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In times of great war, people are known to use quite extreme and drastic weaponry, with the ability to completely destroy societies, civilisations, planets, and even on smaller scales of homes, towns, cities and various other countries. These devices are seldom used outside of these situations, or for those who pursue more terroristic means to invoke fear onto national populace, and are usually seen as highly illegal to own. Other then the legal consequences of owning or making these devices, the upkeep costs to manage and use these on a regular basis hit the C$100 amounts nearly every use. It is always recommended to have a team of people capable of procuring the parts and managing these devices for upkeep.

Controlling Mechas

Entering a Mecha costs 5 TP to enter and provokes exposure when entering. The pilot of the Mecha controls the Mecha similar to how they would control a character. A Mecha has all actions that a normal character can perform, but instead of using the TP cost of said actions, this costs Core Energy.

The Pilot cannot use any perks or powers with the Mecha, or cast them through the Mecha themselves while controlling it. They may still use their Dual Wield action, should they choose to, but otherwise they are unable to make use of any abilities they do have. The Pilot cannot be targeted by any actions or abilities while in a Mecha, and can only have the Mecha be targeted.

Mechas always automatically succeed in all Muscle Actions to lift and destroy objects and buildings, and all damage they receive that is not Explosive or has Armour Piercing properties is halved.

Moving in a Mecha

You move in a Mecha as you would move as a character, however, each space you move through takes an amount of damage equal to the Mecha’s weight. Each mecha has their own movement speed, types and functions that are listed on the Mecha.

Moving with the Mecha requires a Vehicle Control action (DC 75%) each time they move outside of combat, unless the pilot is proficient, in which case, the user takes a Vehicle Control action only when they are attacked (DC equal to weapon modifier), on fail, the Mecha falls prone and damages all spaces in an area as if receiving fall damage.

Mecha Actions

Mecha Resilience

Mecha’s are highly durable machines, with a multitude of resistances, they only receive 10% of the damage from all non-mecha weapons or attacks that do not have d**estructive properties. All Mecha’s are weak to Fire and Electric damage. Electric Damage, however, is considered nonlethal to mechas. Through any other means, Mecha’s cannot receive nonlethal damage.

Mechas automatically succeed against all combat manoeuvres against all targets that are smaller then it’s size.

Mech Slots

Mech Slots function similarly to how an inventory functions, they show how much a Mecha can carry on itself and what internal storage it has. Each medium sized humanoid inside of a mech excluding the pilot takes up one mech slot. Each modification a mech has takes up one Mech slot.

When a Mecha runs out of Mech Slots, they can no longer store any items inside of these slots. Modifications and alterations may allow for more Mech Slots inside of a mech, but for each item that is removed from the Mech’s Slot’s frees up more space to add more items. The Mech’s weight increases with each item added.

Machine Cores

Mechas and Machines run on highly powerful cores that produce a lot of energy and heat to power various Mecha functions, ammunition and defensive manoeuvres. Without this core, the Mecha or Machine will not function.

These cores can be removed but normally cannot be targeted without special equipment or devices to reveal the core. If this core is fired on directly, it is destroyed, and deals damage equal to an unstable machine core Doomsday Device.

Cores contain Core Energy, each Mecha has it’s own Core Energy amount. All special abilities, actions and reloading require Core Energy to function.

Core Energy

Core Energy (CE) is the equivalent to TP for Mechas. Core Energy is consumed when performing any action, each action requiring a different amount of CE for the action. CE doesn’t regenerate at the end of the round, and can only regenerate through charging the Mecha through using a mecha, or at the end of a combat encounter. You only need to use CE in combat.

Overheating

Core Energy is reduced by 1 for every 100 Fire Damage dealt to the Mecha. Core Energy is regained by 1 for every 100 Electric Damage dealt to the Mecha. When Core Energy runs out, the Mecha can only make one single action per round. Moving or defending itself, it cannot attack through any means without Core Energy.

War and Siege Device Properties

Destructive – This item deals full damage to Mecha’s despite it’s damage type.

Mobile – This item can be moved for 2m/TP. This property only applies to emplacements.

Emplacements

Doomsday Devices

Wasp Class Machines

Titan Class Machines

Mountain Class Machines

Dragon Class Machines

Mecha Equipment

Mecha Deployables

Mecha Modifications