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Mech Combat Quick Reference

Mech Combat Quick Reference

Full Rules: Mech Combat


Frame Statistics

FrameHPThresholdHardpointsSpeedMP/TurnLevels
Light2010340 ft21-6
Medium4020430 ft35-12
Heavy6030525 ft410-16
Superheavy10050620 ft514-20

Hardpoint Locations

LocationTypical Mounts
Left/Right ArmMelee weapons, shields, manipulators
Left/Right ShoulderMissile launchers, heavy ranged weapons
TorsoArmor systems, sensors, cockpit upgrades
LegsMovement systems, stability enhancers

Mech Points (MP)

Refill: Full MP at start of each turn

ActionMP Cost
Light weapon fire0-1
Heavy weapon fire1-2
Missile salvo2-3
System activation1-2
Emergency maneuver1
Boost speed1

Heat Management

Heat LevelStatusEffect
0-69%NormalNo penalties
70-99%Warning-1 attack rolls
100%Critical-2 all checks; some systems fail
MaxMeltdownReactor critical; shutdown

Heat Sources: Energy weapon (1-2), Ballistic (0-1), Missile (1), Sustained fire (+1)

Vent Heat 2 actions: Reduce heat by 2/action. Cannot attack this turn. Emergency Vent 3 actions: Heat to 0. Flat-footed until next turn.


Operational States

StateEffect
ShutdownCannot act; immune to EMP
StandbyCannot attack; half speed; reduced heat
Combat ReadyNormal operation
Overloaded+2 damage; +2 heat generation

State Change: Free action at turn start. Shutdown → Combat Ready = 1 full round.


Combat Actions

ActionCostEffect
Fire Weapon1Ranged attack with mech weapon
Melee Strike1Melee attack with mech weapon/fist
Stride1Move up to Speed
Take Cover1Gain cover
Power Slide2Double Speed straight line; enemies Reflex or prone
Stomp2Attack all in 10 ft square (2d8+Str B)
Shield Bash1Melee; on hit push 10 ft
Eject2Emergency exit; 2d6 falling damage

Entering/Exiting

ActionCostNotes
Board Mech3Enter unoccupied mech; starts Standby
Disembark2Safe exit from Standby/Shutdown
Forced Entry3Athletics vs Fort DC; ejects previous operator

System Damage

Trigger: Attack exceeds hardness by 10+ (attacker chooses system vs HP)

LocationDamaged Effect
Arm/ShoulderMounted weapons cannot fire
Torso-2 AC; cockpit exposed
LegsHalf speed; cannot run
Sensors-4 Perception; no targeting
Reactor-2 MP/turn; meltdown risk

Repair: In combat (3 actions, DC 15 + level) | Out of combat (10 min, DC 10 + level)


Quick Weapon Reference

WeaponLevelDamageMPHeat
Power Fist32d8 B melee00
Chainblade52d10 S melee01
Laser Cannon73d8 fire 120 ft12
Missile Pod62d6 fire area 200 ft21
Autocannon82d12 P 150 ft11
Plasma Projector124d10 fire 100 ft23

See also: Vehicle Systems, Starship Combat