Mecha Resources (Mecha!)
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Resource schticks[edit | edit source]
The Unit starts with 1 Resource schtick. Most Resource schticks are refilled every session, but sometimes they are spent permanently (see below).
New Resource schticks can be gained by finding new sources of resources and crew in-game.
In some games you may buy them for XP (normally 10).
Resources[edit | edit source]
All resources can be bought with Resource schticks.
Mecha schtick[edit | edit source]
Costs one permanent Resource schtick.
Command Armor[edit | edit source]
Costs one Resource schtick per 2 Mecha Schticks and scene. May replace, but not boost, an already existing System, excluding Armor and Flight System. Overdrive Units and Burnout Weapons may not be added to Command Armors.
Stat Points[edit | edit source]
One Resource schtick provides 2 Attribute points, split into any combination.
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 Body done, no real damage.
- Shock load II: Incur 1 point of impairment per Body 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.
Support | Schticks | Resource Schticks |
SuperLight | 1-2 | 1 |
Light | 3-5 | 2 |
Medium | 6-10 | 3 |
Heavy | 11-15 | 4 |
SuperHeavy | 16-20 | 5 |
MegaHeavy | 21-25 | 6 |
Z Class | 26-30 | 7 |
ZZ Class | 31-35 | 8 |
Omega Class | 36-40 | 9 |
Emperor Class | 41+ | 10 (NA) |
The above Mecha all include 1 regular pilot | ||
Pilots: | Skill | Resource |
Green Pilot | 8-10 | -1 (min 1) |
Regular Pilot | 11-13 | +0 |
Clan Pilot | 14-16 | +1 |
House Pilot | 17-20 | +3, Named |
Empire Pilot | 21+ | +5 (NA), Named |
Vehicles and Infantry: | ||
Infantry Unit | 1 | 32 men with 4 APCs. |
Mecha Mobile Bay | 1 | Technician. 6 RP. LQ 3. |
Field Hospital | 1 | Physician. LQ 3. |
Mobile HQ | 1 | LQ 12. |
Jump Passage | 1 | 1 Mecha Return Passage |
Mecha Drop Carrier | 1 | 12 RP. LQ 2. |
Green Zone | +0 | No Conflict |
Yellow Zone | +1 | Planet-wide Conflict |
Red Zone | +2 | System-wide Conflict |
Black Zone | +3 | Emperor's Edict |
Artillery Battery | 1 | 4 Guns, 30 rounds. |
Orbital Strike | 1 | 1. Only if MD Carrier present. |
D30**, Area 1 |
LQ = Living Quarters