Mecha!/Schtick

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Mecha schticks define the special abilities of the mecha, such as weapons and flight capability.

Afterburner[edit | edit source]

  • Requires Flight
  • External / Internal
  • Progression 5

Multiples Flight MA by a factor depending on Schticks activated. Max Mecha Structure Schticks can be used at once. -2 impairment/Afterburner schtick used during Sequence, to all Actions except Flight Speed rolls, they get +2 instead.

Afterburner
Flight multiple Schticks
2 1
3 2
4 3
5 4
6 5
7 6
8 8
9 10
10 12
11 15
+1 +5

Armor[edit | edit source]

  • External
  • Progression 5 (Schticks)

Each level of Armor gives the mecha 27 extra points of Armor against Attacks (or 3 if hit locations are not used). These must be spread out over all hit locations.
Other Progressions

  • Burnout:Lower Progression by 1-3. Armor works 4-X sequences. One-shot burn.
  • Overload: Lower Progression by 1. Armor stops working when it takes a hit with EV equal to Schticks * 5 points.
  • Ablative: Lower Progression by X. Armor ablates X points per hit.
  • Regenerative: Lower Progression by 1. Armor ablates at a rate of 2 points per hit, and regenerates at a rate of 1 point per sequence.
  • Shield: Lower Progression by 1. Shields only protect when defending actively. This armor is bypassed by Eagle Eye as if it was 5 points of armor, regardless of the amount of armor. Shields are always bypassed first by Eagle Eye. 1 point of Strength is needed per point of Armor in the shield. To raise Strength specifically in the shield-carrying capacity, pay 1 point per 4 Strength raised up to 20 (Progression 5, per 4 Strength).
  • Selective Armor: Lower Progression by 1. The armor only stops certain kinds of attacks. Choose one of Kinetic, Energy, Close Combat or Guns Damage.
  • Enhanced Armor: Raise Progression by 1. The armor counts as +36(4)/level against certain kinds of attacks. Choose one of Kinetic, Energy, Close Combat or Guns Damage. If you choose this option twice, the bonus is +45(5)/level.

Backup Power Unit[edit | edit source]

  • Internal
  • Progession 5

When a mecha has taken Structure Hits (and normally is destroyed) this system activates with a Tech/Use+Wits 20 roll, removing all Structural Damage (Critical Hits are not repaired). Multiple systems may be installed, but they incur a cumulative -1 impairment per activation beyond the first.

Backup Systems[edit | edit source]

  • Internal
  • Progression 5

For every schtick Backup Systems you may ignore a Critical Hit.

Close Combat Weapons[edit | edit source]

  • Internal/External

If you install this schtick, you have a 1 level Close Combat weapon. You must decide if the weapon is detachable or not and whether it is kinetic- or energy-based. You can also select if the Weapon should have any options:

  • Extra Damage: Increase Damage by 3 (Progression 5/Damage+3).
  • Burnout: Lower Progression by X (1-3). Weapon works 4-X sequences.
  • Shock Damage: Progression+1. The weapon is electrified or stuns on impact. Impairment is incurred at a ratio of 1 per 5 Effect Value. This impairment wears off at a ratio of 1 point per sequence. This is not cumulative.
  • Armor Crushing: Progression+1. Weapons with this option remove 1 level of hit location Armor per hit. This may be increased at a ratio of 1 level of armor/schtick level. If hit locations are not used, raise the Progression by 9.
  • Multi-Hit: This weapon divides its damage between several hit locations. Divide the final damage, after outcome, between X(any number) of hit locations. Determine first hit location normally, then count downwards on the hit location table. Multi-Hit Armor Crushing Close Combat Weapons pay the Armor Crushing Cost for each Multi-Hit location.
  • Heavy: Progression-1. The weapon is very heavy, and suffers from the same Strength rules as Weapon Systems.
  • Range: Progression+1. Weapon can be swung up to 3 melee hex out from the mecha.
  • Throwable: 1 schtick. Can be thrown Mecha Strength Melee Hexes with the Martial Arts skill. Heavy Weapons can't be thrown.
  • Weapon System Transformation: For 1 schtick, the weapon can transform into another Close Combat weapon, or into a Weapon System if wished. Base schtick, true damage add schticks and Shock effect schticks are the only ones carried over if transformed into a Weapon System. When one of the weapons is out of rounds, all are. Ammo is calculated fractionally between weapons of the same type. Extra schticks can be added to any of the forms, but only the highest schtick cost of the weapons is applied against the Construction Limit. You can lower transformation time as per normal Transformation rules.

Drone Controller[edit | edit source]

  • Internal
  • Progression 5 (Schtick)

Allows the control of PAF/Vehicle-sized drones. PAFs control small Drones that are human-sized, built with Mecha rules. 5 build points per schtick.

Flaws[edit | edit source]

  • Cable (-1) / Line-of-Sight (-1)

Fu Enabler[edit | edit source]

  • Internal

Allows the use of Fu schticks on the mecha scale. Use your Fu schticks and Martial Arts skill, powered by the mecha's Fu points.

Powers Enabler[edit | edit source]

  • Internal

Allows the use of Occult schticks on mecha scale. Use your Sorcery, Creature Powers and any other Occult schticks and Occult skill, powered by the mecha's Power.

Flight[edit | edit source]

  • External
  • Progression 5( +3 Move Bonus)

One schtick allows the mecha to jump (Range Move). Two schticks gives true flight, adding hover in place requires 1 more schtick. Progression 5 move bonus while airborne or while jumping, choose when you buy the schtick.

Jumping[edit | edit source]

Roll Mecha Difficulty Move+terrain movement modifier+10. Negative Effect Value indicates Action with that penalty. Positive or Neutral Effect Value indicates action without penalty.

Dedicated Flight forms[edit | edit source]

Mecha that have a dedicated flight form (jet fighter etc) have very high (10x) non-combat speed (,only need 1 flight schtick to be able to fly, have no ground move and get hover for 2 schticks).

  • Lowered Defense: Mecha has a Dodge of 0 while flying. Lower cost of Flight by 1 (To a minimum of 1).

Enhanced Movement System[edit | edit source]

  • Internal
  • Progression 5(Schtick)

+3 Move per schtick of EMS. Causes Attack impairment by 1 and raises Defense by 1 at +18(6)/33(11)/48(16) Move.

M.U.L.E.[edit | edit source]

  • Internal/External
  • Progression 1(Strength)

+5 Strength when Carrying or Lifting.

Advanced Sensor Probe[edit | edit source]

  • Internal/External
  • EV+5 (Progression 5), Extra abilities (1)

+5 Sensor Scan EV. Allows for stunts.

Sensor Patching[edit | edit source]

Night Vision[edit | edit source]

Ultra Vision[edit | edit source]

Senses[edit | edit source]

Overdrive Unit[edit | edit source]

  • Internal

Adds +3 Strength, +3 Structure, +3 Movement, +3 Flight Move if present, +3 Mecha Action and +3 Damage to specified Weapons during a sequence per level of Overdrive Unit. You pay a high price for that time, though. After the Overdrive Unit is burned out, all the above stats are lowered by twice the amount they were raised, for the rest of the session, or until you have time to repair your Mecha. The Unit only manages one-shot burn, but you can stack levels of Overdrive Units.
Example: A 6 schtick Overdrive Unit is activated. It may be activated in any of the following combinations: 1 Sequence 6 levels Overdrive, 2 Sequences 3 levels Overdrive, 3 Sequences 2 levels Overdrive, or 6 Sequences 1 level Overdrive, chosen when the system is installed.

Point Defense[edit | edit source]

External
Does damage to all adjacent personal scale units (same 50 meter mecha hex), by Area Fire. Base damage is 20. You must decide whether the system is kinetic- or energy-based. The system's Skill Value is 15. For every extra schtick Point Defence you can raise the Skill by 1 or the Damage by 4.

Regeneration[edit | edit source]

Internal
See the table below. Costs 2 schticks per Level. Stops regenerating when Deathcheck is failed.

Level 1 1 Structure/Seq. Mecha cannot regenerate any schticks.
Level 2 2 Structure/Seq. Mecha can regenerate 1 schtick Armor/day.
Level 3 4 Structure/Seq. Mecha can regenerate 1 schtick/ day.
Level 4 8 Structure/Seq. Mecha can regenerate 1 schtick/ hour.
Level 5 All Structure/Seq. Mecha can regenerate 1 schtick/ Seq.

Reinforced Systems[edit | edit source]

Mecha with Reinforced Systems double the number of slots all Systems occupy, except Weaponry.

Shielded Electronics[edit | edit source]

  • Internal

Each Shielded Electronics schtick adds 3 to Structure when rolling for Criticals. When hit by a Shock Weapon, provides 3 points of Armor / schtick. On unnamed characters, it raises the Effect Value needed to knock them out by 3. It also raises Overload Armor maxima by 2 per schtick.

Stealth System[edit | edit source]

  • External
  • Progression 5/+3

The Stealth System schtick adds 3 to the Effect Value of Security/Sneak rolls made in the mecha. Extra options may be bought which increase Progression by 1 per option.

  • Optical Invisibility: Cameras, Sight. May Sneak in plain sight.
  • Sensor Invisibility: Radar, Motion Trackers, IR. May Sensor Sneak.
  • Audio Invisibility: Silent Running. May Sneak on the personal scale.

Targeting System[edit | edit source]

  • Internal

Makes it possible to fire indirect or, directly, aiming at specific locations. Costs 1 schtick, only usable with one Weapon System that is selected when the Targeting System is bought. This system can also be bought as a Fire Control Computer. It is then usable by all weapons on Mecha, and only provides indirect fire control.

Transform[edit | edit source]

  • Internal

Mecha may transform into secondary forms. Must be bought twice (once for old form, once for new form) for first shape. Time required to transform is 8 Actions. Extra schticks increase number of forms (1/1) or lowers time to transform.

Extra Schticks Time to Transform
1 3 Actions
2 1 Action
3 0 Actions (or as a Defensive Action)
  • Detransformed systems: For every 2 systems not transformed the base cost of the Transformation is lowered by 1, to a minimum of 1.

Mecha Perks[edit | edit source]

Thought Control System[edit | edit source]

Mecha equipped with a Thought Control System get one of the following benefits per level in Thought Control plus any possible drawbacks:

Thought Control Effects[edit | edit source]

Enhanced Reaction[edit | edit source]

Add levels in this to the Shot Count of the mecha.

Enhanced Speed[edit | edit source]

Add 2 per level to the Initiative of the mecha.

Man-Machine Interface[edit | edit source]

Add 2 to Agility of mecha and pilot per level.

Direct Control[edit | edit source]

Add 2 to Perception of mecha and pilot per level.

Enhanced Move[edit | edit source]

Add 2 to Move of Mecha.

Drawbacks[edit | edit source]

Damage Feedback[edit | edit source]

For every Wound inflicted on the mecha the pilot takes 3 WP, for every attack that inflicts 2 or more Wounds on the mecha the pilot takes half that number of Wounds (rounded down).

Pilot Burnout[edit | edit source]

Every time a Mecha is destroyed, the Pilot suffers emotional trauma and suffers a negative 1-point modifier to Empathy, that can only be removed with therapy.

Mecha bonding[edit | edit source]

Mecha bonds with its first pilot and may only be piloted by that pilot.

Hostile Environment Protection

Mecha Flaws[edit | edit source]