Rules (Mecha Patrol!)

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Vehicles[edit | edit source]

Vehicles count as unnamed characters in this campaign. All Vehicles are built on 19 points instead of 38, but otherwise they are built just like Mecha.

Merits[edit | edit source]

Mecha Sergeant (free)[edit | edit source]

You receive a mecha to use, with specifications set by your commanding officer.

Lieutenant (10 points)[edit | edit source]

You receive a mecha to use, with specifications set by your commanding officer. You may always either modify your mecha with 1 Resource, or request a stock variant of your mecha.

Captain (NA)[edit | edit source]

You receive a mecha to use, with specifications set by your commanding officer. You may always modify your mecha with 1 Resource, and request a stock variant of your mecha.

Major(NA)[edit | edit source]

You may order any stock mecha available, and modify it with 1 Resource.

Lieutenant Colonel (NA)[edit | edit source]

You may order any stock mecha available, and modify it with 5 Resources.

Colonel (NA)[edit | edit source]

You may order any stock mecha available, and modify it with 10 Resources.

General (NA)[edit | edit source]

You may order any stock mecha available, and modify it with 20 Resources.

Hot Powerplants[edit | edit source]

All mecha have Hot Powerplants (except Battle Strikers and high-tech alien mecha).

Weaponry[edit | edit source]

Weapons are now considered to be 2-handed, mounted or carried. If a weapon is carried in 1-hand, the Strength requirement of the weapon is doubled.

Mecha Weapon Carrying Limitations[edit | edit source]

Mecha may carry up to Strengthx2 points worth of mounted or Strengthx4 carried weapons and 1 weapon in each hand.

Weapon Ammo Capacity[edit | edit source]

Ammo capacity has been changed:

Weapon Type #Rounds
Small 30
Medium 6
Large 1

Typical Weapons[edit | edit source]

Rockets[edit | edit source]

Medium or Large Medium Range Kinetic Weapons
Upgrades: None. Options: Often Area. Flaws: Only Specific Ammo, Min Range.

Missile Weapons[edit | edit source]

Medium or Large Long Range Kinetic Weapons
Upgrades: Seeker or Targeting Computer
Options: Often area and Multi
Flaws: Firing Sequence, One-Shot, Single Shot, Only Specific Ammo, Min Range, Recharge.

Artillery[edit | edit source]

Large Long Range Kinetic Weapons
Upgrades: Sturdy, Targeting Computer
Options: Often Area. Flaws: Single Shot, Setup, Min Range, Setup

Cannons[edit | edit source]

Small or Medium Medium Range Kinetic Weapons
Upgrades: Sturdy. Options: None. Flaws: OSA, Large often have Move or Fire.

Bazookas[edit | edit source]

Medium or Large Medium Range Kinetic Weapons
Upgrades: None.
Options: Area.
Flaws: Recharge, Single-Shot, Move or Fire.

Grenade Launchers[edit | edit source]

Large Long Range Kinetic Weapons
Upgrades: None.
Options: Area.
Flaws: Recharge, Single-Shot, Move or Fire, Inaccurate, Deployment.

High-Tech Weapons[edit | edit source]

Rail Guns[edit | edit source]

Medium Kinetic Weapons.
Upgrades: None.
Options: None.
Flaws: OSA, MoF, Recharge 1, SS.

Laser Weapons[edit | edit source]

Medium Short Range Energy Weapons.
Options:Regeneration II.
Flaws: Fragile, Single-shot.

EMP Bombs[edit | edit source]

Bomb, One-shot, Area, Only Shock Ammo, Energy Weapons.

Smart Bombs[edit | edit source]

Bomb, Single-shot, Only AP Ammo, Kinetic Weapons.

Fire-and-Forget Missiles[edit | edit source]

Missiles with Automation or Self-Targeting instead of Firing Sequence.