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ChromeStrike

v0.9.7

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A DukeFluffy Production

Made for /tg/

Developers: Duke Playtesters: Irene Hriky Taco SNES SirPerson Troubleshooters: GoLambo Idea populus magna: Koliup Idea populus excellentiam: Spoonman Analyst, idea-er, and fluff-writer: Dr.Emmet

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Introduction
elcome to yet another attempt to capture mech-based combat in PnP format! I"ve ta#en a loo# at $uite a few different systems, and home-brews, and never $uite been satisfied! The ma%ority of the systems out there do not have a great balance of simple gameplay and customi&ation- often leaning toward one or the other! I could not find a single mech 'P( that was rules-light, allowed heavy customi&ation, and leaned toward a more grounded and realistic approach! )o I thought I may as well slap one together! *hrome)tri#e is said attempt at creating such a system! +eing a fan of games such as Armored *ore and *hromehounds, I did my best to #eep in such elements such as slapping together parts, and fast-paced combat! +ut most important of all I tried to ma#e the mechs ma#e sense! They"re no ,--story tall plauding devices that would collapse the ground they wal# on! .r plasticy loo#ing mechs that loo# more li#e abstract art then a fighting vehicle! /o, the mechs in this system are dwarfed by tan#s, more li#e a battlesuit then any sort of giant mecha! They are primarily used in urban fighting and first-stri#e situations, dodging in and around combat to get an edge on less mobile combatants! )lower then almost any vehicle but incredibly agile! 0opefully you, the reader, prefer this sort of loo# on mechs! And, of course, no mech game is complete without widespread wars and fighting, plus halfdystopian corporations lauding it over the common fol#! I mean, come on! 0ope you en%oy the read, -Du#e

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ChromeStrike

Table of Contents Introduction - 3 Chapter One: The World of Chro e!trike - " Chapter T#o: Character$ - % Chapter Three: &a e !y$te - 2'

Chapter Four: !torytellin( - 3) *+a ple Ca pai(n Appendi+ - )2

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Chapter One:
The World of ChromeStrike

A long series of wars has caused a breakdown of the alliances of old, doing away with the United Nations and other international peace keeping organizations. The new world is a violent place, where open warfare between nations can be carried out without fear of international reprisal. Small nations once watched over by the peace keepers of the past have been absorbed by stronger neighbors, and those which have managed to resist have simply been transformed into playgrounds of war used by more powerful belligerents. n the smoldering wreckage of this new age, warfare itself underwent a revolution with the advent of personal mechanized combat platforms, or mechs. !apable of manlike movement but wielding the firepower of a tank, military forces the world over e"perimented with this new weapon system. As time passed, their potential was measured and the new tactical advantages the mechs offered were e"plored. They became a permanent fi"ture in the warzone of the future, particularly amongst urban battlefields, while the companies who manufactured them prospered financially. As war itself became a perpetual facet of life, the corporations grew in size and power, and became free to gather legislative power with which to en#oy independent of their patron nations. They considered their identities above and beyond the nations with which they are normally assumed to be beholden to and supported by, but in all reality, act separately from. As strife consumes the world, there is a call by nations and corporations alike for mercenaries willing to put themselves in the line of fire. $any answer the call% pilots, infantry, tank and ship crews stepping up for either coin or duty... &ut the blazing pyres of ruined nations are producing a new kind of soldier'mercenary. A kind who sit cloistered in the metal skin of the newest weapon system, earning a name for themselves and their unmistakeable machines that stalk the cratered fields of this new future. The world calls for these new men and women to fight their battles for them. These are the mech'#ockeys. And you are one of them.

(elcome to the world of !hrome Strike.

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The ,ech$
1echs in general are a marvel of engineering! Decades upon decades of seemingly unrelated brea#throughs eventually led to their creation! And, once their feasibility was demonstrated, urban warfare was never the same! How It All Happen There isn"t one particular date in which a mech, or the components, were created! 'ather, the technology that they re$uired was prototyped all at different times! 1uch of this it is up to debate, regardless! The only thing that is agreed upon is +oston Dynamics, and 2apan"s role in the creation of the chassis and power systems that would become fundamental in the creation of mechs! 3-3-! A year that con%ures little to nothing to memory! 0istory boo#s tell us that it was a somewhat ordinary decade, and century, for all that! The wars in the 1iddle 4ast had slowed to a crawl, many of the benefactors deciding it %ust wasn"t worth it! .ther countries bic#ered and yelled at one another as they always did! .ver in the still debt-ridden nation of the 5nited )tates a large subsidiary of +oston Dynamics unveiled their latest bipedal machine prototype! 'ugged, self uprighting, and agile! Impressive in every way! It wasn"t too long before some random nerd employee said 'Hey, !y not make it lar"er#'! The thing was scaled up out of boredom, yet was still determined to be feasible, ignoring the large power issues that such a pair of legs would re$uire! .n the other side of the world 2apan was still undergoing their rapid technological brea#throughs and experiments that had become common-place within their nation! .ne of the largest energy firms soon discovered a method of creating super-capacitors! *apacitors that could be scaled up much larger then current ones while retaining their power to volume ratio! Almost overnight Power Armor and 1echs became possible! Those who had once ignored the technologies because of the energy re$uirements changed their minds! And so prototyping began! Power Armors that had already been built had the new energy system plugged in, allowed them to perform missions that lasted days instead of hours! 6or another decade or two the general populace and wor#ers ignored the idea of actual mechs! The very idea of them had long since been discarded and stuc# within the realm of science fiction and television, the very idea of ma#ing them able to ma#e people laugh! +ut, un#nown to them, a number of wellfunded private companies began tin#ering with the idea! To them, having 7-meter tall gun platforms that could $uic#ly navigate cities would be entirely worth it! ars had long since become urban in nature! hy not further advance the field of this warfare, using drones and bipedal vehicle platforms8 It was the mid 3,st century when the companies finally unveiled their wor#s! /ation states were pleasantly surprised at the footage and test results of the things- not only were they nearly as agile as men, they could carry weapons almost e$uivalent to that of a battle tan#! 0ide behind cover at the drop of a hat! *ould use $uic#ly interchangeable weapons! These same nation states continued to scoff at the things in public, but stealthily began buying them buy the hundred! They $uic#ly found their place in war after initial battle tests! 'elations in the international community had already begun deteriorating and falling apart by this point! The companies that designed the first mechs became powerfully rich, %ust as the international peace-#eeping organi&ations began falling apart due to strife and politics! hat came next was war, and lots of it! hile the demand for urban mechs had been moderately large before, the new demand for them was overwhelming! The prime mech corporations flourished li#e they never had before! The rest, they say, is %ust history!

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A Look at the Mechs At a first glance, mech"s might be considered somewhat pretty! They are tall and neat loo#ing vehicles, built rugged and intelligently! 6ive to six meters in height! 'ounded and angled armor-plates adorn the thing li#e medieval plate armor! Any delicate parts are blan#eted in sheets of high-strength fibers and 9evlar! At times the sheer solidity of the machines can be easy to forget! It is when they move, when they charge across the battlefield, that mechs truly shine! 1oving agilely li#e a human, perhaps eerily so, they can rush through alleyways and streets! Their heads and sensors glance around as they move! Their arms swinging li#e a human, the bounding steps and leaps carry them through the air! hen struc# by enemy fire it sometimes loo#s as though they flinch! In every respect they are li#e a large, mechanical human! Controls The coc#pit of a mech is small! :ery small! could ever be needed! ater feeds and paste-tubes In volume, the thing is slightly larger then a burial are common for long-term missions! )ome of the coffin! .nce the pilot crawls into the thing ;1ost larger mechs even have waste-relief systems! 1ost fre$uently through an armored front hatch<, they important of all- a small luggage bin! 2ust under then strap themselves down li#e a race car driver! the si&e of a suitcase! The machine is then controlled by a complex series Power for the mech is supplied by a large of %oystic#s and toggles! In some of the larger ones armored bac#pac#-loo#ing device, built into the there can be ample room to simply rig the pilot"s bac# of the torso! In there are a number of large, arms to a master-slave system for the mech"s arms! heavy-duty super capacitors! In total all the 1ost fre$uently they use %oystic#s though! ithin batteries provide the mech with an operation time most mechs the pilot"s legs are in an aw#ward of nearly two days! sitting position and wor# pedals! All of the important battle data is put on their 05D! This is a Threat half-sphere that the pilot fits their head inside! hile alone mechs are somewhat wea#er Pro%ections are made onto this surface that ma#es it then a tan#, or more then a single attac# helicopter, loo# much larger then it actually is- and it is here their strength really shines in mixed-vehicle roles! that the pilot sees the outside world, the physical Alongside a platoon of tan#s, a handful of mechs status, biometrics, maps, ammunition, etc! become exponentially more deadly! The mechs are entirely able to sweep streets and fight tan#s using Systems infantry tactics, on a larger scale, while the tan#s In addition to the armor and muscular maneuver around and get into position to use their systems, mechs also normally sport all the devastating firepower! 1echs can also be chopper communications and computer e$uipment that deployed to blit&#rieg a target!

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Chapter T#o:
Characters
Tyler )aulkner stood in the huge throng of people, entirely impatient, but also e"cited. Any moment now three mechs would be rolling around the corner, the three pilots receiving an honorary award, and check, from the mayor. This e"cited Tyler. Not because much of his city had been saved, or that they would be meeting *ell+s Trio. (hen it came down to it, the vast ma#ority of the mercenary,s team hardly mattered. -nly one of them was the least bit worthy of notice. No, he was e"cited because he would be able to see her. Arona. n person. They did not keep him waiting for long. -nly a few minutes of standing in the sweaty pack of people, then the ground began shaking lightly. Three mechs came bounding along one of the street corners, the channel devoid of traffic for the event. .ach of the mechs were heavily damaged from the battle' none more so then the bronze and red one. The largely N/& mech had nearly been reduced to scrap, all the parts save for a single leg shredded badly. t limped along with its compatriots sluggishly. -mar+s mech 0Tyler prided himself on knowing who the two bozos were1 seemed fine. (hen he saw Arona+s mech his heart fluttered, though. The blue mech was unmistakable' sniper cannon at the waist, large red lips on the shoulder, the way it moved. *e felt mildly alarmed when he realized one of the arms had been torn off. .ach of the machines pulled to a stop in a line, nearly a hundred feet away from the platform with the mayor. A large clearing led on between the pack of citizens, many of whom were snapping shots of the mechs with cameras. This free walking space naturally led up on some marbled steps then up to the city official. 2ike many times before, 2ucy, Arona+s mech, was the first to pop open. The armored hatch lazily lowered on down. A womanly figure in a blue #umpsuit began crawling out, her long blonde hair drifting haphazardly along her body. +)lip your hair. )lip your damn hair, come on,+ Tyler thought. As if she was reading the man+s mind, Arona did #ust the thing, letting the silky hair swoosh in a wide arc before settling on her back. The man let out a low ecstatic +3essssss+ at the act. Arona flashed the crowd a small !olgate smile before turning around and beginning to climb down her mech. t was only ten or so steps, in all, but she made a show out of it. Alternating long legs, slowly one foot at a time, Arona lowered on down it with unbridled sensuality. Tyler could nearly hear the collective drooling of more then two hundred men. 4ust like that it was over. To Tyler, he could hardly tell if it had been seconds or an eternity. As he pondered this the pretty young lady flashed the crowd another perfect smile. Now that her little show was over the other mechs hatches popped on open. The two rugged men that climbed out were entirely beneath Tyler+s notice, and even much of the crowd+s. All eyes remained on the shapely figure, in the indecent blue #ump'suit, even as the team strode on through the crowd to the mayor. Tyler let out a long, drawn out sigh. The two lucky sons of bitches. *e+d personally follow Arona into hell, in a heartbeat, and he didn+t even know her. 2ucky bastards.

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This section of the boo# details the steps that are ta#en to create both your character and the mech they will be using! It includes information on all the various companies, the parts, and a reference for the different systems=weapons that might be used within the mech!

E$ample* Duke sits %o n at t!e table an% be"ins t!inkin" up a concept. +)ter a minute or t o !e comes up it! t!e i%ea o) some sort o) sol%ier,support role, per!aps some kin% o) mec!anic. He en%s up ritin" %o n -(ec!anic Sol%ier'o)')ortune. )or !is c!aracter's /oncept.

Creating a Character Step Two: Attri !tes *reating a character really has three main .nce you have a concept that you li#e, the parts- brainstorming, stating up the character, and next step is to flesh them out further with creating the mech! *oming up with a 0igh attributes! Attributes are a measure of their *oncept is often the easiest way to begin to flesh different mental and physical capabilities! This is out the character- a short, few word phrase such as often easy to prioriti&e based off of your concept! >E$ile% &o%y"uar%? might be wholly sufficient for There are six attributes, however- Intelligence, drawing inspiration from! Power, Perception, Agility, *harisma, and +eauty! hen determining stats for the character it Attributes are bro#en up into two categoriesis often important to remember that you don"t have Physical and 1ental! Three fall into each! to be exceptional at anything! @our character could A starting character begins with - in each be some #ind of %ac#-of-trades! /either do you attribute, and has 3- points to distribute among have to pump Perception and Agility for combat! these! The attributes cost increases with each This might actually be discouraged! further ran#- first dot in any attribute is only one Ideally you should come up with a point, while the next is two, then three, and so on! character concept with your fellow players and .ne easy way to distribute them is simply to place (1! Aet them chip in input, determine what party B ran#s in two attributes, 3 ran#s in two more dynamic and sorts of characters might mesh well attributes, and then have the last attributes only be together! It is, after all, a team game! hen the , ran#! players and their characters can all contribute The character concept should help you something of their own, perform well together, and determine the attributes, though much of it is still possibly bic#er, you #now that the characters were up for grabs! The previously mentioned >4xiled well done! +odyguard? might have been more of an infantryman, rather then a mech pilot, for much of Step One: Concept their life! .r perhaps they might have been a 6undamentally every character ever created simple pencil-pushing bodyguard that participated in fiction can be bro#en down into a short word in surveillance and home security! As you might phrase, or concept! +ecause of this coming up imagine, simply figuring out the attributes can play with a short, tiny, concept can allow you to build a role in the final bac#ground for the character! upon a good foundation! )omething such as >E$ile% &o%y"uar%?, >Sniper'&abe?, or >(ec!anic E$ample* No mo0in" onto attributes, Duke Sol%ier'o)')ortune?! hatever the concept you are be"ins )illin" in t!e %ots. He places t!ree into nearly entirely free to ma#e what #ind of character intelli"ence, t!ree into po er. His perception an% you li#e! The only limitation might be age and a"ility are bot! one, to represent !is lo amount o) combat experience, but even then the (1 might be )inesse an% nee% )or "lasses. 1inally, beauty an% willing to hand-wave these for particularly c!arisma are bot! bumpe% up to t o. interesting characters!

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01 To an attri2ute3 #hen u$ed for a $u2-field: 'e$uires a condition or specialty Step Three: "erks 1itness )reak* 64 to po er !en li)tin" or pus!in" .nce you have your concept and attributes somet!in" filled out, you then get to choose two per#s for Hol% on* 64 to a"ility !en %ri0in" your character! hat are per#s, you may be (ec!anic an% arrior* 64 to rolls !en as#ing8 Per#s give bonuses to rolls or attributes personally repairin" a mec! under very specific circumstances, adding some Particular set o) skills* 64 to !it out o) a mec!, in extra uni$ueness to your character! @our character melee, !en non'let!ally sub%uin" someone might %ust be a soldier, or pyromaniac, but when Tec!nical trut!s* 64 to c!arisma !en %ecei0in" you add a per# li#e >S2E+T &+&3 S2E+T* I"nore ot!ers an% inclu%in" true statements %ebu))s cause% )rom enemy incen%iary eapons.? your character really begins to become a uni$ue This sort of per#, you generally should not have entity! anything related to combat, more-so performing as The larger the bonus the less fre$uent it can some #ind of s#ill bonus! come into play! Players are encouraged to ma#e their own up! To help with this the following section has some example per#s! Also feel free to 02 To a roll under $pecific3 infre4uent come up with stuff from help with other players, or $ituation$: 'e$uires a specific, uncommon with the (1"s help! Also #eep in mind the (1 situation should feel free to disallow some especially /ro % pleaser* 68 to reaction rolls )or t!e overpowered per#s that would disrupt balance! opposite se$ !en e$itin" a mec! 0ere"s some common rules to follow/ut t!at out* 68 to non'let!ally !it an ally !en bot! o) you are out o) mec!s Dislocation time* 68 to rolls !en escapin" )rom 01 1onu$ to a co 2at roll: 'e$uires very specific bin%s or !an%cu))s condition. Goo% as ne * 68 to a barterin" roll !en sellin" a Go )or t!e !ea%* 2it! sniper eapons enemies are mec! !it in t!e !ea% on 4 or 5 Gun to a kni)e')i"!t* 64 to D7 in melee combat This final type of per#, more or less, is almost !en usin" no melee eapons entirely trade-based in nature! )tudying, repairing, Ho can I miss#* 64 to !it enemies !en circus-wor#! )ome #ind of profession that your outnumbere% 8*4 or more character may have wor#ed in during their past! In t!e 9one* 64 to D7 until !it by a eapon I'0e !a% orse* 64 to !it !en missin" an arm T!is is !i"!ly unsa)e* 64 ammunition )or one E$ample* :mar, Duke's c!aracter, is bot! a mec! eapon pilot an% a mec!anic. 7i"!t o) t!e bat !e "rabs t!e perk -(ec!anic an% 2arrior. to allo t!e man to ith this sort of per# you may not have a s#ill better repair !is "roups mec!s %urin" %o ntime. similar to the following: T!e ne$t perk isn't ;uite so easy' !e coul% "rab C to hit with a type of weapon always ;i!e! 5sing some sort o) ei"!t'li)tin" perk to represent sniper rifles, shotguns, etc!< :mar's )re;uent e$ercisin". :r some '(ello ' C to dodge rating without some rare circumstance perk. He e0entually settles upon -I'0e Ha% 2orse. C to armor rolls to represent !is sometimes "rim %etermination.

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Step #o!r: $ackgro!nd it! !is e$ceptionally bri"!t min% an% e%ucation. /ow that you have the character entirely <ust !en !is career'searc!in" as lookin" statted up, you now should come up with a one or !opeless !e "ot an o%% o))er )rom t!e least likely o) two paragraph story of who precisely your sources' a man !a% contacte% !im to see i) !e character is! ho they are, what they have done, is!e% to ork on t!eir mec!s, "o t!rou"! t!e why they are now a mech pilot! @our reasons for necessary trainin" to per!aps =oin t!em in t!e choosing the attributes and per#s that you did! The )iel%s. T!e pay as "oo%, it soun%e% like real meat and bones! a%0enture, an% :mar as still a youn" man. It is entirely o#ay if you have trouble Ele0en years !a0e passe% since t!at %ay. coming up with a bac#ground, or seem uninspired! T!e ri"ors an% !orrors o) combat !a0e taken a toll .r are uncreative! The simplest way around this o) :mar' t!e man mature% an% "raye% beyon% !is would be to literally loo# at the attributes and per#s years. +s o) most recent !e )i"!ts alon"si%e +rona you have chosen, and the high-concept! @our an% T!orsten, tra0elin" to !ere0er ars are most character a standard soldier-mercenary sort with a pre0alent, cas!in" in on t!e usual =obs. Durin" high-charisma8 Perhaps they had been some actor %o ntime t!e so)t'spoken !ulk can be seen rea%in" formerly in life or some #ind of high social-class or tinkerin" a ay at !is party's mec!s. student in college! hile it"s o#ay to get help with your bac#ground, it should be somewhat discouraged! Creating %o!r Mech After all, when you ma#e the bac#-story, your In a game about mechs, where the word has character then comes alive! This process should been used at least once a paragraph, one might ideally be entirely your doing! It ma#es the imagine them to be a central part of the game! And character that much more en%oyable! they are! )till, the characters piloting them are the real heroes and villains, which is always important E$ample* Duke's alrea%y "ot !is concept an% to #eep in mind! A veteran with a scrappy mech attributes to ork it!. +n% !e'% alrea%y !a% would still be a force to be rec#oned with! somet!in" o) a back'story )loatin" about in t!e 1echs have a similar writeup to characters, back o) !is min%' some at!lete mec!anic man !o sharing much of the same attributes and statistics! place% "reat stock in )itness. Somet!in" like t!at. The main difference is that you cannot directly He breat!es in all t!e stats so )ar an% be"ins effect these stats- they are instead determined by ritin". the different parts you use to create the machine! 4ach mech has a number of parts, or hard-points, :mar Gray. Since a youn" a"e, t!e that you purchase the relevant #ind of part for! This +merican !a% been more ;uiet an% resol0e% t!en then modifies the over-all attributes of the !is peers. He asn't a ner% or outcast by any machine! means, t!ou"!' :mar !a% place% "reat stock in Parts and weapons are bought with *redits, !ittin" t!e racks, buil%in" muscle, an% !a% t!e or *'! These represent about D,7-# in funds each! "enetics to "o it! it. Gra%uatin" it! aca%emic @es, mechs are expensive! 1ost starting characters !onors, an% a sc!olars!ip )rom )itness, t!e man !it have 37 of these points to piece together this mech colle"e it! a runnin" start. His real passion as with! Though this can be different- an entirely new t!at o) Electro'mec!anical en"ineerin", or t!e mercenary might have an almost ordinary mech, pursuit o) !o mac!ines orke%. worth 3-cr! .r the poster child of a 1ech Si$ years passe% be)ore !e !a% !is %e"ree, *ompany might be an abomination of steel with up an% :mar soon )oun% !imsel) lackin" ork, e0en to E-cr! )till, 37cr is strongly suggested!

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Character 5uick-reference
61: !tart *ome up with a 0igh *oncept! 0ave 3- Attribute Points, 3 Per#s 62: Attri2ute$: Attributes start at 4ach ran# costs C, from last 1ental AttributesIntelli"ence* +rilliance and cleverness! Perception* :isual acuity! /!arisma* )trength of personality! Physical AttributesPo er* )trength and=or toughness! +"ility* (eneral fitness and agility! &eauty* 0ow attractive they are!

63: Perk$ *haracters have two per#s )orts of per#s allowedC, to a combat-roll /o Chit with types of weapons, always /o C to dodge rating without situations /o C to armor rating C, to an attribute during a roll )hould not relate to combat in any way C3 to a roll under rare circumstances Per# should relate to some trade=profession

6): Final !tep$ .ther Important Information /ame, (ender, 0eight, eight Appearance 0igh *oncept 3 Paragraph +ac#ground

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Step One: The "arts 1echs are made up of four main parts- the head, chassis, arms, and legs! The machine re$uires one of each of those ;the arms and legs hardpoint being a pair< in order to wor# effectively on the battlefield! As such, you must fill these out! *hoosing a particular system such as the 2umppac# might determine how many weapon-slots are free! +ut once the main parts are selected they may then be upgraded or given defects- this modifies attributes and the performance of the parts! .nce all the parts and upgrades are chosen, you then select weapons! 1echs are able to utili&e a one-handed weapon in each hand, mount two on the shoulders! Hea%* /ontains most optics an% sensors. /!assis* T!e torso an% main unit o) t!e mec!. +rms* Grippin" units t!at !ol% t!e eapons. Le"s* T!e met!o% o) locomotion. >p"ra%es* Purc!asable mo%i)iers t!at a))ect particular parts an% per)ormance. Han%s* 2!ere t!e main eapons are !el%. &ack,S!oul%ers* E$tra eapons may be mounte% !ere, an% may not be %estroye%. Some special systems use up t!ese slots. )pecific parts and their costs are listed on page x! Step Two: Attri !tes 1echs have a number of attributes, much li#e the characters! )ome are different! 'ight of the bat you have )trength, )peed, and *ontrol! The first are precisely what you might expect- how strong and fast the machine is! ;9eep in mind , dot of strength, with a mech, is orders of magnitude stronger then any character< *ontrol is a mech-specific attribute that determines overall how well it performs- a high *ontrol mech will be more li#ely to hit, more dodgy, and so on! The secondary attributes of a mech are weight, dodge rating, armor rating, and the attac# values! eight is determined by the combination of parts, upgrades, and systems- though it effects nothing in

particular! 'ather, weight is meant to give you a sense of how massive your mech is compared to others! Armor 'ating ;(uess< is how armored the mech is! 1ore armored mechs are much less li#ely to ta#e damage to their parts! Though armored mechs are normally less able to avoid damage, li#e smaller faster ones! 6inally you have Attac# :aluethere are three or four of these, each value being different for where the weapon might be mounted! Initiati0e* ?/!aracter +"ility 6 Perception@ Do%"e 7atin"* ?/!aracter +"ility@ 6 (ec! SPD 6 (ec! /NT7L +rmor 7atin"* Starts at A6. (ore !ea0ily armore% c!assis can stren"t!en t!is, increasin" t!e %ice' ran"e o) sa0es. +ttack 7atin" ?+7@* +rms* 8%B6Perception6/ontrol6(o%i)iers S!oul%ers* 8%B6/ontrol6(o%i)iers (issile* 5%B6/ontrol 6(o%i)iers Step Three: #inishing To!ches .nce your mech has all the parts, and weapons, you then get to finish the thing off! This entitles naming the beast and choosing a color scheme for it! /aming your mech is li#e naming a ship- procedural, to be expected, natural! A man ;.r lady< that pilots a mech with no name is not someone worth noticing! 4ven wartime soldiers name their personal mechs to personify them, especially as they grow bonded to it! And color- there is the primary color of the mech, the secondary or trim, and then finally the optics! The first two are the main and trim color! .ptics color is the visor, plastic bits, and so on! In general these colors can be any hue or shade you li#e- something li#e >(atte black? or >>rban camo? is completely fine! The final step of finishing the mech is to select an insignia or call sign- this can be nearly anything, but should be at least slightly elaborate! A cartoon bathtub full of explosives, an exploding gingerbread man, so on!

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Finished Example Character 7a e: .mar (ray A(e: BB &ender: 1ale 8ei(ht: F"B? Wei(ht: 3G-

Appearance: 0uge bald blac# dude! 0as a thic#, dar# beard that grows into mutton chops! .ften wears brown-rimmed glasses! Concept: 1echanic and soldier-of-fortune! 1ack(round:?See pa"e 4C@ ATT9I1:T*!Intelligence HDDDI Perception HDI *harisma HDDI Power HDDDI Agility HDI +eauty HDDI

P*9;!I'0e !a% orse* 64 to !it !en missin" an arm (ec!anic an% arrior* 64 to rolls !en personally repairin" a mec!

,ech 7a e: *harlie Point$: 37 Pri ary Color: Dull blue !econdary Color: +lac# !TAT!)trength HDDDI )peed HDDD'DI *ontrol HI eight: ,7!- tons PA'T)0ead: +eta Torso: +eta Arms: +eta Aegs: *.--, -Armor 5pgrade Optical color: +lue In$i(nia: 6ist interposed over a gear Dod(e 9atin(: 7=B=, Ar or roll: GC Initiati<e: 3 ;+GL 6 /NT7L 6 SPD<

2oun%s HoI Hooo-oI HoooI HoooI

4AP./)Primary 0and: +urst 'ifle J B- range, woundC, ;3dFC, to hit< )econd 0and: )hotgun J ,7 range, woundC, ;3dFC3 to hit< )h ': 2amming Device Allies and self have CB D' vs missiles 1issile: Aight J G shots ;BdF to hit<

-1)-

,ech Part$ - 8ead$


+eta ,cr , ound C,!- ton 7un o) t!e mill !ea% unit. 2as t!e )irst type put into pro%uction )or artime e))orts. 1onoc--3 Ecr , ound C,!- tons )peed C,, *ontrol C, )pecial: hen not moving increase */T'A by C, 1urt!er a%0ancin" t!e classic !ea% unit, t!e Dome Gcr C, torso wounds CB!- tons (onoc'C8 !as a%0ance% sensors an% measurin" )pecial: Treat head hits as torso hits! units. T!e complicate% bits increase aimin" )pecial: 5ses one of the shoulder slots! accuracy "reatly. Euite e$pensi0e. + special !ea% unit t!at is sunk into t!e s!oul%ers )or e$tra protection. 1onoc--B ,-cr 3 ounds C,!- ton )peed C,, *ontrol C, *.--, 7cr 3 ounds C,!- ton )pecial: 1oving hit penalties are now ,:B! + streamline% yet more armore% 0ersion o) t!e +n e0en more impro0e% 0ersion o) t!e C8, t!is !ea% beta. Does not !amper control like t!e N7&'C8. !as ;uicker orkin" sensors an% stron"er armor. *T--, Bcr , ound C,!3 tons *ontrol C, + !ea% unit t!at !as impro0e% pro"rammin" an% mac!ine response'time. *T--3 Ecr 3 ounds C,!G tons *ontrol C,, )trength C, +n impro0e% 0ersion o) t!e /T'C4. Has a more e))icient an% armore% %esi"n. *T-4ttin ,-cr 3C3 ounds C3!E tons *ontrol C3 )pecial: )o long as one head remains the control bonus is not lost! 2!ile some !at u"ly an% unort!o%o$ lookin", t!e Ettin !ea% unit by /ra )or% Tec! !as unparallele% accuracy an% stayin" po er. 1onoc 3cr , ound C,!3 tons )peed C, +n impro0ement o0er t!e &eta' t!e (ono !ea% unit !as a sin"le a%0ance% optical unit. /'+--, 3cr , ound C,!3 tons )trength C3 + !ea% unit t!at !as increase% !y%raulics in t!e s!oul%er an% neck area. /'+--3 Bcr 3 ounds C,!G tons *ontrol -, T!e c!il% o) t!e N7&, t!is !ea% unit is ;uite literally an armore% up bo$. Fery !ulk'like in appearance. /'+--B Kcr B ounds C,!7 tons +n impro0ement o0er t!e C8G t!is !ea% unit !as tou"!er an% more e))icient armor. 1ree% up ei"!t allo s !al)'%ecent sensory e;uipment.

-1"-

,ech Part$ = Cha$$i$


+eta Bcr G ounds CF!- tons )trength C3, )peed C, T!e )irst c!assis unit t!at as pro%uce% )or mec!s. Has a0era"e capabilities. *.--, 7cr G ounds CG!- tons )trength C3, )peed CB, *ontrol -, +n e$tremely li"!t scoutin" c!assis meant to capitali9e on spee%. *T--, 7cr G ounds CK!- tons )trength C3, )peed C3 Like t!e &eta, but muc! o) t!e ol%er !y%raulics !a0e been remo0e% )or )aster' orkin" muscle. *T--3 ,-cr 7 ounds CK!7 tons )trength CB, )peed C3 /ompare% to t!e N7&, t!e /T'C8 is a ork o) art. Nearly all o) it !as been replace% it! state'o)'t!e' art components. 1onoc Bcr G ounds C7!- tons )trength C,, )peed C3 +s t!e &eta, but it! muc! o) t!e !y%raulics remo0e%. Spee% is increase% as a result. /'+--, Fcr 7 ounds CE!- tons )T'CB, )PDC, )pecial: Armor 'ating is increased to BC! &ein" t!e N7&, t!eir )irst part as simply a &eta, one t!at t!ey !a% t!ro n as muc! armor an% bulk onto as possible. /'+--3 Ecr K ounds C,3!- tons )trength CB Sacri)ices armor )or a 0astly increase% bulk an% pro)ile. Less armore% but more bee)y. /'+--B ,3cr F ounds C,F!- tons )trength CG )pecial: Armor 'ating is increased to 3C! )pecial: 'e$uires /'+ Treads or G legs to move! + "oliat! o) a c!assis. Easily t!e most armore% an% massi0e mec! bo%y pro%uce% by any company.

-1--

,ech Part$ = Ar $
+eta ,cr B ounds CB!- tons )trength C, +0era"e arms it! "eneral po er. 2ere t!e )irst combat'rea%y arm units ma%e )or ar. *T--3 Ecr G ounds CG!- tons )trength C,, )peed C,, *ontrol C, T!e /7D belie0e in makin" t!e best )or t!e best, !ic! is e0i%ent in t!ese arms. Pricey but "reat.

*.--, Bcr 3 ounds CB!- tons )trength C3, )peed C,, *ontrol -, *T--3b ,-cr G ounds C7!- tons T!ese arms !a0e e$tremely stron" an% )ast muscles )trength C3, *ontrol -, but per)ormance is %ecrease% as a result. )pecial: rist weapon-points open up! 6ires with accuracy of shoulder, Bcr or less! *annot move *.--3 Fcr 3 ounds CB!- tons and fire these in the same turn! )trength C,, )peed C,, *ontrol C, &y makin" t!e arms !i"!ly immobile /T !a0e Fery similar to t!e /:'C4, but instea% !as slo er %e0ise% a ay to turn a mec! into a alkin" turret. actin", more controllable muscles. /'+--, 3cr G ounds C7!- tons *T--, Bcr B ounds CB!7 tons )trength C, )trength C,, *ontrol C, more t!ick an% armore% 0ersion o) t!e &eta. +re +%0ance% "yro'stabili9ation an% muscles !a0e t!e best %e)ensi0e arms )or t!e price. ma%e t!ese arms !i"!ly usable an% accurate. /'+--,t ,cr B ounds CG!- tons *T--,t Gcr B ounds CG!- tons )pecial: 0and weapons cannot be dropped but *ontrol C, have an additional C, to hit! )pecial: 0and weapons cannot be dropped but T!ese N7& arms are entirely immobile, armless. have an additional C, to hit! T!ey more resemble a turret t!en anyt!in" else. /ra )or% Tec!'s o n armless arm units. Immobile an% !an%'less but muc! more accurate.

-1'-

,ech Part$ = >e($


+eta 3cr 3 ounds CG!- tons )peed C3 &oston Dynamics create% t!e )irst )unctional bipe%al mec! le"s. T!ese are t!e armore% 0ersion. *.--, Bcr 3 ounds CB!- tons )peed CB T!ese le"s %ra inspiration )rom )ast'mo0in" animals an% as a result are rat!er )ast an% ;uick. *TBcr 3 ounds CB!- tons )peed CB, *ontrol C, )pecial: 1ay not use biped-only cover + !eele% transportation unit inspire% by (ono'2, it is sli"!tly slo er but muc! more accurate. 1ono,cr 3 ounds CB!- tons )peed CG, *ontrol -, )pecial: 1ay not use biped-only cover 1or"oin" complicate% le"s, t!ese instea% utili9e lar"e an% po er)ul !eels. Decreases accuracy.

*.--3 Fcr B ounds CB!7 tons )peed C3, *ontrol C, &y t!ro in" 0ast amounts o) money at t!e /:'C4, /'+--, Bcr G ounds C7!- tons t!e C8 !as 0astly impro0e% per)ormance an% )peed C, armor. +rmore% an% stron"er 0ersion o) t!e &eta. Tou"!est le"s in pro%uction, )or t!e price, but 0ery *.--,h Ecr 3 ounds CB!- tons lo spee%. )pecial: +oosters only cost 3cr! /o Aithiness! )peed C7, *ontrol -, /'+--,t Bcr B ounds CF!- tons + le"'less !o0er c!assis create% by /:. It is )peed C3 incre%ibly )ast but %i))icult to control. )pecial: /o speed loss for being wounded! Tank trea%s are bot! mobile an% tou"!, so t!e N7& *T--, Fcr B ounds C7!- tons %esi"ne% a tank'base% le" system )or mec!s. )peed C,, *ontrol C, T!e )irst an% only /T bipe% le"s' t!ese are sli"!tly /'+--3t Kcr G ounds CE!- tons slo er t!en t!e &eta but ot!er ise per)orm better. )peed CB )pecial: /o speed loss for being wounded! *T--,$uad Fcr B ounds CF!- tons + more armore% an% po er)ul 0ersion o) t!e C4t. *ontrol C3, Dodge 'ating -3 )pecial: /o speed loss for being wounded! /'+--3 ,-cr G ounds CE!- tons + uni;ue A'le""e% c!assis built )or stea%iness an% )peed C3, *ontrol C, %urability. &ottom o) eac! le" !as a !eel unit. )pecial: 1ay carry the /'+--B chassis T!ese le"s are t!e ne est N7& pro%uct' super *T--,cen Gcr 3 ounds C7!- tons !ea0y bipe% le"s. T!ey are not as %urable as t!e )peed C,, *ontrol C, Trea%s but can make better use o) co0er. )pecial: An extra weapon may be mounted on the bac#! 6ires with the accuracy of the shoulders, cannot move and fire it in the same turn! 1our'le""e% c!assis base% o)) o) smaller %rones. Has a lar"e sur)ace area an% stable plat)orm.

-1%-

!houlder Part$ = Offen$i<e


)houlder additions are entirely optional, not needed for the mech to operate!

'ight )houlder eapon x cr )ee weapons list Aeft )houlder eapon x cr )ee weapons list Turrets t!at are mounte% on t!e s!oul%ers to increase )irepo er. T!ey are less accurate but more !ea0ily armore% t!en t!e !an%'!el% 0ariants. )torage Tan# 7cr , )houlder )lot C3!- tons Increases ammunition=shots of one selected weapon by ,--L! + lar"e !opper or munitions bo$ t!at carries a%%itional ammunition. Decoy Aauncher Bcr , )houlder )lot C-!7 tons Increases Dodge 'ating against missiles by B! + launc!er t!at s!oots o) !eate%, )ast'mo0in" %rones to %ra oncomin" missiles. Targeting Array 3cr , )houlder )lot C-!37 tons Increases Perception by ,! /ote that this also increases Initiative as a result! Some mec!s !a0e a%%itional optical units to more accurately )ire. Advanced Targeting Ac$uisition 5nit Gcr , )houlder )lot C-!37 tons Increases Perception by ,! Also increases shoulder, melee, and missile attac# rating by ,! +n a%0ance% ri" it! multiple kin%s o) a%0ance% sensors.

-1.-

!houlder Part$ = :tility


)houlder additions are entirely optional, not needed for the mech to operate!

)torage Tan# 7cr , )houlder )lot C3!- tons Increases ammunition=shots of one selected weapon by ,--L! + lar"e !opper or munitions bo$ t!at carries a%%itional ammunition. +ody or# ,cr C, to intimidation rolls when in this mech! /omplete o0er!aul o) t!e mec!'s bo%y meant to make it look more impressi0e. T!is an% a custom paint =ob says a lot about a pilot. &ut usually only one t!in" t!at matters* t!ey're more t!en a )e cuts abo0e t!e rank an% )ile. 1echandrite 3cr , )houlder )lot C-!37 tons (ripping unit that has a range of , grid-space! 0as , less strength then the mech! The arm may use a 0andgun but no larger weapon, and also may not attac# in melee! + lon", mec!anical tentacle t!at !as "reat %e$terity, nearly !uman, an% reac!. 4xternal Power Pac# 3cr , )houlder )lot C,!- ton Increases operation time by BF hours! + lar"e, e$tra pack o) super capacitors. Increases operation time )or especially lon" missions. *ommand M *ontrol /ode 7cr , )houlder )lot C,!- ton /ote: In a tabletop game you may want to disallow this, since about half the information that would be given is already present! 'emember that the less info you normally give the more useful it will be! (rants information on enemy attributes in line of sight, such as ammunition and wounds! Also capable of creating a virtual map for allies, calculating distances, pinging as needed! hen you personally attac# a target moving at least G- speed you may divide their D' by B, for your own attac#s! T!e sister to t!e <ammin" De0ice, t!e /H/ no%e is a comple$ series o) %is!es, sensors, an% computers meant to calculate an% %isplay all t!e in)ormation present on t!e battle)iel%. 2amming Device Kcr , )houlder )lot C,!- ton Allies and self have CB Dodge 'ating against missiles! + lar"e %is!'like %e0ice t!at acti0ely bombar%s missiles it! %isruptin" si"nals an% lasers.

-2/-

!houlder Part$ - Acti<ata2le$


)houlder additions are entirely optional, not needed for the mech to operate!

Targeting Aaser 7cr , )houlder )lot C-!7 tons *ounts as a damage-less weapon! 5pon hitting an enemy with this you may choose to do one of the following effects: ,! Allies have C, to hit target with all weapons! Aasts this turn! 3! Allies have CB to hit targets with missiles, and may attac# the hit target with missiles from out of line of sight! Aasts this turn! B! Two off-map vehicles may attac# the current target with a single weapon! They roll 3dFC;your *ontrol C Intelligence< to hit, ignoring distance and line of sight! &o$'like ri" t!at allo s t!e trans)er o) complicate% battle %ata to allies. 4lectronic- arfare 5nit Kcr , )houlder )lot C,!- ton Allows the 1ech to forgo the normal 5TIAIT@ action to ma#e an electronic attac# against a mech within sight! 'oll ,dBCI/T against the target"s ,dBCI/T! )hould you score higher, the target mech has one of the following debuffs until the start of your next turn,! -B *ontrol 3! -, armor rating B! *annot fire missiles An 4 5 can also be used to clear deployed 6ire and 6orget missiles! 'oll ,dBCI/T against the deploying mech"s ,dBCI/T! .n a success the missile detonates harmlessly up in the air! + comple$ series o) transmitters an% %is!es t!at allo t!e mec! to per)orm 0iral an% e;uipment %isruptin" attacks on an enemy. 2ump-Pac# ,-cr 3 )houlder )lots CB!- tons Allows the mech to %ump through the air at blinding speed, letting it move twice as far as it normally could in one turn! +ecause the 2ump-Pac# is always on, albeit at low settings, the mech"s speed may never drop below two! 4ven with no legs it still has this speed! A 2ump-Pac# may not be used the turn after it was already used! .r effectively, it needs an entire turn after use to cool down! T o lar"e, turbine lookin" %e0ices t!at stick o)) t!e back. Lets t!e mec! make lar"e =umps.

-21-

:p(rade$
3ou may not purc!ase t!e same up"ra%e multiple times on a sin"le part. 3ou /+N purc!ase multiple types o) %i))erent up"ra%es )or a sin"le part. )AAT Armor ;Torso< 3cr C-!7 tons Increases the Dodge 'ating against missiles by 3! + lar"e, !ar%ene% ca"e t!at p!ysically intercepts oncomin" missiles. '4A ;Torso< Bcr C-!7 tons 1issiles and roc#ets cannot decrease the armor rating of your mech! 0as 3 charges! /omple$ plates t!at are bolte% onto t!e torso, an% react 0iolently !en struck by missiles. Aitheness ;Aegs< 3cr Increases )peed by ,! *annot use with hover legs! E$tra boosters or !y%raulics can be place% into t!e le"s to increase t!e mec!'s mo0e rate. +oosters ;Aegs< Bcr C,!- ton During your turn, you may decide to move at C3 )peed, but all attac# rolls are made at -, in addition to the normal penalties! &oosters are a combination o) rocket'like boosters an% !eels t!at allo mec!s to re%eploy 0ery rapi%ly.

Armor ;Any )lot< 3cr C,!- ton Increases part"s ounds by ,! E$ternal, ablati0e platin" can be a%%e% onto nearly any part. It !elps tou"!en up a mec!. )oftware ;Any )lot< Gcr Increases *ontrol by ,! &y )ine'tunin" t!e muscles an% so)t are a mec! can be muc! more controllable. Power (auntlets ;Arms< Fcr C-!7 tons The mech does not wound itself when punching, and tac#le and punching wound rating is C,! T!e )ists o) a mec! can be especially armore% an% stren"t!ene%, lettin" pilots punc! as t!ey please. 0ardened *oc#pit ;Torso< ,cr C,!- ton .nce destroyed, the mech"s armor rating increases by ,! The pilot chair is also somewhat sna&&ier! +%%itional internal platin" can be a%%e% to protect t!e pilot in case o) catastrop!ic mec! %ama"e. +ac#-5p 5nit ;Torso< ,cr C- tons Allows the mech to purchase a second head! 5ses up a shoulder slot! /either of the heads may be Dome or *T-4ttin T!is e$tensi0e retro)it allo s a mec! to become a t o !ea%e% monstrosity, utili9in" bot! at once to %e0astatin" e))ect.

-22-

Defect$
3ou may not take t!e same %e)ect multiple times on a sin"le part. 3ou /+N take multiple types o) %i))erent %e)ects )or a sin"le part. + %e)ect may not %ecrease t!e cost o) a part belo 4cr. It al ays costs somet!in". 5narmored ;+ody< CBcr Deceases Armor 'ating by ,! 2!ile someone may %o t!is on purpose to spee% up t!eir mec!, less armor is ne0er a "oo% t!in".

Aged ;Any< C,cr Decreases a parts ounds by ,! T!e rele0ant part is ol% an% run %o n, most suite% )or a "ara"e or museum. It's t!at ba%.

)low ;0ead or Arms< C3cr ea# *apacitors ;+ody< C,cr Decreases control by ,! )peed is reduced by B! 'oll a dB and add this to So)t are "litc!es or muscle %e)ects !a0e be"un to your speed at the start of each turn! 1ay only be slo %o n t!e mec! an% make it unresponsi0e. ta#en by mech with at least B )PD 2!en super'capacitors "et run %o n t!e amount o) .ld-Age 0atch ;+ody< C,cr ener"y t!ey can pro0i%e rapi%ly % in%les. .nce the mech is destroyed, the pilot must ma#e a ;,dBC,< roll against their agility to climb .pen *oc#pit ;+ody< CGcr out of their mech! .n a failure they remain trapped .n an armor save roll of ,, for the torso, the pilot inside! @ou may not purchase this in addition to ta#es ,dB wounds! eapons that hit the torso and the 0ardened *oc#pit upgrade! would ignore armor instead instagib the pilot! +n ol%'a"e !atc! t!at %oes not inclu%e ri""e% 2!y oul% you %o t!is# e$plosi0es. 7emo0in" sai% )eatures %ecreases t!e cost o) t!e mec! but more o)ten t!en not kills t!e pilot.

-23-

9an(ed Weaponry
'ifle 3cr ;/ormal< 37 'ange Pretty or%inary "un t!at )ires me%ium'si9e% roun%s at lon" ran"es. +urst 'ifle Bcr ;/ormal< B- 'ange ound C, &y )irin" a burst o) roun%s t!e 7i)le is able to "uarantee !its at )urt!er ran"es. 1achine-(un Bcr ;/ormal< 3- 'ange 0it C,, ound C, 1ires a lar"e 0olume o) normal si9e% roun%s. T!e s!eer amount o) s!ots increases accuracy. 0eavy 1( 7cr ;/ormal< B- 'ange )pecial: 3x attac#s! + bee)e% up (ac!ine'Gun it! a lar"er bore an% 7o1. ound C,

Autocannon 7cr ;/ormal< B- 'ange oundC3 + !u"e caliber (G t!at !as a lo er 7o1. T!e a%%itional punc! more t!en makes up )or it. 2ac#hammer Ncr ;/ormal< 37 'ange 0itC,, ound C3, )hots: G )pecial: 'e$uires OOO )trength! 5ses 3 slots! )pecial: Bx attac#s! Increases weight by C3 tons! Decreases 1ech )PD by , until dropped! 2!en you rip an anti'tank mac!ine "un )rom a plane, put a !an%le on it, t!is is !at you "et. 1inor )niper Gcr ;/ormal< G- 'ange ound C, Small sniper ri)le. Has a "oo% ran"e an% %eals %ecent %ama"e. )niper *annon ,-cr ;/ormal< G- 'ange oundC3 )pecial: 'e$uires OOO )trength! 5ses 3 slots! )pecial: Damage x3 ;Deals 3 wounds instead of ,<! Also increases weight by C3 tons! )pecial: @ou may not fire this weapon in the same turned you moved, without /'+ treads! Lar"er an% more %ea%ly 0ersion o) t!e common ri)le. 7e;uires 8 !an%s or 8 s!oul%ers to aim it!. Incendiary *annon 7cr ;/ormal< 3- 'ange oundC3 )pecial: 'e$uires OOO )trength )pecial: 4ach time a mech is hit ;saved or not< they have -, to D' and attac# rolls the following turn! + lar"e bo$'like cannon t!at belc!es bolts o) super!eate% plasma. *hemical Aaser Gcr ;/ormal< G- 'ange 0it C,, oundC,, )hots: 7 + potent laser eapon t!at %e"ra%es it! eac! s!ot. T!e limite% uses makes it unreliable. )hredder 7cr ;/ormal< 3- 'ange 0it C,, oundC3, )hots: 7 (uc! lar"er an% stron" 0ersion o) t!e s!ot"un. Limite% ammo but ma$imum %estructi0e po er.

-2)-

*+plo$i<e$
(issiles can be bou"!t )or a Normal part but t!is increases t!e cost by ICJ. +lso keep in min% t!at Hea0y (issiles oul% take up bot! +rms, S!oul%ers, or one o) eac! i) bou"!t t!is ay.

'oc#et Aauncher 7cr ;/ormal< B- 'ange 0it C,, oundC3, )hots: B + small po% t!at contains some un"ui%e% rockets. +ccurate an% po er)ul but 0ery )e s!ots. (renade Aauncher 7cr ;/ormal< 3- 'ange 0it -3, Ignores Armor, )hots: B S!oots o)) armor'piercin" "rena%e roun%s t!at can make s!ort ork o) armore% tar"ets. Aimpet +omb Fcr ;Arm< 'angeP)T' 0it C3, Ignores Armor, Bx Attac#s, )hots: 3 )pecial: Is flung onto an enemy target! The limpet may be removed by the hit mech, or an ad%acent ally, by using their 5TIAIT@ action to pry it off! )hould it stay on it detonates on the attac#er"s following turn! )pecial: Aimpet +ombs can be set to detonate after Q more turns, instead of %ust ,! )pecial: .nly :ehicles with a )T' score, and wor#ing arms, may remove Aimpet +ombs from allies! + ro%'s!ape% bomb t!at is a%!ere% to an enemy. 2!en not remo0e% it %etonates it! tremen%ous )orce 1ortar Ecr ;Arm< 3--F- 'ange ound C3, )hots: F )pecial: 1ortars roll to hit at 3dFC3C*/T'A! This becomes -,dF when e$ual or less then 3- range! )pecial: 6ires grenade into target space! BQB Ao4 blast! *enter ta#es full, surrounding is ound C-! )pecial: .n a miss the mortar lands grotes$uely off-target! At least by 7 or F grid-spaces! + tube'like eapon t!at launc!es "rena%e roun%s in a lar"e, 0ery lon" arc!. Aight 1issiles Gcr ;1issile< )hots: G + lo 'cost missile unit, mostly e))ecti0e at %ealin" it! 0e!icles or skirmis!in" tactics. 1edium 1issiles Fcr ;1issile< Hi"!er stren"t!, !i"!er cost missiles. ound C3, )hots: G

AP 1issiles Ecr ;1issile< Ignores Armor, )hots: B +rmor'piercin" missiles speci)ically built )or takin" out ot!er mec!s an% tanks. Incendiary 1issiles Ecr ;1issile< ound C,, BxB +last, )hots: B )pecial: 0it targets have -,D' and -, to hit for ,dB turns! Napalm'la%en missiles t!at are especially use)ul a"ainst e;uipment or masse% tar"ets. 0eavy 1issiles ,-cr ;1issile< 3x Attac#s, ound C3, )hots: 3 5ses 3 slotsR Hea0y'%uty missiles. T!ey are not'as "oo% as t!e +P at piercin" armor but !a0e a lar"er punc!. 6ire and 6orget 1issiles ,-cr ;1issile< Ignores Armor, 3x Attac#s, )hots: 3 )pecial: Designate a target area GxG grid spaces large! henever a vehicle or mech enters this area ;6riend or foe< they are then attac#ed by the missile! These can stay passive until the end of battle! )pecial: These missiles cannot attac# the same turn they are fired! +%0ance% )ire'an%')or"et missiles specially built )or area'%enial tactics.

-2"-

Clo$e-9an(e Weapon$
0andgun ,cr ;/ormal< ,7 'ange ound-, + c!eap but lo 'stren"t! !an%"un. (eant to be use% en'mass or as a backup eapon. )hotgun 3cr ;/ormal< ,7 'ange 0it C,, oundC, + trie%'an%'true "un %esi"n t!at launc!es )ort! a burst o) roun%s it! "reat )orce. 6lamethrower 3cr ;/ormal< ,- 'ange 0it C3 )pecial: 4ach time target is hit they have a -, penalty to Attac# rolls the following turn! )pecial: 6lamethrowers can detonate deployed Aimpet +ombs! )pecial: A flamethrower may be fired at half range ;7< but hit everything in a 3x3 grid-space s$uare! 'oll to hit each covered enemy as normal! + lar"e canister t!at belc!es )ort! )lames. Great at %isruptin" enemy mec!s. *S ,cr ;Arm< , 'ange ound-, )pecial: 6or every 3 )T' above , the ound bonus increases by ,! T!ou"! not 0iable, some pilots occasionally arm up t!eir mec! it! a lar"e mace or bla%e. Pile Driver 3cr ;Arm< , 'ange 3x Attac#s, ound C3, )hots: 3 )pecial: Pile Drivers may not be swapped out for the extra weapon! They are bolted to the mech! E$plosi0ely launc!es a lar"e number o) ultra'%ense pikes into an enemy. Fery s!ort ran"e. *ombat )hield Bcr ;Arm< )pecial: 0as 3 wounds! A torso or arms hit will be redirected to the shield! .nce destroyed it may be discarded to free up the hand! Increases the Dodge 'ating in melee combat by ,! + lar"e, !i"!'stren"t! combat s!iel% t!at can absorb oncomin" )ire. Anti-1issile )hield Gcr ;Arm< )pecial: or#s as a combat shield but has an additional 3 wounds that only wor# against missiles or roc#ets! Anti-1issile )hields do not increase Dodge 'ating in melee combat! )pecial: +efore being attac#ed you must choose to use this or any )AAT armor! /ot both! + lar"er combat s!iel% la%en it! 7eacti0e +rmor. (an's best )rien% a"ainst missiles.

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Chapter Three:
&ame System
The battle had begun to go in their favor. /icky took a deep breath to try to keep his calm. The man+s hands and feet kept the controls of his mech occupied, the badly wounded thing continuing to move forward through the street. And yet... his mind was not as clear as it should be. $emories of his former work flashed through /icky+s mind. *is Sergeant had once spoke to him many rules, rules which the soldier had taken to heart. $any of these sounded through his head' 5/emember, /icky ten seconds5 or 5Never stop moving, never stop acting. 6on+t bother to wonder thinking of what+sa best thing to do' #ust do something. 6on+t give your enemy a chance to think.5 *e reflected that his late sergeant, in those years, still probably never would have considered this a wise course of action. *is large red mech began to lurch with motion, shaking him inside the cockpit. /icky could hardly see out of the thing with the head missing' his interface had been reduced to a poorly pi"elated view of outside his mech, partly covered in static. *is aiming circuits, and arms for that matter, had both been taken out. &ut he had to stay, be a helpful presence for his allies regardless of the lack of weaponry. (ith a few more leaps, and a lurch, he flung himself into the handful of enemy mechs. Two of the three had been solely the reason for his allies damage. They had been launching missiles from a safe distance away, guided in by one of many small $obile nfantry. So /icky felt satisfaction as he swung his mech shoulder'first into one of them. The impact that happened was comparable to a bad car crash. No... that would be entirely too peaceful a description. Thirty tons of mechs smashed together at more then 78mph, metal screaming and flattening. /icky+s guts and eyes felt like they had s9uished out of his body. A part of a tooth flew free from his mouth. *ad every inch of his body not been strapped down no doubt he could have broken his neck. A small feel of triumph washed over him as the enemy machine smashed into the ground, it+s own head reduced to a pancaked mass of metal and glass. Already acting, he turned and began peppering the other two with his shoulder weaponry. 6ents and nicks began appearing in their heavy armor, mostly unharmed. &ut he had their attention. That was what his allies needed from him. Any second )rancois would come charging around the corner, melting down the enemy mechs to slag with his ncendiary (eaponry. And :asyanna was still circling around to get a good position for sniping. 3es. This battle would be won. /icky ignored the constant warnings from his mech that said he was under attack, that his armor was being damaged. &ullets ricocheted off his armored carapace, each hit stealing a little more air out of his lungs, each hit closer to destroying his mech. &ut he hardly noticed. All that remained on his mind was the price of failure, the price of not accomplishing his duty. The grim resolve for it to never happen again. -nce was too much. So he would distract the hell out of their enemies, throw himself bodily at the combatants to buy his allies time. *e would be the soldier that they needed.

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Mechs in War 1echs, as statted previously, have two roles in which they are dominant! The first is fighting alongside tan#s and 1obile infantry, participating in a modern blit&#rieg! In an urban environment mechs are wholly agile enough to target even infantry, and carry enough firepower to destroy most vehicles! Alongside tan#s, each of them compliment each-others wea#ness, and become stronger then the whole of forces! The other main role that mechs perform is that of raiding- each of the machines are capable of being carried by a large transport helicopter, $uic#ly flown above rooftops and trees! In the dead of night it is not uncommon to ferry four or five mechs deep behind enemy lines to ta#e out a specific target! This is of course overwhelmingly dangerous! .n the flight in there"s the chance of being spotted, being shot out of the air! And the escape is always hellish! )till, it wor#s! Com at 6ighting in *hrome)tri#e is normally a fast and deadly affair! A single luc#y shot could almost cripple a mechs speed, rendering it unable to dodge! .ne bullet could destroy the head and targeting e$uipment, vastly reducing the accuracy of held weaponry! *asualties are a common occurrence even within the armored coc#pits! *hrome)tri#e, though, wor#s somewhat similar to many other systems! At the start of the battle each player has an initiative value, which says who will go in what order! Initiative is e$ual to their Agility C Perception! In the case of a tie, the mech with the higher )PD rating goes first! .nce initiative is determined, each vehicle and mech then has a chance to act twice! Players get two maneuvers, or actions, each turn, and these can be spent on doing different things! The first action is called the move or defensive action! The later is called the utility action! Initiati0e* +"ility 6 Perception, )aster mec! "oes )irst in case o) a tie. +ctions* Eac! turn, eac! player !as a De)ensi0e +ction an% >tility +ction.

.ne of the most common actions performed with the 5tility one is the firing of weaponry! A mech may fire all of its weapons in one turn, even missiles, at a target! To do so you first determine what is in range, then roll 3dF, using whatever modifiers are relevant from their attac# rating! )omething important to remember is that for every 3 grids moved that turn, the mech has a -, penalty to hit with all non-missile weapons! +ttack* 1ire all eapons Han% attack'ratin"* 8%B6Perception6(o%i)iers'?4,8 (o0e%@ (elee attack'ratin"* 8%B6+"ility6(o%i)iers'?4,8 (o0e%@ S!oul%er attack'ratin"* 8%B6(o%i)iers'?4,8 (o0e%@ (issile attack'ratin"* 5%B6(o%i)iers The most common modifiers are the *ontrol value of a mech, and also any hit-modifications from the specific weapon! )ome systems li#e the Advanced Target ac$uisition 5nit can also modify the chance to hit with a weapon! *ritical stri#es are possible, and are detailed later! .nce the attac# roll is done though, the (1 then determines if it is a hit! All mechs have a defensive stat called Dodge 'ating, which is effectively their armor class! An attac# roll must be higher then this number to score a hit! .n most mechs this is not a problem- however, moving can increase their D', and fast mechs are often rather speedy! Do%"e ratin"* +"ility 6 ?(ec! SPD6/NT7L@ 6 K mo0e% If the weapon beats the D', then it is a hit, and the mech is able to ma#e an armor save against it! .therwise the attac# misses and fails to harm anything ;4xcept perhaps something irrelevant in the bac#ground<!

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All mechs have an Armor 'ating, which is lon"er useable. 7oll 4%8 !en t!is !appens' on a 8 most commonly GC! This means that once they are t!e ri"!t arm is t!e %estroye% one. hit, they get to roll a dF, and a score of G or higher ignores the attac# altogether! /aturally some +rms, %estruction* 2!en t!e arms location !as C especially strong weapons can decrease the Armor oun%s le)t bot! arms are entirely %estroye%. +ll 'ating ;These are denoted as ound C<, but these !an%'!el% eapons become unusable, in a%%ition are slightly uncommon! to losin" t!e utility o) !a0in" arms. (elee attacks )o the mech rolls a dF, and the armor might become kicks. +ll attribute an% special bonuses possibly ignore the blow! This could be seen as the )rom t!e arms are lost. round clipping of the shoulder, or being deflected to the side if in melee! .r simply rattling the armor Torso, %estruction* + torso unit t!at !as C oun%s with no effect! .n the occurrence that the armor s!uts %o n t!e mec!. +ny )urt!er oun%s to t!e save )ails, or is rolled lower then their Armor torso !a0e a ICJ c!ance ?4,8,5 on a %B@ o) %ealin" 'ating, the mech or enemy is then dealt a wound! 4%5 oun%s to t!e pilot i) t!ey remain insi%e. +ecause of the graveness of this act, it is highly recommended that you always let the players roll Le"s, ICJ oun%s* 2!en a mec!'s le"s su))er ICJ for their armor saves! o) t!eir oun%s in %ama"e one a le" is %estroye%. hen wounded, the (1 rolls a dice to see T!e spee% o) t!e mec! is %ecrease% in !al). what part is damaged! Naturally t!is t!en %ecreases t!e Do%"e 7atin". 4* Hea% 5'I* Torso 8* +rms B* Le"s Le"s, %estruction* 2!en t!e le"s part !as C oun%s le)t it is entirely %estroye%. Spee% %rops %o n to 9ero, an% to mo0e at all, t!e mec! must use t!e >tility action ?+n% !a0e arms@ to cra l one "ri%'space. I) t!e mec! !as no arms it may not e0en cra lL O(er)all &!ide

Depending on the result, you subtract a wound from the relevant part, then continue on with the other weapons! A part that no longer has any wounds ;.r is entirely destroyed< gives the hit to the torso instead!

'amage (ec!s an% 0e!icles act in or%er o) initiati0e As more and more parts of a mech are ?Tie% initiati0e "oes to t!e )aster one@ wounded, the thing becomes less mobile and accurate! And when the torso gets too badly carved T!ere is a (:FE action an% >TILIT3 action up the mech shuts down entirely! This is done with debuffs- negative modifiers that effect the mechs at 2!en +TT+/KING 2ITH +LL as a utility action, certain stages of destruction! Debuffs are wholly roll usin" +ttack 7atin" )or eac! eapon )ire%. relevant to single parts, but effect the entire mech! 'I) !its, roll )or armor sa0e 0ere"s the list of them: 'I) armor )ails, roll )or oun%e% location '+pply oun% to part Hea% %estruction* + mec! t!at loses t!e last oun% o) it's !ea% loses 8 points o) !it accuracy, t!en also :nce e0eryone !as use% bot! t!eir (:FE an% any attribute bonuses )rom t!e part. >TILIT3 action t!is cycle repeats. +rms, ICJ oun%s* 2!en a mec!'s arms su))er ICJ o) t!eir oun%s in %ama"e an arm at ran%om All of the maneuvers and actions that may is %estroye%, an% t!e !an%'!el% eapon o) it is no be performed are listed on the following page!

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The 11-1" rule of co 2at: At higher points mechs can get rather high amounts of D', ma#ing them hard to hit! +ecause of this there is a critical or auto-hit parameter of rolling! hen attac#ing with 3dF, if the flat dice result is ,,C the attac# automatically hits! .r with BdF, if it is ,7C it automatically hits! In addition to automatically hitting the weapon has C, wounding! This is referred to as the ,,-,7 rule!

,aneu<er$ = Attack?:tility
Attack: The player smashes the button that fires everything! Attac# with all weapons! If they have moved this turn they receive a -, to hit for every 3 grid-spaces moved! Called !hot: 6ire up to two ranged weapons! @ou have a -F to your attac# roll, but should it succeed the targeted part on a mech is hit! Ai : )#ip your 5tility action this turn! .n the following turn you have a C, to hit with non-missile weapons! This can be done over multiple turns, stac#ing up to a CB bonus! 6iring at the aimed target will decrease this bonus by ,! And, if you change targets or they leave your Ao), it is lost entirely! !#ap: @ou may spend your normal utility action to switch out a hand-held weapon with the extra one! Punch: )o long as you have two legs or an arm you can punch an ad%acent mech! 'oll a melee Attac# against their D'! )hould you hit, ta#e a oundC, to your arm, then do the following damage to the hit enemy2oun%'4, increases by 64 per t o stren"t! abo0e 4. ;i!e! B)T' P -< Tacklin" can be sli"!tly comple$ so G('s can )orbi% it on principle. Let your players kno . Tackle: Tac#ling is a melee attac# where you attempt to #noc# down another mech! )hould you fail any chec# you end up prone! )hould you hit and win a )T' chec# the enemy becomes prone instead! 6ollow these steps,! 'oll to hit with a melee attac#! .n a fail you ta#e a oundC, hit and are prone! 3! Do a )T'CdF contest with the other mech! +oth mechs ta#e a oundC, hit! B! If you win both, the enemy is now prone! .therwise you become prone! Prone mechs have a )PD of - their upcoming turn and must spend their whole turn standing bac# up!

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,aneu<er$ = ,o<e?Defen$i<e
,o<e: 1ove a number of grid spaces up to your mech"s )PD attribute! 4very 3-grid spaces moved increases D' by , and decreases hit accuracy by ,! +Boost/Jump: 'e$uires the appropriate part or upgrade! In the case of boosters they increase your move speed by 3 for the duration of this turn! 2ump-pac#s allow you to move double the distance you normally could, also potentially moving over small obstacles! *<a$i<e action: This ta#es both of your maneuvers to perform! 1ove in any particular direction up to your maximum speed! hile doing so the mech dips and swerves cra&ily, giving a C, to D' in addition to the normal move-D' bonus! ;neel: 0as the mech crouch down into a stable, immobile position! hile #neeling they have a C, to ranged D' but cannot move! (etting out of a #neeling position re$uires another maneuver! 9neeling can be done with the Attac#=5tility maneuver! Take Co<er: A mech can pull itself into an alleyway or behind rubble $uite easily! *ertain mechs, such as those with the Tan# Treads, are unable to enter cover that other legged mechs might be able to! To ta#e cover your mech must be able to move! If your mech has - speed ;legs destroyed< you may still crawl into cover! Doing so will ta#e up your entire turn! *onsult the list below for cover bonuses and penalties! Aarge :ehicle *orner of +uilding )mash Into +uilding 0its to the legs are ignored! Treaded mechs cannot benefit from this cover! C, to ranged D'! *annot fire missiles, only exposed side can fire weapons! @ou %ust don"t care! .ne hit to your mech! 4nemies lose Ao), same for you!

If you have not performed an Attac#=5tility maneuver this turn you may ta#e cover after moving! attac# twice each time they are fired! )imply roll for an attac# how you normally would, then once the first attac# is done do so again! 'epeat this until you have done attac#s e$ual to the number listed on the weapon profile! Weapon$ #ith a da a(e ultiplier: .ther weapons deal an increased amount of damage when they wound! )hould this be 3x damage, an unsaved wound instead becomes two unsaved wounds! These wounds are ta#en to the same part! )hould the part be destroyed and there are remaining wounds then any remaining damage goes to the torso!

Total De$truction: In the not-too rare occasion that the bodypart of a mech has its last wound ta#en the machine goes into critical condition! )ystems shut-down and it begins looming off to the side! Around this point most people throw open the hatch and scamper out before it ta#es more damage or falls over! If said pilot does not then the mech still does not function, plus each additional torso wound deals ,dB wounds to the actual character still inside of it! Weapon$ #ith ultiple attack$: )ome weapons, such as 0eavy 1issiles,

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O!tside of the Mechs The game doesn"t have to stop when the combat does, and really it shouldn"t! There are some rules for characters to attempt to perform certain actions and test their abilities, even when outside of the fighting machines! "ersonal Com at A guard in the way of getting that new shiny mech8 .ne of your party members irritating your character beyond belief8 *ombat outside of mechs are pretty simple! The character goes in order of Initiative, the higher of the two reacting first and more agiley! To attac# in melee, roll ,dBCPower against the targets ,dBCAgility! )hould you hit, a wound is dealt to them, that starts e$uivalent to their Power attribute! A melee weapon such as a #nife might deal two wounds of damage, as does a firearm ; hich uses ,dBCPerception to hit<!

mech to begin searching through computers, attempt to convince people to perform a certain course of action, or drive a non-mech vehicle! .r simply to eat and lounge! Depending on how difficult a challenge is there will be a resulting penalty! The success or fail result is wholly up to the (1! 1oderate challenge: ,dB against attribute! E$ample* Dri0in" at an unsa)e spee%. &enc!in" a )e !un%re% poun%s. 2!ee%lin" a small )a0or. Euickly si)tin" t!rou"! an unsecure% computer )or %ata. 0ard challenge: ,dBC, against attribute! E$ample* Dri0in" at break'neck spee%s t!rou"! rus!'!our tra))ic. &enc!in" t ice your bo%y ei"!t. /rackin" a secure% computer.

Impossible challenge: ,dBC3 against attribute! E$ample* 1lirtin" it! an important political E$ample attack* )i"ure. S!ootin" a rocket out o) a racin" 0e!icle 1rank attempts to pistol' !ip some mook. He !as !ile %ri0in" it. Pus!in" a car o)) o) someone. t o %ots o) po er, an% t!ere)ore rolls 4%B68 )or Hackin" into a military net ork. !ittin". T!e opponent rolls 4%B68 ?His a"ility@ to see i) t!ey %o%"e. S!oul% 1rank's score be !i"!er *eaction *olls !e %eals t!em a oun% o) %ama"e, !ic! starts A reaction roll is simply ,dFC+eauty when e;ui0alent to t!eir o n Po er attribute. meeting an /P* or multiple new people! A roll of G is more-or-less neutral, B unfavorable, 3 disli#e! +not!er e$ample* A roll of F or more is considered warm or Instea% o) pistol' !ippin" t!em let's assume 1rank favorable! ,-C means they are now your best actually tries to cap t!em. He rolls 4%B64 friend or are crushing hard! This can be a bad ?Perception@ a"ainst 4%B68 ?Enemy a"ility@. I) !e thing! succee%s t!en t!e enemy takes 8 oun%s o) %ama"e, ot!er ise t!ey mana"e to %i0e be!in% Repairing: co0er or roll o)) to t!e si%e. As one might expect, repairing and +ttack* 1ire all eapons reconstructing a mech is a very common occurrence! In a shop, a part ,--L damaged costs )hould a character be hit by any mech weapon, or ,--L of the original *' to repair! hile this may vehicle weapon, or even 1obile Infantry weapon, seem steep, this also ta#es into account removing they are good as dead! The ground exploding the ripped up stump of the part and fixing the beneath them is not conductive to dodging, let connection! alone the actual rounds splitting them apart! .ne character can attempt a barter roll at whatever difficulty you feel appropriate, against Skill)checks that one character"s *harisma! If the roll succeeds *haracters might be re$uired to exit their then the total *' cost for all repairs ;+y that

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particular shop< will decrease by 3-L! 4ach wound fixed represents a days wor#! Personal Repair-work: 0andy individuals can attempt to repair mechs themself- this will automatically start the costs at E-L the total *' for parts! 'epairs are counted as a 0ard Intelligence chec#, for each part! ;,dBC, against I/T<! )hould they fail, the mech ta#es another automatic wound to a random part, the cost to repair recalculated, and a day is lost to fixing up their mista#es!

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Chapter Four:
Storytelling
Life as a Merc It is hard to at once imagine what it might be li#e to be in the shoes of a mech-%oc#ey! +eyond the obvious gut-wrenching terror of combat, even the day-to-day activities of such a pilot can be a nightmare! The more mobile mercenaries never have a true place to call home, wheeling from one battlefield from the next, sacrificing their safety for riches and fame! 4ver present is the danger of the transports brea#ing down, of coming under attac# by hostile forces! This is especially a danger for seasoned veteransmany a previous battle they have struc# down foes, created a large assortment of men and women that might wish to see them dead! mech! 4nclosed! *laustrophobic! The coc#pit that the %oc#eys are placed into are little larger then a coffin, almost always giving them absolutely no room to even stretch or move! )traps hold the pilot down to their seat, preventing them from brea#ing bones from the fre$uent %arring collisions! And the sounds! The feels! The pilots fre$uently view the throngs of the battlefield with some odd reverence! At the so-called beauty! The sounds of lead ricocheting off the coc#pit, the fre$uent scream of ripping and tearing metal! The pop, and bang, when the mech is struc# by the shell of a tan#, blood running out of the pilot"s nose and ears! Pressures that form and crush them inside the very armored coc#pits meant to protect them! #ame and &lory All of this is confounded further by this An important and integral aspect of a mech simple idea- these men, and women doing battle in pilot"s life is that of fame, and the image that these mechs, are at the mercy of their machine! proceeds them! The ;arguably< heroic role in Aoc#ed inside their literal coffins, any system or combat, the heraldic barding and colors, all of this mechanical failure could trap them inside! And of contributes to the ;sometimes< #nightly image of the thousands of moving parts, of the surprisingly the mech-%oc#ey! As these men or women continue delicate bipedal machines, only one must brea# to land %obs, and perform exceptionally at them, before it is all over! they build a reputation! *ertain mayors or companies might begun to trust a particular pilot, The Arena nudge a favor or two in their direction when it 6ighting mechs are not entirely limited to might be needed! This bears it"s own problems of the battlefield! In some locales there are large course- for every important political figure, or arenas, are of decrepit and rundown city! 0ere, company, there is an enemy that wishes them mechs do battle for fame and glory! *ombatants destroyed! 1ore often then not this also includes enter per-designated areas, more commonly then the mech-%oc#ey that seems to be ta#ing a favor to not laden up on extra camera e$uipment! They their mortal enemy! then du#e it out, beating the parts out of one another while the audience watches with delight The #ields of $attle from safety! ar and destruction are the domain of mech hile once illegal, 1ech Arenas have pilots no doubt about it! And though in fiction become more and more accepted! It is not their roles in war are often romantici&ed, there is uncommon for an eccentric mayor, or rich du#e, to nothing romantic about it! A common man might create events or holidays where people can weep and brea# down if suddenly thrust into their compete! Admission tic#ets and bets in%ect some role! In fact, nearly nothing can prepare anyone for money into the local economy as a result! 6ighters what it is li#e to engage in battle from within a can place bets as well, on themselves at least, and

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so winning can earn a good bit of cash! )ometimes a company may have a pilot of theirs go out to compete, showing off their parts and competitiveness to the community! These are especially cut-throat and gleeful to watch! And of course, you then have the spoilsport outlaws who crash arena matches! Audiences love those matches particularly! To compete in an arena one must have the hardened-coc#pit upgrade! And allow lots of camera e$uipment to be bolted to their mech! It"s #ind of a sacrifice!

parts as spoils of war, plus possibly get to purchase and own the machine!

(ercenary /ampai"n* The P*"s are a ragtag group of mercenaries that fight where the money is best! )omehow they have managed to pull together enough funds to get a number of mechs, plus the vehicles re$uired to move them to the fights! *ity s#irmishes, spearheads, raids, all of this is usual for them! Their ultimate goal, almost certainly, is to swim in cash! 7e ar%s* Death and maintenance! At the start the players might begin with 37 credits per player, plus Mech ist: enough transport vehicles to get them to the fights! 1echAist a bastard child of the ancient After each mission they get paid a flat amount of *raigslist, a site where companies and rich people credits, which is then decreased by repairing the go to place %obs on the mar#et for mech and power vehicles and mechs! )hould they profit it goes to armor pilots! It is a neutral site, $uestionably legal, upgrades and new parts! that has servers all over the world! 1ercenaries are able to contact possible employers on 1echAist to in$uire about listed %obs! 4ven the dumbest, most brain-damaged mercenary is able to find closely located wor# as a result! Does this site ma#e the world a better place8 Probably not! T!pes of Campaigns: There are two generali&ed paths that a campaign may ta#e, more or less! They are as follows/orporate /ampai"n* The P*"s are a group of men and women beholden and wor#ing for a particular corporation! 1ore often then not this entails raiding plants of other corporations! )hould the nation be at war with another they will be used as a stri#e force, or be flown out to defensive fronts to help where possible! An ultimate goal might be the sub%ugation and dissolution of an enemy company! 7e ar%s* 6or a *orporate campaign it may be appropriate to let the players design their mechs with no point limit, but only with the +eta and company-specific parts! As they finish more and more missions they get access to other companies

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The Corps 1ech *ompanies! The *orporations! There are a multitude of different names for them, all fitting the ominous businesses that they are! In the world there are but a few of them, perhaps as many as a do&en! 1ore often then not they are spoiled children of a patron state, safeguarding their allies and interests even as they plot and see# more power! In particular there are four of them- the prime corps! 4ach of these are immensely rich and powerful, each containing the strength and arms of a small nation! The Prime *orporations all have their own benefactors, and interests, which more often then not ma#es them wildly different both in temperament and style! They all share one thing in common, however- an avid obsession with developing technology and producing mechs! Interests varied, morals at best ambiguous, the prime corps are ever in the bac# of citi&ens minds!

5uick 9un-Do#n 6ollowing is a $uic#-reference of the different corporations! In the later pages are more detailed information on each of them, save for the generic +eta parts! Generic* The company-less parts ;+eta=Dome< actually are a large variety of different ones all built by countless organi&ations! 1ost of these are wholly open source, their design and ma#e-up fre$uently available on the internet! As a result one mech"s +eta legs might be entirely different from another! +eta parts were the first ones specifically produced for war! /:* )imply #nown as *., is a company head$uartered in 2apan! *. speciali&es in fast-moving scout mechs and combat drones! /T* *rawford Tech is a company based in the 5), who pride themselves on their high-$uality and high-class mechs! They are more accepting and enthusiastic about recently-released tech, which more often then not drives up the cost of their state-of-the-art parts! *T is the youngest company of all the part designers! (onoc* 1ore officially #nown as 1ono-.ptics M 4ngineering, is a somewhat small company based in 4urope! 1onoc is not actually a mech producer but instead have designed $uite a few parts to be constructed by other companies! They primarily focus on optics and sensor e$uipment! N7&* /'+, initials based off of the co-founders, is a military company based in /orth-4astern 4urope! They have a history of producing=designing tan#s and other vehicles! /'+ is notorious for emphasi&ing ruggedness over other $ualities!

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CO
*o, going by no more elaborate name, is a prime that prides themselves on groundbrea#ing technology! They were born during the rush of robotics engineering that swept through 2apan in the early 3,st century! *. was uni$ue in the time in how they drew inspiration off of mother nature, and the systems therein, focusing on biomimicry! They $uic#ly rose to the top within the fields of mechanical engineering and robotics, absorbing whatever companies might benefit them the most! To this day they are a somewhat shady prime, one who is easily one of the most hated in the public"s eye! Their eerily animal-li#e mechs and $uestionable forays into bioengineering contribute to their negative image! Patron !tate: Panasian Alliance

CO
Product$: Pharmaceuticals Prosthetics 1echs )mart drones

8ead4uarter$: .ld 2apan! !u2$idiarie$: .ld 2apan, Philippines, Indonesia!

,ech >ine: The *. line of mechs are all $uite nimble and fast! They produce a number of leg systems that are reverse-#need or utili&e four legs, drawing much inspiration off of the early +igDog pro%ects by +oston Dynamics! 9elation$: Pri e Corp$: They are at war with almost every prime, save 1ono! This company they are merely hostile to! /ra )or% Tec!* *."s relationship with *T is more of a rivalry then anything else! +oth of them pride themselves on hi-tech and state-of-the-art parts, and have differing views upon what constitutes this! The resulting competition is surprisingly heated! N7&* 'elations with /'+ are strained! The *hinese 4mpire and Panasian Alliance ali#e both utili&e *. mechs with a fervor, who then go on to combat with /'+ made ones! Their respective nationstates are literally at war and have dragged them into it! !candal$: *."s greatest ongoing scandal is that of their drone technology! ithin many of them is a biological-based chip that uses cultured human brain-cells! In the case of %amming communications this allows the drones to independently operate with intelligence comparable to that of a dog! The use of human matter, the self-preservative acts of these drones ; hen wounded and not remote controlled<, and the scrubbing of long-living chips are all considered shoc#ing and blasphemous!

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CT
*rawford Tech is a derivative company from the 5nited )tates! Their history runs bac# to the 3,st century, ! where +oston Dynamics and a few other weapons firms decided to conglomerate into one super-entity, in order to better suite their interests! 6rom then on they have a long history of overpowering, suing, and generally eating smaller companies alive! Today they produce mechs and mech accessories! Their products are all exceptionally high $uality pieces, built both rugged and neatly! Despite this they are somewhat disli#ed- both because of their patron state, the 5), and because their blatant disregard of formalities and political boundaries! It is not uncommon for some smaller mech corporation to entirely disappear after *T boys finish snooping around 8ead4uarter$: 5nited )tates, 1assachusetts !u2$idiarie$: *anada, .ld 1exico Product$: Aircraft Aasers and .rdinance weaponry 1echs ,ech >ine: The *T line of mechs are all highly advanced, exceptionally expensive! All of them have a high amount of control and staying power, much more-so then other comparable mechs! 6re$uently the *T chairmen are entirely eager to push new technology onto the mar#et! :eteran mercenaries most often use their arm and leg units! 9elation$: Pri e Corp$: *T is pretty much universally disli#ed by every mech producer on the planet! .ff all their derogatory nic#names almart is probably the closest to reality! /:* The two corps share something of a heated and vicious rivalry, more based off of their patrons and mindsets then anything else! +oth of them claim to be the best the mar#et has, and this fre$uently lends to them coming to blows over disputes and technology! (onoc* *T are fairly friendly with 1ono-.ptics M 4ngineering, if only because the later does not directly produce mech parts! Infre$uently the two primes meet to trade and discuss technology! If 1onoc actually did produce mech parts their relationship would be much different! N7&* The /'+ and *T tend to get along decently, though they are still technically at war! It could be said that their respectable mercenaries fight with honor! !candal$: 1ore then need to be listed here! They step on smaller companies with feverish and seem to en%oy ignoring the sovereignty of nation states! (ood-natured chairmen are few and imbetween! Patron !tate: 5nited )tates

-3%-

Mono)Optics + ,ngineering
.ut of all the prime corps, 1ono is probably the most morally sound! ith the advent of mech warfare, only 1ono decided to not profit from the production of their parts- instead deciding to sell out the rights for other companies to produce them! As a result they are the smallest of the primes! Their financial bac#ing is actually not primarily composed of producing mech parts ;Ai#e the others<, but from selling advanced optical and sensory e$uipment to nearly all nations on the planet! They are without e$ual in this field! Telescopes, thermal and nonthermal imaging, satellite e$uipment! If it has a lens they ma#e it, and ma#e it good!

8ead4uarter$: )outh-4astern 4urope, .ld )pain !u2$idiarie$: 4urope, Australia, /orthern Africa Product$: )atellite .ptics Imaging Devices 1ech 0eads 1iscellaneous consumer products

Patron !tate: /one

,ech >ine: 1ono has designed a number of $uic#, light, scouting mechs! .f particular notice are the heads- more often then not these are leaps and bounds ahead of the competition! 1ono head"s advanced e$uipment is heavily sought after by advanced mercenaries as a result- the acuity, clearness, and advanced targeting properties ma#e them ideal! 9elation$: Pri e Corp$: 1ono actually has decent relations with all the other corps since their fields hardly overlap at all! 1ore often then not they actually D4AA +5)I/4)) with the others! 1ono"s only enemy rarely comes to blows with them! This only further bespea#s their diplomatic aspect! /:* .ut of all the prime corps 1ono"s relationship is only hostile with *.- that prime has time and time again sought to perform espionage and hac#ing attac#s on them! They additionally produce much of the same products in Asia which causes their spheres to overlap! It is a cold, seldom combative hostility! !candal$: /one of particular notice!

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-*$
/'+ is easily the most ancient of all the primes, able to trace their routes bac# to %ust after the second orld ar! During this time their three forefathers, names now obscure to history, decided to design and wor# off of the crude and common tan#s built during that time! .ver the next century and a half the company grew and expanded, fre$uently ta#ing %obs and bids from the then 'ussian 6ederation! It was when the first mechs spar#ed into creation that their real debut occurred! Already a giant with tan#s and naval weaponry, the company %umped the boat to begin wor#ing on these new armored fighting vehicles! )ince then they have prided themselves in their rugged and nigh-indestructible wor#s! 8ead4uarter$: .ld 'ussia !u2$idiarie$: .ld 6inland, .ld 5#raine Product$: Armored fighting vehicles /aval weapons Advanced ceramics and composite armor 1echs ,ech >ine: +uilt /'+ strong, as they say! 1ost of the /'+ mech pieces resemble bloc#s of metal or concrete, with little sophistication to them! This couldn"t be further from the truth- most of their parts are deceptively complex, %ust armored with a fervor! 1ercenaries occasionally use the highly armored /'+ chassis to give their mechs staying power! 9elation$: Pri e Corp$: /:* 'elations with *. are strained, due to the huge amount of battles and wars going on by their patron nations! 1ost of 4urope and the northern-pacific is a battleground for the two! /T* *rawford Tech and the /'+ have something of a love-hate relationship! The two"s mercenaries fre$uently engage in battle, in 4urope and beyond, and have a rivalry going on! 'egardless, the two primes seem to recogni&e that there"s nothing personal about their battles! (onoc* /'+ is entirely neutral with 1onoc, since the two have fundamentally different views on mechs! The 1onoc sell designs for light scouts, the /'+ produce heavy brutes! Though the two aren"t at war they mostly ignore one another! !candal$: /one of particular notice!

@AB
Patron !tate: 'ussian 4mpire

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,.ample Campaign

*emains to e written

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Appendi.
Included within these sections are a list of example enemies that might be used for *hrome)tri#e! Toward the end of this chapter a glossary is included that has page numbers for important attributes, weapons, and #eywords! ,.ample ,nemies ) Mechs

,ech 7a e: )olider Point$: 3!TAT!)trength HDDDI )peed HDDDI *ontrol HI eight: ,3!- tons

Color$: (ray primary with blue accents, blue optics In$i(nia: :ariable Dod(e 9atin(: 7=G=3 Ar or roll: GC Initiati<e: 7 3 C ;/NT7L 6 SPD<

8ead: +eta ;o< Ar $: +eta ;ooo< Tor$o: +eta ;ooo-o< >e($: +eta ;oo< 3dFCB to hit BdF to hit

Feature$: Assault *annon ;Primary hand< J B- range, wound C3 Aight 1issiles ;1issile< J G shots Targeting Array J Perception C,

Sol%ier mec!s are t!e main'stay o) unpro)essional armies, t!ose t!at %o not !a0e a sponsore% Prime. T!ou"! t!ey are rat!er or%inary t!ese mec!s are still %an"erous plat)orms. En masse t!ey are more t!en able to take out arme% )orces, or more e$pensi0e mec!s, t!ou"! t!ey lack especially %ama"in" eapons. Sol%ier mec!s are best use% in anti'0e!icular roles. ,ech 7a e: 1issiler Point$: 37 !TAT!)trength HDI )peed HDDD'DI *ontrol HDDDI eight: ,7!K tons Color$: /ormally straight blac# with blue optics In$i(nia: :ariable Dod(e 9atin(: N=K=7 Ar or roll: GC Initiati<e: G 3 C ;/NT7L 6 SPD<

8ead: *T--, ;o< Ar $: *T--, ;ooo< Tor$o: +eta ;ooo-o< >e($: *T- ;oo<

Feature$: 0andgun ;Primary hand< J ,7 range, wound -, 3dFC7 to hit AP 1issiles ;1issile< J BCB shots BdFCB to hit )torage Tan# J 1issile ammunition Aeg lithiness (issile mec!s are up"ra%e% &etas, ones t!at are more anti'armor in role. 2it! t!eir lar"e amount o) e$pensi0e missiles, (issiler mec!s are ;uite able to combat Tanks or !ea0y (ec!s )rom a %istance. T!ey are especially %ea%ly !en recei0in" missile calls )rom )or ar%'scoutin" (obile In)antry.

-)2-

,ech 7a e: 1ini (oliath Point$: 7!TAT!)trength HDDDDI )peed HDI *ontrol HDDDI eight: 3,!- tons Feature$: )oftware: 0ead, torso, arms Armor: Torso

Color$: Dar# gray with gold optics In$i(nia: /'+ Dod(e 9atin(: K=F=F Ar or roll: BC Initiati<e: E or F 8ead: Dome Tor$o: /'+--, ;K< B C ;/NT7L 6 SPD<

Ar $: /'+--, ;7< >e($: /'+--, ;G<

/!oose 4 o) t!e )ollo in" Co 2at 9ole Autocannon ;0and< J B-r, wound C3 J 3dFCE )hotgun ;0and< J ,7r, wound C, J 3dFCN 1issiles ;1issile< J G shots, wound C3 J BdFC7 3x ATA5 ;)houlders< CInitiative, all hit C, !upport 9ole 0andgun ;0and< J ,7r, wound -, - 3dFCF 3x 4 5 ;)houlder< J ,dBCB I/T J 3dFCB 1issiles ;1issile< J G shots, wound C3 J BdFCB

(ini Goliat!s, as t!ey are a))ectionately nickname%, are o)ten %eploye% by N7& or 7ussian Empire )orces as elite an% !ar% !ittin" mec!s. In s!eer armor t!ey are comparable to a tank, t!ou"! t!ey %o not bear t!e same amount o) )irepo er. Still, t!ey are easily able to take out almost any comparable mec! on t!e market.

,ech 7a e: *. 1ech Point$: 37 !TAT!)trength HDDI )peed HDDD'DDI *ontrol HxI eight: ,,!- tons

Color$: Plastic white with light-blue optics In$i(nia: *. Dod(e 9atin(: K=7=3 Ar or roll: GC Initiati<e: F B C ;/NT7L 6 SPD<

8ead: *.--, ;o< Ar $: +eta ;ooo< Tor$o: *.--, ;ooo-o< >e($: *.--, ;oo< 3dFC3 to hit BdF-, to hit

Feature$: 0eavy 1achine-(un ;Primary hand< J B- range, 3x att, wound C, 1issiles ;1issile< J G shots, wound C3

Stan%in" =ust !al) a meter taller t!en t!e Drones t!ey )i"!t besi%e, /: sol%ier mec!s are a some !at eery si"!t to see. T!eir re0erse'knee% le" units, an% pack o) Drones t!at )i"!t alon"si%e t!em, o)ten collaborate into an unseemly ima"e. T!ey are )aster an% more ell arme% t!en t!e common Sol%ier.

-)3-

,ech 7a e: *T 1odel -, >1ustang? Point$: 37 !TAT!)trength HDDI )peed HDDD'DI *ontrol HDDDI eight: ,F!K tons

Color$: /avy blue paint with red optics In$i(nia: *T B C ;/NT7L 6 SPD<

Dod(e 9atin(: ,-=E=F Ar or roll: GC Initiati<e: F

8ead: *T--, ;o< Ar $: *T--, ;ooo< Tor$o: *T--, ;ooo-o< >e($: *T--, ;ooo< 3dFCF to hit 3dFCK to hit

Feature$: Autocannon ;Primary hand< J B- range, wound C3 1achine-(un ;)econdary hand< J 3- range, wound C,

T!ere is no more pro)essional an% se$y mec! at 8Icr t!en t!at o) t!e /T'C4 (ustan". In nearly e0ery ay t!e )i"!tin" mac!ine is per)ect )or its ei"!t class' )ast, tou"!, an% arme% it! %ecent eaponry. /ra )or% Tec!'s aeronautical back"roun% is some !at e0i%ent in t!e aero%ynamic, slope% armor.

,ech 7a e: /'+ 1odel -, Point$: 37 !TAT!)trength HDDD'DDDI )peed HDDDI *ontrol H$I eight: ,F!K tons

Color$: Dar# gray paint, gold optics In$i(nia: /'+ Dod(e 9atin(: 7=G=3 Ar or roll: BC Initiati<e: F 8ead: /'+--, ;o< Tor$o: /'+--, ;ooo-oo< B C ;/NT7L 6 SPD<

Ar $: /'+--, ;ooo-o< >e($: /'+--, ;ooo< 3dFC3 to hit 3dFC3 to hit

Feature$: 01( ;Primary 0and< J B- range, 3x attac#s, wound C, 01( ;)econdary 0and< J B- range, 3x attac#s, wound C, Aitheness upgrade to the legs!

/ote: Incendiary *annons and 'oc#et Aaunchers cost 7cr, %ust li#e 01("s! 0int hint! :n t!e ot!er en% o) t!e spectrum )rom t!e (ustan", t!e N7& is like a "iant plau%in" tractor. +n% !ile it is not as se$y ?+r"uably@ as t!e /T (o%el C4, t!is mec! is more !ea0ily armore% an% !as stron"er eaponry. T!e %uel H(G's are able to make s!ort ork o) many mec!s an% 0e!icles.

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,.ample ,nemies / 0ehicles1 Alpha etical

Cehicle 7a e: AP* Point$: E !TAT!)peed HDDD'DDDI *ontrol HI eight: ,3 tons

Color$: :ariable In$i(nia: :ariable Dod(e 9atin(: F Ar or roll: BC Initiati<e: B ,ain: AP* ;oo< (unner"s attac# rating C,

Feature$: 1achine-(un ;Turret< J 3- range, wound C, Carryin( Capacity: E soldiers or B 1obile Infantry!

Cu$to iDation Option$: An AP* can remove the 1achine-(un turret to free up Bcr of points to be spent! This might be replaced with an assault cannon, handguns, or perhaps Decoy Aaunchers! )ystems are also wholly purchasable! +P/'s are tank'like 0e!icles t!at can carry lar"e amounts o) troops sa)ely t!rou"! a battle)iel%. It's armore% !ull protects t!e occupants )rom li"!t'arms )ire, essentially "i0in" t!em a mobile bunker. +n%, i) nee%e%, it can also )erry aroun% an% act as mo0in" co0er )or (obile In)antry.

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Cehicle 7a e: Attac# 0elicopter Point$: 3!TAT!)peed H4CI *ontrol HI eight: E!- tons

Color$: 1ost fre$uently dar# green In$i(nia: :ariable Dod(e 9atin(: E=E=-R Ar or roll: GC Initiati<e: G Tor$o: *hopper ;oo< 3dFCG to hit 3dFCG to hit 3dFCB to hit BdF to hit )PD-3

Feature$: 'oc#et Pod ;1ain< J B- range, hit C,, wound C3 J B shots 'oc#et Pod ;1ain< J B- range, hit C,, wound C3 J B shots 1achine-(un ;Turret< J 3- range, wound C, AP 1issiles ;1issile< J B shots, ignores armor Decoy Aaunchers - CB to D' against missiles

Cu$to iDation Option$: An Attac# 0elicopter could have the two 'oc#et Pods swapped out to ma#e room for additional direct-fire weaponry! 'emoving the 3x 'oc#et Pods grants ,-cr to spend on weapons! +ttack !elicopters are )lyin" "uns!ips t!at per)orm t!e role o) an attack aircra)t. T!ey are all mar0els o) en"ineerin"' )ast, stable, an% !ea0ily arme%. 1rom a "oo% %istance an attack Helicopter is ;uite able to entirely %estroy tanks or mec!s. T!eir only %ra back is t!eir limite% armor, an% t!e )act t!at most anti'0e!icle eapons are capable o) takin" t!em out. T!e common attack c!opper is arme% it! t o rocket po%s, eac! o) t!em oun%e% un%er t!e small si%e in"s. Some more "ui%e% missiles are place% strate"ically alon" t!e armore% carapace. T!ey %ecoy' launc!er takes t!e )orm o) a super' !eate% brick, one t!at =ams t!ermal an% ra%ar lockin" alike.

-)--

Cehicle 7a e: +attle Tan# Point$: 3!TAT!)peed HDDD'DDI *ontrol HI eight: F-!- tons

Color$: /ormally olive or gray In$i(nia: :ariable Dod(e 9atin(: R7=7=Ar or roll: ,C Initiati<e: B 1ody: T--, ;oooo< Turret: T--, ;ooo< )PD

Tread$: T--, ;oo<

Feature$: )niper *annon ;Turret< J G- range, wound C3, 3x damage 3dFCB to hitR -Turret has C3 to hit targets not in cover!! -4xperienced crews roll 3dBCG, veterans 3dFC7, before the possible no-cover bonus! 1achine-(un Pintle Turret J 3- range, wound C, 3dFC3 to hit Decoy Aaunchers - CB to D' against missiles !pecial: *'5)0 +4/4AT0 1@ T'4AD): Tan#s may ma#e a melee attac# against an enemy, charging and attempting to mow them down beneath the armored treads! 'oll 3dFC3 against the enemy D'! )hould the enemy fail to dodge they ta#e a oundC3 hit, also become prone, and are pushed bac# the rest of the tan#"s movement! Trac#ed mechs may ignore the prone debuff! ('APPA4: A mech may attempt to grapple the turret and loc# it down, using one of their arms! This re$uires a melee attac# to land on the tan#, but does no damage! Cu$to iDation Option$: +attle tan#s may remove their Decoy Aaunchers for Bcr, the pintle 1achine-(un for Bcr, and the )niper *annon for ,-cr! 6rom this a somewhat unhinged individual may load up the tan# on unorthodox weaponry or systems! Tanks are armore%, tracke% combat 0e!icles meant )or )ront'lines. 7ecent a%0ents in metallur"y an% composites !a0e ma%e t!e t!ick armor o) t!ese 0e!icles e0en more impressi0e. In a%%ition to o0er !elmin" po er an% armor, t!e 0e!icles !a0e become eerily silent. +larmin"ly po er)ul super' capacitors allo tanks to cra l alon", or s!oot )or ar% at more t!en BCmp!, all t!e !ile silent. +lon"si%e more nimble an% less arme% mec!s t!ey are a )orce to be reckone% it!.

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,ech 7a e: *ombat Drone Point$: ,B !TAT!)trength HDI )peed HDDD'DI *ontrol HxI eight: ,-!- tons

Color$: Plastic white with light-blue optics In$i(nia: *. Dod(e 9atin(: K=7=B Ar or roll: GC Initiati<e: 3 8ead: +eta ;o< Tor$o: *.--,d ;ooo< G C ;/NT7L 6 SPD<

Ar $: +eta ;ooo< >e($: *.--, ;oo< 3dFCB to hit 3dFCB to hit BdF-, to hit

Feature$: 1achine-(un ;Primary hand< J 3- range, wound C, )hotgun ;)econdary hand< J ,7 range, wound C, Aight 1issiles ;1issile< J G shots +oosters upgrade to legs

T!e /:'C4 combat %rone is somet!in" o) a mar0el. T!e mac!ine stan%s only )our meters tall, an% is rat!er lit!e an% t!in lookin", but remains as armore% an% maneu0erable as mec!s. +n%, t!ou"! t!ey are less arme%, can still !arass an% %ama"e t!e lar"er mec!s in numbers. /: %rones are controlle% en masse by satellite a0es' almost one is "uarantee% to be o0er!ea% at any one time, o)ten more t!en one. T!ese communications are bounce% back an% )ort! bet een t!e /: !ea%;uarters, an% t!e in%i0i%ual %rones, "i0in" t!em all s!are% %ata o) t!e battle)iel%. Per!aps t!eir "reatest stren"t!, an% t!eir most contro0ersial system by )ar, is t!at o) t!e bio' c!ip. /ontaine% it!in t!e torso o) eac! %rone is a small %is!'like %e0ice t!at contains culture% !uman braincells. Gro n in t!e labs, an% actually traine%, t!is bio' c!ip allo s t!e mac!ine to act an% t!ink on it's o n it! t!e intelli"ence o) a %o". T!is only occurs !en si"nals )rom t!e !ea%;uarters are =amme%, but !as eery si%e' e))ects. T!e mac!ines become more prone to )linc!in", more likely to )lee in case o) systems %ama"e. Fie t!eir )allen Drone allies it! an o%% peculiarity. &io'c!ips t!at last )or more t!en a )e missions are scrubbe% )rom t!e mac!ine an% replace%. 7eli"ious )olk an% scientists alike !a0e taken !u"e o))ense to t!is' !y use !uman matter to create suc! a monster# +n% !y scrub t!e lon"er'lastin" c!ips# /: ill likely ne0er "i0e a strai"!t ans er.

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Cehicle 7a e: 2eep Point$: F !TAT!)peed HMI *ontrol HI eight: 3!7 tons

Color$: :ariable In$i(nia: :ariable Dod(e 9atin(: E Ar or roll: GC Initiati<e: B ,ain: 2eep ;o< (unner"s attac# rating C, Passenger"s attac# rating C,

Feature$: 1achine-(un ;Turret< J 3- range, wound C, or C3 occupants Bx 'P( ;Passenger< J 3- range, wound C, Carryin( Capacity: , rear gunner, or alternatively B passengers

Cu$to iDation Option$: The %eep may swap out the 1achine-(un turret for another weapon worth Bcr! + =eep is a ru""e% 0e!icle o)ten use% to ;uickly )erry troops aroun%. (ost o) t!em are built it! a %ri0er, passen"er, an% open back it! a built in turret )or a t!ir% )ello . 2!en t!e turret is remo0e% it opens up enou"! space in t!e rear )or t!ree in)antry an% elbo space.

Ho can you possibly not lo0e t!ese t!in"s#

-).-

Cehicle 7a e: 1obile Infantry Point$: F !TAT!)peed HDDD'DI *ontrol HI eight: 7-- lbs

Color$: :ariable In$i(nia: :ariable Dod(e 9atin(: E Ar or roll: 7C Initiati<e: F ,ain: PA ;o<

Feature$: All 1obile Infantry are e$uip with a 2ump Pac#, and may fire one of their weapons each turn! *hoice of the following weapon load-outs: ).ADI4' Aight 1(- 3- range 'P( J 3- range, wound C, 4/(I/44' (renade Aauncher J 3- range, ignores armor, B shots Aimpet +ombs J , range, )P4*IAA, 3 shots )*.5T Aight 1(- 3- range Targeting Aaser 3dFCB to hit 3dFCB to hit 3dFC, to hit 3dFCB to hit 3dFCB to hit 3dFCB to hit

Cu$to iDation Option$: 1I may swap out their Aight 1( for a )hotgun, which has half the range but C, to wound! 1obile infantry may ta#e any of the following upgrades, to their main body, from the following list- +rmor, So)t are, Lit!eness! >sin" muc! o) t!e same tec!nolo"y o) mec!s, an% =ump'=ets, in)antry can be armore% to t!e point o) ni"!'in0ulnerability. Leapin" across roo)tops, tacklin" t!rou"! alls, )irin" s;ua%'!ea0y eapons,(obile In)antry are a menace to nearly e0ery 0e!icle on t!e mo%ern battle)iel%. &uil%' ise, t!e Po er +rmor unit )or (I stan%s nearly se0en )eet tall, armore% to t!e point o) lookin" like a mec!anical "orilla. T!ey ei"! nearly ICClbs eac!. Despite t!e appearance t!e mac!ine is ;uite nimble an% a"ile. Sometimes especially cra9y (ec! mercenaries may purc!ase suc! a suit, ri%in" into battle !an"in" onto a )rien%'s mec!. T!e little suits pack enou"! o) a punc! to still be 0iable a"ainst t!e muc! lar"er 0e!icles. Sometimes t!is can allo a pilot to en"a"e in combat until t!ey earn enou"! cre%its )or a ne mec!. Doin" so is ni"!'suici%al but occasionally ort! it.

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Cehicle 7a e: Transport Point$: ,7 !TAT!)peed HDDD'DDI *ontrol HI eight: ,-- tons

Color$: :ariable In$i(nia: :ariable Dod(e 9atin(: 3=,=-R Ar or roll: GC Initiati<e: , ,ain: Transport ;oooo< Track$: Transport ;ooo< (unner"s attac# rating C,

Feature$: 1achine-(un ;Turret< J 3- range, wound C, Carryin( Capacity: 7- tons

(ec! transports are !ea0ily armore%, slo 'mo0in" !aulin" trucks meant to carry mec!s or %rones aroun%. T!eir car"o is )ully enclose%, t!ou"! t!e alls o) t!e rear o) t!e 0e!icle may collapse an% open to let t!e carrie% mac!ines )ree. T!e 0e!icle's immense si9e means t!at it takes p entirely t o lanes ort! o) tra))ic. Turns are also some !at %i))icult to make in it. (ost )re;uently mercenaries are able to take t o o) suc! mac!ines, sto in" it!in t!ree mec!s. Spare space in t!e secon%, less )ull one, is o)ten t!en use% to )unction as an armory or meetin" place. In t!is )as!ion a )e mercenaries an% t!eir cre man are able to )orm a mobile base.

Cehicle 7a e: Transport 0elicopter Point$: 3!TAT!)peed HMI *ontrol HI eight: G- tons

Color$: 1ost fre$uently dar# green In$i(nia: :ariable Dod(e 9atin(: F=F=-R Ar or roll: GC Initiati<e: 3 Tor$o: *hopper ;ooo< )PD-3

Feature$: Decoy Aaunchers - CB to D' against missiles 1ech may fire all weapons- though they count as moving at the 0elicopter"s move! They do not get any bonus D' from >moving? in this fashion since they may not maneuver or dodge! Carryin( Capacity: 33 tons Transport c!oppers are !ea0ily armore% airs!ips capable o) carryin" mec!s or %rones %irectly into t!e battle)iel%. Sai% mec!s %an"le beneat! t!em by cables more t!en t enty or t!irty )eet. +s a mercenary one oul% ob0iously pre)er "roun% transport o0er %an"lin" like a "iant tar"et. Still, t!e carrie% mac!ine is ;uite capable o) returnin" )ire back at )oes, mo0in" as t!ey are. Transport !elicopters an% mec!s, as a combination, make e$cellent rai%in" teams.

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