Rules Reference
Mech Rules
Base frame and RP
Every Mech has one RP (Resource Points) pool, 12 by default and raised by the GM or campaign awards. It pays for frame upgrades and for every installed Module.
Stock baseline before any RP:
| STR | DEX | CON | AC | HP | Speed | Reach | PCC/h | Slots |
|---|---|---|---|---|---|---|---|---|
| 10 | 10 | 10 | 14 | 30 | 30 ft. | 5 ft. | 1 | 3 |
- Ability scores
- STR, DEX and CON: raising a score to 11–15 costs 3 RP per point, 16–20 costs 5, 21–25 costs 7 and 26–30 costs 9 (scores below 10 also cost 3). Maximum 30. Chassis baselines are free.
- Ceiling
- STR and DEX can never exceed CON + 4. CON sets the Core Link DC, CON saving throws and Damage Reduction.
- Armor Class
- +1 AC costs 3 RP. Bought AC is capped at half the sum of the Mech's non-negative STR, DEX and CON modifiers, rounded down.
- Hit Points
- Base 30 HP, +20 per size step above Medium. +5 HP per RP. Bought HP caps: Medium 200, Large 300, Huge 400, Gargantuan uncapped. Chassis and Modules may exceed the cap.
- Module Slots
- Extra Module Slots cost 4 RP each, up to +2 (Medium), +3 (Large), +4 (Huge) or +6 (Gargantuan).
- Power Cells
- Power Cells are Modules: 2 RP each, +12 PCC, each fills one Module Slot; added in the module window. Any number may be installed.
- Multiattack
- Multiattack (Curve A): 1 + floor((DEX − 10) / 4), minimum 1.
Size
| Size | Speed | Reach | PCC/h | Slots | Bought HP cap | Slot buy cap | DEX saves |
|---|---|---|---|---|---|---|---|
| Medium | +0 | +0 | 1 | 3 | 200 | +2 | — |
| Large | -5 | +5 | 2 | 5 | 300 | +3 | -4 |
| Huge | -10 | +5 | 4 | 7 | 400 | +4 | -8 |
| Gargantuan | -15 | +10 | 8 | 9 | Uncapped | +6 | -12 |
Size grants no ability scores, HP or AC. A larger Mech takes a penalty to its Dexterity saving throws.
Damage Reduction
Damage Reduction equals floor((CON − 10) ÷ 4) plus a size bonus (Medium +0, Large +1, Huge +3, Gargantuan +7), plus any chassis bonus.
It reduces damage dealt to the Mech and to every Targetable Point except the Cockpit, which ignores Damage Reduction.
Temporary Hit Points absorb damage first and are never reduced by Damage Reduction.
Damage Reduction has no floor, but a negative value never increases the damage taken.
Hazard Rating
Mech HR is calculated from total RP invested (frame + Modules), never chosen: HR0 0–12, HR1 13–30, HR2 31–60, HR3 61–100, HR4 101–150, HR5 151–210, HR6 211–280. Any Module can go on any Mech regardless of HR.
| HR | Mech RP (frame + Modules) | Module RP (its own) |
|---|---|---|
| HR0 | 0–12 | 0–3 |
| HR1 | 13–30 | 4–7 |
| HR2 | 31–60 | 8–12 |
| HR3 | 61–100 | 13–18 |
| HR4 | 101–150 | 19–25 |
| HR5 | 151–210 | 26–33 |
| HR6 | 211–280 | 34–42 |
Module HR has no cap: past HR6 each tier is one RP wider than the last. A Module's HR sets its Trait slots (minimum 1).
Chassis types
Rend starts at 2d6, steps up once per size above Medium, then applies the chassis adjustment. Strider decreases it by one step; Breaker increases it by one step.
| Type | Boost | Cost | Rend Medium | Rend Large | Rend Huge | Rend Gargantuan |
|---|---|---|---|---|---|---|
| Stock | STR/DEX/CON 10, AC 14 | None | 2d6 | 2d8 | 2d10 | 2d12 |
| Strider | DEX 12, Speed +20 ft. | STR 8, Rend die decreases by one step | 1d12 | 2d6 | 2d8 | 2d10 |
| Breaker | STR 14, Rend die increases by one step | AC 12 | 2d8 | 2d10 | 2d12 | 3d8 |
| Bulwark | CON 14, AC 16, Damage Reduction +2 | DEX 8 | 2d6 | 2d8 | 2d10 | 2d12 |
| Juggernaut | CON 12, HP +20, Module Slots +1 | Max Pilot Size Small, +1 PCC/h | 2d6 | 2d8 | 2d10 | 2d12 |
| Magus | Module Slots +2, -2 PCC/h (minimum 1 PCC/h) | DEX 8, Speed -10 ft. | 2d6 | 2d8 | 2d10 | 2d12 |
Power Core
| Size | PCC | Drain PCC/h (Stock) | Size charge multiplier |
|---|---|---|---|
| Medium | 12 | 1 | ×1 |
| Large | 20 | 2 | ×2 |
| Huge | 28 | 4 | ×4 |
| Gargantuan | 40 | 8 | ×8 |
- Operating draw
- An active Mech drains its PCC/h rate (1 / 2 / 4 / 8 by size) every hour and cannot regenerate while active. Module activations are paid on top of that draw. Juggernaut adds 1 PCC/h; Magus removes 2 PCC/h (minimum 1 PCC/h).
- Safety limiter
- A Mech cannot naturally activate a Module that would drop its charges below one hour of operation (its PCC/h). Overriding this safety limiter requires a direct action from the Pilot.
- Shutdown
- A Mech with zero PCC at the end of an hour shuts down and is Incapacitated until it has a Pilot and enough charges regenerated to operate for 1 hour.
- Recharging
- Only while shut down: 1 Charge per hour, or 4 per hour while plugged into a charging port.
- Power Cells
- A Utility Module that fills one Module Slot and holds 12 PCC.
- Size-scaled Modules
- Modules whose effect scales with Mech size (Force Fields, Flight) multiply their base PCC cost by the size multiplier. Energy Weapons do not scale with size.
Combat values
STR, DEX and CON are the Mech’s own scores. WIS, INT and CHA are always the Pilot’s, as is the Proficiency Bonus.
- Piloting
- An unpiloted Mech is dormant and takes no actions. It wakes and acts only while a Pilot is aboard and conscious.
- Rend attack bonus
- Mech STR modifier + Pilot Proficiency Bonus.
- Weapon Save DC
- 8 + Mech STR modifier + Pilot Proficiency Bonus. Finesse weapons use the Mech’s DEX modifier instead.
- Core Link DC
- 8 + Mech CON modifier + Pilot Proficiency Bonus. Used by Core Link weapons and Modules.
- Target Module DC
- 8 + Pilot WIS modifier + Pilot Proficiency Bonus.
- DNS Module DC
- 8 + Pilot CHA modifier + Pilot Proficiency Bonus. Direct Network and Support Modules — ally boosts and hacks or debuffs against other Armors and Constructs.
- General Modules
- General Modules have no DC and are not tied to these save DC rules.
- Module activations
- The Pilot’s Intelligence sets how many Modules can be used per round.
- Saving throws
- Mech ability modifier + Pilot Proficiency Bonus.
Targetable points
- Armor Class
- Mech AC + 5.
- Cockpit
- Half the frame’s Hit Points, rounded down. Every size calls this part the Cockpit. When the Cockpit drops to 0 HP it is breached. Any damage beyond what brought it to 0 HP is dealt to the Pilot. While the Cockpit is breached, the Pilot is a targetable point. Whenever the Pilot takes damage, the Pilot makes a Constitution saving throw with the Pilot's own Constitution (DC 10 or half the damage taken, whichever is higher) for each active Module effect; every failed save ends that effect immediately. Ejection (Action): the Pilot leaves the Mech, landing in an unoccupied space within 15 ft., free of immediate danger.
- Limbs
- Ambulatory and Extraneous limbs are free. Every limb splits the Mech's Hit Points: each limb has HP equal to Mech HP ÷ total limbs (rounded down). A Mech can have at most 2 × the Pilot's INT score in limbs. Any limb can carry one Mounted Module.
- Locomotion
- A Mech needs at least 2 Ambulatory limbs (a pair) to have a Walking Speed. Limbs that only grant Fly, Swim, Climb or Burrow speeds are bought in pairs. Fly pair 10 RP (30 ft, +10 ft per 5 RP); Swim or Climb pair 4 RP (30 ft, +10 ft per 3 RP); Burrow pair 20 RP (30 ft, +10 ft per 10 RP). Versatile: a limb that is both Ambulatory and Extraneous, or a mobility limb that can also hold Modules. Costs 5 RP plus half that pair's speed price (Ambulatory/Extraneous 5, Swim/Climb 7, Fly 10, Burrow 15). Every Mech must have a Passive speed: 2+ Ambulatory limbs, a limb-granted speed, or a Passive Flight Module with Hovering or a Passive Antigrav Module.
- Limb loss
- Each destroyed Ambulatory limb reduces Walking Speed by base Speed ÷ Ambulatory limbs (rounded up to 5 ft). Destroyed mobility limbs reduce their speed the same way. A Prone Mech with no working Ambulatory limbs can Crawl 5 ft per round regardless of size, if it has at least one working Extraneous limb.
- Destroyed and Obliterated
- A Module, limb, Cockpit or Mech reduced to 0 HP is Destroyed: it can't be used or healed until repaired out of combat. Modules or Held items on a destroyed limb go offline until it is repaired. Massive damage: if a single hit reduces a part to 0 HP and the remaining damage equals or exceeds its maximum HP, it is Obliterated and permanently lost until replaced. Healing the Mech never heals its Modules or limbs. Modules heal through Self-Repair; Pinpoint Healing lets a Healing Module send half its healing to any targetable point at 1+ HP.
- Modules
- Every Module, including a Force Field, is a targetable point unless it has the Innate Trait. Modules do not share the frame’s Hit Points. Every Module starts at 30 Hit Points (Kinetic Melee Weapons and Shields 60) regardless of HR; only Reinforced (+30 per stack) raises it, and Fragile halves it. Unprotected Modules are meant to be fragile.
- Temporary Hit Points
- No targetable point, Modules included, can be targeted while the frame has Temporary Hit Points.
Module Traits and RP
- Weapon Modules
- Kinetic and Energy weapons, melee and ranged.
- Armor Modules
- Force Fields, Shields, Hull Reinforcement and Plating: anything granting AC, HP, Temp HP or Resistance.
- General Modules
- Stat Enhancement, Might, Speed, Stealth, Flight, Power Cells and other chassis utilities.
- Tactical Modules
- Sensors and predictive fire control keyed to the Pilot's WIS: Evasive Thrusters, Target Painter, Point Defense, Threat Scanner.
- Cyber Modules
- Electronic warfare keyed to the Pilot's CHA: Signal Jammer, Sensor Spoofer, Firewall Node. Certain Cyber Modules can bypass a Mech's standard condition immunities.
Every Module is paid for with RP from the Mech's shared pool. Its Module HR is calculated from the RP invested in it and sets its Trait slots (minimum 1). Perks cost RP; drawbacks only discount the Module's own cost (never below 0). Traits never stack unless stated (Reinforced stacks). Directly opposed Traits (Fragile/Reinforced, Exposed/Shielded, Held/Mounted, Held/Implanted, Efficient/Inefficient) cancel: neither applies. Every Module starts at 30 HP (Kinetic Melee Weapons and Shields 60); only Reinforced raises it.
Activating a Module takes 1 Bonus Action and 1 PCC unless a Trait changes either one.
Increase budget — more exposed
| Trait | RP | Effect |
|---|---|---|
| Fragile | +1 | Hit Points halved. |
| Exposed | +1 | Attacks against it have Advantage. |
| Mounted | -2 | Doesn't require a limb to be used; occupies one Mount point (a limb mount or a body mount). A direct upgrade for Weapons. |
| Held | +1 | Requires one free non-mobility limb; if that limb is disabled or destroyed, Module use ceases until the limb is repaired or the Module is moved to an undamaged free non-mobility limb. Equipping a stowed Held Module takes a Bonus Action. |
| Held (Two-Handed) | +2 | Upgrade tier of Held: requires two free non-mobility limbs; if either is disabled or destroyed, Module use ceases. Replaces Held rather than stacking with it. |
| Carried | 0 | Temporary state of a Held Module that isn't currently held. It remains a targetable point and can be destroyed, but it can't be used and occupies no limb until it is held again. Carried doesn't change RP. |
| Inefficient | +1 | PCC to Activate increased by 1. |
Decrease budget — more protected
| Trait | RP | Effect |
|---|---|---|
| Reinforced | -2 | +30 bonus to Hit Points. Stackable: each stack adds another +30. |
| Shielded | -2 | +2 bonus to Armor Class, on top of the usual +5 Targetable Point bonus. |
| Implanted | -2 | Attacks against it have Disadvantage. Internal only: can't be Held. |
| Innate | -12 | Can't be targeted or destroyed. Requires Reinforced, Shielded and Implanted; not allowed with Fragile, Exposed or Held. |
| Efficient | -3 | PCC to Activate reduced by 1, to a minimum of 1. |
| Multiattack | -1 | Can be activated as part of the Mech's Multiattack action, in place of one attack. Only available to a Module that deals damage or inflicts an effect on allies or enemies. Multiattack may be split between held weapons. |
| Reactive | -1 | Can be activated as a Reaction. |
| Self-Repair | -5 | On each activation this Module restores 2d6 of its own Hit Points (never above max, never from 0 HP). Healing dice: +1d6 per 4 RP; duration upgrades price like any Module. |
| Fast | -2 | Held Modules only: can be drawn, swapped or stowed on your turn without using any action (normally equipping a stowed Module takes a Bonus Action). Never usable off your turn or as a Reaction. |
Weapon Modules
Weapons are Modules. Every weapon package costs 1 RP, and does not use a Trait slot. Melee weapons add the Mech’s STR modifier (DEX with Finesse) to hit and damage. Kinetic ranged weapons use the Pilot’s WIS modifier to hit and deal flat dice. Energy ranged weapons force a DEX save against the Core Link DC. Kinetic dice scale with Mech size; Energy dice scale only with Overcharged.
Multiattack weapons can replace any number of attacks when the Mech takes the Multiattack action. Weapons with a Cooldown take 1 Action and can be used once per round. A weapon package's Held requirement can be replaced by taking Mounted, which discounts 1 RP. Equipping a stowed Held Module takes a Bonus Action unless it has Fast. A Held weapon that isn't currently held gains the temporary Carried Trait: it remains targetable and destructible, can't be used, and occupies no limb. Destroying a Held weapon frees its limb for other Modules or Rend; destroying the limb makes the weapon inoperable.
Packages
| Package | RP | Effect |
|---|---|---|
| Kinetic Melee Weapon | -1 | 2d10 B/P/S at Medium, Reach 5 ft., 0 PCC, 60 Module HP. To hit and damage add the Mech's STR modifier (DEX with Finesse); to hit adds the Pilot Proficiency Bonus. Dice step up with Mech size. Includes Held and Multiattack. |
| Kinetic Ranged Weapon | -1 | 2d6 B/P/S at Medium, Range 60/120 ft., 0 PCC. To hit uses the Pilot's WIS modifier + Pilot Proficiency Bonus; damage is the flat dice only. Dice step up with Mech size. Includes Held, Multiattack, Ammo (10) and Reload (Bonus Action). |
| Energy Melee Weapon | -1 | 2d8 Elemental (Lightning, Fire, Cold, Acid or Thunder) or Exotic (Force, Radiant or Necrotic), Reach 5 ft. Activate with a Bonus Action: 1 PCC (Elemental) or 3 PCC (Exotic); it stays lit until the end of your next turn. To hit and damage add the Mech's STR modifier (DEX with Finesse). Riders need the Elemental Rider trait; Exotic riders are intrinsic. |
| Energy Ranged Weapon | -1 | Activate with a Bonus Action: 1 PCC (Elemental) or 3 PCC (Exotic), until the end of your next turn. A 60-foot line, 1 inch wide, that stops at the first creature or object; the target makes a DEX save against the Core Link DC, taking the damage on a failure or half on a success. Rapid: 2d4 and usable in Multiattack. Heavy: 2d8 with a 1 round Cooldown. |
Damage dice by size
Kinetic dice step up once per size above Medium; Energy dice never do. Breaker frames treat melee weapon dice as one size larger. Dice steps follow: 2d6, 2d8, 2d10, 2d12, 3d8, 3d10, 3d12, 4d8, 4d10, 4d12, 5d10, 5d12, 6d10, 6d12.
| Package | Medium | Large | Huge | Gargantuan |
|---|---|---|---|---|
| Kinetic Melee Weapon | 2d10 | 2d12 | 3d8 | 3d10 |
| Kinetic Melee Weapon (Two-Handed) | 2d12 | 3d8 | 3d10 | 3d12 |
| Kinetic Ranged Weapon | 2d6 | 2d8 | 2d10 | 2d12 |
| Kinetic Ranged Weapon (Two-Handed) | 2d8 | 2d10 | 2d12 | 3d8 |
| Energy Melee Weapon | 2d8 | 2d8 | 2d8 | 2d8 |
| Energy Ranged Weapon | 2d4 / 2d8 Heavy | 2d4 / 2d8 Heavy | 2d4 / 2d8 Heavy | 2d4 / 2d8 Heavy |
Weapon tuning
| Trait | RP | Effect |
|---|---|---|
| Two-Handed | 0 | Kinetic Weapons only: requires two free non-mobility limbs (Held (Two-Handed)) and raises the damage dice one step. Self-contained: no RP change. |
| Versatile | -1 | Kinetic Melee only: may be wielded in one or two limbs; wielded in two it gains the Two-Handed dice step. |
| Dense | -1 | Kinetic Melee only: raises the damage dice one step per stack. Requires Mech STR 18 for the first stack and +3 STR per additional stack. |
| High-Caliber | -1 | Kinetic Ranged only: raises the damage dice one step per stack. Requires Mech STR 18 for the first stack and +3 STR per additional stack. |
| Overcharged | -1 | Energy Weapons only: raises the damage dice one step per stack. Each stack adds PCC to activation, doubling cumulatively: +2, +6, +14, +30… |
| Exotic: Radiant | -1 | Energy Weapons only: damage becomes Radiant. The target can't become Invisible and has Disadvantage on CHA saving throws until the start of its next turn. Activation costs 3 PCC. |
| Exotic: Force | -2 | Energy Weapons only: damage becomes Force. Deals double damage to Temporary Hit Points. Activation costs 3 PCC. |
| Exotic: Necrotic | -2 | Energy Weapons only: damage becomes Necrotic. Damages Temporary Hit Points normally. The target can't regain normal Hit Points (Temporary Hit Points are unaffected) until the start of its next turn, and its Hit Point maximum drops by one quarter of the Necrotic damage it took. Activation costs 3 PCC. |
| Elemental Rider | -2 | Elemental Energy Weapons only: hits apply the element's rider. Tier 1 (2 RP) is automatic; Tier 2 and Tier 3 (+2 RP each) add a save against the Core Link DC with escalating effects. |
| Elemental Rider Tier | -2 | Raises the Elemental Rider one tier (max Tier 3). |
| Elemental Infused | -2 | Kinetic weapons only. Elemental Infused costs 2 RP per stack, Exotic Infused 4 RP per stack; each stack adds +1d6 of that type. Activate with a Bonus Action (Elemental 1 PCC, Exotic 3 PCC) until the end of your next turn. Taking one Infused Trait locks the weapon out of every other. Infused damage never applies an Elemental Rider. |
| Exotic Infused | -4 | Kinetic weapons only. Elemental Infused costs 2 RP per stack, Exotic Infused 4 RP per stack; each stack adds +1d6 of that type. Activate with a Bonus Action (Elemental 1 PCC, Exotic 3 PCC) until the end of your next turn. Taking one Infused Trait locks the weapon out of every other. Infused damage never applies an Elemental Rider. |
| Extended Range | -1 | Melee: +5 ft. Reach per stack (max +10 ft.). Ranged: +30 ft. normal / +60 ft. long range per stack. |
| Area of Effect | -3 | Hits become a Burst (10-ft. radius), Line (30 ft.) or Cone (15 ft.) from the target; every Mech in the area saves against the Core Link DC with its own stats. |
| Empower | -1 | Kinetic Weapons only: once per round, declare when the attack is made (not on a hit) and spend 1 PCC; the attack deals an extra 1d12 damage of its original type. |
| Finesse | -2 | Melee only: uses the Mech's DEX modifier instead of STR. |
| Ammo (4) | +1 | Kinetic Ranged only: replaces Ammo (10). |
| Reload (Action) | +1 | Kinetic Ranged only: reloading takes an Action instead of a Bonus Action. |
| Reload (Reaction) | -1 | Kinetic Ranged only: reload as a Reaction to running out of Ammo. |
| Long Range | -1 | Kinetic Ranged only: Range becomes 120/240 ft. |
| Cooldown | +1 | Activation becomes 1 Action and the weapon can be used once per round; it can't replace Multiattack attacks. |
Elemental Riders
Elemental activation: Bonus Action + 1 PCC. Exotic: Bonus Action + 3 PCC. Riders save against your Core Link DC; defenders use their own stats. Elemental negative effects never stack. A target suffers only one instance of each (e.g. Burning, Acid Etched) — the version from the Module with the most RP invested — no matter how many hits or Mechs apply it.
| Element | Save | Tier 1 (2 RP) | Tier 2 (+2 RP) | Tier 3 (+2 RP) |
|---|---|---|---|---|
| Lightning | CON | Automatic: the target has Disadvantage on its next attack roll. | CON save or the target also can't take Reactions until the start of its next turn. | On a failed save the target's attack rolls also take a −2 penalty until the end of its next turn. |
| Fire | DEX | Automatic: the target is Burning (1d6 Fire at the start of its turn) for one round; it ends automatically. | DEX save or Burning lasts 3 rounds; a Bonus Action douses it. | On a failed save dousing Burning takes an Action instead. |
| Cold | CON | Automatic: the target's Speed drops by 5 ft. until the end of its next turn. | CON save or the target also can't take the Disengage action until the end of its next turn. | On a failed save the target also can't take the Dash action. |
| Acid | DEX | Automatic: the target's AC and Damage Reduction drop by 1 until the end of its next turn (Acid Etched). | DEX save or Acid Etched lasts 3 rounds at −2; a Bonus Action removes it. | On a failed save removing Acid Etched takes an Action. |
| Thunder | STR | Automatic: the target is pushed 5 ft. away, unless it is more than two sizes larger than the attacker. | STR save or the push becomes 15 ft. and the target is knocked Prone. | On a failed save the target also takes an extra 2d6 Thunder damage. |
- Force (Exotic)
- Deals double damage to Temporary Hit Points.
- Radiant (Exotic)
- The target can't become Invisible and has Disadvantage on CHA saving throws until the start of its next turn.
- Necrotic (Exotic)
- Damages Temporary Hit Points normally. The target can't regain normal Hit Points (Temporary Hit Points are unaffected) until the start of its next turn, and its Hit Point maximum drops by one quarter of the Necrotic damage it took.
- Kinetic Infusion
- Kinetic weapons only. Elemental Infused costs 2 RP per stack, Exotic Infused 4 RP per stack; each stack adds +1d6 of that type. Activate with a Bonus Action (Elemental 1 PCC, Exotic 3 PCC) until the end of your next turn. Taking one Infused Trait locks the weapon out of every other. Infused damage never applies an Elemental Rider.
Overcharged surcharge: 1 stack +2 PCC, 2 stacks +6, 3 stacks +14, 4 stacks +30. Dense / High-Caliber: Mech STR 18, 21, 24, 27.
Armor Modules
Armor Modules grant AC, HP, Resistances or Temp HP: Force Field, Shield, Reinforcement, Ablative, Armor Plating and Void Plating.
Force Field
Grants Temporary Hit Points to the Mech. While the Mech has Temporary Hit Points, no targetable point, Modules included, can be targeted. Naturally Mounted (needs no limb). Package costs 3 RP. Base 10 Temp HP; each RP spent adds 10. Regeneration Trait: while active, regain 5 Temp HP at the start of each of your turns per RP spent. Duration uses the standard ladder (+3 RP per step); PCC follow the ladder and are multiplied by Mech size (×1 / ×2 / ×4 / ×8). The package costs 1 RP. Held discounts 1 RP and Held (Two-Handed) 2. Temp HP is set when the Module is built; other Modules may regenerate it.
Force Field (Medium, Two-Handed)
- Traits ·
- Force Field, Held (Two-Handed)
- Hazard Rating ·
- HR0
- Activation ·
- 1 Bonus Action
- PCC ·
- Duration ·
- 1 turn (until the start of your next turn)
- Temporary Hit Points ·
- Protection ·
- No targetable point can be targeted while the Mech has Temporary Hit Points
- Targetable Point ·
- Armor Class ·
- Hit Points ·
- Limbs ·
- Held (Two-Handed)
Force Field (Gargantuan, 1 minute)
- Traits ·
- Force Field, Mounted, Duration: 10 Turns
- Hazard Rating ·
- HR2
- Activation ·
- 1 Bonus Action
- PCC ·
- Duration ·
- 10 turns (1 minute)
- Temporary Hit Points ·
- Protection ·
- No targetable point can be targeted while the Mech has Temporary Hit Points
- Targetable Point ·
- Armor Class ·
- Hit Points ·
- Limbs ·
- Mounted (no limb)
- Shield (1 RP; Held, Toggled) ·
- +1 AC while held. Toggled on or off as an Action, 0 PCC. Each extra 8 RP adds +1 AC. A Mech holding several Shields gains only the highest bonus. Raise (2 RP per 1d10): as a Reaction to a non-tech damaging effect, reduce the damage by the dice; the Shield takes that damage instead.
- Reinforcement (6 RP; Mounted, Cooldown (1 Round)) ·
- +10 current and maximum Hit Points and +1 Damage Reduction. Each extra 4 RP adds the same again.
- Ablative (5 RP; Mounted) ·
- Resistance to one of Fire, Acid, Lightning, Thunder or Cold (chosen when built). +3 RP for a second; maximum 2.
- Armor Plating (6 RP; Mounted) ·
- Resistance to one of Bludgeoning, Piercing or Slashing (chosen when built). +4 RP for a second; maximum 2.
- Void Plating (7 RP; Mounted) ·
- Resistance to one of Force, Radiant or Necrotic (chosen when built). +5 RP for a second; maximum 2.
General Modules
Utility and enhancement systems: Flight, Speed, Stealth, Stat Enhancement and Might. Non-damage Modules (Armor included) activate with 1 Bonus Action unless stated. Their duration is chosen when built. PCC are the same for every size, except Flight, which is multiplied by Mech size.
| Duration | PCC | RP |
|---|---|---|
| 1 turn (until the start of your next turn) | 1 | Base |
| 3 turns | 2 | +1× base |
| 10 turns (1 minute) | 3 | +2× base |
| 10 minutes | 4 | +3× base |
| 1 hour | 6 | +4× base |
| Toggled: until switched off (Bonus Action), or immediately when the Mech is Incapacitated, Stunned or Paralyzed | 8 | +5× base |
| Passive: always on, never activated and never interrupted | 0 | +5× base |
Passive: an effect with a duration can instead be built Passive, but only if it buffs or grants an effect to its own Mech. It costs the Toggled price (base buy-in ×6) plus the full effect cost again (package, stacks and add-ons are paid twice), so the greater the effect the greater the investment, is always on, spends no PCC to activate, and does not count against the number of simultaneous effects allowed by the Pilot's Intelligence.
Durations: 1 Turn, 3 Turns, 10 Turns, 10 Minutes, 1 Hour, Toggled, Passive. Each step past 1 Turn adds the Module's base buy-in RP again. Activation PCC: 1 / 2 / 3 / 4 / 6 / 8 (Passive 0), multiplied by the Module's base PCC where it has one. Rider effects last 1 Turn by default. Each step (3 Turns, 10 Turns) costs +2 RP. Rider effects can never last longer than 1 minute (10 Turns). Every Module costs at least 1 RP: drawbacks can lower the price, never below that.
Tactical Modules (Pilot WIS): Tactical Save DC = 8 + Pilot WIS modifier + PPB. Activate with a Bonus Action and PCC like every Module; the effect lasts for the chosen duration.
Cyber Modules (Pilot CHA): Cyber Save DC = 8 + Pilot CHA modifier + PPB. Activate with a Bonus Action and PCC like every Module; the effect lasts for the chosen duration.
- Flight (3 RP; Mounted) ·
- 20 ft Fly Speed. Each extra 2 RP adds 10 ft. Hovering (2 RP) lets the Mech hover. PCC scale with Mech size (×1 / ×2 / ×4 / ×8).
- Antigrav (3 RP; Mounted) ·
- Repulsor lift: 20 ft Fly Speed (hover) with a maximum height of 5 ft above the ground. Each extra 2 RP adds 10 ft. Built Passive, it gives a limbless Mech its required Passive speed.
- Healing (5 RP; Mounted) ·
- Heals the Mech's Hull for 2d6 on activation and at the start of each of your turns while active. Each extra 4 RP adds 1d6. Costs 2 PCC at base (+1 over the duration ladder). Pinpoint Healing (10 RP): each time it heals, send all of it to the Hull or half (rounded down) to one targetable point (Module, limb or Cockpit) at 1+ HP. Never heals Destroyed or Obliterated parts.
- Stat Enhancement (6 RP; Mounted, Cooldown (1 Round)) ·
- +1 to STR, DEX or CON (chosen when built). Each extra 4 RP adds +1.
- Speed (4 RP; Mounted) ·
- +10 ft Walking Speed. Each extra 2 RP adds 10 ft. Dash add-on (1 RP): +1 PCC to Dash on activation. Strike add-on (3 RP): +4 PCC to make one attack from your Multiattack on activation.
- Stealth (4 RP; Mounted) ·
- +4 to Stealth checks. Each extra 2 RP adds +4. Hide add-on (1 RP): +1 PCC to Hide on activation. Cloak add-on (3 RP): +4 PCC to gain the Invisible condition for the duration; it ends if the Mech takes damage. Mech sensors see invisible creatures more easily than in base D&D.
- Might (3 RP; Mounted) ·
- Chassis combat overclock. 1 PCC to activate. Raises the Mech's Rend damage by one die step per RP spent. Finesse (4 RP): Rend uses DEX instead of STR for its attack and damage rolls. Reckless Surge (2 extra PCC at activation): Rend attacks are made with Advantage for the duration, but melee attack rolls against the Mech also have Advantage. Reactive (1 RP): can instead be activated as a Reaction when Initiative is rolled.
- Evasive Thrusters (3 RP; Mounted) ·
- Tactical. While active, when an attack targets the Mech you can use your Reaction to add the Pilot's WIS modifier (minimum +1) to AC against that attack.
- Target Painter (3 RP; Mounted) ·
- Tactical. On activation, one creature within 60 ft. makes a DEX save against your Tactical Save DC. On a failure, for the duration attacks against it by you and your allies gain a bonus equal to the Pilot's WIS modifier (minimum +1).
- Point Defense (3 RP; Mounted) ·
- Tactical. While active, when the Mech or an adjacent ally is hit by a ranged attack you can use your Reaction to reduce the damage by 1d10 + the Pilot's WIS modifier. Each extra 2 RP adds 1d10.
- Threat Scanner (3 RP; Mounted) ·
- Tactical. On activation, one creature within 60 ft. makes a WIS save against your Tactical Save DC. On a failure, for the duration your first hit against it each turn adds the Pilot's WIS modifier to the damage.
- Signal Jammer (4 RP; Mounted) ·
- Cyber. On activation, one Mech within 60 ft. makes an INT save against your Cyber Save DC. On a failure, one of its non-Innate Modules you choose can't be activated or used for the duration.
- Sensor Spoofer (3 RP; Mounted) ·
- Cyber. On activation, one Mech within 60 ft. makes a CHA save against your Cyber Save DC. On a failure, it has Disadvantage on attack rolls for the duration.
- Firewall Node (3 RP; Mounted) ·
- Cyber. While active, the Mech and allies within 15 ft. add the Pilot's CHA modifier (minimum +1) to saving throws against Tactical and Cyber Module effects.
Network Warfare Modules
Network Warfare (NW) Modules are electronic warfare systems. They are the only way to force Incapacitated, Stunned or Paralyzed through a Mech's standard immunity; when that happens, its Toggled effects end. Full NW rules are still being written.
Taking damage
Every Mech is immune to Poison and Psychic damage and to the Poisoned, Unconscious, Incapacitated, Stunned, Paralyzed, Petrified conditions. A Mech is immune to these conditions by default. Certain Network Warfare Modules can bypass that immunity; while a Mech is Incapacitated, Stunned or Paralyzed by such an effect, every Toggled Module effect it has switched on ends immediately. Passive effects are never interrupted.
- Targetable point: a Cockpit hit skips Damage Reduction.
- Temporary Hit Points absorb damage first; Damage Reduction never applies to Temporary Hit Points.
- Damage Reduction is subtracted from damage dealt to the Mech or its other targetable points. Negative DR has no effect.
- Resistance then halves the remaining damage (rounded down).
- The rest is dealt to Hit Points.
Module example
Flight Module
- Hazard Rating ·
- 0
- Activation ·
- 1 Bonus Action
- PCC ·
- 1
- Hit Points ·
- 30
- Traits ·
- None (1 slot open)
- RP ·
- 1
- Effect (1 RP) ·
- Fly Speed 20 feet until the end of your next turn.
Flight Module (Fragile)
- Hazard Rating ·
- 0
- Activation ·
- 1 Bonus Action
- PCC ·
- 1
- Hit Points ·
- 15
- Traits ·
- Fragile (−1 RP discount)
- RP ·
- 1
- Effect (2 RP) ·
- Fly Speed 20 feet for 1 minute.
Kinetic Melee Weapon (Medium)
- Traits ·
- Kinetic Melee Weapon, Held, Multiattack
- Hazard Rating ·
- HR0
- Activation ·
- PCC ·
- 0
- Targetable Point ·
- Armor Class ·
- Hit Points ·
- Reach ·
- 5 ft.
- To Hit ·
- Damage ·
- Damage Type Lock ·
- Limbs ·
Kinetic Melee Weapon (Large)
- Traits ·
- Kinetic Melee Weapon, Held, Multiattack
- Hazard Rating ·
- HR0
- Activation ·
- PCC ·
- 0
- Targetable Point ·
- Armor Class ·
- Hit Points ·
- Reach ·
- 5 ft.
- To Hit ·
- Damage ·
- Damage Type Lock ·
- Limbs ·
Kinetic Ranged Weapon
- Traits ·
- Kinetic Ranged Weapon, Held, Multiattack, Ammo (10), Reload (Bonus Action)
- Hazard Rating ·
- HR0
- Activation ·
- PCC ·
- 0
- Targetable Point ·
- Armor Class ·
- Hit Points ·
- Range ·
- 60/120 ft.
- To Hit ·
- Damage ·
- Ammo ·
- 10
- Reload ·
- Bonus Action
- Damage Type Lock ·
- Limbs ·
Kinetic Ranged Weapon (Ammo (4))
- Traits ·
- Kinetic Ranged Weapon, Held, Multiattack, Ammo (10), Reload (Bonus Action), Ammo (4), Long Range
- Hazard Rating ·
- HR0
- Activation ·
- PCC ·
- 0
- Targetable Point ·
- Armor Class ·
- Hit Points ·
- Range ·
- 120/240 ft.
- To Hit ·
- Damage ·
- Ammo ·
- 4
- Reload ·
- Bonus Action
- Damage Type Lock ·
- Limbs ·
Energy Sword
- Traits ·
- Energy Melee Weapon, Held, Multiattack, Ignition
- Hazard Rating ·
- HR0
- Activation ·
- Duration ·
- PCC ·
- Targetable Point ·
- Armor Class ·
- Hit Points ·
- Reach ·
- 5 ft.
- To Hit ·
- Damage ·
- Rider ·
- None (buy Elemental Rider to apply one)
- Limbs ·
Arc Caster (Heavy)
- Traits ·
- Energy Ranged Weapon, Held, Line (60 ft.)
- Hazard Rating ·
- HR0
- Activation ·
- Duration ·
- Cooldown ·
- 1 Round
- PCC ·
- Targetable Point ·
- Armor Class ·
- Hit Points ·
- Area ·
- Save ·
- Damage ·
- Rider ·
- None (buy Elemental Rider to apply one)
- Limbs ·