Mech Combat Quick Reference
Full Rules: Mech Combat
| Frame | HP | Threshold | Hardpoints | Speed | MP/Turn | Levels |
|---|
| Light | 20 | 10 | 3 | 40 ft | 2 | 1-6 |
| Medium | 40 | 20 | 4 | 30 ft | 3 | 5-12 |
| Heavy | 60 | 30 | 5 | 25 ft | 4 | 10-16 |
| Superheavy | 100 | 50 | 6 | 20 ft | 5 | 14-20 |
| Location | Typical Mounts |
|---|
| Left/Right Arm | Melee weapons, shields, manipulators |
| Left/Right Shoulder | Missile launchers, heavy ranged weapons |
| Torso | Armor systems, sensors, cockpit upgrades |
| Legs | Movement systems, stability enhancers |
Refill: Full MP at start of each turn
| Action | MP Cost |
|---|
| Light weapon fire | 0-1 |
| Heavy weapon fire | 1-2 |
| Missile salvo | 2-3 |
| System activation | 1-2 |
| Emergency maneuver | 1 |
| Boost speed | 1 |
| Heat Level | Status | Effect |
|---|
| 0-69% | Normal | No penalties |
| 70-99% | Warning | -1 attack rolls |
| 100% | Critical | -2 all checks; some systems fail |
| Max | Meltdown | Reactor 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.
| State | Effect |
|---|
| Shutdown | Cannot act; immune to EMP |
| Standby | Cannot attack; half speed; reduced heat |
| Combat Ready | Normal operation |
| Overloaded | +2 damage; +2 heat generation |
State Change: Free action at turn start. Shutdown → Combat Ready = 1 full round.
| Action | Cost | Effect |
|---|
| Fire Weapon | 1 | Ranged attack with mech weapon |
| Melee Strike | 1 | Melee attack with mech weapon/fist |
| Stride | 1 | Move up to Speed |
| Take Cover | 1 | Gain cover |
| Power Slide | 2 | Double Speed straight line; enemies Reflex or prone |
| Stomp | 2 | Attack all in 10 ft square (2d8+Str B) |
| Shield Bash | 1 | Melee; on hit push 10 ft |
| Eject | 2 | Emergency exit; 2d6 falling damage |
| Action | Cost | Notes |
|---|
| Board Mech | 3 | Enter unoccupied mech; starts Standby |
| Disembark | 2 | Safe exit from Standby/Shutdown |
| Forced Entry | 3 | Athletics vs Fort DC; ejects previous operator |
Trigger: Attack exceeds hardness by 10+ (attacker chooses system vs HP)
| Location | Damaged Effect |
|---|
| Arm/Shoulder | Mounted weapons cannot fire |
| Torso | -2 AC; cockpit exposed |
| Legs | Half 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)
| Weapon | Level | Damage | MP | Heat |
|---|
| Power Fist | 3 | 2d8 B melee | 0 | 0 |
| Chainblade | 5 | 2d10 S melee | 0 | 1 |
| Laser Cannon | 7 | 3d8 fire 120 ft | 1 | 2 |
| Missile Pod | 6 | 2d6 fire area 200 ft | 2 | 1 |
| Autocannon | 8 | 2d12 P 150 ft | 1 | 1 |
| Plasma Projector | 12 | 4d10 fire 100 ft | 2 | 3 |
See also: Vehicle Systems, Starship Combat