THE 0PEN MECH GAME
CATAL0G
v0.18 β
Packages
Spend your rank points 1:1 on packages. To get the second (II) or third (III) rank of a package, you need to have spent a point on the preceding rank.
Weapons and systems are physical pieces of tech which can be destroyed by trauma.
Directives are pieces of programming. They can't be destroyed by trauma.
Spending a point on a weapon or system package rank means you have the option to slot any of the equipment in that rank onto your mech. The sum of the sizes (Size X) of your mech’s slotted weapons or systems cannot exceed its weapon or system cap, respectively.Spending a point on a directive package rank means you always have access to the effects and actions in that rank. There is no cap on directives.You can slot multiple of the same weapon into a mech, but only one of any given system.
Pilot Gear
Pilots always have basic survival gear and supplies. Small arms and explosives are too weak to damage mechs.
Pilot Gear | |||
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1. Medkit | 26. Propulsion pack | 51. Vocal amplifier | 76. Cooking rig |
2. Frag grenades | 27. Wetsuit | 52. Grooming kit | 77. Radiation pills |
3. Stun grenades | 28. Painkillers | 53. Symbiotic scarf | 78. Warm clothing |
4. Patch kit | 29. Tracking node | 54. Smoke grenades | 79. Flashlight |
5. Combat stims | 30. Explosive charges | 55. Stun prod | 80. Powered exoskeleton |
6. Sedatives | 31. Handgun | 56. Party drugs | 81. Liquor |
7. Thermite charges | 32. Climbing filament | 57. Jamming array | 82. Bowie knife |
8. Sunglasses | 33. AI assistant implant | 58. Submachine gun | 83. Grappling hook |
9. Active camo poncho | 34. Digital tattoo kit | 59. EMP grenade | 84. Lucky charm |
10. Implanted commlink | 35. Longsword | 60. Lazer whip | 85. Gas mask |
11. High-quality rations | 36. Poison | 61. Flare gun | 86. Hazard detector |
12. Fluid recycling suit | 37. Lover’s token | 62. Skeleton credentials | 87. Sensitive data chit |
13. Hacking rig | 38. Assault rifle | 63. Decoy grenade | 88. Deck of cards |
14. Magnetic boots | 39. Fake identification | 64. Geospatial scanner | 89. Laser pointer |
15. Data spray | 40. Beer | 65. Sniper rifle | 90. HUD Projector |
16. Internet uplink tablet | 41. Tinderbox | 66. Local lifesign sensor | 91. Sample containers |
17. Personal drone | 42. Propaganda | 67. Cigarettes | 92. Photograph |
18. Smart goggles | 43. Netting | 68. Throwing knives | 93. Pigment spray |
19. Fire blanket | 44. Medical scanner | 69. Letter | 94. Junk food |
20. Vacuum blanket | 45. Antixenobiotics | 70. Signal mirror | 95. Scientific test kit |
21. Sound system | 46. Journal | 71. Pinup poster | 96. Tear gas |
22. Tertiary arm | 47. Medals | 72. Hologram projector | 97. Book |
23. Wilderness survival kit | 48. Cosmetic customizer | 73. Mechanic’s scanner | 98. Alien pet |
24. Armored hardsuit | 49. Personal shield | 74. Credit chit | 99. Water purifier |
25. Vacuum suit | 50. Forensics kit | 75. Local datastream sensor | 100. Brass knuckles |
Weapon Packages
UNIVERSAL KINETICS
I
Handcannon |
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Size 1 // Range 5 // 1d2 Kinetic |
Chaingun |
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Size 2 // Range 8 // 1d3+1 Kinetic |
40mm cannon |
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Size 1 // Range 8 Blast 1 // 1d2 Kinetic Loading. |
Bowie knife |
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Size 1 // Melee // 1d2 Kinetic Armor piercing, Thrown 3. |
II
Scattergun |
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Size 2 // Cone 3 // 1d6-1 Kinetic Knockback 1, Loading. |
Sniper rifle |
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Size 2 // Range 12 // 1d6+1 Kinetic Knockback 1, Loading. |
Longsword |
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Size 2 // Melee // 1d6+1 Kinetic Armor piercing. |
III
Smart pistol |
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Size 1 // Range 8 // 1d2 Kinetic Smart. |
Grav hammer |
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Size 3 // Range 2 Blast 1 // 1d6+1 Kinetic Armor piercing, Heat 1, Loading. |
UNIVERSAL ENERGETICS
I
Beam Pistol |
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Size 1 // Range 5 // 1d2 Energy |
Ion carbine |
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Size 2 // Range 6 // 1d2+1 Energy |
II
Flamethrower |
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Size 2 // Line 3 // 1d2 Energy Heat 1. |
Gatling lazer |
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Size 1 // Range 8 // 1d3+1 Energy Heat X (Self), where X is the number of times this weapon was fired this turn. |
Excavator ray |
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Size 2 // Range 5 Blast 2 // 1d3 Energy Loading. |
III
Railgun |
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Size 2 // Range 15 // 1d3+2 Energy Loading. |
Gauss cannon |
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Size 3 // Line 5 // 2d6+1 Kinetic Heat 1, Limited 3, Loading. |
Vorpal whip |
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Size 2 // Line 2 // 1d6 Energy +1 damage to targets per hex away from the user. Usable while engaged. |
ORDNANCE
I
EMP launcher |
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Size 2 // Range 3 Blast 1 // 1d2 Energy Targets damaged by this weapon have 1 fewer AP on their next turn. |
Gas launcher |
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Size 1 // Range 5 // 0 Obscures a size 3 area until the start of your next turn. Unprotected biological entities inside are knocked unconscious. |
Drill bomb |
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Size 2 // Range 6 Blast 1 // 1d3+1 Energy Can bore through up to 3 hex-worth of standard materials. |
II
Rocket pods |
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Size 2 // Range 4 Blast 1 // 1d2+1d2+1d2 Kinetic Each die may hit a different target in range. |
AA salvo |
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Size 1 // Range 8 // 1d2 Kinetic Double damage to airborne targets. |
Mortar tube |
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Size 3 // Range 12 Blast 3 // 2d6+1 Kinetic Hits target location at the start of your next turn. Requires 10-hex vertical clearance. Loading. |
UTILITIES
I
Breach cannon |
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Size 2 // Line 3 // 1d6 Kinetic Deals double damage to structures. |
Welding torch |
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Size 1 // Melee // 1d2 Energy Can also repair structures. |
II
Ballistic shield |
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Size 2 // Melee // 1d2 Kinetic +1 armor from the front. |
Tow cable |
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Size 1 // Range 5 // 0 Pull yourself to a target larger than you, or succeed on a contested Hull check against an equal-or-smaller target to pull them to you. |
III
Fuel rod ejector |
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Size 2 // Range 6 // 1d2 Kinetic Heat 1. Can only fire if your heat is >0. Clear heat equal to damage rolled. |
System Packages
UNIVERSAL SYSTEMS
I
Sensor Array |
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Size 1 +3 sensor range. |
Cargo Bay |
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Size 0 You can carry cargo. Counts as 1 against your weapon cap. |
II
Exoskeleton |
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Size 1 You have +1 hull in contested checks. |
Kickstarter |
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Size 1 Your boot up actions cost 1 AP and 1 heat. |
III
Heatsink |
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Size 2 When you stabilize, clear 1 heat. |
TRAVERSAL SYSTEMS
I
Fuel injectors |
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Size 1 +1 speed. |
Thrust kit |
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Size 1 You can fly in low gravity. |
II
Flight kit |
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Size 2 You can fly. |
VTOL kit |
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Size 1 You don’t take damage from falling, and you don’t need to move on your turn to prevent falling while flying. |
III
Field generator |
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Size 2 TECH: BLINK (0 AP) Take 1 heat and teleport hexes up to your Processing. |
ARMAMENT M0DS
I
Autoloader |
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Size 1 Remove the Loading tag from one of your weapons. This system is only destroyed when the weapon is. |
AP rounds |
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Size 0 Give one of your weapons -1d3 damage and the armor piercing tag. This system is only destroyed when the weapon is. |
DEFENSIVE SYSTEMS
I
Reactive plates |
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Size 1 DEFLECT (1 AP reaction) Reduce incoming damage by 3. Limited 3. |
Carbon weave |
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Size 1 +3 max HP. |
II
Vortex shield |
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Size 2 VORTEX (1 AP reaction) Redirect the kinetic damage from a ranged attack that would hit you at a target in Range 5. Loading. |
III
Barrier coil |
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Size 2 TECH: BARRIER (1 AP) Project an energy barrier over yourself. The next attack made against you deals 0 damage. |
Active cloak |
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Size 2 TECH: CLOAK (1 AP) Become invisible. It ends if you deal or take damage. If you’re in another mech’s sensor range, it can see you. |
0NB0ARD INTELLIGENCE
I
Type 2 OAI |
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Size 1 Basic onboard AI. Mech can act without a mounted pilot. No real consciousness, cannot use tech actions, and targets of all actions must be within sensor range. |
II
Predictive algorithm |
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Size 1 If you had line of sight on a target on your last turn, you don't need it to fight that target on this turn. |
III
Type 1 OAI |
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Size 2 Experimental onboard AI. Genuine consciousness and emotions. Can use tech actions, and targets of all actions must be within sensor range. Universally illegal. |
DEPL0YABLES
I
Ballistic barriers |
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Size 1 DEPLOY BARRIER (1 AP) Deploy a carbon-fiber barrier. It’s as tall as your mech and takes up 3 contiguous hexes in an orientation of your choice. It has 10 HP and 1 armor. Limited 5. |
II
Tether traps |
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Size 1 DEPLOY TETHER TRAP (1 AP) Set a trap on a hex within range 5. When a mech moves into that hex, they’re caught and can’t move until they succeed on a 1 AP Processing check, destroying the trap. Limited 5. |
Arc traps |
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Size 1 DEPLOY ARC TRAP (1 AP) Set a trap on a hex within range 5. When a mech moves into that hex, they take 1d6+1 Energy damage and the trap is destroyed. Limited 5. |
III
Drones |
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Size 1 DEPLOY DRONE (1 AP) Place a turret on an adjacent hex. At the end of your turn, it deals 1d2 kinetic damage to the closest enemy in range 5 and line of sight. It has 5 HP. Limited 3. |
Directive Packages
AGILITY
I
When you move twice in one turn, you can go additional hexes equal to your Engineering.
II
You don’t provoke engagement from mechs that are larger than you.
III
Your first move on your turn costs 0 AP.
BRAWLING
I
Damage you deal to targets you’re grappling ignores armor.
II
Your improvised attacks have knockback 1 and deal 1d3 kinetic damage.
III
HAYMAKER
(2 AP)
Make an improvised attack on an adjacent mech. It deals extra damage equal to half the hexes you moved toward it this turn, rounded down.
BRUTALITY
I
When you roll max damage, it can’t be dodged.
II
When you roll max damage, deal +1 damage.
III
When you deal trauma or destroy a mech, immediately gain 1 AP.
FLIGHT
I
While airborne:
You get +1 to Processing checks.
When you reduce the damage of an attack to 0, you can fly up to 2 hexes as a 0 AP reaction.
II
When you move while flying, you may take 1 heat to move 2 more hexes.
III
While flying,reduce all incoming damage by 1.
HEAVY WEAP0NS
I
Damage from your size 3 weapons can’t be dodged.
II
Your size 3 weapons count as size 2 against your weapon cap.
III
Your attacks deal extra damage equal to half your heat, rounded down.
0VERWATCH
I
SUPPRESSION
(2 AP)
Choose a target at a known location in weapons range and lay down suppressive fire. That target deals -2 damage until your next turn.
II
When the target of your suppression moves, you can end the suppression and deal your weapon's damage to them as a 0 AP reaction.
III
When you use suppression, choose up to 2 targets.
REPAIRING
I
You have 4 repairs rather than 3.
II
When you restore HP to a mech, restore 1d3 more.
RUNNING H0T
I
While you exceed your heat cap, deal +1 damage.
II
Your heat cap is increased by an amount equal to your Engineering score.
III
When you overcharge, instead of taking 1 heat, you can choose to roll an Engineering check. On a success, take no heat. On a failure, take 4 heat.
SHARPSH00TING
I
ZERO IN
(1 AP)
Your next attack’s range is doubled.
II
When you deal damage to a target you don’t have line of sight on, deal +1 damage.
III
When you deal damage with an attack that’s zeroed in (after armor and dodge), deal maximum damage.
SWASHBUCKLING
I
You can fight with ranged weapons larger than size 1 while engaged.
II
After you deal damage with a ranged attack, your next melee attack deals +1 damage.
TRAPPING
I
You can use 1 repair out of combat to regain all uses of a weapon or system with the Limited tag.
II
TECH: RECALIBRATE
(1 AP)
Remotely move one of your deployables (mines, traps, barriers, etc) up to 5 hexes.
III
Your traps apply their effects in a range of blast 2. You can choose which mechs they affect.
TECH: SP0TTING
I
TECH: LOCK ON
(1 AP)
Choose a target within line of sight. The next attack made against the target does not require line of sight and can’t be dodged. Weapons that aren’t smart must still fire in a straight line.
II
TECH: PING
(1 AP)
Choose a cloaked target. It becomes visible.
TECH: JAMMING
I
TECH: INVADE
(1 AP)
Make a contested Processing check. On a success, learn two. On a failure, learn one:
The target’s attributes.
All data on the target that can be pulled from public internet databases.
A piece of information about the target: secret cargo, the pilot’s identity, etc.
II
TECH: SCRAMBLE
(1 AP)
Make a contested Processing check. On a success, the target cannot use tech actions, or benefit from any effect from one.
TECH: HACKING
I
TECH: OVERLOAD
(X AP)
Make a Processing check vs. target Engineering. On a success, the target gains X heat.
II
TECH: DOMINATE
(3 AP)
Make a contested Processing check. On a success, choose what the target does on its next turn.