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   
1. Medkit26. Propulsion pack51. Vocal amplifier76. Cooking rig
2. Frag grenades27. Wetsuit52. Grooming kit77. Radiation pills
3. Stun grenades28. Painkillers53. Symbiotic scarf78. Warm clothing
4. Patch kit29. Tracking node54. Smoke grenades79. Flashlight
5. Combat stims30. Explosive charges55. Stun prod80. Powered exoskeleton
6. Sedatives31. Handgun56. Party drugs81. Liquor
7. Thermite charges32. Climbing filament57. Jamming array82. Bowie knife
8. Sunglasses33. AI assistant implant58. Submachine gun83. Grappling hook
9. Active camo poncho34. Digital tattoo kit59. EMP grenade84. Lucky charm
10. Implanted commlink35. Longsword60. Lazer whip85. Gas mask
11. High-quality rations36. Poison61. Flare gun86. Hazard detector
12. Fluid recycling suit37. Lover’s token62. Skeleton credentials87. Sensitive data chit
13. Hacking rig38. Assault rifle63. Decoy grenade88. Deck of cards
14. Magnetic boots39. Fake identification64. Geospatial scanner89. Laser pointer
15. Data spray40. Beer65. Sniper rifle90. HUD Projector
16. Internet uplink tablet41. Tinderbox66. Local lifesign sensor91. Sample containers
17. Personal drone42. Propaganda67. Cigarettes92. Photograph
18. Smart goggles43. Netting68. Throwing knives93. Pigment spray
19. Fire blanket44. Medical scanner69. Letter94. Junk food
20. Vacuum blanket45. Antixenobiotics70. Signal mirror95. Scientific test kit
21. Sound system46. Journal71. Pinup poster96. Tear gas
22. Tertiary arm47. Medals72. Hologram projector97. Book
23. Wilderness survival kit48. Cosmetic customizer73. Mechanic’s scanner98. Alien pet
24. Armored hardsuit49. Personal shield74. Credit chit99. Water purifier
25. Vacuum suit50. Forensics kit75. Local datastream sensor100. Brass knuckles

Weapon Packages

UNIVERSAL KINETICS

I


Handcannon
Size 1 // Range 5 // 1d2 Kinetic
Chaingun
Size 2 // Range 8 // 1d3+1 Kinetic
40mm cannon
Size 1 // Range 8 Blast 1 // 1d2 Kinetic

Loading.
Bowie knife
Size 1 // Melee // 1d2 Kinetic

Armor piercing, Thrown 3.

II


Scattergun
Size 2 // Cone 3 // 1d6-1 Kinetic

Knockback 1, Loading.
Sniper rifle
Size 2 // Range 12 // 1d6+1 Kinetic

Knockback 1, Loading.
Longsword
Size 2 // Melee // 1d6+1 Kinetic

Armor piercing.

III


Smart pistol
Size 1 // Range 8 // 1d2 Kinetic

Smart.
Grav hammer
Size 3 // Range 2 Blast 1 // 1d6+1 Kinetic

Armor piercing, Heat 1, Loading.

UNIVERSAL ENERGETICS

I


Beam Pistol
Size 1 // Range 5 // 1d2 Energy
Ion carbine
Size 2 // Range 6 // 1d2+1 Energy

II


Flamethrower
Size 2 // Line 3 // 1d2 Energy

Heat 1.
Gatling lazer
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
Size 2 // Range 5 Blast 2 // 1d3 Energy

Loading.

III


Railgun
Size 2 // Range 15 // 1d3+2 Energy

Loading.
Gauss cannon
Size 3 // Line 5 // 2d6+1 Kinetic

Heat 1, Limited 3, Loading.
Vorpal whip
Size 2 // Line 2 // 1d6 Energy

+1 damage to targets per hex away from the user. Usable while engaged.

ORDNANCE

I


EMP launcher
Size 2 // Range 3 Blast 1 // 1d2 Energy

Targets damaged by this weapon have 1 fewer AP on their next turn.
Gas launcher
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
Size 2 // Range 6 Blast 1 // 1d3+1 Energy

Can bore through up to 3 hex-worth of standard materials.

II


Rocket pods
Size 2 // Range 4 Blast 1 // 1d2+1d2+1d2 Kinetic

Each die may hit a different target in range.
AA salvo
Size 1 // Range 8 // 1d2 Kinetic

Double damage to airborne targets.
Mortar tube
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
Size 2 // Line 3 // 1d6 Kinetic

Deals double damage to structures.
Welding torch
Size 1 // Melee // 1d2 Energy

Can also repair structures.

II


Ballistic shield
Size 2 // Melee // 1d2 Kinetic

+1 armor from the front.
Tow cable
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
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
Size 1

+3 sensor range.
Cargo Bay
Size 0

You can carry cargo. Counts as 1 against your weapon cap.

II


Exoskeleton
Size 1

You have +1 hull in contested checks.
Kickstarter
Size 1

Your boot up actions cost 1 AP and 1 heat.

III


Heatsink
Size 2

When you stabilize, clear 1 heat.

TRAVERSAL SYSTEMS

I


Fuel injectors
Size 1

+1 speed.
Thrust kit
Size 1

You can fly in low gravity.

II


Flight kit
Size 2

You can fly.
VTOL kit
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
Size 2

TECH: BLINK
(0 AP)
Take 1 heat and teleport hexes up to your Processing.

ARMAMENT M0DS

I


Autoloader
Size 1

Remove the Loading tag from one of your weapons. This system is only destroyed when the weapon is.
AP rounds
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
Size 1

DEFLECT
(1 AP reaction)
Reduce incoming damage by 3. Limited 3.
Carbon weave
Size 1

+3 max HP.

II


Vortex shield
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
Size 2

TECH: BARRIER
(1 AP)
Project an energy barrier over yourself. The next attack made against you deals 0 damage.
Active cloak
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
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
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
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
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
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
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
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.