage. In addition, you recover one additional box of Psyche per day.

Sharpshooter [X]

Prerequisites: None

Description: When you make a Called Shot, you can make two hit location rolls and choose which result you prefer. The digits of the chosen result can still be reversed, if desire.

Shield Wall [X]

Prerequisites: None

Description: If you are equipped with a Shield, you can use your Parry Defense to intercept attacks against characters in hexes adjacent to yours. If the attack's MoS exceeds the attacker's Mettle, they can choose to hit their original target. Otherwise, you are treated as the target of the attack.

In addition, when you take the Guard action while equipped with a Shield, you add three times your Mettle to your Parry Defense score, instead of two times your Mettle.

Toughness, Mental [X]

Prerequisites: None

Description: You gain an additional number of Psyche boxes equal to your Mettle. In addition, you recover one additional box of Psyche per day.

Toughness, Physical [X]

Prerequisites: None

Description: You gain an additional number of Health boxes equal to your Mettle. In addition, you recover one additional box of Health per day.

Mech Construction

Mechs are the core of this game. In this context, mechs are armored, self-powered war machines that are often but not always piloted. It's difficult to make generalizations beyond that, because there are as easily as many mechs as there are designers, at least.

1. Create a Concept

The first step of building a mech is to decide on a concept. What will it look like? What weapons and armor will it carry? What role will it fulfill? The answers to these questions will guide the designer’s choices.

Another important consideration is the mech’s construction budget. Almost every mech component and system has a cost in Construction Points (CP). The GM will decide the number of CP available for player mechs. Here are some basic point thresholds for reference:

  • 10-199 CP: Primitive, incomplete, or civilian mechs, or smaller-scale machines such as power armor.
  • 200-399 CP: These mass-produced mechs form the backbone of most militaries.
  • 400-599 CP: Elite or special-purpose units that can influence the course of a battle.
  • 600-999 CP: “Hero” mechs and strategic weapons that can single-handedly turn the tide.
  • 1,000+ CP: Wars are fought over these legendary machines, or are ended by them.

2. Construct a Frame

Every mech consists of one or more Modules, which are structural parts that allow the mech to function. The Core Module holds the powerplant and other essential machinery, limb Modules allow the mech to move around, and so on. The exact components that go into these Modules depends on the setting—they might use hydraulic pistons, artificial muscles, magnetic actuators, or anything else the GM can think of. These are narrative descriptions that don’t impact the system mechanics unless otherwise specified.

2.1 Body Form

Every mech must have a Core Module, and can have no more than 12 total Modules. Aside from these restrictions, the mech’s body form is limited only by the designers’ imagination and budget.

That being said, a number of standardized body forms have been developed to streamline the design and production processes. The four most common will be summarized here, while additional forms and detailed breakdowns will be described in [section XX].

  • Humanoid: The standard body form. While not necessarily the most efficient, it is flexible and familiar, leading to its widespread adoption. Most Humanoids have a Head; two Arms; two Legs; and the mandatory Core. Some designs may add Pods, Wings, or Tails.
  • Beast: These mimic the forms of animals for increased speed and close combat power. This comes at the cost of some maneuverability and the lack of fine manipulators. Most Beast mechs will have a Head, four to eight Legs, and the Core. Wings and Tails are common additions. Beast mecha deal +2 melee damage and gain +2 land MA, but suffer -1 to MV.
  • Tank: The simplest design, and the easiest to armor. These can consist of just a Core and a Head Module that serves as a turret. For propulsion, they must use something other than Legs—Wheels, Treads, or one of the flight systems described in [section XX]. Tanks get +2 DR to all locations, but suffer -1 to MV.
  • Fighter: Mechs with this body form are specialized for speed. Dedicated spacecraft require only a Core Module, while those intended to travel in an atmosphere also require Wings. Fighters receive double MA from propulsion systems, but suffer from -2 to MV.

2.2 Modules

Modules come in eleven different weight classes from Ultralight to Superheavy. A Module’s key statistics are Cost, Space, and Structure Points (SP). All Modules other than Pods start with Spaces and SP equal to their Cost. These are listed in the table below.

Spaces are used to mount weapons and other systems. A Module may contain any number of systems as long as the sum of the equipment’s spaces does not exceed the Space of the Module.

A Module’s SP rating represents how much damage it can sustain before being destroyed. 1 point of damage reduces a Module’s current SP by 1. A Module whose SP is reduced to 0 is destroyed. SP also contributes to the mech’s weight: Every 2 SP corresponds to 1 ton.

Space and SP can be traded off against one another at a rate of 2 Spaces per 1 Structure. This goes in both directions: A Module can be reinforced by exchanging Space for Structure, or Structure can be sacrificed for additional Space. These trades affect a mech’s weight appropriately, but do not have a CP cost. Modules must have at least 1 SP.

Core Module

The construction of all mechs begins with the Core Module—the torso of a humanoid, the fuselage of a jet, etc. All other Modules attach to the Core. Attached Modules can be of any class lower than the Core or up to one class higher. Legs and Pods have additional considerations; see their respective sections.

Class Cost, Space, SP
Light Ranger (LR) 2
Medium Ranger (MR) 4
Heavy Ranger (HR) 6
Light Striker (LS) 8
Medium Striker (MS) 10
Heavy Striker (HS) 12
Light Cruiser (LC) 14
Medium Cruiser (MC) 16
Heavy Cruiser (HC) 18
Dreadnought (DN) 20
Superdreadnought (SD) 22

Head Module

A Head Module provides a rotating mount with a wide field of view, ideal for sensors and weapons. As a result, mechs with Heads traditionally have sensors installed there. The GM can optionally enforce this as a genre convention.

If a mech’s Cockpit isn’t installed in the Core, the Head is the next most likely location. Ejection rolls from a Head-mounted Cockpit receive a +2 bonus; see [section XX].

Class Cost, Space, SP
Light Ranger (LR) 1
Medium Ranger (MR) 2
Heavy Ranger (HR) 3
Light Striker (LS) 4
Medium Striker (MS) 5
Heavy Striker (HS) 6
Light Cruiser (LC) 7
Medium Cruiser (MC) 8
Heavy Cruiser (HC) 9
Dreadnought (DN) 10
Superdreadnought (SD) 11

Arm Module

These Modules are primarily used to strike at targets in close combat. Arms need not be purchased with hands. However, arms without hands can only be used for the most basic manipulative tasks. Melee attacks made with weapons mounted in an Arm Module gain a damage bonus based on its weight class; see the table.

Any Arm-mounted melee weapon with the Handy property may function as a hand; a basic hand costs 0.75 CP with Acc +0 and 1D. Hands function as weapon mounts with the same number of Spaces as their parent Arm. See [section XX] for more on melee weapon design, and [section XX] for weapon mount rules.

An Arm with a hand may throw objects. The combat range for thrown attacks is given in the table below.

Class Cost, Space, SP Damage+ Throw
Light Ranger (LR) 2 +0 1
Medium Ranger (MR) 3 +0 2
Heavy Ranger (HR) 4 +1 2
Light Striker (LS) 5 +1 3
Medium Striker (MS) 6 +2 3
Heavy Striker (HS) 7 +2 4
Light Cruiser (LC) 8 +2 4
Medium Cruiser (MC) 9 +3 5
Heavy Cruiser (HC) 10 +3 5
Dreadnought (DN) 11 +3 6
Superdreadnought (SD) 12 +4 6

Leg Module

Leg Modules are assumed to come with feet at no extra cost or weight. This is because a Leg without a foot is just an Arm, in system terms. Like Arms, Legs can be used to make striking attacks, and a Leg tends to deal more damage than an Arm of the same class.

Mechs require at least two Legs to be able to walk. The sum of the Legs’ SP must be at least the Core’s SP - 2. For a bipedal mech, this means two Legs at most one level smaller than the Core. For rules on how leg loss affects walking speed, see [section XX].

Example: Getting a Mech to Walk

A mech built around a 10 SP Core needs a total of at least 8 SP between its legs in order to walk. This could be two 4 SP legs, three 3 SP legs, four 2 SP legs, etc.

Class Cost, Space, SP Damage+
Light Ranger (LR) 2 +0
Medium Ranger (MR) 3 +0
Heavy Ranger (HR) 4 +1
Light Striker (LS) 5 +1
Medium Striker (MS) 6 +2
Heavy Striker (HS) 7 +2
Light Cruiser (LC) 8 +3
Medium Cruiser (MC) 9 +3
Heavy Cruiser (HC) 10 +4
Dreadnought (DN) 11 +4
Superdreadnought (SD) 12 +5

Wing Modules

Wing Modules must be purchased in matching pairs. They may be literal wings for mechs patterned after animals, but Wing Modules can also represent aircraft wings or thruster blocks.

Regardless of what shape they take, a mech with a pair of Wing Modules no smaller than two classes below its Core gains +1 MV when in flight. This bonus is not cumulative for multiple pairs of Wings, but having multiple pairs allows the mech to retain the bonus until the number of wings drops below two.

Class Cost, Space, SP
Light Ranger (LR) 1
Medium Ranger (MR) 2
Heavy Ranger (HR) 3
Light Striker (LS) 4
Medium Striker (MS) 5
Heavy Striker (HS) 6
Light Cruiser (LC) 7
Medium Cruiser (MC) 8
Heavy Cruiser (HC) 9
Dreadnought (DN) 10
Superdreadnought (SD) 11

Tail Modules

Tails are similar to Arms, but lighter and more flexible. This allows them to perform complex manipulation, including Grapple attacks (see [section XX]). Tail Modules have a damage bonus on melee attacks based on weight class, but this only applies to Grapple attacks performed with the Tail or with Entangling weapons (see [section XX]) mounted therein.

Class Cost, Space, SP Damage+
Light Ranger (LR) 1 +0
Medium Ranger (MR) 2 +0
Heavy Ranger (HR) 3 +0
Light Striker (LS) 4 +1
Medium Striker (MS) 5 +1
Heavy Striker (HS) 6 +1
Light Cruiser (LC) 7 +2
Medium Cruiser (MC) 8 +2
Heavy Cruiser (HC) 9 +2
Dreadnought (DN) 10 +3
Superdreadnought (SD) 11 +3

Pod Module

Pods are hollow Modules held together by the armor placed upon them. As they have no SP, the weight of a Pod only comes from the armor that covers it. Unlike other Modules, a Pod is not limited by the class of the Core. However, the mech suffers -1 MV for every 2 class levels the Pod has over the Core. This is cumulative for multiple oversized Pods.

While economical, Pods have one significant flaw: Any damage that penetrates a Pod’s armor carries over to the systems inside. A Pod is destroyed when all systems inside it are destroyed, or if its armor is ablated to 0 DR.

When a Pod is no longer desired, it can be ejected at any time during a pilot’s turn at no action cost; any number of Pods can be discarded this way at once. Any systems or items contained therein are lost, but their weight no longer burdens the mech.

Mechs traveling to the battlefield often use Pods for Fuel storage, and eject them when entering combat. See [section XX].

Class Cost Space
Light Ranger (LR) 1 2
Medium Ranger (MR) 2 4
Heavy Ranger (HR) 3 6
Light Striker (LS) 4 8
Medium Striker (MS) 5 10
Heavy Striker (HS) 6 12
Light Cruiser (LC) 7 14
Medium Cruiser (MC) 8 16
Heavy Cruiser (HC) 9 18
Dreadnought (DN) 10 20
Superdreadnought (SD) 11 22

2.3 Armor

With the Modules selected, the next step is to armor them. Mech armor is ablative in nature, meaning that material is blown off with every hit and takes a significant amount of energy with it. Heavier armor has more or thicker layers to increase its capacity to absorb damage. This capacity is measured by the armor’s Damage Resistance (DR). Armor costs 0.5 CP per point of DR, and 1 point of DR absorbs 1 point of damage. Any damage not absorbed by armor is directly translated to the Module beneath it.

Unlike Modules, armor does not come in distinct classes. Instead, the level of armor a Module can mount is dependent on its Cost: The armor covering a Module other than a Pod or Wing may provide DR equal to twice the Module’s base Cost. A Wing or Pod may only mount armor with DR equal to its base Cost.

Staged Penetration

Because armor is ablative, its ability to absorb damage decreases every time it suffers a hit. In game terms, each time an armored area is hit by an attack, the armor’s DR is reduced by 1 until the mech is repaired. This is known as “staged penetration”, and is one reason that even the most heavily-armored mech cannot operate indefinitely without maintenance.

For simplicity, a mech’s weight is assumed to remain the same even when its armor has ablated. GMs and players who don’t mind the extra bookkeeping may model the weight decrease if they wish. (This is also true of destroyed modules; see [section XX]).

Advanced Armor

Armor made from advanced materials ablates at a reduced rate, and therefore provides protection for longer. These superior armors have a statistic known as Breakage Threshold (BT), which represents the number of hits required to cause staged penetration. Alpha armor ablates with every two hits, beta with every four, and gamma with every eight. These higher grade armors must have DR equal to or greater than their BT. If their DR drops below their BT due to staged penetration, their grade is reduced as well.

Example: Advanced Armor

If DR 4 beta armor ablates to DR 3, it is considered alpha armor until repaired. If alpha armor ablates to DR 1, it is considered standard armor until repaired.

Higher grade armors cost more than standard armor, using the multipliers given in the table, but have the same weight. Therefore, advanced armors can be used as a weight-saving measure, if total damage absorption over the life of the armor is seen as more important than upfront protection. See the armor table in [appendix XX].

There is also substandard armor, a grade with BT 0. It does not use the staged penetration system at all, but simply loses DR equal to the damage it absorbs. While this is only half the cost of standard armor, the protection provided is liable to only last for one attack. Therefore, substandard armor tends to be used only by manufacturers who do not have the funds or materials for anything else.

Finally, armor of standard grade and above can be Hardened. This increases the armor’s cost by 20% and makes it immune to the effects of Armor-Piercing weapons. Hardened armor weighs the same as its normal counterparts.

DR* Subst. Standard Alpha† Beta† Gamma†
1 0.3 0.5
2 0.5 1.0 1.4
3 0.8 1.5 2.1
4 1.0 2.0 2.8 4.0
5 1.3 2.5 3.5 5.0
6 1.5 3.0 4.2 6.0
7 1.8 3.5 4.9 7.0
8 2.0 4.0 5.6 8.0 10.4
9 2.3 4.5 6.3 9.0 11.7
10 2.5 5.0 7.0 10.0 13.0
11 2.8 5.5 7.7 11.0 14.3
12 3.0 6.0 8.4 12.0 15.6
13 3.3 6.5 9.1 13.0 16.9
14 3.5 7.0 9.8 14.0 18.2
15 3.8 7.5 10.5 15.0 19.5
16 4.0 8.0 11.2 16.0 20.8
17 4.3 8.5 11.9 17.0 22.1
18 4.5 9.0 12.6 18.0 23.4
19 4.8 9.5 13.3 19.0 24.7
20 5.0 10.0 14.0 20.0 26.0

*: For +20% cost, armor can be Hardened, making it immune to the effects of Armor-Piercing weapons.

†: Armor cannot have BT in excess of its DR. Alpha armor has BT 2, beta armor BT 4, and gamma armor BT 8.

Monocoque Construction

By default, armor plates are assumed to be bolted onto the exterior of a Module. However, it is also possible for a Module’s structure to be built up from armor plates, which reduces weight for a given amount of armor. This is called monocoque construction, or mono for short. Pods are essentially already built this way; they cannot use this construction option.

A Module other than a Wing may mount mono armor with an amount of DR up to its base Cost; a Wing may only mount mono armor DR up to half its base Cost. Mono armor provides the listed level of protection at the usual price, but takes up an amount of Space inside a Module equal to its DR. Armor contained within a Module this way does not add weight to the mech, as its weight is considered part of the Module.

Example: Monocoque Construction

7 DR of conventional armor would normally take 0 Spaces and add 3.5 tons of weight. An equivalent amount of mono armor would take up 7 Spaces in a Module, but adds no weight because the Module’s structural frame, i.e. its existing weight, has been replaced with armor plates.

The obvious disadvantages of mono armor are the halved maximum DR and the occupation of valuable space. Space efficiency (see [section XX]), hollowing out the Module, or simply using less than the maximum amount of armor would allow other systems to fit inside.

A given Module may have not have both mono and conventional armor, but mono armor can be Hardened and purchased with increased Breakage Threshold for the usual costs.

Optimized Armor

There are two broad categories of damage: Energy damage from beam weapons and EMWs, and physical damage from projectile guns, missiles, and melee weapons. Armor may be optimized to protect against or have a vulnerability to a specific kind of attack.

Armor optimization is most cost-effective when balancing increased protection with a vulnerability. Alternatively, the cost of armor can be reduced by giving it a vulnerability to one type without increased protection against the other.

If the total percentage balance is zero, e.g. +50% DR vs energy and -50% vs physical, there is no cost for the optimization. Otherwise, the cost of the armor is increased by twice the total percentage difference if positive, or decreased by half the total percentage difference if negative. As usual, costs round up, while DR rounds down.

Example: Zero Sum Optimized Armor

A mech’s armor is designed with +40% DR vs. energy damage but -40% DR vs. physical damage. 40% - 40% = 0%, so there is no change in cost for the armor.

Example: Net Positive Optimized Armor

A mech’s armor is designed with +40% DR vs. energy damage but -10% DR vs. physical damage. 40% - 10% = 30%, so the armor cost increases by 30% x 2 = 60%.

Example: Net Negative Optimized Armor

A mech’s armor is designed with -40% DR vs. energy damage but +10% DR vs. physical damage. -40% + 10% = -30%, so the armor cost decreases by -30% x 0.5 = -15%.

2.4 Wheels and Treads

Wheels and Treads may be bought instead of or in addition to Legs. All three types of movement use the mech's BMA (see [section XX]), but have distinct tradeoffs.

  • Legs provide internal Spaces.
  • Wheels are provide bonus MA on smooth ground.
  • Treads are heavy, but ignore Difficult Terrain.

Wheels and Treads use the same classification levels as Modules. As with Legs, a mech is unable to move if the sum of Wheel and Tread SP is lower than the Core's SP - 2. Wheel and Tread SP can be combined with Leg SP for the purpose of determining a mech's mobility, but a mech can only claim the bonuses from Wheels or Treads if they have sufficient SP to propel the mech.

Wheels

Wheels generically refer to any ground-based propulsion system that operates most efficiently on smooth ground. Mechanically, this means that mechs with Wheel SP no lower than their Core SP - 2 gain +2 MA in Average Terrain.

3. Weapons

Mechs are ultimately machines of war, and they generally need to carry weapons to do their job. Weapons come in almost every size and shape imaginable, but for the purpose of the game rules, they are defined by a number of statistics and modifiers, and their appearances are left as a matter of narrative description.

There are four categories of weapons, each with distinct advantages, disadvantages, and special options:

  • Melee Weapons
  • Projectile Weapons
  • Beam Weapons
  • Ordnance

Statistics and Modifiers

Common statistics and modifiers are listed below. The weapon construction tables will refer to these rules.

Damage

This is the most important property of a weapon, and the primary determinant of its cost. 1 point of damage will reduce the SP of a Module by 1, and is stopped by 1 point of DR.

The weapon has a number of SP equal to its damage rating. As usual, a weapon is destroyed when its SP reaches 0, and each SP contributes 0.5 tons to the mech's total weight.

Accuracy

Accuracy (Acc) is applied as a modifier to the result of attack rolls made with the weapon, e.g. an Accuracy of +1 increases the result of attack rolls by +1.

Range

This is the weapon's Combat Range in 50-meter hexes. See [section XX] for more on range rules.

Rate

This is the number of attacks the weapon may make in a single action. As described in the Combat chapter, Half Attacks are limited to Rate 3; designers should keep this in mind.

Rate Bonus

Attacks with high Rate have a bonus to hit.

Note that while individual weapons are generally limited in their Rate, attacks with Linked weapons use the total Rate of all weapons in the network. See [section XX].

See [section XX] for continued scaling.

Rate Bonus
1-3 +1
4-8 +2
9-15 +3
16-24 +4
25-35 +5
36-48 +6

Handling

For weapons with Rate above 1, Handling (Hnd) is the number of DoS required to score an additional hit. Melee and Beam weapons have a base Handling of 1, meaning that one hit is scored per DoS, up to the weapon's Rate. Projectile weapons have a base Handling of 2. An attack result that equals the target's Defense (DoS 0) scores exactly one hit.

Handling cannot be purchased for weapons with Rate 1.

Shots

This is the number of attacks the weapon may make before it needs to be reloaded. When a weapon is purchased with Rate above 1, its number of Shots is increased by the same factor at no additional cost. In other words, Shots actually measures the number of attacks that can be made at full Rate.

All Shots and Ordnance are assumed to be replenished between missions (i.e. with access to hangars and similar facilities) unless stated otherwise.

Armor-Piercing

A target's armor DR is treated as only 1/2 its normal value when struck by an Armor-Piercing attack.

Anti-Ordnance

As the name implies, weapons with the Anti-Ordnance modifier can protect the mech from Ordnance weapon attacks. See [section XX] for how Anti-Ordnance weapons work.

A value of Variable means that the weapon can be used in regular mech combat and for Anti-Ordnance purposes.

Anti-Personnel

When attacking a human-scale target, a mech normally suffers a penalty on its attack rolls equal to twice its Pool. Weapons with the Anti-Personnel modifier are exempt from this penalty.

A value of Variable means that the weapon can be used in regular mech combat and for Anti-Personnel purposes.

All-Purpose

An All-Purpose weapon can be used for Anti-Ordnance and Anti-Personnel purposes as well as regular mech combat.

Disruptor

Each point of damage dealt by a Disruptor damage reduces a Barrier's damage capacity by 2. See [section XX].

Fragile

A Fragile weapon has a fixed SP count of 1. This makes it more susceptible to incoming damage, but also makes it lighter.

Heavy

Heavy weapons must be Braced to be fully utilized. Heavy weapons that have not been Braced cannot be Aimed, and attacks with them suffer a penalty equal to the attacker’s Pool. See the Brace Heavy Weapon action (page XX) for more details.

Scoped

Scoped weapons do not grant their Accuracy bonus unless the pilot takes an Aim action. This modifier can only be taken on weapons with Accuracy +1 or higher.

Melee Weapons

Aside from single-use Ordnance, Melee Weapons tend to be the cheapest and most compact that a mech can mount. They run the gamut from old-school blades and bludgeons to high-tech energy blades and plasma whips. The primary drawback is, of course, that the mech must generally be adjacent to their target to bring their Melee Weapons to bear.

Melee Weapons need not be handheld; they can be mounted in any Module except Pods. Some Modules provide a damage bonus to attacks made with mounted Melee Weapons. Hands, claws, and similar graspers are themselves purchased as Melee Weapons with the Manipulator modifier. See the description of that modifier for further details.

Entangling (x1.25)

Acting like whips or nets, Entangling Melee Weapons can make grappling attacks (see [section XX]). Designers can choose to increase the reach of an Entangling Melee Weapon (in hexes) by reducing the damage of the weapon by an equal amount; this does not alter the CP cost of the weapon. The final design must have at least 1 total damage.

Manipulator (x1.5)

Manipulators are an improved version of Entangling Melee Weapons, capable of wielding other weapons and other tasks of fine control. They often take the form of hands, but pincers, claws, and other appendages are possible.

Manipulators must be mounted in a Module other than a Pod, usually but not always an Arm. The Manipulator takes up a number of Spaces in the Module equal to its Cost, as usual. However, the Manipulator itself then has a number of Spaces for holding other weapons equal to the base Spaces of the Module in which it is mounted.

Example: Hands

A hand is built as a 1-damage Manipulator. This costs 0.5 CP times x1.5 for a total of 0.75 CP, rounded to 0.8 CP as per convention. Installed in a Medium Striker Arm with 6 Spaces, the hand occupies 0.8 Spaces in the Arm, and has 6 Spaces of its own.

Weapons wielded by a hand are considered External Systems; see [section XX]. As partial recompense, handheld weapons need not be Split (see [section XX]) between multiple hands; it is assumed that a mech is inherently capable of using as many hands as necessary to grip a weapon, without paying the usual costs for System Splitting.

A Manipulator may be designed with extended reach, using the same rules as an Entangling weapon. However, a Manipulator cannot wield weapons at ranges greater than one hex; that is, when using its extended reach, the only attacks it may make are melee attacks using its own profile.

Defensive (x1.2)

A Defensive Melee Weapon has some feature or features that help fend off enemy attacks, such as serrations to entrap incoming weapons, a crossguard, or sheer size. In game terms, this means that the pilot can add the weapon's Accuracy to their mech's Parry Defense while using the weapon. The weapon must have Accuracy +1 or +2 to take this modifier.

Thrown (x1.2)

Normally, Melee Weapons can only be used against targets in adjacent hexes unless bought as Entangling weapons; see above. The other alternative is to buy them as Thrown weapons, which allows the mech to make attacks out to the range specified by their Arm's throwing distance (see [section XX]). Once thrown, the weapon must be retrieved before it may be thrown again. This requires a Half Action while the mech is in the hex where the weapon landed.

Naturally, a Thrown weapon may not be bought with Rate above 1, as a single weapon can only be thrown once before needing to be retrieved. However, see Returning (below).

Returning (x1.5)

As Thrown (above), but the weapon automatically returns to the thrower after the attack resolves at no action cost. This allows the Melee Weapon to be thrown at Rates above 1.

Expendable (Varies)

Expendable Melee Weapons have a number of full turns (not actions) the weapon can remain in use. Any turn during which an attack is made with the weapon or during which the weapon is used to Parry counts against this limit. Once the weapon is out of power, it must be replaced or re-energized.

Like all Ammunition and Ordnance, Expendable weapons are assumed to be replenished between missions unless stated otherwise. Some weapons can also be designed as Rechargeable (see below), but this is not required.

Destroyer (x1.5)

A Destroyer weapon deals additional damage to objects (including mech weapons) equal to the Module bonus of its mounting location, minimum +1.

Attempts to Parry a Destroyer weapon can lead to Module or equipment damage. If an attack with a Destroyer Weapon is applied to the target's Parry Defense, and the attack fails by an amount less than the defender's Mettle, the target suffers the Destroyer bonus damage (see above) to the appropriate weapon or location, reduced by DR as normal.

Similarly, Parries with a Destroyer weapon apply the Destroyer bonus damage to the attacking weapon unless the attack roll has DoS in excess of the defender's Mettle.

Destroyer weapons are often, but not always, energy weapons. Physical Destroyer weapons may use vibrating blades, rapidly spinning chains of sharp teeth, etc.

Projected (x1.5)

A Projected Melee Weapon deals its damage with an emitted blade, field of force, etc. separate from the weapon itself. In effect, this means the weapon is unaffected by contact damage from Destroyer weapons, Surge Barriers, and so on.

The weapon is still susceptible to direct hits from attacks. However, because the functional core of the weapon is relatively small, the Spaces taken up by the weapon are reduced by half; the cost of the Projected modifier does not increase the Space required.

Example: Projected Weapons

A Melee Weapon costs 10 CP before adding the Projected modifier. That raises its total cost to 15 CP, which would normally require 15 Spaces on the mech. However, a Projected Melee weapon only requires half the amount of Spaces of its pre-Projected cost, or 5 Spaces in this case.

Rechargeable (x1.1)

If a Melee Weapon is Expendable, the designer may specify a charging location for that weapon on the mech, typically but not always in the Core Module. That Module must have a number of free Spaces equal to half the cost of the weapon.

The weapon regains the ability to be used for one turn for each full turn it spends recharging in/on its designated location. Note that it typically takes a Half Action to store or draw weapon (see [section XX]).

Beam Weapons

Firing concentrated energy directly from or catalyzed by the mech's Powerplant, typical Beam Weapons are characterized by long range, high accuracy, and unlimited field endurance.

Shots (Varies)

Beam Weapons do not use Ammunition, but some demand so much power as to be unsustainable for prolonged use. The Shots modifier makes Beam Weapons function like Projectile Weapons, with two notable exceptions.

First, a Beam Weapon with a finite Shots rating may not be purchased with a Rate above 1, unless they are also Battery-Powered (see below).

Second, a Shots rating of "0" means that firing the weapon causes the mech to be Staggered for a number of turns equal to the weapon's damage rating. Firing the weapon again during this time causes the mech to instead Shut Down for a number of turns equal to the weapon's damage rating, leaving enough power for life support and nothing else. See [section XX].

Battery-Powered (x0.9)

Instead of drawing from the mech's Powerplant, a Beam Weapon may instead use a form of replaceable Battery. This simplifies and cheapens the weapon, at the cost of requiring reloads, similar to a Projectile Weapon.

Battery-Powered Beam Weapons must be bought with a finite Shots rating, and as a special exception may be purchased with Rates above 1, as they are not putting undue strain on the Powerplant. Multiply their total Shots by their Rate as normal.

Batteries are not assumed to come with the weapon. The CP cost of a Battery is 1/10th that of the weapon, rounded down, to a minimum of 1. A Battery takes up a number of Spaces equal to its cost, as per usual.

No weapon may have both "0" Shots and be Battery-Powered.

Weapon Cost Battery Cost
Below 20 CP 1 CP
20-29.9 CP 2 CP
30-39.9 CP 3 CP
+10 CP +1 CP

Charge Required (Varies)

Some weapons require one or more turns of charging before they can be fired. Alternatively, this modifier can be used to model weapons that must cool down before they can fire again.

Any weapons with Charge Required are assumed to be ready to fire at the start of a mission. Once they have been fired, they cannot be used again until the mech has taken a number of turns equal to the number specified by the Charge Required modifier.

A rating of "1" for Charge Required means that the weapon can be fired every other turn, a rating of "2" means the weapon can be fired once every three turns, etc.

No weapon may have both Charge Required and a finite Shots rating.

Wide Angle (Varies)

A Wide Angle Beam Weapon fires a spray of beams over an area without sacrificing its destructive power. This is resolved with a single attack roll, which is compared to the Defense of each character—friendly or otherwise—in the targeted area. A single target can only be hit once by a given Wide Angle attack, but Rate applies normally.

Although the attack affects multiple hexes, it is composed of multiple discrete beams, it is not treated as an Area-Effect attack (see section [XX]); Defenses apply as normal. High Accuracy can be used to model a "saturation" effect, if desired.

A rating of "Hex" indicates that the Beam Weapon has a 7-hex area of effect (the target hex and the six hexes around it) along its entire length. In any case, a Wide Angle Beam Weapon deals its full damage out to the weapon's Maximum Range (or a shorter distance, if the attacker desires).

Mega-Beam (x10.0)

A Mega-Beam is unusual in that it deals its full damage to all of the target's exposed locations—this includes Modules and any External Systems. Mega-Beams can be Dodged as normal, but they can only be Parried by DB +4 shields. Smaller shields only provide their passive protection; see [section XX].

Ordnance

Rockets, propelled grenades, mines, torpedoes, mines, missiles—any kind of self-destructing charge falls into the Ordnance category of weapons. Cheap and therefore compact, they are purchased one at a time and consumed on use, replenished when the mech is repaired.

Ordnance of the same profile can grouped together into a Pack (Rack, Launcher, Tube, etc.). All Ordnance in a single Pack is automatically considered Linked; it can be fired in the same action (see [section XX]). Multiple Packs can also be Linked.

It is assumed that the actual launching device for the Ordnance is of negligible cost, size, and weight. The Ordnance itself takes up Space equal to its Cost as normal, but its weight is considered Encumbrance; see [section XX].

Salvo Size (Varies)

Another advantage of Ordnance is that is not limited by Rate like other weapons. A mech may fire any number of Linked Packs of any size with a single Half Attack. The attack is resolved as normal, with a bonus to the attack roll using the number of Ordnance as the effective Rate, but the number of hits per DoS is equal to 1/10 the number of Ordnance divided by the Ordnance's Handling. For ease of bookkeeping, this number can be worked out and recorded on each Ordnance Weapon on a mech's sheet.

Example: Salvo Size

A mech fires a Salvo of 30 Ordnance with Handling 2. This means the number of hits per DoS is 1/10 of 30, divided by 2, or a total of 1.5.

Remember that combat results are rounded down, so 1 DoS would result in only a single hit, but 2 DoS would result in three hits.

Particularly large Packs can be made cheaper if they are only able to fire a fraction of their total payload in a single action. The minimum size of the Pack (in Ordnance) corresponding to each fractional Salvo is listed in the table below.

Salvo Size Minimum Payload Cost
1 1 x1.0
1/2 4 x0.75
1/3 9 x0.67
1/4 16 x0.63
1/5 25 x0.6

Area-Effect (Varies)

Standard Ordnance is assumed to use shaped charges or otherwise directed attacks that only meaningfully affect a single target. The Area-Effect modifier allows the Ordnance to damage every target within a set radius, measured in 50-meter hexes. Furthermore, Area-Effect weapons cannot be Dodged; the only defenses against an Area-Effect attack are typically armor, DB+4 Shields, and Barriers.

A rating of "0" indicates that the weapon deals its full damage to the target and any other object or character in its hex. In typical mech combat, only one mech can occupy a single 50-meter hex, so Area-Effect "0" weapons tend to be best suited for affecting terrain, anti-personnel use, or denying high Defense scores of targets that lack Area-Effect protection.

Should Area-Effect weapons miss their target, they Scatter and hit other areas of the battlefield; see [section XX].

Fuse (x1.1)

Without a Fuse, Ordnance only detonate with proximity or on impact. With this modifier, the pilot can set the Ordnance to trigger remotely, or to detonate after a set amount of time. The pilot must set the Ordnance in one of the two modes. Once the choice has been made, it cannot be changed unless the Ordnance is physically recovered with a Ready action (see [section XX]).

  • Remote Detonation: As a Half Action Ready, a pilot can detonate any number of Ordnance their mech has set with this trigger type, as long as the Ordnance is within the mech's Communication Range (see [section XX]).
  • Time Delay: As a Free Action as part of the initial attack, the pilot can specify any amount of time before the Ordnance will detonate. This can be measured in structured time (turns or rounds) or narrative time (minutes, hours, etc.) as appropriate. When the allotted time has elapsed, the Ordnance will explode, using its normal profile. In structured time, this happens at the end of the specified turn or round.

In either case, the initial attack is resolved as normal—the pilot rolls to hit, and the target applies their Defense—but no damage is dealt immediately should the target be struck. The Ordnance remains fixed to the target, even if it moves, until the Ordnance is either triggered or disarmed.

Disarming Ordnance requires an Opposed (Mech Support + Tech) Test between the pilot who set the Ordnance and the character attempting to disarm it. Only one disarm attempt is allowed; if it fails, the Ordnance immediately explodes using its normal profile.

Disarming Ordnance requires a Half Action for weapons with a damage value of up to 10, and a Full Action for weapons with a damage value of 11 or more.

At the GM's option, technicians other than the pilot may set the difficulty to disarm the Fuse Ordnance:

  • Difficulty 15 for relatively simple Ordnance
  • Difficulty 20 for somewhat more advanced weapons
  • Difficulty 25+ for highly sophisticated technology

Range (Varies)

This functions as for most weapons, with one special exception. A rating of "0" designates the Ordnance as a weapon that is placed or dropped, rather than fired. Colloquially, placed Ordnance are referred to as Mines, and dropped Ordnance as Bombs. Range "0" Ordnance should be specified as either Mines or Bombs on the mech's sheet. GMs may change these terms to suit their own campaigns.

Mines

Mines are placed in the attacker's hex using an Attack action. The first target to enter a hex with Mines placed by a non-friendly mech is automatically struck by the Mines.

By default, Mines only trigger against mechs and other targets of similar scale. However, this can be modified with the Anti-Personnel modifier.

Mines must be purchased with Accuracy "+0".

Bombs

Bombs dropped from a mech fall straight downward at an MA of 8 hexes per turn; resolve this movement at the end of the attacker's turn. If the attacker moved downward during their turn, add the altitude change as a bonus to the Bombs' MA.

Bombing a moving target such as a mech incurs a penalty equal to the attacker's Pool. This is otherwise resolved as a normal attack. Bombing an immobile target instead uses the Indirect Fire rules (see [section XX]). In either case, the weapon may purchase Accuracy modifiers as normal.

Alternatively, mechs with Manipulators can use Bombs as throwing weapons. In this case, the mech can make attacks out to the range specified by their Arm's throwing distance (see [section XX]), using the normal attack rules instead of the bombing rules given above (i.e. there are no special penalties for hitting moving targets).

Smart (Varies)

Standard Ordnance is relatively "dumb", or unguided. A degree of self-guidance capability can be modeled with high Accuracy, but for Ordnance that can actively seek and chase the target on its own, the Smart modifier is required.

A successful attack with Smart Ordnance resolves as normal. However, a failed attack does not consume the Ordnance; the weapon will turn around and make another pass at the target during the attacker's next turn. This is a Free Action and does not prevent the mech from making other attacks, but it does require a new attack roll.

Smart Ordnance can make a number of these additional attacks equal to their rating, i.e. Smart "1" allows one retried attack. It is assumed that Smart Ordnance has the speed and maneuverability to keep up with any targets; movement alone is generally not enough to evade Smart Ordnance (see below). If all Smart attacks are unsuccessful, the Ordnance is lost without detonating unless it is bought with Area-Effect and a Fuse; treat as a Scatter (see [section XX]).

Avoiding Smart Ordnance

There are three ways of avoiding Smart Ordnance:

  • Dodge
  • Evade
  • Counteract

Dodging is as simple as applying one's Dodge Defense. If the attack roll fails, the Ordnance flies past the target, and must turn around and try again during the attacker's next turn. Remember that Parry Defense does not apply to Ordnance; the weapons would simply detonate against the Shield.

Evading Smart Ordnance requires a Half Action. This uses an Opposed Test of the attacker's Pool vs. the defender's (Mecha Piloting + Speed), with both pilots applying their Mettle to their respective results. If the defender takes the Guard action before Evading, they double their Mettle for this purpose as well.

On a success, a number of Smart Ordnance equal to the defender's Mettle + the DoS lose track of their target, but may still Scatter and Detonate if they possess the Area-Effect and Fuse modifiers.

Counteracting requires that the defender possess and utilize either an Anti-Ordnance weapon or an Ordnance-Jamming ECM.

Anti-Ordnance Weapons: The defender spends a Half Action to shoot down the Smart Ordnance. See [section XX] for further details.

Ordnance-Jamming: The defender spends a Half Action to roll a (Mech Support + Tech) Test against a difficulty of 10 + (the Ordnance's Smart Rating x 5).

On a success, a number of Smart Ordnance equal to the ECM Value + the DoS are rendered inert and do not detonate, even if they have a Fuse. The defender gains a bonus equal to their Mettle if they instead take a Full Action to perform the Test.

Flare (x0.5)

Flare Ordnance must be purchased with Area-Effect. They do not deal damage upon detonation, instead releasing intense infrared illumination.

A Flare lasts a number of rounds equal to half the damage value of the Ordnance, minimum 1 round. In its final round, the Flare is extinguished at the end of turn of the mech that launched the Ordnance.

For flares used as countermeasures against other Ordnance, apply the Anti-Ordnance modifier instead.

Darkness

When used in an area with prevailing darkness conditions, mechs using standard (i.e. visual) Sensors ignore darkness penalties within the Flare's Area-Effect radius.

However, mechs relying exclusively on infrared Sensors while the Flare is active are blinded by the sudden illumination, and treat the Flare as if it were Obscuring Ordnance with an equivalent damage value (see next column).

Non-Darkness

Outside of darkness conditions, Flares create minor visibility impairment within their Area-Effect radius.

In either case, Spotting Radar or ASP with detection modes beyond infrared render a mech immune to the blinding effect.

Anti-Beam (x0.5)

Anti-Beam Ordnance must be purchased with Area-Effect. They do not deal damage upon detonation, instead releasing a cloud of particles that interferes with Beam travel.

The damage value of a Beam Weapon attack is reduced by 2 for each hex of Anti-Beam particles it passes through on its way to the target, to a maximum reduction of the Anti-Beam Ordnance's own damage value.

The Anti-Beam cloud lasts a number of rounds equal to half the damage value of the Ordnance, minimum 1 round. In its final round, the cloud dissipates at the end of turn of the mech that launched the Ordnance.

Anti-Beam Ordnance does not impede Sensors on its own, but it can be combined with the Obscuring modifier.

Example: Anti-Beam Ordnance

Anti-Beam Ordnance is purchased with a damage value of 5 and an Area-Effect rating of 3. When the Ordnance detonates, it creates a particle cloud that is 7 hexes across (the center hex, plus 3 hexes in every direction). The cloud will last for 5/2 or 2.5 rounds, rounded down to 2.

A Beam Weapon attack that passes through 3 hexes of the Anti-Beam cloud has its damage reduced by 5; the Ordnance itself only has a damage value of 5, so the damage reduction is limited to that amount.

If the Anti-Beam Ordnance had been purchased with a damage value of 6, then the cloud could have reduced the Beam Weapon's damage by the full 6.

Obscuring (x0.5)

Obscuring Ordnance must be purchased with Area-Effect. They do not deal damage upon detonation, instead releasing a cloud of smoke or other material that interferes with Sensors.

Obscuring Ordnance purchased with a damage value of 1-10 creates minor visibility impairment within its Area-Effect radius. Ordnance with a damage value of 11+ creates major visibility impairment instead. See [section XX] for more detail on visibility impairment.

In either case, the Obscuring cloud lasts a number of rounds equal to half the damage value of the Ordnance, minimum 1 round. In its final round, the cloud dissipates at the end of turn of the mech that launched the Ordnance.

Finally, Tests to pinpoint a target within or beyond an Obscuring cloud suffer a penalty equal to half the Ordnance's damage value. The mech that fired the Obscuring Ordnance is not exempt, so the pilot should plan accordingly.

Example: Obscuring Ordnance

Obscuring Ordnance is purchased with a damage value of 8 and an Area-Effect rating of 5. When the Ordnance detonates, it creates a smoke cloud that is 11 hexes across (the center hex, plus 5 hexes in every direction). The cloud will last for 8/2 or 4 rounds.

An observer attempting to detect a target within the cloud counts the number of hexes between them and the target that are filled with smoke. That number times 5 is the difficulty of the (Mech Support + Awareness) Test, with a penalty equal to half the Ordnance's damage.

If there were 7 hexes of smoke between the observer and target, the difficulty is only 30, because that is the maximum. The observer then rolls (Mech Support + Awareness) at -4 as a Free Action. On a success, they can proceed with their other actions knowing where the target is. Otherwise, the target's exact location is unknown to the observer.

Anti-Beam/Obscuring (x1.0)

Ordnance capable of producing clouds that interfere with both Beam Weapons and Sensors must be purchased with a x1.0 cost multiplier; do not apply the modifiers separately.

As an added benefit, Anti-Beam/Obscuring Ordnance affects Spotting Radar, which would normally ignore Obscuring Ordnance by itself. Unless also equipped with ASP, a mech with Spotting Radar is subject to visibility penalties against a mech within or beyond an Anti-Beam/Obscuring cloud.

Projectile Weapons

Projectile Weapons deal damage by delivering a physical payload to a distant target. They are distinct from Ordnance in that these payloads are not self-propelled. Compared to Beam Weapons, they are somewhat less expensive, which in turn makes them less bulky. However, Ammunition must be purchased separately, and comes with its own Space and weight concerns.

The following general weapon modifiers are only available for Ammunition, and not for Projectile Weapons themselves:

  • Armor-Piercing
  • Disruptor

Multi-Feed (Varies)

By default, a Projectile Weapon can only draw Ammunition from one Clip at a time; switching Clips requires a Ready/Reload action. With the Multi-Feed modifier, a Projectile Weapon can instead fire Ammunition from a number of Clips equal to the Multi-Feed rating. A Ready/Reload action allows the pilot to change any number of Clips in the Multi-Feed.

Ammunition

Ammunition is purchased per Shot, which is defined as enough projectiles to make a single attack with the weapon, i.e. at Rate 1. This is largely a matter of narrative description—a weapon's damage can result from a single large projectile, a shower of small projectiles, or something more exotic like the spray of a flamethrower. In game terms, all that matters is the effect the Ammunition has on its target, which is defined by its damage rating and modifiers.

Ammunition for a particular weapon is grouped into a Clip (Drum, Magazine, Belt, etc.). The Clip itself has no cost or weight, and does not take up Space. The Ammunition has a cost and weight equal to 1% of its parent weapon per Shot. The weight of Ammunition is treated as encumbrance (see [section XX]).

Like weapons, Ammunition can have cost modifiers. Each one multiplies the Ammunition's cost per Shot, but does not affect the Ammunition's Spaces or weight. Every Shot in a Clip must have the same modifiers; Clips may not have mixed Ammunition.

As usual, Ammunition takes up an a number of Spaces equal to its cost, with the exception of cost modifiers as mentioned above. When loaded into a weapon, this increases the weapon's Spaces by the appropriate amount. Spare Clips (i.e. reloads) may be stored internally or externally.

Internally stored Ammunition is treated like any other internal system, taking up a number of Spaces from the location. Externally stored Ammunition takes up no Spaces from the location, but is rendered useless if that location takes damage. In either case, Ammunition does not explode when struck unless that attack was a critical hit (see [section XX].

Ammunition Stats Formula
Cost Weapon's Cost x (0.01 per Shot) x [Ammo Cost Multiplier(s)]
Space Weapon's Cost x (0.01 per Shot)
Weight Weapon's Cost x (0.01 per Shot)

Standard (x1.0)

The default Ammunition. Deals damage with no additional effects. Generally assumed to be high explosive shells, but this can vary by campaign.

Area-Effect (Varies)

Area-Effect Ammunition functions similarly to Area-Effect Ordnance; the attack damages every target within a set radius. See [section XX].

Armor-Piercing (x4.0)

A target's armor DR is treated as only 1/2 its normal value when struck by Armor-Piercing Ammunition.

Disruptor (x4.0)

Each point of damage dealt by Disruptor Ammunition reduces a Barrier's damage capacity by 2. See [section XX].

Incendiary (x4.0)

A target struck by Incendiary Ammunition takes cyclic damage to the hit location once each round, at the end of the attacker's turn. The amount of damage is equal to half the penetrating damage dealt the turn before. Round fractions down, as per usual. This damage ignores DR.

A character can spend a Half Action to end one instance of Incendiary damage on themselves or an adjacent character. A character suffering from multiple instances of Incendiary damage can end all of them with a Full Action.

The Incendiary modifier can also be used to model acid, destructive nanomachines, or any other payload that inflicts cyclic damage.

Example: Incendiary Ammunition

A target takes 5 penetrating damage from Incendiary Ammunition. On the following round, at the end of the attacker's turn, the struck location takes 5/2 or 2.5 damage, rounded down to 2. On the round after that, the location takes 1 damage.

Three rounds after the initial attack, the Incendiary damage is reduced to 0.5, which rounds down to 0. At this point, the location is no longer under attack by whatever phenomenon caused the Incendiary damage.

Kinetic (x2.0)

Kinetic Ammunition doubles the weapon's damage for the purpose of determining Knockback (see [section XX]). It deals normal damage otherwise.

Paintball (x0.5)

Paintball Ammunition does not reduce Module SP. Instead, a target struck by a Paintball grant a +1 bonus to any Test to detect them for each point of damage that would otherwise have been dealt.

Only the single largest damage value of all Paintball hits is used, but every subsequent Paintball hit increases the bonus by +1, to a maximum of double the original bonus.

Most DR has no effect on Paintball Ammunition, but a Surge Barrier does, burning away or otherwise neutralizing the markers. For similar reasons, Paintball attacks cannot be meaningfully Parried except by Destroyer weapons.

Scattershot (Varies)

Scattershot Ammunition uses a large number of projectiles or otherwise disperses the attack into a wide spray, increasing the both the hit chance and the number of struck locations.

Like Area-Effect, Scattershot is purchased with a rating. Multiply the weapon's Rate by this number for the purpose of determining the Rate Bonus on the attack roll. If the attack is successful, roll for hit location as normal, but use the following rules when applying damage to the target.

Scattershot Damage

Divide the damage value of the weapon by the Scattershot rating. This is the amount of damage dealt to each struck location. For bookkeeping purposes, the designer should choose a damage value that is a whole number multiple of the Scattershot rating.

Apply the Scattershot damage to the location determined by the hit location roll. Then, step down one row on the hit location table and apply damage to the new location. Repeat until the total number of damaged locations equals the Scattershot rating.

If the end of a hit location table is reached, start again at the top until the specified number of hit locations is struck or the target is destroyed.

Example: Scattershot Ammunition

A Projectile Weapon is built with a damage value of 8, Rate 4, and Scattershot 4. This means that it gets +4 on attack rolls when fired at Rate 4, instead of the usual +2, and hits four locations for 2 damage each time.

(Ratings 2, 3, 4, 5, 6, 10)

Tangler (x2.0)

Tangler Ammunition does not reduce Module SP when it strikes a target. Instead, a location struck by a Tangler round is considered Grappled with a number of CP equal to the damage it would have taken. The difficulty to Oppose this Grapple is equal to 3 times the weapon's damage value.

Only the single largest damage value of all Tangler hits is used, but every subsequent Tangler hit increases the CP of the grapple by +1, to a maximum of double the original CP.

As with all Grapples, armor does not apply, but Barriers provide their usual protection. See [section XX].

Tracer (x3.0)

Despite the name, this modifier covers any kind of accurizing technology confined to the Ammunition itself, including but not limited to tracer rounds. The game effect is a +1 bonus to the weapon's Accuracy.

Reservoir
Base Power 0 5 10 15 20 25 30
Cost 5 10 20 30 40 50 60
Maximum Power 100% 200% 300% 400% 500% 600%
Cost x1.0 x1.1 x1.4 x1.9 x2.6 x3.5
Portfolio 1 2 3 4 5 7 10
Cost x0.6 x0.8 x1.0 x1.2 x1.3 x1.5 x1.8 x2.0

Reservoir

Compared to discrete weapons, a Reservoir is defined by one or more profiles that vary in performance based on the mech's available Power. This can greatly expand a mech's tactical options at a fraction of the cost of multiple separate systems.

Reservoirs are handled similarly to weapons in many respects. Like most systems, they take up a number of Spaces equal to their cost. They may be mounted internally or externally (see [section XX]), and they may be Linked. Linked Reservoirs may be used as part of the same Attack action, but they may not combine their Power.

At the start of the mech's turn, its pilot should decide which profiles are in use for each of its Reservoir Portfolios. This has no action cost.

Portfolio

The number of profiles a Reservoir can emulate is known as its Portfolio. As "settings" of the Reservoir and not actual systems, these profiles have no cost and take up no Space of their own.

Each profile must describe a system the Reservoir can emulate. Compatible systems include Beam Weapons, energy-based Melee Weapons with the Projected modifier, or Barriers. Beam Weapon profiles cannot have finite Shots, and Melee Weapon profiles cannot be Expendable.

It is recommended that large Portfolios use a small number of otherwise identical profiles with multiple levels of damage, Rate, or DR, instead of having many disparate profiles.

Base Power

This is the base amount of "energy" that the Reservoir can use to emulate a given profile in its Portfolio. At least one profile must have a CP cost no greater than the Reservoir's Base Power. However, some Reservoirs have the ability to store more energy than their base amount. See Maximum Power below.

For ratings other than "0", a Reservoir's cost in CP is equal to twice its Base Power. Some sample values have been given in the table for reference, but custom Reservoirs can be created with any integer Base Power value if desired.

A rating of "0" means the Reservoir has a base cost of 5 CP and cannot be used without first absorbing energy.

Maximum Power

An Energy Absorber (see [section XX]) allows a Reservoir to utilize energy in excess of its base amount. The total energy usable at one time is equal to the Reservoir's Base Power plus any absorbed energy, to a limit defined by the Reservoir's Maximum Power, expressed as a percentage of its Base Power.

A profile with a CP cost that exceeds the Reservoir's Base Power requires an amount of absorbed energy equal to the difference; the required energy is consumed at the start of any action that uses that profile.

If a Reservoir's current energy should be forced to exceed its Maximum Power, the Reservoir immediately explodes—this destroys any locations in which the Reservoir or portions thereof are installed. Reservoirs with a Maximum Power of 100% cannot explode this way.

As a Half Action on the mech's turn, its pilot may freely distribute any amount(s) of absorbed energy between installed Reservoirs, and/or allow any amount of absorbed energy to dissipate harmlessly into the environment.

Reservoirs with a Base Power of "0" calculate their Maximum Power as if their Base Power were "10" instead.

Structure Points

Like Modules, Reservoirs have a number of Structure Points (SP) that allow them to sustain damage. This is equal to 10% of their cost (rounded up to the nearest whole number), excluding Portfolio and Matter Converter modifiers.

Example: Reservoir SP

A Reservoir with Base Power "0" and Maximum Power "500%" would cost 13 CP and have a Maximum Power of 50 before other modifiers. This gives it 2 SP.

Matter Converter (x1.15)

A Matter Converter allows the Reservoir may have one or more Projectile Weapon emulations, in accordance with its Base Power and Portfolio. Ammunition is converted from absorbed energy, at a rate of 1 CP's worth of Ammunition per point of absorbed energy. The exact mechanisms for this conversion are narrative and not substantive to the rules; the GM is free to describe them as fits their campaign.

The mech may purchase and store separate Ammunition for a Projectile Weapon in the Reservoir's Portfolio if desired, so that the mech can fire the weapon without first absorbing energy. However, converted Ammunition is too unstable to be extracted and meaningfully stored.

It is assumed that converted Ammunition does not take up Space and does not have weight. After all, it exists only as energy until the moment it is used. For similar reasons, it does not interfere with any physical Ammunition that may already be loaded inside the weapon; the weapon does not need to be unloaded in order to use converted Ammunition.

A Reservoir with a Matter Converter may also be used to emulate Battery-Powered Beam Weapons using the same rules as above, substituting Batteries for Ammunition. This is an exception to the rule that Reservoirs cannot emulate Beam Weapons with finite Shots.

Example: Matter Converter

A Matter Converter Reservoir has a Base Power of 20 and a Maximum Power of 40. This allows it to emulate a Projectile Weapon whose cost does not exceed 20 CP.

A theoretical Projectile Weapon costs 20 CP and 2 CP per Shot. Therefore, the mech must absorb 2 points of energy for each Shot it wishes to make. Alternatively, it may buy physical Ammunition for 2 CP per Shot and store them somewhere in or on its frame.

This physical Ammunition would need to be loaded into the weapon before it could be fired, though, since it is not being created in place. Unless otherwise specified, this is assumed to be done before combat.

Example: Reservoir Design

A Reservoir is designed with Portfolio "4". Rather than make 4 completely different profiles, the designer decides to have one Projected Melee Weapon profile, and three different levels of a single Beam Weapon profile. For simplicity, the weapons have no other modifiers.

For the Projected Melee Weapon, the designer chooses a Damage value of 7D. This gives a cost of 7.5 CP.

For the Beam Weapon, the designer chooses Damage values of 5D, 10D, and 15D. This gives costs of 10.0 CP, 23.0 CP, and 37.5 CP, respectively.

The designer considers the costs of the emulations and sets the Reservoir's Base Power at "10". This allows 7D Melee Weapon and 5D Beam Weapon emulations to be used without the absorption of energy.

Firing the Beam Weapon at its highest Damage value requires 38 energy, which means the Maximum Power must be set to 400% for that to be a valid profile.

The base cost of the Reservoir is 20 CP for its Base Power "10". Maximum Power "400%" increases this cost to 38 CP, and gives the Reservoir 4 SP. Finally, Portfolio "4" increases the cost to 45.6 CP; this does not affect the Reservoir's SP.

10 x 2 = 20 CP (Base Reservoir Cost)

20 x 1.9 = 38 CP (With Maximum Power Modifier)

38 x 0.1 = 3.8, rounded to 4 (SP of Reservoir)

38 x 1.2 = 45.6 (With Portfolio Modifier)

Sidebar: Overloaded Reservoirs

A Reservoir used to emulate a Barrier may be overloaded by excessive damage. This is not the same as a Reservoir exploding from exceeding its Maximum Power; a Barrier emulation that overloads simply causes its parent Reservoir to become inoperable until repaired.

Shields

While shields are not always seen as weapons, they are handled similarly in rules terms, so they are described here.

A Shield must either be handheld or mounted in an Arm Module; this requires only a single Space, regardless of the class and cost of the Shield. A Manipulator holding a Shield cannot hold anything else at the same time. However, see [section XX].

Mechs must take the Guard action to gain benefits from a Shield; without a Guard action, a Shield only provides its DR to the equipped Arm and nothing else.

Damage Resistance (Varies)

An Arm may mount a Shield with DR equal to its base number of Spaces. This DR functions exactly like armor, in that 1 point of DR weighs 0.5 tons and stops 1 point of damage. In addition, Shields may be bought as Hardened, Optimized, or with different armor grades; see [section XX].

Defense Bonus (Varies)

When the mech takes the Guard action, the Shield's Defense Bonus is added as a modifier to the mech's Parry Defense score against attacks within the Shield's parry arc (see [section XX]).

Furthermore, the designer selects a number of Modules equal to the Shield's Defense Bonus. These Modules receive the Shield's DR in addition to their armor DR whenever they are struck by an attack within the Shield's parry arc, even if the attack exceeded Parry Defense.

If an attack hits the mech with DoS no higher than the Shield's DB, the mech's pilot can choose one of the Shield's protected locations at the hit location for the attack, instead of the attacker rolling for hit location.

Example: Defense Bonus

A Shield is purchased with DB +2 and equipped to a mech's left Arm. The designer selects the Core and left Arm as the protected Modules.

When the mech takes the Guard action, the mech gains an additional +2 to its Parry Defense and applies the shield's DR to any attacks that hit its Core or left Arm. Lastly, attacks that hit the mech with DoS 2 or fewer can be redirected to its Core or left Arm, again with the benefit of its Shield DR.

Barriers

Barriers (Force Fields, Deflector Shields, etc.) protect the mech with an all-encompassing sheath of energy. This requires no additional input from the pilot, though repeated attacks within a short period can overwhelm a Barrier.

Barriers are installed internally, despite having external effects. They take up a number of Spaces equal to their cost, but have no weight.

Class

Like Modules, Barriers are organized by classification levels, but any level of Module can mount any level of Barrier given sufficient Space.

Value

By default, a Barrier can sustain an amount of damage equal to five (5) times its Value before it overloads and becomes inoperable. The damage capacity of the Barrier is restored to full at an interval based on its designed Reset Time (see below).

Reset Time

This is the number of full rounds that must pass without the Barrier taking damage before its damage capacity can reset. A rating of "1" means it must spend 1 full round without taking damage before it regains its full damage capacity at the start of the the following round; a rating of "2" means that the Barrier must spend 2 full rounds without taking damage, etc.

If a Barrier takes damage during its Reset Time, the Barrier must start the Reset Time anew based on when it was last hit. A Barrier only counts turns spent active towards its Reset Time; it cannot reset itself while inactive.

Example: Reset Time

A mech is designed with a Barrier that has Value 2 and Reset Time "1". This gives it a damage capacity of 10. The mech is hit by an attack that deals 6 damage, which the Barrier stops at the cost of an equal amount of its damage capacity.

The Barrier will continue to have a damage capacity of 4 unless the mech spends an entire round without taking damage; its damage capacity will reset to 10 at the start of the following round, assuming the mech has not been hit during that time.

If the mech is hit during this time for less than 4 damage, the Barrier must again wait one round to reset. If it takes 4 damage or more, the Barrier overloads and cannot be used.

Expendable (Varies)

As with the weapon modifier of the same name, this makes it so Barriers can only be used for a fixed number of turns during a mission. Once this number of turns has passed, the Barrier becomes inoperable regardless of how much damage capacity it may have remaining.

Excluding Surge, an Expendable Barrier may have any other modifiers the designer wishes.

Reactive (x1.5)

A Reactive Barrier provides the mech with an amount of DR equal to the Barrier's Value. Unlike armor, this DR is not subject to staged penetration and has no weight.

Layered (x2.5)

A Layered Barrier that takes damage in excess of its capacity does not overload. Instead, its Value is decreased by 1 until the mech is repaired. This can happen repeatedly until the Barrier's Value would be reduced to 0, at which time the Barrier is rendered inoperable.

When a Layered Barrier's capacity resets based on its reduced Value, it is assumed to be full unless the attack was made by a Disruptor weapon. Excess damage from Disruptor weapons overflows to the reset capacity. Otherwise, excess damage is discarded.

Example: Layered Barriers

A mech has a Layered Barrier with Value 2, giving it a damage capacity of 10. If the mech takes 12 damage from a non-Disruptor weapon, the Barrier is reduced to Value 1, but absorbs all of the damage with 5 capacity remaining.

If that 12 damage had instead come from a Disruptor weapon, the Barrier would be reduced to Value 1 with 3 capacity remaining.

Regenerating (x1.5)

The Reset Time of a Regenerating Barrier is not interrupted by damage. Therefore, a Regenerating Barrier with e.g. Reset Time "1" has its full damage capacity at the start of every round.

A Regenerating Barrier can still be overloaded by damage in excess of its capacity.

Surge (x2.5)

A Surge Barrier essentially acts as an energy-based Melee Weapon with the Destroyer modifier. Any object or character that touches an active Surge Barrier takes damage equal to the Barrier's Value. This damage is also added to the protected mech's unarmed attacks, including Rams and Grapples.

An Expendable Barrier cannot have the Surge modifier.

Weakness (Varies)

Normally, a Barrier will protect against all types, but it can be made cheaper by limiting its effectiveness to specific types.

Energy Only (x0.75)

"Interference" Barriers only stop Beam Weapons, and Melee and Ordnance Weapons that have been defined as energy weapons. This is mutually exclusive with Matter Only.

Matter Only (x0.75)

"Kinetic" Barriers only stop Projectile Weapons, and Melee and Ordnance Weapons that have been defined as physical weapons. This is mutually exclusive with Energy only.

Melee Only (x0.75)

"Skirmisher" Barriers only stop Melee Weapons, including Thrown Melee Weapons.

Ranged Only (x0.75)

"Dueling" Barriers only protect against Beam, Projectile, and Ordnance Weapons. Generally used by pilots that like to get up close and personal for "honorable" face=to-face matches.

Note that Thrown Melee Weapons, being relatively slow, can penetrate Ranged Only Barriers.

Enclosing (x0.5)

"Mirror" Barriers are two-way, preventing the mech from making the same attacks as they would normally be protected against. A standard Enclosing Barrier protects against all attacks, therefore the mech would not be able to make any attacks.

A mech with an Energy Only, Enclosing Barrier would be protected against energy attacks and unable to make energy attacks themselves, but physical attacks would be unimpeded in either direction.

Keep in mind that a pilot must decide at the start of their turn whether to activate or maintain any Barriers their mech may possess. If this includes any Enclosing Barriers, this affects their ability to attack during their turn.

4. Additive Systems

Sensors

A mech’s Sensors handle both information processing and communications. The exact details and instrumentation are left up to the GM, based on the specifics of their campaign. The important features are the Sensors’ Detection Range and Communication Range.

Classification Cost SP Space Detect Range Comm Range
Array * * * Special Special
Light Ranger 0 1 1 1 km (20 hexes) 10 km
Medium Ranger 2 2 1 2 km (40 hexes) 80 km
Heavy Ranger 4 2 1 4 km (80 hexes) 640 km
Light Striker 6 2 1 6 km (120 hexes) 2200 km
Medium Striker 8 3 1 8 km (160 hexes) 5100 km
Heavy Striker 10 3 1 10 km (200 hexes) 10000 km
Light Cruiser 12 3 1 12 km (240 hexes) 17000 km
Medium Cruiser 14 4 1 14 km (280 hexes) 27000 km
Heavy Cruiser 16 4 1 16 km (320 hexes) 41000 km
Dreadnought 18 4 1 18 km (360 hexes) 58000 km
Superdreadnought 20 5 1 20 km (400 hexes) Planetary and Near-Orbit

Classification

Although sensors have classification levels like Modules, any level of Module can mount any level of sensor. Sensors are organized this way for reference purposes.

Detection Range

A mech can attempt to detect, identify, and target objects within the listed distance. It is not generally possible to take meaningful actions (e.g. attacks) against objects outside of detection range. If a mech’s sensors have been disabled or destroyed, all rolls that would depend on sensor input take a penalty equal to the action’s Pool.

Communication Range

Mechs can attempt to exchange messages with known entities within the listed distance. A Superdreadnought-class sensor can instead communicate with any entity on or around the same planetary body as the mech.

Sensor Arrays

A mech may only purchase one Sensor system, However, Sensors with 2+ SP can be bought as multiple separate Arrays distributed across the frame of the mech.

Instead of being a single system taking up 1 Space, Sensor Arrays take up a total number of Spaces equal to the parent Sensor’s Cost. These Spaces must be allocated to a number of locations equal to the parent Sensor’s SP, but they do not need to be divided evenly. Each Sensor cluster has 1 SP.

If one Sensor Array is destroyed, the remaining Arrays continue to function as a Sensor with a Cost equal to or less than the number of remaining Spaces. The mech suffers -1 to all actions that depend on its Sensors for each Array that has been destroyed (maximum -4); this is instead of the usual penalty for having disabled Sensors.

Because of the tradeoffs involved, this system of backup sensors has no CP cost.

Example: Sensor Arrays

A mech with Heavy Striker Sensor Arrays has 10 Spaces to distribute across 3 locations. The designer chooses a distribution of 4, 4, and 2 Spaces. During a mission, the mech loses one of its 4-Space Sensor Arrays, leaving it with 6 total Spaces of Sensors remaining. Therefore, it is considered to have Light Striker Sensors with a -1 penalty to its actions.

Recon Systems

A mech's basic Sensors contain all the standard visual, targeting, and communication systems for use in front-line combat. Dedicated scout and surveillance mechs work best when equipped with additional detection capabilities.

As Recon systems are an expansion of a mech's basic Sensors, they cease functioning if a mech's Sensors are totally destroyed.

Advanced Sensor Package (2 CP per level, 2 Spaces total):

For each level of the Advanced Sensor Package (ASP), the mech's sensors gain an additional detection mode, e.g. infrared, ultraviolet, radiation, magnetic anomaly, and so on. The package only takes 2 total Spaces regardless of level.

With five levels, the mech can be assumed to have a complete array of detectors capable of picking up any emission or phenomenon that has been identified in the campaign.

For each level of ASP, reduce penalties from reduced visibility by 2 (see [section XX]). A mech with 5 levels of ASP ignores visibility modifiers entirely.

GMs not interested in the granularity of multiple detection modes should only allow the Level 5 ASP to be taken.

Radio Analyzer (5 CP, 1 Space):

As a Half Action, the pilot of a mech equipped with a Radio Analyzer can attempt a (Mech Support + Tech) Test to pinpoint the source of a radio (Communication) or radar (Spotting Radar) signal within Detection Range. The difficulty of this Test depends on the source:

  • Difficulty 10 for civilian signals
  • Difficulty 15 for basic military signals
  • Difficulty 20+ for secure military signals

If the Test is successful, the pilot is able to track the signal for as long as the source continues broadcasting within Detection Range. The pilot will be notified if the signal stops, and can home in on the last point of transmission.

Spotting Radar (4 SP, 10 CP, 5 Spaces):

A mech equipped with Spotting Radar can detect other mechs within ten times the usual Detection Range. This requires a large and heavy antenna that counts as an External System (see [section XX]).

Targets that are equipped with Stealth systems (see [section XX]), or that are benefiting from Heavy or Total Cover (see [section XX]) cannot be detected by Spotting Radar.

Target Analyzer (5 CP, 1 Space)

As a Half Action, the pilot of a mech equipped with a Target Analyzer can attempt a (Mech Support + Tech) Test to identify key features of a target mech within Detection Range (or ten times Detection Range with a Spotting Radar). The difficulty of this Test depends on the sophistication of the target relative to the mech, as measured by the CP used to build each.

  • Difficulty 10 for targets built with <50% of the mech's CP
  • Difficulty 15 for targets built with 50-150% of the mech's CP
  • Difficulty 20+ for targets built with >150% of the mech's CP

Regardless of the result of the Test, the pilot learns the target's size (measured in total Spaces of Modules and External Systems) and approximate weight (in tens of tons). On a success and for each 5 DoS, the pilot can choose to learn one of the following features as well:

  • The target's hit location table
  • Details of the target's weapons
  • The presence and type of any unusual systems (Hydraulics, Transformation, etc.)
  • Details of one unusual system (as above)

A given mech can only attempt to analyze a particular target once per mission. The results of an analysis can be shared with other characters within Communication Range as a Free Action. If the same target or a very similar one (GM's discretion) is encountered in a later mission, the previous analysis can still be used, and further analysis can expand the known information. Similarly, multiple analyses from different mechs in the same mission can be combined.

Electronic Warfare

Electronic Warfare (EW) goes beyond the basic processing handled by a mech's Sensors, and attempts to actively interfere with enemy mechs or prevent the same interference from affecting friendly mechs.

As usual, the exact technologies involved are a matter of the setting and narrative created by the GM. In general, EW involves manipulation of the electromagnetic spectrum for purposes other than direct attacks; the latter would be represented by Beam Weapons.

Activating EW

EW Systems are purchased with a Rating. This rating determines the effectiveness of the system, as well as the difficulty to activate it. Activating an EW System requires a Half Action and a successful (Mech Support + Tech) Test against a difficulty of 10 + (EW Rating x 2).

Once an EW System has been activated, it requires a Half Action each round to maintain its effects. No further Tests are required unless the system is allowed to lapse, in which case the system must be activated anew.

Using EW

EW can be used in Offensive Mode or Defensive Mode. The equipped mech can only use an EW System in one Mode at a time unless it has the Variable modifier.

  • Offensive EW jams a single target mech, applying a penalty according to the EW Type.
  • Defensive EW provides a specified bonus to the equipped mech according to the EW Type.

Rating

An EW system's level of functionality is indicated by its Rating, which in turn determines its Cost and Space requirements.

Cost and Space

Like most systems, EW takes up a number of Spaces equal to its CP Cost. However, this only applies to the single most expensive system installed. For mechs with more than one EW system, overlapping equipment reduces the Cost of all EW systems past the first by half. These additional EW systems take up no further Spaces.

Example: Multiple EW Systems

A mech has three EW systems with costs of 2 CP, 4 CP, and 6 CP. The combined system takes up only 6 Spaces, equal to the Cost of the largest component, and costs 6 + 2 + 1 = 9 CP.

EW Types

Sensor Jamming

Offensive Sensor Jamming reduces the effective level of the target mech's Sensors by an amount equal to the EW rating. This also affects the target mech's communication range.

Defensive Sensor Jamming causes all mechs that attempt to detect or target the equipped mech to treat their Sensors as being one level lower for each point of the EW's rating.

In either case, if a jammed mech would have its Sensors reduced below Light Ranger level, it suffers -1d Pool on any Tests that depend on sensor input for each level below Light Ranger. Detection range cannot be reduced below 20 hexes.

A mech whose Sensors are reduced below Light Ranger level has its communications jammed completely; it cannot send or receive any messages.

Ordnance Jamming

Offensive Ordnance Jamming causes the target mech to subtract the EW rating on all attack Tests made with Ordnance.

Defensive Ordnance Jamming causes any Ordnance attacks against the equipped mech to suffer a penalty equal to the EW rating.

Barrier Jamming

Offensive Barrier Jamming causes the target mech to reduce the effective level of any equipped Barriers by an amount equal the EW rating. If a Barrier's level is reduced below Light Ranger, it is forcibly deactivated, and cannot be reactivated until the jamming stops.

Defensive Barrier Jamming reduces the effective level of any Barriers protecting the targets of the equipped mech's melee attacks. It also reduces the effective level of Surge Barriers used against the equipped mech.

Cloak Jamming

Offensive Cloak Jamming causes the target mech to reduce the Value of any equipped Barriers by an amount equal to the EW rating. If a Cloak's level is reduced below 1, it is forcibly deactivated, and cannot be reactivated until the jamming stops.

Defensive Cloak Jamming acts as ECCM against offensive Cloak Jamming; see below.

ECCM

Electronic Counter=Countermeasure (ECCM) provides protection against opponents' EW. While the ECCM is active, the rating of EW systems used against the equipped mech is reduced by the ECCM rating. This applies to both Offensive and Defensive EW.

Radius

By default, an EW system applies its effects to a single target—the equipped mech in the case of Defensive EW, or a single opponent mech within Communication Range in the case of Offensive EW. With the Radius modifier, Defensive EW instead applies to all friendly mechs within a specified number of hexes, and Offensive EW applies to all opponent mechs within that range.

The Radius modifier need only be purchased once for the most expensive EW system installed in a mech. Any EW systems past the first gain an equivalent Radius rating at no additional cost.

Beam

By default, Defensive EW affects only the equipped mech. Radius EW (Offensive or Defensive) is centered on the equipped mech. The Beam modifier allows the equipped mech to share its non-Radius Defensive EW to another friendly mech within the specified number of hexes. Radius EW instead allows the equipped mech to center the EW effect on any hex within the specified range.

Note that this modifier is not required for Offensive EW. Non-Radius Offensive EW affects a single opponent mech with Communication Range. Radius Offensive EW may be purchased with the Beam modifier, which functions as described above.

Crew and Passengers

A mech’s basic Cockpit takes 1 Space and costs 0 CP. There is enough room for the pilot to comfortably operate the controls, but allowances for passengers and crew must be purchased separately. (See [section XX] for cargo space. It is also possible to use an entire mech as a Cockpit for a larger one; see Subunit Controls.)

If the pilot must, they can fit one more person into the Cockpit, e.g. by having them sit on the pilot's lap. This causes the pilot to take a -1 penalty on attack rolls and to their Defense. Avoiding these penalties or fitting more than one person into the Cockpit costs 1 Space and either 1 or 2 CP.

If they do not contribute to the mech’s functioning, they are simply passengers and cost 1 CP. They benefit from the protection of the mech’s Modules and armor while inside, but otherwise have no impact on the game.

Added crew members cost 2 CP each. On their own, they do not provide the mech with any additional actions per turn. However, the pilot can designate that a crew member’s Pool be used for an action instead of their own. This is useful for crew members with specialties that differ from the pilot’s.

Layout Space Cost
Cockpit 1 0
Passenger 1 1
Crew (No Action) 1 2
Crew (Half Action) 1 7.5
Crew (Full Action) 1 20

Optional Rule: Extra Actions

If added crew are purchased for 7.5 CP each, they add one Half Action to the number of actions the mech can take each turn. If purchased for 20 CP each, each added crew adds a Full Action instead. In either case, if extra actions are being used, the mech's MV is reduced by the number of active crew.

The pilot chooses how many actions the mech will take at the start of its turn. The mech suffers -1 MV for each crew member (including the pilot) that contributes an action, whether Half or Full. Crew members that do not contribute an action during a particular turn do not penalize the mech for that turn.

Unlike regular Half Actions, the Half Actions granted by added crew cannot be combined into Full Actions. If the designer wishes for the mech to take multiple Full Actions per turn, they must purchase added crew at 20 CP each or install a Turbocharger (see [section XX]).

Example: Extra Actions

A mech has three added crew for 7.5 CP each, giving it up to three added Half Actions per turn. At the start of a given turn, the pilot decides to take their customary Full Action plus two extra Half Actions. This reduces the mech's MV by -3. The fourth crew member did not contribute an action, and thus has no effect on the mech's MV.

Optional Rule: Commanders

One crew member can be designated as the Commander of a mech. The Commander can offset the MV penalty from extra crew actions by taking the Coordinate action; see below.

New Action: Coordinate
  • Type: Half
  • Subtype(s): Concentration, Miscellaneous

The Commander can only Coordinate as the first action of a mech's turn. This does not prevent a mech from Guarding if the Guard action is taken immediately after Coordinating.

Coordinating the crew requires a (Mech Support + Influence) Test against a difficulty of 10. On a success and for each 5 DoS, the MV penalty from extra crew actions is reduced by 1, to a minimum of -0. This cannot reduce MV penalties from other sources.

Because Commanders require a Half Action to coordinate the crew, they work best in crews of at least four members.

Add-Ons

All mechs are assumed to come with certain amenities. Essentially, anything a civilian transport could be expected to have, a mech will also have at no additional cost—things like internal lighting, basic security, and enough cargo space for a backpack or small duffel bag.

If a desired feature is not covered by an existing system or by one of the add-ons below, the GM should consider whether it will have a significant in-game impact.

If significant impact is expected, find an add-on with a similar level of impact and price it accordingly. Otherwise, the feature can be had at no cost.

Some add-ons have a negative CP value. These reduce the cost of the mech instead of increasing it. A mech can only claim -5 CP from such add-ons; any negative CP in excess of this value are ignored.

Unlike most systems, add-ons do not take up Space unless otherwise specified.

Armored Cockpit (0.1 CP per level)

The Cockpit is equipped with armor plates, airbags, inertial dampeners, or other such technologies that protect the pilot in the event of a direct hit or ejection event.

Each level of this add-on provides +1 DR that only applies during Cockpit critical hits; attacks directed at a Escape, Maneuver, or Vehicle Pod after ejection; or to pilot damage if the Dangerous Ejections rule is being used. See [section XX]. This DR does not increase the mech's weight.

Cargo Container (1 CP and 1 Space per level)

Each level of this add-on can hold up to 500kg of assorted items, safely secured in racks, shelves, etc. even as the mech moves around.

The exact volume of the container depends on the overall scale of the mechs as decided by the GM, but one level of Cargo Container is sufficient to store a small vehicle like a motorcycle. Three levels would be sufficient to hold a compact car.

Cramped Cockpit (-0.5 CP, -0.5 Space)

The mech's Cockpit is particularly small. There is barely enough room for the pilot, and no room for any other passengers or cargo. This has the slight advantage of making the Cockpit take up less Space in the mech, but the pilot takes a -1 penalty to attack rolls and to their Defense.

Damage Control (0.5 CP per use, 1 Space total)

This is a catch-all add-on that allows the mech to deal with large-scale emergencies. Using this add-on requires a Half Action. Example uses include:

  • Ending all Incendiary damage instances (see [section XX]) on the mech.
  • Ending a Leakage or Electrical critical hit result (see [section XX]).
  • Extinguishing any fires within four contiguous 50-meter hexes up to three hexes away from the mech.
  • Sealing a breach in a dam, space station, or other structure up to three hexes away from the mech.
Decoration (Varies)

The mech is striking in its appearance, for good or for ill. This could manifest in a number of ways—garish colors, thick layers of rust, stunning ornamentation, and so on.

Each level of Decoration applies ±1 to any non-combat Test to make a good impression where the mech is involved. The add-on is worth ±0.2 CP per level, depending on whether it provides a bonus or a penalty.

A mech can have no more than five levels of Decoration, and it may only have one type of Decoration, positive or negative.

Drop Package (1 CP per 10 tons)

This is a catch-all add-on that allows the mech to make controlled descents, even without a propulsion system. The technologies used can vary based on the campaign, from parachutes to rockets to anti-gravity projectors.

The game effect is that a mech can deploy the Drop Package as it is falling and make a (Mech Piloting + Discipline or Speed) Test against a difficulty set by the GM based on the circumstances of the landing; see [section XX].

On a success, the mech lands on target without issue. On a failure, the mech Scatters, as if the Mech Piloting Test were a failed Area-Effect attack (see [section XX]). If the DoF exceeds 10, the mech also takes damage to a random location as if it made a Ram attack against the ground.

Ejection Systems

Ejection Systems must be placed in the same location as the mech's Cockpit. See [section XX] for detailed rules.

  • Ejection Seat (1 CP): An Ejection Seat keeps the pilot from being injured on the way out of the mech, but not much else.
  • Escape Pod (2 CP, 1 Space): An Escape Pod provides minimal protection to the pilot. It counts as a medium-sized target, and is equipped with an IFF transmitter.
  • Maneuver Pod (4 CP, 2 Spaces): A Maneuver Pod is an Escape Pod with Superlight Sensors and flight MA 8 with an operational range of 100 km. MV -2, 1 SP, 0 DR.
  • Vehicle Pod (6 CP, 3 Spaces): A Vehicle Pod is an Escape Pod with Superlight Sensors and flight MA 12 with an operational range of 500km. MV -2, 1 SP, 1 DR.
Illumination
  • Spotlights (0.2 CP each): Each Spotlight eliminates darkness penalties in one 50-meter hex up to three hexes away from the mech. Directing any number of Spotlights is a free action.
  • Nightlights (0.5 CP each): As Spotlights, but they are only visible to mechs with infrared sensors.

5. Special Systems

Body Form

A mech's Body Form determines its basic configuration and abilities.

  • Form: The generic name for the Body Form. A GM can assign campaign-specific names as desired.
  • Cost: If a mech can change between multiple Body Forms, this is the cost multiplier applied to the mech. A mech's "native" form has a cost of x0.0. See the next section for more about Transformations.
  • Base Movement Allowance: A mech's "native" movement applies to this environment, potentially with modifiers.
  • Required Modules: This lists the Modules a mech must have to qualify for this Body Form.
  • Restrictions: A mech with this Body Form cannot use the listed systems.
  • Special: Any modifiers that apply to a mech with this Body Form.

Humanoid

  • Cost: x0.0
  • Base Movement Allowance: Land
  • Required Modules: Head, Core, two Legs
  • Special: None

The "default" Body Form. Humanoid mechs need not necessarily follow an actual human's body plan; there are countless examples of bipeds without arms, for instance, or mechs that have "reverse-jointed" legs. Even more exotic configurations like tripods and centaur-like mechs could fall under Humanoid for rules purposes.

The defining trait of Humanoid mechs from a mechanical standpoint is that they have no outstanding characteristics that change their functionality. That is, if the mech derives no special benefit from its layout, it is considered "Humanoid", and functions with no special modifiers.

Beast

  • Cost: x0.06
  • Base Movement Allowance: Land (+2)
  • Required Modules: Head, Core, two Legs or one Tail
  • Restrictions: Manipulators
  • Special: -1 MV, +2 damage for Melee weapons

A Beast mech is faster than a Humanoid, but is less maneuverable. It also trades fine manipulation for increased damage with Melee weapons.

The primary distinction is that Beasts cannot use external weapons. While a lion-like mech may have a cannon on its back, it cannot wield a sword in its mouth, though its mouth could hold objects, if the GM finds it appropriate.

Because they lack Manipulators, Beasts can only perform grappling attacks with Entangling weapons.

Most mechs that move on land do so with Legs. However, snake- or worm-like mechs can do the same with a Tail. Such mechs calculate their BMA as normal (see [section XX]).

Apes, monkeys, etc. that have dexterous graspers are considered Humanoid. To replicate animals that live underwater, see Piscine. For animals that can naturally fly (i.e. without Propulsion), see Avian.

Piscine

  • Cost: x0.05
  • Base Movement Allowance: Water (+6)
  • Required Modules: Head, Core, Tail
  • Restrictions: Manipulators, flight MA
  • Special: -1 MV, +2 damage for Melee weapons

Piscine mechs are to Beasts what Submarine mechs are to Fighters. They are largely limited to activities on and in water, but have increased speed and melee damage to compensate.

The cost of this Body Form includes Pressure Protection, Marine Adaptation, and Marine Locomotion; do not purchase these separately.

Avian

  • Cost: x0.07
  • Base Movement Allowance: Air (+6), Land (with Legs)
  • Required Modules: Head, Core, two Wings or one Tail
  • Restrictions: Manipulators
  • Special: -1 MV, +2 damage for Melee weapons

Birds, dragons, and other flying creatures can be modeled with the Avian Body Form. Such mechs have the ability to fly without Propulsion, though Propulsion can still be purchased to increase this speed.

If an Avian mech has Legs, it may use them to walk with its unmodified BMA. As with Beast mechs, a legless Avian may also be capable of ground movement if appropriate.

Tank

  • Cost: x0.06
  • Base Movement Allowance: Land or Air (with Propulsion)
  • Required Modules: Core, Wheels or Treads or flight Propulsion
  • Restrictions: Manipulators
  • Special: +2 DR to all locations, turret mount

Tanks are one of the simplest kinds of mech. They can consist of as little as a Core and some means of Propulsion. Their construction lends itself to improved protection; they gain +2 DR to all locations with no cost or weight.

In addition, the designer of a Tank mech can designate one Module as a "turret". Any weapons mounted on or within that Module have a 360-degree firing arc, allowing them to make attacks in any facing. See [section XX].

A Tank that is purchased with a flight system cannot rise above an altitude of 1, but it may still use any flight systems to slow a fall, e.g. off a cliff or when dropped from a flying transport. See [section XX].

Fighter

  • Cost: x0.06
  • Base Movement Allowance: Land (x0.5 with Wheels or Treads), Air
  • Required Modules: Core
  • Restrictions: Manipulators
  • Special: -1 MV, x2 MA with flight Propulsion, minimum flight MA 8+

Fighter mechs are characterized by their airspeed. They effectively pay half price for Propulsion of a given MA value, which is added to their BMA. Jet fighters are the most common example of Fighter mechs, but helicopters and airplanes would also fall into this category.

Many Fighters have Wings, but this is not strictly required. However, all Fighters must have MA 8+, as that is the requirement for flight. If a Fighter sustains damage that would reduce its MA below 8, it begins to fall. See [section XX].

Fighters are assumed to have the ability to hover, and to take off and land vertically (aka VTOL). They are also assumed to have basic landing gear. Wheels and Treads can optionally be purchased to replace this landing gear, which allows them to move on the ground at half their BMA. Otherwise, Fighters can only move in the air.

Submarine

  • Cost: x0.05
  • Base Movement Allowance: Water
  • Required Modules: Core
  • Restrictions: Manipulators
  • Special: -1 MV, x2 MA with water Propulsion

The aquatic counterpart of Fighters, Submarines are specialized for water environments. The cost of this Body Form includes Pressure Protection, Marine Adaptation, and Marine Locomotion; do not purchase these separately.

Transformations

A mech may be designed with two or more Body Forms. Changing between Body Forms requires a Half Action by default. Some Modules may become inoperable in certain Body Forms; most commonly, a Humanoid's limbs are tucked away when the mech is in a more vehicular shape, such as a Fighter or Tank. The GM decides when and how this occurs, based on the nature of the mech.

Each mech has one "native" Body Form; this form has no cost, i.e. a cost multiplier of x0.0. For mechs with two Body Forms, the less expensive form is considered the native form for rules purposes. Therefore, the designer need only pay for the more expensive form.

For mechs with three or more Body Forms, the least expensive form is considered the native form. However, the total cost of the Transformations is equal to the most expensive Body Form, plus half of the cost of each other non-native form.

Example: Transformations

Because the Humanoid Body Form has a cost multiplier of x0.0, any mech with a Humanoid form and one other form always pays the cost of that other form.

For a Fighter that can turn into a Tank, both forms cost the same. The designer selects one as the native form, and pays the cost of the other.

For a Humanoid mech that can also transform into a Fighter or a Tank, the designer pays x0.06 for one extra form, and x0.03 for the other. The total cost multiplier for the mech's Transformations is thus x0.09.

Transformation Options

Body Forms can be enhanced with the following options, even for mechs without Transformations. Add their costs to the cost of the Body Form to which they apply. A mech's native form has a cost multiplier of x0.0.

Concealment (x0.02)

Concealment disguises a Body Form's appearance, making it more difficult to discern it as a mech. For instance, a Concealed Tank would look like a typical vehicle, and a Concealed Beast or Humanoid would look like the creature it's modeled after. However, this does nothing to change the mech's size, which can make the disguise less than useful.

Concealment also cannot affect external systems. Internally-mounted systems can be hidden within the mech in its disguised form, then deployed when needed.

A Concealed mech can only be recognized as such with a Target Analyzer (see [section XX]), or if it has systems deployed that are inappropriate for its disguised form, such as guns for mechs disguised as living creatures.

Concealment must be purchased individually for each Body Form the designer wishes to disguise.

Conditional Movement (-x0.05)

If a Transformable mech has a form of movement (Wheels, Treads, or Propulsion) that can only be used in some of its Body Forms, this option reduces the total cost of the Transformations, to a minimum of x0.0.

Conditional Movement only needs to be purchased once. Mechs without Transformations cannot take this option.

Example: Conditional Movement

A mech is designed with a Humanoid form and a Tank form, and has Wheels that can only be used in the Tank form.

The cost of the Transformation would normally be x0.06. Applying Conditional Movement (Wheels, Tank Only) reduces the cost to x0.01.

Divisible Limbs (x0.01)

Popular for insect-themed Humanoid/Beast mechs, this option allows a mech to separate one limb into several. Specifically, the designer can redistribute a limb Module's SP, as well as the armor mounted on that limb.

For ease of use, it is strongly recommended that Divisible Limbs be applied to mechs that can evenly divide their limb SP and DR into the desired number of limbs. For uneven divisions, the GM should adjudicate. Manipulators mounted in the limb may also be divided. See the example below.

Divisible Limbs applies to all of a mech's limbs; it only needs to be purchased once.

Example: Divisible Limbs

A non-Transformable Humanoid mech has two Arms with 6 SP and 4 DR each. With Divisible Limbs, it can separate each Arm into two new Arms with 3 SP and 2 DR each. If each Arm was equipped with a 4-damage Manipulator, each of the new Arms would have a 2-damage Manipulator.

Another Transformable Humanoid mech has two Arms with 5 SP and 5 DR, and two Legs with 4 SP and 4 DR. When it changes to its insectoid Beast form, it temporarily combines the Arm and Leg on each side for a total of 9 SP and 9 DR, which it redistributes into three new limbs with 3 SP and 3 DR. The Beast form thus has six limbs.

Efficient Transformation (x.02)

With this option, a mech can change between Body Forms as a Free Action once per turn. Thus, a Humanoid/Fighter Transformable mech could close in on a target in Fighter mode, and switch to Humanoid mode to attack in the same turn.

Efficient Transformation applies to all of a mech's Body Forms; it need only be purchased once.

Variable Wings (x0.01)

This option allows Arms and Legs to reconfigure themselves as Wings of the same SP value, thereby saving the weight of separate Wing Modules.

Variable WIngs applies to all of a mech's limbs; it only needs to be purchased once.

Propulsion

The cost of Propulsion—extra movement modes beyond those afforded by the mech’s base body form—is dependent on the final weight of a mech, so it should be one of the last systems purchased. The weight of Fuel is included in this calculation. Propulsion can be bought in addition to or instead of Legs.

There are four general types of Propulsion available, each with their own cost and properties. Designers should note that moving in water costs 3xMA for mechs not equipped with Underwater Environmental Protection (see [section XX]) and purchase the appropriate level of MA.

Type Cost Based on Mech Weight Description
GES 2.5% per 1 MA Air only
GES 3.75% per 1 MA Air and water
Hydrojets 2.5% per 1 MA Water only
Hydrojets 3.75% per 1 MA Full MA in water, 1/2 MA jumps in air (max 7)
Thrusters 3.75% per 1 MA Air and space (see description)
Thrusters 5% per 1 MA Air and water
Exotic 3.75% per 1 MA Water only
Exotic 5% per 1 MA Air, water, and space.

Ground Effect System (GES)

Ground Effect (GES) uses some kind of mechanism that allows maneuvering above but relatively close to a surface. While MA cannot exceed 20 and altitude cannot exceed one hex, the former can still be much faster than running, and the latter is enough ignore most terrain.

GES costs 2.5% of a mech's weight per 1 MA if they can only be used in air, or 3.75% of the mech's weight per 1 MA if the GES can also be used in water at half its normal MA.

Hydrojets

Hydrojets allow a mech to move on or through water. Despite the name, they need not be actual jets; they may also be propellers, turbines, etc.

Hydrojets cost 2.5% of a mech's weight per 1 MA if they function only in water, or 3.75% of the mech's weight per 1 MA if the Hydrojets can also be used out of the water as jumpjets (see below) with half their normal MA (to a maximum of 7)

Thrusters

Thrusters are a catch-all category for any kind of directed-force engine that allows a mech to fly. Low-powered systems are known as "jumpjets", distinguished as having MA 7 or less and not allowing sustained flight; see the Jump/Fly action.

Thrusters cost 3.75% of the mech's weight per 1 MA if they work only in air (and in space, if the mech is equipped with Space Environment Protection), or 5% of the mech's weight per 1 MA instead if the Thrusters can also be used in water as well.

Exotic

Other forms of flight that seem to defy physics fall into the Exotic category. Perhaps the mech manipulates the forces of gravity, buoys itself with magic, or is propelled by the power of pure mathematics. Unlike other Propulsion Systems, Exotic flight does not consume or require Fuel.

Furthermore, a mech flying with Exotic Propulsion Systems can do so without any kind of obvious display or disturbance to its surroundings. The pilot of a mech with at least 8 MA of functional Exotic Propulsion can choose to forgo this stealth benefit to gain a +33% bonus to their maximum MP. A pilot can gain this bonus when flying at any speed.

Exotic Propulsion costs 5% of the mecha's weight per 1 MA if it functions in any environment (water, air and space), or 3.75% of the mech's weight if it functions only underwater.

Fuel

Fuel is a measure of how far a mech can travel with its Propulsion Systems. Any mech equipped with a Propulsion System automatically receives a Base Fuel Load sufficient for 1,000 km of travel (20,000 hexes). This Fuel has no CP cost and takes no Space; it is assumed to be stored in the same Spaces as the Propulsion System itself.

That is, each location carries sufficient Fuel for the Spaces of Propulsion allocated there. In general, this Fuel is consumed only through use; damage does not cause Fuel loss except in the case of destruction of a Module, or a Propulsion critical hit (see [section XX]).

The Base Fuel Load weighs as much as 10% of the mech’s final weight. This is considered part of the mech's base weight, rather than encumbrance. The Base Fuel Load may be reduced by increments of 100 km for a 1% reduction in the weight increase. Thus, 500 km of Fuel would only add +5% weight. Again, this Fuel is stored with the Spaces of Propulsion, so a reduced Base Fuel Load does not result in less Space usage.

Additional Fuel may be purchased at a rate of +500 km of travel for 1 CP. This requires 2 Spaces and adds LP of encumbrance (see [section XX]) equal to 5% of the mech's final weight (rounded up) per +500 km. It is common practice for this additional Fuel to be consumed first, and to be allocated to Pods that are jettisoned before combat, ensuring the mech is not encumbered at a critical moment.

In all cases, the exact composition and nature of Fuel are narrative features to be determined by the GM. Fuel is assumed to be relatively inert; it will never explode in a manner that is significant to game rules, though it may still create impressive spectacles as appropriate.

Fuel Consumption

To reduce bookkeeping, the average fuel expenditure in hexes per hour for common flight MA is listed here. If traveling faster or slower, adjust accordingly.

Flight MA Fuel Consumption Flight Time
MA 8 5,760 hexes/hour 3.5 hours
MA 10 7,200 hexes/hour 2.8 hours
MA 12 8,640 hexes/hour 2.4 hours
MA 16 11,520 hexes/hour 1.8 hours
MA 18 12,960 hexes/hour 1.6 hours
MA 20 14,400 hexes/hour 1.4 hours

Optional Rule: Short-Term Flight

Under the standard rules, Fuel is more of a narrative constraint than a mechanical one. The Base Fuel Load is more than sufficient for a mech to sortie anywhere within a region the size of a small country and have enough fuel for the return trip.

If the GM wishes for flight to be more restricted, the Base Fuel Load can be reduced to 10 km (200 hexes). In this kind of scenario, mechs are likely deployed from forward operating bases or mobile facilities, with their Propulsion Systems kept in reserve as a trump card unless they are themselves being deployed as interceptors against enemy fliers.

Restricting flight to this extent requires more bookkeeping when players are already being asked to track damage, armor ablation, Ammunition, and so on. Moreover, some groups may prefer to have mechs that are capable of sustained flight. Therefore, the Base Fuel Load is set at 1,000 km.

6. Multiplier Systems

These systems do not have a fixed CP cost. As they have an effect on overall mech performance, they multiply the totaled cost of the mech and its Additive systems.

Powerplant

This is the heart of a mech, the system that allows it to run its weapons, sensors, and so on. As with sensors, the exact details and operating principles are left to the GM to decide based on their setting. Powerplants have no fixed CP cost, take up no Space, and have no weight. They are not subject to normal weapon attacks, only critical hits.

The standard game rules assume a Cold, Fusion Powerplant with Standard Charge: It has no modifier to MV, MP, or explosion rolls, and has unlimited operation time. Modifying any of these traits adds a Cost Multiplier to the mech.

Charge

A powerplant’s charge level directly affects the mech’s speed and responsiveness, with a corresponding increase in cost. Unless otherwise specified, the MA bonus applies to the default movement mode for the body form, e.g. running or driving for terrestrial mechs.

Heat

Powerplants are either Cold or Hot. Hot Powerplants are more likely to explode when hit, but provide additional Mettle Points (MP) at above-average charge levels. It instead provides a cost reduction at standard charge, because the Powerplant is more likely to explode for no benefit. An undercharged Powerplant does not get a further cost reduction for being Hot, and suffers an MP penalty to boot.

Level Cost (If Hot) Effect (If Hot)
Undercharged -x0.15 -1 MV, -1 MA (-1 MP)
Standard x0.0 (-x0.1) +0 MV, +0 MA (+0 MP)
Overcharged x0.15 +1 MV, +1 MA (+33% MP)
Supercharged x0.3 +2 MV, +2 MA (+67% MP)

Source

Different power sources may have distinct performance characteristics within a given setting. The names given below are generic terms for some classes of fuels; the GM is encouraged to use more specific names as suits their campaign.

  • Fusion: The default power source. It’s assumed that the process of generating power is contained and safe enough that there are no significant mechanical implications during the course of play, and that operation time is effectively limitless. Cost Multiplier x0.0.

  • Bioenergy: The mech draws energy directly but harmlessly from the pilot, whether by emotions, psychic emanations, or some other force. This provides a source of power that is stable under most conditions, giving unlimited operation time and a -1 modifier to Powerplant hit rolls.

    When the pilot is in an agitated state, however, the Powerplant increases its charge level by one (to a maximum of Supercharged) and is considered Hot; this gives it a net modifier of +0 on Powerplant hit rolls. This typically happens when the pilot takes a significant amount of physical or stress damage at once, or witnesses equivalent harm to a loved one. Cost Multiplier x0.25.

  • Power Cell: This is a replaceable unit which contains enough power to operate the mech for a set period of time. For the sake of simplicity, it is assumed that the operation time accounts for the weapons and systems used by the mech; the GM should just decide how much narrative time the mech should be active for.

    Keep in mind that for this to be meaningful, it has to actually impact the functioning of the mech. In the context of, for instance, tournament matches that last an hour or less, 24-hour power cells are not a drawback and are not worth a cost reduction. Cost Multiplier -x0.15.

  • Combustion: This effectively turns the mech’s basic movement mode into a Propulsion System (see [section XX]). As with other Propulsion Systems, a mech with a Combustion Powerplant automatically receives enough Fuel for 1,000 km of travel, which weighs 10% as much as the final weight of the mech.

    The mech may still buy a separate Propulsion System; the GM should decide whether the Fuel can be shared between the Powerplant and Propulsion. Mechs with Combustion Powerplants cannot use Beam Weapons that are not Clip-Fed. Cost Multiplier -x0.33.

Source Cost
Fusion x0.0
Bioenergy x0.25
Power Cell -x0.15
Combustion -x0.33

Cockpit

If the powerplant is the beating heart of a mech, the Cockpit is perhaps its brain. Once again, the specific details of the system will not be elaborated upon here. Instead, general classes of controls and their game effects will be given.

Control Cost MP
Manual -x0.05 -2
Screen x0.0 0
Virtual x0.05 +33%
Reflex x0.1 +67%
Subunit +5 CP -

Manual Controls

The mech’s controls are operated physically, e.g. levers actuate pistons directly. The relative simplicity makes the mech cheaper, but harder to control, reducing cost in exchange for an MP penalty.

Screen Controls

This is assumed to be the standard type of mech control, with three or more monitors giving a 180-degree view of the outside and fly-by-wire instrumentation.

Virtual Controls

All systems and instrumentation are consolidated to the pilot’s seat to make room for a panoramic display. The mech’s own body can be digitally edited out of view for 360-degree visibility.

Reflex Controls

The traditional pilot seat is augmented or replaced with systems such as exoskeletal frames, plugsuits, or even musical instruments that monitor the pilot’s movements and/or thoughts and translate them to the mech.

Subunit Controls

The Cockpit is a mech in its own right. It costs 5 CP to interface the two mechs, and the smaller mech’s total Spaces (including any external weapons) must fit within a single Module of the larger mech; System Splitting is not permitted.

Locomotion

Distinct from Propulsion, Locomotion represents the systems that allow a mech to move under its own power—pistons, artificial muscles, and so on.

The standard rules assume Basic Locomotion systems. As such, Basic Locomotion is free. More specialized versions are available, each with their own tradeoffs.

Type

  • Basic (x0.0): The standard Locomotion system offers no bonuses or penalties.
  • Strong (x0.1): Strong Locomotion increases the mech's melee damage bonus, and the LP contribution of each non-Pod Module.
  • Agile (x0.1): Agile Locomotion increases the mech's BMA.
  • Reinforced (x0.05): Reinforced Locomotion reduces penetrating damage sustained by the mech, to a minimum of 0. This acts like DR, but it is not subject to staged penetration or Armor-Piercing effects.
  • Space (-x0.1): Space-type Locomotion only functions in zero-G and near zero-G environments. See [section XX].
  • Marine (-x0.05): Marine-type Locomotion only functions in underwater and other relatively cool liquid environments. See [section XX].

Spaces

Locomotion systems take up the listed amount of Space in each non-Pod Module. In the case of Space-type Locomotion, each Module instead gains 1 Space, because the necessary systems are smaller compared to those needed in a gravity environment.

Bonus

This is the magnitude of the effect granted by the Locomotion. The nature of the effect depends on the Locomotion type.

Cloaking

Cloaking refers to a type of technology that renders a mech invisible to one or more modes of detection. As per usual, the specifics of how Cloaking operates is left as a matter for the GM and their particular campaigns.

Cost

Cloaking is a Cost Multiplier system that takes up no Spaces. The final Cost Multiplier is the sum of the costs of its functions, which are described below.

7. Statistics

Once the mech’s frame has been assembled, the designer should note down the basic performance parameters in order to identify what areas they want to improve. These parameters include Tonnage, Ground Move, and Maneuver Value.

7.1 Tonnage

Sum up the SP of all Modules and the DR of all Armor. This number divided by 2 is the weight of the mech in tons. A number of other mechanics are based on the mech’s tonnage, so keep this number on hand. Later on, this number is also affected by the SP of other systems; update it accordingly.

7.2 Base Movement Allowance

All mechs are assumed to be self-powered, even without external propulsion systems [see section XX]. Most mechs’ standard movement mode is along the ground, but some move in the water or through the air, as determined by their Body Form (see [section XX]). A mech’s Base Movement Allowance (BMA) is the number of hexes a mech can move in a single action; this number corresponds to its tonnage. Consult the Mech Stat Table below.

7.3 Maneuver Value

Maneuver Value (MV) is a measure of how responsive the mech is to the pilot’s commands. It is primarily determined by the mech’s overall weight, modified by Body Form and other factors. Consult the Mech Stat Table below.

Tonnage Base Movement Allowance Maneuver Value
01-19 6 hexes -1
20-29 6 hexes -2
30-39 5 hexes -3
40-49 5 hexes -4
50-59 4 hexes -5
60-69 4 hexes -6
70-79 3 hexes -7
80-89 3 hexes -8
90-99 2 hexes -9
100+ 2 hexes -10

7.4 Lift Power

Mechs are powerful machines capable of moving objects weighing several times their own weight. By default, a mech’s Lift Power (LP) is equal to the total weight of its non-Pod Modules. That is, a mech’s base LP is equal to the sum of its Modules’ SP. Like SP, LP is measured in half-tons; an LP of 1 corresponds to 500 kg.

Note that the weight of armor does not contribute to LP, nor does it count towards encumbrance; it is already accounted for by the armor’s contribution to total tonnage, and therefore to BMA and MV.

Encumbrance Levels

The effects of encumbrance are divided into five levels. A mech subtracts its current encumbrance level from its MV. Each encumbrance level also has an MA multiplier; see the table below.

Level Threshold Movement Allowance
No Encumbrance (0) LP 1x
Light Encumbrance (1) 2×LP 0.8x
Medium Encumbrance (2) 3×LP 0.6x
Heavy Encumbrance (3) 6×LP 0.4x
Extra-Heavy Encumbrance (4) 10×LP 0.2x

7.5 Hit Location Table

Because of the wide variety of mech configurations, no single table of probabilities can capture the likelihood of hitting any given location of all mechs. Therefore, the final step of mech construction is defining the hit location table for that specific model. This requires some calculation and is more art than science, so inexperienced designers are encouraged to defer to their GM.

Development of a hit location table begins with summing the Spaces of all Modules, and half the Spaces of any Exposed Systems. Exposed Systems are called out as such in their rules descriptions; the most common examples include handheld or other externally mounted weapons.

The chance that any given location is hit is approximately equal to the Spaces corresponding to that location divided by the total Spaces of the mech. This is expressed as a percentage, which corresponds to the hit location roll after a successful attack (see [section XX]).

It is recommended that the hit location results be determined for the Head first, using the low end of the percentile chart. Then, because the Legs tend to be symmetrical, the designer can proceed from the high end of the percentile chart and assign hit location results in accordance with the Leg percentages. If a mech does not have Legs, then proceed to the Arms, Wings, Tails, and Pods in any order, finishing with the Core.

The Core is generally the easiest location to which the designer can assign any leftover hit location results. The overall goal is to match the percentage distribution of the Spaces as closely as possible, within rounding errors.

Example: Hit Location Distribution

A Humanoid mech has one Head, one Core, two Arms, and two Legs, all of Medium Striker class. This corresponds to 5 Spaces, 10 Spaces, and four instances of 6 Spaces, respectively, for a total of 39 Spaces.

The Head represents roughly 12.82% of the mech’s Spaces, and each limb roughly 15.38%. Therefore, it makes sense to assign the Head location results 01-13, and fifteen results to each limb: 41-55, 56-70, 71-85, 86-00. The Core gets the remaining location results of 14-40.

This closely resembles the percentage distribution of the spaces as seen in Figure B below. Therefore, the hit location table is valid.

Figure A: Superdreadnought Tank with Head turret

Location Spaces (Total: 33) Expected Chance Required Result Actual Chance
Head 11 33% 01-33 33%
Core 22 67% 34-00 67%

Figure B: Medium Striker Humanoid with uniform construction

Location Spaces (Total: 39) Expected Chance Required Result Actual Chance
Head 5 12.82% 01-13 13%
Core 10 25.64% 14-40 27%
Right Arm 6 15.38% 41-55 15%
Left Arm 6 15.38% 56-70 15%
Right Leg 6 15.38% 71-85 15%
Left Leg 6 15.38% 86-00 15%

Figure C: Medium Striker Humanoid with two-handed weapon.

Location Spaces (Total: 45) Expected Chance Required Result Actual Chance
Head 5 11.11% 01-11 11%
Core 10 22.22% 12-35 24%
Right Arm 6 13.33% 36-48 13%
Left Arm 6 13.33% 49-61 13%
Handheld Weapon 6 [12] 13.33% 62-74 13%
Right Leg 6 13.33% 75-87 13%
Left Leg 6 13.33% 88-00 13%

Figure D: Four-legged spider mech with parts of various sizes.

Location Spaces (Total: 33) Expected Chance Required Result Actual Chance
Head 3 9.09% 01-09 9%
Core 10 30.30% 10-40 31%
Right Arm 6 18.18% 41-58 18%
Left Arm 6 18.18% 59-76 18%
Right Foreleg 2 6.06% 77-82 6%
Left Foreleg 2 6.06% 83-88 6%
Right Hindleg 2 6.06% 89-94 6%
Left Hindleg 2 6.06% 95-00 6%

Structured Time

The timing of actions in combat is important to the overall narrative. Therefore, combat is said to take place in “structured time”. Structured time is broken down into rounds and turns.

Rounds

A round consists of each character in the encounter taking one turn. Narratively, it is understood that these turns are all executed more or less simultaneously, but for the purposes of running a game, it is necessary to have characters act in some order. Each round represents about five seconds’ worth of actions.

Turns

A turn consists of a single character’s actions. Each character gets one turn each round. The order in which characters act out their turns is based on their Initiative, generally equal to the character’s (Speed + highest of Discipline, Knowledge, or Survival).

Actions

A character can perform one or more actions on their turn. Actions that demand more effort will reduce the number of other actions the character can take. The list of possible actions is described below:

Aim

  • Type: Varies
  • Subtype(s): Concentration

The character takes extra time to line up their next attack. Aiming as a Half Action adds a bonus equal to half the attacker’s Pool (rounded down) to the result of their next attack roll. Aiming as a Full Action adds a bonus equal to the attacker’s full Pool instead.

Example: Aim

A character has a Pool of 4d and Aims as a Half Action. If they make an attack as their next action, they add +4 to the result of their Test result.

The next action the Aiming character performs must be an attack, or the benefits of Aiming are lost. The character also loses the benefit of Aiming if they apply their Defense score to an incoming attack before making their own. That is, attempting to Dodge or Parry an attack disrupts the character’s Aim. (Automatic defenses from Active or Reactive Shields do not disrupt a character’s Aim.)

Attack

  • Type: Varies
  • Subtype(s): Melee/Ranged, Offense

The character attacks an opponent with a readied weapon. The target of the attack must be within the arc of the weapon mount and the weapon’s range. See [section XX] for more detail.

Attacking as a Half Action allows the character to make a single attack with one weapon or set of Linked weapons. Weapons are limited to a total Rate of 3 when used in a Half Attack. That is, no more than three attacks can be made as a single Half Action, no matter how many weapons are used.

Attacking as a Full Action allows the character to attack with any number of weapons or sets of Linked weapons. Weapons do not have an Rate limit when used as a Full Attack.

Brace Heavy Weapon

  • Type: Half
  • Subtype(s): Miscellaneous

Some weapons have the Heavy trait. Heavy weapons that have not been Braced cannot be Aimed, and attacks with them suffer a penalty equal to the attacker’s Pool. This action removes those penalties and allows the weapon to be used like any other until it is moved.

A character with a Braced Heavy weapon can change their facing within their hex, but cannot leave that hex without losing the Brace (thus requiring another action to set up) or leaving the weapon behind. In the latter case, the weapon will remain Braced until disturbed.

Called Shot

  • Type: Full
  • Subtype(s): Concentration, Melee/Ranged, Offense

The character attempts to attack a specific area on their target. They make an attack Test with a penalty equal to their Pool, but when rolling for hit location, the attacker’s player can choose whether to keep the hit location roll, or to reverse the digits and use that result for the hit location instead.

Example: Called Shot

A character successfully attacks an opponent with a called shot and rolls a 96 for the hit location. The character’s player can choose to use 69 as the hit location roll instead.

Charge

  • Type: Full
  • Subtype(s): Melee, Movement, Offense

The character moves to attack a distant target in one action. The attacker can move up to three times their Movement Allowance (see [section XX]) when Charging, but the target must be at least four hexes away, and the last four hexes of the charge must be in a straight line.

When the attacker reaches their target, they can make one attack with a single weapon or a set of up to three Linked weapons, with a penalty to the attack roll equal to their Pool. This penalty does not apply if the attack is a non-Entangling Grapple or Ram.

Delay

  • Type: Varies
  • Subtype(s): Miscellaneous

The character reserves an action for a later opportunity. The character’s player must specify a particular trigger, and what their character will do in response to that trigger. The character’s response may be a Half Action or Full Action, as appropriate to the type of action spent Delaying.

Delay does not include Attack-subtype actions; for those, see Overwatch.

Example: Delay

A character can Delay a Move action in order to coordinate with their allies, advancing as a group.

Disengage

  • Type: Full
  • Subtype(s): Movement The character safely breaks away from melee and may take a Half Move. When a character moves out of an opponent’s melee attack arc without Disengaging, that opponent may make a Half Attack against the character as a free action, using weapons that threaten in that arc. A character that Disengages is not subject to this free Half Attack, no matter how many threatened hexes they move through. See [section XX].
Attacks of Opportunity

Free attacks made against characters leaving threatened arcs are known as attacks of opportunity. If an attack of opportunity is successful, the target’s movement stops in their current hex with their current facing.

Feint

  • Type: Half
  • Subtype(s): Melee

The character “fakes” a melee attack in order to make the opponent more vulnerable to a real one. To perform a Feint, the target must be within the attacker’s threatened arc. The attacker’s player makes an Opposed Test between their character’s (Might or Mech Might + Deception or Speed) vs the target’s (Might or Mech Might + Empathy or Speed).

If the attacker’s result is less than the target’s, the Feint fails. Otherwise, the target suffers a Defense penalty against the attacker’s next melee attack equal to the attacker’s DoS. The attacker’s next action must be an Attack or the effects of the Feint are lost. The effects of the Feint only last until used or until the end of the attacker’s next turn, whichever comes first.

A target cannot be Feinted if they are unable to observe the attacker. A target that moves away from or loses sight of the attacker in some way after the Feint e.g. by turning around is still subject to the Defense penalty, however.

Grapple

  • Type: Varies
  • Subtype(s): Melee, Offense

The character grabs an opponent. This begins with an attack roll as normal. However, some or all of the damage dealt by this attack does not reduce Health or SP. Instead, the target gains a number of Control Points (CP) equal to the amount of damage they would have otherwise taken. A character with one or more CP applied to them is considered Grappled (see [section XX]), and gains penalties based on the number of CP inflicted.

An attacker cannot inflict more total CP on other characters than their modified LP; see [section XX].

The effects of CP are similar to that of encumbrance, and are measured with the same thresholds. Use only the worst penalty based on the current CP amount; the penalties are not cumulative.

Control Point Effects

Threshold Penalty Movement Allowance
LP -1 1x
2×LP -2 0.8x
3×LP -4 0.6x
6×LP -6 0.4x
10×LP -8 0.2x
Threshold

Compare a character’s applied CP to their LP. Read the penalty and movement allowance modifier from the highest applicable threshold.

Penalty

A character with applied CP suffers this penalty to all physical Tests. If a character would already be suffering an encumbrance penalty, use only the worse of the two penalties for the duration of the grapple. That is, grappling penalties are not cumulative with encumbrance.

Movement Allowance

When two characters are grappled, they cannot move away from one another unless they first make an Opposed Test, usually (Might or Mech Might + Athletics). A character who succeeds on this Test may take their move as normal, but their MA is reduced by the listed factor. Again, grappling penalties are not cumulative with encumbrance; use only the worse of the two.

  • For additional grappling rules, see [section XX].

Guard

  • Type: Half
  • Subtype(s): Concentration, Melee (Parry), Ranged (Dodge)

The character focuses on defending themselves. This action must be the first on the character’s turn. They suffer a -1d Pool modifier on any attacks made this turn, but double their Mettle for the purpose of determining their Defense until the start of their next turn.

Jump/Fly

  • Type: Varies
  • Subtype(s): Movement

The character takes to the air. In combat, a character may jump a horizontal distance equal to 1/4 their running MA. Vertical jumps are limited to 1/20 their running MA, minimum 1 hex.

For greater vertical traversal, a propulsion system is required (see [section XX]). A character without a flight MA or with a flight MA of less than 8, jumping is a Full Action, and the character must end their turn on the ground or otherwise secured, e.g. clinging to a wall.

If the character has flight MA of 8+, the character can FLy rather than Jump, allowing them to end their turn in mid-air. In other words, the character is capable of true flight and total vertical mobility. This uses the same rules as the Move action, namely that the character can move a number of hexes equal to their flight MA as a Half Action, or twice this distance as a Full Action.

Knock Down

  • Type: Half
  • Subtype(s): Melee, Offense

The character attempts to knock the opponent off their feet. This is an attack that uses an Opposed Test of (Might or Mech Might + Athletics). The attacker receives +1d if they use this action as part of a Charge or immediately after a Half Move.

If the attacker wins, the target is knocked Prone (see [section XX]). If the attacker’s DoS was at least 10, the target also suffers 1 damage to a random location, ignoring armor. This attack cannot score a critical hit.

If the target wins, they keep their footing and the attack sequence ends. If the target’s DoS was at least 10, the attacker is knocked Prone instead.

Move

  • Type: Varies
  • Subtype(s): Movement

The character moves to a different position on the battlefield. By spending a Half Action, the character can move a number of hexes equal to their MA. A Full Move doubles this distance.

Overwatch

  • Type: Full
  • Subtype(s): Concentration, Offense, Ranged

The character guards a specific target or area. When a character takes this action, their player should specify a weapon or set of weapons, and conditions under which the character will attack. The first time the conditions are satisfied before the start of the character’s next turn, the character may interrupt the current turn order and make their attack. If the intended target was not already in view when this action was taken, the triggered attack will suffer -1d Pool.

Example 1

A character takes the Overwatch action to shoot any enemy that comes around a corner. Because they could not see any enemies when they took the action, any attacks made as part of this Overwatch take -1d Pool.

Example 2

A character takes the Overwatch action to shoot a visible enemy if said enemy makes any sudden moves. Because they are already watching the enemy, their Overwatch attacks will not suffer any additional penalties.

Pinpoint

  • Type: Half
  • Subtype(s): Concentration, Miscellaneous

The character homes in on a target within an area of visibility impairment. This allows them to ignore the modifiers from reduced visibility on their attacks against that specific target until line of sight is broken.

Pinpointing a target requires a (Discipline or Mech Support + Awareness) Test with a scaling difficulty based on the type and number of hexes with visibility impairment between the observer and the target, to a maximum of 30.

Type Difficulty per Hex
Minor Visibility Impairment +3
Major Visibility Impairment +5

If the visibility impairment was created by Obscuring Ordnance (see [section XX]), this test takes a penalty equal to half the Ordnance's damage value.

Ram

  • Type: Half
  • Subtype(s): Melee, Movement, Offense

Ramming is a special kind of Attack that uses the mech's mass as a weapon. It resolves similarly to other melee attacks, with a base damage equal to 1/10th of the mech's total weight in tons (rounded up), to a maximum of 10.

Ready/Reload

  • Type: Varies
  • Subtype(s): Miscellaneous

The character prepares a weapon or other item for use. This is a catch-all action for any object that can be handled within a few seconds; most items will only require a single Half Action, but some will require a Full Action, and a few might even require several. This action is also used to properly stow items away for later use, but note that simply dropping an item is considered a Free Action.

Reposition

  • Type: Half
  • Subtype(s): Melee, Movement

The character forces an opponent into a position more advantageous for them. There are many Opposed Tests that could apply here; one possibility is (Might or Mech Might + Deception or Speed) vs the target’s (Might or Mech Might + Discipline or Fortitude).

If the attacker succeeds, the target must move one hex in the direction of the attacker’s choice, plus one additional hex per 5 DoS. Alternatively, the target’s facing can be changed by one hex-side in place of one hex of movement. Otherwise, the target’s facing is maintained.

The attacker may move one hex for each hex the target moves, but cannot end this movement further from the target than where they started. Neither the attacker nor the target provoke attacks of opportunity from this movement.

The target cannot be moved into the hex of another character or into some other impassable obstacle (such as a wall), but they can be pushed off ledges or moved into other such hazardous terrain.

Run/Boost

  • Type: Full
  • Subtype(s): Movement

The character puts all their effort into moving quickly. They can move a number of hexes equal to six times their MA, and double their Mettle for the purposes of determining their Defense against ranged attacks until the start of their next turn. However, they do not add their Mettle to their Defense against melee attacks until the start of their next turn.

For characters using propulsive MA (primarily mechs), this action is called Boosting rather than Running, but the effects are the same.

Stand/Mount/Dismount

  • Type: Half
  • Subtype(s): Movement

The character adjusts their position or posture. This is a catch-all action for the character picking themselves off the ground, or getting onto or off of a vehicle or riding animal. This action can also be used to move within a vehicle or other conveyance as needed.

Suppressing Fire

  • Type: Full
  • Subtype(s): Offense, Ranged

The character uses firepower to force enemies into cover. This action requires a ranged weapon with Rate 4+. The character’s player declares an area to suppress encompassed by two hex-sides (with Rate 4-8) or three hex-sides (with Rate 9+) of the character’s front facing.

All targets within the weapon’s Combat Range gain the Suppressed condition, suffering a penalty to their attack rolls equal to their Pool until the start of the attacker’s next turn. In addition, Suppressed targets that take any action other than Guard or Tactical Advance trigger an attack from the character that Suppressed them.

This triggered attack suffers a penalty equal to the attack’s Pool. However, the attack can be triggered a number of times equal to the weapon’s Rate. Any unused attacks are lost at the start of the attacker’s next turn.

Tactical Advance

  • Type: Full
  • Subtype(s): Concentration, Movement

The character carefully moves from one place to another, minimizing their vulnerability. If the character is in cover when they take this action, they can move a number of hexes up to their MA without losing the benefits of that cover.

Use a Skill

  • Type: Varies
  • Subtype(s): Concentration, Miscellaneous

The character employs their skills. This is a catch-all action for anything that requires a Test; object interactions that don’t require Tests are better handled by the Ready/Reload action. Depending on the Test and circumstances, this could take a Half Action, Full Action, or longer.

Combat Overview

Each combat encounter proceeds in the following manner:

Step 1: Set the Scene

If a battle map is being used, the GM should lay it out in front of the players and identify important, non-hidden characters and locations. Otherwise, the GM should describe the battlefield in as much detail as necessary to run the encounter.

Step 2: Surprise

The GM determines whether any characters are Surprised. Characters that are Surprised do not take their turns during the first round of combat, and cannot use Reactions unless otherwise specified. If no characters are Surprised, move to the next step.

Step 3: Determine Initiative

The GM should record the Initiative of each character involved in combat. If desired, one can add a dice roll to randomize the results, or treat Initiative as a Pool and roll it instead. However, the default assumption is static in the interests of expediency.

Step 4: Combatants Take Turns

Each character executes their turns in order of descending Initiative. The character who is currently taking their turn in the initiative order has priority in resolving their actions, unless another character has a delayed action from an earlier turn or round. In that case, the character with the delayed action resolves their action first, invoking an Opposed Test as necessary.

Any effects that specify a duration that lasts “until the end of the player’s turn” expire once that player’s character has taken all of their actions for a given turn.

Step 5: Round Ends

Once each character has taken a turn, the round is over. Any effects that specify a duration that lasts “until the end of the round” expire at this time.

Step 6: Combat Ends

Continue to repeat steps 4 and 5 until the combat is finished. GMs that prefer randomized Initiative may decide to repeat step 3 as well.

The Attack

An attack is considered successful if the result of the dice roll meets or exceeds the target’s Defense score. A target’s Defense is equal to three times the sum of their two most relevant skills, plus their Mettle; Defense is described in further detail in [section XX].

To make an attack, a character forms a Pool with their two most relevant skills, typically (Mech Melee + Might) for close combat and (Mech Gunnery + Awareness) for ranged combat. Combat circumstances can affect the result of the roll, or more rarely the Pool itself. The most common modifiers are summarized in the table below.

Combat Circumstance Modifier
Within Combat Range -0
Within Maximum Range -4
Aim, Half +(Pool/2)
Aim, Full +(Pool)
Called Shot -(Pool)
Charge -(Pool)*
Cover, Light -1 per intervening hex†
Cover, Heavy -2 per intervening hex‡
Encumbered/Grappled Varies
Escalation Varies
Heavy Weapon, Braced -0
Heavy Weapon, Unbraced -(Pool)
Indirect Fire Varies
Overwatch -1d§
Suppressed -(Pool)
Prone -(Pool)
Rate Bonus Varies
Reduced Visibility, Minor -1 per intervening hex†
Reduced Visibility, Major -2 per intervening hex‡
Target Size, Medium -(Pool)
Target Size, Small -(Pool x 2)

*: Does not apply to non-Entangling Grapples or Rams.

†: To a maximum of -(Pool).

‡: To a maximum of -(Pool x 2).

§: Only if the target was not already in view.

Several of these modifiers are the result of specific actions; refer to the relevant section for details. The other combat circumstances are described below.

Range

The first consideration is usually whether the target is within the weapon's Combat Range or Maximum Range. Weapons cannot attack targets outside their maximum range.

  • Combat Range is the distance in 50-meter hexes listed in the weapon's profile. Attacks made against targets within Combat Range have a base modifier of -0.
  • Maximum Range is equal to the square of the weapon's Combat Range, e.g. a Combat Range of 4 correlates to a Maximum Range of 16. Attacks made against targets outside of Combat Range but within Maximum Range have a base modifier of -4.

Cover

Cover is a catch-all term for anything that a character would be able to hide themselves behind, in whole or in part. This could be rocks, trees, buildings, etc. For the purposes of the game, there are three kinds of cover based on how much of the character is left exposed.

  • A hex of Light Cover is capable of concealing one quarter to one half of the character's body. The attacker suffers a -1 penalty to their attack roll for each hex of Light Cover between them and their target (including the target's hex), to a maximum penalty equal to their Pool.
  • A hex of Heavy Cover is capable of concealing more than half of the character's body, but still leaves some part exposed to attack. The attacker suffers a -2 penalty to their attack roll for each hex of Heavy Cover between them and their target (including the target's hex), to a maximum penalty equal to twice their Pool.
  • A hex of Total Cover is capable of completely concealing the character's body. Attacks cannot normally be made against targets with Total Cover, but see Indirect Fire.

Note that the size of mechs can vary wildly from campaign to campaign. It is up to the GM to determine the desired size range for mechs in their campaign, and set up battlefield terrain accordingly. See [section XX] for more detail.

Optional Rule: Protective Cover

Under this rule, Cover does not impose a penalty on attack rolls, and instead provides additional DR to the concealed locations. When a mech asusmes a position in Cover, the player and GM should determine which locations are protected. Assuming a Humanoid mech with a handheld gun, Light Cover might be a waist-high wall that provides DR to the legs, and shooting around the corner of a building could constitute Heavy Cover, protecting all but the Arm and weapon.

Hit location rolls are resolved as normal, but if a location concealed by the Cover is hit, that location receives bonus DR based on the level of Cover. In general, Light Cover provides DR 1, Heavy Cover provides DR 2, and Total Cover provides DR 3, but this can be modified to suit the exact nature of the Cover. However, the extra steps of determining the protected locations make this rule less than suitable for general play. Hence, the core rules assume an attack penalty for Cover instead.

Escalation

See [section XX].

Indirect Fire

Indirect Fire attacks can be made without line of sight, at the cost of some accuracy. Only weapons that are capable of traveling in an arc can be used to make Indirect Fire attacks; this includes Projectile Weapons, Ordnance, and Thrown Melee Weapons, but not Beam Weapons.

Indirect Fire imposes a penalty on the attack roll. The magnitude of the penalty depends on whether the attacker can see the target and by what method.

Condition Penalty
Attacker can directly see target -(Pool/2)
Attacker can see target via spotter -(Pool)
Attacker cannot see target -(Pool x 2)

Indirect Fire attacks can ignore Cover modifiers where appropriate; the GM determines when this applies. If an Indirect Fire attack misses, it Scatters like an Area-Effect attack, even if it did not have an Area-Effect rating. See [section XX].

Prone

A character that has been knocked Prone takes a penalty equal to their Pool on all physical actions and Defenses until they take the Stand action.

Rate Bonus

Attacks with high Rate have a bonus to hit. This table is reproduced from [section XX].

Rate Bonus
1-3 +1
4-8 +2
9-15 +3
16-24 +4
25-35 +5
36-48 +6

Reduced Visibility

Environmental conditions can reduce the ability of a character to see their target. This makes it more difficult to direct their attacks.

  • Minor visibility impairments include thin smoke, dim light, and glare. The attacker suffers a -1 penalty to their attack roll for each hex of minor visibility impairments between them and their target (including the target's hex), to a maximum penalty equal to their Pool.
  • Major visibility impairments include thick smoke, darkness, and blinding light. The attacker suffers a -2 penalty to their attack roll for each hex of major visibility impairments between them and their target (including the target's hex), to a maximum penalty equal to twice their Pool.
  • If there are both minor and major visibility impairments between the attacker and target, add the penalties together, to a maximum equal to twice the attacker's Pool.

A character that has successfully Pinpointed a target ignores these modifiers on their attacks against that specific target until that target leaves the character's line of sight. See [section XX] for details.

A mech equipped with an ASP or Spotting Radar ignores all visibility impairments. See [section XX] for more details on these systems.

Target Size

This game primarily assumes mech vs. mech combat. When one mech attacks another, there is no special modifier to the attack roll, even if the mechs are of different weight classes. When a mech attacks a significantly smaller target, however, the pilot takes a penalty on their attack roll based on the size difference; Anti-Personnel weapons do not take this penalty.

  • Medium-sized targets such as cars, small trucks, and sections of structures impose a penalty equal to the attacker's Pool.
  • Small-sized targets such as humans, motorcycles, and furniture impose a penalty equal to twice the attacker's Pool.

This assumes that that even the smallest mechs are large enough that targeting non-mechs is somewhat difficult. If this is not the case, or if they wish to feature mech vs. vehicle or mech vs. infantry combat more prominently, they may ignore this modifier.

Escalation

Pilots add the current Escalation total as a modifier to their attack rolls. Escalation starts at 0 when combat begins. At the end of each round, Escalation increases under the following conditions:

  • All Trivial Combatants have been defeated*
  • For each Player Character mech defeated.*
  • No combatant has suffered penetrating damage.
  • The current round number is 6 or higher.
  • The current round number is 11 or higher.

*: Once per battle.

Trivial Combatants (Mooks, Grunts, Cannon Fodder, etc.) are the faceless masses whose function is fill the ranks and die in droves. Once all of them have been defeated, Escalation increases by 1 for the rest of that mission.

Their counterparts are Significant Combatants, who typically have names, or at least callsigns. They are meant to be a challenge for the Player Characters.

Each time a mech piloted by a Player Character is defeated, Escalation increases by +1 at the end of that round.

If no combatant has suffered penetrating damage in a given round, Escalation increases by +1 at the end of that round.

If the current round number is 6-10, the Escalation increases by +1 at the end of that round. If the current round number is 11+, it increases by +2 instead.

Dodge

Dodge can be used against any attack besides Area-Effect attacks. Dodge score is typically equal to (Mech Piloting + the higher of Athletics or Speed) x 3, plus any modifiers.

Parry

Parry can only be used against melee attacks, unless a shield is used. Shields can be used to parry any attack, but only large shields (DB +4) can be used to parry area-effect attacks. Parry score is typically equal to (Mech Melee or Mech Piloting + the higher of Athletics or Speed) x 3, plus any modifiers.

Attack Dodge Parry
Ranged Yes Requires shield (any DB)
Melee Yes Yes
Area-Effect No Requires shield (DB +4)

Mettle

All pilots add their Mettle rating to their Defense scores. The Guard action doubles a pilot’s Mettle for the purpose of calculating defense score.

Example 1

A pilot with a rating of 2 in Mech Piloting, Speed, and Mettle would have a Dodge score of (2 + 2) x 3 + 2 = 14. Taking the Guard action increases this to 16.

Example 2

A pilot with a rating of 4 in Mech Might, Athletics, and Mettle would have a Parry score of (4 + 4) x 3 + 4 = 28. Taking the Guard action increases this to 32.

Hit Location Roll

If the attack is successful, the attacker’s player needs to roll two ten-sided dice (also known as d10s) to determine hit location. The result of this roll is a number between 1 and 100, using the result of one d10 as the ones digit and the other as the tens digit. Which die represents which digit should be determined before rolling, e.g. with differently colored dice. Two 10s represents a result of 100.

Each mech has its own hit location table, produced at the end of the design process (see Hit Location Table). Compare the result of the hit location roll described above to the target’s hit location table to determine which location is hit by the attack.

Damage Transfer

A mech cannot be struck in locations that it has already lost. Here are some transfer schemes that can be used when an invalid hit location result is rolled.

  • Reroll: If a hit location result corresponds to a location that has already been destroyed, the attacker should roll for hit location again until they strike a valid location. This can be seen as the fairest option, but it tends to take the most time, especially if many hit locations have already been lost.
  • Core Default: Attacks against destroyed hit locations are redirected to the Core. While this is the fastest resolution, it can result in more Core hits than statistically probable. Therefore, this transfer scheme is best suited to trivial opponents; player characters and significant opponents should use one of the other transfer schemes.
  • Similar Location: Attacks against destroyed hit locations are redirected to another location of similar size. For Humanoid mechs, this could mean redirected attacks from e.g. a destroyed arm to a functional one. This will generally be less detrimental than a Core hit, since a destroyed Core means total loss of function.
  • Nearby Location: Attacks against destroyed hit locations are redirected to another location that is physically close by. For instance, if a Humanoid mech's handheld weapon is destroyed, further attacks that would hit that weapon are instead allocated to the wielding arm. For particularly large or two-handed weapons, this can mean the attack is redirected to a less likely target, but it can be seen as "more realistic" than the attack being redirected to a distant but equally-sized location.

Grappling

After a grapple has been established, the character in control of the grapple has a number of options on how to continue or end it. There are also special circumstances that merit discussion.

Size and Limb Count

In general, a mech's size is a matter of narrative description—it doesn't have any direct mechanical effect. The GM should set the dimensions of mechs in their game based on the needs of their campaign. It's usually a mech's size relative to its surroundings that matters.

This is especially true during a grapple, where larger mechs have a definitive advantage. To determine which mech is larger, compare the total base Spaces of their Modules, not including Pods. The mech with a higher number of base Spaces gets +1 to attacks and Defenses pertaining to grapples.

If the larger mech has at least twice the number of base Spaces as the smaller mech, it instead gains +2 to grappling attacks and Defenses.

Similarly, the mech with the greater number of grappling limbs gains a +1 to attacks and Parry. It is not enough to simply possess more limbs; they must be actively committed to the grapple. Grappling limbs are usually Arms or Tails, but may include Heads for Beast mechs or similar.

For the purpose of determining this modifier, it can be assumed that a character uses all of their grappling-capable limbs for defense, so a two-armed character couldn't claim the bonus by grabbing one arm of a two-armed opponent, unless that opponent's other arm was otherwise occupied.

Grappling Specific Locations

If a character is grabbing a location other than the opponent's Core, actions using that location have the grappling penalty increased by the number of limbs grabbing it. Actions using other locations only take half the standard penalty.

Exception: If an External System (see [section XX]) is grappled, actions using that system take the standard grappling penalty, and other locations take no grappling penalty at all.

Example: Grappling Specific Locations

A character is holding onto an opponent's arm with both of theirs with a grapple worth a -3 penalty. The opponent takes a -5 penalty instead of -3 when using the grappled arm, and -1 on other physical Tests.

Airborne Grapples

If a flying character is grappling an opponent that cannot fly, that opponent suffers a further penalty on their physical rolls equal to their Pool.

Control Maximum

A character can only apply as many CP as their LP x 2 with a Half Action. With a Full Action, the character can instead apply as many CP as their LP x 6. This limit applies from turn to turn, no matter how many creatures the character has grappled.

Example: Control Maximum

A character with LP 10 could apply up to 20 CP total with Half Actions. To increase this limit, the character must grapple with Full Actions, increasing their Control Maximum to 60 CP.

Multiple Characters

Multiple attackers can combine their CP additively to determine the Control Point effects on a shared victim. The victim of the grapple must resolve and break each grapple separately.

During a Grapple

A character can maintain as many grapples as they have grappling limbs with a single Grapple action, subject to their Control Maximum. If a character does not take the Grapple action during their turn, all CP they previously applied are forfeit, and their victims lose the Grappled condition.

Improve Hold

If a character wishes to improve their hold, they can roll the attack Pool again, keeping in mind the opponent's Defense is likely to be penalized by the grapple. Any CP inflicted by the attack combine additively with existing CP and immediately apply their effects.

Adjust Hold

Adding or releasing hands (or other grasping appendages) is a Free Action if the character already has an opponent grappled at the start of their own turn. If a hand is added, it is committed until the start of the character's next turn; it cannot be used for other attacks.

Shift Grip

Relocating one's grip requires a new attack roll. If successful, the grappler shifts their grip to the location or locations of their choice. Generally, only Modules and external weapons are valid choices for grapples, but the GM may permit other targets.

Special Attacks

Counter-Grapple/Escape

This action is used to reduce an attacker's applied CP. If reduced to 0, the grapple is broken. It can also be used to apply CP against an attacker that is currently grappling a character. In this case, it is possible for two characters to apply grappling penalties to each other.

Disarm

To Disarm a weapon, a character must make a Called Shot against it, or already be grappling it. Then, if the applied CP exceeds LP x 2, that weapon cannot be used to attack. If the applied CP exceeds LP x 6, the weapon is dropped or taken, at the attacker's choice. Already-established CP counts towards this threshold.

Only external weapons can be Disarmed. Weapons mounted in Pods count as External for this purpose.

Dismember

To Dismember a Module, a character must make a Called Shot against it, or already be grappling it. Then, if the applied CP exceeds LP x 2, the Module suffers 1 point of damage for each limb performing the Dismember. If the applied CP exceeds LP x 6, the Module suffers 2 points of damage per limb instead. Already-established CP counts towards this threshold.

Note that Dismember attacks ignore the armor of a Module. They deal damage directly to the Module's SP. A Module whose SP is reduced to 0 by a Dismember attack is ripped off and can be dropped or taken by the attacker at their option.

Pods are valid targets for Dismember attacks. In this case, their DR is reduced instead of their systems taking damage. Again, the armor's DR does not apply to the Dismember damage. The Pod is torn off if the armor's DR is reduced to 0.

Ejection

In the event of an emergency, a pilot may wish to exit the mech before it's destroyed. If the mech is not equipped with some manner of ejection system (see [section XX]), opening the Cockpit hatch requires a Half Action, and climbing to the exterior of the mech requires another Half Action.

However, this potentially leaves the pilot with the task of crossing 50-meter hexes exposed and on foot with an ongoing battle at their back. For this reason, many pilots prefer mechs equipped with ejection systems.

Ejection Systems

Ejection systems activate automatically in the case of the mech's destruction, taking no action to do so. Manual ejection using an ejection system is a Half Action.

If the ejection was manual, the pilot may choose which direction to eject. Otherwise, they are ejected in a random direction, as determined by a 1d roll where each number represents one facing of the mech.

The ejection distance depends on the ejection system used.

  • Ejection Seats and Escape Pods launch the pilot horizontally four hexes away. If this would leave the pilot in midair, they fall at a rate of MA 1 at the end of each round until they hit the ground, taking no damage from the impact.
  • Maneuver Pods and Vehicle Pods launch the pilot horizontally up to eight hexes away. The pilot chooses the desired distance at the time of ejection. The Pods can move under their own power on the pilot's next turn.

Optional Rule: Dangerous Ejections

If GMs want pilots to risk injury or worse when ejecting from their mechs under duress, they can use the following rules. These do not apply to manual ejections.

When a pilot attempts to eject, they must roll a (Mettle) Test against a difficulty of 15. Add +2d for Head-mounted Cockpits. Subtract -2d for Powerplant explosions, -4d for Cockpit hits, and -6d if the mech has no ejection system.

On a success, the pilot takes 1d physical damage. Reduce this damage by 1 for each 3 DoS. Reduce the damage by an additional 1 if the mech is equipped with an Escape Pod, or 2 if it's equipped with a Maneuver or Vehicle Pod.

On a failure, the pilot is unable to eject, and perishes with the mech unless they spend Mettle Points (see [section XX]).

Critical Hits

If the hit location roll is a double—that is, the results of both d10s show the same number—then the attack is considered a critical hit. If the original attack would deal enough damage to penetrate the target’s armor, a critical hit causes additional effects. Otherwise, the hit location suffers 1 point of damage and the attack sequence ends.

A number of possible critical hit effects is listed below. The GM is encouraged to select the most appropriate result from the list, or the result that would make the encounter the most interesting, but they can also use dice to determine critical hit effects randomly if preferred. In the latter case, invalid results should be rerolled.

Result Location Description
1 Cockpit Any damage that penetrates armor goes to the pilot. See [section XX].
2 Other A “catch-all” category for systems not covered by the other results. Examples include:
  • Shield Mount: Shield is severed or disabled until repaired.
  • Ammo: Roll 1d6. On a 1, the location is destroyed as the ammo explodes (treat as a powerplant explosion if the ammo is in the Core). On any other result, one Clip in that location is rendered useless until the mech is repaired.
  • Comms: The pilot is unable to communicate with other characters until the mech is repaired.
  • Hydraulics: Location takes half damage and ceases to function until repaired.
  • Leakage: Module loses 1 SP at the end of each round. A (Mech Support + Tech) roll against a difficulty of 10 + half the damage taken ends this condition.
  • Electrical: -1d Pool to actions using this location until repaired.
3 Weapon Any damage that penetrates armor goes to one weapon in this location. If multiple weapons are present, choose one at random.
Result Location Description
4 Propulsion Any propulsion systems in this location are destroyed.
5 Sensors Any damage that penetrates armor goes to the sensors in this location.
6 Powerplant Core takes half damage. In addition, roll 2d6, adding +1 for each powerplant hit since the last repair, and a further +1 if the powerplant is Hot (see Powerplant).
  • On a 2-5, there is no additional effect.
  • On a 6-8, the mech is Staggered for a number of turns equal to the damage taken. The pilot can spend one action to roll (Mech Support + Tech) against a difficulty of 15 reduces the duration of Staggered condition by 1 turn, plus 1 additional turn per 5 DoS.
  • On a 9-10, the mech shuts down until repaired.
  • On an 11+, the powerplant explodes, and the pilot must roll to eject (see [section XX]).

Environments and Hazards

The general attack modifiers cover some of the most common conditions that a mech can be expected to face on a typical battlefield—reasonably flat terrain that requires no particular adaptations. However, there are some environments that do call for specific protections. This chapter also covers hazards that pilots might encounter.

Mechs equipped with Environmental Protection systems can mitigate some of these hazards; see [section XX].

Difficult Terrain

For land-based mechs, Average Terrain such as plains, pavement, and undergrowth does not hamper movement. Mechs must spend 1 MA to move into a hex of average terrain.

If a hex is primarily characterized by terrain with significant obstacles, mechs must spend additional MA to enter that hex. The following guidelines assume mechs are approximately 5-10 meters in height; the GM should adjudicate terrain classification based on the scale of mechs used in their game.

  • Bad Terrain includes light forest, broken ground, and water or mud no deeper than 1/5th of the mech's height. Mechs must spend 2 MA to move into a hex of Bad Terrain.
  • Very Bad Terrain includes dense forest, deep snow or sand, and water or mud up to 1/2 the mech's height. Mechs must spend 3 MA to move into a hex of Very Bad Terrain.
  • Impassable Terrain includes any obstructions more significant than those listed under Very Bad Terrain, such as water depth in excess of 1/2 the mech's height. If the GM rules that passage may be possible with great difficulty, a mech may move into a hex of Impassable Terrain by spending all of their MA. Otherwise, mechs cannot move into or through Impassable Terrain.

Difficult Terrain and Flight

Flying mechs are able to ignore ground-based terrain obstructions, unless those obstructions are tall enough to interfere with movement at higher elevations. For instance, extraordinarily large trees that extend 100 meters into the air could obstruct a mech flying at altitude 1.

Desert

Hot, sandy, dusty environments can cause a mech to overheat and become clogged with grit. Mechanically, this has the same effect as Extreme Cold (below), but requires separate protections. GMs should refer to the cold temperature thresholds and set the desert severities accordingly.

Extreme Cold

Environments such as polar regions will cause ice to build up on and possibly within the mech. At the start of each day spent in these conditions, the pilot must roll a (Mech Support + Mettle) Test against a difficulty set by the GM. On a failure, the mech's MV and WA decrease by 1.

This penalty is cumulative, and can only be removed with a full day of maintenance and a (Mech Support + Tech) roll against the same difficulty. For each 3 DoS, the penalty is reduced by 1.

If the penalty would exceed -5, the mech seizes up completely and cannot be used at all until the ice is removed. The pilot is usually able to eject when this occurs.

A pilot exposed to these conditions must roll (Fortitude + Mettle). On a failure, they suffer 1 Health damage.

Temperature Difficulty
Below Freezing 20
Severe Cold 25
Extreme Cold 30

Underwater

Mechs treat water deeper than 1/2 their height as Impassable Terrain. Furthermore, Sensors and most Recon Systems function at Light Ranger level unless the mech is equipped with ASP. If the mech's Sensors are already Superlight, the pilot suffers a penalty equal to half their Pool on all Awareness and attack rolls.

Mechs without aquatic Propulsion systems are unable to move in open water, but they may climb and walk on surfaces (e.g. the ocean floor); this is considered Impassable Terrain.

Attacking Underwater

Beam Weapons and energy-based Melee Weapons cannot be used underwater. Attacks with Projectile Weapons and Ordnance suffer a penalty equal to the pilot's Pool, and reduce their Range by half. Attacks with physical Melee Weapons suffer a penalty equal to half the pilot's Pool, and reduce their damage by 2 (to a minimum of 1).

Hull Breach

If Module suffers penetrating damage, water will rush into the breach. If the Core is breached, the mech suffers one Powerplant critical hit at the end of each round. Other Modules instead suffer a Leakage critical hit.

Cockpit Flooding

If the breached Module contains the Cockpit, the pilot must deal with an additional hazard.

If the mech is equipped with an Ejection system, the pilot may immediately eject. If the pilot chooses to remain in the mech, they take a penalty equal to their Pool on all mech actions, and must roll (Fortitude + Mettle) or begin drowning. Refer to the Suffocation rules.

High/Extreme Pressure

Characters are assumed to be adapted for a particular range of pressures, e.g. around 1 atmosphere for an Earth-like environment. Higher pressures make it difficult to perform physical actions, and can cause further complications.

  • High pressure is two to ten times greater than the character's native level. Physical actions in high-pressure environments suffer a penalty equal to the character's Pool. In addition, mechs suffer +2 penetrating damage as the pressure warps the exposed structure.
  • Extreme pressure is more than ten times greater than the character's native level. Physical actions in high-pressure environments suffer a penalty equal to twice the character's Pool. In addition, mechs suffer +4 penetrating damage as the pressure warps the exposed structure.

For reference, on Earth, pressure increases by 1 atmosphere every 10 meters below the ocean's surface. Therefore, ocean depths of 20-100 meters would be classified as a high pressure environment, and anything deeper would be considered extreme pressure.

Low Pressure/Vacuum

In terrestrial environments, mechs do not typically suffer penalties for low pressures. Pilots suffer a penalty equal to half their Pool on physical actions in low pressure environments, and the GM may rule that they may also need breathing apparatus to avoid Suffocation (below).

At very low pressures approaching vacuum, pilots suffer a penalty equal to their Pool on physical actions, and will suffocate if they do not have breathing apparatus. Mechs that are firmly supported by a fixed surface do not take penalties in these conditions.

Space

The following rules assume actions taken while floating in space, i.e. not supported by a fixed surface, and apply equally to mechs and pilots outside of mechs. In such conditions, the weightlessness and lack of drag makes precision movements difficult. This causes physical actions to suffer a penalty equal to the pilot's Pool.

If a Module containing a Cockpit suffers penetrating damage, the pilot is exposed to vacuum and will die at the end of the next round unless they are equipped with a space suit or equivalent protection.

Falling

A mech that makes an uncontrolled fall and collides with the ground suffers damage as per a Ram attack, using the height of the fall as the distance traveled. Under Earth-like gravity (1 g), a mech loses 8 levels of altitude each round.

The damage from a fall is typically applied to the Core, but the GM may allow a (Mech Piloting + Mettle) Test against a difficulty of 25 to allow the mech to pivot and land on a Module of the pilot's choice.

If the pilot succeeds, that Module suffers the hit instead of the Core. Damage in excess of the amount needed to destroy the Module is then applied to the Core.

The GM may allow multiple Modules to be sacrificed this way before damage is applied to the Core, based on the configuration of the mech. For instance, it would be fair to allow a bipedal Humanoid mech to sacrifice both Legs during a feet-first landing.

Controlled Falls

A mech equipped with a Propulsion system may slow down a fall by an amount equal to their flight MA. This does not require an action or count against the mech's movement.

  • Propulsion systems purchased with MA 7 or less can only reduce the rate of falling.
  • Propulsion systems with MA 8+ allow for full airborne movement; see the Jump/Fly action [section XX].
Drop Packages

The pilot of a mech equipped with a Drop Package can make a (Mech Piloting + Discipline or Speed) Test to land the mech in a particular hex. Otherwise, the GM determines the landing site. Refer to the following table for the difficulty of this Test.

On a success, the mech lands in the desired hex without issue. On a failure, the mech Deviates, as if the Mech Piloting Test were a failed Area-Effect attack (see [section XX]). If the DoF exceeds 10, the fall is uncontrolled, and the mech collides with the ground as per the rules above.

Circumstance Difficulty
Number of Rounds Spent Falling* 5 per Round
Minor Visibility Impairment† +5
Major Visibility Impairment† +10
Flight MA 1-7 -3 per MA
Flight MA 8+ Automatic Success

*: Altitude/8, rounded up.

†: See [section XX].

Re-Entry

A mech entering a planet's atmosphere from orbit is destroyed unless it has the appropriate protection. If it is protected, then the mech falls through the atmosphere without damage until it reaches an altitude of 8 hexes; it begins to fall normally from there. The GM should decide how long this takes based on the needs of the campaign.

Suffocation

A pilot can hold their breath for a number of rounds equal to their (Fortitude + Mettle). After this time, they must roll (Mettle) against a difficulty of 15. On a failure, suffocation inflicts 1 Health damage that cannot be ignored or reduced.

The difficulty increases by 1 after each roll, success or failure. The Health damage cannot be healed until the pilot is able to breathe again.

A pilot cannot speak while holding their breath or suffocating, and they suffer a penalty on all rolls equal to the amount of Health damage taken from suffocation. Otherwise, the pilot may perform actions as normal.

Suffocation and Discipline

If the pilot remains still and focuses entirely on holding their breath (taking no other actions), they can add their Discipline rank as a bonus to the roll to avoid suffocation. This decision must be made when the suffocation hazard is first encountered.

If the pilot uses their Discipline this way and later chooses to act, they forfeit the bonus on rolls to avoid suffocation.

Movement, Facing, and Distances

As mentioned in [section XX], scenarios where exact positioning is important (e.g. combat) are played out on a grid of hexes. For mech-scale activities, these hexes are 50 meters wide. Only one mech can occupy each 50 meter hex.

Each mech has three facings, corresponding to the hex-sides of their space.

  • The front facing consists of the three hex-sides in the direction the mech is pointed.
  • The rear facing consists of the hex-side opposite the central front hex.
  • The side facings consist of the hex-sides between the front and rear.

Front Facing

A mech can easily see and move into its front hexes. A "forward" move is a move into one of its front hexes. If it moves straight ahead, its facing does not change. Otherwise, the mech turns one hex-side in the direction it moved. This changes its facing.

Moving straight ahead costs 1 MA per hex. Otherwise, a forward move costs 1 MA per hex if the mech changes its facing, or 2 MA per hex if the mech maintains its current facing (i.e. performs a sidestep).

Incoming attacks from the mech's front facing impose no Defense penalties.

A mech is more difficult to turn during high-speed movement; see Turn Radius below.

Rear Facing

A mech's Sensors allow it to detect obstacles and entities within its rear facing, though this is less effective than with its front facing. Therefore, movement into a rear hex costs 2 MA per hex, and Awareness Tests suffer a penalty equal to the pilot's Pool.

In addition, a pilot does not add their Mettle to their Defense score against attacks from the rear.

Side Facing

Movement into a side hex costs 2 MA per hex, and Awareness Tests for objects and entities within a mech's side facing suffer a penalty equal to half the pilot's Pool.

Defending against attacks from a mech's side facing is easier than a rear attack, but more difficult than a frontal attack. A pilot only adds half their Mettle to their Defense score against side attacks.

Turning

A mech must spend 1 MA to turn one hex-side, except during forward movement as described above. Some systems and Body Forms can affect a mech's turn rate.

Turn Radius

When a mech moves at high speed (MA 9+), changing direction becomes more difficult. A mech's turn radius (measured in hexes) is equal to its effective MA/8, rounded up. Effective MA is the number of hexes the pilot wishes to move, which may be less than the mech's maximum MA.

For speeds up to MA 8, the turn radius is one hex. Thus, forward movement allows a mech to move around a central hex, and the mech can turn in place for 1 hex-side per MA.

For speeds from MA 9 to MA 16, the turn radius is two hexes. A mech must move two hexes before it is allowed to change its facing by one hex-side.

This progression continues for higher speeds; see the table.

Weapons and Facing

For each weapon installed in or on a mech, the designer must assign three adjacent hex-sides as the weapon's facing. A weapon can only make attacks into hexes within its facing.

Handheld Weapons

If a mech has a weapon that can be held in a single Manipulator, the designer can assign a fourth hex-side to the weapon's facing. The four hex-sides must be continuous.

For a Humanoid mech, a handheld weapon will typically have a facing corresponding to the mech's front and the relevant side hex, e.g. a right-hand weapon that can attack forward and to the right side hex.

Appendix

FAQ

Why use multiple dice?

Using multiple dice creates a probability curve that is closer to a bell shape than a flat line. For instance, 1d20 and 3d6 have the same average result (10.5), but very different distributions. In the former case, each result is equally likely to occur. In the latter, results closer to the average are much more likely to happen than results further from the average.

In effect, this means that 3d6 rolls are generally more predictable than 1d20 rolls, even though they average out to the same result in the end. That is a desirable trend to me, because it means that between opposing parties with the same dice pool, static modifiers tend to have greater influence on the final outcome.

In the context of this game, this reinforces a trend that a match between equally-skilled pilots will favor the one with a better machine or the one who can use the environment to this advantage. That is to say, there's is less of a chance of a sudden upset due to the whim of the dice. Ultimately, I find that this strikes the best balance between consistency and randomness.

Why use non-linear costs?

Weapons use non-linear costs because damage scales non-linearly. The fact that armor ablates means that a weapon with a fixed damage value can do variable amounts of damage in practice. Furthermore, being able to destroy a hit location in one turn is a significant advantage over destroying it in two turns, because there is typically no change in functionality whether the hit location is at full SP or 1 SP.

Therefore, it is typically the case that a single high-damage weapon is more effective than two weapons with half the damage value. The slow exponential growth of the current weapon cost formula is an acknowledgment of that.

This comes at the cost of mental math. Linear costs are easy to eyeball, but raising to the 19/16th power is not. I deem this a necessary change for the reasons given above.

Why use hit-based ablation?

The precursor to this game, Mekton Zeta, compare incoming damage to the "Damage Coefficient" (DC) of the armor struck. The default DC is 1, so that a single point of mech-scale damage causes the armor to ablate. This means that even the lightest mech armor is immune to personal-scale weapons that have a damage equivalent of less than 1 in mech-scale.

This trend continues upwards for the higher grades of armor with DCs 2, 4, or 8. However, this leads to a problem. By design, armor DC is invulnerable from below. No amount of hits below armor DC will ever cause the armor to ablate. This creates the possibility of what I call "stall conditions", where a combatant is left without a mean to effectively engage an opponent. If a mech is unable to overcome an opponent's DC, that pilot is left with no recourse but to withdraw.

I think that tactical withdrawals are an important part of conflict resolution. The problem arises when it's a player character who is left in a stall condition. The inability to contribute to the combat is likely to lead to frustration. That's something I want to avoid.

But there is also a problem from the other side. As written, DC provides no benefit if the incoming damage meets or exceeds the threshold. Standard armor with DC 1 and the most advanced armor with DC 8 both ablate by a single point if struck by an attack with damage 8+.

This creates a binary situation the extra cost of armor DC either risks a stall condition or does nothing at all. One solution is to stress to players/designers that they should always have a solution to high DC armor. However, I think that's only a stopgap and doesn't address the potential of neutering low-damage weapon designs.

Instead, I've chosen to remove the damage threshold from high-grade armor and instead require a number of hits to make the armor ablate. This leads to two solutions against high-grade armor: Use many weak attacks to wear it down, or punch through it with single large hits. One can also take the middle road and use a smaller number of medium-damage hits.

This prevents a stall condition because all armor will ablate eventually, and therefore all opponents eventually become vulnerable. At the same time, buying any amount of Breakage Threshold (BT) will always provide a benefit against weapons close to the armor's DR. While high-damage weapons can make ablation a non-factor, the non-linear cost of weapons ensures that the attacker has to pay for that privilege.

The main drawback is the need for additional bookkeeping. Each location that is struck also needs to record how many times it has been struck, and decrement its DR once the number of hits reaches a multiple of the armor's BT. Fortunately, this is easily automated, and the accompanying mech sheet for this game will be coded to make this process as simple as possible for the players.

Why use ad-hoc hit locations?

Many games that use hit location tables have unified body plan, or a small variety thereof. For instance, if all the player characters and opponents are expected to be humanoid, a single hit location table will suffice.

However, the free-form construction of mechs makes it difficult to have any one table that suits all possible variations on a given body plan. For instance, even if all mechs in a given game are humanoid, their body proportions may be different. Ideally, a mech with arms much larger than its other body parts should have a higher chance of its arms being hit.

Therefore, I decided to have hit location probabilities calculated for each individual mech. It requires only a few minutes of relatively simple math to do by hand, and the basic calculations can easily be automated. This makes for the fairest distribution of probabilities that most closely matches the widest variety of mechs. I think that is worth the small bit of additional overhead when finalizing a mech.

Cost Formulae

Weapons

Melee

  • Base Cost = 0.5 x (Damage)^(19/16) CP.

Projectile

  • Base Cost = 1.0 x (Damage)^(19/16) CP.

Beam

  • Base Cost = 1.5 x (Damage)^(19/16) CP.

Ordnance

  • Base Cost = 0.1 x (Damage)^(19/16) CP.

Reservoirs

  • Base Cost = 5 CP for Base Power "0", (Base Power x 2) CP otherwise.
  • Maximum Power = 1 + [(Maximum Power - 1)/10]^2
  • Portfolio = 0.577 x (Portfolio)^0.5; this ensures Portfolio "3" is a x1.0 modifier. Portfolio "∞" matches the cost of "12", but there isn't much practical difference between "10" and "12". The "∞" rating exists for designers who want maximum granularity in their Reservoir, but again, it is recommended that the GM limit the Reservoir to a small of distinct profiles, ideally no more than two or three.

Sensors

Detection Range

A Sensor's Detection Range is a number of kilometers equal to its cost in CP. Because each hex is 50 meters, this means Detection Range in hexes is (CP x 20).

Communication Range

A Sensor's Communication Range is a number of kilometers equal to ten times the cube of its Detection Range. For the highest level of Sensors, this can reasonably reach any communicator on or near a given planet, so no numerical range is given.

For comparison, the circumference of the Earth is roughly 40,000 km, so Medium Cruiser Sensors are generally more than sufficient for planetary communications.

Backups

Backup Sensors are not separate systems, but a way of

 

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