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Mech Weapons and Systems Overview

Mech weapons are categorized by size (auxiliary, main, heavy, superheavy), type (melee, CQB, rifles, launchers, cannons, nexus), and damage (kinetic, explosive, energy, heat, burn). Each mech frame has a set number of system points (SP) that can be spent to add systems, with pilot's grit contributing to the total SP. Core systems unique to each frame utilize core power (CP) for powerful abilities, which can be replenished at the start of missions or through full repairs.

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0% found this document useful (0 votes)
10 views1 page

Mech Weapons and Systems Overview

Mech weapons are categorized by size (auxiliary, main, heavy, superheavy), type (melee, CQB, rifles, launchers, cannons, nexus), and damage (kinetic, explosive, energy, heat, burn). Each mech frame has a set number of system points (SP) that can be spent to add systems, with pilot's grit contributing to the total SP. Core systems unique to each frame utilize core power (CP) for powerful abilities, which can be replenished at the start of missions or through full repairs.

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MECH STRUCTURE

WEAPONS SYSTEM POINTS


Mech weapons have three traits: size, type, and Mech FRAMES also have a set number of SYSTEM
damage. POINTS (SP). SP can be spent to add extra systems
to your mech, and some heavier weapons require
both mounts and SP. You cannot add systems to
SIZE your mech that would cause you to exceed your
• Auxiliary weapons are the smallest mech
available SP.
weapons, light enough to use alongside larger
weapons.
Your pilot’s GRIT, equal to half their LL, is added to
• Main weapons are the standard size for mech
your total SP, and you gain an additional SP for every
weapons.
two points of SYSTEMS.
• Heavy weapons are larger, heavier weapons
used to inflict massive damage.
• Superheavy weapons are very large weapons
with high power requirements; they are usually
CORE SYSTEMS
Every FRAME comes with a CORE SYSTEM. These
rare or highly advanced.
powerful abilities are unique to each FRAME, can’t be
transferred to other mechs, and in most cases can
TYPE only be used once a mission by consuming CORE
All weapons have a type that describes their general POWER (CP).
range and combat function.
CP refers to a reservoir of high-efficiency reactor
• Melee weapons are mech-scale swords, axes, power, designed to be used in a quick burst. This
power tools, and other hand-to-hand weapons. A reservoir is essential to the high-powered systems
mech’s raw strength can turn even crude tools many mechs use in emergency situations and heavy
into forces to be reckoned with. action.
• CQB (close quarters battle) weapons are those
designed for close-range combat, including At any given time, a mech either has CP or it doesn’t.
pistols, shotguns, flamethrowers, and more There’s no way to save it up or store extra CP, aside
exotic weapons like nailguns. They usually have from some rare equipment. Instead, you get CP when
short range but are better for reacting quickly to you start a mission or your mech receives a FULL
emergent threats. REPAIR. Sometimes, if you’re lucky, the GM might
• Rifles are sturdy weapons with good range and grant you CP during a mission.
stopping power.
• Launchers are weapons that fire missiles,
grenades, or other projectiles.
• Cannons are high-caliber weapons useful for
inflicting heavy damage on enemies. What they
lack in precision, they usually make up for in
power.
• Nexus weapons are reservoirs and projectors for
swarms of self-propelled, armed drones.

Note: CQB, RIFLES, LAUNCHERS, CANNONS and NEXUS


weapons are Ranged Weapons, and always make
Ranged Attacks even against targets within their
THREAT.

DAMAGE
Most weapons deal one of three kinds of damage:
kinetic�, explosive�, or energy�. Some special
weapons also deal heat� (harm to a mech’s internal
systems) or burn� (damage over time), which are
explained in the Harm section (p. 67).

SECTION 1 // Building Pilots and Mechs


[33]

Common questions

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Damage types like heat and burn interact with mech systems by causing internal disruptions rather than just surface-level damage. Heat damage specifically targets a mech's internal systems, potentially overheating key components such as processors or power supplies and reducing operational efficiency. Burn damage, on the other hand, acts over time, gradually degrading structural integrity or system functionality, which can lead to strategic degradation of a mech's capabilities during prolonged engagements. Both types compel strategic considerations and require countermeasures to manage and mitigate their long-term effects .

CORE POWER (CP) is a critical element in preparing a mech for a mission because it dictates the availability of the FRAME's CORE SYSTEM, providing high-impact abilities once per mission. The allocation and potential use of CP require careful tactical planning due to its limited availability, typically reserved for pivotal moments in combat when a significant advantage or shift can be achieved. Tactical considerations include identifying mission segments where the CORE SYSTEM can prevent a loss or can decisively turn the tide of battle, while also preserving it until such a moment arises. The decision-making process about when to deploy CP involves weighing the potential outcomes, assessing enemy capabilities, and ensuring backup strategies in case the power is unavailable or used unsuccessfully .

Mech weapons are categorized into four size categories: auxiliary, main, heavy, and superheavy weapons. Auxiliary weapons are the smallest and light enough to be used alongside larger weapons, making them ideal for flexible combat scenarios where quick, diverse responses are necessary. Main weapons are the standard size, balancing ease of use with power, serving as the primary offensive tool in most engagements. Heavy weapons, being larger and more powerful than the main weapons, are used for inflicting massive damage and are suited for scenarios demanding high firepower. Superheavy weapons are very large with high power requirements, often reserved for rare or advanced operations due to their significant destructive capability and resource consumption .

Mech weapons are divided into several types based on range and combat function, including melee, CQB (close quarters battle), rifles, launchers, cannons, and nexus. Melee weapons are crucial for close hand-to-hand engagements, capitalizing on a mech's raw strength. CQB weapons, such as pistols and shotguns, excel in quick reactions to emerging threats at close range, offering rapid response abilities. Rifles provide balance with good range and reliable stopping power, useful in mid-range engagements. Launchers deliver formidable impact through missiles or grenades, ideal for disrupting formations or fortified positions. Cannons offer high-caliber firepower, prioritizing heavy damage over precision, which is beneficial against heavily armored targets. Nexus weapons deploy swarms of armed drones, providing strategic flexibility and target saturation .

Ranged weapons such as CQB, rifles, and launchers each offer strategic benefits and limitations in combat scenarios. CQB weapons like pistols and shotguns are advantageous in tight spaces or urban settings, allowing for quick engagements with high responsiveness. However, their limited range confines them to close-quarters battles, reducing effectiveness in open environments. Rifles provide a balance with good range and damage, making them versatile across a wide range of conditions; their precision and stopping power are useful in both offensive and defensive operations. Launchers offer powerful area denial or bombardment capabilities, excellent for engaging enemy groups or fortified positions, but they often lack the precision for single-target engagements and can be cumbersome to maneuver .

A pilot's GRIT level influences a mech's system allocation by adding to the total SYSTEM POINTS (SP) available for customizing the mech. Calculated as half of the pilot's License Level (LL), GRIT provides additional flexibility in configuring the mech's capabilities, such as integrating advanced systems or upgrading weapons. Higher GRIT levels correlate with greater tactical versatility and overall combat effectiveness as it allows for a broader range of enhancements and adaptations. This adaptability becomes crucial for adjusting to dynamic battlefield conditions or specific mission requirements .

The damage types in mech combat include kinetic, explosive, and energy damage, each with distinct characteristics. Kinetic damage involves physical impact, suitable for piercing or crushing armor, and is often used in traditional ballistic weapons such as rifles. Explosive damage results from blast effects, beneficial for area impact that can affect multiple targets or penetrate fortified positions. Energy damage exploits high heat or energy delivery, often bypassing physical armor to affect internal systems directly. This type frequently appears in weapons like lasers or plasma cannons, where the advantage lies in melting or disabling mech systems efficiently .

SYSTEM POINTS (SP) are critical in customizing mech frames, as they allow the addition of extra systems to a mech. The number of SPs a mech has is influenced by its frame and the pilot's level of proficiency. A pilot's GRIT, which is half their License Level (LL), contributes to the total SP, and additional SP is gained for every two points in the SYSTEMS attribute. This system ensures that pilots with higher experience and specialization can enhance their mechs more significantly by adding valuable capabilities without exceeding the frame's SP cap .

Superheavy weapons stand out from other weapon sizes due to their exceptional power output and high destructive capability. They require significant energy and often specialized mounts, limiting their use to frames that can accommodate these demands. In terms of combat capability, they excel at inflicting massive damage, making them ideal for targeting highly armored or critical enemy assets. However, their usage is constrained by their rarity and advanced technology, requiring strategic deployment to maximize effectiveness. Tactically, deploying superheavy weapons often involves positioning in optimal locations for maximum impact and considering power management to avoid overburdening the mech's systems .

A mech's CORE SYSTEM is a pivotal component, providing unique and powerful abilities specific to each frame. Its strategic value lies in its potential to significantly alter the outcome of a mission during critical moments due to its high power. However, operational use is constrained as CORE SYSTEMS typically can only be activated once per mission by consuming CORE POWER (CP). CP is a limited resource obtained when starting a mission or via a FULL REPAIR, making the timing of its use essential; improper calculation or early deployment might result in a missed opportunity, while delayed use may render the core abilities ineffectual if the mission climax passes without activation .

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