Mecha!/Schtick/Weapon Systems

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Weapon Systems[edit | edit source]

  • Internal/External
  • Progression 4 (Schtick)

This Schtick gets its own page, since it is complex and voluminous.

For each schtick you spend on this you get one weapon system. It is mounted unless otherwise payed for. Select whether it is kinetic- or energy-based and one of the types below:

Weapon Type
Type Dmg Charges Typical
Small +2 Unlimited Laser
Medium +6 30 Cannon
Large +12 3 Missile
Weapon Range
Range Effect Hexes (Tactical)
Short x1/2 Cost (Damage+6)/2
Medium x1 Cost (Damage+6)*2
Long x2 Cost (Damage+6)^2
Minimum Range (Tactical)
Min Range Cost
0 Hexes +0 Cost
(Damage+6)/3 Hexes -1 Cost
(Damage+6)*4/3 Hexes -2 Cost

Environmental Options[edit | edit source]

Atmospheric All gas environments
Liquid All liquid environments
Space The empty void of space.
Special Special environments(All specials are unique)

Standard is Atmospheric to Atmospheric and Space to Space.
Choose two option pairs:
Example 1: Atmospheric to Atmospheric
Example 2: Special(Galtorian 5) to Special(Galtorian 5)
Example 3: Atmospheric to Liquid

NB: Liquid to Atmospheric is NOT the same as Atmospheric to Liquid.

Special Ammo Types[edit | edit source]

  • Armor Piercing load: Ignore 3 points of armor. May be bought any number of times.
  • Anti-Personnel load: Does its damage to all man-sized targets fired at. Can fire at a maximum of Damage man-sized targets at a time (Only).
  • Area Attack: Fills an entire Tactical Hex. For every extra level you can fire at one more adjoining Tactical Hex. Everything in target hex(es) take half damage.
  • Flare: A flare creates a zone of Damage/5 Tactical Hexes (Damage x 10 m) of lit area. It is active 10 sequences. One can hide in the hex fired upon. This ammo type does not cost a schtick.
  • Mine Load: Create a 3 Tactical hex diameter minefield with a Skill of 10 and Damage of Weapon System Damage-15. More rounds into the same hex have no effect. Choose if Mecha or Anti-personnel mines are used. Extra Resources may be used to raise Skill by 1 or Damage by 4.
  • Multi-Target: For every level you can fire at one more Mecha without penalties.
  • Shock load I: Incur 2 points of impairment per Structure done, no real damage.
  • Shock load II: Incur 1 point of impairment per Structure done.
  • Scatter load: +2 Dmg split 2 ways. Does not work with Eagle Eye. Can be bought multiple times, the Damage is then split Scatter load level+1 ways.
  • Smoke (Fast): A fast smoke round blocks LOS in a radius of Damage/5 Tactical Hexes (Damagex10 m). It is active 10 sequences. This ammo type does not cost a schtick.
  • Smoke (Slow): A slow smoke round blocks LOS through a Tactical hex during a battle . It will stretch one hex away from the wind direction per Sequence it is active. This ammo type does not cost a schtick.

Weapon Hits[edit | edit source]

A weapon can take #schticks Hits before being destroyed. After each Hit it gains one of the following:

2d10 Effect
2-5 -
6 Overheat. If Overheating, gain Experimental
7 Recharge +1
8 Single Shot. If Single Shot, gain Recharge +1
9 Offensive 1, +2 Damage
10 -2 Damage
11 Weapon disabled d10 rounds. May repair with Tech/Juryrig+Wits 20
12 1/2 Damage adds first shot
13 Disabled! Must repair with Tech/Juryrig+Wits 20
14 -1 Ammo Category. Unlimited->30->3->One-Shot
15 Fragile
16 -1 Range Type. Short becomes 0 Range
17 One-shot, +10 Damage
18 One-shot, +6 Damage
19 Weapon now has 1/2 normal Damage adds
20 Weapon becomes supercharged, gaining +6 Damage d10 rounds and is then destroyed, burned out.

You can spend extra schticks on each weapon system:

Extra Damage[edit | edit source]

Extra schtick gives +2 damage. Mecha needs 2 points of Strength per Level of Extra Damage to use it. You may fixed mount it in a direction or hold it in 2 arms to halve the Strength requirement.

Reload[edit | edit source]

Extra schtick gives one extra ammo multiple.

Automated[edit | edit source]

Weapon may be fired one extra time per Action per 3 schticks invested. For 3 schticks you may also make this Weapon fire as a Defensive Counter, Attacking instead of performing an Active Defense.

Concealed[edit | edit source]

Weapon is hidden until an Action is taken to "pop" it. The Difficulty to spot it is equal to [20 - its Strength-requirement]. For an extra schtick it can fire through its covering, de-concealing as it fires.

Extra Environment Option[edit | edit source]

For every schtick choose X more pairs, where X is the number of Extra Environment Options schticks in the weapon.

Guided Weapon[edit | edit source]

You may make X additional to-hit attempts, each costing 1 Action. Raise cost of weapon by X.

Interface Weapon[edit | edit source]

Capable of firing from orbit to ground and firing as usual. Raise weapon cost by one. Weapon range must be long.

Rapid Fire Weapon[edit | edit source]

Cost 4
Hits an extra time per 5 Margin. Also gains +1 Damage per 5 Margin.
Advancement: Lower Margin needed to gain Damage (Progression 20)

Orbital Weapon[edit | edit source]

Only capable of shooting from orbit to ground or vice versa. Raise cost of weapon by zero. No other Range options apply.

Persistent[edit | edit source]

Weapon does Damage X times, once per sequence, if it hits. Multiply weapon cost by X.

Recoil Compensation[edit | edit source]

Strength minimum of this specific weapon is reduced by 4X. Raise cost of weapon by X.

Seeker[edit | edit source]

If you miss with this weapon, weapon attacks X times on its own with Skill 10 the following sequences. Add 2X to cost. You may raise the Skill of the weapon by paying 1 schtick per 1 point of Skill added. The weapon attacks on the Shot Count it was fired.

Self-Targeting[edit | edit source]

This weapon chooses its own target. Target profiles may be set by rolling a Tech/Use+Wits 10. The weapon attacks specified target profiles on its Initiative, with a Skill of 10. You may raise the Skill of the weapon by paying 1 schtick per 1 point of Skill added. Weapon may not be fired manually. Raise cost of weapon by 3. The weapon has a Shot Count, Initiative and Damage Attribute equal to the Perception of the Mecha.

Sturdy[edit | edit source]

Weapon can take X times the normal amount of hits. Raise cost of weapon by (X-1).

Shock Damage[edit | edit source]

The weapon fires some kind of EMP beam or other shock method. Any damage the weapon inflicts is converted into impairment at 1 impairment per 1 Wound. This impairment wears off at a ratio of 1 point per sequence. Raise cost of weapon by one (1).

Transferrable Weapon[edit | edit source]

Costs 1 schtick. Weapon is mounted on a mount, or handheld and may be transferred to another mecha with hands or an available weapon mount, as an Action. Extra mounts (or "hands") cost 1 schtick.

Weapon System Transformation[edit | edit source]

For 1 schtick, the weapon can transform into another weapon, or into a Close Combat Weapon if wished. Base schtick, Extra Damage schticks and Shock effect schticks are the only ones carried over if transformed into a Close Combat Weapon. When one of the weapons is out of ammo, all are. Ammo is treated as a fractional constant between weapons. 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.

Suppressed[edit | edit source]

Weapon position is not visible to the naked eye when fired. Raise cost of weapon by two (2).

Round Suppression[edit | edit source]

Weapon position is visible, round trajectory and impact site is not, to the naked eye. Raise cost of weapon by one (1).

Override switch[edit | edit source]

Weapon can fire while ignoring two levels of its limitations (must be decided upon when upgrade is installed), but while doing so it gains the Overheat trait. Raise cost by 1 (or by 3 if overheat is not desired). Overheat weapons may not take this option. For one extra schtick you may add two levels of limitations to the total.

Weapon options[edit | edit source]

Lower damage by 2 and select a level of the following:

Regenerative[edit | edit source]

Ammunition regenerates at a set pace, without need for reloading. Per session costs one level, per fight two and per sequence three levels. All ammunition is regenerated at the end of this time.

Anti-Personnel[edit | edit source]

The weapon deals Damage+10 to man-sized targets, and Damage-10 to Mecha-sized targets. As single Action, the weapon can fire at all man-sized targets in a hex, at no penalty. For one extra level, the Weapon System does its normal Damage to Mecha-sized targets in the same hex as well.

Special: If a weapon is installed in a Powered Armor Scale unit, you may use this option to make the weapon do damage on the Mecha Scale. It then costs 10 points of damage (that is 8 more than usual).

Area Attack[edit | edit source]

When this option is installed, your weapon can fire at 1 Large Tactical hex (3 hex diameter Tactical or 15 hex diameter Melee) or any similar arrangement. For every extra level in this option you can fire at one more adjoining Large Tactical Hex. Everything in target hex(es) take half base damage if missed, and base damage if hit. 5 Tactical Hexes diameter (or any similar arrangement) costs 3 levels. For 1 level of this option you may also place any 6 Tactical hexes in a pattern. For 2 levels of this option you may place any 12 Tactical hexes in a pattern. The patterns are fixed when the weapon is bought. For 1 schtick you may rearrange patterns when reloading. For 2 schticks the pattern is programmable as an Action.

Capacity[edit | edit source]

Add a Multiple to the Ammo Capacity of the weapon. Each Extra Clip bought now provides this number of rounds for the weapon.

Multi-Target[edit | edit source]

For every level you can fire at one more Mecha per Action with no penalty.

Weapon Flaws[edit | edit source]

You can also save schticks. No flaw can ever reduce the cost of a Weapon System below 1.

Bomb[edit | edit source]

Only applicable to a medium range weapon. Weapon now has a Range of 0. Lower cost of weapon by 2 (to a minimum of 1).

Can only use specific ammunition[edit | edit source]

Reduces cost of weapon by 1.

Deployment[edit | edit source]

This weapon needs to be setup before firing. Typical examples include artillery deployment, mecha sniper rifles and heavy recoil cannons. Reduce cost of weapon by 1, plus 1 for every sequence it takes to setup weapon. For every sequence setting up, a Security/Sneak+Agility (remember the Maneuver modifier!) roll must be made if stealthed. When weapon is set-up, it can be fired with no penalties. Weapon may not be moved while weapon is being set-up. If Mecha moves after set-up, weapon must be set-up again, or be lost.

Experimental Prototype[edit | edit source]

Weapon is destroyed when both dice show 1. Weapon also Overheats on any double. Lower cost of weapon by 2.

Fragile[edit | edit source]

This weapon is destroyed when one (1) of its critical slots are hit. All weapons mounted in command armors have this flaw, gaining no benefits. No 1 Schtick weapon may take this flaw. Lower cost of weapon by 1.

Inaccurate[edit | edit source]

Weapon always scatters. On a roll of 7+ on a d10, the munition actually hits the intended hex, otherwise start at the hex farthest from the mecha around the intended target heax and count clock-wise. SR weapons scatter 1 hex, MR weapons scatter 1d3 hexes, LR weapons scatter 1d10 hexes. Lower cost of weapon by 1.

Large[edit | edit source]

For every level of this option, this weapon requires 6 more Strength to fire than usual. Lower cost of weapon by 1 per level.

Low Ammo[edit | edit source]

This flaw lowers the Ammo Capacity of the weapon to 1/3 normal or 30, whichever is lower.

Offensive[edit | edit source]

This weapon requires full concentration when fired. Reduce Defense of firing unit by 3 until his next Action. Lower cost of weapon by 1. You may take several levels of this flaw.

One-shot[edit | edit source]

This flaw lowers the Ammo Capacity of the weapon to 1. Lower cost by two.

Overheating[edit | edit source]

Weapon overheats if both dice show same number. An overheated weapon cannot be fired until combat ends or a Tech/Juryrig+Wits Action roll of 20 is made. Lower cost of weapon by one (1).

Powerup[edit | edit source]

Weapon takes X Actions to fire. Lower cost of weapon by X. Powerup is not compatible with Automated Weapons.

Recharge[edit | edit source]

Weapon can only fire once every 2, 3 or 4 sequences. Reduces cost of weapon by 1,2 or 3 respectively.

Single Shot[edit | edit source]

This weapon cannot make snapshots, target more than one target per Action or be used to fire several times per Action in any way. Lower cost of weapon by one(1). Weapons with this option and Automation only fire once every Action.

Slow[edit | edit source]

Unit making firing action with this weapon cannot move and fire. Lower cost of weapon by one(1). Weapons with the Deployment flaw may not take this one.

Spread Shot[edit | edit source]

Weapon does damage to X locations, lowering damage by 2X. Lower cost by 1. Locations added are the ones closest to the location first hit.