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So you want to alter you mech with new and ability’s, here’s the right place. But it will cost you. Also you must remember that you can only have one of each type of ability or add-on on you mech, and only one of each type of ability or add-on on each weapon.

Abilities

Each abilities use up one MtP


Drives- drives increase the movment of a mech by diverting energy to servos, activating small scale space jumps, or firing up a masive rocket straped to the unfortunate mechs back

Overdrive- for 1 Eng the mech gains another 2 Mov= 1 point

Megadrive- for 2 Eng the mech gains another 5 Mov= 2 points

Experimental drive- for 3 Eng the mech gains d6 speed, if a 1 is rolled then I point of damage is caused= 5 points


Shields-Shield are a must have for any inportant mech pilot. they reduce the amount of damage taken, but if you use to much energy you could be stuck with no functioning weapons.

Light Energy shield- spend 1 Eng to stop 1 point of damage= 1 point

Medium energy shield- spend 1 Eng to stop 2 points of damage= 2 points

Heavy energy shield- spend 1 Eng to stop 3 points of damage= 3 points

Experimental energy shield- spend 1 Eng to stop d6 points of damage, if a 1 is rolled the mech may not take any action next turn, and its Eng is reduced to 0 for that turn= 5 points


Hover- never has reduced Mov by going over rubble= 2 points

Jet Pack- same as hover but able to move over buildings= 4 points

Electro sensors- +1 Acu against Non biomech targets. Extra +2 against shielded targets = 3 points

Bio sensor- +2 Acu against biomech= 1 point

Kamikaze- when destroyed the mech causes Str D6 hit on all tiles in contact with it. the explosion can be detonated prematurely= 2 points

Le Parkor- if the mech ends its move in contact with a building, it can start is next turns movement from any square in contact with the building= 1 point

Teleporter- instead of moving normaly the mech moves 5 derectly forward, but it cannot move any less than 5 forward. If its move causes it to appere on an ocupide square it and the ocupying thing take D3 damage and the teleporter is place in contact with the hit object= 3 points



Add-ons

Add-ons do not take up MtP’s


Sensor system- +1 Acu= 1 point

Extra torque- +1 Mov= 1 point

Redundant systems- +1 Dam= 2 points

Thickened plates- +1 Arm= 2 points

Coupling point- +1 MtP= 2 points

Greased bearings- +1 Spd= 2 points

Electric ‘thingies’- +1 Eng= 2 points


Shoulders of doom- +2 Arm -2 Acu +1 MtP= 3 points

Spikes of vilany- +1 to weapon Str -1 Arm= 2 points

Shins of pain- +2 Arm -1 Mov= 3 points

Red paint- +2 Mov= 2 points

Ramshackel- +2 Dam,-1 Mov, -1 Spd= 3 points


Commander- allows the mech to be the commander.= 0 points note: only one mech per army may have the comander upgrade, but it must be taken.


Weapons


Ranged


Projectiles- despite the large leaps forward in weapon technology, kinetic weapons have remained in favor for many reasons, chief among which is the fact they are better.


Mechpistol- 1 point- 1 Eng

Range

Str

Shots

MtP

Special: none

5

3

1

1



Mechrifle- 2 point- 1 Eng

Range

Str

Shots

MtP

Special: none

7

4

1

1



Mechcannon- 4 point- 1 Eng

Range

Str

Shots

MtP

Special: -1 to targets Arm

6

6

1

2



Shotgun- 2 point- 1 Eng

Range

Str

Shots

MtP

Special: none

4

5

1

1



Biggy gun (gattling gun)- 4 point- 2 Eng

Range

Str

Shots

MtP

Special: if a double 1 is rolled then the weapon cannot be fired until next turn

5

4

2D6

2



Navel cannon- 6 point- 3 Eng

Range

Str

Shots

MtP

Special:

7

6

1

5




Energy weapons- energy weapons are laser based weapons that have hideously long range and the nasty habit of melting amour off mechs

Energy gun- 2 point- 2 Eng

Range

Str

Shots

MtP

Special: - 2 to Arm

4

6

D6

1



Energy Rifle- 4 point- 2 Eng

Range

Str

Shots

MtP

Special: - 2 to Arm

7

4

D6

1



Energy decimator- 7 point- 5 Eng

Range

Str

Shots

MtP

Special: - d6 to Arm

6

2D6

2D6

3




Lightning weapons- the idea behind lightning weapons is really easy to understand; electricity looks cool, so let’s make a gun that shoots it a things.

Lightning pistol- 1 point-2 Eng

Range

Str

Shots

MtP

Special: -2 to Def

4

4

1

1



Lightning gun- 2 point- 2 Eng

Range

Str

Shots

MtP

Special: -2 to Def

4

5

2

1



Lightning cannon- 4 point- 3 Eng

Range

Str

Shots

MtP

Special: -2 to Def

4

7

4

2




Void weapons- void weapons are marvels of weapon technology. they are guns, guns that fire miniture, self contained black holes that tear at reality.

Void pistol- 2 point- 1 Eng

Range

Str

Shots

MtP

Special: Void

5

4

1

1



Void rifle- 3 point- 2 Eng

Range

Str

Shots

MtP

Special: Void

5

5

2

1



Void Cannon- 5 point-3 Eng

Range

Str

Shots

MtP

Special: Void, any tiles that are touching the target tile are also hit

6

6

1

2




Flame weapons- they set stuff on fire, 'nuf said.

Flame pistol- 2 point- 1 Eng

Range

Str

Shots

MtP

Special: Do not roll hit, all squares in-between the target and shooter are hit, as are all square in contact with them

4

4

1

1



Flame rifle- 3 point- 2 Eng

Range

Str

Shots

MtP

Special: Do not roll hit, all squares in-between the target and shooter are hit, as are all square in contact with them

4

4

1

1



Flame Cannon- 5 point-3 Eng

Range

Str

Shots

MtP

Special Do not roll hit, all squares in-between the target and shooter are hit, as are all square in contact with them

5

5

1

2




Misc weapons- these weapons just can't be clasified, they just don't work. I mean seriosly these are just ridiculous, and that is why we love them.

Target designator- 5 point-3 Eng

Range

Str

Shots

MtP

Special: Roll a D6, in that many turns a 2 square Str 5 explosion will happen on the designated spot

4

0

1

1



Focus laser- 2 point-3 Eng

Range

Str

Shots

MtP

Special: after the first hit, all other hits by this weapon will automatically hit against the same target for the remainder of that turn

5

4

4

2



Hell maker missle- 5 point-4 Eng

Range

Str

Shots

MtP

Special: 3 square blast and if a criticl fail is achived, then you can shoot it again next turn.

6

10

1 per game

2




Point defence- 1 point- 1 Eng

Range

Str

Shots

MtP

Special: this weapon cannot be upgraded, and a mech may have only one.

contact

2

equal to the mechs Dam

0



Close combat


Knife- 1 point- 1 Eng

Range

Str

Shots

MtP

Special: none

contact

2

1

1



Sword- 2 point- 1 Eng

Range

Str

Shots

MtP

Special: none

contact

3

1

1




Power fist- 2 point- 3 Eng

Range

Str

Shots

MtP

Special: any unit killed in close combat can be thrown up to d6 spaces at any direction, causing a hit with Str equal to the thrown units Arm value.

contact

5

1

1




Spear- 2 point- 1 Eng

Range

Str

Shots

MtP

Special: none

1

4

1

1




Shield- 1 point- 1 Eng

Range

Str

Shots

MtP

Special: +1 Arm

contact

1

1

1




Chainsaw- 2 points- 2 Eng

Range

Str

Shots

MtP

Special: after the first hit, all other hits by this weapon will automatically hit against the same target for the remainder of that turn

contact

5

3

1




Vibroblade - 3 point- 2 Eng

Range

Str

Shots

MtP

Special: none

contact

D6

D6

1



Hammer/Axe- 3 point- 2 Eng

Range

Str

Shots

MtP

Special: does an extra d3 damage

contact

5

1

1



Protonic Sword- 6 point- 3 Eng


Range

Str

Shots

MtP

Special: flame

1

7

1

2



Weapon add-ons


Any

Ray tube= -1 to targets Arm- 2 points

Electro zapper= -2 to targets Spd- 2 points

Clouder= -2 to Acu- 2 points

EMP= -1 Eng to target- 2 points

Removed weight= - 1 MtP usage (to a minimum of 1) and – 1 Str -1 point

Extra capacitors= -1 Eng usage- 1 point

Continuous= after the first hit, all other hits by this weapon will automatically hit against the same target for the remainder of that turn - 1 points


Void= adds the void weapon ability- 2 points

Flame= adds the flame weapon ability- 2 points Smoke= adds the smoke weapon ability- 2 points


Shooting Only

Lengthened barrel= +1 Range- 1 points

Altered blowback= +1 strength- 2 points

Blast= any tiles that are touching the hit square are also hit- 2 point

More Dakka= +1 shot

Spray=Do not roll hit, all squares in-between the target and shooter are hit, as are all square in contact with them- 2 points


Special shots:

Spam shots= Extra D6 shots for 2 Eng- 2 points

Marksman= Extra D6 Acu and –D6 to targets Arm for 4 Eng- 4 points

Death in all directions= 1 hit against all enamys in 1/2 range for 3 Eng- 4 points


Close combat only

Rok-it punch= any tiles that are touching the target tile are also hit, except from the user -2 points

Spikes= +1 Str -1 point

Monomecular edge= -1 to targets Arm- 2 points

BFS= +1 to range- 1 point


Power attacks: Power attacks are only brought once for the mech, and you must spend the energy for every attack with the attack

Barge= +2 Str if user moved that turn for 1 Eng- 2 points

Crush= +3 Str for 1 Eng- 2 points

Smash= -2 Arm for 1 Eng- 2 points

Killifacation= +D6 Str, and -D6 to targets Arm and Spd for 2 Eng- 3 points

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