Mechs move like foot-units, except they cannot sneak.
Mechs can take the same actions as foot-units when assigned to move, except they cannot sneak, hide or make spring attacks.
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.
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 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.
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.
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.
BOARDING AND EXITING A MECH
Mechs suffer stress and faults in the same way as vehicles but with a few differences.