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MECHS

MECH MOVEMENT
Mechs move like foot-units, except they cannot sneak.


MECH ACTIONS
Mechs can take the same actions as foot-units when assigned to move, except they cannot sneak, hide or make spring attacks.


MECH STANCES
Some mechs cannot voluntarily change their stance to prone. See the unit tag Limited Mobility.


MECHS IN DIFFICULT TERRAIN
A mech that ends up prone in difficult terrain can't get up again, unless it has the tag Agile.


MECH USE OF RANGED WEAPONS
A mech shoots mounted weapons in the same way as a vehicle.
  • If a mech does not move, all mounted weapons may be fired.
  • If a mech jogs it may fire two mounted weapons.
  • If a mech runs it may fire one mounted weapon.
  • If a mech sprints, it may not fire any mounted weapons.
A ranged weapon with the same damage scaler as a mech's ST scaler can be held in a Mech Fist and fired separately from and in addition to mounted weapons, in the same way that foot-units shoot ranged weapons.


MECH USE OF THROWN AND MELEE WEAPONS
In order to throw ranged weapons a mech must be armed with a Mech Fist and the thrown weapon must have the same damage scaler as the mech's ST scaler.

In order to use a melee weapon, a mech must be armed with a Mech Fist holding the melee weapon or the melee weapon must be mounted to a hardpoint, and the weapon must have the same damage scaler as the mech's ST scaler.

A smaller scaler means the melee or thrown weapon will fall through the mech's fist. A larger scaler means the weapon is just too big to be held in the mech's fist.

A mech's ST scaler is applied as a multiplier to ST when determining damage caused with a melee weapon or when determining the range brackets of thrown weapons.

Example: A mech with an ST of 8(X2) armed with a Mech Hammer that does damage D6(X2), successfully smashes a vehicle with a DE of 7. Since this is close combat, the DE is doubled. This doesn't matter; since the vehicle is one scaler less than the mech, the hit is guarenteed to beat the vehicle's DE of 14. The mech rolls a 6 on the D6 and the hammer therefore does 28 damage to the vehicle! That's (8x2 = 16), plus (6x2 = 12). That's 14 more than the vehicle's DE.


SUPPRESSING AND PINNING MECHS
A mech can only be pinned by a ranged weapon with a damage scaler equal to or greater than the DE scaler of the mech. Any other covering fire, the mech automatically passes the Courage test for being able to act or react.


MECHS IN CLOSE COMBAT


STOMPING WITH MECHS
  • Any mech can stomp any unit with a DE scaler less than the mech's ST scaler that lies in the mech's path.
  • Any number of units can be stomped when a mech moves but no unit may be stomped more than once by the same mech in a turn.
  • The mech's movement is unaffected. As the mech comes into contact with a unit, it automatically makes a successful close combat attack on the smaller unit, without needing to roll to hit.
  • A smaller unit can attempt to dodge this attack as normal. If the smaller unit is two scalers less, it receives a +2 bonus to the roll to dodge.
Example: Unit A is a foot-unit with no DE scaler (which is treated as a scaler of X1) and is stomped by a mech with an ST scaler of X3. That means Unit A gets a +2 bonus to their dodge test.
  • If a dodge is successful the smaller unit is moved just to the side of the mech's path of movement.
  • If the dodge is failed the smaller unit takes D6 damage, plus the ST of the mech with a multiplier equal to the ST scaler of the mech.The smaller unit's DE is doubled as normal for a close combat attack.
TRIPPING OVER
Any mech that attempts to stomp a unit that is only one scaler smaller risks tripping over that unit and falling prone.

After determining the outcome of the stomp, the mech must immediately make an RE test. If failed, the mech falls prone just after the unit and moves no further.

STOMPING VEHICLES

Vehicles cannot normally avoid being stomped. However a vehicle that has not yet had its action that turn can react to being stomped by accelerating out of the way.

This will burn the vehicle's action regardless of success or failure.

If a vehicle tries to accelerate out of the way of a mech stomp, it makes an RE test.
  • If successful, the vehicle avoids being stomped but must be moved at least a number of inches equal to its SP away from the mech. The vehicle may fire no mounted weapons.
  • If failed, the vehicle isn't moved and is stomped by the mech. The vehicle's action is still burnt.
HOLDING GROUND
Any unit that a mech attempts to stomp can hold their ground rather than attempting to get out of the way, as long as the unit being stomped has not burnt their action that turn.

An attempt to hold ground is made before the results of stomping are determined. Regardless of the result, the unit burns their action.

The unit holding ground makes a Courage test.
  • If failed, the unit must attempt to get out of the way instead if it can. If it has no way to do so, then it can do nothing but be stomped.
  • If successful, the unit can make either a single ranged attack with one weapon at point blank range on the mech, or a single close combat attack.
  • The mech cannot attempt to dive to prone or dodge/parry such an attack.
  • Once the attack has been resolved, the mech stomps the unit with no chance for the unit to avoid being stomped.

BOARDING AND EXITING A MECH


MECH DAMAGE
Mechs suffer stress and faults in the same way as vehicles but with a few differences.

DAMAGE LOCATION

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