Mech Construction


Mech construction is straight forward, they are constructed in a similar way to starships, you have build points, you buy a base frame and add to it. Mechs however do not require the staggering complexity of a deep space vessel. They are typically surface vehicles operating over the plains of a contested planet, the ruins of a forgotten civilization, or a swampy mire.

Build Point Budget


While the process of creating a mech may be straight forward the cost of doing so is far from it. Mech costing can be handled in three different ways: starship parts, mech unit, or mech development. The choice is up to the GM as it is an important consideration and the decision should be set before a campaign even starts. The GM should read the following options carefully as each option has significant ramifications on the way a campaign will run.

Costing Model: Starship Parts


In this costing model the constructing of mechs is considered part of the starship. This means that the party may have one, or many mechs, leaving the party with less points to spend on the starship. In this model, the party receives the starship build points as normal (SF 294). The party must decide who gets what points and whether the mechs are party or individually owned. Players need not have an equal amount. The group may want one member to pilot a heavy mech and another a light mech. The GM has final say on allocation of points. This model is often used when the campaign involves frequent intense combat.

Costing Model: Mech Unit


This costing model is closest in design to the traditional mech wars narrative. With this model, the mechs are the focus and the starship takes a back seat. The party receives starship build points as normal (SF 294) but the initial amount is divided equally among the players. This process enables each party member to construct their own mech. The party may choose not to have a starship at all, but a few points may be withheld to construct a base starship to transport your metal monsters. The focus of the campaign should be on the mechs and their characters as a unit. In this model games often involve the group as hired mercenaries or as members of the same clan. A GM may reward starship build points for successful missions or as adventure rewards.

Costing Model: Mech Development


In this costing model mechs are treats an extreme piece of equipment, a vehicle built and owned by an individual character or by the party. The party receives zero initial build points. This model is controlled by the GM who may provide mechs, base frames, parts or even build points as adventure rewards. This model may negate build points entirely. If the GM gives build points as adventure awards be sure to recorded these separately from the starship build points.

Split Parties


Unlike a starship, mechs are piloted by a single character. In a starship, the entire party has a role, whether it be as captain, engineer, gunner etc. Unlike starships, mech are individually piloted. It is a common situation to have several party members in mechs and engaged in heavy combat while other party members stay out of the fight. Although a simplification, this can be likened to heavy armor combat, the grunts in heavy armor can take and deal extreme amounts of damage while others avoid combat altogether. It is important for the GM to ensure that the party members that do not pilot mechs are still involved and contributing to the game during mech combat. This can be achieved by mechs having passenger bays, separate gunner controls or by the non-combat characters aiding in navigation, communications, or some other way.

Once you have negotiated how many points you have simply follow the 6 steps below:

Construction Steps


1. Base Frame
2. Power Core
3. Weapons
4. Armor
5. Systems
6. Customize

1. Base Frames


Like starships, base frames are the starting point of a mech. A base frame determines the mechs size, maneuverability, weapon mounts, hull points, carry capacity, and expandability. Two mechs utilizing the same frame may appear and perform differently but they share the base frame in common. The frame of a mech includes all necessary mechanics for locomotion, a cockpit, and a navcom. The navcom has global and orbital transponders that enable it to receive radar mapping of its environment and communicate with any mech or starship within the star system.
The following base frames are organized via size and build point cost. The weapon mounts listed state how many of each type of weapon mount can be fitted to the mech. Each direct fire and tracking weapon much be designated to one of the four firing arcs: Front Left, Front Right, Rear Left, Rear Right. Turret weapons have a 360-degree targeting, so they need not be assigned to a firing arc.
Size Mechs use a size terminology shared by creatures and starship but their size categories are unique to their build. Mechs are categorized primarily by their height or length, whichever is longer. Each category of size also defines the mech tonnage. Tonnage has ramification on performance and maneuvers. Each base frame is equipped with thrusters, stabilizers, and gyro system to counteract such heavy weights. The figures in the table below define the typical mech within each size category.
Table: Mech Sizes
Category
Size
Height/LengthWeightSpaceReachTactical SpeedMPHAC & TL Mod
1. Tiny12-15 ft.5-10 ton10 ft. x 10 ft.5 ft.25 ft.2.5 mph+2
2. Small15-20 ft.10-25 ton10 ft. x 10 ft.10 ft.250 ft.175 mph+1
3. Medium20-25 ft.25-50 ton10 ft. x 10 ft.10 ft.250 ft.175 mph+0
4. Large25-30 ft.50-75 ton15 ft. x 15 ft.10 ft.250 ft.150 mph-1
5. Huge30-35 ft.75-100 ton15 ft. x 15 ft.15 ft.250 ft.150 mph-2
6. Gargantuan35-40 ft.100-150 ton20 ft. x 20 ft.15 ft.200 ft.150 mph-4
7. Colossal40+ ft.150+ ton25 ft. x 25 ft.15 ft.150 ft.100 mph-8
AC This entry lists the mech's base armor class.
TL This entry lists the mech's base target lock armor class.
Space This entry states the base dimensions of the mech while in character scale. In mech scale, mechs occupy one hex.
Reach This entry states the distance the mech can reach to make a melee attack while in character scale.
Speed Each mech has three speeds listed. The first entry listed, before the slash, is the mech's tactical speed, the mech may move this number of feet per round while in character scale. The second entry after the slash is the mech's speed defined as hexes. The mech may move this number of hexes per turn while in Mech Scale. The third entry in brackets is the mech's over land speed, this is the distance per hour the mech can travel overland, that is, while not in combat. Mechs move backwards at half speed. Systems and customizations may change one, two, or all three of these figures.
Hull Points (HP) This is the total amount of damage the mech can take before it becomes inoperative. A mech with O Hull Points isn't destroyed, though many of its systems may no longer function, it is immobile and cannot attack. In a base frame stat block, the Hull Points entry also lists the HP increment, which is the number of Hull Points a mech with that frame automatically gains when its tier increases to 4, and every 4 tiers thereafter.
Damage Threshold (DT) This is the mech's damage threshold. If an attack deals less damage less than this value, that damage isn't counted against the mech's total Hull Points.
Critical Threshold (CT) This is the mech's critical threshold. Whenever the total amount of damage that has been dealt to a mech's Hull Points reaches a multiple of this value, one of its systems takes critical damage. when critical damage is scored, the attacking player should roll on the table below. This will randomly determine which of the mech's systems gains a critical damage condition. If the system has already had a critical condition, the condition moves to the next step, glitched becomes wrecked, wrecked becomes destroyed. If the system already has the wrecked condition apply the next level of critical condition to the system below that entry on the table, If you reach the end of the table, deal the damage directly to the pilot of the mech. A mech's critical threshold value is always one-fifth of the mech's maximum number of Hull Points.
Weapon Mounts Each mech frame has a number of weapon mounts it can accommodate. Weapon mounts are not initially assigned to any specific arc, you must assign each mount to one of the four firing arcs. The table below lists the maximum number of mounts each size mech may have in the corresponding arcs. If the mech has a turret you may assign a weapon to it instead of a firing arc, only one weapon per turret. Some mechs have a melee slot for a melee weapon. There are systems that can upgrade weapon mounts.
Weapon Mounts Per Arc
Tiny 1 FL, 1 FR, 0 RR, 0 RL, 0 turret, 0 tracking
Light 1 FL, 1 FR, 1 RR, 1 RL, 1 turret, 1 tracking
Medium 2 FL, 2 FR, 1 RR, 1 RL, 1 turret, 1 tracking, 1 melee
Large 2 Fl, 2 FR, 2 RR, 2 RL, 1 turret, 2 tracking, 1 melee
Huge 2 FL, 2 FR, 2 RR, 2 RL, 2 turrets, 2 tracking, 1 melee
Gargantuan 3 FL, 3 FR, 2 RL, 2 RR, 2 turrets, 2 tracking, 1 melee
Colossal 3 FR, 3 FR, 3 RL, 3 RR, 3 turrets, 3 tracking, 1 melee
Systems This entry states any systems the mech frame is fitted with and how many expansion slots are available in each frame. Most mech require a navcom and a cockpit to function, all other systems are expendable.
Effective STR Some mechs are intended for manual labor and tool work, as such each mech has an effective strength rating for skill checks and to apply as comparisons to other creatures. This entry lists the mechs effective strength. The entry in brackets is the amount of damage it deals as a melee attack.
Load This entry states two figures, the first is the maximum bulk the mech may carry before being overloaded, the second figure in brackets states the maximum bulk the mech may be loaded with before the mech is immobile.
Special This entry states any special inclusions or rules the mech has.
Cost This is the build point cost of the mech frame.

Agricultural
Size Tiny (12-15 ft./5-10 ton)
AC x; TL x
Space 10 ft. by 10 ft.
Reach 5 ft.
Speed 25 ft./1 hex (2.5 mph)
HP 15 (increment 5); DT -; CT 4
Weapon Mounts 0
Systems 1 slot, manipulators, sealed cockpit (no navcom)
Effective STR 24 (2d6)
Load 20 bulk (40 bulk)
Special No power core or navcom required, 10 PCU supplied.
Cost 1

Construction
Size Tiny (12-15 ft./5-10 ton)
AC x; TL x
Space 10 ft. by 10 ft.
Reach 5 ft.
Speed 25 ft./1 hex (2.5 mph)
HP 20 (increment 5); DT -; CT 4
Weapon Mounts 0
Systems 1 slot, basic navcom, open cockpit, roll cage
Effective STR 26 (3d6)
Load 30 bulk (50 bulk)
Special No power core or navcom required, 10 PCU supplied.
Cost 1

Scout
Size Small (15-20 ft./10-25 ton)
AC x; TL x
Space 10 ft. by 10 ft.
Reach 10 ft.
Speed 350 ft./14 hexes (200 mph)
HP 20 (increment 5); DT -; CT 4
Weapon Mounts 2 light
Systems 1 slot, basic navcom, open cockpit
Effective STR 22 (2d6)
Load 50 bulk (100 bulk)
Special -
Cost 4

Intruder
Size Small (15-20 ft./10-25 ton)
AC x; TL x
Space 10 ft. by 10 ft.
Reach 10 ft.
Speed 300 ft./12 hexes (175 mph)
HP 30 (increment 5); DT -; CT 6
Weapon Mounts 2 light, 1 tracking, 1 melee
Systems 2 slots, basic navcom, sealed cockpit
Effective STR 24 (3d6)
Load 60 bulk (200 bulk)
Special -
Cost 6

Assault
Size Medium (20-35 ft./25-50 ton)
AC x; TL x
Space 10 ft. by 10 ft.
Reach 10 ft.
Speed 250 ft./10 hexes (175 mph)
HP 35 (increment 5); DT -; CT 7
Weapon Mounts 3 light, 1 tracking, 1 melee (1 turret)
Systems 4 slots, basic navcom, sealed cockpit
Effective STR 28 (3d8+2)
Load 50 bulk (100 bulk)
Special -
Cost 12

Hauler
Size Medium (20-25 ft./25-50 ton)
AC x; TL x
Space 10 ft. by 10 ft.
Reach 10 ft.
Speed 200 ft./8 hexes (175 mph)
HP 50 (increment 5); DT -; CT 10
Weapon Mounts 3 light (1 turret)
Systems 6 slots, basic navcom, sealed cockpit
Effective STR 30 (3d6+2)
Load 120 bulk (150 bulk)
Special -
Cost 10

Trailblazer
Size Large (25-30 ft./50-75 ton)
AC x; TL x
Space 15 ft. by 15 ft.
Reach 10 ft.
Speed 250 ft./10 hexes (175 mph)
HP 50 (increment 10); DT -; CT 10
Weapon Mounts 3 light (1 turret)
Systems 6 slots, basic navcom, sealed cockpit
Effective STR 24 (3d6)
Load 10 bulk (25 bulk)
Special -
Cost 10

Transit
Size Large (25-30 ft./50-75 ton)
AC x; TL x
Space 15 ft. by 15 ft.
Reach 10 ft.
Speed 250 ft./10 hexes (200 mph)
HP 70 (increment 15); DT -; CT 14
Weapon Mounts 2 light, 1 heavy, 1 melee (1 turret)
Systems 6 slots, basic navcom, sealed cockpit, passenger bay
Effective STR 24 (2d8)
Load 20 bulk (75 bulk)
Special -
Cost 15

Heavy Assault
Size Huge (30-35 ft./75-100 ton)
AC x; TL x
Space 15 ft. by 15 ft.
Reach 15 ft.
Speed 200 ft./8 hexes (150 mph)
HP 120 (increment 20); DT -; CT 24
Weapon Mounts 2 light, 2 heavy, 1 tracking, 1 melee (1 turret)
Systems 10 slots, basic navcom, sealed cockpit
Effective STR 26 (4d6)
Load 50 bulk (100 bulk)
Special -
Cost 130

Heavy Freighter
Size Huge (30-35 ft./75-100 ton)
AC x; TL x
Space 15 ft. by 15 ft.
Reach 15 ft.
Speed 150 ft./6 hexes (150 mph)
HP 120 (increment 20); DT -; CT 24
Weapon Mounts 2 light, 2 heavy, 2 tracking, 1 melee (1 turret)
Systems 12 slots, basic navcom, sealed cockpit
Effective STR 30 (3d8)
Load 250 bulk (400 bulk)
Special -
Cost 40

Hulk
Size Gargantuan (35-40 ft./100-150 ton)
AC x; TL x
Space 20 ft. by 20 ft.
Reach 15 ft.
Speed 150 ft./6 hexes (150 mph)
HP 160 (increment 20); DT 5; CT 32
Weapon Mounts 2 light, 2 heavy, 1 tracking, 1 melee (2 turrets)
Systems 15 slots, basic navcom, sealed cockpit
Effective STR 32 (3d8)
Load 100 bulk (500 bulk)
Special -
Cost 55

Defender
Size Gargantuan (35-40 ft./100-150 ton)
AC x; TL x
Space 20 ft. by 20 ft.
Reach 15 ft.
Speed 150 ft./6 hexes (200 mph)
HP 180 (increment 25); DT 5; CT 36
Weapon Mounts 2 light, 2 heavy, 1 tracking, 1 melee (1 turret)
Systems 16 slots, basic navcom, sealed cockpit
Effective STR 30 (2d10)
Load 150 bulk (500 bulk)
Special -
Cost 60

Destroyer
Size Gargantuan (35-40 ft./100-150 ton)
AC x; TL x
Space 20 ft. by 20 ft.
Reach 15 ft.
Speed 150 ft./6 hexes (150 mph)
HP 200 (increment 30); DT 10; CT 48
Weapon Mounts 2 light, 4 heavy, 2 tracking, 1 melee (2 turrets)
Systems 24 slots, basic navcom, sealed cockpit
Effective STR 32 (2d12)
Load 200 bulk (750 bulk)
Special -
Cost 115

Hunter
Size Gargantuan (35-40 ft./100-150 ton)
AC x; TL x
Space 20 ft. by 20 ft.
Reach 15 ft.
Speed 150 ft./6 hexes (150 mph)
HP 250 (increment 40); DT 10; CT 50
Weapon Mounts 2 light, 4 heavy, 2 tracking, 2 melee (2 turret)
Systems 30 slots, basic navcom, sealed cockpit
Effective STR 36 (3d10)
Load 250 bulk (500 bulk)
Special -
Cost 125

Dread
Size Colossal (40+ ft./150+ ton)
AC x; TL x
Space 25 ft. by 25 ft.
Reach 20 ft.
Speed 100 ft./4 hexes (100 mph)
HP 350 (increment 50); DT 15; CT 70
Weapon Mounts 4 light, 8 heavy, 2 tracking, 1 melee (2 turret)
Systems 50 slots, basic navcom, sealed cockpit
Effective STR 36 (3d12)
Load 500 bulk (3,000 bulk)
Special -
Cost 200


2. Power Core


A mech base frame is an inactive heavy metal shell if it holds no power core. A power core is the most critical part of the mech. The power cores listed in the table below state the mech size they may be fitted in to, the PCU it provides, and the build point cost. A mech may only be fitted with a single power core.
Power Core Unit (PCU) is the energy rating of the power core. This is the maximum constant output. Each weapon, system and some customizations have PCU costs. These costs add up and when the total PCU cost is greater than the PCU output of the power core, the system shuts down and the power core receives the wrecked condition.
Table: Power Cores
CoreSizePCU SupplyBP Cost
Balen XK-44T504
Prima "Rozen"T706
Rilem Spirit-7T808
Trea "First"T,S757
Orvell M9T,S909
Balsavic SovereignT,S12012
Queen EN5T,S14014
Balen OT-51T,S,M10010
Unt'eld "Prey"T,S,M13013
Rilem Shuttle-2T,S,M15015
Raydari "Elder"T,S,M17517
Mosul "Rigger"T,S,M20020
Athila 47-BladeS,M,L15015
Ensay "Primer-9"S,M,L20020
Balen SA-90S,M,L25025
IsdahonS,M,L30030
59X-AtaiM,L,H15015
Mosul "Banos"M,L,H20020
Balen GW-18M,L,H30030
ShorelineL,H30030
Balen GW-32L,H40040
IronheartH50050
Mosul "Victor"H50050
Balen LQ-90H,G55055
Red ForgeH,G54060
Rilem Jack-2G57065
DarkstarG575100

3. Weapons


Mech weapons are specifically designed integrated systems that fire through the command of a pilot. They are fitted into weapons mounts that maneuver on precise articulated system. Mech weapons are much more than your hand gun strapped to a machine, yet they are certainly not starship weapons (starship weapons inflict x10 damage to character scale targets). A mech weapon cannot be removed to be wielded by a creature. Mech ranged weapons take a cumulative -2 for each range increment (or fraction thereof, beyond the first) between it and the target. Unless otherwise stated a ranged weapon can fire to a maximum of 10 range increments. Tracking weapons do not suffer range increment penalties. Mech weapons are one of three types: melee weapons, direct-fire, or tracking. The Bio Crit entry is the critical effect dealt when a critical hit is scored against any target other than a mech or starship (see critical hits).
Table: Light Weapons
Light Weapons
Light Direct-fire WeaponsRangeSpdDmgPCU CostBP CostBio CritSpecial
Chain gun125 ft./5 hex-6d4 P1515-Ripper
Coil gun500 ft./20 hex-4d4 P106--
Flak thrower125 ft./5 hex-3d4 P105-Point (+8)
Flamer100 ft./4 hex-2d6 F46-Point (+2)
Limited fire 12
Graviton beam rifle500 ft./20 hex-2d12 Grav1520-Vortex
Hard light rifle125 ft./5 hex-3d10 F2015--
Laser net125 ft./5 hex-2d6 F109-Point (+10)
Light EMP cannon125 ft./5 hex-special108-EMP
Light laser cannon125 ft./5 hex-2d6 F52--
Light particle beam125 ft./5 hex-3d6 F1010--
Light plasma cannon125 ft./5 hex-2d12 F1012--
Light Railgun250 ft./10 hex-6d4 P1515--
Machinegun125 ft./5 hex-4d4 P26-Ripper
Pulse Cannon250 ft./10 hex-3d8 So2020--
Light Tracking WeaponsRangeSpdDmgPCU CostBP CostBio CritSpecial
High explosive missile launcher500 ft./20 hex124d8 F104-Limited fire 5
Light plasma torpedo launcher500 ft./20 hex143d7 F55-Limited fire 5
Light torpedo launcher500 ft./20 hex162d8 F54--
Micro missile battery500 ft./20 hex102d6 F103-Array, limited fire 5
Short range missile battery125 ft./5 hex82d6 F1512-special
Tactical nuclear missile launcher500 ft./20 hex105d8 F105-Irradiate(low)
limited fire 5
Table: Heavy Weapons
Heavy Weapons
Heavy Direct-fire WeaponsRangeSpdDmgPCU CostBP CostBio CritSpecial
Grasser125 ft./5 hex-7d10 Rad4035-Irradiate (medium)
Gravity gun250 ft./10 hex-6d6 Grav4030-Tractor beam
Hard light cannon250 ft./10 hex-5d6 F1210--
Hard Track Recoilless Rifle500 ft./20 hex-7d6 P1120--
Heavy EMP cannon500 ft./20 hex-special3024-EMP
Heavy laser array500 ft./20 hex-6d4 F1510-Array
Heavy laser cannon500 ft./20 hex-4d8 F108--
Heavy laser net500 ft./20 hex-5d6 F1512-Point(+12)
Ion Cannon500 ft./20 hex-5d12 P5045--
Maser500 ft./20 hex-6d10 Rad3522--
Particle Beam500 ft./20 hex-8d6 F2215--
Persistent particle beam500 ft./20 hex-10d6 F4025--
Plasma cannon500 ft./20 hex-5d12 F3020--
Railgun500 ft./20 hex-8d4 P2015--
Twin laser500 ft./20 hex-5d8 F1512--
X-laser cannon500 ft./20 hex-8d6 F4035-Line
Heavy Tracking WeaponsRangeSpdDmgPCU CostBP CostBio CritSpecial
Heavy antimatter missile launcher500 ft./20 hex810d101512-Limited fire 5
Heavy nuclear missile launcher500 ft./20 hex1010d81510-Irradiate(medium)
limited fire 5
Heavy plasma torpedo launcher500 ft./20 hex125d101010-Limited fire 5
Heavy torpedo launcher500 ft./20 hex145d8108-Limited fire 5
Long range missile battery250 ft./10 hex154d12 1515-special
Table: Melee Weapons
Melee Weapons
Melee WeaponsRangeSpdDmgPCU CostBP CostBio CritSpecial
Arc Hammermelee-3d12 E1012Arc 3d6Bright
Broad Blademelee-2d8 S03Severe Wound-
Dimensional Blademelee-3d12 E1525Severe Wound-
Coldstar Blademelee-4d8 S120Severe Wound-
Chainsawmelee-3d6 S44Bleed, Wound-
Dire Chainmelee-10d4 S15Severe WoundReach, Trip
Dire Clawsmelee-1d12 S04Severe Wound-
Flame Blademelee-3d6 F58Burn 2d6-
Mass Hammermelee-5d10 B3050Knockdown-
Plasma Arcmelee-6d6 F2040Arc 6d4, burn 3d4-
Quantum Lancemelee-8d12 E2560Severe WoundReach
Mech Axemelee-2d8 S02Severe Wound-

4. Armor


Mech armor is fundamentally metal plating affixed to cover vital operation systems. Mech armor grants an armor bonus to the mech's AC. Armor is a passive system and does not require PCU. The protection is provided primarily through mass, which can affect a mech's speed and maneuverability (making it harder to turn) and make it easier for opponents using tracking weapons to lock on to the mech.
Table: Armor
Armor
NameAC bonusSpecialBP Cost
Mk 1+1-1 x size category
Mk 2+2-2 x size category
Mk 3+3-3 x size category
Mk 4+4-4 x size category
Mk 5+5-1 TL5 x size category
Mk 6+6-1 TL6 x size category
Mk 7+7-1 TL7 x size category
Mk 8+8-1 TL8 x size category
Mk 9+9-2 TL, -1 to turn checks9 x size category
Mk 10+10-2 TL, -1 to maneuver checks10 x size category
Mk 11+11-2 TL, -1 to maneuver checks11 x size category
Mk 12+12-3 TL, -2 to maneuver checks12 x size category
Mk 13+13-3 TL, -2 to maneuver checks13 x size category
Mk 14+14-3 TL, -3 to maneuver checks14 x size category
Mk 15+15-4 TL, -4 to maneuver checks15 x size category


5. Systems


Systems are add-on modules that significantly alter the build of your mech. Systems may provide combat enhancements or they may be customizations that integrate with the very core structure of the machine.
Cabin Shielding
ModelSizePCU CostSlot CostBP Cost
Standardall1 per size15x size bp
Advancedall5 per size120x size bp
Cabin shielding is a system of reinforcement that strengthens the cockpit against damage. Standard cabin shielding causes any critical hit on the cabin to have a 25% miss change, negating the critical hit entirely. Advanced cabin shielding increases the miss change to 50%.
Cargo Hold
ModelSizePCU CostSlot CostBP Cost
Standard medium +1 per size15 per size bp
A cargo hold is a specifically designed void in the mech's frame intended to storage goods. A cargo hold can story 10 bulk per size category. A cargo hold system can be purchased multiple, up to a maximum equal to the mech's size category. Multiple holds can be considered one large hold so that the carry capacity is combines, or assigned as any combination of individual holds or group of holds.
Escape Pod
ModelSizePCU CostSlot CostBP Cost
Standard Small215 bp
The mech is fitted with a cylindrical cocoon shaped escape pod. The cock pit may be the pod or the pod may be separate with a simple mechanism to enter, perhaps the main seat slides down into it. As a movement action, you can enter the pod, have the pod launch and be on the ground at the end of your turn. This system may be purchased multiple times, to a maximum of twice the mech's size rating. You must state whom can access each pod. If no pod is assigned to the pilot the pilot cannot use one.
Floatation System
ModelSizePCU CostSlot CostBP Cost
Standard any2210bp
The mech has some sort of floatation system that can be activated and deactivated. While activated you may move from land in to deep water and treat it as only shallow water. Alternatively, you may move from land on to the surface of the water where it will be difficult terrain. While in deep water the system may be activated as a full round action to move the mech one elevation level from deep water to shallow water, or from shallow water to the surface. While the floatation system is active, all maneuver check DCs are increased by 5.
Gunner Port
ModelSizePCU CostSlot CostBP Cost
Standard large +5125 bp
One of the mech's direct fire weapons has a separate gunner port in which a gunner may control the weapon independently of the pilot's action. Allocate one of the mech's direct fire weapons to the port. The gunner rolls initiative separately and fires the weapon using a piloting check against the AC of the target. A gunner port does not alter the statistics of the weapon. A turret or tracking weapon cannot be assigned to a gunner port. A large mech may only have one gunner port. Huge or larger mech may have multiple gunner ports, each must be purchased and installed separately. Only one weapon may be assigned to each ginner port. A huge mech may have 2, a colossal 4, and a gargantuan mech may have 6 gunner ports. If no gunner sits in the port, the pilot may fire the weapon as normal from the cockpit.
Heat Sinks
ModelSizePCU CostSlot CostBP Cost
Standardsmall +015bp per size rating
Abc
Hover Propulsion
ModelSizePCU CostSlot CostBP Cost
Additional Locomotionany5 per size rating1 per size rating10bp per size rating
Dedicatedany1 per size rating51bp per size rating
The mech has hover capabilities. Hover propulsion rises the mech vertically a few feet while thrusters or fans propel the mech forward. A standard hover system can be activated and deactivated. A hover only system is permanently on and must be the only form of locomotion for the mech. While active (or permanently on) you may treat any depth of water, and difficult terrain from the surface, such as broken ground or debris as normal ground. Impassible terrain remains impassable. While active (or permanently on), the DC for maneuver checks are increased by 5.
Jump Jets
ModelSizePCU CostSlot CostBP Cost
Standardany10210bp per size rating
The mech is fitted with short burst thrusters. The mech's jumping distance in now equal to twice its height. The mech may now use the Death From Above maneuver against mechs of its size rating or lower.
Medical System
ModelSizePCU CostSlot CostBP Cost
Pilot Bio monitorsmall +5115bp
Passenger Med baymedium +5110bp
The mech is fitted with a bio-status medical analysis system. The pilot bio monitor is built into the cockpit. The passenger med bay is a bed pod that a sick or injured passenger can be put in to. These bio-status systems monitor the condition of the individual giving alerts in the presence poisoning, disease, fatigue, and other condition. Passenger med bay may be purchased multiple times, up to a maximum of the passenger capacity of the mech. A medical system grants +4 to skill checks to treat wounds, disease, and poisoning, and to stabilize a dying person.
Navcomm
ModelSizePCU CostSlot CostBP Cost
Basicany105bp
Standardany5025bp
Militarysmall+10050bp
A mech's navcom is its eyes and ears. A basic navcom enables you to send and receive communication within 10 miles. A friendly starship, orbital satellite or base can relay communications to any point of a planet's surface or orbit. An advanced navcom does this without needing a relay and can function as a relay for basic systems. No skill check is required to communicate with a friendly comms system. Trying to decode an unfriendly signal requires a Computers check against the encryption level of the opposing navcom. Mechs may have countermeasures that make decrypting their communications more difficult. A basic navcom has no encryption, the signal transmitted can be freely heard by any receiver. A standard navcom has basic encryption that provides DC 30 encryption, a military navcom has DC 45.
Passenger Bay
ModelSizePCU CostSlot CostBP Cost
Standardmedium +2150 bp
Luxuryhuge +52150 bp
One passenger bay can accommodate five passengers. A standard bay is little more than a cargo hold with chairs, the space is tight but the system reinforced to protect the occupants. Luxury bays are just that, luxurious, being spacious with comfortable seating.
Power Core Housing
ModelSizePCU CostSlot CostBP Cost
Standard any0010bp per size rating
The mech is fitted with protective shielding for the power core. A power core housing grants 25% chance to cancel a critical hit on the power core.
Power Reseve
ModelSizePCU CostSlot CostBP Cost
Standard small+0220bp per size rating
You mech has an emergency power supply. Even while your power core has the wrecked critical condition, provided your mech still has working locomotion, your mech remains functional with half speed. While in power reserve you cannot attack.
Pressurized Cabin
ModelSizePCU CostSlot CostBP Cost
Standard any5115 bp
A mech's standard cockpit filters gasses from the environment into breathable air. A pressurized cockpit seals the cockpit and reinforces it to be able to withstand opposing environmental pressures such as deep water and space.
Roll Cage
ModelSizePCU CostSlot CostBP Cost
Standard any015bp per size rating
The mech is fitted with a reinforced steel frame inside the cockpit structure. While piloting a mech with a roll cage you may cancel critical hits to the cockpit by making a piloting check against DC15.
Trans Configuration
ModelSizePCU CostSlot CostBP Cost
Standardmedium to huge20 per size rating3 per size rating25bp per size rating
A trans configuration allows a mech to transform in to a different configuration. All statistics remain the same but the mech can change it's locomotion type (more information to come).
Thrusters
ModelSizePCU CostSlot CostBP Cost
Standardsmall to huge5 + size rating225 bp
Advancedlarge to colossal20 + size rating475 bp
The mech has thrusters build into its frame. A standard model provides +1 to maneuver checks, an advances system provides +2. Thrusters allow a mech to maneuver in water and vacuums as easily as standard piloting.
V.T.O.L.
ModelSizePCU CostSlot CostBP Cost
Standard any2+ special25bp x size rating
The mech is fitted with powerful thrusters enabling it to take off and land vertically. The mech gains a fly speed equal to its base movement rating. The system uses 2 PCU to remain on stand-by but requires a further 10 CPU x the mech's size rating while flying. If your power core does not have enough PCU for this cost, the V.T.O.L. system will not activate. If the mech is flying when the power core ceases to have enough PCU to maintain flight, the system immediately fails and the mech falls (see falling). This system allows the pilot to cancel the scatter of orbital drops; once the Control Descent check is successful you may land the mech in your intended Drop Zone. Mechs with this flight system can use the Death From Above maneuver irrespective of mech sizes.

6. Customize


Bio Shock Field
ModelSizePCU CostSlot CostBP Cost
Standard any2 per size rating110bp per size rating
Your mech's plating is covered in a web of conductive nano fibers that deal 1d6 E damage to any living creature that touches it. The system can be turned on an off.
Biometric Security
ModelSizePCU CostSlot CostBP Cost
Standardany5010 bp
Advancedany15025 bp
Your mech is fitted with a security system that only allows pre-authorized persons to access it. The DC to hack a standard biometric system is DC25, DC 35 for an advanced system.
Cable Line
ModelSizePCU CostSlot CostBP Cost
Standard any1110 bp
Your mech has a cable launcher system capable of shooting 50 ft. You can choose the cable head fitting. These systems commonly have a hook or spring-loaded grapple. As a move action, you can retract an extended cable with a strength equal to the mech’s.
Climbing Claws
ModelSizePCU CostSlot CostBP Cost
Standard any0010bp per size rating
Your mech is fitted with climbing aids. They may be claws in the hands, spikes in the feet or other system. This system grants +5 to climb checks and your mech can climb at half speed. Climbing claws provide no benefit to melee combat.
Computer Countermeasures
ModelSizePCU CostSlot CostBP Cost
Standardany0010bp
Advancedsmall+5025bp
Your mech's cockpit is protected by electronic countermeasures. A standard system increases the DC for others to decrypt you navcom signal is increased by 5. An advanced system increases the DC by 10.
Custom Paint
ModelSizePCU CostSlot CostBP Cost
TinyTiny--1 bp
SmallSmall--2 bp
MediumMedium--5 bp
LargeLarge--10 bp
HugeHuge--25 bp
ColossalColossal--40 bp
GargantuanGargantuan--80 bp
Your mech is painted in any style you desire, from camouflage to neon.
Mag Attach
ModelSizePCU CostSlot CostBP Cost
Standard any5010bp per size rank
Your mech is fitted the capability to attach to metal surfaces allowing it to travel on the exterior of a starship or space station. This system is often paired with other that allow movement in a vacuum.
Manipulators
ModelSizePCU CostSlot CostBP Cost
Standard any105bp
Your mech is fitted with tools and claws allowing you to carry out general labour work.
Data jack
ModelSizePCU CostSlot CostBP Cost
Standard any0010bp
Your navcom is fitted with a data jack allowing you to connect directly to the system if you have your own data jack augment installed.
Oxygen Reserve
ModelSizePCU CostSlot CostBP Cost
Standard any105 bp
Your mech has 24 hours of oxygen for 1 humanoid that can be released into the cockpit. Alternatively, the system can be routed to supply passengers. This customization can be purchased multiple times.
PA Speakers
ModelSizePCU CostSlot CostBP Cost
Standardany1010 bp
Your mech has external speaks that can be used to broadcast navcom signals or music over the battlefield.
Personalized Plating
ModelSizePCU CostSlot CostBP Cost
Standardany0020bp per size rating
You have significantly altered the exterior look of your mech.
Self Destruct
ModelSizePCU CostSlot CostBP Cost
Standardany10 per size rating15bp per size rating
A system of last resort, activating self-destruct deals damage equal to twice its Hull Points, often killing everyone on board. Any creature or object in the mech's space takes damage equal to the mech's maximum hull points, any creature or object in an adjacent space takes damage equal to half the destroyed starship’s maximum Hull Points; this damage can be mitigated by shields. A self-destruct system can be activated only from within the cockpit (by entering a specific passcode, or other physical means known only to someone familiar with the mech) and can’t be activated remotely via hacking. Activation may be set with a time delay for the destruction (at least 1 round of combat).
Smuggler Compartment
ModelSizePCU CostSlot CostBP Cost
Standardsmall +0010bp
The mech has compartments hidden within its frame and plating. A smuggler compartment can hold 10 bulk per size rating of the mech. A creature searching the mech must succeed at a DC 20 Perception check to detect a basic compartment. A system scanning the mech must succeed at a DC 20 Computers check to detect one. For each Build Point spent over the base cost, these DCs increase by 5 (maximum DC 50).
Verse Node
ModelSizePCU CostSlot CostBP Cost
Standard any25050bp
The navcom in you mech is no normal system, your navcom has it's own verse node. That's right, you can mentally enter your mech.