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Mechus: Weapons, Armors, and Augments Guide

This document describes weapons, armor, augments, and abilities for different classes of mechs called Mechus. It provides statistics for 18 different weapons including ranges, profiles, and damage values. It also lists 5 types of armor kits that provide different bonuses to movement and toughness. 10 augment options are provided that confer various tactical benefits. Finally, it outlines 6 different mech classes with their own specialized abilities and starting profiles, and 12 surge powers that can be selected.

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0% found this document useful (0 votes)
119 views4 pages

Mechus: Weapons, Armors, and Augments Guide

This document describes weapons, armor, augments, and abilities for different classes of mechs called Mechus. It provides statistics for 18 different weapons including ranges, profiles, and damage values. It also lists 5 types of armor kits that provide different bonuses to movement and toughness. 10 augment options are provided that confer various tactical benefits. Finally, it outlines 6 different mech classes with their own specialized abilities and starting profiles, and 12 surge powers that can be selected.

Uploaded by

ian lewis
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Mechus

Weapons

-Rail gun (48 In) (Precise 1) (Strength 8) (AP-4) (3 damage)

-Mini-gun (15 In) (Rapid Fire 10) (strength 5) (AP-1.) (1 damage)

-Howitzer cannon (48 in) (heavy 1) (Strength 10) (AP -4) (2D6 damage)

-Chain Blade (melee) (strength user) (AP 0) (2 damage)

-Power Knuckles (melee) (strength +2) (AP -2) (2 damage)

-Burst rifle (24 in) (assault 3D3) (strength 5) (AP 0) (1 damage)

-Anti-Material rifle (40 in) (Precise 2) (strength 6) (AP -1) (2 Damage)

-Marksmen rifle (38 in) (Precise 4) (strength 5) (0 AP) (1 damage)

-Arc arms (18 in) (2D3 Heavy) (Strength 4) (AP -1) (1 Damage) (causes the enemy to make a
success roll of 10 if failed they have a -2 for the shooting phase)

-Arc knuckles (melee) (strength +3) (AP -1) (3 damage) (when engines get hit by this weapon
they have to make a 10 and if they fail they take a -2 during the fight phase)

-Arc wire (12 in) (assault 2) (strength 5) (AP -1) (D3 damage) (causes the enemy to make a
success roll of 10 if failed their systems are stunned for the shooting phase)

-Assault rifle (24 in) (assault 9) (strength 6) (AP -1) (1 Damage)

-Scatter gun (9 in) (assault 4) (strength 6) (AP -2) (D3 damage)

-Grenade launcher (18 in) (heavy 3) (strength 7) (AP -3) (D6 damage)

Armours
Steel plated chassis (+2 inches/ 3 toughness)

Carbon steel alloy chassis (+1 inches/ 4 toughness)

Heavy steel alloy chassis (+0 inches/ 5 toughness)

Heavy carbon fiber and steel alloy chassis (-2 inches/ 6 toughness)
Heavy adamantium (-3 inches 7 toughness)

Augments
Overcharge (increases strength and attacks for one combat phase by 1.5X the original number
rounded down)

Stealth pack (cloaks mech for 5 rounds unless mech attacks in which the cloak is broken for that
Phase)

Enhanced weapon sight (in crease of range and number of shots by 1.5 rounded down and
doubles if you crit this turn)

Shield pack (for two turns any mech 10 inches away from increase armour value by 2 and
cannot shoot out of it)

Booster rockets (gives the user X2 speed until the end of the movement or can be used to
charge and knock over foes)

Minelayer (has a 3 in clip and 4 in reserve for a maximum of 7 mines but can be deployed only
one at a time and must take time to make the ones used this way)

Repair Bots (repair bots may be used only once per day to repair your engine in or out of battle
deploying robots that repair damaged parts of engines.)

Battery overload (engines can generate an absurd amount of power letting an engine make
another surge action, this must be used at the start of the surge phase and does not cost a
surge action.)

Engine classes

Mechromancer- mechromancy (these powers can be equipped on a mech of this class only.
While only allowed to have 3 surge abilities to choose from the list and can be swapped out at
home base.)
M: +2 In
W: +3
T: +1
WS:+1
BS: +2
S: +1
A: +1
Sv:+2
Vanguard- unbreakable wall (this engine can take heavy armour and move as if it were an
armour class lower than the chassis they have equipped)
M: +1in
W: +5
T: +4
WS: +1
BS: +1
S: +3
A: +3
Sv: +3

Artillery- walking tank (this engine may move and fire heavy weapons by mounting themselves
to the ground during the shoot phase)
M: +2in
W: +3
T: +2
WS: +1
BS: +3
S: +2
A: +1
Sv: +1

Shock- shokk assault (these engines may shoot after advancing and can still charge if able and
may gain an additional attack if they charge)
M: +3in
W: +3
T: +3
WS: +3
BS: +2
S: +4
A: +4
Sv: +2

Recon- pinpoint accuracy (while using any weapon with the precise weapon profile that engine
may choose a limb to hit and when they crit it deals X3 damage instead of X2 and so on.)
M: +1In
W: +1
T: +1
WS: +1
BS: +4
S:+2
A: +1
Sv: +3
Scout- active radar (once during the surge faze and you can see enemies who are not
concealing themselves or enemy's behind cover within 48 inches.)
M: +4in
W: +2
T: +1
WS: +2
BS: +2
S: +1
A: +3
Sv: +2

Surge powers
-healing drones (energy cost of 12) (heals ally engines for D6 wounds) (18 inch radius)

-Arc enhancer (energy cost 10) (a tesla coil sticks out generating a recharge field that enhances
Ally's) (12 inches)

-Arc beam (energy cost of 8) (this emits a solid beam of electricity and heat dealing 2d6 to a
singular target) (14 inches)

Turret deployer (energy cost 8) (creates two turrets (24 inches) (assault 5) (strength 4) (AP 0) (1
damage) that's last for 3 rounds then deactivate) (can only have 2 out at a time)

Induction heater (energy cost 14) (sends out a small cone of magnetic energy that heats metal
and causes D3 wounds) (18 inches)

Frostbite mortars (energy cost 12) (sends out mortars up that cover 12 inches that reduced
toughness by -1 for each round inside the area) (36 inches)

Frostbite beam (energy cost 13) (lets loose a condensed beam of liquid nitrogen causing
thermal shock and doing D6 damage) (20 inches)

Dismantle drones (energy cost 10) (the engine sends out drones that will seek hostile engines
and dismantling weapons or armours on the engine dealing D3 damage) (24 inches)

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