Rules (Mecha Patrol!)
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.