[[_Mecha Sub-RPG MASTERSHEET]]
# General Rules
The mechs you'll be building are the Valdan variety, 100-150 tons, 3-6 stories tall (~40-80 ft), modular, and 100-250 HP. They're built for adaptability and work just as well in space as they do on the ground.
## Stats
Mechs have four main stats. Attacks are rolled against a Stat Defense DC usually chosen by the defender.
Here are the Main Stats that you'll use to make checks:
| Main Stat | Description |
| ---------- | -------------------------------------------------------- |
| Agility | How quick and dexterous your mech is. |
| Strength | How strong your mech is. |
| Durability | How tough your mech is, for defend and resistance rolls. |
| Aim | How good your mech is at aiming. |
And here are the Secondary Stats:
| Secondary Stat | Description |
| --------------- | ------------------------------------------------------------------------------------------------------------ |
| Pilot Level | You gain more Pilot Specializations as you level up! See below. |
| HP | Mech health! |
| Energy Gain | How much energy your mech gets at the end of each turn (because you go into battle with some energy stored). |
| Energy Capacity | How much total energy your mech can hold. |
| Energy | How much energy your mech has stored right now. |
| Load Limit | How much weight in parts your mech can sustain. |
| Move Speed | How far you can move in a turn. May be different flying vs on the ground. |
The load limit of your mech is determined by its legs and the total weight of parts you have must be equal to or less than the load limit.
## Part Types
Your mech stats are determined by what parts make up your mech.
There are eleven mech part types:
| Part Type | Stats Affected | Description |
| --------- | ---------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------- |
| Head | Aim | Head mainly determines aim, and can be specialized for navigation, targeting, or special sensors. |
| Body | Durability, Health | The body is where the rider is located, and determines the durability and health of the mech. |
| Arms | Strength, Aim | Arms determine strength and sometimes influence aim. Arms can be specialized for melee or ranged attacks. |
| Legs | Load Limit, Agility | Legs determine load limit. |
| Thrusters | Agility, Move Speed | Thrusters are located on the shoulders of your mech. Some thrusters give more agility and others boost your melee attack power. |
| Core | Energy Gain, Energy Capacity | Your core is what gives your mech energy, which is what it uses to run. Attacks use up energy. |
| Guns | - | Guns do damage, pew pew. Some powerful guns have a Charge Speed, which is how many turns you need to use a quick action before using. |
| Swords | - | Swords do damage, swish swish. Takes str or agi to use. |
| Shields | - | Shields add a bonus to blocking, which uses strength. Some shields have an extra bonus to blocking certain types of damage. |
| Drones | - | Drones do everything from healing, shooting, or firing lazers. |
| Modules | - | Adds other capabilities, such as hacking, drones, or atmosphere generation. Can only have one add-on module per mech (unless specified otherwise). |
| Upgrades | - | Modifications that you install to your mech manually; cannot be bought. You can have up to 3 installed on your mech at any one time. |
Some parts come with special abilities that also use energy.
Check the [[Icy Speck Mech Parts]], [[Kollopsis Mech Parts]], and [[Redmark Mech Parts]] for parts to build mechs with!
### Pilot Level
As you grow as a pilot you get better at piloting your mech! You get new Specializations as you level up as a pilot, which happens as you go on missions, gain experience, and pilot your mech.
You have as many Pilot Specializations as equal to your Pilot Level! Pilot Level has a max of 5, and every time you level up you may trade one Specialization in for another.
| Pilot <br>Level | Pilot<br>Spec. | Max<br>Upgrades | Max<br>Modules |
| --------------- | -------------- | --------------- | -------------- |
| 1 | 1 | 2 | 1 |
| 2 | 2 | 3 | 1 |
| 3 | 3 | 4 | 2 |
| 4 | 4 | 5 | 2 |
| 5 | 5 | 6 | 3 |
#### Pilot Specializations
| **Specialization** | Effect |
| ------------------ | ------------------------------------------------------------------------------------------------------------------------------------------- |
| **Stat Specs** | - |
| Health Up | You increase your HP by 25%. |
| Agility Up | You increase Agility by 25%. |
| Strength Up | You increase Strength by 25%. |
| Durability Up | You increase Durability by 25%. |
| Aim Up | You increase Aim by 25%. |
| **Load Specs** | - |
| Lighten the Load | You increase your Load Limit by 25%. |
| Module Master | You may install an extra Module. |
| Upgrade Specialist | You may install two extra Upgrades. |
| Drone Expert | You may increase the total drones you can dock by 50% (rounded down). |
| **Ability Specs** | - |
| Energy Booster | You gain Energy equal to your Energy Gain (3/day). |
| Shield of Iron | You may defend an ally against an attack (you use your own Defense DC against the attack) (3/day). |
| Boosted Attack | You may do a minimum Energy attack that uses your full Energy Capacity's worth of Energy (3/day). |
| **Other** | - |
| Cheapskate | You pay 75% for parts and only have to spend .5 credits per 1 HP repaired. |
| Safe Pilot | When your mech is reduced to 0 HP you only have a 1 in 50 chance of the ejection failing (roll 1d100 and on a 1 or a 2 the ejection fails). |
> [!NOTE] Stat Percent Stacking
> Stat increases expressed in a percent **stack** with other stat increases expressed in a percent. For example, a mech with both the Agility Up Spec. and the Ailith Eagle Lightening Module increases their Load Limit and Agility by **50% total**, not 25% and then another 25% calculated from the new total.
### Upgrades
You can work on your mech yourself and give your mech upgrades!
Your upgrades must be installed at a mech shop or some other place with a mech engineering setup (including your own mech bay if you have one). This process takes at least a couple hours of downtime to install.
These Upgrades only spend energy when explicitly stated. You may combine any of these abilities on the same attack or Defense DC if you wish, but you can't use one ability more than once in a turn!
| Name | Effect | Uses |
| ------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ----- |
| **Defense** | - | - |
| Improved Armor | You can halve the damage you take from an attack | 3/day |
| Cold Resist | You resist the Frozen status effect | 3/day |
| Defense Trade | You gain +20 on your next Defense DC but disadvantage on your next attack. | 3/day |
| Reactive Shields | Reflect all of the damage you just took back to your attacker. | 2/day |
| Adroit Defense | You may choose what Defense DC you'd like to use even if an opponent would force you to use a specific stat. | 3/day |
| Flexible Resist | You may use a stat other than Durability to resist an effect | 3/day |
| Environmental<br>Immunity | Your mech is immune to environmental effects (extreme heat, cold, etc.). | - |
| **Attack** | - | - |
| Accuracy Boost | You spend an extra energy on an attack to roll with advantage to hit. | 3/day |
| Damage Trade | You gain advantage on your next damage roll but -20 on your next Defense DC. | 3/day |
| Redirect Missiles | You may do an Aim check against the attack roll of a missile attack: if successful you redirect the missile back to the attacker.<br>May do this at any time. | 2/day |
| Energy Sap | You spend an extra energy on an attack to take half the enemy's current energy and give it to you.<br>Refunds the ability use if attack doesn't hit but *does not* refund the energy spent. | 2/day |
| Xenic Specialist | Refund half of the energy spent on a xenic attack. | 3/day |
| Physical Specialist | Refund half of the energy spent on a physical attack. | 3/day |
| Adroit Attack | You may choose what stat your opponent uses on their Defense DC. | 3/day |
| Boost Attack | You may double the damage you do but you take half of the total damage yourself. | 2/day |
| Ruby Expert | You may do a Heat attack without the weapon having to cool down next turn. | 3/day |
| **Other** | - | - |
| You're a Quick One | During mech races you get +15 distance per energy spent instead of +10. | - |
| Aim Defender | You may now use your Aim stat to defend. | - |
| Consistency | You may roll 5d20 on your mech checks instead of 1d100. | - |
| Oddball | You may roll 2d50 on your mech checks instead of 1d100. | - |
| Safe Mech | The first time your mech is reduced to 0 HP it immediately regains functionality and heals back up to 1 HP.<br>The mech must be repaired up to half at least to regain use of this ability. | - |
# Gameplay
In your mech you'll roll d100, where the higher you roll the closer you get to 100% efficiency. Most mechs have 100 or more health.
## Combat
Initiative is decided by a contested, flat d100 roll between each group's leader. Initiative is taken between teams. Teams decide who will go first within the team.
Out of combat you always have Energy equal to your Energy Gain stored up and when you go into combat that is how much Energy you go into combat with.
All combat is attack rolls vs a Defense DC.
| Stat | Attack | Defend | Other Info |
| ---------- | ------------------- | -------------------------------------------- | --------------------------------------- |
| Agility | Quick melee weapons | Dodging | |
| Strength | Heavy melee weapons | Blocking, deflecting with a shield or weapon | |
| Durability | - | Tanking | Also used for resisting certain effects |
| Aim | All ranged attacks | - | |
Some more considerations:
- Flying: You can use your thrusters to fly on your turn, but you must end your turn on the ground (unless you're in space or your parts say otherwise).
- Opportunity Attack: Yes.
- Shooting gives you disadvantage if you're up close to the target
### Defense
When defending against an attack you may decide to use any stat to defend, and then your enemy will roll against your Defense DC to see whether they hit you or not. To calculate your Defense DC use this formula:
> [!Formula]
> 50 + Stat + Extra Defense Bonuses (if any) = Defense DC
For example, I'm using Strength to defend because I have a shield, so my Defense DC is 50 + 35 (Str) = 85 because I don't have any extra defense bonuses. My opponent rolls a 93 to hit, so they hit me!
Remember that **meets beats**: attacker always wins ties.
> [!Warning] Note
> Certain attacks will force you to use the Defense DC of a certain stat!
### Moving and Dashing
Default move speed with thrusters per turn is 300 ft, you may take this on your turn without spending energy. You may also spend a energy to move your speed per turn again.
If for any reason you ever don't have thrusters your move speed is 50 ft per turn.
### Status Effects
To inflict a status effect, you first need a weapon or part that will inflict that status effect. You'll roll to hit, and if you hit you deal damage, then the defender compares their Dura Defense DC against your attack roll to determine if they resist the status effect. Then if they fail that one they also take the status effect.
- Frozen: the next attack does double damage
### Energy
You can use as much Energy a turn as you wish. You have half your Energy Cap stored up outside of combat, and then your energy capacity opens up to your full max as you enter "combat mode".
You gain Energy at the end of your turn.
### Pushing Past Your Energy Limits
When spending Energy you can choose to go past your Energy Cap and as a result incur a level of Spirit Decay. You take one level of Spirit Decay per action that spends energy beyond your Energy Cap, and the effects of that Spirit Decay apply after your action is over. You can never spend over your Energy Cap's worth of energy on one action.
Check the [[Spirit Decay]] page for info on the effects of Spirit Decay.
> [!example]
> You have 0 Energy and your Energy Cap is 10, but it's down to the wire and you really need to do some extra damage. You decide to push past your limits and do an attack with 10 Energy. You'll get one level of Spirit Decay and roll on a Spirit Decay Table to decide what negative effects you'll get. These negative effects apply after you complete your action.
### Charging Weapons
Weapons need to be in-hand to charge.
### Switching Weapons
It's free to switch a weapon or shield at the start or end of a turn (but you can't switch at the start and end in one turn).
It takes an energy to switch weapons during your turn or to switch weapons when you've already switched once.
Ex. 1: You switch at the start of your turn, and it costs an energy to switch at the end of your turn.
Ex. 2: You decide to switch during your turn, and you didn't switch at the start. It costs an energy to switch.
### Drones
Are pretty small and as such can't be hit directly! To take a drone down, take down the operator.
Drones use your Aim stat to hit.
### Repairing Damage
Repairing damage is usually 10 scraps/1 HP repaired.
### Reaching 0 HP
If your mech gets totaled you will need to spend 1000 scraps to repair it, and there's a chance a part has been completely destroyed, in which case you will need to replace it.
When your mech reaches 0 HP you roll a d10.
- On a 2-10 you eject and are in a pod with limited mobility.
- On a 1 the ejection fails and you take 2d20 dmg and, if you fall unconscious with that damage, you roll another d10:
- 2-10: you're bleeding out!
- Do dnd death saves but with a d10. If anybody succeeds a DC 10 intuition medicine check or if you're healed then you're stable.
- 1: MAIMED
- You're bleeding out, do dnd death saves but with a d10. If anybody succeeds a DC 10 intuition medicine check or if you're healed then you're stable.
- ALSO roll a 1d6. If you don't get surgical medical attention within 1d4 hours the results are permanent (and for a 1 you're dead).
- 6=right leg maimed
- 5=left leg maimed
- 4=right arm maimed
- 3=left arm maimed
- 2=spine broken
- 1=head broken