TEXT:  
  Zortiander, Inc. Catalogue 
  An unofficial CthulhuTech rules & gear expansion 
  
   
  2 
   
   
  2 
  Author 
  Sebastian Tivig 
  Inspiration and Copyright 
  Work is based on the CthulhuTech role-playing 
  game (www.Cthulhutech.com) made by Wildfire 
  LLC and published by Catalyst Labs. All copyright 
  of the CT terms and ideas remains with them. 
  Images, page borders and backgrounds come from 
  various artists. Please see the last chapter for full 
  references. 
  Note: this is work in progress, so copyright issues are 
  not handled yet. They will be fully done in the final 
  version only. 
  Copyright for the text lies with the author, but pub-
  lished under creative commons licence (attribution, 
  share alike). 
  Disclaimers and Content 
  This document is a work of fiction. All characters 
  herein are fictive characters only, with no ties to 
  reality.  
   
  This document is an unofficial CT 
  expansion and is in no way en-
  dorsed, affiliated to, edited or com-
  mented by the CT authors. 
  Mature content. 
  
   
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  GGeeaarriinngg  uupp  
  Tired and knackered, Tech Sergeant Li took a clean 
  handkerchief from her breast pocket and wiped the 
  sweat off her face, re-adjusted her hair-net and 
  sighed. The 31st Mecha fighter wing were to move 
  out in two weeks from now, on another 
  forward mission, halting Migou progress 
  in western Russia. And she still had to get 
  her Saber back into action and get to 
  work on tweaking Walther's Blizzard - the 
  testing during the last two weeks had 
  shown some flaws in his rocket boosters. 
  They tended to dangle a bit during com-
  bat and needed better support. And finally 
  she still needed to improve the back 
  sheath of Ivanna's Khopesh. So much 
  work, and so little time. 
  Looking at the mess of tangled wires, 
  broken armour plates and melted circuit 
  boards before her, she made a note on 
  her wrist computer that the left arm ac-
  tuators needed replacement. Overlaying 
  the delay for delivery, internal stocks, 
  cost and projected time for replacement 
  on her AR goggles she sighed some more. 
  One week. One week where her Saber would be stuck 
  here with one arm inop. At least the repairs remain-
  ing where fairly standard and so she sent the work 
  over to her group of young Techies. 
   
  Commanding the working platform to descend, she 
  cleaned her hands on another handkerchief (total 
  usage per hour: 3 and more) then threw it to the 
  heap of used ones on the platform. The walk to the 
  shower room was mercifully quick and deserted, as 
  all other Techies were working on their own assign-
  ments, giving her the opportunity to get to the shower 
  quietly and without having to answer tons of ques-
  tions about the latest stealth paint that just arrived, 
  the semi-mobile sniper rifle (and its use) or the two 
  Mecha-sized assault rifles she had ordered. 
  She passed underneath the side-walk that ran 
  around the immense hangar, in which the 
  team's Mecha stood: her own Saber, Ivanna's 
  Khopesh, the Captain's Scimitar, André's 
  Rapier and Walther's Blizzard. And at the far 
  end, the two looming and dangerous shapes 
  of the team's newest additions, both slowly 
  and eerily moving of their own strange will. 
  The Engel of Jean and Virginie, an Auphan 
  and a Tarshish, halfway concealed by the 
  numerous cranes, structural re-enforcements, 
  spare parts reserves and service wires and 
  pipes that crossed in carefully arranged 
  patterns the entire hangar complex. As she 
  opened the newly painted green door she 
  stepped from the cacophony of a thousand 
  sounds reverberating through the hangar 
  into the nice quietness of the team's locker 
  and shower room. 
   
  
   
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  Throwing her clothes into the reconditioning ma-
  chine, she let loose her hip-long red hair and quickly 
  stepped through the cool air towards the showers. 
  The hot stream hit her back, ran down her shoulders 
  and breasts, caressing her nipples and curling 
  around her belly, before running down her scarred 
  legs. She enjoyed the sensation of light pain as 
  vapour filled the room and the stream became hotter, 
  letting her body relax and her worries be swept 
  away. 
  "Himmel und Hölle, are you trying to suffocate me?" 
  Walther "The Bear" moved his massive frame 
  through the door frame, a heap of muscles and hair, 
  still good in shape albeit his age of 37 years. He 
  smelled slightly of sweat and oil, grease spots on his 
  hands and scarred face, fresh burn marks on his left 
  shoulder. As he walked over to the shower nearest to 
  the window and let go all cold water, his deep, 
  somewhat rasping voice, carried over the water. 
  "How's work? Getting your girl back to business?" 
  He groaned loudly as the ice cold water hit his back- 
  his muscles tensed for a bit, jaws clenched. It always 
  required getting used to again. 
  "Hm. Your plans were good, speed up a bit. I gave it 
  to the girls to finish." 
  Her high pitched voice carrier over the splashing 
  even without her needing to raise it. As answer came 
  first a loud rumble, some primordial version of the 
  word "Hm". They ended in silence, got dried, dressed 
  and prepared to walk out. As she pushed open the 
  door with him following close behind, she said qui-
  etly. 
  "Ere we go: Wanna stop by tonight?" 
  "Sure. Say ten?" 
  "Ten it is." 
  LLooookkiinngg  aatt  tthhee  wwoorrkk  
  The next two weeks passed in work: Walther drew up 
  plans for an adaptation of the standard Broadsword 
  weapons sheath and adapted it to his Blizzard, while 
  Li made it work. The Captain and Ivanna were 
  mostly out, training the French twins in her Engel 
  and André was giving piloting lessons at headquar-
  ters. Two days before the mission, the entire unit 
  finally got together again in the hangar, inspecting 
  the refurbished and repaired Mecha and Engel. 
  "Done what you asked for Captain." Li was giving 
  the tour, "All rides have back sheath' now and we got 
  
   
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  what we wanted as external weapon. Should com-
  plement our Mecha fine." 
  She took out an e-paper and the list of equipment 
  appeared on it. As she handed it to the Captain she 
  continued to point out the modifications made, the 
  team's AR goggles outlining what she explained and 
  providing additional figures and data. 
  "Let's do the creepy part first!" They started at the 
  Engel, who stood 
  silent but not fully 
  immobile as other 
  Mecha. You could 
  see the heads dart 
  here and there, as 
  if trying to fix you, 
  weight 
  being 
  shifted from one 
  leg to another, as 
  they forced them-
  selves 
  to 
  stand 
  upright for main-
  tenance and modi-
  fication, instead of 
  sitting down and 
  “relaxing”. 
  As 
  they neared, the 
  Auphan 
  head 
  jerked 
  in 
  their 
  direction and the body crouched lower, as if sniffing 
  them out, bend forward, the large claws uneasily 
  hitting the ground. The Tarshish's long tongue slith-
  ered into their direction, leaving a trail of ... some 
  unidentified liquid on the floor. As Li sighed while 
  thinking about the time it took to keep the Engel's 
  lair clear, Virginie was already striking affection-
  ately the hideous beast’s tongue. Jean let himself be 
  sniffed over by his ... pet? slave? master? 
  "Difficult to work with them", Li's voice carried an 
  edge, "they were not too cooperative when we went 
  to work on their armour. In any way, we didn't go 
  deep" she left the thoughts of everyone unspoken: no 
  one wanted to know what was beyond the armour 
  and biological containment shell below. She resumed 
  after the short pause "so we only installed the back 
  sheath halfway on top. Should do, though. Won't 
  hold the large sniper or assault rifles we ordered, but 
  the tongued thing'll" she interrupted as the tongue 
  
   
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  flicked in her direction, 
  with a hissing sound and 
  some large drops of the 
  saliva resembling liquid 
  dropped close to her. 
  "the Tarshish'll be surely 
  happy to carry the new 
  plasma shotgun we re-
  ceived." 
  She turned around at the 
  Auphan, 
  which 
  was 
  patted on the snout by 
  Jean. "While our little 
  dog there, he'll have an 
  assault rifle. Or what-
  ever they call this giant, 
  fully 
  automatic, 
  self-
  propelled 
  mini-rocket 
  launcher". She showed 
  them 
  a 
  bullet 
  being 
  brought 
  over 
  by 
  a 
  younger techie. "I won-
  der where they'd gotten 
  this kind of munitions 
  from." 
  Ivanna looked at it. 
  "Standard NEG specifi-
  cations, 80 mm mini-
  rocket. It is not self-propelled, but has 
  an explosive warhead in the middle. 
  When the front end hopefully has 
  penetrated the armour, the warhead is 
  supposed to detonate inside. It's ok as 
  principle, but the bullets bounce off 
  the armour too often without doing 
  significant damage, and the warhead 
  explodes on the outside. Pretty but not 
  very effective. Last I heard they're 
  trying to research some new ammo." 
  "Hm". 
  They walked on, feeling the gazes of 
  the Engel on their back through the 
  heavy armour they wore, sending 
  shivers down their spines. The first 
  real Mech to meet was the Captain's 
  Scimitar, shimmering in a dangerous 
  and foreboding deep, non-reflective 
  black. He didn't particularly mind 
  being near to the Engel; it was rather 
  disgust he held for them than appre-
  hension or fear. 
  "So Captain. First of all I've got your 
  call sign pimped." Li pointed towards 
  an enormous ice cube painted on the 
  sides of the charge beams, with watery 
  
   
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  text reading "IceCube" around it. "Since you traded 
  hands for weapons, I couldn't give you any hand-
  held weapons. However, I got you some radar-
  absorbent paint on the machine; and we managed to 
  squeeze in the long operations cockpit in anticipation 
  of mission 343-A." 
  Indeed you could see a bit more bulk on the armour 
  where the cockpit was, as if giant hammers had 
  caved the chest of the Mech out a bit. "Sorry it ain't 
  so pretty, but we didn't have the alternative armour 
  plates from HQ so we made do with what we had and 
  re-modelled your chest a bit." 
  Again they moved on. "Next one… Walther. Difficult 
  to pack anything in the Blizzard, damn Nazzadi 
  Mecha are pretty tight in space. Anyway, you just got 
  the standard back sheath and two hip sheath for 
  weapons. I packed you a P2AR plasma assault rifle 
  to get you some covering possibilities and added an 
  E5-78P taser and T1 heavy pistol. Choose your ar-
  mour ere you go.” 
  The Bear looked it over, the giant assault rifle on the 
  Mech’s back, plasma coils still cold, the semi-
  automatic weapon retrieval and presentation system 
  shut down and secured in place. Additional maga-
  zines were magnetically held in place on the arms of 
  the Mech, while he could see the infantry equipment 
  and weapon dispenser in his legs being reloaded. 
  “Your baby Vulcan.” They stopped before the 
  hunched and angled outline of the small Rapier, 
  which seemed strangely fragile after the massive and 
  danger foreboding shape of the weapon-starring 
  Scimitar. 
  “Two things you would need, punch and armour, but 
  I can’t give you all of it, not enough space. Well, I 
  gave you a bit of fire power, reckoned you could do 
  well with it. I’ve given you a regular Type I assault 
  rifle with rocket launcher and some special ammo. 
  The chem. rounds are loaded with acid and the shock 
  rounds are nice, too.” 
  The large gun looked somewhat displaced in the 
  hands of the frailer Mech, additional magazines 
  clipped to the magnetic belt, the barrel surpassing 
  the head by a good metre. 
  “Finally your Khopesh. Whew.” The giant war ma-
  chine with its twin laser canons stood looming over 
  them, blade extended and sensors trained on them. 
  Although it was shut down, the somehow organic 
  forms of the underwater Mecha bore an eerie resem-
  blance to some of the more machine-like Engel. And 
  while it was graceful in water, it looked somehow out 
  of place in the dry hangar. 
  “Those amphibious Mecha have so little space to 
  squeeze anything in … I upgraded your targeting 
  system, though, which is easy enough to do and does 
  not require much space. And yeah, I upgraded your 
  cockpit, too, for 343-A. Sorry, that was all that would 
  fit into your lady.” 
  She gestured them finally towards her own Saber, 
  standing a bit awkwardly with his two under-sized 
  chest-high manipulators, in addition to his two big-
  ger weapon arms. 
  “I had to give me more punch, so I took up an as-
  sault rifle, too. After all, you can’t be more versatile. 
  But I also added, and that about fills my dear baby, 
  an additional internal surprise for the enemies. 
  They’re gonna love my plasma shotgun.” And she 
  pointed on the left arm of her Mech, on which a 
  bulky attachment was neatly welded. 
  “Hmmm” 
  IceCube gave his watch a look. “All right people, 
  now that Li’s worked her magic it’s time we got 
  settled up. We’ll be riding low for the first part, so let 
  me give you a brief. Gear up and load up with the 
  quartermaster. See you in two hours in the briefing 
  room. 
  “Aye, Captain!” 
  
   
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  They moved out, gathering their belongings, the 
  Mecha pilots getting in the new heavy pilot suits they 
  had received, the Engel pilots in their neuro-
  feedback suits. By the time they had checked their 
  own Mecha and the Techies had handed over the 
  check-list for departure, it was time to get to the 
  briefing room. 
  TThhee  MMiissssiioonn  
  The briefing room was standard NEG issue, except 
  for the sound proof walls, electronic containment 
  build into the walls and a host of other features, 
  neatly disguised in the construction of the room. Top 
  secret.  
  The captain had just switched on the holographic 
  displays in the middle of the room when they entered. 
  Their position jumped into view and clarified as the 
  lenses adjusted and the projector calibrated. A zig-
  zagging red line flickered into the image, the border 
  between Migou and NEG territory in Russia, a yel-
  low line followed – the border to the Rapine Storm. 
  Finally a host of green, red and yellow dots ap-
  peared around them and terrain features crystal-
  lized. The alps in the far West and the Dnepr river in 
  the East. 
  “All right all.” The Captain’s voice had some com-
  manding quality even when he spoke quietly (and 
  somehow privately) to his unit. “Today’s mission is 
  going to be one of the harder once. We’re going deep 
  into enemy territory in order to take out one of the 
  central vehicle factories and parks in Russia.” 
  The map zoomed in to some point far east from them, 
  in the middle of Russia’s northern Taiga. “They have 
  a host of BG-104 Hailstorms there and are fabricat-
  ing ever more. These bloody artillery canons have 
  been giving our boys on the front a hard time since 
  almost a year, so its time to stop them. In addition it 
  is the main BG-60 factory on the continent.” 
  Specs ran over the screen, showing a host of data on 
  both vehicles: speed (60 mph both), armour classifi-
  cation, structural integrity, weak points, weapon 
  systems. It was not entirely new to any of them, but 
  the refresher did well. “We’re going to drop some 25 
  klicks away from there, in order to evade radar. It’s 
  our team plus a dozen M-111A2s. They don’t have to 
  get too close- about 10 klicks out they’ll stop and go 
  into firing position, guarded by five Eclipse of the 1st 
  unit.” Additional specs ran over the window, show-
  ing unit capabilities, pilot names and ranks, shooting 
  stats … 
  “We’re going to advance stealthily. They’ll never 
  expect us to hit on them, since it’s so far into their 
  turf, so they’ll be unprepared and we can probably 
  sneak in under their radar and other perimeter de-
  fences.” Blue dots appeared on the map, showing 
  defence positions, radar coverage angles and prob-
  able gun turret emplacements. “Vulcan is going to 
  move in with his Rapier and place extra-large EMP 
  
   
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  bombs next to the communications 
  centre, and what we make out to be 
  the main control centre, here and 
  here”. The map showed a 3-D view of 
  the compound from satellite imaging 
  and intelligence. “He’ll also place 
  our hardened tags on the factory and 
  then move back to us. As the artillery 
  will start a massive barrage fire and 
  level the place for about 10 shots, you 
  all settle up and prepare. We move 
  in, take anything out that’s left and 
  repeat the levelling / personal rou-
  tine. When we go, they’ll load some 
  prototype shells that should com-
  pletely waste the place. We’re to 
  observe the damage they do, measure 
  and then report back to them and get 
  all together safe and sound to the 
  extraction point. There we’ll hope-
  fully board our ship and speed back 
  to base.” 
  As he talked, the battle plan was 
  already uploaded heavily encrypted 
  in all of their Mecha, the targeting 
  computers were calibrated, naviga-
  tion system checked and appropriate 
  maps were actualized with latest 
  satellite images. The communication 
  system received the latest comm. codes 
  and the artillery already boarded the 
  heavy transport airplane, while their 
  own drop ship powered up the auxiliary 
  D-Engines and prepared to engage the 
  one special feature that would bring it 
  right in and all of them home again- the 
  stealth field. 
  GGeettttiinngg  tthheerree  
  Inside the cramped space of the heavy 
  A820M, the Mecha and Engel were 
  closely attached to the walls and 
  strapped into place securely. The access 
  hatches of the Mecha stood open, the 
  pilots sitting in the middle of the cargo 
  hold on the uncomfortable drop seats, 
  emergency equipment next to them, 
  munching on some ration bars. LeBeau 
  and HighHeels were still in their Engel - 
  getting in and out of a fluid filled capsule 
  and linking up one's brain with the Engel 
  took too much time and the neuro-
  feedback fluid was too expensive to be 
  wasted on personal preferences. 
  Li's endlessly long red hair did her com-
  plaining justice and just didn't want to be 
  tamed, so Walther got up and stood be-
  
   
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  hind her, arranging it with a firm but somehow lov-
  ing hand, caressing her from time to time. The Au-
  phan growled and the Tarshish hissed. André 
  scowled. 
  Small windows to the outside showed clouds passing 
  by at supersonic speeds, the ram jets of the airplane 
  working at high power and pushing them forward 
  towards the danger. The steady roaring was comfort-
  ing and calming.  
  CCoommbbaatt  
  As André got back, the EMP bombs went off, shaking 
  the ground lightly but more importantly saturating 
  the area with a heavy EMP pulse. The unit huddled 
  close together beneath the EMP shield blanket, while 
  they heard the crackling in their coms and saw small 
  lightning on the net and the eventual wire that just 
  evaporated. The only good thing was the thought 
  about what this would do to the enemies. 
  They counted off the time as the ground suddenly 
  trembled deeply and from far away, as if some giant 
  machine had just arisen to shake the Earth free from 
  its confines, monsters awakened from a deep slumber 
  tearing at the fabrics of the very ground they stood 
  on. Seconds passed then a high whirling sound was 
  heard in the air, volume and pitch increasing as a 
  dozen shells homed in on the target, the hardened 
  tags sending homing signals dispite the EMP blast. 
  Suddenly the sky lit up, the ground shook under tre-
  mendous power and a shock wave rushed through 
  the trees, bending some, shredding others. The 
  Mecha and Engel crouched low and leaned in on the 
  blast, withstanding the wave, armour scarred from 
  the debris. And before they could think twice, the 
  next charge hit. A car was propelled by some shell 
  that exploded too close towards the Mecha at tre-
  mendous speeds. Li ducked, aimed - and had to 
  watch as SteelBody had already pulverized it with 
  her lasers. 
  And so it went, wave after wave, 8 shots and the 
  wood was nearly felled, 9 shots and one could see up 
  to the compound, 10 hits and the way was free and 
  they had 10 minutes to get in, clean and get out 
  again, until the Artillery would fire the second salvo. 
  Forward they sped, Engel rushing forward on their 
  A-Pods, closely followed by Ivanna, the Mecha run-
  ning behind the three on the uneven terrain. Beneath 
  them lay the remains of the once proud wood, shat-
  tered cars and pieces of glass, scorched earth and 
  
   
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  Migou / humans burned or torn into pieces, barely 
  recognizable. Blood, brains, former parts of bodies, 
  all mingled with steel, wood and earth, a piece of 
  macabre and disgusting art, the mark of the artil-
  lery’s work. The air reeked with the stench of burned 
  skin and flesh, sour tones of unknown 
  chemicals; it only lasted for a very short 
  time until the concentration of dangerous 
  contaminants made the filters shut down 
  and go onto internal air supply, but it was 
  enough. 
  Even from afar they could see that the fire 
  barrage had not had the exact effect they 
  had wished for. Most of the buildings were 
  still standing. The outer layers had been 
  blow away, creating an almost organic 
  mixture of blown concrete, shattered win-
  dows and glass, broken and bended metal 
  support struts, everything entangled like the 
  entrails of some giant monster. The air was 
  filled with clouds of pulverized plaster and 
  concrete, their steps crunching on the de-
  bris on the ground. 
  However, below the outer shell they had 
  seen on their satellite imaging, there was 
  the quite solid shell of an armoured build-
  ing, still standing high despite the artillery 
  barrage, a massive shell of concrete, inter-
  weaved with metallic support structures, devoid of 
  any windows. Menacing and resilient it looked, defi-
  ant to the assault of the NEG . although scarred as 
  they could see during their quick approach. The 
  shells had not failed to have some effect on the build-
  ing. 
  But before they could assess it any further, a hidden 
  hangar door, heavily shielded, slid away with a hor-
  rible screeching, interrupting the almost eerie si-
  lence of the scene. The high pitched sound 
  drove right into their brains for a split second 
  before the audio system compensated and ad-
  justed the intensity of the signal. Their weapons 
  already hot, they whirled towards the entrance, 
  simultaneously looking for cover. Li and 
  Walther dove first behind the rests of some old 
  guard housing, while Virginie and Jean took 
  scouting positions somewhere higher up, fol-
  lowed by Ivanna. Happy he who hath A-Pods. 
  André and the Captain made a two quick jumps 
  and landed behind remains of destroyed build-
  ings - old warehouses as the imagery showed.  
  And there they stood, the two Engel and the 
  Khopesh higher up keeping a look out for po-
  tential targets: Dragonflys, aircraft, anything 
  ... a minute passed by and the screeching sound 
  had stopped, the gate fully open. Silence de-
  scended again upon them, eerie. Dust coulds 
  started to settle and their countdown showed 
  some 4 minutes passed. No wind blew anymore, 
  and the entire scene was ghostly. 
  
   
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  "Nobody enters." IceCube's stern voice came over 
  the radio, cool and concentrated. From his cover 
  position he watched the feed of the Auphan, stabi-
  lized electronically, in order to compensate for the 
  continually shifting head of the Engel. "We need to 
  get out of here in 5.5 minutes, so nobody enters. 
  Keep a perimeter. LeBeau, SteelBody, go and scout 
  the entire area, bring back pics and load it to the 
  artillery. HighHeels stay above and give us recon 
  sight on that door." Immediately the team split and 
  the Auphan left with he Khopesh on his side, flying 
  low over the terrain, scouting. 
  The comm remained silent, nobody fathomed specu-
  lating much about possible opposition they would be 
  facing. Seconds ticked by and the large internal 
  counters sprung below the 5 minute gauge. Still, 
  nothing happened and they held still, anxiety and 
  nervousness slowly creeping into their minds. The 
  dust still settled, albeit ever so slowly, and the 
  scene became ever more creepy. At 3.5 minutes 
  before extraction, the Auphan and Khopesh came 
  back, having found nothing but the same destruc-
  tion everywhere with the same open garage doors 
  on the other two buildings still intact. No radio 
  transmission, nothing. 
   Time ticked by in utter silence as John contem-
  plated to send the squad back into position and 
  only keep André's Rapier as a scout. He re-
  ordered the SteelBody to the side, re-enforced the 
  other one with HighHeels but kept LeBeau at height 
  to spot incoming Dragonflies. He switched on his 
  com, and hailed his team. 
  "All right, listen up. We'll move" suddenly they heard 
  an unmistakable sound of buzzing Migou Mecha. 
  "Stay put! Aim! And don't forget to get out of here in 
  2.5 minutes, all clear?" Responses came in quikckly 
  "Aye Sir!", "On your mark Sir!", "Set." 
  Suddenly they poured out. LeBeau yelled a warning 
  that the second door spit out Migou as well: Beetles, 
  nothing else but Beetles, but many, oh so many! 
  Ivanna opened fire first, laying a heavy laser bar-
  rage in the middle of the bulk, while Walther braced 
  his Blizzard in a secure firing position and started to 
  saturate the area with plasma bullets from his P2AR. 
  John chimed in with his duo of charge beams, Li lay 
  down a barrage of chemical shells, splashing the 
  tanks with corrosive acid, that ate away their ar-
  mour. 
  "Engel next door, stall and control. André with 
  them!" The three of them disappeared and distrib-
  uted pain and destruction, just as the first door was 
  drowned in a hailstorm of bullets, plasma balls and 
  laser fire, a giant slaughter feast. Dust rose again, 
  the door entrance glowed red already as fiery 
  plasma balls rained down on the unit as response, 
  pulverizing the rememnants of the former factory, 
  heated up the air, tried to find vulnerable spots. Still 
  they held fast, seeing the time tick down until extrac-
  tion. Somewhere something exploded in a large fire-
  ball, debris flew around as deadly Shrapnel and left 
  scars on Li's chest, just as a plasma rifle hit her right 
  arm. It glowed shortly, as the heat dissipated, but she 
  
   
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  was back in action, adjusted her cover and fired 
  again. 
  Dust, dust everywhere, and steam. The superheated 
  plasma had dried the air and surroundings to 0 % 
  humidity, it was all in the air now, heated steam, dust 
  and pulverized concrete, plaster ... seeing became 
  ever more difficult, but the green laser beams, red 
  plasma balls, blue charges and whirling of the as-
  sault canon's bullets still gave their positions away. 
  0.5 minutes until they had to get out, and the Migou 
  concentrated their fire. They seemed to have triangu-
  lated the position of Walther and a hailstorm of 
  plasma balls rained down on him. "Everyone out, 
  now!" As the Blizzard got hit by multiple plasma 
  balls, his armour evaporated in a second and dozens 
  of warnings blinked red on Bear's display, screaming 
  "Problem" into his eyes and ears. 
  "Shit!" He leaped away, backward, turned in flight, 
  while the others followed him, giving the best fire 
  support they could. Li opened the new weapon and 
  dropped a grav bomb in the middle of the pack, then 
  they fled, the two Engel catching Walther in mid air 
  and rushing him out of the zone, all the while firing. 
  Hundreds of shells lay around, some their own, some 
  not, the entire area nearly blackened from the fire of 
  the plasma rifles and guns. 
  In his cockpit Walther breathed heavily, the air filled 
  with light smoke and oxygen content was a bit too 
  low. "Damn, my ventilation got hit, it'll take a few to 
  get it up again." He could see the reports from the 
  damage control system working furiously, as his 
  Mech got patched up at incredible speed. "Don't 
  
   
  14 
   
   
  14 
  worry, you'll be good in a few." Li looked at the 
  Mech: bad damage to the armour, some structural 
  hits, but nothing that would completely kill him. 
  They retreated as quickly as they could, firing all the 
  way, dropping magazines of ammunition, the weap-
  ons cycling at insane speeds, barrels heating up, ever 
  more steam and dust rising. Suddenly they all got a 
  priority signal from LeBeau, automatic target data to 
  shoot where nothing could be seen. They moved their 
  Mecha in unison, matching elegance with speed, not 
  loosing time thinking about or evaluating the data, 
  and let loose. Before it could react, the Dragonfly 
  was vaporized in the air, debris raining down on 
  them. 
  "Good job. 5 seconds" They made one last jump into 
  the halfway intact wood, found cover behind large 
  rocks and trees (the fallback position they had identi-
  fied on their map earlier) and crouched low, taking 
  the damaged Blizzard and Khopesh in the middle, 
  shielding them. Just on time they could hear the 
  whirling sound of the artillery again, and then the 
  ground shook heavily once more. Heat waves blasted 
  over them, as tanks and ammunition blew up, entire 
  Beetles and masses of dislodged and disfigured tank 
  parts flew by, the shockwave sending them through 
  the air like little fluffs, separating them from their 
  frail legs and slamming their massive hulls back into 
  the ground. 
  Li was working under the cover, taking a few spare 
  armour plates she had brought with them and weld-
  ing them over the Blizzard's nearly breached cockpit. 
  "How're you doing Walther?" Her voice carried the 
  hint of an edge; it was never good to become too 
  emotionally involved with someone from the unit. 
  "Hrmpf. The auto-doc hit me with a pain suppressor. 
  It tells me I have multiple small flesh wounds and a 
  leg concussion. It looks as if some of the last hits 
  sprayed armour or structure or whatever into the 
  cockpit." His voice was tense despite the medicine. "I 
  can see some blood specks on my uniform, but vitals 
  are stable." 
  "Roger, I confirm." The captain's stern voice was like 
  an island of peace in the turmoil of battle. "Bear, you 
  keep behind from now on. No open fights. If in doubt, 
  retreat." 
  "Aye, captain." He sounded disgruntled and obvi-
  ously disgusted at having gotten so many hits - like a 
  novice. He'd have to take the crap and silly com-
  ments later on, for now, there was still a battle to be 
  fought. 
  As the thunder of the last shell hit and the shock 
  wave had barely passed, they jumped out of hiding 
  again and made a quick assessment of the scene. 
  Their hiding position was badly damaged but had 
  been re-enforced by a few beetles which had hap-
  pened to land against the rock and trees, so the posi-
  tion was still good. In front of them, however, the 
  remaining cover of the wood was all but gone and 
  would provide no further shelter or protection. In-
  stead, they saw the factories, the smoke rising from 
  the complex and around, its armour heavily battered, 
  but still standing. They started moving cautiously, 
  identifying potential safe spots and cover, while John 
  selected the next fall-back point nearly 400 m further 
  away than before. 
  "4.5 minutes only this time." 
  Time started ticking, as they made their way through 
  the wrecks in fast, large jumps and on A-Pods, melt-
  ing away the distance to the factories. 
  "LeBeau, High Heels, Vulcan, move to gate B, the 
  rest stay with me on gate A."  
  The gates had not been closed in time and hung 
  loosely now in the open garage, screeching loudly in 
  the otherwise dead silent scene. A frail wind had 
  come up and blew the dust and plaster over the field, 
  plunging the scenery in a ghostly reddish blur. The 
  unit separated and moved into position, staying clear 
  of direct fire possibilities from the two gates. Metal 
  and glass, broken beetle parts and chunks of building 
  plaster broke under their heavy feet, making a con-
  
   
  15 
   
   
  15 
  tinuous cracking sound. The Geiger counters came to 
  a faint life and interrupted the silence with their 
  eerie clicking. 
  "Light." 
  Li and Ivanna both took out a semi-autonomous 
  delivery or SADs (ultra-sound analyzer type) and 
  threw it into the gate opening, giving them a quick 
  overview of the inner topography (a large corridor 
  followed by what seemed an even wider space) and 
  followed it with a handful of the same nifty spheres, 
  packed with area lighting (1 hour charge); their 
  Mecha's control computers automatically distributed 
  them over the floor in a more or less even nature and 
  switched them on, bathing the entire gate area (and 
  whatever lay behind) in a ghostly white light. 
   
  Not much was to be seen though. It was obviously a 
  large hangar, in which little remained now. The 
  shockwaves had blasted through and had shattered 
  glass to pieces – or had it been shattered before? 
  From the door, it all looked old and unused. 
  “Team B stay in place. Fire on sight, retreat if nec-
  essary. 3 minutes. Li, Ivanna, you both head in with 
  max speed and look quickly, no fight. We retreat in 2 
  minutes. HighHeels, you do the same for gate B.” 
  “Look, not fight. Out in 2 minutes and retreat. Roger 
  captain.” both women sounded off via the intercom. 
  They sped up their Mecha, weapons at the ready, 
  gathering up the SADs as they went. Inside every-
  thing was dead, indeed. No sign of life, dust and 
  plaster everywhere. In the hall however, the remains 
  of storage and servicing spaces remained, the ro-
  botic arms fully intact and yet obviously unused since 
  at least 10 years. As they rushed through, their head-
  lights piercing the dark in visible and infra-red spec-
  tra, they saw the carcasses of dozens of old Mecha 
  models, but no Migou. The only interesting parts 
  were two large and closed blast doors. 
  They were out in 1m55 (High Heels made it at 
  1m59:59) and joined the others in their quick retreat. 
  “Gonna call HQ to stop the shots and give us time to 
  examine.” 
  As they crouched and shells blasted off again behind 
  them, John send a few messages via encoded chan-
  nels. As the last salvo hit and the deafening sound 
  died down again to nothingness, he got a short an-
  swer. 
  “Ok, we have got four hours but are advised to seal 
  bunker B. A package will be in shortly to take care of 
  it. Same position as before.” 
  
   
  16 
   
   
  16 
  Around them, the scenery had changed only little – 
  the bunkers now barely held together, their roofs 
  cracked in multiple places. 
  “They have moved the artillery. The telemetry told 
  me the shots were from a different direction.” André 
  checked his circuits. 
  “I 
  know.” 
  André’s 
  Engel’s 
  head 
  shifted 
  around 
  nerv-
  ously, 
  sniffing, 
  while 
  High 
  Heel’s 
  Tarshish’
  s tongue 
  licked the 
  plaster, 
  as 
  if 
  searching for blood. “It actually happened every 
  time. They also changed distance and moved in-
  between the shots.” 
  A blimp appeared on the radar, immediately identi-
  fied as friendly. Still, they all stuck to cover. Only 
  seconds later, a drone roared overhead, low and 
  fast, its ugly and massive bulk a blur against the sky. 
  It passed and was gone, leaving only a package 
  behind, falling heavily on its array of airbags. 
  “Vulcan, pick that bag up and place it in the middle 
  of that hangar. The others of team B wait outside. 
  When placed, press the red button, then retreat as 
  fast as possible and rejoin team A, all of you three. 
  You have 30 seconds after ignition of the charge to 
  get to us. Roger?” 
  Vulcan already moved out as he repeated the orders 
  and by the end of it had reached the entrance to 
  hangar B. Half a minute later they were all grouped 
  next to hangar A, counting down the time on their 
  internal 
  clocks. 
  It 
  took 
  barely 
  10 
  seconds, 
  then 
  the 
  ground 
  shock and a 
  shock wave 
  blasted over 
  the 
  devas-
  tated fields; 
  the 
  Mecha 
  crouched 
  low 
  behind 
  the 
  second 
  hangar and 
  waited 
  pa-
  tiently, as a wave of massive heat washed over them 
  and a rain of debris came down. 
  
   
  17 
   
   
  17 
  “Should keep our tails clear according to HQ. OK, 
  we have 3h45 left, including safety margins. Set your 
  internal countdowns to 3h15 on my mark and evacu-
  ate latest at that date.” He waited for confirmation, 
  then “3 … 2 … 1 … mark. 
  So, I want Vulcan and LeBeau up front to scout and 
  get intel. High Heels follows for close quarter back-
  up. Then Li, Bear, myself and Steel Body. Stick to-
  gether, fire first and ask questions later. You all 
  copy?” 
  Confirmations came in from the team, as they al-
  ready lined up. Vulcan and LeBeau had a quick chat 
  but decided to go on as best it seemed – while Vulcan 
  was invisible, LeBeau simply had the better nose. 
  Quite literally. 
  
   
  18 
   
   
  18 
  CCoonntteenntt  
  1 Cast and Crew ....... 19 
  2 Modification ........ 24 
  2.1 General overview .................................... 25 
  2.2 Tools of the trade .................................... 26 
  2.3 Complex modification procedure ............ 29 
  2.4 Characterization of Mecha ...................... 34 
  2.5 Modification attributes ............................ 36 
  2.6 Chassis Modification ............................... 39 
  2.7 Modification rules ................................... 42 
  2.8 Modifications .......................................... 43 
  2.9 Modification Table .................................. 63 
  2.10 Statistics / New Units .............................. 65 
  3 New Toys ............ 67 
  3.1 Weapons (Mecha sized) .......................... 68 
  3.2 Mecha Toys ............................................. 80 
  3.3 Anti-Mecha weaponry ............................. 82 
  3.4 Weapons (human sized) .......................... 89 
  3.5 Weapon accessories ................................ 91 
  3.6 Ammunition ............................................ 93 
  3.7 Advanced Rocketry ................................. 95 
  4 Equipment .......... 101 
  4.1 Armour and Cloth ................................. 102 
  5 Vehicles Expanded .. 112 
  5.1 New Vehicles ........................................ 113 
  5.2 Vehicle Theory ...................................... 116 
  5.3 Vehicle Outfitting ................................. 118 
  5.4 Additional Fluff..................................... 118 
  6 Rules & Flavour .... 120 
  6.1 Engel rules ............................................ 121 
  6.2 General rules ......................................... 124 
  6.3 Engel Flavour ........................................ 132 
  6.4 Gear & Technology............................... 138 
  6.5 FAQ ...................................................... 139 
  7 Credits and Sources 142 
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
  11    
  CCaasstt  aanndd  
  CCrreew
  w  
  
   
  While gathering all the data on 
  modifications 
  and 
  Mecha, 
  I 
  was 
  helped by a small but dedicated 
  group of individuals from the NEG 
  armed forces: the Raptors from the 
  4th 
  European 
  Defence 
  Army, 
  31st 
  fighter wing. They will at some 
  points in the story contribute to 
  the technical part and sometimes 
  put into focus the information that 
  is 
  important 
  for 
  you, 
  when 
  in 
  action, and that my technical point 
  of view might have missed. 
  So, let me introduce those of the 
  Raptors to you, that helped me the 
  most and who were finally charged 
  with 
  commenting 
  this 
  piece 
  of 
  work. 
  TTeecchh  SSeeaarrggeenntt  ((11sstt  ccllaassss))  HHuuaa  
  ""RReedd  MMoooonn""  LLii  
  As the picture shows TS Li is female, in her mid-
  twenties (born on August 7th 2059 in Beijing) and 
  has long red hair. She also likes assault rifles, but 
  most of all revels in her MV-18 Saber – custom 
  modified of course. 
  Li originally comes from China and has completed 
  technical instructions on the Beijing Technical Col-
  lege and later the New Mecha Institute, both renown 
  for their expertise until 2082. (And obviously both 
  in Exile, in Paris and London respectively.) 
  She then started to work for the NEG military and 
  was soon assigned to the 31st fighter wing, where 
  she fit well quite well.  
  22nndd  LLiieeuutteennaanntt  JJeeaann  ""LLee  BBeeaauu""  
  &&  VViirrggiinniiee  ""HHiigghh  hheeeellss""  LLee--
  CCoommppttee  
  The French twins (born April 1st 2060) from Paris 
  are the newest addition to the crew. Still in their 
  apprentice-ship they graduated top-of-their-class and 
  were directly enrolled in the Engel training program 
  and were fitted in 2083 with the 1st generation of ESI 
  interfaces.  
  Still arrogant to foreigners, they actually enjoy their 
  stay in the unit very much and are appreciated dis-
  cussion partners (both, for philosophy and war tac-
  tics) and Bridge players of the uppermost class. 
  Stemming from the aristocracy of older France, 
  where the military still belongs to the good tone, they 
  are equally well trained in manners, languages and 
  
   
  21 
   
   
  customs as in battle. Since the year they’re in the 
  unit, it has often served the entire group well. 
  While High heels loves to get into the full heat of 
  combat and revels in the closed spaces where her 
  Tarshish can unleash its full potential. Le Beau on 
  the other hand favours his sneaky and sniffing Au-
  phan, preferring to see all enemies. 
  11sstt  LLiieeuutteennaanntt  WWaalltthheerr  ""TThhee  
  BBeeaarr""  HHooffffmmeeiisstteerr  
  Walther is at the end of his 30th now, born in Ham-
  burg in the beginning of the Arcanotech age June 6th 
  2048 (making him 37) and the dawn of the Mecha 
  war. 
   
  Originally studying advanced engineering and enter-
  ing the basics of Arcanotech engineering at the Uni-
  versity of Stuttgart in 2054 and finishes in ’59, four 
  days before the war hits. Drafted by force into the 
  military (he never wanted to join), he takes part in 
  the 1st Arcanotech war and fights many battles in the 
  following ten years. Tired of the war and wounded 
  many times, having lost dozens of Mecha in the 
  mind-numbing war, he finally settles down as in-
  structor at the Berlin military academy as the war 
  ends in 2065. 
  When the Migou invade earth in 2075 he is unin-
  terested at first to join the war effort, but is re-
  cruited into the Special Forces squad of the 31st 
  wing in 2078, as the Aeon War begins. 
  Fighting ever since, he still pilots the Blizzard he 
  has received as recognition for his years long 
  served. Although surprisingly little remains of its 
  original shell …  
  2
  1 
  
   
  22 
   
   
  11sstt  
  LLiieeuutteennaanntt  
  AAnnddrree  
  ""VVuullccaann""  MMaallhheeuurreeuuxx  
   
  André, named also “Casanova” by 
  some of the older team members, but 
  not allowing any of the new ones to 
  call him that way, has been with the 
  unit since he finished military officer 
  school 5 years ago. Known especially 
  for the beating he took from Ivanna 
  after his first, not so gallant, proposi-
  tion, he is mostly known for his excel-
  lent skill with the wire lash and the way 
  he handles his Rapier. 
  Born in Lyon in ‘56, in a mountainous 
  region of France, he is a son of two 
  world’s: the cities with females ready 
  to be hunted all around, cinemas, bars 
  and clubs, shiny cars and expensive 
  toys; and the barren lands of the moun-
  tains, dwarfing man and rendering you 
  humble again in the face of nature’s 
  might. 
  Being not very bright and not having 
  any future, he did the only thing he 
  2
  2 
  could in that place: go to the military, they 
  take ‘em all in. 
  He joins the Aeon War just as it is being 
  declared and quickly finds himself en-
  gaged in numerous battles. And while he 
  can’t device plans of his own, he is a bril-
  liant follower and excellent scout – nature 
  always called to him. 
  11sstt  
  LLiieeuutteennaanntt  
  IIvvaannnnaa  
  ""SStteeeell  BBooddyy""  KKaarraammaannoovvaa  
  The 29 year old Russian weapon specialist 
  originally comes from Moscow, where she 
  was born on January 3rd 2056. Child of a 
  General of the (still persisting remains of 
  the) KGB and some infamous spy, she 
  went to a KGB elite school, trained in the 
  KGB grounds and became a hardened 
  soldier of the KGB. 
  
   
  23 
   
   
  Training ever more at the one facility left of the 
  infamous Russian secret agency, she went into black 
  ops early and bloodily. Her hardened muscles, hard 
  face and love for big, bigger, biggest weapons 
  quickly earned her her call sign. 
  Today she revels in death and destruction from afar, 
  piloting the only amphibious Mech from the unit: a 
  Khopesh (there wasn’t anything bigger to had). 
  CCaappttaaiinn  JJoohhnn  ""IIcceeCCuubbee""  MMccRRyynn--
  nneerr  
  The unit’s captain originally hails from northern 
  Scotland. In the military (and war) since 15 years, he 
  got his own unit after an astounding stand-off in face 
  of the swarm. 
  The bugs and  monsters had killed large parts of the 
  defenders, when some of them (IceCube, The Bear 
  and Steel Body) eventually found each other and 
  started to round up a small counter-offensive, effec-
  tively buying the retreat some time and wrecking 
  havoc, carnage and massacre in between the Migou. 
  The fact that some hundred civilians died in the 
  crossfire was carefully concealed in face of the mili-
  tary heroism. 
  He leads with a cold head; after all the horrors he’s 
  seen, few things get to him. Enjoying the freedom of 
  his unit’s forward posts, he can still revel in delight 
  when hordes of Migou die around him. 
  Firmly believing in superior firepower he is an excel-
  lent Scimitar pilot, regularly giving lessons to the 
  youngster who think they know how to handle such a 
  beauty. And of course, Red Moon has put some spe-
  cial stuff in his Mech, too. 
  2
  3 
  
   
  22    
  M
  Mooddiiffiiccaattiioonn  
   
  
   
  25 
   
   
  25 
  This chapter handles everything you 
  ever wanted (or did not want) to know 
  about the process of modifying your 
  Mech, Engel or Powered armour. The 
  main 
  process 
  described 
  is 
  pretty 
  detailed, but easier rules are given 
  in many instances. 
  2.1 General overview 
  In the following chapters, you will find quite some in-
  structions and rules on how to modify your Mech. How-
  ever, in order for you not to be lost entirely, here is a 
  schematic and a decision tree on the entire procedure. 
  For the details, examples and explanations, please read 
  the following chapters. 
  In addition, you can find some quicker rules on a side bar 
  later on, if you don’t want all the hassle of this rather 
  long and complex procedure. 
  GGlliittcchheess  
  Instead of the term “critical failure” two kinds of glitches 
  are considered in the following: a simple glitch is the 
  typical critical failure from CT basic manual (i.e. at least 
  half the dies equal to “1” on a given roll or two “1”s on a 
  two-dice roll). 
  A critical glitch is when you’re roll came up all “1”s. 
  This means that on rolls with 1 or 2 dice you can only get 
  Determine which modifications you 
  want to install 
  Make the Engineering Test 
  Make the Technician Test 
  Test the design and adapt the pilot 
  Acquire Mech blueprint 
  Single Modification 
  Multiple Modifications 
  Final CPX = Old Mech CPX + Modification CPX 
  Pos. modifier (all tests) 
  = nr. of mod inst., up to 
  ½ diff. in CPX 
  
   
  26 
   
   
  26 
  critical glitches but never simple glitches; explain it 
  by the lack of knowledge and thus the increased 
  likeliness of committing errors. 
  2.2 Tools of the trade 
  When thinking about re-engineering a Mech, adding 
  new equipment etc., each engineer requires some 
  tools of the trade. The rules pertaining to this discus-
  sion can be found in the next chapter. However, 
  methods how to come by the tools and where to find 
  them are also presented here. 
  WWhhaatt  yyoouu  nneeeedd  
  However small the modification you want to imple-
  ment is, you will need some basic tools in order to 
  perform the engineering and technician part. These 
  are mainly: 
  Blueprints of the original Mech. If the Mech has 
  already been modified, you need the Mech blueprints 
  including these modifications or the original blue-
  prints plus the modification blueprints. 
  An engineering office with convenient infrastructure, 
  most notably powerful hologram workstations, state-
  of-the-art computing power, space, lots of very ex-
  pensive software and preferably some expert pro-
  grams that can help you on the way. 
  Software capable of creating the necessary drawings, 
  plotter and large storage spaces for export of these 
  drawings. Technical illustration and documentation 
  software. 
  A workshop (small or big) or even a facility for 
  Mech construction. Access to relevant hardware in 
  this shop and a big time slot where you can work on 
  your Mech. Spare parts, new parts, a nanoforge (to 
  create all the small parts you need) and proper au-
  thorization codes to create / buy what you need. 
  Computers capable of understanding Mech machine 
  code and reprogramming a Mech’s LAI. 
  For an Engel, you always need a facility and state-of-
  the-art biological and magical workshops or facilities 
  for the monster inside. 
  Naturally, there are a number of skills that you will 
  need, too. 
  Aracnotechnician is used to implement the changes 
  deemed necessary in the engineering test. 
  Arcanotech-Engineering is used to calculate and 
  define the changes needed to the Mech in order to 
  implement the modification. It is the main skill, used 
  both to design the original modification and to im-
  prove upon this modification. 
  Computer is used at the end of the modification imple-
  mentation phase, when the LAI of the Mech needs to be 
  reconfigured in order to accept the new modifications. 
  Engineering (the basic skill) is needed in order to know 
  the basics of the trade, but also to be able to write a good 
  documentation. While it will not be used in the direct 
  modification of the Mech, it is used to improve the 
  documentation. 
  Literacy finally is only used to improve upon the docu-
  mentation. While some might tend to neglect it as a skill, 
  it is very helpful to reduce the time needed to re-apply 
  the modification on another Mech. 
  BBuuyyiinngg  bbaassiicc  MMeecchh  bblluueepprriinnttss  
  The easiest way to get a Mech blueprint is buying one. 
  You could of course also steal it or reverse-engineer it. 
  The first is up your GM to implement as an adventure, 
  the second is treated in another chapter. 
  Mech blueprints are no longer the heavily guarded se-
  crets they once were. The war has seen an enormous 
  amount of Mech deployed and as such plans and reverse-
  engineered blueprints as well as leaks from official 
  sources and the results of daring robberies, have found 
  there way upon the black market. While still riddled with 
  faults and still sometimes difficult to acquire, they still 
  
   
  27 
   
   
  27 
  allow an ingenious person to modify a Mech accord-
  ing to the plans. 
  When wanting to buy a blueprint, the GM has the 
  last word on whether it’s available or not. The 
  maximum quality however (on a scale of -5 to 5, 
  acting as modifier to the engineering test) that can be 
  found on the black market is 2. And even then, the 
  prices are astronomical. 
  Parts of the original blueprints can also be bought 
  officially, namely the smaller Sword-Mech structural 
  prints, i.e. without weapons, armour and systems, as 
  these also serve as basis for the various industrial 
  Mecha existing around the world. Only such a blue-
  print is not a good basis for modifications (counts as 
  quality -5) but will aid when combined with other, 
  poorer blueprints (add +1 to blueprint quality for any 
  blueprint with a quality of at least 0). 
  BBuuyyiinngg  mmooddiiffiiccaattiioonn  iinnssttrruucc--
  ttiioonnss  
  If you have neither the time nor the knowledge to 
  make the modification plans yourself, it is easiest to 
  just buy the complete modification plan. They come 
  in qualities ranging from -5 to 5 (acting as modifier 
  to the technician test) and can sometimes be found 
  on the open market. As a rule of thumb, availability 
  for non-combatant modifications goes up to quality 3 
  in official stores and 5 on the black market; mili-
  tary modifications are not available on the free 
  market but up to quality 2 on the black market. 
  When buying the modification instructions, you 
  can basically directly build the modification from 
  there, although you still need the parts. In general, 
  this saves you about a year of playing with various 
  scenarios and the rigid safety precautions on 
  Mecha. For many people, this is the only way of 
  ever modifying a Mech. 
  The GM should feel free to incur special “fea-
  tures” on modification instructions that have been 
  bought off the black market. Maybe someone has 
  inserted backdoors, week points or the like into the 
  system in order to have an edge. 
  MMooddiiffiiccaattiioonn  kkiittss  &&  SSooffttwwaarree  
  ppaattcchheess  
  If you got problems coding software or getting the 
  parts you need, buy a kit or a patch.  
  Patches are simply installed over the LAI and 
  allow it to use the newly installed modification. 
  Naturally, those coming from the black market 
  will most likely have some additional functionality 
  that is not in your best interest. Sometimes, patches 
  can also be found on the internet in varying quality. Be 
  careful when applying those. 
  
   
  28 
   
   
  28 
  Patches come in qualities of -5 to 5 which act as 
  training modifier to the pilot. The GM can also incur 
  permanent handling penalties on a Mecha when the 
  patch is not good enough. 
  Modification kits simply contain all the parts you 
  need. The notes on black market merchandise apply 
  here, too, of course. In addition, the GM should feel 
  free to apply a modifier of -2 to +2 on the technician 
  test, based upon the quality of the kit (quality of pieces, 
  arrangement etc.). 
  Kits can either be obtained legally (when the modifica-
  tion is legal and on the open market) or through the black 
  market. 
  CCoommmmoonn  ffrraammeess  aanndd  MMeecchhaa  
  In order to cut the tremendous costs of Mech design and 
  production, many of the civil and industrious Mecha are 
  build on the same basic frames as the military Mecha. 
  Notably the Sword-Line is used in a variety of human 
  civil Mecha all over the world. As such, the modifica-
  tions designed for this Mecha can be used (albeit with 
  some difficulty) on military Sword-family Mecha, when 
  the underlying frame is the same. 
  When doing so, apply a -3 modifier to all tests made with 
  the civil kits. Note though, that civil blueprints can never 
  be used on a military Mech except for frame purposes 
  (adding a max. of 1 to the effective plan quality). 
  Nazzadi Mecha are used very seldom in civil and indus-
  trious applications, as they are too expensive. However, 
  some individuals and corporations use them for security 
  work, Mech races and other high-price and prestigious 
  events. As such, plans and modifications might be found, 
  but they are surely expensive and difficult to find. 
  SSiimmppllee  mmooddiiffiiccaattiioonn  pprroocceedduurree  
  Note the number of glitches and critical glitches rolled during the entire test procedure, as these influence the quality 
  of your work (at the end). 
  The engineering test takes a base time of 4 x CPX month; roll an Arcanotech-Engineering very hard test. The full 
  CPX is counted as negative modifier, team work is possible. For every point below the threshold, increase the time it 
  takes by 10 %, for every point above, decrease the time it takes by 1 month down to a minimum of CPX month. 
  The technical part takes a base time of 4 x CPX weeks. Roll an Arcanotechnician very hard test. 1/2 the CPX is 
  counted as negative modifier, team work is possible. For every point you stay below the threshold, increase the time 
  it takes and the total modification's cost by 5 %, for every point you beat the test, decrease the time it takes by 1 
  week down to a minimum of CPX weeks. 
  In order to modify the LAI to accept the new accessories, roll a very hard Computer test, with a base time of 4 x 
  CPX days. Every point below the threshold increases the time by 1 day, every day above the threshold decreases the 
  time by 1 day, down to a minimum of CPX days. 
  Finally, you have to test your design. Quick testing takes CPX days, thorough testing CPX weeks and extreme test-
  ing CPX month. Do one of these three tests only; extreme testing includes through testing which includes quick test-
  ing. In case you miss the quick test your Mech incurs d4 major flaws (see the relevant chapter below), in case you 
  miss the thorough test, your Mech incurs d6 minor flaws. Regardless of quick or thorough testing, you still incur one 
  minor flaw per glitch and one major flaw per critical glitch rolled throughout the entire process. When you do ex-
  treme testing, your Mech does not incur any flaws at all. 
  Every pilot wanting to pilot the modified Mech needs to adapt to the new Mech / Engel. This takes CPX days (CPX / 
  2 days for Engel). If not executed properly, the pilot incurs a penalty to all dice rolls made when inside the Mech 
  equal to the CPX of all newly installed modifications for CPX x 2 days. Reduce the penalty by 1 (to a minimum of 1) 
  every CPX / 2 days. 
  
   
  29 
   
   
  29 
  Engel can obviously never be found on the open 
  market and no frame commonality exists, either 
  between them nor with others. 
  2.3 Complex modification proce-
  dure 
  Modifying a Mech is not easy. In most cases, you 
  cannot simply slap something on a Mech and then 
  suppose it’ll work. Structural attachments need to be 
  made on points of the chassis which can take stress, 
  moment and dynamic loads. Power needs to be re-
  routed to the new equipment and the load distribution 
  of the internal D-engine needs to be updated to in-
  clude the new consumer. Finally, command, monitor 
  and data lines need to be implemented in order to 
  ensure that the equipment can be fully used. 
  In order to perform any modification of a Mech, first 
  consult the modification you wish to use from chap-
  ter 2.8. Each modification lists whether it is a Tech 
  job only, or whether it needs a re-engineering of the 
  Mech’s internal systems, structure etc. In the former 
  case jump directly to step 2, in the latter start hereaf-
  ter. 
  GGeenneerraall  tteerrmmss  
  Whenever the following paragraphs refer to com-
  plexity, they explicitly mean the Mech’s total com-
  plexity, including the complexity added by the modi-
  fication. 
  Keep track of all glitches and critical glitches. Every 
  one of them, no matter in what step it took place, will 
  have consequences even to the end of the process. If 
  the product is not tested correctly, flaws and small 
  problems will occur, which depend on the number of 
  glitches rolled. 
  MMuullttiippllee  mmooddiiffiiccaattiioonnss  aatt  oonnee  
  ttiimmee  
  Sometimes, performing one modification is not 
  enough and not practical. Whenever you perform 
  multiple modification at once, you need only part the 
  time which you need if you did each by its own. This 
  is due to the fact, that you can accommodate the 
  additional load, wiring etc. from the beginning and 
  distribute it as best as possible. When you later open 
  the Mech to change the Mechanical parts, you can 
  install it all in one simple go. 
  Rules-wise, when combining multiple modifications, 
  you get a 1 point bonus for every modification be-
  yond the 1st up to a maximum of one-half the complexity 
  of all installed modifications. 
  SStteepp  11    --  EEnnggiinneeeerriinngg  tteesstt  
  The first step in modifying a Mech is to determine how 
  the modification shall be implemented on the chassis, 
  where to locate the new equipment, how to route power 
  and data lines and to compute material bills, costs and an 
  approximated procedure for installation. 
  Re-engineering a Mech or an Engel is by no means an 
  easy feat. It takes a long time, profound knowledge of 
  the item to be modified, access to blueprints of the Mech 
  and a fully equipped holographic engineering design 
  office. Especially the blueprints of the Mech might be 
  hard to come by, as they mostly are military equipment 
  and as such not available on the free market. 
  Some modifications might be common enough that plans 
  for them can already be found on the internet or at dedi-
  cated workshops. In such cases, the engineering test can 
  be left out. It is also possible of course to record the 
  results of one’s own engineering test and make them 
  available to oneself and others for all future modifica-
  tions. 
  
   
  30 
   
   
  30 
  Determine overall difficulty level 
  The difficulty level is based on the complexity of the 
  item you wish to modify and on the availability of 
  blueprints, engineering tools and the like. 
  Table 1: Overall engineering test modifiers 
  Attribute / 
  Situational 
  modifier 
  Value 
  Description 
  Mech’s 
  Complexity 
  -Full 
  Use the full complexity 
  value of the Mech to be 
  modified 
  as 
  negative 
  modifier. This represents 
  the difficulty of modify-
  ing 
  complex 
  systems 
  without 
  compromising 
  system integrity. 
  Engineering 
  Tools 
  -5 to 
  +5 
  Represents the sophisti-
  cation and thus the aid 
  given to you by your 
  engineering systems. See 
  the 
  Engineering 
  tools 
  modifier table for more 
  information 
  Blueprints 
  -5 to 
  +5 
  Depending on the quality 
  of the blueprints avail-
  able to you, quickly 
  engineering a new modi-
  fication become pretty 
  difficult. Use the Blue-
  prints quality levels ta-
  ble. 
   
  Table 2: Engineering tools modifiers 
  Value 
  Meaning 
  -5 
  Only rudimentary computer and pirated 
  software. At your home, on your home PC. 
  -2 
  Basic computer, basic (university) software. 
  In a PC pool dedicated to construction at 
  university. 
  0 
  Good computer, licensed industrial software. 
  Basic holographic display capability and 
  basic analysis software. Typical for small 
  start-ups. 
  2 
  Excellent computer, advanced holographic 
  systems with basic interacting possibilities 
  (full AR). Advanced software with automatic 
  error checking etc. Small established enter-
  prises. 
  3 
  Regular working station in a large enterprise 
  (Airbus, BMW, Mercedes) 
  4 
  Powerful work station in a large enterprise or 
  a small high-technology level enterprise 
  (NASA). 
  5 
  Full VR systems with full sensory immersion 
  (similar to D-engine effect), state-of-the-art 
  computers and software. Military, top-level 
  research institutes (secretly funded by the 
  military) 
   
  Table 3: Blueprint quality levels 
  Value 
  Meaning 
  -5 
  You made the blueprints yourself by measur-
  ing the Mech with a rudimentary 3D-laser 
  measurement device. 
  -2 
  Poor black market blueprints available at 
  regular prices. 
  0 
  Standard blueprints as available on the black 
  market for high prices. 
  2 
  Quality blueprints with high quality details. 
  Minimum standard for industrial use. Might 
  be available on black market for astronomical 
  prices. 
  5 
  Original high quality blueprints from a big 
  enterprise or the military, who have the 
  means to do things correctly. Never available 
  on the black market. Typically would fill 
  some Terabytes of data for a single Mech. 
   
  
   
  31 
   
   
  31 
  What happens if you do not have the blueprints? 
  Normally, this means that any engineering test is 
  impossible. However, there is the possibility of re-
  verse-engineering any device. Please see the appro-
  priate section for information on how to deal with his 
  feat. 
  Engineer the modification 
  In rules, the Arcanotech-Engineering test is an ex-
  tended hard test, with a basic time interval of 1/5 
  complexity (round up) in month. It requires a number 
  of successes equal to the modified Mech’s complex-
  ity. 
  Whenever a glitch is rolled, the engineer has started 
  from a bad assumption and needs to get back. Dou-
  ble the time interval for the next test or up the 
  threshold from hard to incredibly hard. Also, due to 
  problems in the design, it is more difficult to improve 
  a flawed design. Add 1 to the difficulty threshold for 
  step c (modification improvement) 
  A critical glitch induces a major flaw in your design 
  without your noticing. At the next test every co-
  worker is allowed a hard engineering test to identify 
  the flaw. Add two time intervals to the next test to 
  correct it. Also, due to large design flaws, reduce the 
  maximum number of modification improvements that 
  you can achieve by 1 per critical glitch. 
  Normal enterprises work with a large number of 
  engineers in very good conditions in order to keep 
  development times down. A five man crew can be 
  considered standard for minor modifications on 
  complex systems. 
  Improve the modification 
  The longer you take on your test the better. As such, 
  when the minimum number of successes has been 
  achieved, you can take additional hard Arcanotech-
  Engineer tests with the same interval. Each success 
  (up to a maximum number equal to your dice pool for the 
  test, including specializations) can reduce any of the 
  following modification characteristics by 1 or provide a 
  1 point bonus to the technician test (see step 2): Avail-
  ability, Cost, Maintenance, Space and Weight. This 
  represents your ability as an engineer to improve sys-
  tems and designs, replace special parts with off-the-shelf 
  or more common parts etc. 
  Glitches simply void the test. However, due to some 
  errors and misunderstandings introduced in the system 
  
   
  32 
   
   
  32 
  design, improving the documentation is more time 
  consuming: add 1 week to the time interval. 
  Critical glitches incur a -1 penalty for the technician 
  test in step 2 (cumulative) as well as introducing 
  major flaws in the reasoning and your notes, effec-
  tively reducing the quality of your documentation 
  (see next step) by 1. 
  Improve your documentation 
  When finished the previous step, you have produced 
  blueprints of quality 0. In order to upgrade the qual-
  ity of your blueprints you must succeed in a series of 
  engineering and literacy hard tests with a timer 
  interval of 1/5th complexity weeks. Each successful 
  test increases the quality of your blueprints by 1. The 
  maximum achievable quality is 5. 
  Any glitch doubles the next timer interval, a critical 
  glitch reduces the quality and maximum attainable 
  quality by 1 by introducing flaws and errors that you 
  do not detect. 
  SStteepp  22  --  TThhee  tteecchhnniicciiaann  tteesstt  
  Now that the engineers have (hopefully) successfully 
  made the analysis of the Mech and determined where 
  and how the modification should be implanted, it is 
  time for the technician to implement these changes, 
  i.e. to cut open the armour, add the structural re-
  enforcements needed, lay out the wiring and make all 
  the connections. Finally, the technician makes a 
  software update to let the Mech’s LAI know what to 
  do with the modification. 
  Changing the Mechanical & electrical 
  parts 
  Adapting all the Mechanics and electrics of the 
  Mecha, installing new hardware etc. is treated as a 
  single extended Arcano-Technician hard test, with a 
  test interval of 1/5th (round true) complexity in weeks 
  and a required number of successes equal to the 
  Mech’s complexity. 
  Every glitch increases cost by 5 % (as new parts are 
  needed) and doubles the time interval of the next test. 
  A critical glitch increases costs by 15 % and doubles 
  the time interval of the next test. 
  This test is modified by the following criteria. 
  Table 4: Technical modification modifiers 
  Attribute / 
  Situational 
  modifier 
  Value 
  Description 
  Mech’s 
  Complex-
  ity 
  -½ 
  Use half the complexity 
  value of the Mech to be 
  modified as negative modi-
  fier. This represents the 
  difficulty 
  of 
  integrating 
  additional modifications on 
  complex systems. 
  Critical 
  glitches in 
  improve-
  ment test 
  -1 
  each 
  The critical glitches in the 
  design improvement phase 
  have let to confounding 
  requirements 
  and 
  some 
  misunderstandings about the 
  implementation. 
  Wires 
  cannot be installed where 
  they should be, some struc-
  tural 
  reinforcements 
  are 
  missing and the like. This 
  demands better ideas from 
  your side. 
  Documen-
  tation 
  -5 to 
  5 
  Use the quality of the 
  documentation as modifier, 
  as it helps you (or not) to 
  see what really needs to be 
  done. 
  Software update 
  When all parts are finally in place, the LAI needs to be 
  updated with the newest specs of the Mech and needs to 
  be provided with the correct parameters, input / output 
  protocols and data ranges in order to interpret and ma-
  nipulate correctly the modified parts of the Mech. 
  In order to correctly program, make an extended hard 
  Computer test with a time interval of 1/5th the complexity 
  in days and get a number of successes equal to the 
  Mech’s complexity. 
  
   
  33 
   
   
  33 
  Each glitch introduces an error, which is however 
  detected by the internal error catching routines, 
  costing you only 1 day of additional work to eradi-
  cate. 
  A critical glitch however introduces a bug which is 
  not detected. The GM is encouraged to be creative, 
  but it could be some erratic system behaviour under 
  very special circumstances (rain & heavy winds for 
  instance, or snow blizzards), which would not be 
  detected through normal testing. 
  SStteepp  33  --  TTeessttiinngg,,  IInnhheerreenntt  
  ffllaawwss  &&  PPiilloott  aaddaappttaattiioonn  
  Normally, the Mech should now be tested thor-
  oughly and undergo a series of very hard, maybe 
  even destructive, challenges to demonstrate that 
  the expected modifications and improvements in 
  the system work as intended. Practically, most 
  people will not take the time to do this properly. 
  This, however, can lead to serious issues. 
  Testing & Inherent flaws 
  Testing takes a time equal to the Mech’s complex-
  ity in days for basic diagnosis and the Mech’s 
  complexity in weeks for a full diagnosis. With a 
  basic diagnosis, you do not have to roll for major 
  flaws (see below). A full diagnosis will also detect all 
  minor flaws. The time frame is supposed long enough 
  that these nuisances are fixed during testing, i.e. no 
  further action is needed for repair. 
  Take the total amount of glitches and critical glitches 
  you rolled in the entire modification process until 
  now. They effect the probability of your customized 
  Mech having minor or major flaws. 
  • 
  Every normal glitch adds 1 % to the prob-
  ability of a major flaw and 3 % to the prob-
  ability of a minor flaw. 
  • 
  Every critical glitch adds 5 % to the prob-
  ability of a major flaw and 10 % to the probabil-
  ity of a minor flaw. 
  The base probability for a major flaw is the Mech’s 
  complexity, for a minor flaw double the Mech’s com-
  plexity. 
  Divide this probability by 10 (round normal) and roll on 
  it or take a d100 and roll on it. Roll once for minor flaws 
  and once for major flaws. If you are below the computed 
  probability, your modified Mech incurred a minor re-
  spectively major flaw. 
  Minor flaws should be a nuisance to the pilot, but not 
  
   
  34 
   
   
  34 
  affect the rules except under exceptional circum-
  stances. Examples for minor flaws are:  
  • 
  The need for more oil / grease / water than 
  is normal. 
  • 
  Whirring, unnerving sounds when moving. 
  • 
  Sticky patches along some movements. 
  • 
  Some flaws in the personality (Engel) or 
  minor issues with the LAI (Mecha). 
  • 
  Uncomfortable controls or non-ergonomic 
  controls. 
  Compare minor flaws to cheap cars, where some 
  things just don’t fit. 
  Major flaws on the other hand represent an issue 
  with the design of the Mech. They should be repaired 
  else you suffer some complications during usage of 
  the Mech. This takes time however: Make an ex-
  tended hard Arcanotechnician test with a time inter-
  val of the Mech’s complexity in days and a number of 
  successes needed equal to ½ the Mech’s complexity. 
  Pilot adaptation 
  When all is done and the Mech is ready and tested, 
  the pilot needs to get used to the modifications im-
  plemented. This means a lot of exercise again. It is 
  handled via an extended hard Pilot test with a base 
  time of 1 day for Mecha and 6 hours for Engel; and a 
  number of successes required equal to the Mech’s 
  complexity. The test incurs a negative modifier equal 
  to 1/4th the Mech’s complexity (round true). 
   
  Note that you can go into action before, but you then 
  have a penalty of 1/5th (round up) the Mech’s com-
  plexity on all actions you take in the Mech. 
  Any glitch will simply mean that the roll does not 
  count (so you loose one interval). In a case of a criti-
  cal glitch, handle it as a training accident. One way 
  to keep it quick is that the pilot occurs 2d10 of 
  wounds (apply no armour) and the Mech receives 
  3d10 of damage (apply no armour) which need to be 
  healed / repaired as per normal rules before adapta-
  tion can continue. 
  2.4 Characterization of Mecha 
  Mecha have a variety of attributes that make up the 
  entire individual machine. Depending on the design 
  of the frame, modification and maintenance might be 
  a simple task. When fitting a maximum number of 
  items into a Mech, however, space becomes scarce 
  and maintenance and further modification become 
  ever more difficult. 
  A Mech is such characterized by the following attributes, 
  in addition to what is written in the base manual. 
  CCoommpplleexxiittyy  ((CCPPXX))  
  Complexity describe the level of integration of a Mech. 
  It thus also serves as a roll modifier for maintenance and 
  further modification, as well as an indicator for how 
  difficult failure scenarios are to figure out. Complexity 
  does not cover the availability of spare parts and the like, 
  which is covered by the “Availability” attribute. 
  Complexity is rated on a scale of 1 through 30. It is ap-
  plied as a negative modifier to any of the following tests.  
  • 
  Engineering Test – Use the full complexity as 
  negative modifier 
  • 
  Technical Test – Use ½ the complexity as nega-
  tive modifier 
  • 
  Pilot Test – Use ¼ the complexity as negative 
  modifier 
  Sample complexity values can be found in the following: 
  Table 5: Complexity scale. 
  Value 
  Sample 
  0 
  Normal ground car without A-pods; sophisti-
  cated electronic device 
  1 
  Normal ground car with A-pods; state-of-the-
  art electronic device 
  2 
  Powered armour (human); experimental elec-
  
   
  35 
   
   
  35 
  tronics & prototypes 
  3 
  Powered armour (Nazzadi) 
  4 
  Powered armour (Deep Ones) 
  5 
  Mech (human) 
  6 
  Mech (Nazzadi & Deep Ones) 
  7 
  Mech (Migou); civil aircraft; Nuclear power 
  plant 
  8 
  Military aircraft; Fission power plant 
  9 
  Prototype military aircraft; basic space rockets 
  10 
  Engel (1st generation); regular Earth orbit 
  spacecraft 
  11 
  Engel (2nd generation); older hull-class (hu-
  man) 
  12 
  Hull-class ships (human) 
  13 
  Hull-class ships (human, prototypes); inter-
  planetary spacecraft 
  14 
  Hull-class ships (Migou) 
  15 
  Engel (next generation prototypes); inter-
  planetary colony spacecraft 
   
  This table continues further but is then only applica-
  ble to heavily modified craft. There are some 
  limitations however on how complex any given 
  object can become. These are 
   
  Table 6: Maximum complexity values. 
  Value 
  Tech Kind 
  20 
  Any human equipment except Engel 
  25 
  Nazzadi equipment 
  30 
  Migou equipment, Engel 
   
  No equipment can ever exceed these values; if any 
  given modification would exceed this value, the 
  modification cannot be installed. This represents the 
  fact, that the tools and methods used by the various 
  nations / races / technologies can only go so far and 
  only have so much potential. 
  MMooddiiffiiccaattiioonn  SSppaaccee  ((SSPPCC))  
  Every frame only has so much space to cramp things 
  in. This is of course due to the sheer size of the frame 
  and to its layout. For instance, the human Sword-
  class Mecha are more sturdy and bulky than the 
  Nazzadi counterpart, thus having more space for 
  modifications. Engel on the other side have only very 
  limited space, since they need to accommodate the 
  creature within. 
  The basic space limits by frame are found in the 
  following table. They are then modified by the space 
  modifications table.  
  Table 7: Maximum space per frame. 
  Frame type 
  Space 
  Tiny 
  28 
  Small 
  44 
  Medium 
  62 
  Large 
  85 
  Behemoth 
  110 
   
  Each modification requires some space, though there are 
  options to the modifications (see later), which reduce or 
  increase the size by trading cost and complexity. Either 
  consult the table 9 or calculate yourself and round up. 
  Also note that the amphibious entry is cumulative with 
  the others. 
  Table 8: Frame space modifiers 
  Technology 
  Space Modification 
  Sword-Class 
  x 1.55 
  Engel 
  x 0.95 
  Nazzadi technology 
  x 1.2 
   
  Each modification has specific space requirements. For a 
  more detailed explanation of those, please see the next 
  chapter. 
  Combining tables 7 and 8 gives you an overview of 
  space allocation for various frame types and technolo-
  gies. 
  Table 9: Complete frame space table 
  Frame 
  Technology 
  Sword 
  Engel 
  Nazzadi 
  Tiny 
  43 
  27 
  34 
  Small 
  68 
  42 
  53 
  Medium 
  96 
  59 
  74 
  Large 
  132 
  81 
  102 
  Behemoth 
  171 
  105 
  132 
  
   
  36 
   
   
  36 
  PPoowweerr  PPrroodduuccttiioonn  ((PPWWRR))  
  Every Mech has an internal D-engine, though the 
  size and power output of the engine varies. Normal 
  engines provide enough power to fully operate the 
  Mech and all its vital sub-systems (sensors, actuators 
  for walking etc., communication, life support) and to 
  fire the main weapons - fully or partially. For in-
  stance, only one charge beam can be fired per round. 
  Table 10: Power modifiers 
  Technology 
  Power Mod. 
  Sword-Class 
  x 0.85 
  Engel 
  x 1.06 
  Amphibious (cumulative) 
  x 1.1 
  Nazzadi technology 
  x 0.9 
   
  The power attribute of a Mech describes on an ab-
  stract scale how much power output the D-Engine 
  can provide per combat turn to secondary consumer 
  systems. These systems are defined as all systems 
  not directly related to the basic functioning of the 
  Mech. As such, the D-Engine will always power (and 
  will in stress situations shed load from all secondary 
  consumers just to keep these primary functions alive) 
  the primary functions: 
  • 
  Ground movement (walking, not A-pod) or 
  limited A-pod for down-floating when in 
  the air 
  • 
  Life support 
  • 
  Communication 
  • 
  Visual & Audio sensors 
  • 
  Basic manipulation / movement (can hold 
  things, but cannot fight) 
  • 
  Ejector seat 
  All other systems are secondary systems and can be 
  shut down by the internal load shedding function. 
  Professional and daring pilots might override these 
  internal functions in order to squeeze more power 
  out; but the load shedding equipment is not intended 
  for this and might be damaged. An Engel cannot 
  redirect power from primary systems, as these are 
  mainly biological systems which cannot be powered 
  down. 
  It is possible to override primary systems. The pilot 
  declares which system he wishes to override at the 
  beginning of his turn and takes one action do roll a 
  Hard piloting test or a Challenging arcanotechnician 
  test. 
  If successful, the concerned system is powered down 
  and its power is available for the pilot to distribute. 
  If there is a glitch, the Mech powers down both sys-
  tems. In the event of a critical glitch, the Mech pow-
  ers down for 2d10 turns. 
  The following table lists power output and usable 
  power for various D-engine sizes. 
  Table 11: Mech power output (normal) 
  Mech 
  Type 
  Base 
  Output 
  Usable Output 
  Mecha 
  Engel 
  Nazzadi 
  Tiny 
  49 
  42 
  52 
  44 
  Small 
  69 
  59 
  73 
  62 
  Medium 
  86 
  73 
  91 
  77 
  Large 
  108 
  92 
  114 
  97 
  Behemoth 
  130 
  111 
  138 
  117 
   
  Table 12: Mech power output (amphibious) 
  Mech 
  Type 
  Base 
  Output 
  Usable Output 
  Mecha 
  Engel 
  Nazzadi 
  Tiny 
  54 
  46 
  57 
  49 
  Small 
  76 
  65 
  80 
  68 
  Medium 
  95 
  80 
  100 
  85 
  Large 
  119 
  101 
  126 
  107 
  Behemoth 
  143 
  122 
  152 
  129 
   
  It is important to note that a Mech does not need to have 
  enough power to cover the power expense of all its 
  equipment. The pilot can switch on and off any non-
  primary system installed (unless stated otherwise) to 
  distribute power as he sees fit. 
  2.5 Modification attributes 
  Before getting to the modification themselves, lets dis-
  cuss the modification attributes. Like the new Mecha 
  attributes, each modification characterizes the equipment 
  you wish to install: size, weight, cost, maintenance … all 
  these factors come into play when modifying your Mech. 
  
   
  37 
   
   
  37 
  Bypassing failure codes 
  GMs might rule that some Mech is from an older 
  production batch, still allowing bypassing failure 
  protection. In this case, equipment can function up 
  to one failure code higher (until physical damage 
  becomes too high). Roll a hard pilot test. If suc-
  cessful, the equipment functions. On a glitch roll 
  2d10 damage (no armour allowed) for the Mech 
  due to equipment overload; the equipment needs 
  to be serviced and will no longer work. On a criti-
  cal glitch, the equipment explodes, together with a 
  major power line; equipment must be replaced 
  (cannot be repaired); 3d10 damage to the Mech 
  (no armour) and 1d10 for the pilot (no armour). 
  So while you might build the ultimate nightmare, 
  even minor damage on the battlefield could render 
  your Mech useless, as the special equipment you 
  require is nowhere to be found. 
  AAvvaaiillaabbiilliittyy  
  While most basic items can be constructed off the 
  nano-forge of your favourite Techie, advanced pieces 
  of equipment, integrated circuit boards, optical 
  switches and the like are either not so simple to syn-
  thesize and require special equipment or are simply 
  only available by retail; this is especially true for 
  Mecha equipment, where reliability and quality of an 
  equipment play an important role. 
  So while it is possible to have very advanced pieces 
  of equipment in your Mecha, it might get difficult to 
  acquire replacement parts, leaving your top-of-the-
  line equipment a dead weight in combat. 
  Availability is a number between 1 (very common) 
  and 20 (exceedingly rare). 
  In order to acquire the 
  replacement parts or 
  equipment you need, 
  roll an extended chal-
  lenging 
  Bureaucracy 
  or Streetwise (military 
  or black / open market) test with a base time of 1/4th 
  availability in hours. You need to generate as many 
  hits as the modification’s availability rating. 
  CCoommpplleexxiittyy  
  Increasing number of parts, multiple redundancies, 
  parts from different vendors, maybe even different 
  technologies: they all make the Mech an ever more 
  complex machine. 
  What makes modification complex is the sheer 
  amount of parts it has, in addition to the number of 
  wires, inter-connections with other system (for in-
  stance to the movement processor, to receive infor-
  mation about speed, heading etc.), redundancies to 
  survive more damage and the simple degree of so-
  phistication of the modification’s individual parts. 
  Note that complexity not necessarily means state-of-
  the-art. In fact, quite a number of state-of-the-art 
  systems are fully self-contained and thus not as com-
  plex as their older counterparts. 
  The complexity of a modifi-
  cation is added to the Mech’s 
  total complexity. It is a num-
  ber between 0.1 (simply 
  integrated device) and 5 
  (highly complicated integra-
  tion). 
  CCoosstt  
  Every modification has a certain cost. While generally 
  linked to the complexity, some modifications are already 
  mass-produced although being quite complex. These 
  items are of course less costly. 
  While of little interest to the average military grunt who 
  just receives the equipment from his superiors, individu-
  als and companies employing Mecha for their own rea-
  sons (sporting, industrial work, heavy security) need to 
  keep an eye on their spending. 
  FFaaiilluurree  CCooddee  
  When the damage inside your Mech starts to affect the 
  more vital systems, some of your modifications and 
  weapons will start to shut down. Might be that they no 
  longer get the resources they need (power, data, control) 
  or that internal safety mechanisms simply switch off the 
  equipment in order to protect you and your Mech. 
  Unfortunately, while safety could be overridden on older 
  models, it has been statistically proven that the average 
  survival time of a soldier is higher when the safety kicks 
  in, than when he overrides it and risks permanently dam-
  aging himself and the Mech. As such, the actual lines of 
  
   
  38 
   
   
  38 
  Mecha do no longer allow bypassing the failure 
  protection. 
  Treat this exactly as the failure code from the origi-
  nal CT. 
  MMaaiinntteennaannccee  
  Someday your Mech will break down. In addition, 
  you need to catch every month’s inspection and the 
  regular tech meets after each fight. In case you have 
  gotten some of the sophisticated not integrated (and 
  therefore customizable) equipment that was adver-
  tised about on WorldNew Inc., you are in for a world 
  of trouble with your resident Techie. 
  In fact, complex systems are often easy to 
  maintain: they contain heavily integrated 
  systems, with most of the system’s func-
  tionality upon a few circuit boards. For 
  maintenance, the task is easy: plug into 
  the on-board maintenance and testing 
  equipment, download the error report and 
  the list of broken parts, then change them. 
  On the other hand, the mechanical sys-
  tems, which can be fixed with tape and 
  wire, are complex to maintain: large 
  numbers of wheels to grease, cables run-
  ning everywhere. The same goes for heavy machin-
  ery. 
  Maintenance is a number between 0 and 10. It is 
  added to maintenance tests (see chapter 2, rules 
  additions) as a negative modifier. Add together the 
  base maintenance of the Mech and the modifiers 
  from all installed modifications. 
  PPoowweerr  
  Today, there is not a single system on any Mecha 
  which does not need power. Sure, you can still hit 
  your opponent with the hyperedged acid-dripping 
  blade, but in case you botch it and the blade gets 
  damaged, you will not know, as your sensory systems are 
  down. 
  This is because normally thousands of systems run off 
  the power of your D-Engine to give you status reports, 
  move you and the like. And as such, every modification 
  and weapon you install in your Mech, tries to access this 
  same limited resource of power. 
  So when you install the modifications, keep an eye out 
  on how much power they want. It could very well be that 
  you can only run part of your modifications at once. 
  All modifications are given with two power attributes: 
  standby power required to keep the modification ready 
  
   
  39 
   
   
  39 
  (must always be supplied) and operational power, 
  required to be supplied when used. For more de-
  tailed rules, see the next chapter. 
  SSppaaccee  
  Each modification needs some installation space. 
  Sure, this can be reduced (see modification options), 
  but only by increasing cost, switching to more ex-
  pensive and rare equipment and by generally incon-
  veniencing you more than helping you. 
  2.6 Chassis Modification 
  Before we finally delve into the list of modifications, 
  first let us discuss some options you can apply to the 
  chassis only. 
  This will either require that you build the Mecha 
  from scratch and incorporate the options from the 
  beginning, or will require a complete chassis re-
  engineering, which is quite long in the undertaking, 
  and requires access to a true construction factory. 
  Unless otherwise noted all % values are always 
  based off the base power (i.e. after modification by 
  tech-type and evt. amphibious modifications) and 
  space. They do not “stack”, i.e. each one is calcu-
  lated independently of the others. 
   
  Suppose a large (85 pwr, 105 spc) Engel (modifier 
  1.06 / 0.95) which is amphibious (pwr x 1.1). It has 
  an unmodified base pwr of 126 and spc of 81 (Ish 
  and Hamshall for instance). All % values are based 
  off these two values. 
  AAddddiittiioonnaall  PPoowweerr  
  Li stood before it, face held in awe, the same in-
  credulous look she always had when looking at it. 
  Yes, it was not only powerful, it was also enormous! 
  How could you build something this large? Incredi-
  ble! What an engine! She always marveled at the 
  Nazzadi and their engineering and how they were 
  able to push an engine so far beyond what it would 
  normally look like. 
  Unlike decreasing the engine size, getting more 
  power out of it, and thereby making it bigger, is not 
  that difficult. By enlargement of the arcanotech con-
  tainment field, altering the third terms of the trans-
  dimensional power equation and also tapping in the 
  secondary arcane-quantum flux a stable field can be 
  generated which produces more power. The down-
  side is of course the bulk that comes with it and as 
  such the probability to hit the engine in combat.  
  Retrofitting is, as always, very difficult. Basically, you 
  need an entirely new engine; building one to specs is 
  possible and not too difficult, but is not done often due to 
  the cost. In practice, existing engine designs are shared.  
  On all normal (i.e. not small or very small) engines, you 
  can add any number of additional power. Each power 
  point costs 1.1 space points. There is no upper limit. 
  However, for every five points such used, the likeliness of 
  an engine hit is increased. Roll 1d100 and see whether 
  the engine has been hit after each combat round in which 
  you were successfully hit by a weapon against your add. 
  pwr. points divided by 5 (round up). If an engine is hit, 
  the Mecha shuts down and essentially operates on 
  backup power (20 % of main engine power, 2d10+5 
  turns).  
  AAmmpphhiibbiioouuss  
  While all equipment installed in a Mech is subject to 
  rigorous and demanding testing, it is seldom tested nor 
  developed for longer periods of submerged operation, 
  nor the pressures of the deep ocean. 
  However, by applying alternative engineering solutions, 
  switching to high-stress materials, introducing pressure 
  seals, corrosion resistant materials and joints and subject-
  ing the equipment to underwater testing, a modification 
  or Mech can be cleared for underwater use and is conse-
  quently classified as amphibious. 
  
   
  40 
   
   
  40 
  Operating in water also allows for alternate power 
  system cooling and more radical and aggressive 
  cooling policy. All amphibious Mecha produce an-
  other 10 % of power when operating in water (and in 
  the 30 min. after having operated in water). 
  Note that in order to be able to operate in deep water, 
  in addition to this modification (which is merely the 
  chassis preparation), you also need to install Depth 
  Reinforcement and Cold Resistance options. In the 
  following you will find the values for the simple 
  modification and for the modification including the 
  two options. 
  Increases cost & availability. Does not affect com-
  plexity. Also increases available power by 10 % 
  when operating in water. This is a modification to 
  base power; all other modifications to power use this 
  modified 110 % of base power. 
  CCoommppaacctt  CCoonnssttrruuccttiioonn  
  Integrated Defense Systems Europe's (IDSE) re-
  search team had been working straight for almost 
  four years now and finally they had gotten it right: 
  using advanced alloys, enhanced manufacturing 
  techniques, reducing wafer sizes and using a new 
  breed of lasers in even shorter wavelengths, they had 
  reduced the size of the average integrated electronics 
  board of Mecha control systems by 20 % while keep-
  ing the price increase to an acceptable factor of 20. 
  At the same time, their mechanical partners reduced 
  the average component size by 10 % for a price 
  increase factor of only 12. True scientific break-
  through. And no matter the price, the military would 
  buy it anyway. The CEO rubbed his hands together 
  while calling his agent to send in a few more com-
  pany ladies. 
  Regular systems inside Mecha and other high-duty 
  machinery have to walk a fine line between being 
  robust, having sufficient reliability, redundancy and 
  being small. In general, robustness comes at the 
  expense of either size or price, with the price tag 
  being very high. However, some designs (and espe-
  cially so the Engel) simply need the additional space, 
  no matter the expense and supply difficulties. Engi-
  neers have thus devised an increased number of 
  highly compact items and equipment, which is built 
  out of the most expensive and durable materials to be 
  found, made of exotic optical chips and other state-
  of-the-art components. 
  However, as these items come at a more than heavy 
  price tag, you will not find them in your average 
  military depot. Quartermasters are keen to keep the 
  number of circulating items heavily under control 
  and in low numbers and it will take more than just a 
  bit of pretty talking in order to receive one of these.  
  As a general rule, Mecha are never retrofitted or modi-
  fied to incorporate compact designs, due to technical 
  challenges and supply concerns. They are simply built 
  from scratch according to the new specifications, as this 
  is cheaper and quicker. However, the good news is that 
  for all regular NEG designs, modified blueprints and 
  standard items for compact designs of all so-called levels 
  are readily available and a few of these units are even 
  kept in stock. 
  Each level of compact design induces a 5 % chance of 
  general failure into the Mech; as a GM, roll 1d100 
  whenever you feel like it (but not more often than once a 
  playing day or every time the Mecha takes more than 
  Integ / 2 (round up) damage); if you are beneath the 
  chance (5 for lvl 1, 10 for lvl 2, 15 for lvl 3), something 
  vital fails (actuators, power ducting, central processing 
  units) and the Mecha is basically incapable of being used 
  (adapt it as required). Engel do not need to roll. 
  Increases available space by 20 / 15 / 8 % of base avail-
  able space on 1st / 2nd / 3rd level (cumulative, so total of 
  20 / 35 / 43 %). 
  RRoobbuusstt  ddeessiiggnn  
  When some equipment is extremely important to you or 
  your mission, you can go out of the normal way of ensur-
  ing robustness and design for a robust system. 
  
   
  41 
   
   
  41 
  By using components that are subjected to even more 
  demanding testing and quality assurance than nor-
  mally you ensure component-level quality and low 
  failure rates. In addition, essential components are 
  installed redundant, sometimes up to three or four 
  times. Electrical commands are typically doubled by 
  wireless and optical command paths with advanced 
  error checking and lots of spare capacity. Wiring is 
  heavily segregated and routed through different parts 
  of the Mech altogether. 
  That such a design is usually expensive and rather 
  bulky as well as increasingly complex is a drawback 
  that sometimes seems small in comparison to the 
  expected benefits. 
  Increase cost, size and complexity. Availability is not 
  affected. Increase failure code by one category. 
  SSmmaallll  EEnnggiinnee  
  Watching his stocks, the CFO of D-Power Interna-
  tional (DPI) had to smile. Ever since they had 
  brought out the new compact engine design, their 
  sales had flourished. And he didn't even have to send 
  his researches to the psych ward, as they had ac-
  complished it all through classic engineering feats. A 
  shiver ran down his spine, but he knew he had to. 
  Placing a call, he feared that he would see once 
  again the minds behind this breakthrough: large and 
  floating and everything except human. Whatever had 
  driven them to provide him this tech he did not know 
  ... but that every few reactors in a hundred had a kill-
  switch, that he had found out. 
  Devised by Chrysalis but sold to other less suspi-
  cious companies in order to keep sale basis diversi-
  fied, the SE uses a smaller D-Engine but with much 
  better power converters and an complete overhaul of 
  the power grid with much more expansive materials 
  in order to keep power losses inside the Mecha at 
  minimum and have an increased yield and efficiency 
  rate of the D-Reactor itself. By doing so, the total 
  power available diminished and the result was an 
  engine which is no longer modifiable in any way; 
  however, the space gained can sometimes make the 
  difference between a viable and non-viable design. 
  Again, integrating this option into an existing Mech 
  is nearly impossible, as virtually every power line 
  has to be replaced and the D-Engine replacement 
  itself involves an awful amount of structural engi-
  neering and re-building in order to accommodate it. 
  As such, it is again easier to simply take any of the 
  available NEG designs (or even on-stock units) and 
  build it from scratch. But as so often, these units are 
  expensive and seldom used on the battlefield. 
  Every few engines in a hundred (roll 1d100 for a 1-
  5) has a kill switch and can be killed whenever the 
  GM deems it appropriate for the Chrysalis Corp to shut 
  him down. 
  Decrease pwr by 20 % and increase spc by 18 %. Can-
  not be combine with additional power. 
  VVeerryy  SSmmaallll  EEnnggiinnee  
  Anthony sighed as he signed the "not fit for duty" field 
  and placed another folder in the red box marked "for the 
  ward". As his assistant mixed the regular drugs with a 
  strong sedative and the first of a long chain of neuro-
  chemical drugs, the scientist before him fell into a deep 
  slumber - he knew where he would awaken: in private 
  facilities, clean and friendly, together with far too many 
  others, secluded form real life, until he would get suffi-
  ciently social and human again. Or his 6-month grace 
  period ended and his miserable life ended. In the mean-
  time, life went on and he signed the "fit for duty" field on 
  the tech's replacement's form. A brilliant youth of maybe 
  28, father of two, with a beautiful wife. He would proba-
  bly be "unfit for duty" in 7 to 10 month, and dead a year 
  and a half from here. And all to make a damn Mecha 
  engine ever so smaller. He seriously wondered it was 
  worth the effort and wear of man-power. 
  Through extensive arcanotech engineering and pushing 
  the boundaries of the humanly (and in-humanly) possi-
  ble, Ashcroft has started to produce in a very limited 
  number a new breed of D-Engines, dubbed the "very 
  
   
  42 
   
   
  42 
  small engine" (VSE) by the military. Using new and 
  strange equations (even for the likes of Ashcroft), the 
  engine is incredibly small (but has a low power out-
  put) - and can today only be installed on Engel or on 
  Mecha equipped with especially prepared pilots. In 
  fact, it appears as if some of the extra-dimensional 
  aspects "leak" through the engine from time to time. 
  In an Engel, it will be the creature inside which will 
  absorb the "leak" - eventually driving it into a frenzy. 
  If the pilot takes it, one can only hope he has the 
  psyche to deal with it. 
  Every day of operation, roll 1d100. On a 1 to 3, the 
  engine leaks. In an Engel, the Engel immediately 
  enters a frenzy and attempts to shut out the pilot. 
  Roll a hard tenacity test to hold him under control 
  and a challenging tenacity test to avoid 1 IP (or let 
  him enter the frenzy and shut him down); an Engel 
  thus frenzied will require 1d6+1 days of "relaxing" 
  before going into duty again. In a Mech, have the 
  pilot roll one hard and one legendary tenacity feat 
  for 1 IP each. 
   
  Decrease pwr by 75 % and increase space by 55 %. 
  Cannot be combined with additional power. 
  2.7 Modification rules 
  A few rules apply to modifications, which are de-
  tailed in the following. 
  PPoowweerriinngg  ddoowwnn  //  uupp  
  Normally, modifications need to be supplied with 
  standby power. However, a pilot can completely 
  power down modifications. When powering them up 
  again,  
  however, the pilot needs to make a hard pilot test; on 
  a glitch the equipment does not activate and requires 
  maintenance. On a critical glitch, something goes 
  really wrong and the equipment is destroyed. 
  Powering any modification completely up or down 
  takes a base time equal to 5 times the modification’s 
  complexity in minutes. The Mech may not be in com 
  bat, as systems need to re-calibrate and set up.  
  SSwwiittcchhiinngg  oonn  aanndd  ooffff  
  The pilot can switch any system from standby to 
  operational and from operational to standby with 
  one free action at the beginning of any combat turn. 
  The system comes online / goes into standby at the 
  beginning of the next combat turn and cannot be used in 
  the current combat turn any more. 
  
   
  43 
   
   
  43 
  2.8 Modifications 
  Finally, here it is. The exhaustive list of modifica-
  tions you can apply to your Mech. Read first and 
  enjoy, then think about the consequences. But take 
  your time and build your dream Mecha in your head. 
  AAddddiittiioonnaall  
  IInntteeggrraatteedd  
  WWeeaapp--
  oonnrryy  
  1st Lieutenant Karamova grinned as the anti-Mecha 
  unit advanced on her position, oblivious to her being 
  hidden between the rocks and seeing them advance. 
  The Crusaders were advancing slowly, looking for a 
  good hide-out, their magnetic charges still de-
  activated on their back. They were professionals, 
  scanning the surroundings and keeping radio chatter 
  zero. As they approached, she leaped out from cover 
  and extended her right arm. With satisfaction she 
  noted the last emotion on the Crusader’s faces: the 
  shock when they saw that instead of a right hand 
  there was a P2AR plasma assault rifle installed. And 
  then she distributed the pain. 
  Nearly any weapon can be installed in a Mech, in 
  addition to whatever there is already. It is of course a 
  matter of available space and recoil compensation / me-
  chanical loading of the part in question, etc. But by re-
  moving hands or even entire arms, space can be made 
  and the weapon can be attached to a solid mount. In 
  addition, the steering and firing software is updated and 
  the balance profiles of the Mech are re-adjusted. Espe-
  cially the latter is important, as a wrong adjustment can 
  lead to the Mech becoming nearly uncontrollable. 
  AAnnttii--BBAA  MMeeaassuurreess  ((ssmmaallll  ++  oonnllyy))  
  Ivanna swore as a host of Selkies jumped on her 
  Khopesh and started to claw away at her armour from 
  behind, trying to beat their way through layers of metals. 
  She stopped firing for a moment and diverted some en-
  ergy off her weapons, giving the Leviathan in front of her 
  a pause- then fired the frying circuits on her Mech’s 
  exterior and watched as the Selkies fell off her, the pilots 
  stunned and dazed by the shock. 
  As the anti-Mecha weaponry (see chapter 3.2) started to 
  pour on the market and many factions became ever more 
  Table 13: Weapon power & space needs 
    
  Power (On) 
  Power (Off) 
  Space 
  S 
  M 
  L 
  S 
  M 
  L 
  S 
  M 
  L 
  Acid Drip 
   
   
   
   
   
   
  0,5 
  2 
  4 
  Charge Beam 
  23 
  35 
  50 
  10 
  17 
  25 
  10 
  15 
  20 
  Flamethrower 
  2 
  4 
  6 
  1 
  2 
  3 
  2 
  5 
  7 
  Grav Bomb 
  2 
  5 
  15 
   
   
   
  3 
  5 
  7 
  Hyperedged 
  Blade 
   
   
   
   
   
   
  1 
  2 
  3 
  Hyperedged 
  Claws 
   
   
   
   
   
   
  1 
  2 
  3 
  Hyperedged 
  Spur 
   
   
   
   
   
   
  2 
  3 
  4 
  Laser Canon 
  6 
  13 
  17 
  3 
  6 
  8 
  8 
  12 
  15 
  Lightning 
  Canon 
  4 
  8 
  11 
  2 
  4 
  5,5 
  4 
  7 
  10 
  Long-Range 
  Missiles 
  2 
  2 
  2 
   
   
   
  25 
  25 
  25 
  Mandibles 
   
   
   
   
   
   
  0 
  1 
  2 
  Plasma 
  Canon 
  5 
  8 
  10 
  2 
  3 
  5 
  5 
  7 
  10 
  Rocket Pod 
  4 
  4 
  4 
   
   
   
  12 
  12 
  12 
  Stinger 
   
   
   
   
   
   
  1 
  2 
  3 
  Teeth 
   
   
   
   
   
   
  0 
  1 
  2 
  Tentacle 
  Sheath 
   
   
   
   
   
   
  2 
  3 
  4 
  Tongue 
   
   
   
   
   
   
  2 
  3 
  4 
  
   
  44 
   
   
  44 
  aware of the large benefits PA could provide to their 
  troops, the NEG quickly designed a host of defensive 
  measures that could be easily and quickly applied to 
  their existing fleet of Mecha. 
  Surface charges envelope the entire body of the 
  Mech and can be discharged locally per region (each 
  arm & leg, front, back & head). They hit every as-
  sailant on the touched region with the same damage 
  (up to a max. number of charges on the region); roll 
  damage once. 
  Electric Charges 
  For long duration missions especially (and cost rea-
  sons) fully reusable systems are often preferred, 
  though they tend to have their draw-backs in effec-
  tiveness. The ESF (electric surface fryer) installs 
  additional heavy-duty high-capacity capacitors along 
  the frame, beneath the armour. They slowly draw 
  power from the reactor, when overhead is available 
  and store it. Whenever the pilot chooses, intense 
  voltage spikes are induced in the exterior armour 
  plates, shocking anyone on them and hopefully deter-
  ring any assailants. 
  The systems recharges 1 shot every 10 turns and can 
  be quick-charged at 1 shot every 5 turns (see power 
  consumption). It deals 2d10 electrical damage to 
  anything contacting the surface (infinite charges) 
  and can be fired twice a turn. It stores up to 4 
  charges. When activated on the 
  head, the Mech looses all sen-
  sory information for this and the 
  next turn. 
  Exploding Surface Charges 
  A small additional layer is placed upon the armour, 
  along with explosive charges embedded in the ar-
  mour, shaped to explode towards the outside. When 
  triggered, the outer armour layer is expelled (with 
  anyone clawed to it) and the charge below deals a 
  destructive blast to the assailant. Unfortunately, the 
  system has to be repaired after use and might be 
  accidentally triggered by a shot hitting the charge. 
  One-shot system, with 5 distinct charges per region 
  (which are all activated simultaneously). Assailant is 
  thrown off and receives 2d10+10 hybrid damage 
  from the explosion. When the Mech is hit roll 1d10. 
  On a 1, one of the surface charges on the location hit 
  explodes: reduce nr. of charges on that region by 1. 
  Point-Defence Laser 
  Nine small laser canons are installed along the 
  Mech’s body and limbs, able to shoot down smaller 
  Mech climbing on it. They fire focussed high dam-
  age beams, which unfortunately have an extremely 
  short range, such that it is impossible to use them in 
  real combat, but renders them devastating in short 
  range. They draw power off the main reactor and are 
  known to lead to occasional power shortages. 
  Every region (each arm, leg, head, torso front / back) 
  requires its own laser to be protected. It is possible to 
  only protected selected regions. Damage 4d10, 2 shots / 
  turn, range 1 m. Treat it as a normal combat contest with 
  the laser having an attack score of 15 + 3d10. 
  AArrmmoouurr  UUppggrraaddeess  
  Sometimes the damage you can take in a battle is just not 
  enough. Seen your buddies chewed up by Migou, mon-
  sters or other horrors? Noticed that just an inch of addi-
  tional armour could have helped? 
  This modification attaches additional armour plates to 
  your Mech or exchanges existing once to a heavier or 
  more sophisticated variant. It can actually also reduce the 
  armour, if wished. Older (but cheap) 1st generation poly-
  carbonate, Teflon and Titanium armour is replaced by 
  newer nano-tube re-enforced carbon-diamond dust sheets 
  fixed on energy-absorbing (and more flexible) carbon 
  layers. 
    
  Power (On) 
  Power (Off) 
  Space 
  S 
  M 
  L 
  S 
  M 
  L 
  S 
  M 
  L 
  Anti-BA, electrical (norm charge) 
  5 
  10 
  20 
  0 
  0 
  0 
  2 
  3 
  4 
  Anti-BA, electrical (quick charge) 
  10 
  20 
  30 
  0 
  0 
  0 
  2 
  3 
  4 
  Anti-BA, exploding 
  1 
  1 
  1 
  1 
  1 
  1 
  3 
  5 
  8 
  Anti-BA, laser (per laser) 
  2 
  2 
  2 
  0,5 
  0,5 
  0,5 
  2 
  2 
  2 
  
   
  45 
   
   
  45 
  What is also does to your Mech is eating up nearly 
  all the available space and slowing your acceleration. 
  After all, the additional bulk and weight has to go 
  somewhere. It is also a pretty obvious modification 
  (and very expensive) and is seldom seen in the mili-
  tary, except for higher ranking officers’ command 
  Mecha. 
  Apart from the space modifiers, enhanced armour 
  reduces the Mech’s acceleration code by 1 (e.g. from 
  A to B). You can also reduce armour, thereby gain-
  ing space in your Mech. Also up acceleration code 
  by 1 (not cumulative). 
  Modifier 
  Acceleration 
  Space 
  Armour -2 
  +1 
  +30 % 
  Armour -1 
  +1 
  +16 % 
  Armour +2 
  -1 
  -20 % 
  AArrmmoouurr  MMooddiiffiiccaattiioonn  
  When you know that you are again up against the 
  fire-breathing bunch of monsters you saw last time 
  and who flamed most of your squad, it is time to give 
  them a little bit of resistance: talk to your Tech Ser-
  geant and let her give you the newest fire-proof coat-
  ing. And then show hell to them monsters! 
  It is quite possible to change the molecular structure 
  of the armour a bit and to apply some additional 
  equipment (e.g. cooling tubes, energy dissipation 
  grids) and surface coatings (e.g. reflective, harden-
  ing) in order to harden armour against a specific 
  damage type. While it generally compromises armour to 
  a certain extent, it makes it that much more resistant to 
  the damage type of your choice. 
  However, armour modifications cannot be stacked nor 
  combined, as each one changes large parts of the ar-
  mour’s make-up, from the lower to the uppermost layers. 
  This modification is quite common in the NEG military 
  and is easy to come by. 
  This modification gives two additional armour die 
  against the damage type chosen (ex.: fire, electricity, 
  cold, laser). It also decreases armour protection against 
  all other damage by 1 point per armour point (e.g. by 4 
  points for 4 dice armour). Multiple modifications cannot 
  be combined and the modification is obvious. 
  Power 0, Space 4 / 8 / 12 
  CClliimmbbiinngg  CCllaawwss  &&  AAiiddss  ((ttiinnyy  aanndd  
  ssmmaallll  oonnllyy))  
  See your foe flying up a building with his fancy A-Pods? 
  Can’t follow him up, unless a friendly unit gives you a 
  lift? Then it’s time to start climbing! 
  Some Powered armour and Mecha are, for whatever 
  reasons, still not equipped with A-Pods. However, in city 
  and close quarter combat, three-dimensional deployment 
  
   
  46 
   
   
  46 
  (roofs, walls, ceiling) can be a huge tactical advan-
  tage; this is also true for being able to follow enemies 
  up walls (Tagers for instance). 
  This modification adds hyperedged, optionally vi-
  brating climbing claws on the Mech’s hands, elbows, 
  knees and feet. They deploy via command from the 
  pilot and can drill into concrete and looser rock. Able 
  to support not only the Mech’s weight, the pilot can 
  hold himself steady with only one limb (if the mate-
  rial he climbs holds) and can fire his weapons at the 
  same time. 
  The modification cannot be used as weapon, as it has 
  few cutting edges but features more spikes and drill-
  like appendages to fix the Mech in the surface. 
   
  GMs should be careful what surface is being 
  climbed: a house façade is not made to sustain a 10 
  ton Mech climbing on it. 
  At the GMs discretion, this modification can also be 
  applied to medium and large Mecha. You’ll need 
  some very solid rock to hold the Mecha, though. 
  Power (On) 1 / 2 / 3, Power (Off) 0, Space 2 / 3 / 4 
  CCoommmmaanndd  CCiirrccuuiitt  
  As IceCube powered up the command circuit, he saw 
  the other's Mecha appearing on his screen, blinking 
  green. Enemies seen by any of the Mecha became red 
  dots, data relayed back to each Mech. He quickly 
  selected the main and secondary targets, tagged 
  them for target acquisition and waited for André's 
  Rapier to get a target lock on them. As soon as it was 
  transmitted, the other Mecha linked in, charged their 
  weapons. As the Mantis was hit simultaneously by 
  two Engel and 4 Mecha, his armour vaporized and 
  his insides boiled out. And while his remains still 
  smouldered, the combined Mecha force already 
  linked the weapons for the secondary target. 
  The NEG military quickly realized the potential of 
  linked communications and targeting and started 
  their own programme. By installing various elec-
  tronic modules, linked together in specialized com-
  puters and communication system, Mecha can com-
  municate with each other, sharing targeting informa-
  tion, status reports and more.  
  Command module 
  The command module is installed in a single Mech 
  and can communicate with up to 8 other slave or 
  command modules; however, no more than three 
  command modules can be linked together, as the 
  amount of data required to be processed exceeds the 
  system's capability quite quickly. The command module 
  can also work in a pure "slave" mode, transmitting only 
  the input from the Mech to another command system. 
  The main functions of the command module are the 
  localization of all slave modules, target designation and 
  strategy planning (as orders can be given directly over 
  the interface) as well as collecting and re-distributing 
  information to other slave nodes. Mecha equipped with a 
  command module can be easily recognized due to the 
  added sensory equipment, which is installed in "back-
  packs" and significantly increases the bulk of the Mech. 
  Slave module 
  The slave module is composed of a central computer, 
  collecting data and transmitting to as well as receiving 
  from the command module, and a vast array of sensors 
  and feedback units, to pinpoint the own position, provide 
  health monitoring and aid in target acquisition in case 
  targeting is performed through the CC. It is also con-
  nected to a dedicated communication array, which fea-
  tures powerfully encrypted signals and internal ECCM, 
  in order to guarantee that the CC works even when under 
  enemy ECM. 
  Each command module can hold up to 8 connections; up 
  to 3 command modules may be interconnected. For every 
  4 full Mecha in the circuit, all interconnected Mecha 
  gain a +1 modifier to targeting tests. Indirect fire is not 
  considered blind fire if another Mech can see the target. 
  
   
  47 
   
   
  47 
  In addition, the commander has can use a free action 
  to designate primary or secondary targets, indicate 
  battle plans etc. The Mecha can also link their target 
  systems (requiring 1 action to link and 1 turn to 
  unlink), providing an additional +1 modifier to tar-
  geting and evasion tests as well as damage. As a free 
  action, the commander may also pull up detailed 
  status reports about any Mecha connected to his 
  system. 
  Commander: 
  Power (On) 10, Power (Off) 3, Space 4 
  User 
  Power (On) 3, Power (Off) 1, Space 2 
  CCoommmmaanndd  SSuuiitt  ((PPoowweerreedd  AArrmmoouurr  
  oonnllyy))  
  It was fun time and the unit had donned Centurion 
  Powered armour to train a bit. Firing away with 
  hand-held laser designators laughter came over the 
  communications channel. Suddenly they all fell si-
  lent, as the Captain came rushing towards them at 
  some 50 miles per hour and simply jumped the last 8 
  yards to them. Command Armour. Yeah. 
  Quite often a single piece of better PA can turn the 
  tide for a small unit; hence the introduction of com-
  mand suits. They are faster, tougher and better 
  equipped with sensors and electronics than the usual 
  soldier counterpart and are given to experienced unit 
  commanders. 
  Able to retrieve fallen people, quickly change posi-
  tions and lay suppressive fire, while keeping a rudi-
  mentary command and control network operative, 
  their introduction, while very expensive, has dra-
  matically increased fighting chances of small units. 
  Double speed, triple jumping distance. Add 3 integ-
  rity and add 1 point to any attribute (but not ar-
  mour). When connected to at least 4 other powered 
  armour units, all units (incl. the command unit) gain 
  a +1 modifier to all attack and defence rolls. This 
  can stack with a command circuit. 
  DDCCSS  uuppggrraaddeess  
  From somewhere behind you it pops up again! The 
  Dragonfly seems to look at you ere its small laser 
  canon hits you and barely manages to scratch your 
  tough armour. And off she goes. And back again. 
  And slowly but surely she fires her way through 
  every armour layer you possess, while you still 
  struggle to hit even once. 
  The usual DCS has been in service for quite some 
  time. It uses nano technology which is already quite 
  old, in order not to allow the most modern advances to 
  eventually fall in the enemy’s hands. 
  As such, there is plenty of room for improvement. Addi-
  tional nano forges, advanced nano programming tech-
  niques, sophisticated automatic sealing and self-
  regenerating materials can be introduced, radically alter-
  ing the Mech and nearly re-building parts of the frame 
  and system from scratch. While your Techie might not 
  even recognise the interior of your Mech anymore, the 
  upside is that damage will get repaired quite a bit faster. 
  Adds one point to the DCS up to a maximum of 5 damage 
  / turn for Mecha and 3 damage / turn for Engel (there 
  just isn’t so much to repair there). This modification is 
  virtually non-existing in the military, as the modifica-
  tions to the Mech are too severe and the cost of having 
  so many different chassis becomes too high. 
   
  You can also lessen the DCS in order to gain more 
  power / space. Following modifiers not cumulative. 
  Modifier 
  Power 
  Space 
  DCS -1 
  +6 % 
  +10 % 
  DCS +1 
  -5.5 % 
  -9 % 
  DCS +2 
  -10 % 
  -15 % 
  
   
  48 
   
   
  48 
  EEmmeerrggeennccyy  ppaarraacchhuuttee  
  What happens if some critical error shuts down your 
  A-pods, jumping system, wings or whatever you use 
  to float while you’re high up in the air? You fall and 
  die. No longer. With this modification you can stay 
  up in the air and float gently down to bring your 
  personal thanks to your harasser on ground. 
  Two pods are installed on the shoulders of the Mech, 
  barely increasing bulk. In each one a high-stress 
  parachute is integrated, complete with automatic 
  deployment electronics (which can be disabled), a 
  basic steering system, and a small pyrotechnical 
  deployment rocket. 
  In case of free fall (automatically detected by accel-
  erometers and pressure change), the pods open and 
  small rockets bring the parachutes into the airflow. 
  The steering system kicks in and actuates steering 
  cables according to your movement wishes, without 
  the pilot ever needing to learn how to handle the 
  system. On ground, the system is automatically jetti-
  soned. 
  One use system. Can be activated automatically or 
  manually. Parachutes come in all kinds of colours 
  and patterns; each parachute can hold the Mech by 
  itself (so yes, you can start only one by overriding 
  the system). 
  When hitting the ground, roll a challenging pilot roll 
  for landing; the margin of success reduces the 2d10 
  damage the Mech receives to its legs. In case of a 
  single parachute landing, double damage. 
  The parachutes can be recovered; roll 1d10; on a 2 
  to 10, they can be used again. Only a properly 
  equipped technician can re-store them and insert the 
  required pyrotechnics. 
  Power 0, Space 2/4/6 
  EEqquuiippmmeenntt  
  ddiissppeennsseerr  
  ((ssmmaallll++  
  oonnllyy))  
  Fighting on foot to the last, your good old Tager 
  buddy on your right, the left flank covered by Pow-
  ered Armour. Then suddenly your gun makes this 
  horrible clicking sound and you realize you’re out of 
  ammo! 
  Mecha troops can often be associated with soldiers 
  on foot or in Powered armour, who use regular am-
  munition, weapons and equipment. However, their 
  carrying capacity is limited by their rather feeble 
  strength. 
  Military command has resolved this solution by 
  implementing quick access covers in the legs of 
  Mecha, behind which are storage compartments, able 
  to hold a variety of equipment. The most common spe-
  cialized storages are listed in the following. 
  Ammunition 
  When opening the access cover, several clip holders pop 
  out and present a ready clip to the user. Usually there are 
  about 3 to 5 racks beneath each other, which can be filled 
  with any charger up to 20 cm in length (or more on lar-
  ger Mecha); about 2 to 5 rows of ammunition clips are 
  stored in parallel. They are attached to an automatic 
  feeding system, such that there is always a clip ready for 
  use. 
  Assume 10 to 20 clips stored at 60 shots of 7.62 mm 
  ammo each. Alternatively, between 4 and 8 boxes of 
  machine gun ammunition (for 200 shots each box) can be 
  stored. 
  Regular equipment 
  Other, less specific, racks function pretty much as lock-
  ers or storage boards, which slide out of the leg and pre-
  sent a variety of equipment to the user. Roughly 1 metre 
  to 1.5 metre high and 0.5 to 1 m wide, they are up to 0.4 
  m deep, depending on the size of the Mech (up to ½ m³ 
  on large Mecha). They can hold a vast array of useful 
  equipment and customizable compartments / attachments 
  are readily available. 
  This modification can be taken twice, for both legs; 
  Large Mecha / Behemoth Engel may take it four times, 
  
   
  49 
   
   
  49 
  using additional space in the arms. If only one is 
  installed, the user must choose where to install it (left 
  / right leg). The type of the dispenser must be chosen 
  beforehand but can be altered with a Arcano-
  Technician test (extended, average, 1 hour, 3 hits) 
  Engel only can hold half the normal volumes. 
  Power 0, Space 1 
  EExxtteerrnnaall  WWeeaappoonn  SShheeaatthh  
  John’s Auphan’s hands clutched with delight his 
  shiny new sniper rifle, as he ran to find a suitable 
  position from where to fire. Suddenly he saw in the 
  near distance a group of smaller Migou coming 
  towards him. Time for some close-combat action. But 
  where to put that sniper rifle now? Happily for him, 
  his day was saved when Virginie dropped a tongue 
  into the fight … 
   
  External weapon sheaths provide a Mech with the 
  ability to store hand-held weapons safely while they 
  need to have the hands free. Attached to the primary 
  structure and equipped with commanded safeguards 
  for weapons release, they come in multiple flavours. 
  Often used by more seasoned veterans who prefer 
  adaptable load-outs, they gladly sacrifice some of the 
  reaction speed of a Mech for a larger weapons 
  choice.  
  Large weapons (back) 
  The back sheath is a combination of magnetic locks 
  on the back of the Mech to hold the weapon in place, 
  automatic straps that fix longer parts, and a semi-
  automatic simplified arm system, that grabs the 
  weapon when it is held over the back and places it 
  safely in the sheath, while also aiding the Mech pilot 
  to retrieve it. 
  Small weapons (side) 
  Looking like classical holsters or sword sheaths, 
  some Mecha are even installed with two (one on 
  each side). When retrieving a weapon, magnetic 
  locks engage and straps slide into place, securing the 
  weapon during even the worst manoeuvres. When 
  required, the system releases the locks and pops the 
  weapons out a bit for better retrieval. 
   
  A Mecha can install this upgrade up to 1 (tiny, back 
  only) / 3 (small and medium) / 5 (large+) times: one 
  back sheath and four small sheaths (on each upper 
  leg and on each thigh). Each two side sheaths reduce 
  the Mech’s agility or reflex (pilot chooses) by 1 point 
  when filled with weapons; the back sheath incurs no 
  penalty. 
  A maximum of 1 back sheath can be installed. 
  Weapons can be loaded / unloaded and readied to fire 
  from the back sheath in a simple action, due to the semi-
  autonomous feed system. For side sheath, standard (hu-
  man) rules apply. 
  Small: Power (On) 1, Power (Off) 0, Space 0.5 
  Large: Power (On) 3, Power (Off) 0, Space 1 
  FFuullll  iimmmmeerrssiioonn  EESSII  ((EEnnggeell  oonnllyy))  
  Futile commands running to the Engel, as the interface is 
  just too slow to process your desires. And again the other 
  Engel in front of you hits you, a tick faster. Every time. 
  Always a tick faster than you are. 
  The normal interface between an Engel pilot and his 
  Engel has a number of safeguards installed, to protect the 
  pilot from the effects of the Engel's alien psyche. This 
  distances the pilot’s mind from the Engel but also slows 
  data exchange by passing it through various sensory, 
  reality and spike filters. Sometimes in a battle, this little 
  delay can mean the difference between life and death, 
  success or failure. 
  
   
  50 
   
   
  The safeguards are built into the Engel's interface 
  and the pilot's ESI. However, it is possible to over-
  ride the Engel side without interfering with the pilot 
  and to install a switch on these safeguards. When de-
  activated, the brainwaves of the Engel are amplified 
  and signal passing is less filtered, thus allow-
  ing "full immersion". Of course, this also 
  means exposing one's mind even more to the 
  Engel. 
  While this can only be done professionally by 
  the military that possess the exact plans of the 
  Engel interface, it is theoretically possible to 
  tamper with the interface without exactly 
  knowing it; however, given strict military 
  regulations and the love most pilots and tech-
  nicians have for their Engel, there are no 
  known incidents today. Even the military has 
  only modified a very small number of its 
  Engel, usually given out only to the very 
  strong-minded pilots. Rumours fly about 
  something like 20 Engel being modified with 
  a FI-ESI on all of Earth. 
  The Engel gets an additional action per turn 
  (still up to a maximum of 4) and all tests made 
  in the Engel receive a +2 bonus. Agility and 
  Reflex both increase by 1. However, the pilot 
  is also more susceptible to damage: whenever 
  the Engel gains more than [structure] damage 
  (after armour attenuation), the pilot receives 1/4th of 
  this damage (round up, no armour) as vitality scale 
  damage. In addition, if the damage surpasses twice 
  the tenacity of the pilot, make a challenging insanity 
  test (2 insanity points).
  Power (always ON) 5, Space 1
  IInnccrreeaa
  Li shivered in her Broadsword even though the cold 
  landscape around her, 
  could not harm her through the shell of her Mech. Ca
  tiously she set foot before foot as suddenly she heard the 
  all too familiar cracking. Attempting jum
  work this time and the ice gave way b
  Mech falling into a crevasse. With an incredible speed of 
  movement and a never e
  around in flight and caught the hand of High Heels’ 
  Tarshish just an instant before the long fall became i
  evitable. 
  50 
  test (2 insanity points). 
  Power (always ON) 5, Space 1 
  aasseedd  aattttrriibbuutteess  
  Li shivered in her Broadsword even though the cold 
  landscape around her, actually a raid in Antarctica, 
  could not harm her through the shell of her Mech. Cau-
  tiously she set foot before foot as suddenly she heard the 
  all too familiar cracking. Attempting jumping did not 
  work this time and the ice gave way beyond her, saw her 
  h falling into a crevasse. With an incredible speed of 
  movement and a never expected show of agility she twist 
  around in flight and caught the hand of High Heels’ 
  Tarshish just an instant before the long fall became in-
   
  
   
  51 
   
   
  Indeed it is possible to augment nearly any single 
  attribute of a Mech. Regular actuators can be re-
  placed by stronger ones, the hydraulic systems can 
  be vamped up to higher pressure (potentially improv-
  ing strength and reaction speed), joints are changed 
  to 
  better 
  lubricated 
  high-duty 
  variants and 
  the software 
  is updated to 
  a 
  more 
  sturdy sensor 
  interpretation 
  and 
  early 
  warning 
  system. 
  Especially 
  the latter two 
  are 
  quite 
  common 
  modifica-
  tions, as they 
  are 
  nearly 
  entirely lim-
  ited to the 
  software and 
  only require 
  replacement 
  of standardized control / interpretation controllers by 
  more powerful ones and re-adaptation of the soft-
  ware. With the correct kits from the military, these 
  are modifications that can be done in the field and do 
  not necessarily require a true technician.
  Increases the
  mum of 3 points
  as per rules and eventual combat bonuses.
  51 
  not necessarily require a true technician.  
  Increases the relevant attribute by 1 point, up to a maxi-
  mum of 3 points. Also increases associated feat dice pool 
  as per rules and eventual combat bonuses. May also be 
  used to decrease 
  an attribute by a 
  maximum of 2. 
  
   
  52 
   
   
  52 
  Modifier 
  Power 
  Space 
  Attr -2 
  +10 % 
  + 20 % 
  Attr -1 
  + 6.5 % 
  - 
  Attr +1 
  - 5 % 
  - 
  Attr +2 
  - 11 % 
  - 3 % 
  Attr +3 
  - 20 % 
  - 8 % 
  Control response (Agility) 
  Most joints are exchanged versus fully enclosed and 
  capsulated ones with a much better lubricant and 
  hydraulic pressure is nearly doubled (thereby requir-
  ing exchange of the entire hydraulic system). Electri-
  cal pathways are exchanged versus high-speed opti-
  cal systems and the control computers are also 
  upgraded to a state-of-the-art optic / quantum 
  (depending on Mech / Engel) model with advanced 
  algorithms eating the safety margin and bringing the 
  vehicle to unheard-of performance peaks. 
  Frame (Strength) 
  The normal hydraulic actuators and electrical motors 
  are exchanged for larger versions, respectively high-
  duty high-torque versions. The frame is re-enforced 
  in critical spots to allow for the force to be used. This 
  usually renders the Mech bulkier, as all the hardware 
  needs to go somewhere. Some pilots have also com-
  plained about the Mech becoming a bit more slug-
  gish, but this has been corrected with the latest issue 
  of this modification by increasing pressure and motor 
  response time. 
  Sensors (Perception) 
  Not touching on the actual sensors themselves, the 
  interpretation computers are upgraded to a much 
  better (and much more expensive) variant, using 
  advanced pattern-recognition and self-programmable 
  and adaptable processor technology with varying 
  fuzzy-logic enhancements in order to improve over-
  all sensor processing power. Advanced, sometimes 
  even experimental, pattern recognition and process-
  ing algorithm are added, which take full advantage of 
  the beefed up hardware and allow for a much better 
  treatment of even low quality sensory input. 
  Warning system (Reflex) 
  Upgrading mainly the software and installing addi-
  tional signal processing and picture analysis pro-
  grams, the warning system’s capabilities can be 
  greatly enhanced. Adding advanced fuzzy logic and a 
  host of additional sensors serving mainly as confir-
  mation for the main sensor suit, space and power is 
  traded for reflexes. It also involves stepping up the 
  processing speed and using the latest advances in 
  optical chips. 
  IImmpprroovveedd  hhaannddlliinngg  
  Ivanna jumped around the corner, her Khopesh 
  skidding on the wet pavement, target designators and 
  crosshairs moving wildly over her internal screens, 
  as the electronics tried in vain to compensate for the 
  movement and the Mech’s difficulties in getting a grip on 
  the slippery ground. Swearing she switched to manual 
  and fired a barrage of laser fire and rockets down the 
  alley while making a mental note to approve the addi-
  tional gyros and firmware update Li had talked about. 
  Modern Mecha rely mainly on the operator side effect to 
  control the machine. However, this also has its limita-
  tions, as a computer and mechanical actuators are able to 
  do much more than a mere human can imagine. 
  In order to improve handling of a Mech even more, addi-
  tional gyroscopes, acceleration sensors, ground radar and 
  laser elevation measurement sensors are installed in the 
  frame, coupled with an expert drive-by-wire system. In 
  addition, joints and actuators are upgraded to state-of-
  the-art equipment, using advanced polymers and variable 
  tensile strength materials to provide a broader and more 
  adapted movement range. 
  All these modifications combined, together with an ex-
  tended pilot training period, make the Mech more agile, 
  improve handling and ensure another edge in close quar-
  ters combat. 
  Add another die to all pilot tests. All tests related to 
  dodging and hand-to-hand combat receive an additional 
  +2 modifier. On non-amphibious Mecha this improve-
  ment is not working under water. 
  
   
  53 
   
   
  53 
  Power (always ON) 3/6/9, Space 0 
  LLoonngg  OOppeerraattiioonnss  CCoocckkppiitt  ((nnoott  
  EEnnggeell,,  mmeeddiiuumm++  oonnllyy))  
  It was time for another long time operation. IceCube 
  could virtually smell the stench after your re-
  circulation system fill up after 24 hours, the acrid 
  smell of the air because some of the filters saturated 
  and the aching in the back and neck of long hours in 
  a not-so-comfortable battle seat. And the lack of 
  sleep! He was more than happy to see that Li had 
  just finished installing his new shiny long opera-
  tions cockpit. 
  The normal Mecha cockpit can only sustain a 
  single pilot for so long: Besides the cramped con-
  ditions, the life support, water storage etc. are 
  simply not large enough to keep the pilot comfort-
  able for a long time. 
  Long time operations are not so common nowa-
  days, but military command had quickly realized 
  that they needed to provide some addition com-
  forts for pilots on long duties. 
  This is achieved by adding some space behind or 
  below the pilot’s seat, a small sleeping tube, a 
  table, recirculation toilet, chair, small display 
  screen and speakers, as well as an increased water 
  and food supply and (if installed) beefed up life sup-
  port systems, allowing continuous deployment for up 
  to 4 days in a 1-pilot configuration and up to 2 days 
  when having 2 pilots sleep / fight alternatively 
  (which is a pretty frowned-upon solution, as you can 
  only sleep with drugs when the Mech’s fighting 
  around you). In addition, seats are modified to allow 
  massage and stress relief functions to be imple-
  mented. 
  Power (always ON) 3, Space 8 
  MMaaggnneettiicc  HHaarrddppooiinnttss  
  High Heels was shooting the hell out of the opposition, 
  both her T1HP firing away deadly streams of ammuni-
  tion at her enemy. As both weapons started chocking on 
  the heat, she threw them away, released the magnetic 
  locks on the lighter T1SPs on her hip and continued 
  firing. Emptying the clips in mere seconds she threw 
  them away, too, and grabbed her PS-35X Plasma Shot-
  gun from the magnetic holds on her back, cursing that 
  she didn’t have the fully articulated Weapons Sheath, 
  which would have fed her the weapon on demand di-
  rectly into the hands. 
  Magnetic hardpoints are little else than simple magnetic 
  coils in the outer layers of a Mech’s armour, allowing 
  fixation of clips, smaller and larger weapons. However, 
  unlike the full weapon sheaths, there are no straps hold-
  ing the weapons in place, no additional security and no 
  automatic feeding system. As such, the coils are known 
  to provide insufficient fixation in case of heavy combat 
  situations or impacts, and the enemy can grab the weap-
  ons, too. 
  Three types exist: magazine / clip hardpoints, pistol 
  hardpoints and rifle hardpoints (on the back only). They 
  can be placed anywhere on the Mech (except rifle: on 
  back only) and are able to hold one item of the type their 
  
   
  54 
   
   
  54 
  intended for. Anyone can grab them and pull them off 
  with sufficient strength (minimum the same as Mech 
  who was the hardpoints installed). On erratic move-
  ment, feel free to have them drop. 
  During combat there’s a 20 % chance of losing the 
  items. 
  Clip 
  Power (ON) 0.25/0.5/0.75; Power (OFF) 0; Space 0 
  Pistol 
  Power (ON) 2/3/4; Power (OFF) 0; Space 0/0.5/1 
  Rifle 
  Power (ON) 4/5/6; Power (OFF) 0; Space 0.5/1/1.5 
  MMaaggnneettiicc  GGrriippss  
  Slowly Walther tightened his hand around the fragile 
  crate of electronic equipment. His Mech repeated the 
  movement, as if picking up an egg. Slowly the fingers 
  got a grip on the large metal crate. And then it hap-
  pened: a bit too much pressure, and the crate crum-
  pled into a small ball of solid junk as the immense 
  strength of the Mech kicked in. 
  Originally a modification for civil and industrial 
  Mecha, the magnetic grips are large magnetic coils 
  installed in the Mech’s hands. Other locations (feet, 
  elbows) are known to exist, but for other reasons 
  (Mech combat being an example). These coils con-
  sume a great deal of power but are able to lift size-
  able loads, without needing to enclose them in your 
  hands. 
  When installed in other locations, they can also be 
  used to keep items in place – such as lighter shields, 
  tools and the like. While not really suited for combat, 
  many construction Mecha have magnetic belts or 
  arm covers on which they fix their tools. 
  Can be installed anywhere on the Mech; one grip 
  roughly covers one part of a limb: hand, lower arm, 
  upper arm, belt, feet, lower leg, upper leg, lower 
  back, upper back, lower abdomen, breast, head. Any 
  number of grips can be installed. They need to be 
  switched on to work (consuming power). 
  Any metallic items fixed to it will stay in place during 
  normal manoeuvres. For combat, assume a 50 % 
  chance that they will drop due to the erratic move-
  ments (reduce to 30 % if object is held by two grips 
  at the same time).  
  Power (ON) 2/4/6, Power (OFF) 0.5, Space 1/2/3 
  MMiissssiillee  DDeeffeennccee  ((ssmmaallll++  oonnllyy))  
  Li studied her tactical display. Some 10 Grubs where 
  buried in a solid firing position. She would have two 
  shots from her chaffs and two additional ones from the 
  hand-held chaff dispenser, getting her through the first 
  few seconds, while the others closed in to take it person-
  ally. However, that left her with a few stray missiles 
  hitting her for sure. Happily her shiny missile defence 
  system would take care of it just nicely. 
  In order to have another long-term solution to the missile 
  problem which does not depend on ammunition, the 
  NEG came up with an experimental laser-based system. 
  It plugs into the radar and target acquisition system of 
  the Mech, identifying and tracking missiles. If no chaff is 
  fired, the lasers will start laying barrage fire into the 
  missile volley, taking down as many as possible. Maxi-
  mum effectiveness is of course achieved, when multiple 
  lasers are installed. If chaff is fired, the lasers will not 
  work. 
  The system gets a single defence roll (15 + 3d6) in addi-
  tion to the Mech’s dodge roll, which counts against all 
  attacks. If it wins, roll 1d10 for every laser installed and 
  add up: This is the number of missiles / rockets etc. the 
  system destroys this entire turn (not volleys, individual 
  missiles). Any missile non destroyed does damage nor-
  mally to the Mech (if it didn’t doge). Note that the system 
  destroys any incoming missiles, regardless of whether 
  
   
  55 
   
   
  55 
  the Mech dodged or not. You may install up to 2 / 3 / 
  4 lasers. 
   
  Stats per laser: 
  Power (ON) 10, Power (OFF) 1, Space 3 
  Example 
  Li has expended all her chaff. Sadly, 3 Grubs fire 
  from every one of their 2 rocket pods (6 x 5 missiles). 
  5 salvos would hit. Li rolls her dodge: she’ll dodge the 
  1st and last salvo, but salvos 2 to 4 will hit her. She 
  has 2 lasers installed and wins the defence contest. 
  Rolling 2d10 for the 2 laser she gets lucky: 15 mis-
  siles destroyed. So the first 3 salvos are destroyed and 
  the 4th hits, as she dodged the 5th. Note that the sys-
  tem also destroys the 1st salvo, although Li dodged it. 
  QQuuiicckk  wweeaappoonn  rreecchhaarrggee  
  IceCube fired away with his missile racks, his Scimi-
  tar plunging the far away battlefield into the deadly 
  fire of his inferno missiles. Volley after volley he 
  fired, underlining his message with the twin destruc-
  tion of his charge beams. Suddenly a light blinked 
  red, the ammunition warning. As he called over his 
  com to backup, the logistic Mech approached him, 
  covers beyond his ammunition pouches opened, 
  dropping the expended boxes, while the Mech shoved 
  the next ammo boxed into the Scimitar. Automatic 
  locks clicked into place, the inventory was read via 
  RFID tags in a split second, information on ammo 
  load showed up on IceCube’s display and the missile 
  racks were hot again. 
  By modifying the structure next to the ammunition 
  depots and adding some additional detector circuitry, 
  the Mech is able to quickly dump expended ammuni-
  tion and to receive new standardized containers. If all 
  goes well, ammunition can be exchanged in just 5 
  seconds. 
  When needed, spare ammunition is usually provided 
  by industrial or logistic Mecha, which can reach high 
  enough and are sufficiently strong to lift the ammo to 
  the insertion point. For smaller Mecha, powered 
  armour is sometimes used. This modification is quite 
  common and nearly 80 % of the military has imple-
  mented it, although it reduces the maximum ammo 
  capacity somewhat, since the standard bins and quick 
  loading mechanism need to be installed.Allows for 
  quick ammunition change: releasing ammo is a free 
  action, loading new ammo into an empty port when 
  already standing in position takes one full turn. The 
  Mech being reloaded may not move, turn etc., but 
  may fire any of its installed weapons. It is explicitly 
  possible to preload a round into a weapon and ex-
  change its ammo while firing it (the weapon can’t 
  reload in that same turn though, so it has to pause for 1 
  turn). 
  Must be installed separately for each weapon. Consumes 
  0.5 pwr per weapon and increases required weapon 
  space by 30 %. Only works of course for weapons which 
  rely on ammunition (essentially rockets). 
  RRaaddiiaattiioonn  sshhiieelldd  ((mmeeddiiuumm++  oonnllyy,,  
  nnoott  EEnnggeell))  
  
   
  56 
   
   
  56 
  The sky turned bright and all sound vanished for an 
  instant. Then suddenly the awful, disgusting and 
  primordially fearful sight of the expanding clouds 
  filled the screens and it was as if one could hear the 
  distant screams of burned and radiated people and 
  Migou. The Mech ducked, flat on the ground, to 
  avoid the shockwave, behind some light bushes and 
  trees. It took only a second, then the shockwave ar-
  rived, the heat and rushing air blowing away the 
  bushes, scarring the earth and pulling on the Mech’s 
  armour. Then the radiation set in, contaminating 
  everything in the 
  area, rendering the 
  earth sterile and 
  dead. 
  Ivanna 
  sighed. The radia-
  tion shielding in-
  side 
  her 
  Mech 
  would prevent the 
  worst, but still. 
  In 
  cases 
  where 
  small 
  nuclear 
  strikes are to be 
  expected, 
  NEG 
  military 
  always 
  outfits their Mecha 
  with a special radia-
  tion shielding in 
  order to protect the 
  Mech and pilot. Heavy lead plating is placed around 
  the pilot, while essential Mech systems are heavily 
  modified to resist the electromagnetic shock and 
  blast / radiation impact. 
  One of the most radical changes which can be ad-
  ministered to a Mech, only a few selected are outfit-
  ted with it and are then re-deployed wherever neces-
  sary. Due to the hybrid biotechnology used in Engel, 
  this modification cannot be used on them; however, 
  they resist it in their own fashion, 
  Allows medium and large Mecha to survive an atomic 
  bomb, reducing them directly to critical / serious dam-
  age, while behemoth Mecha receive only serious 
  damage. The pilot is protected almost completely (1d10 
  + 5 damage). Due to the weight and complexity of 
  modifications, this mod reduces all speeds of the Mech 
  by 50 %. 
  Power (always ON) 2, Space 5/10/15 
  RReeppaaiirr  ssyysstteemm  
  24 hours ago Li had been 
  deployed, 23 hours ago she 
  had gotten severely dam-
  aged in an ambush. Shud-
  ders running through her 
  Mech, structure giving way 
  only to be patched up by her 
  DCS. Eventually they got 
  away, but had to advanced 
  quickly; after two hours the 
  repairs 
  started 
  breaking 
  apart again and the squad 
  had to stop and find shelter. 
  21 hours from then, the 
  internal repair system had 
  done a marvellous job and 
  
   
  57 
   
   
  57 
  they were all up again – if only for a few days. 
  On long time combat missions, when the correct 
  maintenance and technical teams are not available, a 
  Mech still needs to function properly to carry out the 
  assignment. 
  The repair system is a slower cousin of the DCS, 
  employing similar nano-technology, but having also 
  a small spare parts reserve, allowing the Mech to 
  correctly patch up damage. Repair drones the size of 
  beetles run around the frame, making material avail-
  able, while specialized welding, patching, gluing and 
  other robots make use of the materials. Of course, the 
  armies of drones need to be deployed, steered and 
  brought back safely, meaning that the system freezes 
  the Mech and can be damaged, if inadvertent Mech 
  movement is performed, as drones and materials are 
  lost under unpredictable movement patterns. 
  The repair system takes 1 hour to repair 1 box of 
  damage, down to cosmetic damage. It works even on 
  Critical level and can heal up to 50 points of integ-
  rity before requiring a re-fill. It is able to patch up 
  DCS repairs but cannot be used in combat. 
  The repair system only works when the Mech is im-
  mobile, frozen in place. Re-activating the Mech takes 
  5 minutes; if an emergency activation is performed, 
  the repair system looses 2d10 uses (i.e. points of 
  integrity it can heal) 
  Power (ON) 10/25/40, Space 3/6/10. 
  RRoobbuusstt  eeqquuiippmmeenntt  
  Again and again Virginie got hit, sparks, debris and 
  armour pieces flying from her Engel like leaves from 
  an autumn tree. She held up fine, but suddenly a 
  flash hit her right arm and dang! Her lightning gun 
  went offline, sparks flying from fried circuit breakers 
  and electronics. Cursing she fired her plasma canon 
  watching as the additional segregation and redun-
  dancy kicked in, alternative signal routes activated 
  and her gun came back to life. “Get here you suck-
  ers!” 
  Even the normal equipment installed in a Mech has 
  basic redundancies. These include geometrically 
  separated control units, multiple redundant wires and 
  alternative signal and power routing, error checking 
  protocols on the electronic parts and multiple redun-
  dant safeguards for critical functions. However, the 
  biggest enemy of safety is budget. Many items still 
  use the same equipment as redundant means, mean-
  ing that a failure in a production run might kill your 
  entire equipment. 
  This situation can be changed: redundant equipment (for 
  instance the charger coils of weapons) can be designed to 
  have larger safety margins (e.g. specifications allow for 
  50 % more load than under the worst assumed condi-
  tions), can be bought from different supplies with differ-
  ent architectures and so forth. This incurs of course not 
  only some issues with availability and maintenance, as 
  you have multiple spare parts (and is as such frowned 
  upon by field commanders), but also with overall system 
  complexity (due to the larger amount of equipment to be 
  integrated and cross-connected) and, over all, budget. 
  Each level increases the failure code of a single piece of 
  equipment by one step. Has to be bought separately for 
  each equipment. The frame is not an equipment, only 
  installable items are. In addition, the modification in-
  creases an equipment's cost, complexity, maintenance 
  and availability by 10 % (round up). 
  Increases equipment’s power and space requirements 
  by 20 %. 
  RRoocckkeett  bboooosstteerr  ((nnoott  BBeehheemmootthh))  
  He ran. As fast as he could, the legs of his Broadsword 
  working hard, with a steady rhythm. But still the locusts 
  gained on him with frightening speed. Cursing under his 
  breath he ran towards the small cliff up ahead, already 
  hearing the sound of the Locusts’ mandibles clicking, 
  ready to devour him, sure that they had him in a trap 
  
   
  58 
   
   
  58 
  when he’d be stopped by the cliff. Finally smiling to 
  himself he thumbed the button protection open and 
  hit the big red switch beneath it. 
  The rocket booster system is a radical modification 
  of a Mech, installing solid-fuel powered one-shot 
  rocket pods on the back and front of the Mech, keep-
  ing him in a stabilized flight position. Highly inert 
  reaction agents are used, in order to keep them from 
  accidentally igniting during battle, and special safe-
  guards allow detaching them from the Mech’s body 
  in case of emergency. 
  The fuel supply lasts for 60 seconds and is enough to 
  propel the Mech 1 km straight into the air, with very 
  little ability to steer. How he comes down from there 
  is essentially up to the pilot … the modification is 
  not used that much, as the Mech’s structure and pilot 
  are subjected to extreme acceleration and often walk 
  away with wounds and damage. 
  When expended, the rockets are jettisoned, freeing 
  up weight and allowing the Mech to reach its normal 
  ground acceleration again. 
  Installs 3 rocket pods (two back, one front) on the 
  Mech, dropping the acceleration code by 1 (e.g. from 
  A to B) until used, when the pods are jettisoned and 
  acceleration is back to normal. Upon activation, the 
  Mech is propelled 1 km in direction of firing in about 
  4.55 seconds with an acceleration of 10 g. The Mech 
  takes 3d10 % (no armour) structural damage and the 
  pilot 2d10 (no armour) vitality damage. 
  When the rockets are expended, the pilot still needs 
  to be able to somehow land (A-Pods, parachutes etc.) 
  or he’ll crash. “Air-droppable” explicitly works as 
  landing possibility. 
  Power (ON) 2/3/4, Power (OFF) 0.5; Space 5/9/13 
   
  SSeennssoorr  uuppggrraaddeess  
  The Dragonfly disappeared, leaving laser 
  marks in John’s Scimitar’s armour. Trying 
  to go again for its run-and-hide tactics, it 
  disappeared, stealth system activated. John only smiled. 
  Switching off his charge beams, he powered up his cus-
  tom X-Ray system and lined up his two long-range mis-
  sile racks upon the Dragonfly. “Time to die, sucker!” 
  Why limit oneself to the sensors that are installed in the 
  Mech by standard? By modifying the LAI interface and 
  installing additional equipment, any Mech can accept 
  any kind of sensors. However, most of them are pretty 
  difficult to install, respectively have very high power 
  needs, leading to this modification being taken seldom. 
  This is also the explanation why not every Mech is 
  equipped with X-Ray imaging. 
  You can install any sensor system from the core book 
  (and other rules books) on your Mech. Look up the Sen-
  sor installation table for information on exact data. 
  SSuuppppoorrtt  ssyysstteemmss  
  0,0
  0,2
  0,4
  0,6
  0,8
  1,0
  1,2
  0,2
  0,6
  1
  1,4
  1,8
  2,2
  2,6
  3
  3,4
  3,8
  4,2
  4,6
  Time [s]
  Speed [km/s]
  Distance [km]
   Sensors 
  Power (On) 
  Power (Off) 
  Space 
  S 
  M 
  L 
  S 
  M 
  L 
  S 
  M 
  L 
  Long Range 
  10 
  10 
  10 
  1 
  1 
  1 
  15 
  15 
  15 
  Loudspeaker 
  1 
  1 
  1 
   
   
   
  0,5 
  0,5 
  0,5 
  Mimic System 
  6 
  8 
  10 
  1 
  2 
  3 
  4 
  6 
  8 
  Scan 
  5 
  5 
  5 
   
   
   
   
   
   
  Sonar 
  5 
  5 
  5 
   
   
   
  1 
  1 
  1 
  Spotlights 
  1 
  1 
  1 
   
   
   
  0,75 
  0,75 
  0,75 
  Targeting +1 
  3 
  3 
  3 
  1 
  1 
  1 
  1 
  2 
  4 
  Targeting +2 
  5 
  5 
  5 
  1 
  1 
  1 
  2 
  4 
  8 
  Targeting +3 
  10 
  10 
  10 
  3 
  3 
  3 
  4 
  8 
  16 
  Targeting +4 
  20 
  20 
  20 
  5 
  5 
  5 
  8 
  16 
  32 
  Thermal 
  5 
  5 
  5 
   
   
   
  1,5 
  1,5 
  1,5 
  X-Ray 
  12 
  12 
  12 
  5 
  5 
  5 
  8 
  8 
  8 
  
   
  59 
   
   
  59 
  Running towards the enemy’s base, Walter swore 
  again. He could already pick up the first probing 
  scanners and radar beams on his Gladius’ frame. 
  The communication centre in front of him had to be 
  taken down before they could sent a warning, lest he 
  wanted to deal with a whole lot more of pesky Mi-
  gou. 
  Any support system already available as a build-in 
  solution to some Mecha, is also available to others as 
  a modification. However, many systems are more 
  difficult to incorporate at a later stage and involve 
  some rather important LAI modifications and, in the 
  case of re-enforcements and the like, frame modifica-
  tions and armour adaptations; all these can become 
  quite bulky. 
  You can install any support system from the main 
  books on your Mech. Look up the Support installa-
  tion table for information on exact data. 
  SSuurrffaaccee  ccooaattiinngg  ((nnoott  sstteeaalltthh  
  MMeecchhaa))  
  Jean crept forward, his Auphan crouching low. His 
  team waited 2 km behind him, as the entire terrain 
  was covered by powerful radar. In the heat of the 
  jungle and the dense fog, the enemy relied nearly 
  solely on this method of detection. Jean did not mind; 
  he knew that his custom anti-radar coating would 
  throw them off. They would never knew what him 
  them! 
  Special surface coatings do not offer the same bo-
  nuses as a full stealth system, but can help to reduce 
  the Mech’s signature against certain detection kinds. 
  By applying absorbent or dispersing materials or 
  paints, the Mech is rendered nearly invisible to cer-
  tain kinds of sensors. The most typical application is 
  a radar-absorbent paint applied to the armour of a 
  Mech. 
  Requires neither power nor space, only money. 
  TTrraammpp--MMooddiiffiiccaattiioonn  
  ((ssmmaallll  
  ++  
  oonnllyy))  
  A faint shudder goes through the Mecha as the last Pow-
  ered armour jumps on and the metallic clamps slid into 
  place. The D-Engine pushes up power production to 
  serve the last tramper, and off the heavily laden Mecha 
  flies on A-Pods, towards battle and glory. 
  Deployment of Mecha and powered armour at the same 
  time can sometimes become a problem due to power 
  availability in the powered ar-
  mour and / or differences in 
  speed. Quite soon, ingenious field 
  engineers found out, that by at-
  taching rails and universal power 
  plugs to the main body of a Mech, 
  you could essentially provide 
  tramp points for smaller powered 
  armour and, in the case of the 
  Behemoth class Mecha, even 
  small Mecha. 
  The modification thus extends 
  rods from the main structure to 
  the outside, through the armour, 
  having hand-holds coupled with 
  magnetic locks to keep the 
   Support Systems 
  Power (On) 
  Power (Off) 
  Space 
  S 
  M 
  L 
  S 
  M 
  L 
  S 
  M 
  L 
  0g Adaptation 
  5 
  5 
  5 
  5 
  5 
  5 
  2 
  4 
  8 
  Airdroppable 
  10 
  10 
  10 
   
   
   
  2 
  5 
  10 
  A-Pods 
  10 
  15 
  20 
  5 
  7,5 
  10 
  4 
  6 
  8 
  Buoyancy 
   
   
   
   
   
   
  5 
  10 
  20 
  Chaff Dispenser 
  3 
  3 
  3 
   
   
   
  2 
  2 
  2 
  Cold Resistance 
  5 
  7 
  10 
  1 
  1,5 
  2 
  3 
  4 
  5 
  Depth Reinforce 
   
   
   
   
   
   
  8 
  11 
  20 
  ECM 
  15 
  15 
  15 
  2 
  2 
  2 
  3 
  4 
  5 
  Ejector System 
  5 
  5 
  5 
   
   
   
  4 
  5 
  6 
  Grapplers 
  5 
  5 
  5 
   
   
   
  2 
  4 
  6 
  Heat Resistance 
  10 
  12 
  15 
  2 
  3 
  5 
  2 
  3 
  4 
  Jump Pods 
  9 
  12 
  15 
  1 
  3 
  5 
  3 
  6 
  12 
  Life Support Pod 
  2 
  2 
  2 
  2 
  2 
  2 
  1 
  1 
  1 
  Limited Stealth Systen 
  7 
  10 
  12 
  2 
  3 
  4 
  2 
  4 
  6 
  Manipulator Arm 
  5 
  5 
  5 
   
   
   
  2 
  6 
  12 
  Sealed System 
  3 
  4 
  5 
  3 
  4 
  5 
  3 
  6 
  9 
  Stealth System 
  15 
  20 
  25 
  6 
  8 
  10 
  5 
  10 
  15 
  Storage Comp. 
   
   
   
   
   
   
  2 
  4 
  6 
  
   
  60 
   
   
  60 
  tramper securely in location. In addition, universal 
  induction power dispensers are installed, allowing 
  powered armour relying on D-Cells to be fed while 
  riding on the Mech. However, the power output is 
  not really large enough to recharge the tramper while 
  the carrier is moving, flying etc. This modification 
  works, of course, also for movement by A-Pods. 
  In combat, this technique is rarely used, as hostile 
  fire can hit the trampers and reduce them to ashes 
  while still damaging the carrier due to the blast im-
  pact on the shell. In addition, most trampers will fall 
  of (or have to let go) in combat in order not to hinder 
  the carrier defending itself, thereby potentially dam-
  aging themselves. 
  The maximum amount of powered armour tramp 
  points is equal to the strength of the Mech; the 
  maximum amount of small Mecha that can tramp on 
  a behemoth-class Mech is equal to one quarter of 
  that (round down). The carrier can supply up to 8 
  power points per mount, which the host can use as he 
  sees fit. For every three powered armour, or one 
  small Mech, the number of available actions, reflex 
  and agility all drop by 1 (to a minimum of 1). Jump-
  ing is not possible. 
  When fighting a carrier Mech, there is a chance of 
  impacting a tramper. Every powered armour in-
  creases this chance by 5 % and every small Mech by 
  15 %. Roll with a d100; if below the chance, a 
  tramper is hit, taking the full damage while the car-
  rier still takes 1/5th the damage from the impact. Any 
  tramper hit in that fashion must make a Pilot test in 
  order to remain in place.  
  Base is Easy, but increase difficulty by one step for 
  each (structure) damage the tramper takes. If the 
  tramper falls, treat as falling damage from carrier's 
  height. When high in the air, the tramper may take 
  the time to re-assess the situation and re-calibrate, if 
  he is equipped with A-pods, parachutes or similar. 
  Each combat turn allow one pilot roll as above and 
  reduce difficulty category by one each turn. Para-
  chutes or A-pods decrease this difficulty by one step. 
  Per Point: 
  Power (ON) 10/2*, Power (OFF) 9, Space 2 
  *Can function at 2 power per tramper for tramp only 
  (no recharge of tramper’s D-cells). 
  TTrroooopp  ttrraannssppoorrtt  ((MMeecchhaa::  mmee--
  ddiiuumm++;;  EEnnggeell::  oonnllyy  BBeehheemmootthh))  
  „All cleared and ready“. Troopers strap down in the 
  barracks, last locks click into place and suddenly the 
  entire forward post with its 6 barracks, 24 Mecha 
  and nearly 200 in personnel looks deserted. Then 
  two Mecha each pick up the barracks, and the entire 
  camp moves out to the next assignment. 
  Sometimes dedicated troop transports are just not avail-
  able or are too expensive. So, while you already have 
  your Mech out on the battlefield, why not charge him 
  with some extra weight to transport his own Mechanical 
  staff, troops and the like? The answer comes in two fla-
  vours: one solution is installed permanently and one is a 
  temporary hand held container. 
  Permanent solution 
  
   
  61 
   
   
  61 
  The permanently installed solution is only available 
  to the largest Engel and only available to Mecha of 
  medium size or larger, as it adds suspension bunks to 
  the lower and upper legs. On medium Mecha and 
  behemoth Engel one bunk is installed in each leg, on 
  large Mecha one in each 
  upper and one in each 
  lower leg, which can also 
  support 
  tiny 
  powered 
  armour. On the large 
  sword class Mecha, there 
  is even an option for two 
  (somewhat 
  cramped) 
  main body bunks, in-
  stalled on each side. The 
  bunks consist of an up-
  right stretcher, where the 
  trooper can strap himself. 
  When releasing the locks, 
  he is suspended either 
  magnetically or mechani-
  cally inside the space and 
  thus protected by the 
  worst damage. He also 
  has an intercommunica-
  tion suit, small screens 
  and a basic waste disposal 
  and water supply system. 
  The bunks are connected to an eventual life support 
  system of the Mech and have an internal sealing 
  Mechanism, which can quickly repair any battle 
  damage to the environmental seal. 
  Moveable solution 
  The moveable solution is a small barracks building, 
  intended to be picked up and carrier around by one or 
  more Mecha. It comes in different sizes and is essentially 
  a re-enforced composite floor with aluminium beams on 
  major load paths, light composite walls and a composite 
  roof. It comes equipped with standard connection points 
  for electricity and external life support, but can run on 
  internal life support (pro-
  vided it is powered by the 
  Mecha) for up to 12 
  hours. The barracks come 
  fully equipped with beds 
  welded to the grounds, 
  shock proof electronic 
  storages, communication 
  systems, lockers and the 
  like. It can be carried by 
  up to two Mecha and is 
  only limited in size by 
  what 
  two 
  Behemoth 
  Engel can carry. 
  Medical facility op-
  tion 
  For the built-in solution, 
  there is also the possibil-
  ity to install emergency 
  medical facilities in the 
  legs. 
  These 
  powerful 
  units hold one trooper 
  each, in a stabilized state. While not able to truly heal the 
  
   
  62 
   
   
  62 
  patient, they can at least delay poison, illness and 
  alleviate life-threatening wounds and pain. 
  Restraint option 
  The built-in solution can also be modified to restrain 
  whoever sits inside. Tight belts, hand- and feet-cuffs 
  are installed, with a sedation system and emergency 
  stun charges. In addition, the “seat” is re-enforced 
  and an internal security system (camera & micro-
  phone) is installed. 
  Rules 
  For the permanent solution, hits to the Mecha might 
  also lead to hits on the bunks. If you play with impact 
  zones, the probability of hitting the compartment is 
  25 % (1-2 on a d10) for the leg bunks and 12.5 % (1 
  on d10) for torso bunks. In this case sealing & life 
  support in the bunk are lost for two full turns, until 
  automated sealing kicks in and the occupant receives 
  1/2 the damage the Mech received, modified by Mech 
  and personal armour (as vitality damage). 
  For the moveable solution, the size is limited by the 
  weight both Mecha can handle. When carried by two 
  Mecha, apply only 2/3rd the theoretical strength of 
  the Mecha as they need to carry it in an awkward 
  position. Combat, jumping, running and diving is 
  impossible; movement rate on ground is 1/2 the rate 
  of the slowest carrying Mech. A-Pod usage is possi-
  ble at a maximum speed of 100 km/h. Treat the bar-
  racks as an integrity based building with a structure 
  of 5 and no armour. If the barracks take heavy dam-
  age, consider the people inside injured if not dead. 
  The barracks are built to survive a fall of up to 10 
  metres. Beyond that, consider them destroyed and all 
  people within dead. The barracks may explicitly have 
  people inside when being transported, but they need 
  to be strapped down and take 1d10 vitality damage. 
  The medical facility will stabilize any patients inside 
  and delay poison and illness by factor 10. When on 
  Death’s Door, the medical facility will heal 1 vitality 
  per 15 min., until the patient is reduced to serious 
  wounds. 
  The restraint facility fully immobilizes the prisoner 
  with self-tightening steel and plastic bandages. 
  Should he try and escape or even rupture any of the 
  restraints, a warning signal is sent to the pilot and 
  the compartment can be flooded with gas (usually a 
  stun-gas) and the metallic restraints can be charged 
  with a non-lethal damage. (Tenacity Feat test (very 
  hard) to remain conscious and 2d10 vitality damage, 
  trauma armour) 
  Internal 
  Power (ON) 0.5, Power (OFF) 0, Space 4 
  Medical 
  Power (ON) 1, Power (OFF) 0.25, Space 6 
  Restraint 
  Power (ON) 0.75, Power (OFF) 0, Space 7 
  WWeeaappoonnss  LLoocckkeerr  ((ssmmaallll++))  
  Private Ryan tossed his water-trenched rifle to the 
  ground, useless after weeks in mud and adverse condi-
  tion. Normally, this would have been a death sentence, 
  being left unarmed in a fight. As it was, he just walked 
  over the large Scimitar towering above the battle scene 
  and knocked on the leg, while sending a short com-burst 
  out. Panels slid back and an impressive array of weap-
  ons slipped out of the Mech. 
  Similar to the equipment dispenser, a weapons locker is 
  but a glorified storage compartment inside a Mech’s or 
  Engel’s frame. Depending on the size of the host unit, 
  different weapon sizes and amounts can be carried. 
  Weapons are safely strapped into an automated distribu-
  tion system and have already a single clip inserted. When 
  commanded by the pilot or an optional ground control 
  panel, doors slide back in the hosts’ armour and a distri-
  bution system presents the selected weapon (or a selec-
  tion of available weapons) to the happy ground user. 
   
  
   
  63 
   
   
  63 
  Each choice of this option grants 4 points of weapon 
  storage. A pistol or SMG consumes 1 point, rifles 
  and assault rifles 2 points, heavy guns such as 
  machine guns 3 points and support weapons 4 
  points. The maximum amount that can be installed in 
  a Mech are 8 / 16 / 40 and in Engel 8 in large ones 
  and 16 in behemoth ones. 
  Power (ON) 1, Power (OFF) 0, Space 2. 
  2.9 Modification Table 
  There it is: the exhaustive list of 
  modifications, 
  including 
  weapons 
  and support systems, as well as 
  sensors and new toys. In case you 
  decide that it’s time to build a 
  new Mech to your specifications, 
  see the next chapter (2.10) for 
  more information. 
   
  On the following page the list of modifications (ex-
  haustive). An empty field means the value is zero. 
  Fractional values are kept until the process is entirely 
  finished, when they are rounded true. 
   
   Sensors 
  Power (On) 
  Power (Off) 
  Space 
  S 
  M 
  L 
  S 
  M 
  L 
  S 
  M 
  L 
  Long Range 
  10 
  10 
  10 
  1 
  1 
  1 
  15 
  15 
  15 
  Loudspeaker 
  1 
  1 
  1 
   
   
   
  0.5 
  0.5 
  0.5 
  Mimic System 
  6 
  8 
  10 
  1 
  2 
  3 
  4 
  6 
  8 
  Scan 
  5 
  5 
  5 
   
   
   
   
   
   
  Sonar 
  5 
  5 
  5 
   
   
   
  1 
  1 
  1 
  Spotlights 
  1 
  1 
  1 
   
   
   
  0.75 
  0.75 
  0.75 
  Targeting +1 
  3 
  3 
  3 
  1 
  1 
  1 
  1 
  2 
  4 
  Targeting +2 
  5 
  5 
  5 
  1 
  1 
  1 
  2 
  4 
  8 
  Targeting +3 
  10 
  10 
  10 
  3 
  3 
  3 
  4 
  8 
  16 
  Targeting +4 
  20 
  20 
  20 
  5 
  5 
  5 
  8 
  16 
  32 
  Thermal 
  5 
  5 
  5 
   
   
   
  1.5 
  1.5 
  1.5 
  X-Ray 
  12 
  12 
  12 
  5 
  5 
  5 
  8 
  8 
  8 
  
   
  64 
   
   
  64 
   
  Power (On) 
  Power (Off) 
  Space 
  S 
  M 
  L 
  S 
  M 
  L 
  S 
  M 
  L 
  Rifle Hardpoint 
  4 
  5 
  6 
   
   
   
  0.5 
  1 
  1.5 
  Anti-BA. electrical (norm 
  charge) 
  5 
  10 
  20 
   
   
   
  2 
  3 
  4 
  Anti-BA. electrical (quick 
  charge) 
  10 
  20 
  30 
   
   
   
  2 
  3 
  4 
  Anti-BA. exploding 
  1 
  1 
  1 
  1 
  1 
  1 
  3 
  5 
  8 
  Anti-BA. laser (per laser) 
  2 
  2 
  2 
  0.5 
  0.5 
  0.5 
  2 
  2 
  2 
  Armour Modification 
   
   
   
   
   
   
  4 
  8 
  12 
  Battle 
  Armour 
  Support 
  Point 
  10 
  10 
  10 
   
   
   
  2 
  2 
  2 
  Climibing Claws & Aides 
  1 
  2 
  3 
   
   
   
  2 
  3 
  4 
  Cmd Circuit. Commader 
  10 
  10 
  10 
  3 
  3 
  3 
  4 
  4 
  4 
  Cmd Circuit. User 
  3 
  3 
  3 
  1 
  1 
  1 
  2 
  2 
  2 
  Emergency Parachute 
   
   
   
   
   
   
  2 
  4 
  6 
  Equipment Dispenser 
   
   
   
   
   
   
  1 
  1 
  1 
  Full Immersion ESI 
  5 
  5 
  5 
  5 
  5 
  5 
  1 
  1 
  1 
  Improved Handling 
  3 
  6 
  9 
  3 
  6 
  9 
   
   
   
  Long Operations Cockpit 
  3 
  3 
  3 
  3 
  3 
  3 
  8 
  8 
  8 
  Magazine hardpoint 
  0.25 
  0.5 
  0.75 
   
   
   
   
   
   
  Magnetic Grips 
  2 
  4 
  6 
  0.5 
  0.5 
  0.5 
  1 
  2 
  3 
  Missile Defense 
  10 
  10 
  10 
  1 
  1 
  1 
  3 
  3 
  3 
  Pistol Hardpoint 
  2 
  3 
  4 
   
   
   
   
  0.5 
  0.5 
  Radiation Shield 
  2 
  2 
  2 
   
   
   
  5 
  10 
  15 
  Repair System 
  10 
  25 
  40 
   
   
   
  3 
  6 
  10 
  Rocket Booster 
  2 
  3 
  4 
  0.5 
  0.5 
  0.5 
  5 
  9 
  13 
  Troop Transport. Internal 
  0.5 
  0.5 
  0.5 
   
   
   
  4 
  4 
  4 
  Troop Transport. medical 
  1 
  1 
  1 
  0.25 
  0.25 
  0.25 
  6 
  6 
  6 
  Troop Transport. restraint 
  0.75 
  0.75 
  0.75 
   
   
   
  7 
  7 
  7 
  Unit Transport. per Space 
  3 
  3 
  3 
  0.5 
  0.5 
  0.5 
   
   
   
  Weapons Locker Point (by 
  4) 
  1 
  1 
  1 
   
   
   
  2 
  2 
  2 
  Weapons Sheath. Large 
  3 
  3 
  3 
   
   
   
  1 
  1 
  1 
  Weapons Sheath. Small 
  1 
  1 
  1 
   
   
   
  0.5 
  0.5 
  0.5 
   
  Power (On) 
  Power (Off) 
  Space 
  S 
  M 
  L 
  S 
  M 
  L 
  S 
  M 
  L 
  Acid Drip 
   
   
   
   
   
   
  0.5 
  2 
  4 
  Charge Beam 
  23 
  35 
  50 
  10 
  17 
  25 
  10 
  15 
  20 
  Flamethrower 
  2 
  4 
  6 
  1 
  2 
  3 
  2 
  5 
  7 
  Grav Bomb 
  2 
  5 
  15 
   
   
   
  3 
  5 
  7 
  Hyperedged Blade 
   
   
   
   
   
   
  1 
  2 
  3 
  Hyperedged Claws 
   
   
   
   
   
   
  1 
  2 
  3 
  Hyperedged Spur 
   
   
   
   
   
   
  2 
  3 
  4 
  Laser Canon 
  6 
  13 
  17 
  3 
  6 
  8 
  8 
  12 
  15 
  Lightning Canon 
  4 
  8 
  11 
  2 
  4 
  5.5 
  4 
  7 
  10 
  Long-Range Missiles 
  2 
  2 
  2 
   
   
   
  25 
  25 
  25 
  Mandibles 
   
   
   
   
   
   
  0 
  1 
  2 
  Plasma Canon 
  5 
  8 
  10 
  2 
  3 
  5 
  5 
  7 
  10 
  Rocket Pod 
  4 
  4 
  4 
   
   
   
  12 
  12 
  12 
  Stinger 
   
   
   
   
   
   
  1 
  2 
  3 
  Teeth 
   
   
   
   
   
   
  0 
  1 
  2 
  Tentacle Sheath 
   
   
   
   
   
   
  2 
  3 
  4 
  Tongue 
   
   
   
   
   
   
  2 
  3 
  4 
  0g Adaptation 
  5 
  5 
  5 
  5 
  5 
  5 
  2 
  4 
  8 
  Airdroppable 
  10 
  10 
  10 
  0 
  0 
  0 
  2 
  5 
  10 
  A-Pods 
  10 
  15 
  20 
  5 
  7.5 
  10 
  4 
  6 
  8 
  Buoyancy 
   
   
   
   
   
   
  5 
  10 
  20 
  Chaff Dispenser 
  3 
  3 
  3 
   
   
   
  2 
  2 
  2 
  Cold Resistance 
  5 
  7 
  10 
  1 
  1.5 
  2 
  3 
  4 
  5 
  Depth Reinforce 
   
   
   
   
   
   
  8 
  11 
  20 
  ECM 
  15 
  15 
  15 
  2 
  2 
  2 
  3 
  4 
  5 
  Ejector System 
  5 
  5 
  5 
   
   
   
  4 
  5 
  6 
  Grapplers 
  5 
  5 
  5 
   
   
   
  2 
  4 
  6 
  Heat Resistance 
  10 
  12 
  15 
  2 
  3 
  5 
  2 
  3 
  4 
  Jump Pods 
  9 
  12 
  15 
  1 
  3 
  5 
  3 
  6 
  12 
  Life Support Pod 
  2 
  2 
  2 
  2 
  2 
  2 
  1 
  1 
  1 
  Limited Stealth Sys. 
  7 
  10 
  12 
  2 
  3 
  4 
  2 
  4 
  6 
  Manipulator Arm 
  5 
  5 
  5 
   
   
   
  2 
  6 
  12 
  Sealed System 
  3 
  4 
  5 
  3 
  4 
  5 
  3 
  6 
  9 
  Stealth System 
  15 
  20 
  25 
  6 
  8 
  10 
  5 
  10 
  15 
  Storage Comp. 
  0 
  0 
  0 
  0 
  0 
  0 
  2 
  4 
  6 
  
   
  65 
   
   
  65 
  2.10 Statistics / New Units 
  For the existing Mecha, you can find computed sta-
  tistics in the following. 
  Power ON: 
  all systems on 
  Power OFF: 
  only essentials on, others off 
  Power FIGHT: 
  fighting & essential systems on 
  Name 
  Tech 
  Size 
  Power Avail 
  Space 
  Avail 
  ON 
  OFF 
  Fight 
  MV-16 Broad-
  sword 
  Sword 
  M 
  -17 
  46 
  6 
  2 
  Mk-10A Cen-
  turion 
  Sword 
  XS 
  -14 
  34 
  6 
  12 
  Mk-10S Centu-
  rion 
  Sword 
  XS 
  -2 
  36 
  18 
  16 
  Mk-10U Cen-
  turion 
  Sword 
  XS 
  -1 
  37 
  19 
  22 
  MV-15 Clay-
  more 
  Sword 
  L 
  -9 
  51 
  17 
  38 
  Mk-5 Crusader 
  Sword 
  XS 
  -19 
  29 
  1 
  2 
  MV-16A 
  Gladius 
  Sword 
  M 
  -13 
  37 
  8 
  16 
  MV-18A 
  Rapier 
  Sword 
  S 
  -25 
  26 
  7 
  24 
  MV-18 Saber 
  Sword 
  S 
  -26 
  38 
  7 
  15 
  MV-14 Scimi-
  tar 
  Sword 
  M 
  -52 
  33 
  -30 
  5 
  Aral 
  Engel 
  M 
  2 
  76 
  36 
  14 
  Auphan 
  Engel 
  M 
  -16 
  50 
  30 
  3 
  Cherub 
  Engel 
  L 
  46 
  88 
  63 
  19 
  Malach 
  Engel 
  L 
  63 
  10
  1 
  73 
  8 
  Seraph 
  Engel 
  X
  L 
  11 
  82 
  29 
  14 
  Tarshish 
  Engel 
  L 
  15 
  68 
  37 
  14 
  Blizzard 
  Nazz 
  L 
  -31 
  42 
  1 
  12 
  Borealis 
  Nazz 
  XS 
  10 
  47 
  30 
  19 
  Eclipse 
  Nazz 
  S 
  -9 
  35 
  31 
  6 
  Gale 
  Nazz 
  XS 
  -2 
  44 
  20 
  14 
  Hurricane 
  Nazz 
  S 
  -25 
  38 
  13 
  5 
  Maelstrom 
  Nazz 
  M 
  16 
  62 
  40 
  21 
  Storm 
  Nazz 
  M 
  11 
  56 
  38 
  21 
  Tornado 
  Nazz 
  M 
  -11 
  36 
  13 
  38 
  AMV-1 Falcata 
  Sword 
  M 
  -10 
  54 
  3 
  13 
  AMV-3 
  Khopesh 
  Sword 
  L 
  -8 
  51 
  1 
  49 
  AMK-5 Mak-
  haira 
  Sword 
  XS 
  -14 
  38 
  0 
  0 
  AMV-11 
  Xiphos 
  Sword 
  M 
  -32 
  33 
  -28 
  25 
  Cyclone 
  Nazz 
  M 
  23 
  66 
  55 
  7 
  Monsoon 
  Nazz 
  M 
  -1 
  45 
  29 
  9 
  Tsunami 
  Nazz 
  L 
  -35 
  43 
  1 
  10 
  Undertow 
  Nazz 
  XS 
  13 
  38 
  22 
  8 
  Chashmal 
  Engel 
  X
  -12 
  63 
  21 
  19 
  L 
  Hamshall 
  Engel 
  L 
  -24 
  56 
  4 
  3 
  Ish 
  Engel 
  L 
  -10 
  52 
  17 
  7 
  Shinnan 
  Engel 
  L 
  -60 
  44 
  -36 
  7 
  Brushfire 
  Nazz 
  M 
  -25 
  29 
  28 
  6 
  Sunspot 
  Nazz 
  XS 
  19 
  51 
  25 
  23 
  NNeeww  UUnniittss  
  You can build / create new Mecha and Engel with the 
  standard rules from the beginning of the chapter. In this 
  case, simply treat every system as a modification. 
  New units also have standard specifications, as per the 
  following tables: 
  Size 
  Ag 
  St 
  Integrity 
  Arm T 
  Arm B 
  DCS 
  Regen 
  Rflex 
  XS 
  -1 
  1 
  5 
  1 
  1 
  1 
   
  -1 
  S 
  1 
  2 
  10 
  1 
  1 
  1 
  1 
   
  M 
  1 
  5 
  15 
  3 
  3 
  1 
  2 
  1 
  L 
  1 
  8 
  30 
  3 
  3 
  2 
  3 
   
  XL 
  1 
  11 
  30 
  4 
  4 
  2 
  5,5 
   
   
  Technology 
  Sensor 
  Actions 
  Reflex 
  DCS 
  Sword-Class 
   
   
   
   
  Engel 
  1 
   
  1 
   
  Nazzadi 
  1 
  1 
   
  1 
   
  
   
  66 
   
   
  66 
  Simply add the frame’s attributes to the technology 
  selected to get the base attributes of your Mech. If 
  you want higher attributes, treat it as the “Increased 
  Attribute” modification. 
  For power and space, you can find the basic alloca-
  tion tables based on size and technology at the be-
  ginning of this chapter. They are reproduced here for 
  quicker reference. 
  Space 
  Sword-
  Class 
  Engel 
  Nazzadi 
  technology 
  Tiny 
  43 
  27 
  34 
  Small 
  68 
  42 
  53 
  Medium 
  96 
  59 
  74 
  Large 
  132 
  81 
  102 
  Behemoth 
  171 
  105 
  132 
   
   Power / 
  Norm 
  Sword-
  Class 
  Engel 
  Nazzadi 
  technology 
  Tiny 
  42 
  52 
  44 
  Small 
  59 
  73 
  62 
  Medium 
  73 
  91 
  77 
  Large 
  92 
  114 
  97 
  Behemoth 
  111 
  138 
  117 
   
  Power / 
  Amphib 
  Sword-
  Class 
  Engel 
  Nazzadi 
  technology 
  Tiny 
  46 
  57 
  49 
  Small 
  65 
  80 
  68 
  Medium 
  80 
  100 
  85 
  Large 
  101 
  126 
  107 
  Behemoth 
  122 
  152 
  129 
  Movement Power 
  Once you are all set now, you still need to determine 
  the power that is being consumed by your motive 
  systems. Regardless of power consumption of your 
  A-Pods etc., your Mech consumes power to move 
  you. The formula is a bit difficult, since it had been 
  introduced to take care of all existing models. 
  ����� ������ = 2 × �
  ������
  ��
  +
  ���
  �� +
  �����
  �� � 
  In addition you have your Jump Factor (the 
  multiplier used for jumping) and your ac-
  celeration code, which translates as follows: 
  A – 0, B – 1, C – 2, D – 3 
  Leading to the entire formula 
  ������ = ��. � + 3����� �������
  − ����.� 
  Now that you have your entire rating, you 
  can calculate the power need according to 
  the following formula, as expressed in % of 
  your base power production. 
  ��% = �������.�
  250
   
  Multiply this value with your base power rating to get 
  your power consumption (as always with percentages): 
  ����� = ��% ×  ���� ����� 
  Mind you to include the 10 % additional power for am-
  phibious Mecha (already included in the tables to the 
  left). 
   
  
   
   
   
   
   
   
   
   
   
  33    
  NNeew
  w  TTooyyss  
  
   
  This section introduces a number of 
  new equipment and weapons to be 
  used by humans (including Nazzadi 
  and cross-breeds) and Mecha. Most 
  equipment and weaponry is loosely 
  derived from the 2000 equivalent, 
  but for some items, the advances in 
  science & technology play a great 
  role 
  (intelligent 
  backpacks 
  for 
  instance).  
  Weapons are treated by size, with 
  one chapter devoted to the large 
  Mecha sized weapons and the other 
  one to weapons carried by human-
  like creatures (including Tagers). 
  3.1 Weapons (Mecha sized) 
   A special word about the Mecha sized weapons: 
  some of these weapons can actually be used by Pow-
  ered armour. These weapons can also be used by 
  Tagers, if the grip is modified and if the Tager is 
  strong enough to keep the weight up and resist the 
  recoil. The strength requirements (if applicable) for 
  vitality scale creatures are listed for the convertible 
  weapons. 
  With the advent of the Aeon War, it became ever 
  clearer that tactical situations demanded adaptability 
  and versatility. The weapons inside a Mech could not 
  offer these qualities and a great deal of research went 
  into an array of hand held weapons, large cousins to 
  their human-sized counterparts. However, only a 
  smaller array of weapons exists, as development is 
  expensive and transport of weapons and ammunition 
  is difficult due to the sheer size. 
  One other advantage of hand held weapons is their 
  independent power supply: while charge beams can-
  not be fired more often then in a 10 s interval, hand 
  held weapons do not draw power form the Mech but 
  come with their own D-Cells, bullets etc. This means 
  that the Mech’s D-Engine is free to power other 
  important equipment (or modifications). 
  Name 
  Type 
  Damage 
  D-Type 
  Range 
  Ammo 
  Ener. 
  Special 
  Shots 
  Assault Rifles 
  T1AR 
  AR 
  1 / 2 / 3 
  am 
  25 / 350 / 750 
  60-120c 
  2x100 
  3 / 1-2 / 15 
  3 
  T1AR2 
  AR 
  1 / 2 / 3 
  am 
  25 / 350 / 750 
  60-120c 
  2x100 
  Rocket pod (1 rocket) 
  1 
  T4AR 
  AR 
  0 / 1 / 2 
  P 
  25 / 400 / 850 
  30-120c 
  120 
  4 / 1-3 / 20 
  3 
  T5AR 
  AR 
  2 / 3 / 4 
  Exp 
  25 / 500 / 1100 
  12c 
  60 
  4-round burst (+3 dmg) 
  3 
  P2AR 
  AR 
  -1 / 0 / 1 
  H 
  15 / 200 / 450 
  100b 
  25x4 
  6 / 1-5 / 45 
  3 
  Pistols 
  T1SP 
  PS 
  1 / 2 / 3 
  am 
  15 / 50 / 75 
  6-12c 
  60 
   
  3 
  T1HP 
  PS 
  3 / 4 / 5 
  am 
  13 / 40 / 60 
  6-12c 
  60 
  -1/-2 dmg on med / long 
  2 
  E5TA 
  PS 
  -3 
  hyb elec  
  10 / 35 / 50 
  4c 
  60 
  3d10+10 for 5 turns 
  2 
  Shotguns 
  PS35 
  SG 
  3 / 5 / 7 
  F 
  15 / 60 / 110 
  10c 
  10 
  Int. D-Cell: 1 / day 
  1 
  E2-27X 
  SG 
  1 / 3 / 4 
  Elec 
  10 / 45 / 80 
  10i 
  30 
  1d10 + 0/2/4 for 3 turns 
  2 
  Sniper Rifle 
  SMSR 
  SR 
  16 
  L 
  500 / 1.5k / 4k 
  - 
  * 
  10 hits then 1/4th shots 
  1* 
  T7SR 
  SR 
  13 
  CB 
  200 / 700 / 2k 
  20i 
  * 
  requires power packs 
  1/4 
  SIEX 
  SR 
  10 
  am 
  150 / 500 / 1500 
  ss 
  * 
  requires power packs 
  1/2 
  Heavy Weapons 
  A2LMG 
  HW 
  1 
  am 
  40 / 200 / 600 
  120c, b 
  2x36h 
  5 / 2 – 8 / 60 
  3 
  PKLMG 
  HW 
  3 
  H 
  30 / 150 / 400 
  200c, b 
  2x18h 
  4 / 1 – 5 / 30 
  3 
  L4LMG 
  HW 
  2 
  L 
  50 / 300 / 800 
  - 
  2x12h 
  4 / 1 – 6 / 36 
  3 
  PRMMG 
  HW 
  5 
  H 
  40 / 250 / 650 
  b 
  6x2 
  8 / 1 – 10 / 120 
  3 
  L1MMG 
  HW 
  4 
  L 
  45 / 350 / 800 
  - 
  1x9h 
  4 / 1- 5 / 30 
  3 
  L5MMG 
  HW 
  5 
  L 
  55 / 400 / 1000 
  - 
  2x6h 
  5 / 1 – 6 / 45 
  3 
  L3HMG 
  HW 
  6 
  L 
  60 / 450 / 1200 
  - 
  1x1h 
  6 / 1 – 6 / 54 
  3 
  PXHMG 
  HW 
  7 
  H 
  50 / 350 / 900 
  b 
  8x1/2 
  7 / 1 – 8 / 84 
  3 
  R1SL 
  RL 
  12 
  H 
  as rocket 
  ss 
  - 
   
  1 
  R3RL 
  RL 
  am 
  am 
  as rocket 
  6c 
  1y 
   
  2 
  R4RL 
  RL 
  am 
  am 
  as rocket 
  4/8/15c 
  6m 
  -3 for 2nd shot (cumul.) 
  1/2/2 
  R7RL 
  RL 
  am 
  am 
  as rocket 
  b 
  3m 
   
  2 
  AR = assault rifle, HW = heavy weapon, RL = rocket launcher, PS = pistol, SG = shotgun, SR = sniper rifle 
  CB = Charged Beam, Elec = Electrical, Exp = Explosive, H = Heat, L = Laser, P = Physical, am = ammo, hyb = hybrid  
  b = Belt, c = Clip, i = Internal, ss = single shot ; h = high power pack 
  
   
  69 
   
   
  AAbbbbrreevviiaattiioonnss  &&  EExxppllaannaattiioonnss  
  In the table “D-Type” is the damage type (see expla-
  nation at table’s end. 
  “Ammo” is the amount and type of physical ammu-
  nition (not energy) the weapon has. 
  “Ener.” is the amount of D-Cells and the life span 
  (measured in shots) the D-Cells have. For heavy 
  weapons, this is measured in rounds of full auto fire 
  the weapon can sustain. 
  For automatic weapons, “special” holds 
  the information for automatic fire. 
  “Shots” is the maximum amount of 
  shots that can be fired with the weapon 
  in one turn. 
  For weapons with an asterisk “*” anywhere, see the 
  rules section on the particular weapon. 
  AAssssaauulltt  RRiifflleess  
  Assault rifles are the bread and 
  butter of every army, merging high 
  firing rates with versatile firing 
  modes (semi-automatic, burst and 
  full-auto), packing a serious punch 
  yet still remaining portable and 
  controllable 
  without 
  a 
  fixed 
  position. 
  Type I Assault Rifle (T1AR & T1AR2) 
  The classical assault rifle: it can fire any of the stan-
  dard ammunition of the NEG forces, giving it un-
  matchable versatility, thereby trading in damage. It 
  uses classical mag-rail bullets, automatically loaded 
  from the clip into the chamber and then magnetically 
  accelerated in the barrel. The power comes from an 
  internal D-Cell, which also powers the weapon's 
  electronics (clip status, heat, health monitoring). 
  The clips come in different sizes: From 60 bullets for 
  the smaller weapons to some 120 for the really large 
  ones. Clips are available either sealed (for underwa-
  ter use) or regular and can contain any standard am-
  munition. A special variant with integrated D-Cells is 
  also available, reducing clip size by 10 rounds. The 
  internal D-Cells (two are installed) are good for some 
  200 shots; a quick charging system for the D-Cells, 
  laser or microwave target painting and high
  definition scope are also provided.
  The T1AR2 (a derivate) also comes equipped with an 
  under barrel rocket launcher, which is supplied form 
  a 3-rocket clip.
   
  Treat the rocket launcher as a rocket pod with half 
  ranges and 1 rocket fired per turn max. See also the 
  scope & target designator rules.
  Type IV Assault Rifle (T4AR)
  electrical 
  such as charged beams, plasma beams etc. combined 
  with rocketry, has lead to some people forge
  purely "me
  pilots today choose to implement armour modific
  tions (mostly against heat or laser), the type IV a
  sault rifle has been developed to bring regular ord
  nance back into the military field.
  The T4AR fires 80 mm mini
  a magnetic acceleration field along the barrel. The 
  69 
  ser or microwave target painting and high-
  definition scope are also provided. 
  The T1AR2 (a derivate) also comes equipped with an 
  under barrel rocket launcher, which is supplied form 
  rocket clip. 
  Treat the rocket launcher as a rocket pod with half 
  es and 1 rocket fired per turn max. See also the 
  scope & target designator rules. 
  Type IV Assault Rifle (T4AR) 
  The 
  advent 
  of 
  electrical 
  weapons, 
  such as charged beams, plasma beams etc. combined 
  with rocketry, has lead to some people forgetting 
  purely "mechanical" weapons. However, as many 
  pilots today choose to implement armour modifica-
  tions (mostly against heat or laser), the type IV as-
  sault rifle has been developed to bring regular ordi-
  nance back into the military field. 
  The T4AR fires 80 mm mini-grenades, propelled by 
  a magnetic acceleration field along the barrel. The 
  
   
  70 
   
   
  grenades are aerodynamic and spin in the barrel, 
  giving them superior flight capabilities. Combined 
  with an exhaust speed of Mach 2.5, they are able to 
  fly considerable distances and, contrary to laser and 
  plasma weapons, are not subject to exterior magnetic 
  fields, rain, fog or other weather conditions. The 
  grenades have two distinct parts: the forward part is a 
  depleted uranium shell heated by the enormous ex-
  haust speed, which is intended to puncture the tar-
  get's armour. The second (aft) part is an explosive 
  shrapnel warhead, designed to damage system be-
  yond the armour. 
   
  Capable of firing 3-round bursts and being equipped 
  with an area suppression mode, where grenades are 
  detonated in the air, filling it with deadly debris, the 
  weapon is equipped with an ample fully-integrated 
  clip, holding the necessary D-Cell and between 30 
  and 120 rounds, the latter in an impressive parallel 
  stacking array.  
  Type V Assault Rifle (T5AR) 
  Essentially the big brother of the T4AR, this assault 
  rifle skips the high-duty magnetic acceleration field 
  and uses larger rocket-charges instead, bridging thus 
  a gap between rocket launcher and assault rifle. It 
  fires 120 mm auto-propelled rockets which are first 
  accelerated to 200 km/h in the barrel by a magnetic 
  field and ignite their own engine after that, keeping 
  the heat out of the barrel. With superior range and 
  damage, variable warheads for the rockets, the only 
  drawback is the lower fire rate: up to 48 rockets / 
  min. can be fired, effectively draining the 12 rocket 
  clip in 15 seconds. D-Cells are integrated in the 
  weapon itself and are good for 60 shots. 
  The T5AR can fire 1 round per action or a single 4-
  round burst consuming all actions in that turn. 
  Type P-2 Assault Rifle (P2AR) 
  Another weapon from the energy weapons species, 
  this assault rifle is in fact a smaller plasma canon; but 
  instead of being built for sheer damage
  uses a devastating hail of plasma bullets.
  It fires small compressed metal
  (calibre 15 mm) which are transformed into low
  plasma by multiple arcs in one of the four chambers 
  and then propelled outside via magnetic fields. In 
  fact, the 4 sub
  increase the rate of fire.
  The ammunition comes on belts of at least 100 bu
  lets (normally encased in attachable boxes which 
  hold up to 250 shots), but the weapon also accepts 
  infinite belts. It also has four internal D
  supports in
  preloaded in the loading slot and the weapon aut
  matically ejects the used and installs the new one). 
  The four cells are good for 100 shots. The weapon 
  also has an external power connection and can be 
  equipped with a quick
  an additional 4 D
  70 
  instead of being built for sheer damage per shot, it 
  a devastating hail of plasma bullets. 
  small compressed metal-hydrogen bullets 
  (calibre 15 mm) which are transformed into low-heat 
  plasma by multiple arcs in one of the four chambers 
  and then propelled outside via magnetic fields. In 
  fact, the 4 sub-assemblies work in parallel in order to 
  increase the rate of fire. 
   
  ammunition comes on belts of at least 100 bul-
  lets (normally encased in attachable boxes which 
  hold up to 250 shots), but the weapon also accepts 
  infinite belts. It also has four internal D-Cells and 
  supports in-use D-Cell quick changing (one D-Cell is 
  oaded in the loading slot and the weapon auto-
  matically ejects the used and installs the new one). 
  The four cells are good for 100 shots. The weapon 
  also has an external power connection and can be 
  equipped with a quick-charge system, which stores 
  onal 4 D-Cells in an external clip. 
  
   
  71 
   
   
  71 
  Note: In Europe, the weapon still goes by the name 
  of an AC-15, result of its development history. 
  When the quick charging system is installed, use 
  normal rules for D-Cell clip changing. Changing the 
  D-Cells with the system takes no time, i.e. as long as 
  new clips are inserted into the weapon, it can con-
  ceivably fire for a long, long time. 
  HHeeaavvyy  WWeeaappoonnss  
  Need to hold your position, cover a 
  pass with heavy interdiction fire? 
  Get that Mech down from his vantage 
  position above you? Heavy weapons 
  are not intended for simple combat 
  usage, but are used as support 
  during a battle, either to saturate 
  certain 
  battlefield 
  areas 
  with 
  suppression fire or to deliver long 
  distance bombarding and the like. 
  Besides the dedicated Mecha used 
  for this, the NEG military has also 
  come up with some dedicated hand-
  held or semi-portable solutions. 
   
  Heavy weapons may not be fired by light Mech, 
  unless the weapon is placed on ground. Powered 
  armour may not even carry these weapons alone, 
  since they are too heavy and encumbering. MMGs 
  may only be fired without support by large or behe-
  moth Mecha; only behemoth Mecha can fire a HMG 
  without support. Recoil from any of these weapons is 
  doubled. 
  Type A-2 Light Machine Gun (A2LMG) 
  Realizing the value of variable ammunitions and the 
  tactical importance of being able to change ordinance 
  in the middle of the battle, the A2LMG is an electro-
  magnetic rail gun developed at the beginning of the 
  80s in Canada (formerly A-1). Cheap, reliable and 
  powerful, the engineers have gone a long way to 
  make this weapon reality and have, with the A-2, 
  taken yet another step in perfecting this weapon in 
  early '85. Today the weapon is wide-spread around 
  the NEG military and has seen extensive use in un-
  derwater campaigns as well. 
  Using a single barrel design with high-duty magnetic 
  coils, which are super-conductive thanks to cooling 
  by liquid helium, the A2 is able to develop astonish-
  ingly high rates of fire, even though the range is not 
  the same as on the more specialized models. A spe-
  cial form of the magnetic fields induces spin on the 
  projectile to stabilize it in flight and the feed mecha-
  nism uses a pre-fetch design with two chambers 
  behind each other. 
  The A2 is supplied by a clip (120 shots) or barrel and 
  one or two high-energy power packs with a quick 
  charge system, each of which is good for nearly 3 
  minutes of continuous firing (36 rounds). It uses 
  standard 9 mm ammunition. In the A-2+P variant, it 
  can even fire the plasma pellets from the PKLMG 
  (see below), although results vary, as the charge is 
  ignited outside the weapon, due to the heat load, via 
  a lightning strike, potentially making the flight of the 
  projectile unstable. 
  When using plasma ammunition, reduce damage 
  code by 1 die; in every turn with full-auto on, roll 
  1d10. On a 1, the plasma ignites poorly and all dam-
  age rolls in that round are reduced by 2 die. 
  Type P-K Light Machine Gun (PKLMG) 
  The PK is one of the oldest machine guns yet in use, 
  as it was commissioned in the early 70s for exclusive 
  use by Mecha. The reason the military still keeps the 
  weapon around is on one side the many updates to 
  the frame's design, keeping it usable w.r.t. damage, 
  range and rof; and on the other side the incredible 
  robustness of the PK. In fact, like the Kalashnikoff of 
  old, it uses the most simple and reliable mechanisms 
  for ammunition feeding, internal electrics and a very 
  rugged and sturdy barrel design. Spare parts are 
  available nearly everywhere on the planet and most 
  Mech pilots learn how to service and repair these 
  weapons even under adverse conditions. 
  
   
  72 
   
   
  72 
  The PK features a sturdy, heavy barrel and long-
  lasting oversized magnetic coils, not requiring any 
  active cooling. The loading mechanism can either 
  accommodate belts (finite or indefinite) or clips, 
  filled with standard 9 mm metal-hydrogen pallets. 
  These are transformed into plasma in the burning 
  chamber and then expelled by the magnetic field. 
  The PK uses two parallel chambers, such that there is 
  always a pallet heated and ready for firing. The feed-
  ing mechanism seals itself when not used and can be 
  purged / cleaned by high-energy electrical discharges 
  when empty. Today it uses two high-capacity power 
  packs in a quick charge mechanism, each of which is 
  good for about 90 seconds of firing (18 turns). 
  Given the many years of service, the PK's design has 
  continuously improved, as well as the targeting soft-
  ware. Today, this software is one of the most reliable 
  existing, with detailed databases, which can compute 
  the best targeting point under nearly any conditions, 
  including rare environmental conditions. 
  The targeting system doubles the bonus from the 
  Mech's targeting system. Under extreme conditions 
  (GM choice) roll 1d10: On a 1, the situation is 
  wrongly calculated and the shooter receives a -2 
  modifier to the to-hit roll. Must cool 3 turns for every 
  2 turns fired or may continuously fire up to 36 turns 
  (3 minutes), after which a safety kicks in and the 
  weapon shuts down for 4.5 minutes. May be used in 
  combat as blunt weapon with no penalties. 
  Type L-4 Light Machine Gun (L4LMG) 
  Intended for use in battle environments and for the 
  quick set-up of temporary MG-nests, the L4 sees 
  heavy deployment in difficult terrains, where am-
  bushes and MG nests can be integrated easily into 
  the overall battle plan. Derived from the L5MMG 
  and L3HMG, the L4 is essentially a toned-down 
  version of these two weapons, sharing many of the 
  parts and thus bringing the benefits of commonality 
  to the armed forces, reducing maintenance and spare 
  parts costs. Also because of this, the L4 has quickly 
  replaced most of the older models. 
  It uses toned-down Zeiss optics and an optimized 
  version of the invisible spectrum laser, firing short 
  but ultra-high energy bursts. Due to the thermal de-
  sign, no active cooling is required (but is available as 
  an option) and the barrel (and thus the optics) have 
  become extremely sturdy against damage. Coupled 
  with the quick charge system for up to two high 
  power packs or an external power connector, the L4 
  can sustain high rates of fire for a long time. The 
  power packs are good for some 60 seconds each (12 
  turns). 
  Requires 2 turns of cooling for every turn fired in 
  full-auto or 4 turns cooling / 3 turns firing when the 
  cooling system is installed. Does not take damage 
  due to transport or use in combat. May be used as a 
  blunt hitting weapon; in this case, roll 1d10. On a 2-
  5, the weapon needs servicing (1 hour) or functions 
  with a -3 to-hit penalty. On a 1, the weapon is seri-
  ously damaged, requiring extensive repairs (1 day). 
  Type P-R Medium Machine Gun (PRMMG 
  or Vulcan) 
  The classical rotation gun, the Vulcan is a nostalgic 
  piece of equipment, with numbers dwindling in the 
  NEG stocks. Quite popular with Mech pilots in the 
  (leftovers of the) USA, the weapon is somewhat also 
  a toy; the very high rate of fire is a nightmare for 
  ammunition supplies and the weapon's complicated 
  mechanics are a technician's worst dream (beside 
  Hasthur, that is). No wonder that the military neither 
  services nor repairs the Vulcan any more (officially, 
  at least). Those pilots who stick to them, know each 
  other and form a tight bond. 
  The PR has an arrangement of 12 rotating barrels. 
  Before shooting, the barrels spin up to speed, cooling 
  fins extend and directional fins are placed in order to 
  allow for a stabilized firing platform. Two chambers 
  (one on top, one on the bottom) heat up the ammuni-
  tion (11.5 mm metal-hydrogen pellets) from the two 
  feeds; high-energy magnetic fields then accelerate 
  
   
  73 
   
   
  73 
  the charge along the barrel, which typically leaves it 
  90 °C further in rotation direction. 
  The weapon is unfortunately highly prone to errors 
  and difficulties with its mechanism, leading to the 
  pilots' generally carrying another spare weapon. It 
  requires two belts for ammunition; it also uses one 
  D-Cell for the turning mechanism (good for 1 month 
  of continuous operation) and an additional 6 cells for 
  the weapon itself (each cell is good for 10 seconds (2 
  turns) at full-auto). 
  Needs two full turns to spin fully up. Each time the 
  weapon is de-activated and has fired at least three 
  turns, roll 1d10. On a 1, the weapon needs servicing 
  and imposes a -1 modifier on the to-hit roll and a -1 
  die damage modifier. This weapon is very heavy and 
  may only be hand-held by Mecha / Engel with a 
  strength of 8 and size medium at minimum. Requires 
  3 turns cooling for every turn fired on full-auto and 
  may fire up to 10 turns before requiring cooling. Can 
  be pushed beyond, but roll a d10 for each turn; on a 
  1, the weapon ceases to work and requires servicing 
  (1 h) or repairs (3 h). 
  Type L-1 Medium Machine Gun (L1MMG) 
  The original replacement of the PXHMG, the 1st 
  generation machine guns (then used as HMGs) are 
  today re-classified as MMGs and cannot compare to 
  modern weapons. Powered either by high-capacity 
  power packs or field power generators (originally 1st 
  generation, today 2nd), the weapons are still used as 
  portable support weapons, but are no longer replaced 
  or produced. Damaged weapons are scavenged for 
  replacement parts and then replaced by the more 
  modern L-5 variants. 
  The L-1 uses a one-barrel arrangement with liquid 
  cooling and a single visible-light-spectrum laser with 
  ultra-short pulses, two of which are fired in quick 
  succession and make up one shot. The immediate 
  rate of fire is quite high on the weapon, but it tends 
  to overheat very quickly, due to the single-barrel 
  concept. It uses one high-capacity power pack every 
  45 seconds (9 turns) or 4 D-Cells. 
  The L-1 requires 1 turn cooling per turn fired in full-
  auto. It can fire up to 5 minutes (60 turns) maximum 
  before requiring cooling. If used beyond this limit, 
  roll 1d10 every turn. On a 2-5 the weapon shuts 
  down due to the heat and can be used again only 15 
  minutes later. On a 1, the weapon sustains perma-
  nent internal damage and can neither be used nor 
  repaired any more. 
  Type L-5 Medium Machine Gun (L5MMG) 
  The smaller cousin of the L3HMG and successor of 
  the L1MMG, the L5MMG is the typical machine gun 
  deployed for quick stationary protection and in battle 
  for smaller MMG nests. Not as elaborate, nor as big 
  or dangerous as the L3HMG, it nevertheless packs a 
  good punch and is a favourite of the military, seeing 
  heavy deployment around all battlefields. As it is 
  also intended for battle operations, it is by far more 
  resilient than it's heavy brother. 
  The L5MMG uses a somewhat cheaper version of 
  the L3HMG's Zeiss optics and only has two barrels 
  with a fully enclosed, robust cooling system. The 
  laser generator is the same as on the L3HMG, i.e. 
  short, ultra-high energy burst in the invisible spec-
  trum. However, the power consumption has been 
  optimized for the smaller weapon size. 
  The L5 uses either two high power packs with a 
  quick-charging mechanism, or can be supplied by 
  external power sources, such as Mecha or field gen-
  erators. Each high-power pack is good for about 30 
  seconds of full-auto fire (6 turns). 
  Requires 3 turns of cooling for every 3 turns fired in 
  full-auto mode. May fire up to 20 minutes continu-
  ously before requiring cooling. If used beyond that 
  limit, roll 1d10 every 2 turns. On a 2-3 the weapon 
  shuts down and is not usable for 1 hour. On a 1, 
  something blows and the weapon is damaged beyond 
  repair. If powered by a Mech, it uses 80 / 60 / 45 / 35 
  % of a medium / etc. Mech's total power output. 
  Type L-3 Heavy Machine Gun (L3HMG) 
  
   
  74 
   
   
  74 
  The latest generation of heavy machine guns was 
  introduced only a few years ago, in 2083. Build by 
  European manufacturers and equipped with the latest 
  high-duty Zeiss optics, this weapon is not only ex-
  tremely expensive, but also delivers solid punches at 
  incredible rates of fire. The military uses it today 
  mainly for base defence and stationary posts, due to 
  its power requirements and the large parts requiring 
  two Mecha to carry it around. 
  The weapon consists of the 
  weapon itself and the power 
  supply, which was upgraded 
  in 2085 to a 3rd generation 
  field power generator, fur-
  ther enhancing the weapon's 
  potential. Four fixed firing 
  assemblies are used, each 
  containing a laser generation 
  unit, high-duty capacitors 
  and a Zeiss lens system, 
  which ensures the beam's 
  quality. The lasers work in 
  the invisible spectrum and 
  are short, ultra-high energy 
  bursts, which place extreme 
  strain on the weapon, also 
  requiring 
  active 
  cooling 
  with liquid hydrogen (the 
  entire electrical part is super-conductive). The 
  weapon comes equipped 
  with an automatic bipod 
  and an optional tripod. 
  Unfortunately, the weapons 
  tend to heat up with time, 
  and often need a cooling 
  period, after intense battle. 
  If a high-power pack is attached to the weapon's 
  energy inlet, it is drained in about 5 seconds (1 turn). 
  One of the reasons while this weapon is used almost 
  exclusively as a stationary killing machine. 
  For each turn shooting in full-auto mode, the 
  weapon will require 2 rounds of cooling; a maximum 
  of 1 hour (720 turns) can be shot continuously, be-
  fore the weapon needs to cool. Using it beyond this 
  limit imposes a +1 modifier every 3 turns and a 
  chance roll (1d10). On a 2, one of the barrels is 
  damaged (reduce rate of fire by 1/4th); on a 1 this 
  barrel also leads to internal malfunctioning, i.e. the 
  weapon ceases functioning completely and is beyond 
  repair. The system is a bit touchy: whenever it is 
  transported, roll 1d10. On a 1, it requires basic 
  servicing (1 hour) before it can be put to use. When 
  in battle, also roll 1d10. On a 2, see phrase before. 
  On a 1, the cooling system or optics are damaged, 
  requiring a 4-hour servicing. 
  Type P-X Heavy Machine Gun (PXHMG) 
  The PX-Series was an early development of energy 
  weapons based on plasma pallets, brought into ser-
  vice during the beginning of the 2nd Arcanotech-War. 
  
   
  75 
   
   
  75 
  It had been intended mainly for interdiction and 
  suppression fire, but was replaced after only a couple 
  of years by the more ammunition friendly laser and 
  pure energy series. Today, the weapon is still in use 
  in some older units and on some front lines, where 
  the extra punch of the plasma weapon is needed. 
  The weapon uses the same ammunition as the P2AR 
  (15 mm compressed metal-hydrogen bullets) and can 
  be powered either by eight integrated D-Cells (which 
  only last for about 20 seconds) or, as it is usually 
  done, by a portable field kit or a Mech / Engel (if it 
  has enough free energy). The barrel has a special 
  liquid cooling system, allowing sustained enormous 
  rates of fire. 
  Ammunition is belted; the smaller belts hold some 
  250 shots (same as for the assault rifle), while usu-
  ally either long belts (2000 rounds) or infinite belts 
  are used. 
  Power can be drawn from a Mech / Engel, which 
  needs to remain stationary. Medium sized Mecha 
  may not fire any internal weapons when providing 
  power, Large Mecha may fire any non-charge beam 
  weap-
  ons, 
  while 
  behe-
  moth 
  Engel may fire anything they want to. In case of 
  using power rules (see modification), use 75 / 55 / 40 
  % of total energy for medium / large / behemoth. 
   
  Type R-1 Shoulder Launcher (R1SL) 
  A basically simple device, this massive launcher is 
  used to fire the newest generation of very large mis-
  siles in an attempt to take smaller targets out in one 
  shot, or at least cripple larger targets. Requiring 
  massive strength due to the generated recoil and 
  sheer weight of the weapon, only a small number of 
  these launchers have been built so far, mainly as test 
  beds and prototype testing. While the tests look 
  promising, large scale deployment will probably 
  never be achieved, due to the high cost and limited 
  usability (special missiles, weight, bulk). 
  Fires a single over-sized missile (31 capacity). Cur-
  rently only a single type of missile is produced for 
  this launcher: Long Range (10), Autonomous (7), 
  HEAV (27) and Plasma (4). Treat damage as a sin-
  gle +12 damage roll (heat armour applies 1/4, round 
  down) with a single armour roll allowed. Use target-
  ing rules for autonomous missiles. Can only be used 
  by large or behemoth Mecha.  
  Type-R-3 Rocket Launcher (R3RL) 
  Seeing the use of missiles and rockets on the battle-
  field, the NEG decided to implement new ways of 
  bringing them to the battlefield. A series of weapons 
  was commissioned of which the pistol-sized hand 
  held P4 rocket launcher was one of the first. 
  Shooting standard small rockets (capacity 10) from a 
  large magazine attached to the pistol, the weapon is 
  heavy but steady, features recoil compensation and a 
  target interface to the user. While smaller Mech use 
  it as a two-handed weapons, some daring pilots use 
  this weapon Akimbo-Style. The heat of the weapon 
  is dispersed and directed away from the user, thus 
  also increasing barrel pressure a bit. 
  Automatic feed, pistol sized. Requires a min. STR of 
  8 to be used 1-handed, power armour may not use it. 
  Damage as rocket, ammo 6c, shots 2. Clips are ex-
  plosive; any direct hit on the clip has a 20 % prob-
  ability of exploding the clip, leading to damage equal 
  to the entire clip's content's added damage applied to 
  the Mech holding the clip. Two weapons may be 
  linked (only one attack roll with 3/4 dice pool). 
  
   
  76 
   
   
  Type R-4 Rocket Launcher (R4RL) 
  A larger version (and the second one) of the hand 
  held rocket launchers, this weapons comes in the 
  standard three sizes, depending on the Mech holding 
  it. Deployed since almost 5 years on battlefields all 
  around Earth, the R3RL has shown its worth as a 
  versatile and yet deadly medium-range weapon. 
  Seldom taken with oneself into the heat of the battle, 
  it is mainly used in order to soften up enemies before 
  getting toe-to-toe with them. 
   
   
   
  Using the same ammunition, the only difference 
  between the three different sizes comes from the 
  recoil compensation system and clips being used. 
  The bigger weapons have a quicker loading mecha-
  nism with a missile pre-fetch and pre-load and a 
  more elaborate targeting system, able to acquire the 
  second target while the first is still being fed to the 
  rocket being shot. In addition, the larger the weapon, 
  the better it can sustain a high rate of fire and evacu-
  ate excess heat. 
  Damage as rocket, ammo clip with 4 / 8 / 15 rockets; 
  shoots 1 / 2 / 3 rockets per shot. Shots 1 / 2 / 2, recoil 
  3 per shot (i.e. if used for a 2nd shot that turn, add a 
  -3 modifier for recoil to the targeting roll, in addition 
  to all other modifiers).  
  Type R-7 Rocket Launcher (R7RL) 
  A most unusual weapon, the NEG has commissioned 
  production of nearly 5000 of these machine-gun 
  sized launchers and associated belted (!) rocket am-
  munition, in order to assess usefulness and cost / 
  effect on the battlefield. Today's assignments see 
  these unwieldy, large weapons be used in base de-
  fence and sometimes heavy base assaults. 
  Uses four barrels and four cooled firing chambers on 
  a semi-portable design, i.e. the weapon may be car-
  ried (up to 4 parts, combined strength of 8 required) 
  but must be set down on an integral tri-pod before 
  firing. It can plug into the targeting system of the 
  Mech firing it or can use its own advanced tactical 
  interpretation system. Firing standard rockets from a 
  belt, it achieves astounding firing rates. An internal 
  D-Cell supplies the electronics and cooling system, 
  but is good for 
  nearly 
  3 
  month usage before requiring replacem
  munition is belted and ammo is pre
  chambers in order to ensure a high rate of fire.
  Damage as rocket; fires volley of 4 rockets, shots 2 
  (so up to 2 x 4 rockets per turn). Belts are always 
  infinite and may be assembled / disas
  field. Ammun
  parts, it takes 1 turn per part to assemble / disasse
  ble the weapon. If using its own targeting system, 
  powering up and calibrating the electronics takes 1 
  turn. Own ele
  EExxoottiicc
  A number of rather exotic weapons 
  have also found their way unto the 
  NEG 
  battlefield. 
  Originally 
  not 
  necessarily intended for combat in 
  the field, they have developed into 
  a special cases arsenal that can 
  give inventive 
  need in a difficult fight.
  Grappler
  The grappler is essentially a large winch, which's 
  size is selected according to the frame of the Mech 
  76 
  month usage before requiring replacement. The am-
  munition is belted and ammo is pre-loaded in all four 
  chambers in order to ensure a high rate of fire. 
  Damage as rocket; fires volley of 4 rockets, shots 2 
  (so up to 2 x 4 rockets per turn). Belts are always 
  infinite and may be assembled / disassembled in 
  field. Ammunition mix possible. If carried in multiple 
  parts, it takes 1 turn per part to assemble / disassem-
  ble the weapon. If using its own targeting system, 
  powering up and calibrating the electronics takes 1 
  turn. Own electronics roll 2d10 + 8 for targeting. 
  cc  WWeeaappoonnss  
  A number of rather exotic weapons 
  have also found their way unto the 
  NEG 
  battlefield. 
  Originally 
  not 
  necessarily intended for combat in 
  the field, they have developed into 
  a special cases arsenal that can 
  give inventive pilots the edge they 
  need in a difficult fight. 
  Grappler 
  The grappler is essentially a large winch, which's 
  size is selected according to the frame of the Mech 
  
   
  77 
   
   
  77 
  using it. It uses compressed air or a magnetic accel-
  eration (depending on the weapon's size and technol-
  ogy) to shoot a magnetic patch connected to a metal 
  wire. The patch uses a strong electro-magnet, which 
  receives its power from a D-Cell pack, to attach to 
  any metallic item. The winch is strong enough to pull 
  the Mech up, even against some resistance. 
  Upon a successful hit, the grappler attaches. It 
  comes in the sizes tiny / small / medium / large / 
  behemoth and has ranges of 50 / 70 / 100 / 150 / 200 
  m. It can pull up any of the Mecha the same size at 
  itself even against speeds of up to 120 mph, one size 
  smaller up to 200 mph and one size bigger up to 30 
  mph. The winch pulls up 20 m per turn and the cable 
  has 10 / 15 / 20 / 30 / 50 points of vitality-scale life 
  (once gone, the cable is severed). Hitting the cable 
  involves a -8 to-hit modifier, but the roll is not con-
  tested. 
  A Mech one size larger reduces the pulling Mech's 
  speed by 3/4, respectively can pull it in any direction 
  at 1/10th his own maximum speed. If on land, be 
  creative about damage. A Mech two sizes larger can 
  hold onto a pulling Mech and keep it in place, re-
  spectively can pull it in any direction at 1/4th his 
  own maximum speed. Again, be creative when com-
  puting damage. Electrical charges on the surface 
  will fry a grappler's magnetic pad and thus release it 
  (see Mecha modifications). 
  PPiissttoollss  
  Pistols are small hand-held weapons 
  that 
  are 
  used 
  mainly 
  as 
  side-
  weapons even on Mecha. Seldom used 
  as main engagement weapon, they can 
  provide backup or simply tactical 
  diversity and have thus remained 
  successfully 
  remained 
  on 
  the 
  battlefield. 
  Type I Standard Mech Pistol (T1SP) 
  A small cousin in design philosophy of the T1AR, 
  this pistol uses standard ammunition (the same as the 
  assault rifles actually) and can thus accept a variety 
  of different ammunition types. It uses nearly the 
  same chamber and the same basic barrel design, even 
  if it is a lot shorter; however, the power on the mag-
  netic coils has been considerably upped to be able to 
  deliver a bigger punch, and thus increase damage 
  slightly. Scope and target designators have been 
  dropped as there wasn't enough space. 
  It comes with a standard or extended clip, holding 6 
  respectively 12 shots and an internal D-Cell which is 
  good for 60 shots. 
  Type I Heavy Mech Pistol (T1HP) 
  Sometimes versatility is not enough; the engineers 
  from the NEG developed this pistol to use the same 
  ammunition the T1SP and T1AR use, but completely 
  changed the chamber feed and magnetic acceleration 
  design. Superconductive coils with nearly twice as 
  much power have been used, the barrel size slightly 
  increased and a second D-Cell has been incorporated. 
  A special opening of the barrel reduces speed loss 
  due to the sudden pressure change at the barrel's end. 
  While the bullet still looses speed quite fast and thus 
  range has not particularly increased, the damage 
  done on shorter distances is vastly different. 
  E5-78P Electrocuter Taser (E5TA) 
  An upped version of a normal taser, the E5TA fires 
  entire D-Cells complete with a sticky gel that trans-
  mits currents onto the target. The weapon is rarely 
  used, as it is extremely expensive, the D-Cells usu-
  ally being lost in the heat of the battle, but has 
  proven successful when the target needs to be ac-
  quired intact. The energy released usually damages 
  all internal systems slightly (and may fry the pilot), 
  but will not damage the structure directly, as it does 
  not deliver such a high current, but rather high volt-
  ages. 
  The charge is a semi-liquid gel with an enclosed D-
  Cell, in a fragile metal shell. Magnetically acceler-
  ated, the D-Cell is activated on barrel exit. As soon 
  as the outer shell hits something solid, it is fractured 
  and the conductive and adhesive gel sticks to the 
  Mech’s armour while the D-Cell releases quick 
  pulses of high voltage low current alternated with 
  
   
  78 
   
   
  78 
  mid voltage mid current, in order to fry entire sys-
  tems without damaging the Mech. 
  The impact does no damage. However, the Mech 
  receives 3d10+10 hybrid electrical damage per turn 
  for 5 consecutive turns. Treat this damage as stun 
  damage (see new rules) for the pilot. The Mech is not 
  actually damaged, but rather rendered inoperable. 
  See the expanded rules on electrical damage. 
  SShhoottgguunnss  
  PS-35X Plasma shotgun (PS35) 
  The plasma shotgun is a hybrid weapon, using both 
  energy and ammunition at the same time. A pellet of 
  metallic casing and liquid hydrogen is inserted in the 
  chamber, which hovers is a magnetic containment 
  field. High-capacity capacitors are pre-charged with 
  D-Cell energy; in the moment the trigger is pulled a 
  high-powered electrical beam vaporizes the hydro-
  gen and metal, creating a ball of plasma enclosed in 
  the magnetic field. It is then accelerated through the 
  barrel by multiple electromagnets, where additional 
  hydrogen is injected to increase the plasma mass, 
  before being ripped apart by a magnetic exit field 
  into multiple small fire balls. The result is a hail of 
  super-heated hydrogen and metal, melting through 
  the armour of the target in multiple points. 
  Ammunition comes in re-Usable fully sealed clips, 
  which hold the metallic / hydrogen charges, an addi-
  tional hydrogen bottle for the barrel and the main D-
  Cells. Each clip is good for 10 shots. In addition, the 
  weapon has a build-in D-Cell which powers the 
  standby magnetic field, weapon electronics and inter-
  faces. These cells are good for roughly 1 day of op-
  eration and require 2 hours of recharging. 
  E2-27X Electrocuter (E227) 
  The Electrocuter (also simply referred to as E2 in 
  military jargon) has been introduced to disable 
  Mecha without damaging them too much. Hoping to 
  overload some critical system and shut it down, the 
  E2 shoots small capacitor packages covered in a 
  sticky gel. When hitting a target they attach to it and 
  start shocking the target in regular intervals with 
  high-intensity voltage. 
  The E2 comes with an internal D-Cell that is used to 
  power the packages, which in turn are kept in an 
  internal magazine. The Cell is good for some 30 
  shots, the internal magazine holds 10 shots. The 
  packages come indeed in the form of ammunition, 
  automatically processed by the weapon. 
  Electrical damage. In the 3 consecutive turns the 
  packages inflict 1d10 damage (+0/+2/+4) on the 
  target until they fall off. Reload 1 shot every action, 
  max 2 shots / turn. 
  SSnniippeerr  RRiifflleess  
  Firing 
  generally 
  slowly, 
  sniper 
  rifles are intended to harass or 
  even kill an opponent from very far 
  away, preferably out of the range 
  of 
  the 
  target’s 
  own 
  weapon. 
  Cumbersome due to the long barrels, 
  easily damaged in combat and under 
  harsh condition, they are weapons 
  typically 
  used 
  for 
  point 
  assassination 
  or 
  coverage 
  of 
  crucial passages and are rarely 
  seen in battle. 
  All sniper rifles come equipped with scopes (see 
  additional rules section). 
  Semi-Mobile Sniper Array (SMSR) 
  Another prototype from Europe, the SMSR is sprung 
  from cooperation between France and Germany, 
  bringing the best Europe had to offer in terms of 
  punch to the battlefield. The decision here was to 
  have an ultra-long range weapon for semi-permanent 
  battlefield station, being able to deter enemies from a 
  distance where retaliation is next to impossible. To-
  day, only two dozen models are known to exist, all in 
  the hands of elite European strike teams on forward 
  positions. 
  
   
  79 
   
   
  The decision was taken to make the SMSR portable 
  enough for a single Mech (of large size, admittedly) 
  to be able to carry it. Weighting an impressive 17 
  tons, the SMSR comes in three pieces. The main 
  chamber can be attached to the back, while the barrel 
  and small-sized D-Engine have to be carried in their 
  cases. The weapon is then set up on the battlefield 
  and powered by its own D-Engine for continuous 
  firing power. 
  The SMSR is basically a laser rifle, operating in non-
  visible wave length, making detection of the weapon 
  impossible. The barrel has a total length of 15 metres 
  and is composed of three pieces, which have to be 
  attached via a specially engineered auto-adjusting 
  system (using laser calibration similar to aircraft 
  construction principles) and lying on auto-adjusting 
  pods that steady the barrel over the entire length. 
  The lens system has been built by world-leading 
  optical specialist Zeiss and is a marvel of modern 
  engineering, managing a coherent, non-divergent 
  light cone up to a distance of 3.6 km. The laser itself 
  is a supra-cooled monstrosity from the French 
  CNRN (centre national de recherches nucléaires) and 
  can only be powered via a D-Engine. While it has an 
  astounding rate of fire, it has to stop every 10 shots 
  to cool down the barrel. 
  It takes 15 min. to set up the weapon, 45 min. for it to 
  calibrate itself and power up; 15 min. to power down 
  and 20 min. to take down and store correctly. It has 
  to stop after 10 shots for 3 min. (36 turns) to cool 
  down, then may fire only every 4th round. If more 
  shots are fired, the weapon overheats, leading to 
  decreased damage (due to laser cohesion loss) (+20 
  only) and reduced range (250/500/1000). After the 
  3rd overheated shot the weapon completely shuts 
  down for two hours to cool and re-calibrate. In addi-
  tion roll d10: on a 1 the lens system is damaged and 
  requires replacement. 
  Type 7 Sniper Rifle (T7SR) 
  The T7SR is a relatively new addition to the arma-
  ment of the NEG forces and still in experimentation 
  state. It fires an extremely high energy beam at a 
  target, in order to melt it to bits. Built in Germany, 
  the Engineers have gone a long way to make this an 
  incredible weapon, irrespective of cost and complex-
  ity. 
  The T7SR can either use an external power supply 
  (which is highly recommended) or can be run off 
  three high-power packs (see weapon accessories). 
  However, it takes a long time to charge the weapon: 
  matter and anti
  to light-speed in four circular matter accelerators and 
  then fired successively from t
  different speeds. The internal computers calculate the 
  distance to the target in an most impressive way and 
  time the speed difference such that the particles 
  touch and annihilate a split instance before hitting the 
  target. A single sh
  matter particles.
  The weapon has several drawbacks: the energy r
  quired to power the accelerators, containment fields 
  and electronics is enormous, leading to the power 
  packs having a survival time of 3 shots only. In add
  tion, the capacitors for the barrel need to recharge, 
  reducing the rate of fire to about one shot every 20 
  seconds. The distance prediction system finally, is 
  prone to small errors and particles may sway from 
  the projected path, incurring a risk of non
  After all, this weapon is still in testing.
  The weapon has an internal magazine good for 20 
  shots which needs to be replenished via specialized 
  cartridges.
  On a glitch the weapon does not predict distance 
  correctly. GM chooses at what distance (min.
  79 
  However, it takes a long time to charge the weapon: 
  matter and anti-matter particles are accelerated close 
  speed in four circular matter accelerators and 
  then fired successively from the barrel at slightly 
  different speeds. The internal computers calculate the 
  distance to the target in an most impressive way and 
  time the speed difference such that the particles 
  touch and annihilate a split instance before hitting the 
  target. A single shot fires some 20 matter and anti-
  matter particles. 
  The weapon has several drawbacks: the energy re-
  quired to power the accelerators, containment fields 
  and electronics is enormous, leading to the power 
  packs having a survival time of 3 shots only. In addi-
  ion, the capacitors for the barrel need to recharge, 
  reducing the rate of fire to about one shot every 20 
  seconds. The distance prediction system finally, is 
  prone to small errors and particles may sway from 
  the projected path, incurring a risk of non-explosion. 
  After all, this weapon is still in testing. 
  The weapon has an internal magazine good for 20 
  shots which needs to be replenished via specialized 
  cartridges. 
  On a glitch the weapon does not predict distance 
  correctly. GM chooses at what distance (min. 100 
  
   
  80 
   
   
  80 
  metres) the projectiles explode. On a critical glitch 
  the containment field fails. 5d10 + 15 damage to the 
  shooter, armour as usual. For every range category 
  beyond short there is a 10 % chance of wrong deto-
  nation. 
   
  Sinaii Exterminator (SIEX) 
  One of the few Nazzadi weapons still in use today, 
  the SIEX has convinced the NEG military by its 
  simple design, rugged parts and standardized ammu-
  nition system. 
  It comes pretty standard, with magnetic acceleration 
  coils, single shot manual loading chamber and an 
  attached power pack for the punch. Something spe-
  cial is the magnetic sealing of the chamber, meaning 
  that the weapon has not a single moving part. All 
  critical systems are fully sealed and the weapon can 
  be used under any conditions (even underwater) 
  without having to crave damage. 
  Another thing that makes it standing out in compari-
  son to the highly specialized and extremely expen-
  sive NEG prototype rifles are the high rate of fire and 
  the simple fact, that the weapon is dirt cheap. 
  3.2 Mecha Toys 
  Although primarily machines of war, 
  Mecha also have other uses, as in 
  the industry. And sometimes they 
  need specialized gear for special 
  missions, which is not regularly 
  imbedded inside the Mech. 
  FFllyyiinngg  
  DDuuttcchhmmaann  
  JJeett--PPaacckk  
  ((FFDDJJPP))  
  André raced through the jungle, trees flying by. His 
  pursuiers were smaller and more mobile than he 
  was, but still he held out. The chase already took 
  long enough, the fuel gauges on his Flying Dutch-
  man showing that the D-Cell assembly was already 
  half empty. Cursing he checked his map, saw that 
  only 500 m were left until he cleared the jungle. He 
  gave a bit more speed, narrowly missed a tree and 
  with a yell of triumph punched the speed lever to the 
  maximum as a laser barely missed him. The A-Pods 
  were fed insane amounts of energy, the Mech surged 
  and it was done - he was away. 
  The smaller brother of the HST, the FDJP is attached 
  to the back of a Mech, using the standard clamps 
  present in the shoulders and back used normally for 
  maintenance. The pack features a small but compact 
  high-energy D-Cell assembly and a mobile A-Pod 
  for lift (the large one actually uses two). While a 
  Mech is able to move up / down, left / right and for-
  ward, the A-Pod cannot swivel towards the Mech, 
  i.e. it cannot go backwards. 
  Much smaller than the HST but also which a much 
  shorter fuel span and speed, the FDJP is used when a 
  dispensable low-profile solution is needed. 
  Integrity 1. Use pilot rolls. Speed 350 km/h for up to 
  2 hours. Imposes a –6 modifier on all made with the 
  Mech; close-combat is impossible unless the oppo-
  nent moves at the same speed. When destroyed, the 
  wearing Mech immediately falls (unless equipped 
  with its own A-Pods). Cannot carry more than the 
  Mech. 
  HHiittcchhhhiikkeerr  
  SSmmaallll  
  TTrraannssppoorrtt  
  ((HHSSTT))  
  The Hitchhiker Small Transport is essentially an A-
  Pod coupled with a few D-Cells, below a platform, 
  adapted to the size of the Mech it is supposed to 
  carry. One A-Pod on a spherical bearing is used to 
  control thrust and direction, while the Mech stands 
  above it, on a small platform with hand- and foot 
  grips and a steering column. Some very basic sensors 
  
   
  81 
   
   
  81 
  are also built into the HST (radar 
  and terrain clearance warning), 
  but that is it. It can take nearly no 
  damage and even machine guns 
  and other small weapons have 
  been known to tear through the 
  thin sheet of metal and plastics. 
  It is used mainly for quick de-
  ployment or extraction, as the 
  HST can, in an emergency, carry 
  more than one Mech (whilst 
  loosing lots of speed) and is a 
  very versatile movement method. 
  It also features an internal auto-
  pilot and can be directed to fly 
  directly to a rendezvous point. 
  When flying like this, the steer-
  ing column retracts, to render the 
  HST more compact. 
  Integrity-scale vehicle with an 
  integrity of 1/2/4 and no armour. 
  Use pilot rolls. Speed 250 km/h. 
  Carries one Mecha of correct 
  size or two of smaller size. May 
  overload: 3 of smaller size, two 
  of equal size or one of larger 
  size. Reduce speed to 80 km/h 
  and impose a –4 modifier on all 
  actions (including piloting). In 
  both cases good for 4 hours of 
  flight, 8 hours to reload. 
  JJuummpp  PPaacckkss  
  Crouched behind the already 
  heavily attacked cover, SteelBody 
  could do nothing but wait, plasma 
  balls, laser barrage and all kinds 
  of projectiles zooming around 
  her. Looking left and right she 
  could see her team mates in simi-
  lar positions, now and then ven-
  turing to stick out an arm with a 
  big rifle and fire retaliation, while 
  the automatic gun emplacements 
  in front of them continued to 
  hammer the enemy behind them - 
  who slowly but surely wore them 
  down. Then suddenly they heard 
  the oh-so familiar sound of planes 
  zooming overhead, heard the 
  carpet bombing and then saw the 
  sweet sight of over fifty Broad-
  swords being dropped into com-
  bat on their jump packs. 
  A tuned-down and more easily 
  maintained version of the Jet-
  
   
  82 
   
   
  82 
  Pack systems, the jump packs have a burst-operated 
  A-Pod, which is very small for the energy he can 
  release but only able to operate in pulses. D-Cells 
  pre-charge a condensator grid, which powers the A-
  Pod and allows a Mech to heavily augment it's jump 
  capabilities and even allow for high altitude delivery. 
  Good for something like 50 jumps or five aerial 
  deliveries, they are attached either via the standard 
  hinge points or via straps (thus reducing their capa-
  bilities) and come in four standard sizes, but are 
  flexible enough to also carry Mecha one size smaller 
  than what they are intended for. 
  Doubles (triples) the jump distance for Mecha the 
  same size (one size smaller) than the system. Can be 
  used for aerial delivery, consuming 10 charges. A 
  jump can also be extended further by expending an 
  additional 2 charges (i.e. 3 charges in total), bring-
  ing maximum jump distance to the triple (quintuple) 
  of the Mech's normal distance. Takes one action to 
  drop and four actions to don when correctly adjusted 
  and 2 minutes to adjust. Incurs a -1 penalty to all 
  physical actions taken while carrying the pack. 
  PPeerrssoonnaall  
  MMoobbiilliittyy  
  JJeett--PPaacckk  
  ((PPMMJJPP))  
  The battle was already in full heat as the chief 
  dropped literally in on his Jet-Pack, jettisoned it the 
  moment he touched ground and leaped off to join the 
  action, while The Bear carefully adjusted the 
  dropped pack to his own suit with Li's help and got 
  his damaged and bruised Mech out of way's harm 
  and back to repair. 
  A smaller and more practicable version of the Flying 
  Dutchman, the PMJP is composed of two parts, a 
  single A-Pod thruster on a swivel mount with all 
  associated steering and control electronics, and the 
  power part, essentially an array of high-duty D-Cells. 
  It is attached via the same general purpose hooks that 
  all NEG Mecha are equipped with for maintenance, 
  and has a standard control pad / plug. Coming in two 
  sizes, it either fits for tiny (primarily) and small (if 
  need be) Mecha or for small to large Mecha, by us-
  ing an adjustable fixation system. Unfortunately for 
  them, Engel lack the same kind of attachments and 
  thus cannot be transported. One energy pack is good 
  for 6 hours of continuous operation. Due to the 
  swivel design (placed behind the user), the pilot 
  cannot move backwards. 
  Allows Mecha to fly at speeds of 120 / 60 mph for the 
  small system (tiny / small Mecha) respectively 160 / 
  120 / 100 mph for small / medium / large Mecha on 
  the regular sized system. The system can be dropped 
  with a simple action and be donned by the same 
  Mecha type in four actions; re-adjusting takes 3 
  minutes. While donned, the Mech incurs a -3 penalty 
  to all rolls involving physical actions and makes 
  dodging impossible, if the maximum air speed (if 
  applicable) of the transported Mech is exceeded by 
  more than 15 %. Engel cannot be transported. 
  3.3 Anti-Mecha weaponry 
  With the ever more widespread use 
  of 
  Mecha, 
  by 
  foes 
  and 
  friends 
  alike, 
  the 
  military 
  has 
  soon 
  started 
  to 
  develop 
  weaponry 
  specifically used to counter the 
  Mecha threat. These weapons are 
  intended 
  to 
  be 
  used 
  by 
  manoeuvrable, 
  often 
  stealth, 
  Powered armour units and usually 
  need to be directly applied to the 
  Mecha 
  or 
  otherwise 
  brought 
  in 
  close, making such an enterprising 
  a daring task. 
  CCoonnttaacctt  eexxpplloossiivveess  
  One of the most dangerous methods of laying de-
  struction on a Mecha, incidentally being also the 
  most devastating, is to directly lay explosive charges 
  on the Mech itself. These shaped charges adhere with 
  magnetic clamps to the Mech and are usually cou-
  pled with high duty capacitors. Few BA units have 
  taken to this measure so far, as approaching an angry 
  Mech is often fatal to many of the BAs. But for recon 
  Mecha, the tactics has been astoundingly successful. 
  
   
  83 
   
   
  83 
  When triggered, the charges blast away 
  openings in the Mech’s armour, releas-
  ing a second charge inside the exposed 
  and vulnerable areas, as well as starting 
  to induce a few short but very powerful 
  electrical pulses into the Mech. 
  When placed on a Mech, roll 1d10. On a 
  1, the magnetic locks fail and the charge 
  falls. Deliver 2d10+5/+10/+20 damage 
  when placed; if the armour is breached 
  (i.e. damage seeps through), the Mech 
  takes 2d10+5 unresisted damage the 
  next turn and 1d10 electrical damage the 
  two subsequent turns thereafter. All 
  damages per charge. A BA unit can 
  carry 6 small charges, 4 medium ones or 
  2 large ones. 
  MMiinneess  
  One would wonder why land mines are still used in a 
  time, where A-Pods make flying for so many units so 
  easy and fast, that there really is no reason to walk. 
  However, many of the smaller Mecha (especially 
  powered armour) are still not equipped with A-Pods. 
  Especially against the forces of the EOD, entire 
  shorelines have been filled with mines of all kinds. 
  In the following, there is no distinction between am-
  phibious (water and under-water) and land or air 
  mines (mines attached to blimps can conceivably fly 
  or hover). Just assume the same statistics for all of 
  them; however mines only work in the environment 
  they were intended for. 
  There are many ways to activate a mine: usually 
  some sort of sensor is integrated into the mine: pres-
  sure (including pressure variance), distortion of a 
  magnetic field, sound, sometimes even vision. While 
  regular mines still rely on passive effects, the advent 
  of the D-Cell has made it quite possible to use active 
  mines with operating times of up to a few years- 
  usually by far enough in the turmoil of the Aeon 
  War. 
  When active sensors or anything more sophisticated 
  than a step-on plate is used, roll 1d10 – 3 and treat 
  
   
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  any result lower 0 as 0. This is the deviation in metre 
  of the blast from the target. 
  The newest development in the field of mines is the 
  stealth mine. Usually larger than its mundane coun-
  terpart, it not only includes a highly sophisticated D-
  Cell array, but also an adapted limited stealth system, 
  keeping it essentially invisible. 
  Treat this system as a standard stealth system. 
  Mines come in different sizes, camouflage patterns 
  and from many manufacturers around the globe; 
  being cheap and easy to produce, they are usually 
  deployed in masses; quite often the formula is: the 
  more & bigger, the better. 
  Damage is given for light / medium / heavy mines 
  and is integrity scale. Mostly the military just uses 
  heavy mines. Mines do not roll an attack roll, but 
  instead do 1d10 damage by standard, plus what is 
  listed in the individual description. 
  Damage given is standard + expanded rules: Dmg, 
  Full / half radius, attenuation (expanded). 
  Mines are built of three parts: the sensory package, 
  which is used to detect anything passing above the 
  mine. Today's battlefields see mostly the use of D-
  Cell powered electrical detection and a mechanical 
  back-up system for long-term deployment. Secondly, 
  an eventual propulsion system; these are mostly used 
  in case of anti-persona mines, which are propelled to 
  some height above the ground before releasing their 
  deadly charge. And thirdly, the charge / warhead 
  used.  
  Unlike ammunition, rockets and missiles, mines are 
  much more robust, being buried in the ground under 
  unforeseeable conditions, and are much more cheap. 
  Instead of relying on specially shaped charges, com-
  plex plasma generation and similar, they simply rely 
  on the high mass of explosives that can be put into 
  the mine. 
  Mines come in different sizes (small / medium / 
  large) but can be carried by any Mech. Each Mech 
  may carry 1 small mine per point of strength, 2 me-
  dium mines per 3 point of strength or 1 large mine 
  for every 2 points of strength. They may be deployed 
  anywhere, though special vehicles exist, which can 
  saturate a zone or burry the mines in the ground, 
  reducing visibility. 
  Each mine has a certain space it needs to share for 
  all its components (sensors, propulsion, warhead): 5 
  for small mines, 7 for medium ones and 11 for large 
  ones. Attacks of mines are also considered surprise 
  attacks. Detection of mines is difficult; the GM 
  should ask for a perception test, with a base difficulty 
  of very hard / hard / challenging plus additional 
  modifiers depending on situation and whether the 
  mine has a stealth system or not.. 
  Sensory systems 
  The following sensory systems exist today; quite 
  often, more than one system is used in order to 
  achieve a better detection. In case of a (*) next to a 
  sensor name, the sensor is passive and does not re-
  quire any energy. Other sensors run of D-Cells; elec-
  tronics are optimized in such a fashion, that a single 
  cell is able to supply the integrated electronics for 
  roughly two years. 
  Add up the space cost of each sensor installed. Sen-
  sors may be installed multiple times, leading to mul-
  tiple detection rolls. When a mine tries to acquire a 
  target, the mine rolls it's relevant sensor(s). Each 
  sensor has a base skill of 8 + 2d10. If more than one 
  sensor is installed, roll once, but add +2 for every 
  sensor installed. Target numbers are dependent on 
  Mech size: very hard / hard / challenging. 
  Chemical Sensor (2) 
  Chemical sensors find use mainly in areas where 
  living beings are expected and targeted. Reacting 
  usually on typical hormones (or pheromones) of a 
  specific or wide group of living beings, they detect a 
  
   
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  certain substance, or combination of substances, in 
  the air. 
  The use of chemical sensors is pretty uncommon, as 
  the scent to be detected has to be fairly generic in 
  order to allow for quick detection. And mines are 
  today seldom used against living personnel. 
  Roll 1d10. On a 1 to 3 the sensor does not correctly 
  interpret the scent. Roll again. On a 1, the mine goes 
  off unintentionally, on a 2 through 10, the mine stays 
  inactive. 
  Friend / Foe Identification (1 */ 2 
  *) 
  Used mainly in areas of permanent implementation, 
  such as in front of a base, where all resident Mecha 
  are equipped with a friend / foe chip (or a friend / foe 
  database is accessible). This modification either 
  checks integrated RFID chips or consults a database, 
  based on a unique hard-wired identification code of 
  each Mech. In the latter case however, this informa-
  tion is emitted via wireless link and thus susceptible 
  to jamming. Mines can either shut down or continue 
  working when the wireless link is cut, depending on 
  the user's settings. RFID chips on the other hand can 
  be forged or stolen. 
  Magnetic / Metal Sensors (1) 
  A coil picks up any significant variation in the mag-
  netic field around the mine; the electrical pulse thus 
  generated is used to ignite the charge and detonate 
  the warhead and eventual propulsion system. This 
  implies however, that the mine is either equipped 
  with an external probe or is made out of plastic, as a 
  metallic mine would mean having an own magnetic 
  field. 
  While pretty reliable and easily adjustable to only 
  ignite when a certain mass of metal passes, the 
  downsides of the activation system are that any mag-
  netic field will activate the mine, including lightning, 
  quite often leading to false activation of a mine. 
  Pressure Sensor (1) 
  The classical sensor, a spring loaded plate is installed 
  on top of the mine (or a single cylinder, depending 
  on design). When a certain pre-determined pressure 
  applies on the mine, the plate / cylinder is loaded and 
  pushed downwards, leading to activation of the mine. 
  This is by far the most common type of the last two 
  year. 
  Visual Sensor (2 *) 
  Using a complex array of cameras, infra-red detec-
  tors and sometimes even non-visual aids such as 
  ultrasound, the mine forms a 3-D colour image of all 
  potential targets around itself. The on-board com-
  puter interprets the signals and compares it to the 
  database of acceptable targets. If one is found, then 
  the precise point of maximum damage is determined 
  and the mine is detonated as required. 
  These systems tend to have a shorter lifespan, either 
  because the objectives get dirty and require cleaning 
  or because the automatic cleaning systems (typically 
  electrical arcs) require lots of energy. 
  Roll 1d10. On a 2-9 the mine correctly identifies the 
  target, on a 1 choose: either do not detonate or deto-
  nate when a wrong target passes over the mine. 
  Reduce usage times by ½. 
  Propulsion / support systems 
  Some mines are made to move or to adhere to some-
  thing. This is treated by installation of the propulsion 
  / support systems. The two most used configurations 
  are without any propulsion / support system, in order 
  to keep costs low, and with magnetic grapples, in 
  order to be used as an anti-Mecha weapon. 
  Add as many systems as desired, or none, and add up 
  the cost of each system. 
  
   
  86 
   
   
  86 
  Charge Launcher (1) 
  Used mainly for anti-personnel mines, this modifica-
  tion fixes the charge on a pre-loaded spring or pres-
  sure cylinder. When activated, the charge is ejected, 
  being connected with a wire to the cylinder. On the 
  detonation height, the cable is pulled (it is simply 
  shortened to the desired length), pulling a safety 
  device and igniting the charge. Any heights of up to 
  3 metres are possible. 
  The mine may not be buried completely, as the spring 
  has not enough power to shift large masses of earth. 
  It will however displace up to 100 kg of mass. The 
  length must be set before detonation and is 1m50 by 
  default. It may be adjusted anywhere between 0 and 
  3 metres. Divide damage of the warhead by 2, re-
  spectively divide number of bullets that hit the target 
  by two (round up in both cases). 
  Magnetic Grapple (1) 
  Magnetic coils, powered by an internal D-Cell, are 
  integrated into the mine and the warhead is encased 
  in a special fashion as to direct the blast more exactly 
  towards this side of the mine. Delivered by powered 
  armour or by field troops, the mine is attached to a 
  Mech (usually in vulnerable places such as joints or 
  cockpit latches). The attacker drops and the mine 
  explodes on the Mech, doing heavy damage. 
  Make a 1d10 roll. On a 1-2 the mine does not cor-
  rectly attach and falls down. On a 1 roll again. On a 
  1-2 the mine detonates because of the shock and the 
  attacker and the Mech must resist 1/2 the damage of 
  the mine (armour applies). Increase damage respec-
  tively number of bullets hitting by 50 % (after the 
  dice roll, round up). 
  Stealth System (2) 
  A smaller and stripped-down version of the advanced 
  Mecha stealth system, the mine is cloaked from 
  view. This requires however the use of very expen-
  sive materials (radar-absorbent), a complete plastic 
  set-up (versus metal detectors) and a few other 
  changes in order to fool sensors (camouflage paint, 
  non-distinctive shape, etc.). Few mines are built this 
  way due to the high cost and low benefit. 
  Provides a -4 detection penalty for detection with 
  any sensors. 
  Warheads 
  The main parts of mines are their warheads, i.e. the 
  explosive charges they carry. Usually, these make up 
  a great part of the mine, but some specialized mines 
  sacrifice damage for support systems & advanced 
  detonators. 
  Warheads are shaped charges, designed to blow up in 
  specific directions and with specific damage zones, 
  ranging from an upward blast for the regular explo-
  sive mine to a 360 ° arc for the anti-personnel mine. 
  Anti-Personnel (1 - 5) 
  This weapon is used exclusively against non-
  armoured personnel. It uses a compressed charge 
  enveloped in small metal spheres. When the charge 
  explodes, the spheres are accelerated to great speeds 
  and rip through flesh, bones and other soft materials. 
  Glass will break, non-armoured vehicles will be 
  shredded. Armoured vests are of little aid against 
  these bullets. Because of the cruelty and the prospect 
  of settling all over Earth again, the use of such war-
  heads is forbidden; NEG special forces use it though 
  to contain human cultist threads. 
  Does vitality-scale damage. Range 50, -1 / m. 2d10 + 
  3 damage per bullet (roll only once for all bullets). 
  Everyone within the blast radius is subject to (size) + 
  1d5 bullets. Roll projectile armour and deduct it 
  from every bullet. 
  Anti-PA (3 - 6) 
  A beefed-up version of the anti-personnel mine, the 
  explosive charge is increased, the spheres are smaller 
  and their speed is much higher. Used in order to 
  damage the legs of Mecha or to completely annihi-
  
   
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  87 
  late powered armour, these charges are also forbid-
  den, because of the massive damage they can do to 
  human beings. 
  Hybrid damage, Range 100, -1 / m. 2d10 + 4 per 
  bullet. Everyone within the blast radius is subject to 
  (size - 2) + 1d5 bullets. Armour is deducted from 
  each bullet hit. 
  Chemical (4-7) 
  A high-pressured chemical cylinder with spring-
  loaded ejection nozzles of different types is installed 
  in the mine. When activated, the nozzles are ex-
  tended up to 2 metres; due to their size, they will also 
  pass through loose gravel, earth, but will be repelled 
  by any solid materials, including armoured feet of 
  Mecha. The liquid is then sprayed through these 
  nozzles, either as a direct stream, or as an area-
  coating. 
  Damage as chemical. Range 2m (nozzles), then 20 m 
  (upwards tight beam, 1 target only) or 10 m (flat 
  dispersing). Holds (size)*10 litres of any chemical. 
  Electrical (2-5) 
  Stacks of D-Cells are used to power high-capacity 
  low-loss capacitors (being pre-charged during manu-
  facture) for about 6 month. Whenever the mine is 
  activated, it shoots ten tiny needles on high-tensile 
  cables towards a pre-defined direction and then sends 
  massive amounts of energy over those wires. Al-
  though they nearly instantly evaporate due to the 
  high current, the ionized channel is created and the 
  rest of the charge travels along it into the target. 
  Hybrid damage. Range (one target only) 10 m. Dam-
  age (size * 2)d10; electrical damage. Apply electri-
  cal armour + trauma armour (see rules on electrical 
  damage). 
  Explosive (1 - 7) 
  A simple explosive charge, shaped to explode up-
  wards, this warhead is still the standard for all mines 
  used by the NEG and other militaries all over Earth's 
  battlefield. The warheads come in a number of sizes, 
  only dependent on the mass of explosives used. 
  Integrity-scale damage. Range 10 m, -2 / m. 
  (size)d10 + (size) damage. 
  Plasma (4 - 7) 
  Uses a D-Cell in order to quickly heat up a critical 
  mass of liquid hydrogen and transform part of the 
  Earth into an inferno of heat and molten earth, this 
  mine aims to cripple immediately the legs of larger 
  Mecha or completely destroy powered armour. The 
  heat is so intense that it can damage even the sur-
  roundings, though the plasma only lasts for a few 
  seconds. 
  Integrity-scale damage. Range 5 m, -5 / m. (size-
  2)d10 + (size+3) damage. Apply heat armour. 
  TTaarrggeetteedd  bboommbbss  
  Bombs are typically launched from aircraft; how-
  ever, Mecha and Engel flying on A-pods or even 
  dropped and still in the air, can also launch those 
  bombs. 
  Targeted bombs have their own guidance system (in 
  addition to receiving guidance information from the 
  launching unit) and limited flying capability, usually 
  by the aid of small wings and sometimes even small 
  solid-fuel booster, allowing them to home in on a 
  target that has been designated by ground forces. 
  Bombs come in different classes, depending on their 
  weight, and are commonly classified by the NEG as 
  follows: Small (up to 500 kg), Medium (up to 2 
  tons), Large (up to 5 tons) and Behemoth (larger than 
  5 tons). 
  All sizes come with different warheads. The NEG 
  has standardized the shell for the different classes 
  and only changes the warhead, which is essentially 
  just placed into the bomb’s shape and can easily be 
  
   
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  88 
  changed in field to achieve the maximum damage 
  desired. 
  When launching a bomb, roll a support weapon test 
  (Average for hovercraft, Challenging for aircraft and 
  Hard for Mech and Engel), but no defence roll ap-
  plies. For every point below the minimum, the bomb 
  deviates 1 m from the target. Do not increase dam-
  age from high rolls. 
  The bomb then makes a contest with the target to 
  home in correctly: roll 1d+2 for every target spotter 
  marking the target and allow a dodge roll for the 
  target. If the bomb looses, it deviates by 1 m per 
  point it lost from the target. Blast damage applies in 
  that case. 
  Aerosol 
  Another weapon formerly forbidden by the Geneva 
  Convention, aerosol bombs drop highly explosive 
  fluid into the atmosphere and disperse it in a large 
  area via tiniest droplets. When these are ignited, the 
  large available quantity of air and the enormous 
  surface of the total gas mass lead to an extremely hot 
  and devastating large-scale explosion, burning flesh, 
  trees and whatever is in the vicinity while the blast 
  flattens solid structures, buildings and the like. 
  Only medium and large. +12 / + 17 damage, aoe 30 
  m, full damage inside the area, no damage outside. 
  Apply ½ the damage as heat damage and ½ the dam-
  age as hybrid damage. Anything flammable will start 
  burning. 
  Area effect 
  Area effect bombs break down into several aerody-
  namic high-explosive charges that saturate an area 
  with heavy damage. These are intended for destruc-
  tion of heavy objects, such as vehicles or buildings 
  and can usually be avoided by smaller troops (i.e. 
  anything vitality scale which is able to move). 
  +8, aoe 20 m, no damage outside blast area, no 
  damage to vitality-scale things (you may roll 1d10 
  for a 1 to see if anyone is really unlucky). 
  Chemical 
  Used to deliver large quantities of chemicals upon a 
  certain area, chemical bombs are typically loaded 
  with either acid or napalm (or similar) in war opera-
  tion and insecticides or stun / tear gas for more civil 
  applications. 
  They consist of a pressure reservoir, the chemical 
  reservoir and a nozzle and open typically some 50 m 
  above the target, spraying their content over a larger 
  surface. This height can be adjusted in order to cover 
  larger surfaces or to precision-bomb a single target. 
  Holds (weight * 0.8) litres of liquids. Can spray in a 
  radius of 50 m (at 50 m height). Increase radius by 1 
  m for every m of height, thereby diluting the charge. 
  EMP bombs 
  EMP, electromagnetic pulse, bombs use small nu-
  clear charges that create powerful electromagnetic 
  blasts in the air. They are typically detonate over the 
  target, as the blast damage itself is not the critical 
  part, but rather the shockwave. And the higher the 
  detonation, the bigger the electromagnetic damage 
  and the lower the radioactive damage done to the 
  target. 
  Typically radioactive materials with a very short 
  half-life are used, in order to allow for quick re-
  settling / conquering of the area with ground person-
  nel and to reduce waste lands. EMP bombs are quite 
  bulky due to the nuclear charge. 
  Only large variant. +15 electrical damage and +4 
  hybrid radioactive damage. Base radius 100 m. In-
  crease radius by 100 m and decrease radioactive 
  damage by 1 die for every 50 m the device is deto-
  nated above the target up to a maximum / minimum 
  of 300 m / 0 damage. Electrical armour adds its 
  protection. 
  
   
  89 
   
   
  89 
  High-Explosive 
  A classical bomb full of high-explosive materials, 
  detonated upon impact, with no further fancy, high 
  explosive bombs are the regular ordinance delivered 
  to flatten opposition in an area before ground troop 
  insertion. 
  +3/+6/+9/+12 damage, blast, 5/10/20/40 m, -1 / 2 
  m. 
  Nuclear 
  One of the most devastating weapons ever devel-
  oped, nuclear warheads are only used in situations of 
  total desperation, when even the collateral damage 
  dealt to Earth is not important. 
  Today’s charges are smaller than the old ones of the 
  early 21st century, but achieve a much better penetra-
  tion rate and thus comparable destruction but using 
  less radioactive mass. Still, few things are able to 
  hold up against such a blast; even most Mecha are 
  destroyed or at least rendered unusable. The NEG 
  only very rarely uses these warheads, as the area is 
  also rendered unfit for humans for a very long time. 
  Consider anything except Engel destroyed that is not 
  Behemoth size. Behemoth Mecha or monsters receive 
  directly critical damage (or 10d10 + 50 whichever is 
  worse) and shut down / are dazed for 10 minutes. 
  The pilot receives 5d10 + 15 radiation damage. If it 
  doesn’t kill him, he will still have to be hospitalized 
  for radiation burns. Engel have their own rules w.r.t. 
  radiation but inflict, but still receive the 10d10 + 50 
  damage. 
  Shrapnel 
  Again a weapon forbidden by the Geneva conven-
  tion, shrapnel bombs release highly accelerated metal 
  particles in an area. But instead of using them only 
  against humans, these bombs are large enough to be 
  charged with metal spheres and charges that are 
  sufficient to penetrate even power armour. Released 
  shortly above ground, they fill a large area with their 
  deadly ordinance. 
  +3/+5/+7/+10 hybrid damage. Use double projectile 
  armour (keep the roll against all impacts, roll only 
  once). Roll a hard dodge. For every point you miss 
  it, one additional bullet hits you (use double armour 
  against each hit). 
  3.4 Weapons (human sized) 
  Most of the weapons here are just 
  derivates of the base weapon types 
  given in the core book. While they 
  do not substantially change game 
  play (the statistics usually remain 
  quite balanced), they are intended 
  to offer additional flavour in the 
  form of immersion and variety to 
  the game. 
  EExxoottiicc  WWeeaappoonnss  
  Instruments 
  One of the rare modifications made to instruments is 
  the incorporation of guns. However, it is not unheard 
  of. Stemming from the desire of ever bigger and 
  more interesting shows, instruments were even fitted 
  in the early 3rd millennium with pyrotechnical de-
  vices (i.e. fireworks) in order to make for a blasting 
  concert. In later time, this was adapted to be used 
  with lasers (for laser shows) and the occasional one-
  shot gun (for dramatic purposes). On the black mar-
  ket, these techniques evolved in order to give heavy 
  metal (and other) groups a good argument when 
  having to battle it out again. 
  Generally, guns can only be incorporated in instru-
  ments that are large enough to hold them, their am-
  munition / power supply and not suffer any adverse 
  effects from the change in the resonance body. As 
  such it can be assumed that no acoustic instruments 
  with higher then mediocre quality can accept modifi-
  cations, except the following instruments and guns. 
  • 
  Base (acoustic): anything in neck, laser 
  anywhere 
  
   
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  90 
  • 
  Chello (acoustic): small calibre guns in 
  neck, laser anywhere (internal power supply 
  is possible) 
  • 
  Guitar (acoustic): laser in any part, but 
  power supply must be external 
  • 
  Violine (acoustic): laser in neck but with 
  external power supply 
  In principle the same modifications as for the walk-
  ing cane are possible; please look there, what you 
  want to install.  
  Walking Cane 
  There are a number of uses a standard walking cane 
  can be put to. The long barrel-like cane has been 
  traditionally used for hidden rapiers, sabres or similar 
  weapons. However, with the advent of advanced 
  manufacturing, nanotechnology and miniaturization, 
  the walking cane has become a host for a large selec-
  tion of goodies. 
  Once a status symbol, walking canes are today rather 
  seldom seen, though they have started to enjoy quite 
  a comeback in the last few years. Traditionally made 
  of wood, the best and most expensive ones are also 
  today made from expensive and exotic woods. 
  Younger people have them made out of colour-
  changing polymers, metal or even translucent with 
  some kind of device in the middle (ranging from 
  simple water games, moving bubbles to complicated 
  mechanical devices without function but cool looks). 
  Blade 
  The classical modification includes a fencing blade 
  into the cane. Used namely by those who have to 
  hide something, the blade is made today from spe-
  cially engineered polymer materials, sharpened by 
  laser and often dipped with its tip into a chemical 
  reservoir. The cane fits tight and completely conceals 
  the opening, advanced materials in the outer shell 
  make the blade and space within invisible to x-ray or 
  other detection methods and let the cane look just 
  like it was nothing special. The blade is available as 
  a rapier or any other fencing weapon, depending on 
  the taste of the user. 
  Hidden weapon, forbidden everywhere. Dmg+1, 
  reach+1. Can be quick drawn for a surprise attack.  
  Grappler 
  The tip of the cane is made from metal and is in fact 
  a small anchor, which deploys via springs in flight. A 
  powerful gas charge is used to propel the anchor up 
  to 15 m in vertical height, while trailing an ultra-light 
  cable behind it. A small winch is installed in the 
  (somewhat larger) upper end of the cane. It is spring 
  loaded and can be used to draw up to 100 kg all the 
  way up. Once shot, the gas cartridge needs to be 
  replaced and the winch's spring needs to be re-
  loaded, which takes a special tool or a drilling ma-
  chine (some 10 minutes in the first case and 45 sec-
  onds in the last). 
  Gun (Electromagnetic) 
  The cane is slightly larger than the usual ones and 
  looks massive, especially due to the upper end being 
  quite large; people used to those exotic canes often 
  recognise the electromagnetic cane solely from its 
  appearance, making it somewhat less popular. The 
  size comes from the electromagnetic coils installed 
  the length of the cane and the D-Cell installed in the 
  tip. A small opening accepts tiny metal spheres, 
  which are then accelerated along the barrel at very 
  high speeds and propelled towards the target. In 
  order to shoot, the tip is separated, and a small laser 
  dot is projected along the barrel from the top. 
  Hidden weapon, forbidden everywhere. Dmg -1, 
  shots 3, 20 rounds, 1 D-Cell (good for 40 shots). 
  Loaded by hand, shot by shot, though a quick loader 
  can be attached (allowing the weapon to be re-
  loaded in 4 turns). Due to the improvised nature of 
  the gun, it imposes a -1 modifier to the to-hit roll. 
  Gun (Laser) 
  Looking exactly as a normal walking cane, except 
  for the larger top, the laser gun cane houses an elabo-
  
   
  91 
   
   
  91 
  rate optical focus system, laser generator and a single 
  D-Cell. When activated (either by wireless command 
  or by depressing a hidden button), the cane fires very 
  short high-energy bursts in the invisible spectrum. As 
  this makes targeting difficult, a red-light visible laser 
  is also implemented, projecting a dot on the target. In 
  order to shoot, the tip bends sideways and closes 
  again after the shoot-out. 
  Hidden weapon, forbidden everywhere. Dmg 0, shots 
  3, 2 / 1-2 / 6, 1 D-Cell (good for 30 shots). As an 
  improvised weapon it imposes a -1 modifier to the to-
  hit roll. 
  Gun (Powder) 
  An archaic instrument no longer used but by fans of 
  the old days, the tip of the cane is sitting on a charge 
  of gun powder and can be shot. Often combined with 
  an injection system, it can also be used to deliver 
  poison or other chemicals. Strictly forbidden and 
  difficult to use, users sometimes got hurt themselves 
  because of the tremendous recoil from the long cane. 
  For the very daring out there, a large-calibre version 
  exists; while doing more damage it also requires a 
  thicker cane and a strong arm to fire. 
  Hidden weapon, forbidden everywhere. Dmg-1 (1 for 
  large calibre), shots 1, 1 round, range 2 / 5 / 10. For 
  each point of strength below 8 the user receives 1 
  point of damage due to the recoil (no armour ap-
  plies). Also add 1d10 (2d10 for large calibre) dam-
  age for everyone (no armour). 
  Gun (Taser) 
  Another popular version of the gun cane is the taser. 
  Small needles are shot from the tip, connected with 
  thin wires to a power supply inside the cane. In order 
  to save on space and costs, no D-Cell has been used, 
  but instead traditional accumulators are in place, 
  which need to be recharged at home. They can 
  transmit high voltage shocks, which essentially ren-
  der the target unconscious. The only allowed version 
  of self-defence for unlicensed personnel, the taser 
  cane is widespread and often deemed acceptable 
  even on social occasions where guns are heavily 
  controlled. 
  Hidden weapon, allowed. Dmg+4 (stun), shot 1, 1 
  round, range 0,5 / 1 / 3 (no extreme range). Imposes 
  a -3 to-hit modifier due to the improvised character-
  istic of the weapon. 
  Spray 
  Using the hollow part of the cane as a reservoir for 
  fluids increases the weight of the cane but allows for 
  a wide selection of useful applications. A standard 
  cane can hold nearly 500 ml of any fluid and encases 
  it in a glass receptacle, resisting even strong acids. A 
  small compressed CO2 cartridge is installed in the 
  top, which pressurizes the reservoir upon demand 
  and allows spraying from the tip. Different tip caps 
  exist, depending on the use: high pressure for a tight 
  stream with some reach; dispersing, in order to coat 
  an entire area with fluid; or any combination thereof. 
  The law-enforcement has not yet decided how to 
  treat this weapon, and as such it is allowed in Amer-
  ica but not in Western Europe. 
  Hidden weapon, legality varying. Damage depends 
  on fluid charged. Shots 2, CO2 reservoir good for 
  one cane. Range (tight) 0,5 / 1 / 2, range (spray), 0,5 
  fixed. The weapon can unload 250 ml of fluid in one 
  turn. The size of a shot is determined by the muzzle 
  used (anything from 50 ml to 250 ml). 
  3.5 Weapon accessories 
  The following weapon accessories 
  are available for human and Mecha 
  sized weapons of most kinds. 
  FFiieelldd  ppoowweerr  ggeenneerraattoorr  
  Sometimes large power amounts are needed in the 
  fields, in forward posts … whenever it is not practi-
  cal to lay a power line or to install an entire power 
  centre, field power generators are installed. These 
  large D-Engines are about ten times bigger than 
  
   
  92 
   
   
  92 
  those installed in a Mech, much more heavy and 
  better shielded. 
  They are used frequently not only by the military but 
  also buy regular construction sites, disaster relief and 
  as emergency backup for hospitals and other impor-
  tant buildings. 
  FPGs come in different sizes. They are multi-
  segment constructions, which can easily be adapted 
  to power needs. The smallest ones with one segment 
  generate about the power of a Large Mech and weigh 
  something like one ton. Each segment increases 
  power by the amount generated by one large Mech 
  and increases weight by 750 kg. They are either 
  transported by Mecha via handles or are embarked 
  on large trucks and transported to their destination. 
  Can power any regular Mecha weapon and device. 
  One segment powers roughly one mobile barracks 
  complete with all accessory equipment. 
  HHiigghh  ppoowweerr  eenneerrggyy  ppaacckk  
  Sniper rifles and some other heavy military Mecha 
  sized weapons have let to the requirement of massive 
  amounts of energy. Simple D-Cells being not 
  enough, the military has developed standardized 
  power packs, holding 4 standard military issue D-
  Cells each, coupling them with a robust and reliable 
  charge / discharge and health monitoring system. 
  They also have a standard power outlet. 
  If standard power outlet is used, treat equipment 
  connected to it as if having power from 4 D-Cells, 
  i.e. 4 times the operation time of a single D-Cell. 
  LLaasseerr  ppooiinntteerr  
  In order to improve accuracy, it is common practice 
  to install a laser pointer on an axis parallel to the 
  barrel, projecting a small red dot next to the point 
  where the bullet will hit (typically a bit higher or 
  lower). This is a common modification, that can be 
  installed on the top or below the barrel. 
  Provides a +1 to-hit modifier on all ranges except 
  short. Cannot be used in combination with a scope. 
  SSccooppeess  
  When using scopes on weapons, the target is brought 
  in closer, thus reducing per-
  ceived distance. Using a scope 
  requires the shooter to aim care-
  fully, generally using some sort 
  of support, such as a bipod or 
  tripod. 
  Another potential drawback of 
  scopes is their delicacy. When 
  hit in melee or otherwise 
  shocked, odds are that the sup-
  port will shift or some piece of 
  delicate mechanics is moved, 
  
   
  93 
   
   
  93 
  miss-aligned the scope with the barrel and essentially 
  rendering it useless. 
  For every full turn thus used, the range category is 
  reduced by 1. If more than one turn is used, the 
  weapon needs to be steadied. Also apply targeting 
  modifiers for every turn thus used. Cannot be used in 
  combination with a laser pointer. 
  Scopes need to be re-calibrated after every day of 
  usage (extended, Armourer, Average, 15 minutes, 2 
  hits). Whenever the shooter is hit in melee, falls or 
  otherwise risks damaging the weapon, roll 1d10. On 
  a 1 the scope is misaligned and cannot be used until 
  re-aligned. (Optionally roll 2d10: on a 0-3 the scope 
  is damaged, requiring replacement, on a 4-10 it is 
  misaligned, on an 11-15 apply a -4 modifier to the 
  1st shot, as the shooter can re-align the scope him-
  self).  
  3.6 Ammunition 
  What would the world of carnage be 
  without bullets? Empty guns and 
  energy weapons only get you so far, 
  so here’s something for you to put 
  in your guns and to bring tactical 
  versatility to the battlefield. 
  We only list the ammunition types here, as they are 
  available in all required calibres, and the principles 
  do not change between Mecha and human sized 
  weapons. Sure, the materials used, explosives em-
  ployed and fabrication methods change, but the un-
  derlying function (burn, shock, knock down) remain 
  the same. 
  Today’s weapons automatically detect the weapon 
  type, which is imbedded in a RFID chip in each 
  bullet, and adjust power settings, coil strength and 
  ejection speed accordingly. 
  All ammunition given here exists in a vitality-scale, 
  integrity-scale and hull-scale variant. Simply adjust 
  the damage as appropriate to the gun that is firing. 
  CChheemmiiccaall  ddeelliivveerryy  
  Acids, tear gas and sometimes even aerosol-vectored 
  sleeping gas can do wonders in non-lethal warfare. 
  As even the military has understood that expending 
  lives at all costs is not always an option, but that vital 
  information can be extracted from prisoners as well 
  being able to use them for cruel and illegal experi-
  ments, they have invested in this new type of ammu-
  nition. 
  The bullet is hollow with a thinner jacket, making it 
  somewhat unstable in flight and requiring slower 
  barrel speeds, thereby reducing range. However, the 
  bullet can be loaded with any chemical the shooter 
  desires; typically it is combined with a skin-vector, 
  which increases skin pore dilatation and has slightly 
  acid properties, making the chemical pass even 
  through armour. 
  Reduce all ranges by 20 % and base damage by 1 
  die. 
  IInncceennddiiaarryy  aammmmoo  
  Regularly used when it is time to make something 
  burn, the bullets are hollow and filled with a special 
  substance, such as white phosphor or napalm; some-
  times an agent for the initial ignition is provided. 
  Looking from the outside as regular ammo, the bul-
  lets explode upon impact letting loose their burning 
  interiors on or in the target. The chemicals used are 
  also made to stick to the target and to be difficult in 
  extinguishing. 
  Change damage type to “heat”. Causes materials to 
  ignite (if possible) and continues to burn for 2 con-
  secutive turns, causing 1d10 hybrid burn damage 
  every turn. It is impossible to extinguish. 
  EExxpplloossiivvee  aammmmoo  
  Filled with a more unstable compound, explosive 
  ammunition is used to inflict more harm unto a tar-
  
   
  94 
   
   
  94 
  get. While the bullets remain unchanged on the exte-
  rior, the charge is altered. However, since the com-
  pound is more unstable, there is a very real risk of 
  explosion / harm to the user when the ammunition is 
  hit. 
  Adds 20 % (quicker: +1) damage. Use common 
  sense to see if the ammo pouch is hit. If yes, does 
  (remaining ammo)d10 damage to the user (may use 
  armour). 
  HHiigghhllyy  
  uunnssttaabbllee  
  hhaarrmm--
  iinnfflliiccttoorr  
  Developed from the explosive ammo, this experi-
  mental ammunition is forbidden on the regular bat-
  tlefield and has only seen a very small deployment in 
  test cases. It is not officially supported by the NEG. 
  Basically, the shell is left unaltered, but the charge is 
  altered to a significantly more damaging kind, which 
  has the drawback of being highly un-stable, even 
  during transport, making the ammo quite useless in 
  regular battle. 
  Adds 50 % to the damage caused. Whenever trans-
  ported anyway else than in the special casings under 
  controlled conditions (combat is not a controlled 
  condition), roll 1d10 per hour (count fractions as full 
  hours). On a 1, the ammo explodes, causing 3d10 
  damage for every 2 bullets thus exploding. 
  RRuubbbbeerr  aammmmoo  
  Used mainly in riot suppression but incidentally also 
  on the battlefield, the normal shells are replaced by a 
  thin metallic outer shell and heavy rubber slugs on 
  the inside. When hitting a target, the shell brakes 
  away and the slug flattens against the target, transfer-
  ring a maximum amount of kinetic energy to the 
  target, hoping to knock it down. 
  Reduce damage by ½. Treat as knockdown attack: 
  make a challenging strength test. Add a +2 / -2 
  modifier for every step difference in size. If the test 
  fails, the target falls flat on the back and requires 3 
  full turns to get back up again. (Roll a challenging 
  athletics test. For every 5 points the threshold is 
  beaten, reduce time by 1 turn to a minimum of 1 
  turn.) 
  SSeemmii--AAuuttoonnoommoouuss  DDeelliivveerryy  
  Used in the military mostly in close quarter combat 
  or in confined spaces, these grenades have found 
  widespread application in the securing of buildings, 
  lightning of dark spaces and indirect fire. They are 
  mass produced, light weight and have low costs, 
  making them a favourite of field commanders. 
  Lastly, their universal charge adaptor makes them 
  perfect for in-field engineering and improvisation, 
  making them also a loved addition to all trooper's 
  and engineer's arsenal. 
  The SAD is a semi-autonomous drone relying on an 
  initial propulsion but able to control its own move-
  ment. It has the form of a nearly perfect rubber 
  sphere, which encloses the command, monitoring 
  and steering shell, which can, by shifting weight, 
  adjust the direction the SAD is moving in. What 
  follows is a nearly 0 friction nano-oil and finally the 
  charge container, which thus always stays in the 
  same position and is not affected by the moving 
  motion of the SAD around it. The SAD is powered 
  by minuscule accumulators and has just enough 
  spare power to hold a receiver unit and provide a 
  single high intensity power spike. Any other required 
  energy, the charge must bring itself. 
  There are a few options the SAD can accommodate: 
  self-opening on signal (for instance for re-Usable gas 
  grenades, flesh bangs and similar) and advanced 
  movement. The latter implements additional power 
  reserves and a micro-motor, able to amplify the ini-
  tial movement and keep the SAD going for a bit 
  longer time, while reducing the available charge 
  space. 
  
   
  95 
   
   
  95 
  SADs also come in all kinds of sizes from a mere 5 
  cm diameter to nearly 1 m, varying charges held, 
  transportability and cost. The most common how-
  ever, are 5 and 20 cm, the first as personal, the sec-
  ond as Mecha variant. 
  TTrraacceerr  aammmmoo  
  Used in night or poor visibility conditions, this am-
  munition burns on the backside when fired, leaving 
  tiny red spots in the air, visible to the shooter (and all 
  behind him), but not to the enemy on the sides or in 
  front of him. They are usually used as every 3rd or 4th 
  bullet in a magazine or belt, but have a slightly lesser 
  punch, since they need to provide the burning mate-
  rial. 
  Only on automatic weapons. Provides a +1 
  (1/4th) or +2 (1/3rd) bonus to targeting at 
  night, but also incurs the same amount as 
  damage modifier. When firing bursts simply 
  adjust the damage accordingly. When firing 
  on full auto, reduce damage by 6 (1/3rd) or 3 
  (1/4th) points. 
  3.7 Advanced Rocketry 
  As the regular ammunition has 
  gone with the time, so have 
  the rockets. Today, fighters 
  are no longer limited to a single 
  kind of rocket, but can choose from 
  a variety of propulsion system, 
  warheads and guidance systems. 
  Every rocket as presented under these rules can be 
  constructed from three parts: the propulsion system, 
  which is also partly dependent on the launcher; the 
  warhead, which defines the charge of the weapon, 
  i.e. damage amount and type; and the guidance sys-
  tem.  
  These three systems share the same space, such that 
  it is impossible to install it all into the same weapon. 
  Finally, everything written here is also true for tor-
  pedoes (use common sense though). 
  Rockets have a regular space of 10 units, long range 
  missiles have a space of 25 and are nearly thrice the 
  size of regular ones.  
  PPrrooppuullssiioonn  ssyysstteemmss  
  Propulsion of rockets is invariably done by solid fuel 
  burning, which, once ignited, cannot be switched off 
  and will continue burning until all propellant is con-
  sumed. However, dependent upon the quantity of 
  fuel, composition of fuel and of the steering capabili-
  ties of the rocket, this system can be larger or smaller 
  and will deliver (in addition to the warhead) a bigger 
  punch. 
  Unguided missiles simply have a fixed nozzle and 
  small wings to stabilize them in flight, often intro-
  ducing rotary movement. The guided once have 
  
   
  96 
   
   
  96 
  moveable flight control surfaces (usually on 3 to four 
  small wings) and often a moveable exhaust nozzle, 
  giving them vector thrust capabilities. Guided mis-
  siles are difficult to trick, as they are able to take 
  more than 20 g in any turns, while human pilots 
  already need proper training just to withstand the 9 g 
  they maximally fly. 
  Short Range (3) 
  A small reservoir used for high-speed short-distance 
  delivering of the ordinance. Rather seldom used in 
  combat, as the bigger punches can be supplied by 
  particle canons and the like and rockets are rather 
  used for medium to long range engagements. The 
  NEG today no longer commissions short-range mis-
  siles except for a very small contingent of highly 
  specialized payloads. 
  Medium Range (5) 
  The usual propulsion system for rockets, it allows 
  engaging the enemy before or just as the long-range 
  weapons come to bearing. Used to soften up a target 
  before it comes too close or trying to destroy the 
  target before it can get into melee range, the NEG 
  makes wide uses of rockets of multiple kinds. The 
  medium range propulsion system is also the ideal 
  compromise between payload and propulsion. 
  High Speed (6) 
  Used only for medium-short ranges, these rockets are 
  intended especially to intercept and destroy fast mov-
  ing vehicles, such as aircraft. Reaching top speeds of 
  Mach 3.5 and supporting loads (any direction) of up 
  to 35 g, these fast burning rockets are the bane of all 
  fighter pilots. Much larger than the usual short range 
  and medium range propulsion systems, it leaves little 
  place for payloads. However, aircraft are tradition-
  ally low armoured and thus smaller charges are suffi-
  cient. 
  Extended Range (7) 
  The largest propulsion system able to be integrated in 
  usual rockets, an extended reservoir and upgraded 
  nozzle are installed, able to propel the rocket just that 
  bit further than the normal ones. Often used by 
  
   
  97 
   
   
  97 
  Mecha with access to quick re-supplies, the battle-
  field is saturated with these rockets before the enemy 
  can get into sight and his own range. Ordinance is 
  then exchanged in order to be able to keep up with 
  the damage, when the opponent is near. 
  Long Range (10) 
  A large propulsion system consisting of multiple 
  tanks and a large nozzle, intended for short flight 
  times at very high speeds, the long range missile 
  reaches Mach 1.2. While not able to intercept air-
  craft, it can at least hit even far away targets in just a 
  few seconds. 
  GGuuiiddaannccee  aanndd  SStteeeerriinngg  
  While the steering system is factually also part of the 
  propulsion system (at least partly), it is only installed 
  and upgraded according to the capabilities of the 
  guidance system - after all, there is no use in steer-
  ing, when the rocket cannot be guided. There are a 
  number of systems, depending either on internal or 
  external electronics to provide guidance to the 
  rocket. Target acquisition is made by many means, 
  each of which has its own drawbacks; therefore, 
  modern rockets use a combination of imaging (infra-
  red, visible and other spectra), laser, radar and heat 
  seeking in order to correctly identify their target and 
  home in on it. 
  The vast number of rockets is guided by the launch-
  ing vehicle, thus also supplied with friend / foe in-
  formation and the possibility of re-assigning targets 
  in flight (if there is enough time) to kill priority tar-
  gets. Long range missiles are typically self-guided, 
  as they often rely on remote spotters since the target 
  usually cannot be seen by the launching vehicle. 
  Non Guided (0) 
  The simplest of all guidance systems - it is simply 
  not existent. The rocket is launched and continues on 
  its way until impact, without any chance to do any-
  thing. Seldom used, it is only employed when many 
  rockets are fired quickly in order to saturate an area 
  with interdiction fire - kind of a larger machine gun 
  replacement.  
  Friend / Foe (3) 
  Non-autonomous missile simply launched without 
  having a target acquired. Using the launcher's target-
  ing and battle information system and some basic on-
  board targeting system, the missile homes in on the 
  closest suitable target and destroys it. Not very reli-
  able but useful when jammed or when there is great 
  need for damage without the time for a correct tar-
  geting procedure. 
  Roll a to-hit contest between the victim and following 
  value: (launcher's targeting bonus x 3) + 7 + 2d10. 
  Fire and Forget (4) 
  This missile is launched once a target is acquired and 
  then uses the launcher's targeting system to home in 
  on the target. It uses vector-thrust and a basic wing 
  steering system, allowing for hard course corrections, 
  albeit some deficiencies when flying in rough terrain. 
  If the launcher looses contact to the target however, 
  the missile is able to use some very basic tracking 
  and targeting methods to follow its target and destroy 
  it. 
  Make the contested to-hit roll. If the contact between 
  launcher and missile is lost, roll 1d10. On a 7-10, the 
  missile correctly homes in on the target and destroys 
  it, on a 1-6 the missile fails to re-acquire the target 
  and destroys itself.  
  Multi-Mode (5) 
  Combines the fire and forget and friend / foe recog-
  nition. If fired as a targeted missile, it behaves as a 
  fire and forget missile. If fired without having ac-
  quired a target first, it uses the friend / foe circuits. 
  Semi-Autonomous (5) 
  Launched from a vehicle without prior contact to the 
  target but rough coordinates of the target, the missile 
  quickly speeds to the designated coordinates, where 
  the target has to be designated by spotters (usually 
  laser or microwave). The missile will home in on the 
  
   
  98 
   
   
  98 
  designated target. In order to do so, it has advanced 
  steering mechanisms, speed regulation, vector thrust 
  and a rather complicated electronic brain, able to 
  make semi-autonomous decisions regarding speed, 
  heading etc. 
  Make a simple to-hit roll based on distance (no con-
  test allowed). If successful, the missile launches into 
  the general direction and flies to a suitable position. 
  Roll 1d10. On a 4-10 the target is correctly identified 
  and the missile homes in on it, transmitting the data 
  to all other missiles of the volley, which also home 
  in. On a 1-3 the missile does not find the target and 
  self-detonates. 
  Autonomous (7)  
  Using the same steering system as the semi-
  autonomous missiles, but with a much more ad-
  vanced computer suit, the autonomous missile is 
  loaded with tactical information and has advanced 
  imaging systems and is equipped with a friend / foe 
  system. Given rough coordinates of estimated target 
  positions, the missile will speed there, brake to more 
  manageable speeds and identify quickly a suitable 
  target, on which it then homes in. These missiles are 
  still largely in a prototype phase, as it is not trivial to 
  make a missile recognize friend from foe just by 
  visual identification. 
  Make a simple to-hit roll based on distance (no con-
  test allowed). If successful, the missile launches into 
  the general direction and flies to a suitable position. 
  Roll 1d10. On a 6-10 a target is correctly identified 
  and the missile homes in on it, transmitting the data 
  to all other missiles of the volley, which also home 
  in. On a 2-4 the missile finds no target and self-
  detonates. On a 1, roll again. On a 1 to 3, it identi-
  fies a friend as foe and homes in on it, directing all 
  other missiles of the volley to home in, too. 
  WWaarrhheeaaddss  
  The engine of destruction, the warhead is the charge 
  that deals damage. At first, warheads simply con-
  sisted of explosives, 
  but as warfare devel-
  oped new types have 
  been invented: na-
  palm, 
  chemicals, 
  nuclear 
  … 
  Man’s 
  imagination is limit-
  less when it comes to tools of destruction. 
  Damage values given in the following are per rocket 
  or per long range system. 
  Light explosive (1) 
  Sometimes there is just not enough space in order to 
  fit enough explosives. In these cases, a light charge 
  of high-explosives are used, in order to keep the 
  damage in an acceptable range. Rockets with these 
  warheads are always fired in couples (i.e. 2 or 4 etc. 
  at a time), since they need to combine their explosive 
  power in order to make any damage at all. Due to the 
  low damage but the high cost / damage compared to 
  normal rockets, this warhead is rarely used in the 
  military. 
  Dmg +1/2 rockets (round down). A minimum of 2 
  rockets must be fired per shot. 
  Electrical (2) 
  Using a battery of high-capacity capacitors and a 
  metal depressing contact on the tip, the warhead 
  releases vast amounts of energy with a very high 
  voltage in the millions of volts and high currents of a 
  few tens of kA into the target, hoping to disable it by 
  electrical shock alone, without damaging the target 
  too much. This warhead is not very common, due to 
  the very high cost and the rather frequent modifica-
  Warhead 
  Space 
  Dmg 
  / 
  Rocket 
  Dmg 
  Type 
  Special 
  Light Explosive 
  1 
  0.5 
  P 
  Min. 2 rockets (else 1d5 dmg) 
  Electrical 
  2 
  4 
  E 
   
  Chemical Sniper 
  2 
  0 
  am 
  See special rules (lots) 
  Explosive 
  3 
  1 
  P 
   
  Plasma 
  4 
  1.5 
  H 
  Min. 2 rockets (else use 1d5) 
  Piercing 
  5 
  1 
  H 
  No armour roll, ½ vs. small & tiny 
  Chemical Area Sat. 
  6/8/10 
  -1 
  am 
  Depends on chemical loaded 
  Bunker Cracker 
  10 
  8 
  H 
  No armour roll + special (see text) 
  HE Anti Veh. 
  10 
  10 
  P 
   
  am = ammo, H = heat, E = elec., P = physical 
  
   
  99 
   
   
  99 
  tion of increased electrical resistance on many 
  Mecha; special ops and capture operations make the 
  most use of these. The warhead is also not very sub-
  tle: lightning strikes wherever it hits. 
  Dmg+4 (electrical). Under water Dmg+2 but every-
  thing in a 100 m radius around the target has to 
  resist the same damage as the target, included the 
  launcher (if in range). Smaller fish and animals die 
  instantly, leaving a trail of destruction. 
  Chemical sniper (2) 
  A strange shape with a very sharp front needle, su-
  per-heated with small amounts of plasma, the chemi-
  cal sniper rifle is intended to pierce the armour of the 
  target and deliver a chemical charge directly to the 
  inner part of the target, sometimes even hitting the 
  pilot himself (and in general killing him in the proc-
  ess). 
  Dmg 0, roll a contest between 1d10 + success dice 
  against the target's armour. If the result is greater 
  than the armour roll, the point penetrates and the 
  chemical is delivered to the inside of the Mech. Roll 
  1d10. For tiny / small / medium / large / behemoth 
  Mecha, the pilot is hit by a single missile on a roll 
  between 1-7 / 1-6 / 1-5 / 1-4. In this case, inflict 5d10 
  + 20 damage (armour applies) upon the pilot + 
  whatever the chemical does. 
  Explosive (3) 
  The traditional warhead used on nearly all rockets. 
  An explosive charge is detonated when close to the 
  target, the damage coming from the shock wave and 
  the explosion with some added damage due to the 
  exploded shell. These warheads pierce to some ex-
  tend the armour of the target in order to increase the 
  effectiveness of the explosion; however, this effect is 
  only secondary. 
  Dmg+1 
  Plasma (4) 
  Using a storage of liquid hydrogen and a small high-
  capacity electrical storage, the warhead has a long 
  "snout" which extends after firing and is depressed 
  before the rocket hits the target, leading to ignition of 
  the charge and immediate fusing of the hydrogen to 
  become one big ball of plasma just an instant before 
  it hits the Mech, thus transferring a maximum 
  amount of damage to the Mech. In order to combine 
  for maximum effects, rockets are usually shot in 
  pairs. 
  Dmg +3/2 rockets (round down; heat damage). You 
  may roll 1d100. On a 1, one of the rocket hits a bird 
  or similar small object, leading to ignition of the 
  charge in mid flight and thus reducing the damage. 
  Piercing (5) 
  On the basis of an explosive warhead, with some 
  reduced charge, the piercing warhead is intended to 
  pierce the target's armour by using a super-heated tip 
  and high rotation speeds, in order to deliver a small 
  explosive charge into the enemy, beyond the armour. 
  Commonly used against heavily armoured targets, 
  including bunker and similar installations. Against 
  small Mecha, this charge is seldom used as it is con-
  sidered over-kill. 
  Dmg+1 (heat), no armour roll, but may roll with 
  heat armour modification. Against tiny or small 
  Mecha, half the damage. 
  Chemical Area Saturation (6, 8 or 10) 
  In order to saturate a large area with chemicals or 
  with flammable liquids, including napalm, a special 
  warhead was designed, which features a large reser-
  voir of highly resistant materials and can hold up to 
  nearly 80 / 120 / 200 litres of fluids, depending on 
  the size chosen. It is deployed to a certain area, 
  which it over flies, releasing the liquid. Depending 
  on pre-selection it can either saturate an entire area 
  with a rain-like spray, or it can dump the entire con-
  tent in a few seconds, in a heavy stream. If required, 
  electrical ignition of fluids upon exiting the reservoir 
  is possible. This warhead is today widely used in the 
  NEG military, in all kinds of configurations; pilots 
  
   
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  100 
  are advised however to be careful when carrying 
  explosive liquids as a direct hit on it can lead to ex-
  plosive results. 
  Dmg -1 
  Bunker Cracker (10) 
  Used mainly on larger missiles, the bunker cracker is 
  a larger piercing warhead which heats up to tremen-
  dous temperatures and has a drilling profile on the 
  warhead. Using plasma-near heat and the drilling 
  motion, it eats even through the toughest armour and 
  releases heated material into the bunker, consuming 
  oxygen and potentially frying anyone inside the 
  bunker. Too large for most missiles do be effectively 
  used against Mecha, the damage done is nevertheless 
  impressive. 
  Dmg+8, no armour roll; may roll 1/2 of heat ar-
  mour. Half the damage against tiny or small Mecha. 
  In case of entering a bunker or closed space, intense 
  heat is dispersed, causing hybrid heat damage: 1st 
  turn 1d10, 2nd turn 2d10, etc. up to ten turns, then 
  declining: 11th turn 8d10, 12th turn 6d10 etc. 
  High Explosive Anti-Vehicle (10) 
  The warhead used mainly on long range missiles due 
  to its size is composed of the forward drilling part, 
  which is heated by the sheer speed of the missile and 
  used to borrow through the armour of the target and 
  deliver the massive charge of high explosives as 
  close as possible to the target's structure, thus in-
  creasing dramatically the damage transferred. 
  Dmg+10 
   
   
  
   
  101 
   
   
  101 
   
  44    EEqquuiippm
  meenntt  
   
   
  
   
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  102 
  In this chapter you will find a 
  multitude of different equipments, 
  to be used by your average player. 
  Those things intended for Mecha are 
  in chapter 3, so you should be 
  heading there straight away, if 
  that’s what you’re looking for. 
  4.1 Armour and Cloth 
  As the possibilities and varieties 
  of harm infliction on people grew 
  ever 
  more, 
  cloth 
  and 
  armour 
  designers had to step up to the 
  challenge and devise new ways of 
  protecting their clients – be it 
  with 
  obvious 
  and 
  heavy 
  armour 
  plating, or by implementing hidden 
  armour and protection layers into 
  regular clothing. 
  GGeenneerraall  NNootteess  
  Armour values here are given as a static value, fol-
  lowing the Armour – Revisited additional rules from 
  chapter four. If you wish to convert this to die, divide 
  by 5 and round up. When using the numbers given 
  here, do not roll for armour, but instead simply sub-
  tract the values given from the damage received. 
  AArrmmoouurr  
  Typically, obvious armour is used in heavy combat 
  situations by riot control, Special Forces or other 
  official party. However, some special cases of ar-
  mour not directly intended for combat can also be 
  found. 
  Powered armour suit 
  BAs are different from normal Mecha suits in that 
  the wearer pilots a BA differently. As such, the suits 
  are very light, custom tailored and can be stretched in 
  many ways. Build to evacuate sweat and heat from 
  the body, they keep the pilot comfortable and offer 
  electrical protection as well as considerable ballistic 
  and trauma protection. 
  The NEG military deems BAs similar to soldiers, so 
  they pilots are well equipped to fight on, even when 
  on foot, and their armour suits rival some of the 
  better combat armour. They are truly a marvel of 
  modern engineering and also make use of some of 
  the intelligent materials used in Engel suits (see 
  below) in order to reduce impact energies. BA suits 
  are more expensive than regular Mech suits and also 
  more coveted. 
  They come equipped with a GPS system, bio-
  monitor, survival utilities and basic communication 
  equipment. Four ammo pouches for small calibre 
  ammunition are also installed, as well as temperature 
  control equipment. 
  Provides 20/20 armour, +5 against electrical dam-
  age and +3 against thermal damage. Use the PS 
  rules from the pilot armour. Add 1 die to medical 
  diagnosis tests. 
  Engel pilot suit 
  The standard Engel pilot suit is a marvel of modern 
  technology: build of ultra-light intelligent Kevlar and 
  breathing material, it can adjust to the size and body 
  shape of the wearer in a limited fashion: the suit is 
  loose when de-energized. When charged, it auto-
  matically fits tightly around the wearer, without 
  hindering him, though, continually adjusting its fit. 
  In addition, it has numerous pores, to be able to let 
  the NFL (see add. flavour) contact the body. 
  While it does not protect against any projectile dam-
  age (it simply isn’t meant to), it incorporates padding 
  and can deform slightly (mostly thicken) in order to 
  take trauma damage. Also incorporated is of course 
  an advanced bio-monitor and an interface to the 
  ESI’s real-time EKG and synchrony measuring 
  equipment. 
  Provides 15/2 armour. The bio-monitor adds 2 dice 
  for diagnostics. Can be worn underneath all other 
  armour and only counts ½ as encumbrance (i.e. 1 
  
   
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  103 
  point). Does not protect at all (not even with trauma 
  rating) against electrical damage. 
  Fighter pilot suits 
  The standard aircraft fighter pilot suit is a derivate of 
  the Engel suit: not quite as advanced and not made 
  entirely up of smart materials, the legs and lower 
  body parts are made from smart pumps, as well as 
  the arms. The suit is thus able to compensate strong 
  g-forces but still has to be fitted to the person wear-
  ing it. Is protects against bullets and impacts, as 
  fighter pilots sometimes have to eject, leaving them 
  in potentially hostile terrain. 
  The standard suit also incorporates a small emer-
  gency D-Cell and a GPS system with some general 
  maps, basic bio-monitor and some emergency 
  equipment. 
  Provides 6/6 armour. The bio-monitor adds 1 dice 
  for diagnostic, the GPS provides detailed (1:25.000) 
  coverage for NEG core and battle areas and general 
  coverage (1:50.000) for the rest of the world’s land 
  mass. 
  Mech pilot suit (basic) 
  Primarily intended to keep the impact of the Mech’s 
  sudden movements and possible damage from falling 
  etc. from affecting the pilot and intended to deter 
  electrical damage, the suit is a poor general armour 
  but increases survivability of a Mech pilot. It also 
  includes a basic bio-monitor and temperature regulat-
  ing equipment. 
  Provides 6/0 armour, +3 armour against electrical 
  damage and +2 armour against temperature. Gives 
  basic health information (add 1 dice for diagnostics). 
  Mech pilot suit (advanced) 
  Mech pilots are of course primarily protected against 
  damage by their Mech’s armour and systems. How-
  ever, the new advanced pilot suit incorporates more 
  than just armour: it also provides climate control for 
  a limited time, a basic bio-monitor, automatic drug 
  dispenser and a few survival tools in specific places. 
  In addition, the outer layer is electrically insulated, in 
  order for the pilot to be protected against electrical 
  attacks on the Mech. 
  This product of high technology is currently pro-
  duced only in Europe and Canada and finds use in 
  the NEG forces in Eastern Europe and in Alaska. 
  Provides 11/6 armour, +4 armour against electrical 
  damage and + 2 armour against temperature dam-
  age. Holds 10 doses of up to 4 different drugs and 
  gives basic health information (add 1 dice for diag-
  nostics). 
  CCllootthh  ttyyppeess  
  Not all clothing is appropriate under all conditions. 
  While it is not uncommon to see people in all kinds 
  of cloth on the street, the suit is still the regular outfit 
  in most enterprises, while dock workers prefer sturdy 
  clothing; both parties would be quite startled and 
  eventually hostile against the other's outfit. As such, 
  here are different kinds of clothing categories with a 
  short explanation of when to dress how. 
  It is possible to wear clothing one step above or 
  below without totally falling out of line. At the GMs 
  discretion, being one step out of line may lead to a 
  modifier of -1 or -2 to all social tests. 
  Utility / Working 
  Used by factory or other workers throughout the 
  world, the outfit includes heavy cloths that are able 
  to take large amount of punishment, are resistant to 
  abrasion and use. They feature lots of pockets and 
  are designed to be easy to wear, comfortable and, 
  above all, practical. Washed rather seldom, they are 
  usually full of spots, glue, colour or whatever else is 
  in their owner's working environment. Somebody 
  wearing this kind of cloth is automatically classed as 
  a low worker on the way to or from work. Wearing 
  them in any other situation (and even during com-
  muting) will usually earn the wearer depreciating 
  
   
  104 
   
   
  looks and will forbid most social interaction with any 
  higher class. 
  Sport 
  While there are surely different designs, and some 
  sport cloth might be acceptable on the street, the 
  masses confound and social class barriers are less 
  prominent when it comes to regular sport clothing. 
  Utilitarian, breathing, anti-sweat and anti-stench, 
  easy to maintain and able to take a lot of stretching, 
  bad weather and hostile tem-
  peratures: build to keep the 
  body comfortable. Sweat and 
  water is transported away from 
  the body to increase per-
  formance. Seeing people 
  in sport clothing is quite 
  common, both on the 
  street as in the parks. 
  And while people 
  may not see sports 
  clothing as the most 
  fitting it is accepted 
  in 
  most 
  non-
  formal and non-
  office cases. 
  Street 
  The regular street clothing, which is actually a mix-
  ture of many styles: polos, t-shirts, pullovers, jackets, 
  coats ... it encompasses all clothes which are right for 
  everyday use, some a bit for stylish, some not. You 
  could wear them to do sports and some of the better 
  quality ones could actually be worn for a more for-
  mal occasion. In the worst case, you could even fit 
  on the docks, if you just had something basic and no 
  fancy designer pieces.  
  Formal 
  Used for office jobs, attendance to formal events 
  (such as a guest to a wedding, work dinner), the 
  standard garment is still the suit for men and either a 
  suit for woman or skirts with a blouse or shirt. Made 
  of nice fibre and cut in a variety of ways, the formal 
  clothing can range from understatement to power 
  play. Collars and sleeves come in a variety of forms 
  that have not changed much since the 1st decade 
  of the century and most of the big players from then 
  are still dominating the markets today. 
  High Class / Evening dress 
  Worn on the lower state meetings (such as between 
  ministers) or when you are the central attraction of a 
  party (the wedding pair) or when being invited to a 
  more class party (possible a higher class marriage), 
  men will switch either into very expensive and typi-
  cally 3-buttoned suits or don the
  women, the only acceptable dress is an evening 
  dress, be it cut short or long, usually acco
  the matching jewellery and make
  are typically very expensive and rarely worn, re
  tailored to fit the wearer perfectly.
  Exclusive / Designer
  When the regular clothes that larger designers sell 
  are not enough, there is the ultimate expense of ha
  ing a known designer tailor you the exact dress you 
  wish. Few tailors are up to this task, where the fi
  and most fragile and diffi
  used, sometimes with jewellery such as diamonds 
  already integrated into the cloth. Many of the dresses 
  are worn for one occasion only and finish then in 
  some closet, together with other toys costing mi
  lions. 
  CCllootthhii
  While the next chapter will discuss manufacturers of 
  armoured clothing in more detail, there are a large 
  number of upgrades that can be installed in clothing: 
  from utilitarian expansions, such as medfibres, to 
  environmental seals and more.
  Clothes may rece
  arms / short legs)
  104 
  buttoned suits or don the Tuxedo. For 
  women, the only acceptable dress is an evening 
  dress, be it cut short or long, usually accompanied by 
  the matching jewellery and make-up. These dresses 
  are typically very expensive and rarely worn, re-
  tailored to fit the wearer perfectly.  
  lusive / Designer 
  When the regular clothes that larger designers sell 
  are not enough, there is the ultimate expense of hav-
  ing a known designer tailor you the exact dress you 
  wish. Few tailors are up to this task, where the finest 
  and most fragile and difficult to weave materials are 
  used, sometimes with jewellery such as diamonds 
  already integrated into the cloth. Many of the dresses 
  are worn for one occasion only and finish then in 
  some closet, together with other toys costing mil-
  iinngg  UUppggrraaddeess  
  While the next chapter will discuss manufacturers of 
  armoured clothing in more detail, there are a large 
  number of upgrades that can be installed in clothing: 
  from utilitarian expansions, such as medfibres, to 
  environmental seals and more. 
  Clothes may receive up to 3 modifications (short 
  arms / short legs) each, 5 modifications (long arms / 
  
   
  105 
   
   
  105 
  legs) or 7 modifications (duster). It is possible to 
  layer clothes with modifications and have modifica-
  tions be applied simultaneously. However, GM dis-
  cretion is advised. 
  If multiple clothes with the special protection or 
  armour are layered, only the highest value counts. 
  Modification space may be reduced by 0.25 (and 
  eventually thus down to 0) by doubling the price. Or 
  by 0.5 by multiplying the price by 5. The only excep-
  tion are: Concealed Pockets, Smart and Smart² Fab-
  rics. 
  Adaptive Camouflage 
  Must cover entire body. 
  Using nano-technology and adaptive displaying 
  panels on the outside of a garment, it is possible to 
  blend into the surroundings. In order to do so, tiny 
  cameras (though low resolution) must be hidden in 
  the clothes. Nanites and display panels are then pro-
  grammed to assume the same pattern as what lies 
  behind / before / on the side of the wearer. 
  This system requires some time and as such is lim-
  ited in effectiveness if moving too quickly. It is rec-
  ommended to only move cautiously. 
  Provides 4+2d6 bonus to all stealth tests regarding 
  vision. 
  Either integrates cameras, for an additional modifi-
  cation point, or may use hidden cameras (but re-
  quires a minimum of 6), then providing an additional 
  +2 bonus. 
  When moving quicker than cautious, the bonus is 
  halved. At running speed, provides no bonus. 
  Auto-Doc 
  Requires Medi-Fibres & must cover entire body. 
  An upgrade to the Medi-Fibres, the auto-doc relies 
  on the fibre’s feedback on the wearer’s health and 
  applies emergency care if needed. The suit is modi-
  fied with pressure lines, allowing cutting off body 
  parts such as arms & legs from blood circulation, 
  thus preventing bleeding to death. In addition, sy-
  ringes with common drugs and medicines are inte-
  grated, as well as a number of useful slap patches. 
  Prevents bleeding to death. May stabilize a patient 
  and apply first aid. Can heal 2d10+5 vitality points, 
  but not more than 5 per injury. Re-fills cost ??? TN. 
  Anti-Mosquito 
  From the Amazonian jungle and other mosquito-
  infested parts of the world, comes this simple modi-
  fication. On the inside of the cloth, a very fine Mev-
  lar (derivate of the famous Kevlar) layer is installed, 
  which effectively prevents piercing damage by small 
  objects and animals. A favourite amongst adventur-
  ers of all sorts, a denser variant exists, which can also 
  hold off typical hand-thrown darts. 
  Prevents any stinging animal up to insect size (e.g. 
  mosquitoes, bees, wasps) from stinging through the 
  cloth. In a 2-point variant also prevents hand-thrown 
  darts to penetrate. 
  Camouflage Pattern 
  A standard modification of all militaries over the 
  world and the centuries, camouflage patterns are 
  adapted to a specific environment, such as jungle, 
  snow, desert etc. 
  When used in the proper environment, these patterns 
  allow the user to camouflage in the natural surround-
  ings and be more difficult to be spotted. However, 
  when used in other environments, the user actually 
  stands out. 
  Requires no modification slots. In the proper envi-
  ronments, adds 1d10 to tests to avoid being spotted. 
  
   
  106 
   
   
  106 
  In other environments, subtracts 2d10 from any such 
  test. 
  Concealed Pockets 
  Ideal for the not-so-distinguished, concealed pockets 
  use special sewing techniques and integrated pouches 
  to make items concealable. The system works even 
  better with smart materials, when the cloth shifts and 
  moves in order to accommodate the item. Concealed 
  pockets come in a number of positions and sizes, but 
  are always on the inside. Most of them can be sealed. 
  Requires a hard test to be spotted and a challenging 
  test to be felt. Increase categories by one if the cloth 
  is equipped with Smart² fibres. Reduce by one or two 
  categories, if bulky or solid objects are placed in the 
  pocket. 
  Requires 0.25 modification slots per ¼ litre and 250 
  g capacity. This cannot be reduced by paying more. 
  Envi-Seal 
  A radical modification, Envi-Seal completely seals 
  the wearer from the outside environment. There is no 
  contact possible of either gaseous or liquid materials, 
  effectively protecting the user from most harm. 
  The modification is only available to full-body suits, 
  which come complete with built-in, generally non-
  removable, shoes and gloves and an adapter for a 
  helmet or a built-in face mask. A small oxygen sup-
  ply is attached to the belt, as well as a re-breather 
  unit to allow the wearer to breathe cleaned outside 
  air. General market models have an oxygen supply of 
  30 minutes, though models with up to 6 hours exist. 
  Most often, this modification is taken together with 
  amenities such as “Waste Reclaim” or smaller op-
  tions such as water supply, food supply etc. 
  Effectively acts as an environmental suit, sealing the 
  wearer off from the outside w.r.t. gas and liquids. 
  Provides between 30 min. and 6 h of clean air. 
  Smaller options exist (but are not counted sepa-
  rately), allowing for a water pouch on the back, pill 
  dispenser or other (small) amenities. 
  Gecko Patches 
  Usually applied to shoes and gloves, gecko patches 
  can be installed just about anywhere on a cloth. They 
  consist of nano-built low-atom count tubes that at-
  tach to the fabric on one side and hold on to any 
  object placed on them, or hold the user against any 
  given surface, by using Van-der-Waals forces (i.e. 
  adhesive forces on atomic / molecular level). Indi-
  vidual hairs are roughly 200 nm long and 100 nm 
  wide. In case of water, they hold even better. 
  The only surface known today, to which gecko parts 
  cannot stick, are Teflon surfaces. 
  The effect can be turned off or on, by using low 
  electricity charges in order to hide the hairs inside 
  the cloth or have it stand outward. 
  Allows clinging and climbing to any given surface. 
  Assume that a 1 cm x 1 cm patch can hold ca. 140 N 
  (i.e. a weight of 14 kg). A typical glove has a surface 
  of 50 cm² on the palm alone, i.e. 900 kg of adhesive 
  force. 
  Gel Packs 
  These rather large packs of a specially engineered gel 
  harden upon impact and become totally solid (simply 
  by the kinetic energy stemming from the impact’s 
  shockwave), thus providing an armoured barrier 
  against damage. They are a tad like their smaller 
  cousins (the padding packs), but are larger, bulkier 
  and react quicker. 
  Whenever stricken by an attack, the wearer will be 
  protected but also will have difficulty moving for 
  short time thereafter; the packs take about 30 seconds 
  to liquefy again. 
  Obvious modification. Provides 3 points (not dice) 
  armour against fast-moving objects like bullets and 5 
  points armour against blunt / edged weapons. Does 
  
   
  107 
   
   
  107 
  not protect against energy weapons. Costs 2 modifi-
  cation 
  points.
   
  Hidden Cameras 
  An especially valuable item for spies, hidden cam-
  eras are integrated into the fabric of the clothes, al-
  lowing supervision of the area around the wearer. 
  These cameras are equipped with night vision and 
  can be fitted with an electronic zoom. Images are of 
  high quality (40 fps @ 2500x1600 or 20 fps @ 5000 
  x 3200) and are stored on-board just about any stor-
  age device – storage can also be integrated into the 
  clothing, if desired. 3D imaginary is possible. 
  These cameras do not come with a microphone (this 
  is an extra option). 
  A camera takes roughly 6x6 cm of space inside the 
  clothing and requires a very hard observation test to 
  spot or a challenging test when doing a manual 
  search. You can install 2 cameras per modification 
  point. 
  Hidden Microphones 
  Similar to hidden cameras, hidden microphones can 
  also be integrated into the clothing. These are placed 
  between the inner and outer fabric layers, are in-
  credible small and come with built-in filter electron-
  ics, allowing filtering of ambient sounds and even 
  loud noises. 
  Cannot be spotted. Requires a hard observation test 
  to find when doing a manual search. 
  Integrated PCPU 
  Those not interested in always carrying all their gear 
  around, can quite simply integrate their PCPU, in-
  cluding the telephone, com-unit, storage and more, 
  into their clothing. The circuits are sealed and can 
  thus withstand frequent washing and punishment. 
  However, when brought into a fight, damage to the 
  parts often ensues. 
  The integrated PCPU comes complete with triple 
  redundant storage banks, that can hold massive 
  amounts of data – anyway between 1 TB and 1 PB, 
  depending on the money put forward. 
  When the user takes damage due to piercing and / or 
  weapons damage, roll 1d10 per bullet / impact. If the 
  value is above 6, the PCPU is broken. 
  Impermeable 
  Unlike protection against liquids, which still allows 
  breathing of the person inside the suit, an imperme-
  able cloth is impenetrable to liquids of all sorts both 
  from the inside and outside. Typically only used in 
  divers’ dry suits, this modification is also available to 
  other cloth. Simply add a layer of slightly modified 
  rubber inside the garment, and you’re good to go – 
  and sweat. 
  Costs 2 modification points (or can be bought as dry 
  suit). Precludes any liquids of any type getting 
  through the garment. 
  Padding 
  Inserting gel packs at critical positions such as the 
  elbows, knees and portions of the bottom and back, 
  those parts of the wearer are protected which would 
  usually come into painful contact when sitting / lying 
  on a rocky / stingy ground. A favourite amongst 
  hunters but also mountaineers, the modification 
  works as follows: 
  On the protected parts, two thin layers of gel are 
  installed. In case of pressure, the outer layer will 
  
   
  108 
   
   
  108 
  harden and form a protective shell, while the inner 
  layer will remain liquid and provide the padding. 
  When the pressure is gone, the outer gel liquefies 
  again, in order to allow for maximum movement. 
  Provides +1 point of armour against melee weapons 
  where installed. Also prevents small objects, such as 
  rocks, thorns or similar, penetrating the cloth. May 
  be taken for the entire clothing, but then uses up 2 
  modification slots. 
  Massage Fibres 
  Lying low for a long time, especially in ambush 
  situations when one is the sniper, can quickly be-
  come a pain, as muscles start aching and fatiguing. 
  Hunting sports have found a counter a long time ago: 
  by using electrically actuated fibres, massaging liners 
  are introduced into critical parts of the cloth, e.g. 
  arms, legs, upper torso and neck. 
  Prevents muscle aching / fatigue build-up when lying 
  in awkward positions or in a sniper-firing position. 
  Does not help against points of pressure, though 
  (stones, rocks etc.); see “Padding” modification. 
  Medfibres 
  Must cover entire body 
  Medifibres are a nanotech-upgrade, which allows 
  integration of medical diagnostic systems into nor-
  mal armour or clothing. It is a combination of non-
  invasive analysing techniques, using skin measure-
  ment of blood flow, oxygen saturation but also 
  pheromone and sweat levels, as well as a small re-
  serve of nanobots that are inserted in the body 
  through the skin, checking for blood values: sugar 
  content, white cells, red cells, disease, poison and 
  more. 
  All analysis data is send to embedded optical chips 
  which run on a single small power source and are 
  connected to a database of common compounds and 
  diagnosis, allowing the system to make a first as-
  sessment of the subject’s health. 
  A quite common addition even in every-day clothes, 
  quality varies mainly with the sophistication and 
  amount of nanotech and the associated databases and 
  processing power of the in-cloth equipment. 
  Grants between 1 and 3 additional dice when per-
  forming a medical check on a character equipped 
  with medfibres. 
  Sensors 
  Apart from cameras and microphones, which are 
  treated separately, other sensors can also easily be 
  integrated into clothes. Among those that do not 
  require targeting, and can thus be installed just about 
  anywhere, there are: 
  Air Quality – measures not only trace gases, oxygen 
  and CO2 concentration, but also humidity, tempera-
  ture and other factors. 
  Barometer – measures the height above sea level. Is 
  equipped with an antenna to capture weather & posi-
  tion confirmation data, allowing it to compensate for 
  various unwanted influences. 
  Gas Spectrometer – able to measure the composi-
  tion of any gas it comes in contact with. Gives de-
  tailed information about present molecules. If cou-
  pled with a PCPU can look-up dangers & effects of 
  any substance it encounters. 
  Hu-Temp – measures humidity and temperature. 
  Automatically computes the dew-point. 
  Any sensor installed consumes 0.5 modification 
  points, except the gas spectrometer, which consumes 
  1. 
  Smart Fabrics 
  Requires integrated PCPU or connection to a PCPU 
  When a PCPU is integrated into the clothes, the 
  entire clothing can be upgraded to be “smart” or 
  
   
  109 
   
   
  109 
  smarter than usual. Captors inside the clothing can 
  read RFID tags and compare the codes with an inter-
  nal database, that holds various values for weight & 
  volume for the concerned item. It is also equipped 
  with a captors to read standard RFID weapon infor-
  mation, including loading status and weapon type. 
  Comparing it again to a database, the fabrics can 
  easily determine how much total weight a users car-
  ries, what kind of supplies he has etc. 
  Wearer is permanently aware of situation of all of its 
  equipment, including weights, loading levels and 
  more. Cost cannot be reduced by paying more 
  money. 
  Smart² Fabrics 
  Requires Smart Fabrics. 
  After the simple smart fabrics, comes the time of 
  Smart Squared or Smart² fabrics. In addition to what 
  has been mentioned in the paragraph before, these 
  nifty clothes incorporated moving and adjustable 
  straps and surfaces, as well as being nearly entirely 
  covered in gecko hairs. They can thus adapt to the 
  weight that is being put on them, can fix items just 
  about anywhere and are always comfortable to wear. 
  It is even able to move items around a bit, by re-
  adjusting the fabric below and to change size and 
  aspect. Thus, clothes can be comfortable when sitting 
  and expand to allow easier movement – at the same 
  time, they can tighten when running or performing 
  strenuous actions. 
  Any item up to a maximum weight of 5 kg can simply 
  be placed anywhere on the concerned garment and it 
  will stick, even when performing difficult actions. 
  Such clothing never encumbers and reduces fatigue. 
  It is always comfortable and never too loose nor too 
  tight. 
  Consumes 3 modification slots. Includes the “Gecko 
  Patches” modification. Cannot be reduced by paying 
  more money. 
  Special Protection 
  Available for electric damage, gas, liquids and tem-
  perature. 
  Special fibres are used to render the cloth resistant to 
  certain kinds of damage vectors, not associated with 
  bullets and cutting weapons. 
  Electric damage is precluded by including copper 
  meshes and other insulation wiring into the cloth, 
  running these wires to the ground, and providing a 
  grounding plate on the sole of the shoes. Thus, tasers 
  and other electric weapons have much less of an 
  impact. 
  Fibres can also be sealed, with varying degrees of 
  success; sealing against liquids is easily done, and 
  even allows breathing from the inside. One-way 
  permeable membranes are the way to go. 
  Temperature control lastly is an issue of insulating 
  materials, often smart ones, reacting to the inner and 
  outer temperatures and ensuring the wearer’s tem-
  perature remains at comfort level. 
  1 modification slot yields either 2 points of protec-
  tion against both gas & liquids or 4 points of protec-
  tion against electrical or temperature damage. May 
  be stacked. A single modification slot in the gas / 
  liquid category makes the cloth rain proof. 
  Waste Reclaim 
  For those operating for long times, nano-machine 
  powered waste reclaim is available. Adding high-
  tech underwear into the garment (or directly into the 
  underwear), nanites take care of any refute (liquid or 
  solid) and decompose it into natural base materials, 
  such as carbon, metal etc. Liquids are broken down 
  into gaseous form, essentially oxygen and hydrogen 
  for water. 
  While still uncomfortable for a few minutes, recent 
  upgrades have included a more sensitive nanite pro-
  gramming, allowing for a completely cleaned and 
  proper wearer and removal of any residual odours. 
  
   
  110 
   
   
  110 
  Essentially a diaper with auto-cleaning and wearer 
  cleaning. Leaves only dust and gas (non-odorous). 
  AArrmmoouurreedd  CCllootthhiinngg  
  There are many styles of armour around, visible and 
  non-visible as well as a large collection of clothing. 
  Designers and security aware entrepreneurs quickly 
  realized, that there was a marriage to be made and a 
  big market to be tapped. As such, there is today a 
  large collection of armoured clothing available, for 
  all occasions and situations. 
  In order to see armoured clothing as it is, roll a hard 
  perception test (note that the different brands modify 
  this test). Armoured clothing (even if concealed) 
  might not be acceptable in some social situations. 
  All armour values given in absolute points, not dice. 
  If you want to translate into dice, divide by 5.5 and 
  round down. 
  Armanti 
  The top-style Italian cloth designer, Armanti has 
  gone through a lot of changes. Facing ever more 
  competition from Boxs in Europe and from China in 
  other parts of the world, the label has focussed on the 
  high-price segment in the late 60s and has stayed 
  successful ever since. Catering to an exclusive list of 
  clients, counting some major state officials, Armanti 
  is today considered the label of the wealthy and 
  powerful. (High Class to Exclusive) 
  Available with up to 7 armour points distributed as 
  the buyer wishes (e.g. 10/0, 5/5 etc.) in exclusive and 
  up to 9 armour points in high class. Apply a  -4 
  modifier for perception. 
  Boxs 
  A German enterprise with design in Italy, Boxs has 
  endured the wartime and has continued to supply 
  high quality tailoring to both masses and a more 
  exclusive market. They have classic designs which 
  seem ageless, not trendy but with an aura of timeless 
  style. The most common suits are 3-buttoned, made 
  of excellent thread; the armoured variants include 
  hidden Kevlar fabric woven into the suits, giving 
  them a slightly heavier look, which can be identified 
  by a good observer. In addition, tertiary layers of 
  protective materials are woven into the suits, protect-
  ing against any kind of damage the wearer wishes: 
  thermal, heat, electric, chemical or fluids. (Formal to 
  High Class) 
  Available up to 6/5 armour. Apply a –2 modifier for 
  perception. Add up to +2 against any single damage 
  kind. 
  
   
  111 
   
   
  111 
  Lagoste 
  Originally known for their shirts and blouses, La-
  goste from France became a major player in ar-
  moured clothing and now offers comprehensive 
  clothing, from the sporting guy in a rather chic outfit 
  up to the more easy-going formal dresses of young 
  modern executives. (Sport and Street) 
  While not as class as older European designers such 
  as Armanti, Lagoste has made itself known for the 
  excellent durability and resistance its cloth show 
  with respect to external punishment and sweat, abra-
  sion etc. 
   Available up to 7/8 armour; apply a –4 modifier for 
  perception and +2 armour against thermal effects. 
   
   
   
   
  
   
  112 
   
   
  112 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  55    
  VVeehhiicclleess  
  EExxppaannddeedd  
   
   
   
  
   
  113 
   
   
  113 
  It’s time. Time for a bit more 
  vehicular 
  madness 
  and 
  action. 
  There’s bound to come more with the 
  official equipment book, when it is 
  FINALLY going to come out. Until 
  then, here’s a tad of information 
  and 
  ideas. 
  Fluff 
  and 
  vehicles 
  combined. So, put on your gloves, 
  put on your sunglasses and let’s 
  get rolling! 
  5.1 New Vehicles 
  There 
  are 
  many 
  uses 
  for 
  new 
  vehicles – especially since those 
  in the core book seem unduly slow. 
  Let’s face it: with unlimited power 
  in the form of a D-Engine, the only 
  technical limit to forward thrust 
  is heat built-up due to speed. So, 
  we’re gonna push that limit and 
  bring 
  out 
  some 
  real 
  passenger 
  transport 
  and 
  logistics 
  planes, 
  that use D-Engines to their full 
  potential. 
   
  One thing you will notice is that 
  much 
  more 
  is 
  cramped 
  in 
  every 
  vehicle. It’s just not logical, in 
  a total global war ridden world, 
  not to fit every single unit with 
  chaff dispensers, some ECM and the 
  ability 
  to 
  survive 
  against 
  onslaught. 
  What really needs to be understood 
  is that modern airlines are simply 
  limited by weight: since weight is 
  primordial, high cost solutions are 
  taken to reduce weight. Systems are 
  limited because they weight. With 
  the advent of a-pods and enormous 
  lift possibilities, weight is not 
  an option, making aircraft much 
  cheaper 
  (similar 
  to 
  cars, 
  just 
  bigger) 
  and 
  able 
  to 
  carry 
  an 
  astounding array of utilities. 
  ““TTeemmppllaarr””  FFaasstt  TTrraannssppoorrtt  
  Named for its massive, unyielding design and heavy 
  armour plating, the Templar is a fast transport air-
  craft, intended to get emergency or regular supplies 
  to the front lines at maximum speed. 
  Developed by Airbus in Hamburg, the Templar uses 
  two short and stubby wings to provide lift at higher 
  speed and four smaller A-Pods for VTOL and lift at 
  lower speeds. Two large EEA (European Engine 
  Alliance) engines rated at well over 2 MN each and 
  allowing a cruising speed of Mach 6, achieved by 
  integrated high-duty cooling and advanced heat-
  absorbing alloys in the nose and other attack areas. 
  Power is produced by two large D-engines, though 
  the airplane is fully able to cruise on a single one at 
  Mach 1.5 for an unlimited amount of time. The air-
  plane is furnished with a 4-man wide cockpit, though 
  a single pilot can easily fly it. Behind is a courier 
  area for up to 24 people, with reclining seats, a small 
  shower, galley and other amenities. And behind is 
  the large cargo hold, allowing for enormous transpor-
  tation capabilities. 
  The cargo hold is accessible through the rear only, 
  fully opening and allowing charging of tanks. Mecha 
  may be charged, but need to be placed on special 
  load-distribution pallets. 
  The commercial version is designated F300, while 
  the military version is the M300. 
  Information 
  Type: Commercial Air Transport 
  Manufacturer: Airbus 
  Size: Behemoth (80 m length) 
  Passenger: 24 + 1-4 crew 
  Cargo: 1000 m³ / 400 tons 
  Cost: a lot 
   
  Attributes (F/M) 
  Control Response (Agility) -2 
  Sensors (Perception) 0/1 
  Frame (Strength) 10/12 
  
   
  114 
   
   
  114 
  Multi-Tasking (Actions) -1/1 
  Warning (Reflex) 0/1 
   
  Sensor Systems 
  Long Range 
  Nightvision 
  Radar / IFF 
  Targeting (+1) (M only) 
   
  Support Systems 
  Cold Resistance 
  ECM (M only) 
  Sealed System 
  Limited Stealth System (M only) 
   
  Movement 
  Air Speed: Mach 6 (cruising) 
  Acceleration Code F (4/3) 
  A-Pods 
   
  Structure 
  Integrity 15/20 
  Armour 0/0 (F) 1/1 (M) 
   
  Weapon Systems 
  Chaff (Large) 
  ““MMuullee””  MMeecchh  TTrraannssppoorrtt  
  Designed specifically to transport Mech’s and 
  Engels, these large aircraft are intended to provide 
  units that have to be delivered on-site with a means 
  to get discreetly in. Taking the teams back out is not 
  the Mule’s task, as it is not armoured sufficiently nor 
  armed to fulfil it. This task is left over to the “Libera-
  tor”. 
  The mule is ca. 60 metres long and uses three D-
  engines in redundant configuration to power eight A-
  Pods on swivel mounts that provide both lift and 
  partly forward thrust. In an effort to reduce costs, the 
  same engines from the Templar have been taken, 
  providing the Mule with a sizeable thrust excess and 
  enabling speeds of up to Mach 7 for a limited time 
  (due to heat build up) and Mach 6 in cruise, using 
  similar, but improved, heat shielding technology as 
  the Templar. 
  Mecha are loaded into bays, each being 10 m wide, 
  face outward, Mech folded upon itself, strapped into 
  secure webbing. The bays are entirely enclosed in 
  order to ensure the aircraft is streamlined and to 
  protect the Mecha from heat damage. Once in the 
  drop zone, speed is radically slowed down to sub-
  sonic speeds, bays are opened and the Mecha are 
  dropped. Bays close, boosters ignite and the Mule 
  takes off. 
   
  Bays can also be changed in size, adapting to fit 
  more smaller Mecha or even power armour. Between 
  the bays is a small and cramped cabin, allowing 
  transportation of up to 50 combat troops (including 
  the pilots). 
  Information 
  Type: Military Mecha Transport 
  Manufacturer: Airbus 
  Size: Behemoth (60 m length) 
  Passenger: 2 crew 
  Cargo: 10 large Mecha or 15 medium ones or 20 
  small ones or 30 powered armour. 
  Cost: a lot 
   
  Attributes 
  Control Response (Agility) -1 
  Sensors (Perception) 1 
  Frame (Strength) 12 
  Multi-Tasking (Actions) 0 
  Warning (Reflex) 2 
   
  Sensor Systems 
  Long Range 
  Nightvision 
  Radar / IFF 
  Scan 
  Targeting (+1) (M only) 
  
   
  115 
   
   
  115 
   
  Support Systems 
  Cold Resistance 
  ECM  
  Life Support System 
  Sealed System 
   
  Movement 
  Air Speed: Mach 7 (20 min.), Mach 6 (cruising) 
  Acceleration Code E (3/3) 
  A-Pods 
   
  Structure 
  Integrity 20 
  Armour 2/2 (M) 
  DCS 1 / turn 
   
  Weapon Systems 
  Chaff (Large) 
  Laser missile defence system (10 lasers) 
  ““LLiibbeerraattoorr””  MMeecchh  EExxttrraaccttoorr  
  After Mecha have been delivered, they sometimes 
  need one heavy extraction. The way to go, according 
  to Airbus, has been to provide a third family mem-
  bers to its Templar and Mules (internally designated 
  by the way as 300-100, 300-200 and 300-300). Shar-
  ing the same engines, cockpit, a-pods, thrusters and 
  electronics, the Liberator is just as fast, but much 
  more heavily armoured and armed to the teeth. While 
  build on nearly the same frame as the Mule, it is 10 
  metres shorter (50 m long) and has sacrificed two 
  Mech bays for an impressive amount of firepower. 
  What this also means, is that only 6 large Mecha (or 
  12 medium ones, 15 small / 18 power armour) can be 
  transported out, thus requiring two Liberators per 
  Mule – or simply a high enough attrition rate. 
  The liberator has identical Mecha bays, but uses the 
  aft two for heavy weapon loadouts, that can be cus-
  tomized but typically come in two identical pods: 
  one charge beam, two linked laser canons and two 
  linked rocket pods in each. 
  Crew complement is 4: 1 pilot, 2 gunners and 1 
  loadmaster. Like the Mule it does have a very small 
  cabin between the two Mecha bays, allowing ac-
  commodation for up to 40 combat troops (including 
  pilots). 
  Information 
  Type: Military Mecha Transport 
  Manufacturer: Airbus 
  Size: Behemoth (50 m length) 
  Passenger: 4 crew 
  Cargo: 6 large Mecha or 12 medium ones or 15 
  small ones or 18 powered armour. 
  Cost: simply too much 
   
  Attributes 
  Control Response (Agility) -1 
  Sensors (Perception) 1 
  Frame (Strength) 13 
  Multi-Tasking (Actions) 0 
  Warning (Reflex) 0 
   
  Sensor Systems 
  Long Range 
  Nightvision 
  Radar / IFF 
  Scan 
  Targeting (+1) (M only) 
   
  Support Systems 
  Cold Resistance 
  ECM  
  Life Support System 
  Sealed System 
   
  Movement 
  Air Speed: Mach 7 (20 min.), Mach 6 (cruising) 
  Acceleration Code E (3/3) 
  A-Pods 
   
  Structure 
  Integrity 25 
  Armour 3/3 (M) 
  
   
  116 
   
   
  116 
  DCS 2 / turn 
   
  Weapon Systems 
  Chaff (Large) 
  Laser missile defence system (10 lasers) 
   
  2 pods with identical loadout: 
  Charge Beam (Large) 
  2 Linked Lasers (Large) 
  2 Linked Rocket Pods (Large) 
  5.2 Vehicle Theory 
  So how do we drive? What are 
  licence plates? And how do we cope 
  with 
  the 
  adverse 
  conditions 
  / 
  hostile fire over the entire world? 
  Here you’re told about the ins and 
  outs 
  of 
  modern 
  vehicle 
  construction. 
  Note that all of this is invented. Without guidance 
  it’s all guesswork and engineering judgement. 
  PPoowweerr  
  In the old days, power game from gasoline, gas and 
  other fossil fuels. By the end of the 20s, electrical 
  batteries and fuel cells pretty much took over for 
  close-range traffic. 
  Today, the single most important power source are 
  D-Cells and D-Engines. Depending on the size of the 
  vehicle in question, it will either be a battery of high-
  capacity rechargeable D-Cells (roughly up to 2 tons), 
  miniaturized D-Engines (between 2 and 4 tons) or 
  small D-Engines (above 4 tons). 
  PPrrooppuullssiioonn  
  Propulsion can be divided in A-Pods, used for lower 
  speeds (roughly up to 300 km/h) and for vertical lift. 
  And auxiliary propulsion (jet-type engines, turning 
  wheels etc.), sometimes used as sole propulsion 
  mode, sometimes used to increase speed. 
  Ground Vehicles 
  Ground vehicles of below 1 ton typically do not have 
  A-Pods installed, simply due to weight / benefit ratio. 
  Those between 1 and 2 tons, without their own inter-
  nal D-Engine, only use them occasionally, as they 
  drain D-Cells rapidly. Above 2 tons, A-Pods are the 
  norm. 
  Ground vehicles without A-Pods have electrical 
  motors that turn the wheel(s) on which the vehicle is 
  build, quite as in the 10s. And even those with A-
  Pods still retain the wheels and often a secondary 
  emergency propulsion for use inside Arcologies and 
  in case the A-Pods fail. 
  Those cars that wish to exceed 300 km/h only sel-
  dom use wheel propulsion for such a feat, but rather 
  install a single electrical jet-engine to provide for-
  ward thrust, essentially converting them into an air-
  plane. 
  Air Vehicles 
  Vehicles operating in the air rely exclusively on A-
  Pods for initial lift and universal VTOL capability. 
  Slower vehicles use the A-Pods also for thrust (giv-
  ing omni-directional movement possibility), but are 
  then limited to 300 km/h. Faster vehicles require 
  secondary propulsion. 
  This comes in the form of a new generation of jet-
  engines: on-ground, engine start-up is performed by 
  an electrical motor. Some engines continue to use 
  this motor in order to provide power to the compres-
  sor, allowing for cold exhaust (and thus better stealth 
  capabilities), but are limited to somewhere near 500 
  km/h. 
  Large and high-speed jet engines use small electrical 
  motors for start-up and subsequently use high-
  amperage electrical arcs in order to heat up the air 
  coming out of the turbine, greatly increasing thrust – 
  they essentially work the same as today’s engines 
  using electric arcs instead of jet fuel. 
  
   
  117 
   
   
  117 
  With new technology in engine inlet and outlet and 
  universally adopted vector thrust, all modern air 
  vehicles are highly manoeuvrable, only limited by 
  the pilot’s ability to sustain high Gs, and can easily 
  reach speeds of up to Mach 3 in super cruise and 
  Mach 6 to 10 with afterburner – though heat remains 
  a serious problem. 
  CCoonnttrrooll  
  The steering wheel of old is gone since a long time 
  now. With the melting of aerial and ground vehicles 
  into a single pot, HOTAS (hands on stick and throt-
  tle) has become the norm, with a left-handed control 
  stick for up / down and left / right and a right-hand 
  stick for acceleration / breaking. 
  Obviously, the operator effect is a boon to those 
  vehicles equipped with a D-Engine. However, all 
  vehicles are equipped with multiple redundant 
  movement control computers (similar to airplanes of 
  the early and middle 10s), that translate steering 
  input by the driver into the required mechanical 
  controls. 
  Universal protocols regarding reaction of the move-
  ment control system (MCS) have been put into place. 
  This essentially means, that every driver can register 
  his preferred rate of reaction, acceleration and gen-
  eral vehicle behaviour unto a small chip. Whenever 
  he then enters a vehicle, the MCS will adapt, within 
  the vehicle’s parameters, to provide a response as 
  accurate as possible to the user’s needs. 
  This in turn has led to the fact that today everyone 
  can pilot nearly anything, be it a high-mach airplane 
  or a simple ground car. 
  IInnssttrruummeennttss  
  Instrumentation has also changed greatly. Gone are 
  the days of dashboards and digital displays. The 
  norm today are at least heads-up displays, that follow 
  the driver’s eye, together with sophisticated AR and 
  “enhanced senses”. Namely night-vision, obstacle 
  identification and more. 
  However, the truly advanced vehicles have gotten rid 
  of all tactile controls and now only have AR controls 
  that allow setting parameters with the flick of a 
  though and allow all people inside the vehicle to 
  have access to personalized controls and all available 
  information. 
  The standard that is implemented into all vehicles are 
  of course multi-spectral vision, including high levels 
  of zoom (30x optical and 100x digital are usual), 
  optical stabilizers and the possibility to combine 
  multiple feeds into 3D imaginary. Night vision, 
  thermal vision and UV vision are standard. As are 
  automated friend / foe detection programs, developed 
  to spot incoming hostile Migou, EOD and Rapine 
  Storm forces – even in small family cars. 
  PPeerrmmiissssiioonn  
  Permission from the government to drive a vehicle is 
  required and is available from age 16 up for ground 
  vehicles with top speeds up to 100 km/h and from 
  age 18 up for unlimited ground speed and air vehi-
  cles. Nevertheless, ultrasound vehicles require a 
  minimum age of 20 and many parts of the world 
  require special restrictions. 
  It takes 15 hours of driving and about 40 hours of 
  theoretical lessons, complete with a theoretical and 
  practical test, for the limited permission at 16. An-
  other 10 hours of high-speed ground driving and 40 
  hours in the air, with an additional 50 hours of theo-
  retic instructions then complete the full permission at 
  18. Of course with another theoretical and practical 
  test. 
  Ultrasound flight is different: it is a one-time licence 
  but also requires yearly medical check-ups and re-
  freshers. Tested are reflexes, eye sight, hand-eye 
  coordination, emotional restraint and a host of other 
  factors, as well as cardio-vascular resistance and 
  other medical factors. This ensures that all those 
  operating speedy vehicles are mentally and physi-
  
   
  118 
   
   
  118 
  cally up to the task. Needless to say, about 40 hours 
  piloting and 100 hours of theory are required, with a 
  yearly exam and yearly theory refresher (count a 
  day). 
  5.3 Vehicle Outfitting 
  Face it: you don’t just want a 
  vehicle. Even your Tager character 
  wants a cool ride with cool extras, 
  giving him the edge not only when 
  transformed, but also when in human 
  form. 
  You 
  want 
  guns. 
  You 
  want 
  extras. You do. Now. 
  The following section expands on options that can be 
  built into vehicles. While I do not yet present any 
  rules to go with, concerning weight, size and cost, 
  the system will eventually expand into a full-blown 
  vehicle construction manual. 
  All vehicles are characterized by four main elements: 
  weight allowance, free space, power production and 
  cost. And so, each modification you will encounter in 
  the following is (or will be) listed with those four 
  attributes. 
  There is no maximum amount of modifications a 
  vehicle can take, save for not exceeding its weight 
  allowance, free space or power production. And even 
  then, you will see ways to get around the problem. 
  Calculating: 
  Maximum amount of modifications limited by weight, 
  space and power. 
  Easy: 
  6 modifications allowed; cars (sport) 8, cars (sedan) 
  10, cars (van) 12, large vehicles (2.5 – 3.5 tons) 14, 
  trucks 16. Tanks 20. Aircraft 14. 
  Now let’s dive into the subject. 
  TTuurrbboo--BBoooosstt  
  For those times when getting away is more important 
  than anything, the turbo-boost functionality is of 
  prime use. It uses large-capacity capacitors for quick 
  energy availability and emergency coolant on the 
  motors, allowing for bursts of extreme speed. This 
  only works for ground engines, though. 
  Ground Engines only. Allows 2 minutes of double 
  acceleration and up to 1.5 times maximum speed. 
  Thereafter, car slows normally down again. Requires 
  10 minutes recharge between uses (but may be in-
  stalled up to 3 times). Calls for a piloting roll (chal-
  lenging). Increase difficulty by 1 for directly follow-
  ing uses. 
  5.4 Additional Fluff 
  The base books cover some of the 
  aspects 
  of 
  transportation. 
  For 
  instance we know that there is 
  still air-borne overland traffic 
  and that Arcologies all but ban the 
  use of personal vehicles on a large 
  scale. 
  So 
  here 
  are 
  additional 
  ideas. 
  LLooggiissttiiccss  
  Especially in war times, logistics become all-
  important. While the advent of nano-fabrication has 
  alleviated many resource problems in the world, 
  certain rare materials must still be ferried around and 
  some items are just impossible to produce out in the 
  field. 
   
  With the sea being virtually inaccessible due to the 
  EODs presence and activities, and with airspace 
  being dangerous due to Migou activities, the ground 
  could seem like a good idea – if it were not for ter-
  restrial threats such as the Rapine Storm, cults and 
  other surprises. So where to turn? 
  Unsurprisingly, A-Pods combined with very high 
  energy classical engines (though electrically driven) 
  have provided an answer. Today, air transport is 
  
   
  119 
   
   
  119 
  used, weight being no concern and power being 
  nearly limitless. 
  Whenever something needs to get from A to B, large 
  cargo planes are used, which start and land VTOL on 
  A-Pods and use them as additional thrust, cutting 
  down on wing area and thus radar cross-section. 
  Thrust is provided by large electrically driven en-
  gines, which use electrical arcs in order to heat the 
  air and provide thrust and afterburner. This allows 
  for speeds easily in excess of Mach 3 for the large 
  commercial transports and over Mach 12 for fighters 
  – heat being the only limit. 
   
  
   
  120 
   
   
  120 
   
   
  66    
  RRuulleess  &&  FFllaa--
  vvoouurr  
   
   
  
   
  121 
   
   
  121 
  The rules of CT basic and VM can 
  only take you so far. If you wish 
  to share some of the house rules we 
  had in our games read on. 
  The 
  first 
  part 
  of 
  the 
  chapter 
  introduces you to a host of new 
  rules concerning Engel, Mecha and 
  characters alike. They are mostly 
  rendering 
  the 
  game 
  a 
  bit 
  more 
  realistic 
  and 
  often 
  involve 
  additional book-keeping and dice 
  rolling. While this might scare 
  some people off, others (mostly 
  those used to RPGs like Shadowrun 
  or Das Schwarze Auge) will probably 
  welcome (and recognize) them. 
  At the far part of this chapter, 
  additional 
  flavour 
  is 
  proposed, 
  where 
  Engel 
  and 
  other 
  (mostly 
  technical) parts of the game are 
  detailed further. These are just 
  suggestions to the GM and players 
  on how certain things could be 
  explained or handled. In addition, 
  rules are often provided; however, 
  even within the framework of this 
  book, these are the rules we deemed 
  optional. 
  6.1 Engel rules 
  Engel are very specific creatures and some-
  times we didn’t feel that CT got close enough 
  to Evangelion and our own notion of reality. 
  So here are some additional rules especially 
  for those of you who trade their sanity for the 
  power of giant Mechanical beasts. 
  AAnnggeell  ((aanndd  EEnnggeell))  nnaammeess  
  As stated in the core book, Engel are usually 
  given the names of angels, from the religious 
  background of the pilot. In the following, 
  angel names are listed, together with some of 
  the name’s meanings. Note that these names 
  do not all come from the Bible or the Koran. 
  Most names are extracted from other religious 
  sources or compilations, using material from 
  any available religion (mainly Christian, Is-
  lamic and Judaic). The interpretation of the 
  names is either Christian or Islamic. 
  One difficulty when researching angel names 
  is the ambiguity associated with the interpre-
  tation of each religion with respect to the 
  angel’s name, position and function. Sources 
  also often disagree whether some quoted 
  entity is really an angel or not. Other names 
  are used synonymously or are used depending 
  on religion. Finally, the following names come from 
  
   
  122 
   
   
  122 
  different languages (mostly German) and might be 
  written differently in English. 
  Afael 
  Akibeel 
  Anane 
  Anael (Barakiel) 
  Arazjal 
  Armers 
  Asaziel (Azazel, Asael) 
  Azkeel 
  Azrael (Bringer of death; writes the names of new-
  borns and deletes those of the dead) 
  Bariel 
  Batraal 
  Camael (Kamael) 
  Danel 
  Daniel 
  Ertael 
  Nemania 
  Gabriel (Archangel) (Angel of wisdom and revela-
  tion) 
  Israfil (Israfel) 
  Jehoel 
  Jeremiel 
  Jomjael 
  Lucifero (Lucifer) 
  Metatron (Highest angel next to god, the voice of 
  god) 
  Michael (Archangel) (Winner over Satan, weighter 
  of souls) 
  Phanuel 
  Puruel 
  Ramuel 
  Raphael (Archangel) (Angel of healing (Christian), 
  Creator of judgement day and rallier of souls (Islam)) 
  Sabbataios (Schepteel) 
  Samael (God's poison) 
  Samsaveel 
  Samyaza (Fallen, creator of Nephilim) 
  Sarakujal 
  Sariel 
  Sedekiel (Salathiel) 
  Suriel 
  Tamiel 
  Turel 
  Oriphiel 
  Urakabarameel 
  Uriel (Archangel) (God's light, guide for judgement 
  day, rallier of souls) 
  Uryan 
  Vretil 
  Zachariel 
  Zavebe 
  EEnnggeell  ffeeeeddbbaacckk    
  The Engle feedback system normally protects the 
  pilot against the pain from damage an Engel would 
  feel. However, in order to guarantee swift signal 
  processing and optimal mind-link, this system has its 
  limits. Sometimes, when the damage is just too 
  much, feedback spikes are sent back to the user's 
  nervous system, resulting in damage to the brain and 
  maybe a glimpse into some hidden horror of the 
  Engel's alien psyche. 
  Whenever the Engel receives more than one wound 
  level at the same time (i.e. more damage than struc-
  The Engel Within 
  
   
  123 
   
   
  123 
  ture) after armour attenuation, the pilot receives 1/5th 
  (round down) of this damage himself as vitality dam-
  age. In addition, if this damage exceeds twice his 
  tenacity he immediately needs to make a challenging 
  insanity test or receive 1 insanity point. 
  In case the pilot has taken the full immersion Engel 
  interface (see modifications), some of the safeguards 
  have been removed; this leads to stronger feedback 
  spikes: he receives 1/4th (round up) the damage the 
  Engel just received (as vitality damage of course); 
  his insanity test is the same but if he fails he gains 2 
  insanity points. 
  For electrical damage, the rules are different (as 
  electrical currents pass more simply into the pilot’s 
  brain): ½ the electrical damage (see new rules below) 
  suffered by the Engel is transferred to the pilot (on 
  integrity scale), who resist with a tenacity feat test. 
  PPaarraa--PPssyycchhiiccss  
  While not stated explicitly in the core rules, this 
  modification allows para-psychics to pilot Engel. If 
  the military will put such talented people to use in an 
  Engel or not, can be discussed. However, CT is about 
  heroes, and heroes do all kinds of things normally 
  not seen on regular battlefields. In addition, allowing 
  PPs to pilot Engel also allows re-integration of the 
  same pilots to some Tager / street game with an 
  edge. 
  However, due to the alien mind of the Engel 
  interfacing with the pilot, there are some limita-
  tions on how PP powers can be used. Firstly, 
  only spells affecting exclusively the body of the 
  caster (i.e. most somatic powers) or those affect-
  ing the global environment only can be used. 
  Secondly, every use of a PP power inside an 
  Engel warrants an insanity test, as the pilot es-
  sentially has to melt a very private portion of his 
  mind with the Engel and sometimes even chan-
  nel his own powers through his Engel. As such it 
  is a power to be used with delicacy. 
  Thirdly, the Engel may refuse to let himself be 
  used that way. The GM has the final word, but 
  Engel are neither happy to be used for force 
  channelling nor to be exposed to powers they 
  cannot really comprehend. 
  In rules: Roll a hard insanity test; increase diffi-
  culty by 4 for every additional PP running (1 
  action). Then roll a contest between the Engel (3 
  + 5d10) and the pilot (tenacity feat). If the Engel 
  wins, the pilot must make a hard insanity test (1 
  point) and the power does not erupt and he 
  
   
  124 
   
   
  124 
  looses one additional action (but may defend nor-
  mally). 
  Example 
  Jean-Louis, the French White Engel pilot, sits inside 
  his Shinnan on the aircraft carrier Katsumurga, and 
  fights off a heavy Migou attack on the deck of the 
  ship. Things get nasty, and he uses hyper-agility and 
  hyper-speed to get the associated bonus. This leads to 
  a insanity test (20 + 4), which he makes with tenac-
  ity 10 (base) + 4 (he’s a white) + 7 + 5 + 4 + 3 (using 
  the straight) for a total of 26. The Engel resists, roll-
  ing 3 + 5d10 for a total of 18 (triple 5’s) and Jean-
  Louis rolls 10 + 5d10, making only 17. So the Engel 
  wins and Jean-Louis rolls a hard insanity test (20), 
  which he beats, no problems. But the powers did not 
  manifest and he just wasted two actions. 
  RRaaddiiaattiioonn  ddaammaaggee  
  See general radiation damage rules. 
  6.2 General rules 
  The following rules apply to all kinds of combat / 
  units: Mecha, people, Engel, Powered armour, Tag-
  ers. They are meant to bring a bit more versatility 
  and (sometimes) realism to the game.  
  AAnnttii--MMeecchh  ccoommbbaatt  
  One of the most daring and most deadly new speci-
  alities of military troops has become the anti-Mecha 
  tactics. Inaugurated by the NEG military in the early 
  70s as a physical training means of soldiers, it has 
  become an established practice in the middle of the 
  70s. Anti-Mecha units (AMUs) technically belong to 
  the infantry and thus to the army, but are quite often 
  composed of powered armour troops. Their only goal 
  on the battlefield is to quickly destroy a maximum 
  number of enemy Mecha without engaging in direct 
  combat, often focussing on the 
  largest and potential most 
  dangerous enemies. 
  The 
  tactics 
  employed 
  are 
  rather standard and can be 
  separated in two categories: 
  ambush and storming. In the 
  first case, the AMUs lay hid-
  den on the project path of 
  passage of the target. Once it 
  passes, the AMU jumps on the 
  Mech, either by their own 
  jump power or using magnetic 
  hooks, 
  attach 
  explosive 
  charges (mostly mines) to the 
  
   
  125 
   
   
  125 
  target and then drop as quickly as possible. In the 
  latter case, the AMUs are deployed either via air or 
  on ground and race towards their target, hoping to 
  catch it off-guard or otherwise engaged in battle. 
  Delivering their charges and hopping off again, they 
  hope to destroy it, before it can retaliate. 
  The death toll on these troops is typically very high. 
  However, good use of the AMUs can turn the tide of 
  many battles, when the largest enemies (such as 
  spiders) are taken out systematically before they can 
  bring their high fire power to bear. 
  The anti-Mech combat is today typically divided into 
  three phases: target acquisition, charge deployment 
  and extraction. These phases are discussed in the 
  following. 
  Target acquisition 
  The phase from first contact (radar, visual or other-
  wise) up to the moment the units are mounted on the 
  mech. Executed either from hiding (preferred 
  method) or from storming (air deployment or ground 
  deployment), which usually results in high death 
  tolls. The objective is to get as many soldiers as 
  possible on the target and have as few losses as pos-
  sible. 
  Roll a contest between the Mech pilot's observation 
  and the unit's (or unit member's) stealth skill. Use 
  modifiers for cover, hiding etc. If the unit wins, they 
  can attack from stealth the next turn, if not, the 
  Mech's pilot may take any action he wishes. 
  Roll an athletics test for the unit. Basis is average, 
  but feel free to increase by one degree for large and 
  behemoth Mecha and +1 for every 15 mph the Mech 
  is travelling. If the test fails, the unit / solider cannot 
  mount the Mech, else the Mech is mounted. If there 
  is a glitch, the unit / soldier has mounted the unit, but 
  falls. Apply falling damage from 1/2 the target's 
  height. 
  The Mech's pilot may roll an observation test (very 
  hard). If successful, he feels the attack and may at-
  tack (see next step). If the pilot is aware of the attack, 
  he may take actions to swart the attack. Falling on 
  the back, blasting off, jumping etc. are all viable 
  options. If there is a quick decision needed, roll a 
  contest between the pilot's piloting skill and the unit's 
  / soldier's athletic skill. 
  In case the Mech wins, inflict 2d10 hybrid damage 
  (trauma armour, plus strength modifier) from the 
  repelling attack and then apply falling damage from 
  the target's height.  
  Alternatively, to make it really quick, roll Agility + 
  Perception + Observation + Athletics vs. Perception 
  + Agility + Pilot + Observation. If the unit wins, they 
  are on top, if not they take 2d10 hybrid damage (plus 
  Mech's strength modifier) and fall from 1/2 the tar-
  get's height.  
  Charge deployment 
  Once on top of the target, the team must deploy the 
  charge. Doing so takes roughly 5 seconds per charge; 
  all the while, there is the real risk of the target sens-
  ing something and taking actions to swart the attack-
  ers. However, statistically this phase is the most 
  secure one. 
  Up to one charge may be placed per combat turn. 
  Doing so requires no test, but moving to another 
  position warrants an athletics test (average, +1 for 
  every 15 mph of Mech speed). Every turn the Mech's 
  pilot may roll a observation test (hard, reduce diffi-
  culty by -1 per consecutive turn); in case he notices, 
  he may take defensive action and may attempt to 
  remove the charges. For a quick decision roll a con-
  test between athletics and pilot skills. In case the 
  attacker looses, see step 4 from previous paragraph. 
  Extraction 
  Once all charges are set and the timer is on, it is time 
  for the unit to leave. This must be done as discreetly 
  as possible, in order not to risk retaliation from the 
  Mech. In most cases this consists of just jumping / 
  falling to the ground and remaining still, without 
  movement, in order to fool the Mech's sensors. In 
  
   
  126 
   
   
  126 
  case of very aggressive charge timing, however, 
  getting away is sometimes the first priority, no mat-
  ter the cost... 
  Roll a hard athletics test. If not successful, apply 
  (speed / 10 mph, round up)d10 damage (hybrid), plus 
  falling damage from the Mech's height. No armour 
  applies. Roll an observation test for the target (hard). 
  In case of success, he may try to kill whoever is on 
  the ground. If the AMU moves, reduce the test to 
  challenging, if they run, reduce it to average. Count 
  the time until the target gains the full damage of the 
  charges on him. 
  AArrmmoouurr  ddeeggrraaddaattiioonn  
  At some point you’re armour has taken so much 
  damage that there are more holes than intact plating. 
  While DCS will keep your internal parts repaired, 
  armour requires large stocks of materials, thick ar-
  mour plates to be replaced. This cannot be done 
  during combat; as such, armour slowly degenerates 
  during combat. 
  In order to keep the mechanics simple but somehow 
  realistic, too, keep track of damage the following 
  way: Each time raw damage (before armour attenua-
  tion) exceeds ten times the armour value, make a 
  mark. On the 10th mark, reduce armour protection by 
  one die (down to a minimum of 0 die), respectively 5 
  points (see armour revisited). Engel may regenerate 
  up to ½ their armour during a fight (as it is biologic). 
  AArrmmoouurr  llaayyeerriinngg  
  It is possible to wear multiple sets of armour one 
  above the other. However, doing so slows the wearer 
  down and encumbers him. Add up the trauma and 
  projectile rating of all armour worn. For every point 
  this exceeds ½ of your agility, incur a –1 modifier to 
  all tests, which include body attributes (agility and 
  strength). The maximum amount of armour anyone 
  can carry is ¾ agility. 
  AArrmmoouurr  rreevviissiitteedd  
  The CT armour system does not allow for flexibility 
  and is poor at simulating body armour. This rules 
  addendum proposes a fixed armour value, which is 
  automatically deducted from the damage. This value 
  ranges from 0 (no protection) to 10 (heavy armour, 
  may still be hidden) to 20 (security armour) or even 
  30 (heavy military armour, bordering on tiny 
  Mecha). 
  For conversion simply replace every die of armour 
  by 5.5 points of armour (round down) 
  BBllaasstt  aatttteennuuaattiioonn  
  For explosives a more realistic way of handling them 
  is to simply assume a certain attenuation of the blast. 
  Use the secondary blast radius from the original rules 
  and reduce damage by 1 die per m away from the 
  explosion’s centre up to secondary radius, from 
  where damage drops to 0. Always take away the 
  highest dice first. When there are no more dice, re-
  duce any leftover damage by 2 points per m. 
  CCrriittiiccaall  hhiittss  
  Sometimes a hit does not merely damage the target 
  in some minor, non-quantifiable way, but rather does 
  such an intense amount of damage, that the target 
  incurs heavy side effects. It is what I call a critical 
  hit. 
  
   
  127 
   
   
  127 
  Critical hits occur every time the damage exceeds the 
  integrity or vitality of the target. Roll the hit location 
  as per the hit location normal (Vade Mecum) or 
  expanded (see below) rules. Then consult the follow-
  ing table for the effects. Note that each additional 
  critical hit on a hit zone has more severe effects. 
  Table 14: Critical hit table (modifiers not cumulative) 
  Where 
  1st hit 
  2nd hit 
  3rd hit 
  Leg 
  Limping 
  (90% speed) 
  -1 agility,  
  -1 reflex 
  Broken 
  (60% speed),  
  -2 agility 
  -1 action 
  -1 reflex 
  Severed 
  (20% speed) 
  -2 actions 
  +1d10 dmg 
  ½ agil & rflx 
  Belly 
  1d10 dmg 
  -1 action 
  1d10 dmg 
  -2 actions 
  -1 strength 
  2d10 dmg 
  -3 actions 
  -4 strength 
  Arm 
  Impeded 
  -1 agil & str 
  Broken 
  -2 agil & str 
  -1 action 
  Severed 
  1d5 dmg 
  -2 actions 
  ½ agil & str 
  Breast 
  1d10 dmg 
  -1 agi & rflx 
  1d10 dmg 
  -1 action 
  -3 agi & rflx 
  2d10 dmg 
  -2 actions 
  -5 agi & rflx 
  Head 
  Dazed 
  -2 to all 
  Stunned 
  -4 to all 
  Dead 
   
  Critical hits are also difficult to heal: automatically 
  roll on the VM healing complications table and add 1 
  to the die roll for every critical hit the character got. 
  On Mecha, where repairs are needed, add 1 day of 
  repairs for each critical hit. On Engel, incur 1 pt. 
  penalty for combat regeneration for each critical hit; 
  Engel heal critical hits at a rate of 1 per day. 
  EElleeccttrriiccaall  ddaammaaggee  
  Electrical damage is not primarily meant to damage 
  the Mech. In fact, since the Mech is grounded, a lot 
  of the energy will just pass on the outer shell (the 
  armour) and then pass into the earth, without pene-
  trating the armour. However, electrical damage has 
  adverse effects on systems. In order to simulate this, 
  the Mech receives a second condition monitor (copy 
  the physical one), which is for internal systems dam-
  age. Treat system codes just as the physical one, but 
  do not add the damages together; do not consider this 
  for damage codes or DCS / regeneration. Resist elec-
  trical damage with the higher of trauma or projectile 
  armour (and applicable armour modifications); this 
  represents the grounding capability of the system. 
  When the electrical monitor is filled, the Mech is 
  unable to move anymore, as essential systems have 
  been damaged beyond repair or functioning. How-
  ever, the Mech is not destroyed, it is merely inoper-
  able. It will require internal repairs equal to moderate 
  wounds and is then operable again. Additional dam-
  age is recorded on the physical monitor, but only at 
  half the value 
  The DCS works on this damage all the time, i.e. even 
  when the Mech is shut down, as only minor repairs 
  are necessary (generally cross-connecting fried cir-
  cuits). It takes three full turns for the DCS to bring 
  
   
  128 
   
   
  128 
  back basic systems and it repairs normally from there 
  (at full rate that is). The DCS can either repair physi-
  cal or electrical damage, not both. Mecha pilots re-
  ceive the full damage on vitality scale as stun dam-
  age (see additional rules), resisted by a tenacity feat.  
  For Engel, electrical damage works differently. Ap-
  ply 1/2 the damage to the Engel's physical damage 
  (which is regenerated etc. as per normal rules) and 
  1/2 to the Engel's electrical condition monitor. Re-
  generation does not work on the electrical condition 
  monitor, but DCS does. Also apply 1/2 the damage 
  as vitality-scale stun damage (see new rules) to the 
  character, resisted by a tenacity feat. 
  Example (personal) 
  Walther’s new student (tenacity 8, feat 4) receives 30 
  points of electrical damage. He rolls 4 dice and adds 
  them up (poor roll: 2 + 4 + 5 + 2 = 18): 12 damage get 
  through, which is higher than his tenacity. He is 
  rendered unconscious for (12 - 8 = 4) combat turns. 
  Example (Engel) 
  High Heels is getting some serious heat in her 
  Tarshish. After some time in battle she has gotten 35 
  electrical damage, bringing her into “light damage” 
  (-1 to all) on the electrical monitor; she also has got-
  ten 53 physical damage (moderate, -3 to all), leading 
  to a total test penalty of -4 to all tests. A bit slow 
  from the hits, she doesn’t doge the last hit- an electro-
  cuter hits her, for 30 damage; she resists using her 
  armour rating of 3 (both the same) and rolls 18 (6 + 
  4 + 8), i.e. she receives 16 damage. Of these ½ (8) are 
  physical and ½ (8) are electrical, upping her electri-
  cal condition monitor to 43. Finally, she receives ½ 
  the electrical damage (4 points) as stun damage, 
  resisted by her tenacity feat (4 dice for 36, i.e. no 
  stun damage taken). 
  HHiitt  zzoonneess  ((eexxppaannddeedd))  
  If you wish for a more expanded hit zone system, roll 
  1d20 (if you don’t have one, roll 1d100 divide by 5 
  and round up) and consult the following table. When 
  exceeding two times integrity (after armour attenua-
  tion), the Mech’s armour is locally compromised and 
  damage seeps through to internal system, producing 
  random effects inside the Mech. Some samples are 
  listed in the table; a more detailed view can be found 
  in the “Critical Hits” section. 
  Table 15: Simple hit locations and effects 
  Roll 
  Location 
  Effect 
  (if damage > integrity x 2) 
  1-3 
  Left leg 
  - 5 % speed, limping 
  4-6 
  Right leg 
  7-8 
  Belly 
  2d10 damage to pilot (apply 
  trauma armour) 
  9-11 
  Left arm 
  - 1 to agility, loose one 
  internal arm weapon 
  12-14 
  Right arm 
  15-18 
  Breast 
  2d10 damage to pilot (apply 
  trauma armour) 
  19-20 
  Head 
  Loose one sensor system 
  MMuullttiippllee  iinnssaanniittyy  rroollllss  ppeerr  
  mmoonntthh  
  Given that a character with high tenacity (say 10) can 
  easily succeed at a tenacity feat roll with a target of 
  16 (basically, he cannot fail it), given that he has 5 
  dice for a feat roll, combinations like para-psychic + 
  Engel + Call of the void would potentially roll 3 
  insanity rolls per month at a difficulty of 16, all of 
  which he would succeed, removing the true danger 
  and sense of this drawback. 
  
   
  129 
   
   
  129 
  As such, the following rule is used: instead of mak-
  ing multiple rolls per month a single roll with in-
  creasing difficulty is made. For each additional roll 
  beyond the 1st one, the difficulty increases by 4. 
  Upon failing the roll, the character gains one insanity 
  point. On a glitch increase this to two insanity points. 
  On a critical glitch increase to three insanity points. 
  Example: Brutus the Strong is a para-psychic 
  (erupted) Engel pilot. He rolls one monthly roll 
  against a difficulty of 20 (16 base + 4 for 1 additional 
  roll) for gaining 1 insanity point. He has a tenacity 
  of 10 rolling 10 + 8 + 7+ 1 + 1 + 1, scoring a glitch. 
  This yields 2 IPs this month. 
  Armalia the Beautiful is a White (PP, 1 roll) Engel 
  pilot (1 roll) with the drawback "Call of the Void" (1 
  roll). The total difficulty is 24 for gaining one insan-
  ity point. She rolls 10 + 4 (by race) + 3 + 2 + 1 + 5 + 
  7 for a total of 10 + 4 + 7 = 21. Not enough, so she 
  gains 1 IP this month. 
  RRaaddiiaattiioonn  ddaammaaggee  
  Radiation damage is evil, as it not only has immedi-
  ate effects, but also longer lasting side-effects, which 
  can very well kill an individual even though he sur-
  vived the first exposure. Radiation damage is treated 
  differently with respect to humans, Tagers, Mecha 
  and Engel. Radiation damage is always considered 
  hybrid damage. 
  Radiation damage is cumulative and is thus tracked 
  
   
  130 
   
   
  130 
  over the period of an entire year: every time another 
  damage level of radiation energy is earned, directly 
  jump to the next category (see below) of long term 
  effects (but apply short term effects as normal). 
  Engel 
  While Engel are also living beings with living tissue 
  and could potentially suffer similar fates as humans, 
  they are strangely adapted to the hazards of radiation. 
  Higher body mass and an extremely low cell muta-
  tion rate, alongside an extraordinary constitution and 
  radiation absorbent cells make them nearly perfect 
  radiation shields.  
  Engel do not suffer any effects from excessive radia-
  tion, respectively regenerate this damage so quickly, 
  that it is barely noticeable. In addition, they provide 
  protection equal to a damage reduction of 4d10 to 
  anything standing behind them. The pilot, addition-
  ally held within the capsule and his suit, only takes 
  1/10th the regular damage. 
  Human 
  The human metabolism is not made to absorb large 
  quantities of damage; however, high body mass and 
  a resilient organism might alleviate the effects of 
  exposure. 
  Treat the damage as follows, each step indicating 
  another damage level filled on the victim by radia-
  tion damage. Effects are cumulative. 
  • 
  Light burns of 1st degree, treatment by 
  medic but may continue to move normally. 
  • 
  2nd degree burns, treatment by medic, may 
  continue. Light side effects, including nau-
  sea (1d6 weeks), slight hair loss (after 1d5 
  weeks for 1d6 month), unhealthy skin col-
  our. 
  • 
  3rd degree burns and hospitalization along 
  with extensive skin grafting and re-
  education periods. Internal system damage 
  leading to probability of random mutations 
  in germinal cells (10 %), random mutations 
  inside one’s own body (5 %), hair loss (for 
  1 year), skin texture change. 
  • 
  Massive damage to skin and outer flesh, 
  resulting in deformation of the body and 
  face, long-term intensive hospital care; 
  chance of death by system shock (10 %). 
  Mutation in germinal cells (20 %), Cancer 
  (30 %), hair loss (permanent), skin spots 
  (permanent), brain damage (5 %, loose 1 
  INT or PER) 
  • 
  Death (80 %), else 1 year-long intensive 
  care and complete body re-building, essen-
  tially another self. Gain Misfit (2) and make 
  hard tenacity test (1 insanity point). Muta-
  tion in germinal cells (40 %), Cancer (70 % 
  within 1 year, 100 % after 3 years), tumours 
  (30 % within 1 year, 90 % after 5 years), 
  brain damage (-1 INT or PER for 1d10 
  years every year), severe muscle damage (-2 
  to STR (permanent)). 
  • 
  Death. 
  Mecha 
  Mecha are mechanical and as such only take so much 
  of the radiation damage. As long as the transferred 
  energy and heat is not enough to damage the metallic 
  structure or integrated electronics / hydraulics, the 
  Mech will continue to function normally. 
  However, despite some light radiation shielding, true 
  lead plating would be much too heavy for a combat 
  Mech, so most of the radiation will pass through 
  unhindered and contaminate the pilot.  
  In order to simulate the damage alleviation, subtract 
  1d5 * 5 % from the total damage and apply to the 
  pilot as per normal human rules. 
  For the Mecha, only apply damage if the radiation is 
  excessive: in order to simplify the process, apply 10 
  % of the radiation damage as physical damage to the 
  Mech. 
  
   
  131 
   
   
  131 
  Tager 
  Due to their mystical nature, Tagers 
  take much better to radiation than their 
  human counterparts. They do not de-
  velop cancer at all, neither any other 
  long-lasting defects. Mutated tissue is 
  quickly replaced. As such, as long as 
  the Tager remains alive, he will heal 
  radiation damage just as any other 
  damage. 
  However, the regeneration system 
  sometimes has trouble squashing the 
  cancer in the beginning; roll a normal 
  cancer test as for humans. In case the 
  cancer is apparent, reduce the regenera-
  tion rate by 1 point (to a minimum of 1 
  point every other turn) to reflect the 
  constant battle between cancer and 
  regeneration for a duration of 1d5 days.  
  RReeccooiill  
  Rail weapons and other electromag-
  netic weapons which do not rely on 
  powder to create the bullet’s energy 
  generate recoil. This is for one from the 
  action / reaction principle and the im-
  pulse that is transferred to the bullet 
  (leading to the weapon wanting to recoil 
  from it); and from the expansion of the 
  gas resulting from the powder’s explo-
  sion. 
  Whatever the reason, recoil has one ef-
  fect: it moves the weapon, essentially 
  making it difficult to impossible to aim 
  correctly with the weapon. This is even 
  more of a problem when using automatic 
  weapons. 
  For every bullet fired beyond the first one 
  in a round from a recoil affected weapon, 
  impose a -1 modifier for the opposed 
  aiming test. Reduce by recoil compensa-
  tion (see new tools) and by strength: for 
  every 2 points of strength above 4 (so 6, 
  8, 10, 12, 14, 16) the character receives 1 
  point of recoil compensation. A bipod 
  reduces all recoil by 10 points, a tripod 
  by 20 points and a fixed mount (e.g. 
  tripod welded to a car) reduces recoil to 
  0. 
  Example 
  Ivanna is firing away with an automatic 
  rifle, fixed on a tripod (-20 recoil). Her 
  FN-MAGiC fires 30 rounds (+29 recoil) 
  and she has a strength of 10 (-3 recoil). In 
  
   
  132 
   
   
  132 
  Quick stun damage rules 
  Roll a tenacity feat against the damage incurred. In case 
  of failure, the character is dazed for 1 turn (-2 to all); on 
  a glitch or failure by more than 10 points, the character 
  is unconscious. In case of a critical glitch the character 
  has incurred brain trauma and is out for the next hour 
  and requires rest, dark and care for one week thereafter. 
  addition she installed a Gas Vent 3 on the weapon (-3 
  recoil), leaving her with 29 – 20 – 3 – 3 = 3 recoil, i.e. 
  her hitting contest has a -3 modifier. 
  RReellooaaddiinngg  DD--CCeellllss  
  A certain amount of weapons, especially the Mecha 
  weapons presented in this book, are powered by D-
  Cells, so that you can not only run out of ammuni-
  tion, but also of power. 
  Combat D-Cells are standardized and can be ejected 
  by the weapon itself in a free action (thereby loosing 
  the D-Cell if not retrieved later on). Shoving the next 
  one into the weapon takes 2 actions or 1 full turn, 
  whichever is lower and 1 action for the weapon to re-
  power up. 
  SSttuunn  ddaammaaggee  
  Sometimes a hit does not directly deal physical dam-
  age, but either transfers large amounts of energy on a 
  large section (as if you were falling flat on your back 
  or chest) or hits a nerve or the head, which leads to 
  stun or subdual damage (cf. CT, subdual combat, 
  page 125). In order to track this more accurately, a 
  separate stun condition monitor is added.  
  Each stun level has 5 + (2*tenacity + strength) / 3 
  points. Treat it like the normal wound monitor, ex-
  cept that regeneration and the like does not apply, but 
  that the character regenerates one stun level (not 
  damage point, entire level) every 2 hours when not 
  engaged in combat or every 1 hour when sleeping. 
  Apply a -1 modifier (cumulative) per stun level to all 
  tasks (including combat, piloting etc.). Unless other-
  wise noted, the character receives additionally half 
  the stun damage as physical damage. 
  Stun damage is normally resisted by trauma armour; 
  however, special occasions may call for a tenacity 
  feat in order to resist damage. 
  Under the rules presented here, any unarmed combat 
  or combat with blunt weapons causes stun damage. 
  Tagers and other creatures with natural weapons may 
  choose whether to inflict stun or physical damage. 
  Critical hits only apply to the physical part of the 
  damage; stun damage itself does not cause critical 
  hits. During integrity scale combat, only creatures 
  (i.e. monster, not Mecha) may inflict stun damage 
  upon each other. The conversion between integrity 
  and vitality applies. On a Hull scale, stun damage is 
  not possible. 
  When the stun monitor is filled, all stun damage is 
  tracked as physical damage, as internal haemor-
  rhages and system damage from the continued beat-
  ing start to take their toll on the body. 
  6.3 Engel Flavour 
  If by choice or not, the CT and VM books leave a lot 
  concerning Engel to the imagination of the GM and 
  players. In the following are a few ideas to enhance 
  the flavour of the game, mostly inspired (of course) 
  by Neon Genesis Evangelion. 
  IImmpprroovviinngg  ssyynncchhrroonnyy  
  One of the things characterizing an Engel pilot is his 
  ability to attune his own mind to the mind of the 
  Engel and to successfully fuse with him. Scientifi-
  cally this is expressed as the synchrony in cerebral 
  wave patterns of both the Engel and the pilot, with 
  respect to phase, amplitude and frequency; pilots 
  refer to it simply as synchrony. 
  The higher the synchrony ration, the better the pilot 
  is able to interact with the Engel, but the more he is 
  also opening his mind to the alien. While this obvi-
  ously results in far better results when piloting the 
  Engel, it also takes a toll on the pilot’s psyche and 
  many have been left scarred and scared by the ex-
  perience. 
  Today the process of improving synchrony is a care-
  fully watched and guided process, under restrictive 
  clearance only for the strong minded and strict sur-
  veillance by NEG military psychologists, medics and 
  
   
  133 
   
   
  the OIS. How-
  ever, nearly all 
  pilots given the 
  opportunity 
  will take it, as 
  it 
  improves 
  drastically their 
  chances 
  of 
  survival on the 
  battlefield. And 
  sometimes, 
  synchrony will 
  also jump on 
  its own. 
  Classifica-
  tion 
  The synchrony 
  is rated artifi-
  cially 
  in 
  classes, with 0 
  being the standard untrained class of any pilot. To-
  day, the highest class yet achieved is 2 by training 
  and 4 by traumatic experience (the pilot, however, is 
  now under heavy psychiatric treatment), while class 
  3 is in training. 
  The class is derived from the total percentage of 
  relevant wave patterns between Engel and pilot that 
  overlay perfectly. This percentage can conceivably 
  pass by 100 %, since it only takes into account rele-
  vant wave patterns not all. In general, any excess of 
  100 % signifies that the personality of the pilot has, 
  to some extend, fused with the personality of the 
  Engel. 
  Risks and dangers 
  Raising synchrony is not without danger. While the 
  careful preparation (see below) can alleviate most of 
  The side-
  training, are a slight adjustment of both the Engel’s 
  and the pilot’s personality towards each other. This 
  leads in general to the Engel becoming slightly 
  calmer but to the pilot receiving some of the Engel’s 
  bloodlust (which is common to all of them). Depen
  ing on the Engel type, the pilot will also change 
  slightly in other directions. Finally, the death of an 
  Engel usu
  133 
  the dangers, spon-
  taneous synchrony 
  increase is by far 
  more dangerous. 
  The main risks 
  are: loss of self-
  awareness, identi-
  fication 
  with 
  Engel, 
  traumatic 
  experiences due to 
  exposure to the 
  alien mind, minor 
  psychological 
  disorders, person-
  ality split (with 
  one of the two 
  being close to the 
  bloodthirsty 
  Engel) and more. 
  -effects that cannot be avoided, even by 
  ning, are a slight adjustment of both the Engel’s 
  and the pilot’s personality towards each other. This 
  leads in general to the Engel becoming slightly 
  calmer but to the pilot receiving some of the Engel’s 
  bloodlust (which is common to all of them). Depend-
  ng on the Engel type, the pilot will also change 
  slightly in other directions. Finally, the death of an 
  ually also means the death of a pilot … 
  
   
  134 
   
   
  Lastly, it is impossible to achieve synchrony with 
  any other Engel then the one you’ve trained on, 
  meaning that the process has to be repeated for every 
  new Engel you attune to. And atonement also 
  changes the cerebral wave patterns such that it is 
  impossible to re-gain the same class of synchrony 
  with the original Engel without extensive re-training. 
  Bene-
  fits 
  Pilot’s 
  with a high synchrony are able to 
  perform 
  feats far beyond the regular per-
  formance 
  of an Engel pilot. The higher 
  control and 
  understanding of the Engel 
  and 
  pilot 
  lead to a more harmonious 
  thinking, 
  better understanding of 
  the 
  Engel’s 
  capabilities 
  and 
  the 
  ability to do 
  the same for an 
  Engel as for 
  a 
  oneself: 
  push 
  beyond 
  one’s 
  (and 
  the 
  Engel’s) 
  limits. 
  And quite far. 
  Guided process 
  The 
  process 
  takes nearly 6 
  month to com-
  plete, 
  during 
  which the pilot 
  cannot 
  be 
  on 
  constant duty – another reason why the procedure is 
  not widespread. The pilot is first extensively 
  screened by a team of psychologists and subse-
  quently prepared by a custom-tailored program, 
  enhancing his resistance to the alien mind and expos-
  ing him very slowly to ever new aspects of the 
  Engel’s psyche. 
  At the same time, the engineering staff conducts 
  experiments, where the pilot is slowly and carefully 
  lead towards ever higher synchrony ratios, respec-
  tively is trained to attune his mind to the specific 
  wave patterns of his Engel. This also involves the 
  learning of many a meditation technique and self-
  control and –awareness sessions. Many pilots report 
  that they are much more calm in daily life situations. 
  Still, the process is taxing and generally involves 
  post-process following in close psychiatric observa-
  tion. 
  Spontaneous (traumatic) increase 
  In situations of extreme danger or pain, usually when 
  the Engel or pilot suffer extreme damage, or in cases 
  of unusually high mental stress (death of a family 
  member, birth of a child) the mind will let down 
  many of its protective barriers, allowing for a very 
  short period of time a complete fusing of both minds, 
  attaining incredibly high synchrony rations, often in 
  excess of 200 %. 
  Such an event sometimes can even let the pilot leap 
  two classes at once
  case, the pilot comes out of it with a severe immed
  ate psychological trauma and must be transferred to 
  closed observation for at least a month. If the pilot 
  enters an Engel before, it has let to catastrophic co
  sequences f
  Rules 
  Each class of synchrony gives the pilot the following 
  changes when piloting his Engel
  a +1 modifier to all tests
  ability to “push beyond the limits” (see below), c
  mulative +1 to test per class
  -1 modifier to monthly 
  additional 5 % of damage taken by Engel seeping 
  through to pilot as stun damage (cumulative, per 
  class, see add. Engel rules)
  Apart from the time necessary, 
  in experience for a guided military approach and 35 
  points for spontaneous eruption; in the latter case 
  roll a hard insanity test (2 IPs) and roll 1d100. On a 
  1, you gain one additional synchrony class for free 
  134 
  Such an event sometimes can even let the pilot leap 
  two classes at once, though it is very rare. In any 
  case, the pilot comes out of it with a severe immedi-
  ate psychological trauma and must be transferred to 
  closed observation for at least a month. If the pilot 
  enters an Engel before, it has let to catastrophic con-
  sequences for both the Engel and the pilot. 
  Each class of synchrony gives the pilot the following 
  changes when piloting his Engel 
  a +1 modifier to all tests 
  ability to “push beyond the limits” (see below), cu-
  mulative +1 to test per class 
  1 modifier to monthly insanity test per class 
  additional 5 % of damage taken by Engel seeping 
  through to pilot as stun damage (cumulative, per 
  class, see add. Engel rules) 
  Apart from the time necessary, the cost is 50 points 
  in experience for a guided military approach and 35 
  oints for spontaneous eruption; in the latter case 
  roll a hard insanity test (2 IPs) and roll 1d100. On a 
  1, you gain one additional synchrony class for free 
  
   
  135 
   
   
  135 
  (if you want to or not), and the insanity test increases 
  to very hard / 3 IP. 
  Pushing beyond the limits means that you are able 
  to get more out of your Engel then you thought. With 
  a hard / very hard / legendary pilot skill check you 
  can get the Engel to exceed any one attribute for 10 
  turns by 1 / 2 / 3. You may increase the difficulty by 
  one step for another 10 turns. Alternatively, the 
  Engel provides 2 / 3 / 4 bonus points to any single 
  test. Pushing the limits inflicts your tenacity as unre-
  sisted damage upon the Engel and causes you 1d10 
  + (2 * synchrony class) stun damage (you may not 
  resist this). 
  In case your Engel dies, you immediately receive 
  (synchrony class * 2)d10 additional damage and 
  must make a hard insanity test for (synchrony class) 
  IPs. In case you don’t die, all synchrony is lost; 
  however, achieving synchrony up to the main level 
  you had before with an Engel of the same type only 
  costs ½ (round up) of the original cost. The same 
  (without the damage) is true if you attune to another 
  Engel. 
  LLoosstt  iinn  tthhee  mmaacchhiinnee  
  The NFL in the Engel (see NFL chapter below) is a 
  fluid with arcane properties that are today poorly 
  understood. One of them is 
  the ability for the NFL to 
  hold a soul. 
  Whenever a pilot dies in-
  side his Engel with the 
  Engel still intact, there is a 
  slight probability of the 
  pilot’s body disintegrating, 
  while his mind and soul 
  remain inside the Engel. 
  Some 
  pilots 
  even 
  stay 
  partly conscious and can act 
  on their own, while they are 
  not fully aware of what has 
  happened to them. As their 
  soul fuses to a great extend 
  with the Engel, they be-
  come to some extent the 
  Engel and feel as if that was 
  their natural state. Some of 
  the individuals even repress 
  the true memories as a self-
  defence 
  mechanism 
  and 
  continue to function. 
  What happens exactly no 
  one can say; however, if 
  ever the capsule is re-
  moved, the pilot and Engel 
  
   
  136 
   
   
  136 
  immediately die in agony and both their souls are 
  destroyed forever, never to return or be re-born. 
  Quite often, this has led to bloodshed as the Engel 
  (and pilot) did his best in order to keep anyone from 
  opening the hatch. 
  Today, the NEG military knows of roughly 100 cases 
  where the pilot got “lost in the machine”. Of these, 
  roughly half went directly mad and killed themselves 
  or were overwhelmed by the Engel’s consciousness. 
  The other half however it still functioning today and 
  continues the fight, under heavy OIS surveillance. 
  continues the fight, under heavy OIS surveillance. 
  Maybe some 40 people are still in active duty, in 
  carefully placed units. Of course, this entire opera-
  tion is under heavy, heavy wraps. 
  A character might still be playable as such. How-
  ever, the only way that he would retain sanity would 
  be his fusing with his Engel and losing all memories 
  of his early human life: 
  • 
  All active skills executable with an Engel 
  are kept. 
  • 
  All relevant knowledge skills are kept. 
  • 
  Everything else is forgotten. 
  In addition: 
  • 
  The character’s attributes become the 
  Engel’s attributes at the point of death, 
  completed with the pilot’s mental attributes 
  that the Engel does not have. 
  • 
  The new attributes and the skills can be 
  learned as normal. 
  • 
  Para-psychic and sorcery abilities are lost 
  forever and cannot be re-learned. 
  • 
  Insanity drops to 0 and the character gains 
  a +6 test modifier for all insanity and fear 
  tests. 
  • 
  The Engel’s condition monitor is the only 
  physical condition monitor kept. 
  • 
  The pilot feels and sees through the Engel’s 
  sensors as if they were his natural senses. 
  • 
  Unless installed, the pilot no longer has ac-
  cess to touch (on the skin) or smell. 
  • 
  Sexual urges remain. The GM has the final 
  word on how this looks for Engel … 
  Since the character also thinks his new form his 
  natural form (i.e. being an Engel), he will have diffi-
  culty when not able to socialize normally with oth-
  ers; this is why they are mostly kept together. They 
  still need maintenance and repair. 
  NNeeuurraall  FFeeeeddbbaacckk  LLiiqquuiidd  ((NNFFLL))  
  The ESI interface alone lets the pilot control the 
  Engel of course; however, preliminary tests had 
  shown that the contact can be enhanced dramatically 
  (as well as immersion and synchrony) if the neuro-
  electrical signals can be processed, send and received 
  by the entire body of the pilot. 
  Research soon began to implement a hyper-
  conductive oxygenating liquid in which the pilots 
  could be immersed. The liquid completely fills the 
  pilot’s capsule and “drowns” the pilot, filling his 
  lungs but still enabling oxygen transport, similar to 
  the military liquid breathing equipment for the very 
  deep diving. In addition, electrical nerve signals are 
  carried with nearly no loss through the liquid, deep-
  ening the blending of the minds. In order to achieve 
  such a liquid, complicated arcane rituals have been 
  implemented, imbuing the fluid with a lot more 
  properties (many of which are not yet fully explored) 
  than initially thought. 
  Today, approximately half of all Engel are equipped 
  with NFL. While all capsules are built to support it, 
  many pilots still do not accept it. For one, there is the 
  fact that the pilot has to “drown” every time he wants 
  
   
  137 
   
   
  137 
  to pilot his Engel, a process that not only takes time 
  but is also to most an agonizing experience, to which 
  they never truly get used. Second, the fluid has to 
  come out, too. So when the pilot leaves the Engel he 
  vomits, coughs and spits out every last bit of it, 
  which is usually painful. When having to make an 
  emergency exit in battle, the pilot is also not readily 
  able to act, but first must go through above spasm. 
  And lastly, not all pilots see it as their ultimate goal 
  to blend as well as possible with the alien mind in-
  side their machine. 
  When NFL is used, the pilot gains a +1 modifier to 
  all actions (including combat) when inside his Engel. 
  However, double all electrical damage the pilot 
  receives and increases feedback damage by 1/4th 
  (round up). Increase the difficulty test threshold for 
  the monthly insanity test by 1. Whenever the charac-
  ter gets out of the pilot it takes 3 minutes (36 turns) 
  until the character can act groggily (-4 to all ac-
  tions) and another 5 minutes (60 turns) until he is 
  fully capable of moving again. Make a hard tenacity 
  feat test; for every point by which you beat the 
  threshold, reduce this time by 2 turns (10 seconds). 
  SSoouull  bbaarrrriieerr  
  All living beings possessing a soul also possess a 
  barrier that protects it, as core definition of their 
  being. This is different from the mind or body, which 
  can be destroyed, as the soul is immortal (and simply 
  re-born after death into another body). It is why the 
  soul is protected by a barrier, a supernatural force 
  field of immense strength, which can be broken only 
  by the most powerful of beings. 
   
  Normally, this power cannot be harnessed. For sure, 
  Tagers draw some of their regeneration abilities from 
  that primordial power, re-directing some of the soul’s 
  power to heal their bodies. However, the alien beings 
  from which the Engel are build are able to harness 
  their pilot’s soul barrier’s energy and create a protec-
  tive field around the entire Engel – even though at a 
  very high cost to the pilot and Engel and for a very 
  limited time only. 
  When the synchronization between Engel and pilot is 
  high enough, the pilot can, with a great effort, drop 
  part of his soul barrier towards the Engel – thus tem-
  porarily infusing his own soul into the Engel and 
  merging completely with the alien creature, which in 
  turn now protects itself with the so-harnessed energy, 
  creating a field fully impenetrable to any weapon 
  except the will or soul barrier field from another 
  Engel. However, this experience of fusing very often 
  marks the psyche of the pilot; of the few who did it, 
  most went directly into psychiatric care for quite 
  some time. 
  Similar to a limit weapon, the protection field cannot 
  be penetrated except by another Engel with the same 
  field active. In that case, make a tenacity contest – 
  the winner chooses which field (if any) is penetrated. 
  Any weapons, sorcery, area damage, para-psychic 
  powers, creatures, monsters, Migou, human, Nazzadi 
  or whatever else cannot enter the field at all, it is 
  fully impenetrable. Likewise, environmental effects 
  (depth, pressure, temperature, void) do not affect 
  anything inside the field.  
  
   
  138 
   
   
  138 
  The field extends from the Engel and takes the 
  Engel’s form but stays at about 1 m from the Engel. 
  Anything in it is pushed out. It is impenetrable by 
  anything except another field and soaks any damage 
  from any source and whatever the amount. It lasts 
  for 5 minutes and it takes 1 turn to build it up. After 
  the 5 minutes, the Engel receives 4d10+10 damage 
  (no armour applies) and the pilot receives 6d10 + 10 
  stun damage (resist with tenacity feat). The pilot 
  immediately makes a challenging, hard and very 
  hard insanity test (3 tests in total) gaining 1 / 2 / 1 
  insanity points upon failing. DP may not be used. 
  Can only be used once a week. 
  6.4 Gear & Technology 
  The following section expands a bit 
  on how gear is enabled in the new 
  world, what is considered smart and 
  how pieces of gear interlink with 
  each other. It is an attempt to 
  estimate how things will look like 
  in over 80 years and my personal 
  guess. With the gear book coming 
  out, it’ll surely be superfluous. 
  PPoowweerr  
  With the advent of D-Cells and nano-manufacturing, 
  energy is no longer an issue. Clothes generally in-
  clude motion-energy-generators, as do watches and 
  other small electron-
  ics. For larger con-
  sumers, a host of D-
  Cells in all shapes and 
  sizes (including bend-
  able sheets) are avail-
  able and can hold 
  enormous amounts of 
  power. 
  Since 
  the 
  beginning of the mil-
  lennium, 
  storage 
  density has increased 
  by a factor of 1000. 
  With recharge stations 
  being available eve-
  rywhere and standard-
  ized electro-magnetic 
  induction 
  rechargers 
  universally 
  adopted 
  by the industry, it is 
  even possible to re-
  charge your D-Cells 
  in almost every res-
  taurant and even on 
  bus stations! 
  It is safe to say that 
  energy is everywhere, 
  
   
  139 
   
   
  139 
  abundant, free of charge and plentiful. 
  SSmmaarrtt??  SSmmaarrtt!!  
  Most items can be considered smart. Miniaturization 
  and nano-technology has led to sensors becoming 
  extremely small and resistant, making it possible to 
  integrate them into a variety of products. 
  As an example, you milk bottle surely has a weight 
  sensor built into it – thus it can tell when it’s empty 
  or filled and can relay that information to your 
  fridge. 
  Your electrical appliances can sense light levels, 
  temperatures and more. Thus your camera will warn 
  you when you try to use it outside of certified tem-
  perature limits. 
  This has also led to the development (and incorpora-
  tion) of very small chips with standardized commu-
  nication protocols. As such, your clothes can talk to 
  your washing machine, which transmits a usage 
  index at each washing. Your favourite trouser can 
  thus tell you that it’s close to end-of-life due to being 
  washed too often. 
  TTaaggggiinngg  
  RFID tags are everywhere and in everything. Every 
  single piece of equipment, cloth, food or anything 
  else imaginable that you can buy, is tagged. These 
  tags hold useful information, such as washing in-
  structions, materials resistance, date of fabrication 
  etc. 
  Data & Information 
  However, many tags also hold additional informa-
  tion; this has only change during the last year, with 
  more stringent anti-publicity values. Up until then, 
  all items were also tagged with publicity. 
  Other data often stored is data of the store where the 
  item was bought; info to which person the item be-
  longs (only for high-value items). Contact informa-
  tion of the manufacturer, main supplier and designer. 
  And then, of course, an entire host of classified in-
  formation, that is not easily readable. Especially the 
  Chrysalis Corporation has been unknown to embed 
  either a second chip or second antenna, reading out 
  more classified data and allowing lots of data har-
  vesting, on other frequencies than those normally 
  associated with tags. 
  Use & Misuse 
  Many people use the RFIDs daily, without knowing 
  they do so: the fridge keeps inventory of what’s in it 
  and what not, alerts you when items are about to 
  perish, can suggest meals & dishes based on what 
  you have available. Or can alert you, when an items 
  goes missing. The same is true for your dishwasher, 
  washing machine (automatically choosing the best 
  programme on loading and warning of incompatibili-
  ties) and other household appliances. 
  It is easy to control access to your stereo, certain 
  clothes etc.: for instance, anyone wearing clothes 
  with a chip marking them as “children’s cloth” is not 
  allowed to open the fridge. 
  Misuses are of course in the area of unwanted data 
  collection – when entering any shop or generally 
  most buildings, be assured that someone has just 
  scanned every single tag on you and has stored the 
  data somewhere. This allows government agencies to 
  keep a tab on individual movements. 
  6.5 FAQ 
  Unfortunately, the developers have 
  left many questions open or the 
  answers are spread throughout the 
  many books. The following section 
  compiles 
  information 
  from 
  the 
  
   
  140 
   
   
  140 
  books, interpreted by a lot of 
  people on the forum, and tries to 
  establish a common ground. 
   
  I would like to thank all people on 
  the official CT forums for their 
  lively discussions and answers to 
  many 
  questions 
  of 
  my 
  own 
  and 
  others. 
  AAiirr  SSuuppeerriioorriittyy  
  It is supposed that the Migou have space superiority 
  but not air superiority, which is still being held by 
  the NEG. 
  Main reason seems to be that there are too few 
  Swarm Ships, difficult to repair (in Mortal Remains 
  it is stated that they can only be repaired on-board 
  the Hive Ship) and that the Hive Ship is unable to 
  proceed with precision strikes from space. 
  Common ground seems to also be the assumption 
  that the airspace (and thus also space-space) around 
  the Arcologies is heavily defended by former orbital 
  canons, able to interdict all Migou strikes. 
  These explanations of course bring more problems 
  with them: if we can defend space against Migou, 
  why not simply put our own space force into orbit? 
  After all, no weapon can shoot around the earth, 
  unless its missiles. 
  AArreeaa--NNuukkiinngg  EEaarrtthh  
  Common consense seems to be that by area-nuking 
  Earth, and thus quickly killing the entire human 
  population, the Old Ones would probably awaken. 
  Either due to the sheer amount of suffering / pain / 
  death released or by the fact that the missing dreams 
  from the humans would bring them back from their 
  sleep. 
  AArrmmyy  SSiizzee  
  Some on the forums have compared CT to WWII 
  German economy and population and have con-
  cluded that about 10 % of the population should be in 
  the military. Seeing however that we have also the 
  Nazzadi, my take would be 10 % in human culture 
  and 20 % in Nazzadi culture (tendency decreasing). 
  I couldn’t find the world-wide population, but as-
  suming something like 3 billion still alive, there 
  would be 1.8 billion humans, or an army of 180 
  million plus 1.2 billion Nazzadi or an army of 240 
  million, leading to total manpower of 520 million. 
  Note that these are not all fighters, but also techni-
  cians, support personnel etc. Even if only 50 % of 
  these people were fighting, the fighting force of the 
  NEG would still be 260 million strong. 
  MMiiggoouu  NNuummbbeerrss  
  As stated a bit over all different books, Migou num-
  bers are actually stretched. Coming for a short inva-
  sion, the storm was not anticipated, leading to too 
  few resources being available. This is why the Migou 
  are bringing in a second hive ship (see Damnation 
  View) to complete their numbers. 
  This means that the NEG has the advantage of supe-
  rior numbers and that the Migou cannot just over-
  whelm the NEG. 
  RRaappiinnee  SSttoorrmm  LLooggiissttiiccss  
  The Rapine Storm only needs little logistics and little 
  conventional food etc. Most of the creatures in it are 
  actually summoned, so they function on different 
  principles. Only the (scarce) human troops require 
  weapons, ammunition etc. etc. 
  Common ground is to perceive the storm a bit as the 
  Zerg, i.e. enormous numbers but not very effective. 
  
   
  141 
   
   
  141 
  RReessoouurrcceess  
  With the loss of China and missing Russia, the NEG 
  should be close to resource collapse. However, in 
  order to justify the lack of Titanium etc., common 
  understanding is that the nanite technology in that 
  particular application is far enough that it is possible 
  to break any material open at atomic level and re-
  arrange at needed. 
  This, of course, also implies that it is possible to 
  produce just about any valuable gem and ore in ex-
  actly the wished-for configuration and molecular 
  structure, essentially making jewellery worthless. 
   
  
   
  142 
   
   
  142 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  77    
  CCrreeddiittss  aanndd  
  SSoouurrcceess  
  
   
   
   
  
   
  144 
   
   
  144 
  BBaacckkggrroouunnddss  
  Page background from the original CT source book. 
  http://www.cthulhutech.com for more information. 
  The original books are published by Catalyst Game 
  Labs and Wildfire LLC, as well as BlackSky. 
  IImmaaggeess  
  First of all thanks to Colin Chapman from the official 
  CT forums for his awesome thread about inspiring 
  art for CT. Most of the images in this book actually 
  come from the thread, which can be found here: 
  http://cthulhutech.10.forumer.com/viewtopic.php?t=
  936 
  And of course thanks to the individual artists actually 
  used in this document for producing such astounding 
  and inspiring work. 
  Please note that the copyright for their pictures obvi-
  ously stays with them and that the images have been 
  used without explicit approval by all authors (for the 
  moment, approval will be sought once the document 
  is finished). In case you do not agree to your picture 
  being used here, write an e-mail to Sebas-
  tian.tivig@gmx.de and it will be taken out immedi-
  ately. 
   
  343 Guilty Spark 
  http://343guiltyspark.deviantart.com/gallery/  
  Cesar Rizo 
  http://www.rizogallery.com/portafolio.html  
  Daryl Mandryk 
  http://members.shaw.ca/dmandryk/ 
  Dave King 
  Geoffrey Thoorens 
  http://djahal.cgsociety.org/gallery/   
  http://www.djahalland.com/en/galerie/#nogo 
  Haris aka greyhole 
  http://greyhole.deviantart.com/gallery/ 
  James Paick 
  http://www.jamespaick.com/index.html 
  Jim Svanberg 
  http://jimsvanberg.deviantart.com/gallery/    
  http://www.jimsvanberg.se/ 
  Jen Zee 
  http://jenzee.deviantart.com/gallery/ 
  Josh Nizzi 
  http://www.joshnizzi.com/  
  Kendrick Lim 
  http://kunkka.deviantart.com/gallery/ 
  Lorenz Hideyoshi Ruwwe 
  http://hideyoshi.deviantart.com/gallery/   
  http://www.hideyoshi-ruwwe.net/gallery.htm 
  Mathias Verhasselt 
  http://mv.cgsociety.org/gallery/   
  http://mv.cgcommunity.com/ 
  Nivanh Chanthara 
  Patrick Jensen 
  http://www.metavisuals.com/Meta5/Personal.html 
  Pene Menn 
  http://www.penemenn.com/   
  
   
  145 
   
   
  145 
  Ridwan Chandra 
  http://meganerid.deviantart.com/gallery/  
  Tim Anderson 
  http://www.timothyandersonart.com/gallery/ 
  Uitakumuki 
  http://ukitakumuki.deviantart.com/gallery/ 
  Winona Nelson  
  http://nonie.cgsociety.org/gallery/  
  Yannick Dusseault 
  http://www.dusso.com/ 
  IIddeeaass  
  Lord Coake from the CT official forums, for his idea 
  of command units and command circuits. 
  Thanks to all from the official CT forums for helping 
  me in clarifying many questions and indulging in my 
  frequent frustration with the system. 
  Thanks to Mike V for his awesome and inspiring art 
  in CT – both directed and done himself. 
  Thanks to the authors behind CT for creating so 
  many good ideas and such a compelling world! 
  
SOURCE: textdata/thevault/CthulhuTech/3rd Party/CthulhuTech - Zortiander, Inc. Catalogue.pdf