TEXT: mecha construction and campaign supplement
  
  MECHASYS
   
  2
  CreditS
  Lead deveLoper
  Phil Maiewski
  additionaL deveLopment
  Brett Bowen, Alex Newbold, and Jason Marker
  editing
  Brett Bowen, Kimber Bowen
  proofreading
  Brett Bowen, Kimber Bowen, and Elizabeth Foote
  graphic design
  Brett Bowen
  cover art
  Ardian Hidayat
  interior art
  Lance Dayne Burgos, Ardian Hidayat,  
  John Raphael A. Saavedra, and Phil Maiewski
  additionaL artwork
  Christof Grobelski, Joyce Maureira, Joakim Olofs-
  son, Jeshields, Tan Ho Sim, Shaman's Stockart.
  Publisher's Choice Quality Stock Art © 
  Rick Hershey / Fat Goblin Games.
  Some artwork © 2019 Eric Lofgren, used 
  with permission. All rights reserved.
  art direction
  Phil Maiewski
  pLaytesters
  Brett Bowen, Michael Coleman, Jason Harworth, 
  Keith Kappel, Andrew Maiewski, 
  Jason Marker, Alex Newbold
  dedication
  In memory of Walter Baas and Lawrence DiGiusto.
  Contents
  INTRODUCTION 
  3
  WHAT’S IN THIS BOOK .....................................4
  SESSION ZERO ......................................................4
  CHARACTER OPTIONS 
  7
  ARCHETYPES ........................................................7
  CAREERS .................................................................9
  SKILLS ....................................................................11
  TALENTS ...............................................................13
  MECHA CONSTRUCTION 
  17
  STEP 1: DETERMINE FRAME POOL .............18
  STEP 2: SELECT CHASSIS .................................19
  STEP 3: DETERMINE R&D POOL ...................24
  STEP 4: DEFINE MECHA LOCATIONS .........24
  STEP 5: MOVEMENT SYSTEMS ......................27
  STEP 6: SECONDARY ATTRIBUTES ..............28
  STEP 7: INSTALL WEAPONS ...........................29
  STEP 8: PURCHASE UPGRADES ....................34
  NEW RULES 
  43
  MECHA COMBAT...............................................44
  MECHA CRITICAL HITS ..................................47
  EXAMPLE MECHA 
  49
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  This product was created under license. GENESYS and its logo, and GENESYS FOUNDRY and its logo, are trade-
  marks of Fantasy Flight Games in the U.S.A. and other countries. All Fantasy Flight Games characters and character names, 
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  This work contains material that is copyright Fantasy Flight Games and/or other authors. Such mate-
  rial is used with permission under the Community Content Agreement for Genesys Foundry.
  All other original material in this work is copyright 2021 by Studio 404 Games, LLC 
   and published under the Community Content Agreement for Genesys Foundry.
  
  MECHASYS
  Introduction
  3
  T
  here’s something about big stompy robots that just 
  cries out “adventure!” 
  The anime invasion of the US in the late ‘70s and 
  the early ‘80s brought a score of shows to the US 
  that focused on towering robots fighting a variety of 
  adversaries. From robo-beasts to fleets of warships, 
  even other mecha; these shows pitted small groups of 
  heroes against seemingly insurmountable odds, and 
  each week they overcame those challenges to face an 
  even bigger one next week. These shows ingrained in 
  many of us a sense of wonder and excitement for these 
  mechanized heroes. 
  Growing up in this time, many of us were transfixed 
  by these shows. We’d rush home from school to try and 
  catch every minute of Force Five, Robotech, Tranzor Z, 
  and The Transformers. We simply couldn’t get enough 
  giant robot action and devoured all we could find. There 
  was a lull for a while in the ‘90s, then in the early 2000s 
  another wave of shows invaded the US networks. Gun-
  dam (Wing, SEED, G Gundam, and others), The Big O, 
  Megas XLR, Neon Genesis Evangelion, even movies like 
  Pacific Rim rekindled our mecha fascination.
  Mecha have been the main subject of many role-
  playing games over the years. Some of those games were 
  direct adaptations of anime shows, others were inspired 
  by or alluded to specific shows in the way RPGs pre-
  sented their mecha. Gamers have played countless hours 
  of games with these systems, using either the world set-
  tings those books provided or making their own fantas-
  tical adventures filled with mecha.
  In Mechasys, we provide the rules you need to por-
  tray practically any mecha from any source. You can 
  build big, slow, cumbersome war machines to wage war 
  across star systems in the name of your noble house 
  lord, nimbly dive into the thick of combat against 
  hordes of enemy alien mecha, or stand alone as the last 
  line of Earth’s defense against fearsome space monsters 
  as tall as skyscrapers.
  So build your mecha, suit up, and take them into 
  combat. We hope you enjoy Mechasys as much as we 
  enjoyed developing it. We’re eager to hear about your 
  creations and adventures!
  -Phil Maiewski, Mechasys Lead Developer
  Introduction
  What's in this Book
  session Zero
  
  MECHASYS
  Introduction
  4
  What’s in this Book
  M
  echasys is a supplement that empowers you to 
  build fantastic giant robots commonly known 
  as “mecha” for use in your campaigns. The rules are 
  designed to be setting agnostic, and may be used in fan-
  tasy, steampunk, weird war, scifi, or any other theme.
  chapter 1 - session Zero
  While you can build virtually any mecha you wish 
  in Mechasys, it is best to have your group deter-
  mine what rules you use by having a “Session Zero.” 
  This chapter helps you and your group define what a 
  mecha is in the setting, what the mecha’s build limi-
  tations are, and any specific rules your campaign is 
  using in regards to mecha.
  chapter 2 - character options
  This chapter provides new character options for build-
  ing your mecha piloting hero. This includes new arche-
  types designed for mecha-inclusive campaigns as well 
  as new skills and talents for such characters.
  chapter 3 - mecha construction
  The guidelines for constructing your mecha are laid 
  out in this chapter. Using the limitations your group 
  established in Session Zero, these rules help guide you 
  in building your mecha, from choosing a chassis and 
  purchasing mecha characteristics to equipping it with 
  weapons, movement systems, and upgrades.
  chapter 4 - mechasys ruLes
  Mechasys mecha have several new rules added to 
  those found in the Genesys Core Rulebook. This 
  section defines how mecha respond to certain environ-
  mental effects, what happens during forced movement, 
  and new combat options for your pilots. It provides 
  game masters with guidance for throwing hordes of 
  minion-piloted mecha at their player’s characters, and 
  a new mecha-focused Critical Hit chart.
  session Zero
  W
  hether it’s done in person or through electronic 
  media, Session Zero allows the group to set 
  guidelines and limitations for the mecha-based set-
  ting. Session Zero is an important step in Mechasys 
  and the mecha construction process. It sets the tone 
  and theme for the game and sets the practical limits for 
  building mecha.
  Players use Build Points (BP) instead of XP to cre-
  ate mecha. During this step, the GM and the players 
  determine the amount of Frame BP and R&D BP each 
  mecha receives. For a game where the PCs are pilots 
  of basic, no-frills, mass-produced mecha, a low Frame 
  BP pool may be more appropriate. In a setting where 
  the PCs’ mecha are more unique or super-heroic, or 
  playing for higher stakes, a higher Frame BP pool may 
  be appropriate (and enjoyable).
  Groups may mix and match initial Frame BP and 
  R&D BP pools. One pool could be low while the 
  other one is higher. Basic mecha (low Frame BP) 
  could have undergone an array of after-development 
  upgrades (high R&D BP), while advanced mecha 
  with exceptional characteristics (high Frame BP) 
  may have been pressed into service before their 
  development was complete (low R&D BP).
  Here is a list of decisions the group makes about their 
  Mechasys game during Session Zero.
  character archetypes/species
  Who are the heroes? Does the campaign take place 
  in a world where humans are the only sentient spe-
  cies? Have some humans evolved through mutation, 
  radiation, or cybernetic experimentation? Is it a fan-
  tasy realm with trolls, elves, and faeries? An epic space 
  opera setting with alien beings from Alpha Centauri, 
  Rigel VII, or from the Andromeda galaxy? Did one 
  nation or species create mecha for everyone, or was it a 
  wide-spread evolution of technology?
  Unless you’re adapting Mechasys for an existing 
  campaign setting, the group determines what Arche-
  types and species are allowed for character creation 
  during this step.
  
  MECHASYS
  Introduction
  5
  careers
  Is everyone expected to play mecha pilots, or can some 
  players play entertainers, wilderness scouts, and non-
  piloting mechanics? Are PC characters in the military, 
  a rag-tag group of freedom fighters, or high school 
  students? Game masters should include situations and 
  challenges that allow every player to shine in their area 
  of expertise, including outside of their mecha.
  skiLLs
  What skills are included in the campaign? If the set-
  ting has colonies spread out across the solar system or 
  beyond, Astrocartography may be a necessary skill. 
  In a setting where mecha are powered by steampunk 
  aether or magical mana essence, Alchemy may be a 
  critical skill to know. Look over the list of skills in the 
  Genesys Core Rulebook as well as this book and 
  determine the skill list the characters have to choose 
  from. You are encouraged to tweak the Archetypes 
  and Careers by substituting skills necessary for your 
  setting for unavailable skills.
  If you’re adapting Mechasys for an existing cam-
  paign setting, you may still need to make substitutions 
  to include Mechasys skills.
  taLents
  There are a host of talents spread out across the offi-
  cial Genesys rulebooks and the Genesys Foundry. 
  Instead of listing every possible talent available, the 
  group may wish to limit talents to the core rulebook, 
  the Mechasys rulebook, and any campaign rule-
  book associated with the setting you’re using. The 
  group may evaluate talents from other sources and 
  add them on a case-by-case basis, with the game 
  master determining the final ruling.
  tone
  How do mecha operate in your setting? Are they pon-
  derous, cumbersome battlefield titans that require con-
  stant positioning to bring their weapons to bear, or are 
  they nimble, dexterous wonder-machines that have 
  reflexes similar to (or better than) most athletes?
  This is also where the group may decide if there are 
  any Tones they wish to use in the game such as Horror, 
  Romance & Drama, Noir, or Superheroes.
  mecha setting requirements
  This is where the group defines the basic requirements 
  and limitations for mecha in the setting. This helps you 
  and the players decide what the averages for mecha are, 
  and also to decide if the PCs (or any Adversaries) have 
  mecha that break the mold. Here are some examples:
  “IN THIS SETTING, ALL MECHA…
  • ...are limited to Silhouette 4 (or must choose 
  between Silhouette 2 or 3).
  • ...can only operate for 2 hours (Consumables limit).
  • ...are limited to certain types of chassis (example: 
  you may decide no Bombardier or Controller chas-
  sis are allowed).
  • ...cannot have Characteristics higher than 3.
  • ...must be humanoid or animal shaped, or must 
  look like walking WWII tanks.
  • ...must be able to fly (or can’t fly!)
  • ...cannot have a speed higher than 2.
  • ...must have a crew of 3.
  • ...cannot use handheld weapons (or can only use 
  handheld weapons).
  • ...are limited to physical damage, close quarters 
  weapons (no Energy Blades).
  • ...are limited to a specific list of Upgrades (the group 
  would then decide what Upgrades are unavailable).
  Graceful Giants
  In some genres bulky, towering robots become 
  impossibly nimble titans. They are able to move 
  with grace and agility that belie their gargan-
  tuan forms. They also defy petty nuisances like 
  “momentum,” “proper weight-distribution,” 
  “the laws of gravity,” and most other aspects of 
  real-world physics.
  To represent this, the game master may rule that 
  mecha are able to nimbly twist, jump, flip, and 
  spin, allowing them to bring any weapon system 
  to bear on any firing arc. In addition, they may 
  be allowed to disengage and then re-engage the 
  same target during forced movement without 
  requiring the Dangerous Driving action.
  
  MECHASYS
  Introduction
  6
  BuiLd point advancement
  Mecha are characters in their own right. As the game 
  progresses, they earn additional BP to further modify 
  their systems and capabilities. How quickly they earn 
  these extra BP, and when they may be spent, is deter-
  mined by the group.
  As a guideline, mecha earn half as much BP as charac-
  ters earn in XP for a particular session. Slower progress 
  may be desirable and appropriate, such as with a set-
  ting where the PCs have limited resources. On the other 
  hand, an increase in earned BP could reflect a situation 
  where the mecha has a significant support network.
  The group also decides when the awarded BP may 
  be spent. Except for specific genres, mecha are not like 
  the people who pilot them; they don’t grow and learn 
  new abilities without outside help. It takes time to add 
  weapons, modifications, and upgrades to a mecha. The 
  group may decide that BP may only be spent when the 
  mecha has sufficient downtime to conduct the work.
  “mark ii” / next generation mecha
  There are countless examples of pilots obtaining a 
  major upgrade to the mecha they use at a later point 
  during a story. To reflect this, the group may decide 
  that some or all of a mecha’s BP are reserved for a “next 
  generation mecha.” As an example, your group could 
  designate half of every BP earned is put in a “Mark II 
  Pool,” and at a later (and climactic) time in the story, 
  the mecha may be modified -- or rebuilt entirely -- with 
  the additional BP from the Mark II Pool.
  
  MECHASYS
  Character options
  7
  T
  he Mechasys system creates robotic vehicles that 
  require a pilot. That mecha pilot is your character. 
  The character options in Mechasys focus on the skills 
  and abilities necessary to pilot walking mecha-behe-
  moths. The archetypes and careers provided are very 
  mecha-focused and work best when operating their 
  robots. Even so, your character should have some pro-
  ficiency in handling themselves outside their mecha. 
  They can’t be encased in their mecha’s armored forms 
  all the time!
  archetypes
  I
  n addition to the core Archetypes in the Genesys Core 
  Rulebook, Mechasys introduces a few new arche-
  types suited for games centered on mecha and their pilots. 
  daredeviL
  It takes a strong, dedicated, and fearless individual to 
  pilot a mech. While most mecha operators temper these 
  qualities with patience and responsibility, daredevils go 
  in the opposite direction. They dive headlong into what-
  ever challenge they’re up against and are able to coax 
  peak performance out of their mecha and themselves. 
  Daredevils crave excitement and danger, pushing their 
  mecha past such trivial notions as “safety limits” and 
  “the laws of physics.” Their actions often take a toll on 
  them, paying a physical price for the level of perfor-
  mance their mecha achieve.
  • 
  2
  3
  2
  1
  2
  2
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  Starting Wound Threshold: Brawn + 10
  • Starting Strain Threshold: Willpower + 10
  • Starting Experience: 100
  • Starting Skills: 1 free rank in Cool or Coordina-
  tion. Neither skill may start with more than 2 ranks.
  • Push the Limit: Once per encounter when your 
  vehicle or mecha suffers voluntary system strain due 
  to an action, maneuver, or incidental, you may suf-
  fer an equal number of strain instead.
  archetypes
  careers
  skills
  talents
  Character 
  options
  
  MECHASYS
  Character options
  8
  evoLved
  Life is constantly evolving. The Evolved represent the 
  next phase of human existence. They may be clones, 
  genetically modified humans, or random muta-
  tions. Their abilities are more advanced than “natural 
  humans,” and are poised to take humanity into the 
  next evolutionary phase. Depending on the setting, 
  evolved may be seen as exemplars of what humanity 
  can achieve, or as warnings to the consequences of 
  meddling with nature.
  • 
  1
  2
  2
  2
  2
  3
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  Starting Wound Threshold: Brawn + 10
  • Starting Strain Threshold: Willpower + 12
  • Starting Experience: 80
  • Starting Skills: 1 free rank in Discipline or Resil-
  ience. Neither skill may start with more than 2 ranks.
  • Evolutionary Leap: Once per session when you 
  perform a skill check, spend a Story Point to add a 
  number of s to that check equal to your ranks in 
  Discipline or Resilience.
  heavy
  Mecha pilots come in all shapes and sizes. Heavies are 
  as titanic as the mecha they operate, towering over their 
  smaller, more mundane pilot counterparts. They are 
  tough individuals, ready and able to stand up for their 
  squadmates. Heavies may be the size they are due to sev-
  eral factors: excessive workout regimens, genetic devia-
  tions, gravitational environment, or simply an enjoy-
  ment of food. Regardless of how they became as big as 
  they are, heavies have a stubborn streak a mile wide and 
  can handle all sorts of punishment before falling.
  • 
  3
  2
  2
  2
  1
  2
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  Starting Wound Threshold: Brawn + 10
  • Starting Strain Threshold: Willpower + 9
  • Starting Experience: 100
  • Starting Skills: 1 free rank in Athletics or Mechan-
  ics. Neither skill may start with more than 2 ranks.
  • Unstoppable: Once per session, spend a Story 
  Point to increase your strain threshold by an 
  amount equal to your character’s Brawn, or your 
  wound threshold by an amount equal to your char-
  acter’s Willpower. This effect lasts until the end 
  of the encounter. At the end of the encounter, if 
  lowering that threshold would cause your current 
  damage to be above your threshold, the damage is 
  reduced to be equal to your threshold.
  kid
  For one reason or another, children often pilot power-
  ful mecha. These youngsters may have stumbled into 
  the mecha’s cockpit at the wrong time, and are now 
  bound to the robo-warrior. They may be the children 
  of the mecha’s lead scientist, studied the schematics 
  when their parent wasn’t looking, and are the only ones 
  able to operate the titan in a crisis. They could be young 
  freedom fighters in a resistance group that simply lacks 
  anyone else to pilot the mech.
  Fortunately, these kids have an innate knack for 
  operating their mecha. Because of their prodigious 
  ability, these young pilots are able to go toe to toe with, 
  and overcome, their elder adversaries.
  • 
  1
  2
  2
  2
  2
  2
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  Starting Wound Threshold: Brawn + 9
  • Starting Strain Threshold: Willpower + 12
  • Starting Experience: 70
  • Starting Skills: 1 free rank in two non-career skills 
  of your choice. Neither skill may start with more 
  than 2 ranks.
  • Gifted Prodigy: You gain 20 XP to spend on skill 
  ranks and talents
  • Still Growing: The first time the Dedication talent is 
  purchased, increase two different characteristics by 1.
  • Just a Kid: When making any opposed check, add 
  h to your results.
  
  MECHASYS
  Character options
  9
  survivor
  Some mecha pilots have seen it all. They’ve experienced 
  the most brutal engagements, and somehow made 
  it through. Whether it was by luck, skill, or obstinate 
  tenacity, survivors have lived where many of their com-
  rades-in-arms have fallen. Some commanding officers 
  task these veterans to help the novice pilots brought on 
  as replacements. In other cases, survivors simply try to 
  do what they can to keep their winning streak going 
  and may feel that these “greenhorns” assigned to the 
  survivor’s squad may cause their luck to run out.
  2
  2
  2
  3
  2
  1
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  Starting Wound Threshold: Brawn + 10
  • Starting Strain Threshold: Willpower + 11
  • Starting Experience: 100
  • Starting Skills: 1 free rank in Leadership or Sur-
  vival. Neither skill may start with more than 2 ranks. 
  • Close One: Once per session, you may spend a 
  Story Point as an out-of-turn incidental immedi-
  ately after your character suffers a Critical Injury or 
  a vehicle or mecha they are piloting suffers a Critical 
  Hit. If you do so, choose a different Critical Injury or 
  Critical Hit of the same magnitude.
  careers
  T
  he following careers from the Genesys Core 
  Rulebook work well with the Mechasys rules; 
  Entertainer, Explorer, Hacker, Healer, Leader, Scoun-
  drel, Socialite, Soldier, and Tradesperson. 
  Fighter Pilot may also be appropriate. In a Mecha-
  sys themed game, Fighter Pilot gains Gunnery (Can-
  nons) instead of Gunnery, and Mecha Operation 
  instead of Piloting.
  In addition to those careers, the following mecha-
  focused careers are suitable for mecha-driven campaigns.
  Buddy
  This is the happy-go-lucky pal who’s quick with a quip 
  and sticks to your side in a fight. Buddies have a diverse 
  range of expertise, making them handy to have along in 
  almost any situation. They are often kind-hearted souls 
  who inspire those around them and have a tendency to 
  become the “mascot” of their team.
  Career Skills: Brawl, Charm, Discipline, Knowl-
  edge (Culture), Mecha Operation, Ranged, Survival, 
  and Vigilance.
  fieLd researcher
  Some engineers and mecha designers prefer to have 
  hands-on experience and feedback in the titans they cre-
  ate. Others are pressed into service out of necessity for 
  their mecha expertise. Regardless of the reason, the ben-
  efit to having a knowledgeable scientist at the controls 
  of a mecha is irrefutable. Complications may arise when 
  the researcher is more interested in making observations 
  and taking notes rather than the objective at hand.
  Career Skills: Charm, Computers, Knowledge 
  (Mecha), Knowledge (Science), Mecha Operations, 
  Mechanics, Medicine, and Negotiation.
  goofBaLL
  It is an almost universal constant that every group has a 
  Goofball. They are the pranksters, the slackers, and the 
  jokers. Their mischievous nature gave them the skills 
  to create elaborate pranks and traps. Fortunately, these 
  skills translate well to mecha combat, allowing Goof-
  balls to participate in engagements with hilarious, if not 
  effective, results.
  While Goofballs may put in less effort to the more 
  rigid and disciplined aspects of military service, they’re 
  as fierce a fighter as anyone else on their team. They 
  may simply try to defeat their opponents with more 
  comedic flair than others.
  Career Skills: Computers, Cool, Deception, Gun-
  nery (Missiles), Mecha Operation, Perception, Skul-
  duggery, and Stealth.
  mecha piLot
  The core of any mecha-using team, mecha pilots are 
  trained in every aspect of operating the machines they 
  are dedicated to. They may be elite soldiers or indepen-
  dent mecha combatants trained in the art of mecha pilot-
  ing (and not much else). Their focus on mecha mastery 
  
  MECHASYS
  Character options
  10
  has taken up most of their studies, often leaving them 
  ill-equipped and vulnerable in social situations or mun-
  dane aspects of society. The best pilots shore up these 
  gaps with extracurricular training , or surround them-
  selves with allies who are better suited to such situations.
  Career Skills: Cool, Gunnery (Cannons), Gunnery 
  (Missiles), Knowledge (Mecha), Mecha Operations, 
  Mechanics, Melee, and Ranged.
  mechengineer
  Mecha are modern mechanical marvels, technologi-
  cal wonders that work due to the latest advancements 
  in engineering. It is only natural and expected that 
  they attract the attention of technophiles who want 
  to see how far engineering thresholds can be pushed. 
  Mechengineers are the eternal tinkerers and grease 
  monkeys. They are always trying to coax a little more 
  performance out of their mecha. They spend hours 
  researching ways to tweak their mecha’s systems, 
  or up to their elbows in the guts of their mecha 
  modifying its systems. Even a miniscule 1% 
  performance increase is still an increase, 
  and Mechengineers look for every improve-
  ment they can make.
  These modifications may infuriate the designers and 
  mechanics who build and maintain these mecha, but 
  the teammates of the Mechengineer won’t dispute the 
  value of their modifications in combat.
  Career Skills: Computers, Gunnery (Cannons), 
  Gunnery (Missiles), Knowledge (Mecha), Mecha 
  Operation, Mechanics, Negotiation, and Streetwise.
  officer
  Commanding a squadron of mecha requires a dedi-
  cated individual with an ability to lead above the din of 
  mecha combat. Whether they are natural-born leaders, 
  or graduated from the military academy, their orders 
  could make the difference between success and defeat. 
  Their force of personality can change other's percep-
  tions of the mecha they pilot to be more than their life-
  less faces normally imply.
  Career Skills: Brawl, Cool, Discipline, Gunnery 
  (Cannons), Leadership, Mecha Operation, Ranged, 
  and Resilience.
  specops
  When you have a job that has to be done no matter 
  the cost, you send in the special forces. SpecOps are 
  elite trained soldiers, able to operate on their own away 
  from the main battle lines. When they pilot mecha, they 
  develop creative new ways to utilize their strengths, 
  and take advantage of their opponents expectations.
  Career Skills: Athletics, Coercion, Discipline, Mecha 
  Operation, Melee, Ranged, Stealth, and Vigilance.
  
  MECHASYS
  Character options
  11
  skills
  T
  he Mechasys character creation options split the 
  Gunnery skill into two distinct types of weapons: Can-
  nons and Missiles. Most pilots want to have at least one of 
  these skills. To help keep the number of skills from becom-
  ing too cumbersome, these rules use the singular Ranged 
  skill in place of Ranged (Light) and Ranged (Heavy).
  comBat skiLLs
  gunnery (cannons) (agiLity)
  Heavy weapons are a necessary implement to use on 
  battlefields filled with towering mecha. From man-por-
  table light machine guns and laser cannons to mecha-
  sized railguns and plasma throwers, this skill covers all 
  classifications of weapons that fire a directed projectile 
  at a target. Cannons require a steady hand and quick 
  reflexes to point the barrel of the weapon at the target, 
  and know how to lead the target if necessary.
  This skill also includes some “dumb-fire” rockets 
  and bazookas but does not cover the use of any guided 
  weapons that rely on a lock-on from a targeting system.
  YOUR CHARACTER SHOULD USE THIS SKILL IF…
  • Your character attempts to use a heavy machine 
  gun against a squad of soldiers.
  • Your character wishes to use a mecha’s beam rifle 
  against an enemy battleship.
  • Your character attempts to fire a bazooka at an 
  enemy mecha.
  YOUR CHARACTER SHOULD NOT USE THIS SKILL IF…
  • Your character attempts to use a weapon system 
  that relies on achieving a target lock before firing 
  a self-guided projectile. That would require a Gun-
  nery (Missiles) check.
  • Your character attempts to use their mecha to 
  throw an object at a specific target. That would 
  require an Athletics check.
  gunnery (missiLes) (inteLLect)
  Mecha possess a wide array of weapons at their disposal, 
  many of which require the pilot to move various parts 
  of the mecha to bring them to bear on enemy targets. 
  Explosives require a different set of skills to operate 
  effectively. Modern missiles have extensive targeting and 
  tracking systems, becoming less of a weapon that relies 
  on the hand-eye coordination of the gunner and more 
  on the gunner’s ability to establish a target lock and fir-
  ing solution. The calculations required to know the right 
  time to fire a missile puts operating such weapons in a 
  different skill set than a standard “point and shoot” sys-
  tem. Even a mecha-sized grenade requires the user to 
  judge the most effective point for detonation.
  This skill also covers any similar man-portable weapon 
  systems or those mounted on non-mecha vehicles.
  YOUR CHARACTER SHOULD USE THIS SKILL IF…
  • Your character attempts to use a explosive-based 
  weapon system that relies on achieving a target 
  lock before firing a self-guided projectile.
  • Your character attempts to attack with a mecha-
  sized grenade.
  YOUR CHARACTER SHOULD NOT USE THIS SKILL IF…
  • Your character attempts to fire a weapon that relies 
  on aiming, a weapon that would require skill in 
  Gunnery (Cannons).
  • Your character attempts to figure out how to uti-
  lize a foreign mecha’s missile systems. That would 
  require a Knowledge (Mecha) check.
  mecha operation (agiLity)
  Mecha are a unique form of vehicle, and Mecha Opera-
  tion is used to maneuver and control those vehicles. 
  Proficiency in Mecha Operation allows the pilot to not 
  only move the mecha around, but also translate their 
  knowledge of other skills to allow the mecha to leap, 
  climb, and fight. Even if the mecha is capable of trans-
  forming into a more traditional shape such as a car or 
  aerospace fighter, the controls of that form still rely on 
  the operating systems of the primary mecha form.
  This skill should be used in any setting that has 
  humanoid- or bestial-shaped vehicles.
  YOUR CHARACTER SHOULD USE THIS SKILL IF…
  • Your character wants to pilot a towering robot 
  across difficult terrain.
  • Your character attempts to outmaneuver an oppos-
  ing mecha or another vehicle in an engagement.
  • Your character tries to fly their mecha through a 
  narrow, twisting passageway aboard a space colony.
  • Your character attempts to delicately pick up and 
  shield a truck full of civilians during a firefight.
  
  MECHASYS
  Character options
  12
  YOUR CHARACTER SHOULD NOT USE THIS SKILL IF…
  • Your character attempts a maneuver with no 
  chance of catastrophic failure. Checks are not 
  required for simple or routine operations.
  • Your character tries to repair a damaged mecha or 
  another task that would require the Mechanics skill.
  • Your character attempts to strike an enemy mecha 
  with their mecha’s fist, an act that would require a 
  Brawl combat check.
  • Your character attempts to fire their mecha’s 
  mounted railgun or handheld beam cannon. These 
  actions would use the Gunnery (Cannons) skill.
  knowLedge skiLLs
  mecha (inteLLect)
  Mecha are unlike any other vehicle. The mechanical engi-
  neering and expertise needed to design, construct, and 
  operate these machines is vastly complex. The focused 
  study of mecha includes all aspects of their construction 
  and capabilities. Experts in this field can recognize com-
  mon mecha at a glance and immediately recite their stan-
  dard performance profiles. When faced with an unknown 
  design, their studies can help extrapolate a mecha’s poten-
  tial with only a few clues to the mecha’s abilities.
  Additionally, knowledge of mecha can extend to 
  support services that maintain and transport mecha, 
  resources necessary for their construction and opera-
  tion, and even pilots who have unique mecha.
  YOUR CHARACTER SHOULD USE THIS SKILL IF…
  • Your character wants to identify a mecha after see-
  ing only a small portion of it, such as in a photo-
  graph or a severed part.
  • Your character attempts to determine the capabili-
  ties of a mecha by observing its construction, sche-
  matics, or a recording of it in action.
  • Your character tries to identify the pilot of a mecha 
  based solely on how the mecha moves and fights.
  • Your character wants to determine if a particular metal 
  or chemical is used to construct or maintain mecha.
  YOU SHOULD NOT USE THIS SKILL IF...
  • Your character wants to pilot a mecha; that’s the 
  Mecha Operation skill.
  • Your character wants to use the weapons onboard 
  a mecha; that’s a Gunnery (Cannons) or Gunnery 
  (Missiles) check.
  • Your character wants to repair a damaged mecha, 
  that requires a Mechanics check.
  cuLture (inteLLect)
  Understanding the ins and outs of society and culture is 
  an important skill. You may need to know more about 
  an opposing faction or nation, or what’s happening in 
  your own society. Recognizing accents, music, styles, 
  and keeping up with current events can be invaluable 
  to assessing a situation. You may just want to stay up to 
  date on the latest gossip about your favorite celebrity or 
  keep up with the hottest trends.
  YOUR CHARACTER SHOULD USE THIS SKILL IF…
  • Your character wants to remember information 
  about public figures, or notorious ones.
  • Your character wants to know the political situa-
  tion of a nation or planet.
  • Your character wants to figure out what culture an 
  artifact originated from.
  YOUR CHARACTER SHOULD NOT USE THIS SKILL IF…
  • Your character wants to know the latest in sci-
  entific discovery. They should use Knowledge 
  [Science] instead.
  • Your character wants to impress a visiting dignitary; 
  that would be a use of Charm.
  • Your character needs to contact the local under-
  ground. Streetwise would convince the criminals 
  to believe you are not law enforcement.
  
  MECHASYS
  Character options
  13
  science (inteLLect)
  In any culture that is able to create mecha, that culture 
  also must possess a vast understanding of the sciences. 
  Physics, mathematics, engineering, thermodynamics, 
  and even theoretical sciences such as quantum physics 
  are all necessary to uplift a society to the point where 
  mecha are possible. Those advancements lead to a mul-
  titude of other scientific breakthroughs that permeate 
  daily life. Having an advanced or even a basic under-
  standing of those sciences can help reveal opportuni-
  ties and solve seemingly insurmountable challenges.
  YOUR CHARACTER SHOULD USE THIS SKILL IF…
  • Your character wants to calculate complex formu-
  las to devise a new chemical compound.
  • Your character wants to recall how much pressure 
  a ship can withstand.
  • Your character needs to decipher ancient languages 
  or break secret codes.
  YOUR CHARACTER SHOULD NOT USE THIS SKILL IF…
  • Your character wants to chart a safe course through 
  space. That would use Astrocartography.
  • Your character wants to cure an illness. That would 
  use Medicine.
  • Your character attempts to build a piece of equip-
  ment. That would use Mechanics.
  talents
  T
  he following talents allow characters from other 
  careers to gain vital mecha skills as career skills. The 
  background talents allow players to follow common char-
  acter tropes found in mecha-based stories.
  tier 1
  Background: athLete
  Tier: 1
  Activation: Passive
  Ranked: No
  When you take this talent, your character gains Athlet-
  ics or Coordination as a career skill. In addition, your 
  character adds j to social skill checks when interacting 
  with others from this background.
  Background: Business
  Tier: 1
  Activation: Passive
  Ranked: No
  When you take this talent, your character gains Knowl-
  edge (Culture) or Negotiation as a career skill. In addi-
  tion, your character adds j to social skill checks when 
  interacting with others from this background.
  Background: enforcer
  Tier: 1
  Activation: Passive
  Ranked: No
  When you take this talent, your character gains Coer-
  cion or Melee as a career skill. In addition, your charac-
  ter adds j to social skill checks when interacting with 
  others from this background.
  Background: entertainer
  Tier: 1
  Activation: Passive
  Ranked: No
  When you take this talent, your character gains Charm 
  or Resilience as a career skill. In addition, your charac-
  ter adds j to social skill checks when interacting with 
  others from this background or your fans.
  Background: expLorer
  Tier: 1
  Activation: Passive
  Ranked: No
  When you take this talent, your character gains Medi-
  cine or Survival as a career skill. In addition, your char-
  acter adds j to social skill checks when interacting 
  with others from this background.
  
  MECHASYS
  Character options
  14
  Background: martiaL arts
  Tier: 1
  Activation: Passive
  Ranked: No
  When you take this talent, your character gains Brawl 
  or Resilience as a career skill. In addition, your charac-
  ter adds j to social skill checks when interacting with 
  others from this background.
  Background: mean streets
  Tier: 1
  Activation: Passive
  Ranked: No
  When you take this talent, your character gains Brawl 
  or Streetwise as a career skill. In addition, your charac-
  ter adds j to social skill checks when interacting with 
  others from this background.
  Background: medicaL technician
  Tier: 1
  Activation: Passive
  Ranked: No
  When you take this talent, your character gains Medi-
  cine or Resilience as a career skill. In addition, your 
  character adds j to social skill checks when interact-
  ing with others from this background.
  Background: puBLic safety
  Tier: 1
  Activation: Passive
  Ranked: No
  When you take this talent, your character gains Ranged 
  or Vigilance as a career skill. In addition, your charac-
  ter adds j to social skill checks when interacting with 
  others from this background.
  Background: racer
  Tier: 1
  Activation: Passive
  Ranked: No
  When you take this talent, your character gains Driv-
  ing or Mechanics as a career skill. In addition, your 
  character adds j to social skill checks when interact-
  ing with others from this background.
  Background: spacer
  Tier: 1
  Activation: Passive
  Ranked: No
  When you take this talent, your character gains Astro-
  navigation or Piloting as a career skill. In addition, your 
  character adds j to social skill checks when interacting 
  with others from this background.
  This talent should be used in Sci-fi and Space Opera 
  settings, or any setting that includes space travel.
  Background: student
  Tier: 1
  Activation: Passive
  Ranked: No
  When you take this talent, your character gains Athlet-
  ics or Knowledge (Science) as a career skill. In addi-
  tion, your character adds j to social skill checks when 
  interacting with other students or academic teachers.
  BLast-off
  Tier: 1
  Activation: Incidental
  Ranked: No
  When using the Change Movement System maneuver 
  while piloting a mecha, you may increase the speed of 
  your mecha to its maximum speed. The mecha suffers 
  system strain equal to the amount its speed increased.
  But a scratch!
  Tier: 1
  Activation: Incidental (Out of Turn)
  Ranked: Yes
  While piloting a mecha you may use the Limb Sacrifice 
  incidental one additional time per encounter for each 
  rank in But a Scratch! Your mecha must still have an 
  intact limb remaining (i.e. any non-torso location) to 
  be able to use this talent.
  mecha dueList
  Tier: 1
  Activation: Passive
  Ranked: Yes
  When engaged with one or two enemy mecha, remove 
  j from Brawl or Melee combat checks per rank of 
  Mecha Duelist.
  
  MECHASYS
  Character options
  15
  tier 2
  criminaL record
  Tier: 2
  Activation: Passive
  Ranked: No
  When you take this talent, your character gains Coer-
  cion, Skulduggery, and Streetwise as career skills. Your 
  character upgrades the difficulty of any social skill 
  check where the other party knows about the charac-
  ter’s criminal record.
  martiaL arts master
  Tier: 2
  Activation: Passive
  Ranked: No
  When you take this talent, your character gains Athlet-
  ics and either Brawl or Melee as career skills.
  mecha Basics
  Tier: 2
  Activation: Passive
  Ranked: No
  When you take this talent, you gain Brawl and Mecha 
  Operation as career skills.
  mecha marksman
  Tier: 2
  Activation: Passive
  Ranked: No
  When you take this talent, your character gains Gun-
  nery (Cannons) or Gunnery (Missiles) as a career skill. 
  Once per session, you may add j to a skill check made 
  with the selected skill.
  mecha technician
  Tier 2
  Activation: Passive
  Ranked: No
  When you take this talent you gain Knowledge (Mecha) 
  and either Computers or Mechanics as career skills.
  Lock-on expert
  Tier: 2
  Activation: Passive
  Ranked: Yes
  When using the Guided quality of a weapon to make 
  an attack at the end of the round, upgrade the ability 
  of the combat check a number of times equal to your 
  character’s ranks in Lock-on Expert.
  officer training schooL
  Tier: 2
  Activation: Passive
  Ranked: No
  When you take this talent, your character gains Leader-
  ship and Ranged as career skills.
  quick-step retreat
  Tier: 2
  Activation: Incidental (Out of Turn)
  Ranked: No
  Once per round when an opponent moves to engage a 
  mecha you are piloting, you may suffer 2 strain and 2 
  system strain to immediately disengage from all targets 
  you are currently engaged with. Once used, you may not 
  use this talent again until the end of your next turn.
  tier 3
  hard target
  Tier 3
  Activation: Passive
  Ranked: No
  When a mecha you are piloting is the target of an attack, 
  the Silhouette of your mecha is treated as one less.
  missiLe speciaList
  Tier: 3
  Activation: Passive
  Ranked: No
  When making a Gunnery (Missiles) check, you may 
  spend t to activate up to three qualities of the weapon 
  instead of one. If a quality may be activated mul-
  tiple times, each activation counts as one of the three 
  allowed with this talent.
  
  MECHASYS
   
  16
  
  MECHASYS
  Mecha Construction
  17
  M
  echa have captured the attention and imagina-
  tion of sci-fi and anime fans the world over. From 
  lumbering behemoths trudging across the battlefield to 
  nimble warriors dancing around laser and missile vol-
  leys among the stars, mecha come in all shapes and sizes. 
  The rules below allow you to create almost any mecha 
  you want; limited only by your imagination (and per-
  haps your game master.)
  siLhouette
  During Session Zero, the group established the stan-
  dard mecha silhouette for the setting (if there is one). 
  Construct your mecha with this silhouette in mind. 
  Mecha that are smaller or larger may be rare or per-
  form specialized roles. If your setting does not have a 
  standard size for mecha, the players (and game master) 
  may build mecha of any silhouette up to 5.
  If the players decided that the setting allows for mecha 
  of different silhouettes, apply the following changes to 
  the starting BP. If the setting uses a standard size for all 
  mecha, ignore these adjustments.
  • Silhouette 2 mecha: +10 BP, +1 Handling
  • Silhouette 3 mecha: No change
  • Silhouette 4 mecha: -15 BP, -1 Handling
  consumaBLes
  In Session Zero, players set the standard consumables 
  duration. Mecha need fuel and maintenance in order 
  to operate at their peak. Some mecha’s reactors provide 
  power for centuries, but even those mecha must resup-
  ply and receive maintenance for other systems. Life 
  support systems need refreshing after specific intervals, 
  especially for mecha operating in environments hostile 
  to their pilots.
  Low on gas
  We recommend setting this duration between a few 
  hours to a day. For each duration period that passes, 
  reduce the mecha’s system strain by 5 until the mecha 
  receives a tune up. Proper maintenance, usually 2 or 3 
  hours with an engineer or team of engineers, restores 
  this threshold.
  If the mecha is in an environment hostile to the occu-
  pants when the consumable period elapses, each occu-
  pant suffers 5 strain.
  price and rarity
  In any given setting, mecha are expensive and dif-
  ficult for the average person to get a hold of. In many 
  settings, armed mecha are the exclusive property of 
  select chassis
  Define locations
  MoveMent systeMs
  Weapons
  upGraDes
  Mecha 
  Construction
  
  MECHASYS
  Mecha Construction
  18
  the military, making it illegal for the average citi-
  zen to purchase a combat mecha through legitimate 
  means. The cost of a single mecha might be prohibi-
  tive as well, with a price tag numbering into the tens 
  of millions or even billions.
  Ultimately it’s up to the game master to determine 
  the availability and cost of mecha in the setting. The 
  Genesys Expanded Players Guide (page 62) has 
  a section that details how to calculate an approxi-
  mate cost of a vehicle.
  Mechasys offers an additional method to determine 
  a mecha’s price and rarity. As a guideline, each Frame 
  BP Pool has an initial rarity rating. Each R&D Pool has 
  a rarity modifier. The total rarity rating determines the 
  uniqueness and cost of the basic mecha’s frame.
  Additionally, each weapon mounted on the mecha 
  has its own rarity, making certain weapon systems 
  more expensive and difficult to acquire than others. 
  If a mecha’s arm or leg is destroyed, the mecha’s rar-
  ity may affect the challenge of acquiring a replacement. 
  Similarly, if a high-rarity weapon is lost or destroyed, it 
  is more difficult to replace.
  To determine the mecha’s final price:
  1. The mecha frame’s rarity (Frame Pool rarity plus 
  the R&D pool rarity modifier, and multiply that 
  number by ten.)
  2. Add the rarity of each weapon.
  3. Multiply that number by an amount appropriate to 
  your setting. If you want the players to be able to 
  purchase a mecha suit, use a multiplier in the thou-
  sands. If you want a cost closer to real-world prices 
  for advanced military hardware, use a multiplier in 
  the millions or billions.
  These values are abstract and narrative. Unless your 
  setting particularly calls for it, most PCs won’t be buy-
  ing their mecha from the open market, or even the 
  black market. They acquire their mecha as part of the 
  story rather than by commerce.
  step 1: DeterMine fraMe pool
  T
  he Frame BP Pool is the amount of engineering 
  and resources devoted to the construction of the 
  frame of the mecha. You may spend Frame BP to gain 
  any mecha system, but Frame BP are the only way to 
  increase the mecha's starting characteristics.
  Basic: 50 BuiLd points, rarity 3
  Built for quantity, not quality, these mass-produced 
  war machines and utility mecha manned by rank-
  and-file pilots with the backing of a large military 
  group or organization.
  advanced: 100 BuiLd points, rarity 5
  Advanced mecha excel in specialized roles. Mecha 
  pilots who have proven themselves in battle receive 
  these mecha. Alternatively, they may belong to a small 
  organization that lacks a vast military force, and do 
  more with minimal support and fewer resources.
  supreme: 150 BuiLd points, rarity 7
  Piloted by top mecha aces, supreme suits are top-of-
  the-line machines. The capabilities of these mecha out-
  strip those of advanced models, allowing pilots to take 
  on a dozen basic frame mechas.
  EXAMPLE: STEP 1
  Walt wishes to build a mecha for an upcoming 
  Mechasys campaign. His player group set the fol-
  lowing construction limits during their Session Zero.
  Based on these requirements, Walt is going to 
  build a Silhouette 3 mecha with a six hour Con-
  sumables rating. He may spend up to 100 BP on 
  mecha characteristics, and another 100 BP to 
  spend on equipment and upgrades.
  • All mecha are Silhouette 3.
  • Consumables limit is six hours.
  • All Chassis are available.
  • No Characteristics higher than 4.
  • Frame BP Pool is Advanced (100 BP).
  • R&D Build Pool is Major (100 BP).
  
  MECHASYS
  Mecha Construction
  19
  step 2: select chassis
  C
  hassis for mecha are the equivalent of Arche-
  types and Species for characters. Chassis define 
  a mecha’s intended role: close-quarters combat, long-
  range assaults, defense, or utility. They have their 
  own strengths and weaknesses, as well as a special 
  ability unique to that chassis.
  Each chassis determines a mecha’s starting char-
  acteristics, armor, hull trauma threshold, system 
  strain threshold, speed, handling, and a new vehicle 
  attribute, hard points (used to determine how much 
  equipment a mecha can mount). If Mecha character-
  istics change permanently during play, any derived 
  attributes change as well.
  BomBardier
  Bombardiers are support units capable of transport-
  ing a significant amount of artillery to the field of 
  battle. They specialize in missile systems, carrying 
  much larger payloads and ammunition for those 
  weapons than other mecha.
  • 
  2
  2
  3
  3
  1
  1
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  Hull Trauma Threshold: (Brawn * Silhouette) + 5
  • System Strain Threshold: (Willpower * Silhouette) + 5
  • Armor: 1
  • Handling: -2
  • Hard Points: Brawn + 5
  • Max Speed: 1
  • Missile Swarm: Gunnery (Missile) weapons with 
  Barrage increase that quality by 1.
  Mecha characteristics
  All mecha have characteristic ratings. They act 
  similar to those of player characters. These rat-
  ings represent the mecha’s inherent toughness 
  and strength, responsiveness, onboard compu-
  tational ability, inner strength and power, and 
  awe-inspiring looks. Mecha interface with their 
  pilots much differently than any other vehicle. 
  In many cases, the mecha’s nature can merge 
  with that of the pilot, allowing their pilots to 
  perform feats of great prowess. In other ways the 
  pilot can express their own expertise and abili-
  ties through the mecha, allowing the mecha to 
  perform beyond its inherent capabilities.
  When PCs determine a skill pool while piloting a 
  mecha, the following skills use the greater of the 
  character’s or the mecha’s characteristics.
  Skills marked with * are found in Chapter 2.
  • Athletics (BRAWN)
  • Brawl (BRAWN)
  • Coercion (WILLPOWER)
  • Computers (INTELLECT)
  • Coordination (AGILITY)
  • Gunnery (Cannons) (AGILITY)
  • Gunnery (Missiles)* (INTELLECT)
  • Leadership (PRESENCE)
  • Medicine (INTELLECT)
  • Melee (BRAWN)
  • Mechanics (INTELLECT)
  • Mecha Operation* (AGILITY)
  • Perception (CUNNING)
  • Skulduggery (CUNNING)
  • Stealth (AGILITY)
  • Vigilance (WILLPOWER)
  
  MECHASYS
  Mecha Construction
  20
  Brute
  Titans of the battlefield, brutes take and dish out pun-
  ishing blows. Their strong frames allow them to carry 
  hard-hitting weapons and heavier armor plating. Once 
  a mecha with a brute chassis gets moving, it takes a 
  considerable amount of effort to stop them.
  • 
  3
  2
  1
  3
  2
  1
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  Hull Trauma Threshold: (Brawn * Silhouette) + 6
  • System Strain Threshold: (Willpower * Silhouette) + 4
  • Armor: 1
  • Handling: -2
  • Hard Points: Brawn + 5
  • Max Speed: 1
  • Juggernaut: When the brute would be immobi-
  lized, knocked down, or otherwise moved against 
  its will, the pilot may spend 2 system strain to 
  negate that effect.
  commander
  Command mecha protect squad leaders and forma-
  tion commanders. Their systems keep their pilots safe, 
  secure, and in constant communication with their 
  forces. Even their carefully styled appearance inspires 
  allied forces or intimidates their opposition.
  • 
  2
  3
  1
  2
  1
  3
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  Hull Trauma Threshold: (Brawn * Silhouette) + 4
  • System Strain Threshold: (Willpower * Silhouette) + 6
  • Armor: 1
  • Handling: -1
  • Hard Points: Brawn + 5
  • Max Speed: 1
  • C&C (Command and Control) Suite: Characters 
  in the mecha’s pilot or crew station upgrade all 
  Leadership and Coercion checks once. 
  controLLer
  Manipulating the battlefield in their favor, controllers 
  specialize in controlling opposing units by pinning 
  them down or knocking them off balance. What they 
  lack in raw power, they make up for with uncanny con-
  trol of the battlefield.
  • 
  2
  3
  1
  2
  1
  3
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  1
  2
  3
  2
  3
  1
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  Hull Trauma Threshold: (Brawn * Silhouette) + 3
  • System Strain Threshold: (Willpower * Silhouette) + 6
  • Armor: 1
  • Handling: -1
  • Hard Points: Brawn + 4
  • Max Speed: 1
  • Lockdown: On a successful hit, reduce the a 
  cost of activating any one of the following quali-
  ties by one; Burn, Concussive, Disorient, EMP, 
  Ensnare, or Knockdown.
  
  MECHASYS
  Mecha Construction
  21
  defender
  Defenders take the hits and retaliate in kind or hold 
  the position long enough for reinforcements to arrive. 
  Built to take a large amount of punishment, defend-
  ers anchor many mecha formations. They draw in and 
  repel enemy attacks, protecting allied units from harm.
  • 
  2
  3
  1
  2
  1
  3
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  3
  2
  1
  1
  2
  3
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  Hull Trauma Threshold: (Brawn * Silhouette) + 4
  • System Strain Threshold: (Willpower * Silhouette) + 4
  • Armor: 2
  • Handling: -1
  • Hard Points: Brawn + 5
  • Max Speed: 1
  • I’ll Take The Hits: On your turn as a maneuver, 
  choose one vehicle within short range. When that 
  vehicle is targeted by a combat check, you may spend 
  a Story Point as an out-of-turn incidental to have the 
  attack target your mecha instead. This effect lasts 
  as long as the chosen vehicle remains within short 
  range, or until the start of your next turn.
  generaL purpose
  General Purpose mecha provide support to their 
  squads in a variety of roles. They normally represent 
  the bulk of a mecha force’s units with no particular 
  specialty or area of expertise. Pilots of general purpose 
  mecha need to think fast and be adaptable to changing 
  situations, changing roles from one sortie to the next.
  • 
  2
  3
  1
  2
  1
  3
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  2
  2
  2
  2
  2
  2
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  Hull Trauma Threshold: (Brawn * Silhouette) + 5
  • System Strain Threshold: (Willpower * Silhouette) + 6
  • Armor: 1
  • Handling: -1
  • Hard Points: Brawn + 5
  • Max Speed: 1
  • Starting BP: General purpose mecha begins play 
  with an additional 10 Frame BP.
  gLadiator
  Gladiators wade into close-quarters melee range with 
  opponents and take them down with swift efficiency. 
  They are sturdy enough to handle going toe-to-toe 
  with enemy mecha, but usually employ more offen-
  sive capabilities and strategies. Skilled pilots can cut 
  down entire formations of enemy mecha with blind-
  ing speed, ripping through their ranks with deadly, 
  precision strikes.
  • 
  2
  3
  1
  2
  1
  3
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  3
  2
  1
  2
  3
  1
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  Hull Trauma Threshold: (Brawn * Silhouette) + 5
  • System Strain Threshold: (Willpower * Silhouette) + 5
  • Armor: 1
  • Handling: 0
  • Hard Points: Brawn + 5
  • Max Speed: 1
  • Close Quarter Specialist: Remove j when the mecha 
  performs a Brawl or Melee combat check.
  
  MECHASYS
  Mecha Construction
  22
  pursuit
  When the enemy slips through the line or simply runs 
  away, send in a pursuit mecha to intercept and engage. 
  They can bring down or delay enemies until more 
  heavily armed units can join the attack. These mecha 
  rely on their speed to close in, strike, and speed away 
  before the enemy can respond. Because of their inher-
  ent fragility, most pursuit mecha rely on ranged attacks 
  to bring down their foes, and lack the staying power for 
  sustained close-quarters combat.
  • 
  2
  3
  1
  2
  1
  3
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  1
  3
  1
  2
  3
  2
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  Hull Trauma Threshold: (Brawn * Silhouette) + 3
  • System Strain Threshold: (Willpower * Silhouette) + 5
  • Armor: 1
  • Handling: +1
  • Hard Points: Brawn + 5
  • Max Speed: 2
  • Interceptor: When using the Accelerate or Decel-
  erate maneuver, reduce the amount of system 
  strain suffered by 1 to a minimum of 0.
  scout
  Scouts perform reconnaissance and intelligence gathering 
  tasks. They specialize in locating the enemy, scanning their 
  defenses, and silently slipping away to report their find-
  ings. Masters of stealth and evasion, their survival relies 
  on not being seen. When spotted, their natural speed and 
  evasion helps them outmaneuver their attackers.
  • 
  2
  3
  1
  2
  1
  3
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  1
  3
  2
  3
  1
  2
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  Hull Trauma Threshold: (Brawn * Silhouette) + 4
  • System Strain Threshold: (Willpower * Silhouette) + 4
  • Armor: 1
  • Handling: 0
  • Hard Points: Brawn + 5
  • Max Speed: 2
  • Elusive: The mecha increases its Defense by 1, and 
  upgrades the ability of any skills checks made to 
  avoid detection once.
  sniper
  As their name implies, snipers can hit targets from long 
  distances. Their carefully calibrated systems use long-
  range, direct-fire weapons to accurately strike down 
  enemy forces. This precision comes at a price; sniper 
  mecha are less resilient and tend to carry less armor 
  than other models. They rely on their distance from 
  opponents to keep them safe.
  • 
  2
  3
  1
  2
  1
  3
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  2
  3
  2
  3
  1
  1
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  Hull Trauma Threshold: (Brawn * Silhouette) + 3
  • System Strain Threshold: (Willpower * Silhouette) + 6
  • Armor: 1
  • Handling: -2
  • Hard Points: Brawn + 5
  • Max Speed: 1
  • Precision Targeting: Once per turn when making 
  a Gunnery (Cannons) check, the mecha may suf-
  fer 4 system strain to decrease the difficulty of the 
  check by one.
  EXAMPLE: STEP 2
  Walt is building his mecha as a mixed-range 
  mecha; able to engage targets in close combat 
  and at a distance. He names it the Avatos Mk I. 
  Walt finds the Pursuit chassis a little too fragile 
  for his needs. General Purpose has a nice bonus 
  to the BP, but Walt elects to go with the Striker 
  chassis with its bonus to the Aim maneuver 
  from “Lethal Strikes.”
  Walt spends 30 BP to increase Brawn from 2 to 
  3. This also increases the Avatos’ Hull Trauma 
  Threshold and Hard Points as well. He wants 
  the Avatos to “look cool,” so he spends 50 BP 
  buying up the mecha’s Presence from 1 to 3. 
  That leaves him with 10 BP. That’s not enough 
  to increase another characteristic, so he moves 
  them into the R&D Pool to spend on equip-
  ment and upgrades.
  
  MECHASYS
  Mecha Construction
  23
  striker
  As an assault mecha, strikers carry a vast array of weap-
  ons to be brought to bear on the enemy. They move 
  through the battlefield destroying mecha or leaving 
  them with damaged systems. Closing in on a striker 
  may bring you within the minimum range of their 
  cannons, but strikers employ close range weapons to 
  handle such situations.
  • 
  2
  3
  1
  2
  1
  3
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  2
  3
  1
  2
  3
  1
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  Hull Trauma Threshold: (Brawn * Silhouette) + 4
  • System Strain Threshold: (Willpower * Silhouette) + 5
  • Armor: 1
  • Handling: -1
  • Hard Points: Brawn + 5
  • Max Speed: 1
  • Lethal Strikes: Once per turn when using the 
  Aim maneuver, add a to the results of the next 
  combat check.
  support
  Support mechs fill the unglamorous, but incredibly impor-
  tant, roles within a mechanized force. Support mecha are 
  a favorite of field mechanics, combat search and rescue 
  units, combat medics, engineers, and other non-combat-
  ants. Equipped to survive the harshest environments, they 
  have sturdy frames, and heavily shielded redundant inter-
  nal systems. In addition, many support mecha come with a 
  suite of integrated tools specific to their role. For example, a 
  field mechanic prefers a repair suite, a combat engineer or 
  siege mecha uses special scanners and heavy construction 
  equipment, a search and rescue unit uses a sophisticated 
  medical system and ground-penetrating radar.
  • 
  2
  3
  1
  2
  1
  3
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  2
  2
  3
  1
  3
  1
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  Hull Trauma Threshold: (Brawn * Silhouette) + 4
  • System Strain Threshold: (Willpower * Silhouette) + 5
  • Armor: 1
  • Handling: -1
  • Hard Points: Brawn + 4
  • Max Speed: 1
  • Onboard Tool Suite: The mecha is considered to 
  have “the right tool for the job,” allowing the pilot 
  to make Computers, Mechanics, and Medicine 
  checks without having to leave their mech.
  purchase characteristic increases
  After selecting your chassis, you may spend their Frame 
  BP to raise the mecha’s characteristics. The cost to 
  increase these characteristics is the same as purchasing 
  characteristics for Player Characters; ten times the value 
  the characteristic is being raised to. As with PC charac-
  teristics, you must purchase each mecha characteristic 
  improvement sequentially. For example increasing a 
  characteristic from 1 to 3 requires 50 BP (20 to increase 
  from 1 to 2, then another 30 to increase from 2 to 3).
  Add any unspent Frame BP to the R&D BP Pool.
  Base derived attriButes
  Once you have determined the mecha’s starting char-
  acteristics, record the mecha’s silhouette and consum-
  ables ratings, as determined during Session Zero. Then 
  calculate the mecha’s base hull trauma threshold and 
  system strain threshold.
  
  MECHASYS
  Mecha Construction
  24
  step 3: DeterMine r&D pool
  T
  he R&D BP Pool represents the amount of additional 
  development that went into the PC’s mecha. You may 
  spend these points on additional limbs and locations, 
  increasing armor and thresholds, and buying weapons 
  and equipment. The group determined the amount of 
  points available in the R&D Pool during Session Zero. 
  Remember, any unspent Frame BP become part of 
  the R&D BP Pool.
  minor: 50 Bp, +0 rarity
  These mecha are either fresh off the assembly line, had 
  minor modifications to prepare them for battle, or had 
  a minimal development cycle before being placed into 
  mass production.
  major: 100 Bp, +1 rarity
  These mecha have spent years on the drawing boards and 
  even more in field testing before production. Alterna-
  tively, these mecha have seen some action, and received 
  significant time and attention by mechanics.
  extreme: 150 Bp, +2 rarity
  This level of modification makes the mecha unique. 
  Examples of extreme mecha include experimental pro-
  totypes, or a legacy mecha frame handed down through 
  a lineage of pilots.
  gaining additionaL Bp
  After play begins, mecha accrue additional BP simi-
  lar to how characters earn XP. The group determines 
  the rate of BP advancement and when it may be spent 
  during Session Zero. You may spend these earned 
  BP on any option or equipment listed in this section 
  such as mecha locations, speed, movement systems, 
  weapons, and upgrades.
  If you replace one system with another, such as 
  replacing a light beam cannon (15 BP) with a heavy 
  beam cannon (40 BP), you receive a refund of the 
  BP cost of the system being replaced. In the example 
  above, the replacement effectively costs 25 BP.
  step 4: Define Mecha locations
  E
  ven the smallest mecha carries a formidable list of 
  weapons and equipment. Engineers carefully dis-
  tribute this equipment across the mecha to maintain its 
  delicate gyroscopic balance.
  All mecha frames start with a torso and five addi-
  tional locations. The most common configuration cre-
  ates a humanoid shape with two arms, two legs, and a 
  head. Additional locations cost 5 BP each.
  All weapons, equipment, and systems must be placed 
  in a location. The pilot’s compartment also must be 
  placed in a location, usually the torso or head. Equip-
  ment placed in locations may gain limitations to their 
  usefulness and utility. For example, weapons mounted 
  on a leg or wing have a more limited firing arc than one 
  mounted on an arm or head.
  The benefits and limitations of each location type 
  are listed below.
  torso
  Whether it’s called the hull, core, fuselage, or main 
  body, the Torso is the location of the mecha’s power 
  plant, drive systems, and, in most cases, the pilot. The 
  torso is the attachment point for all other locations.
  arms
  Not used for locomotion, these limbs end with 
  some sort of manipulator. Common manipulators 
  are hands, claws, or pincers. Arms allow mecha 
  to mount additional weapons, utilize handheld 
  objects, and make physical strikes. Alternatively, 
  players may choose to mount weapons in place of 
  manipulators at the end of their arms. This design 
  choice provides both benefits and drawbacks as 
  listed in Table 3-1: Mecha Locations.
  
  MECHASYS
  Mecha Construction
  25
  head
  A location dedicated to observation and sensor place-
  ment, the head helps anthropomorphize the mecha. It 
  may look like an actual humanoid’s head or be more 
  animalistic or alien. It may even look more like an 
  observation dome or cockpit.
  Legs
  Legs provide locomotion. While usually mounted in 
  pairs, alternative leg arrangements exist, such as tri-
  pod walkers. Legs make great places to mount move-
  ment and weapon systems, and allow your mecha to 
  physically strike targets.
  movement pLatform
  Movement platforms are locations specifically designed 
  to receive movement systems. Some examples of 
  movement systems are thruster backpacks, tracked or 
  wheeled bases, or even giant mecha riding platforms 
  such as surf-, skate-, or hover-boards.
  taiLs (tentacLes)
  These flexible spindly limbs grant any equipment 
  mounted in them a superior position in most situations. 
  Tails twist and writhe around, allowing for strikes from 
  unexpected angles of attack, reach above the battlefield 
  for a better vantage point, or entangle opponents. The 
  cost for this mobility is decreased durability. 
  turret
  Dedicated weapon banks, turrets grant a mecha the 
  ability to pack a lot of firepower into a smaller space. 
  In addition, their rotating mounts allow those weapons 
  to be directed into almost any direction, threatening 
  any target within range no matter the angle of attack. 
  The main drawback is a mecha could lose a significant 
  amount of firepower if their turret is destroyed.
  wings
  Wings provide speed and maneuverability to a mecha. 
  Even ground vehicles can benefit from having wings, 
  creating more downward force, increasing traction 
  and maneuverability.
  spLit systems
  Hard points: 1
  Systems and weapons can be split between two loca-
  tions to increase its durability. A split system takes up an 
  additional hard point space and occupies two locations. 
  When a location that houses part of the split system is 
  destroyed, that system continues to function until the 
  destruction of the other location or the entire mecha. A 
  Critical Hit that compromises a specific system knocks 
  out the system in both locations. For example, a Propul-
  sion Damaged Critical Hit takes out all movement in a 
  mecha, even one with a split movement system.
  EXAMPLE: STEP 3 AND 4
  With the points left over from Step 2, Walt has 
  110 BP to purchase equipment, weapons, and 
  upgrades. First, he decides what locations the 
  mecha has. Walt wants a humanoid-shaped 
  mecha, so he uses his five free locations on a head, 
  two arms, and two legs. Walt considers a series of 
  small wings on the back of the Avatos, but look-
  ing at his BP budget and considering the weapons 
  he wants to buy, he elects to save his BP for now. 
  He might add them after earning more BP during 
  play to make the Avatos Mk II.
  Walt decides to place the cockpit inside the torso, 
  so a lucky Critical Hit to the head doesn’t take out 
  the Avatos before it exceeds its Hull Trauma Thresh-
  old. With a Silhouette of 3, the torso provides 3 hard 
  points for equipment. Two arms allow the Avatos to 
  make brawl attacks. He includes hand servos with 
  the arms to use handheld weapons. Having two legs 
  gives the Avatos the walking movement system for 
  free, and it can perform brawl attacks with its legs. 
  None of these selections ended up costing Walt any 
  BP, so he still has 110 BP to spend.
  
  MECHASYS
  Mecha Construction
  26
  TABLE 3-1: MECHA LOCATIONS
  Location
  Fire Arc
  Specifications
  Torso
  Front or Rear
  Torsos may not be the target of any Location Destruction Critical Hit or Location Sacrifice effect.
  A mecha may have only one torso.
  A torso may mount equipment with a number of total hard points equal to the mecha’s Silhouette.
  Arms
  Front and Left
  or
  Front and Right
  The mecha with an arm may make Brawl skill checks with the following weapon profile 
  (Brawl; Damage Brawn +0; Critical 5; Range [Engaged]; Disorient 2, Knockdown).
  • Hand Servos: May or may not have a hand servo. A hand servo allows the mecha to wield one 
  handheld weapon with that arm. There is no BP cost to add or remove a hand servo from an arm.
  • Weapon Hand: Weapons mounted in an arm in place of a hand servo adds a to all combat checks 
  made with that weapon. Each arm may only have one weapon mounted in place of a hand. Increase 
  the difficulty of any skill check that would benefit from having a hand servo by one.
  Head
  Front, Left, and 
  Right
  Any crew stations in the head grants j to all Perception and Vigilance checks to a crewmember 
  seated at the station. Any crewmember in the head that suffers involuntary wounds or strain 
  increase the amount suffered by 1.
  If the pilot station is in the head of the mecha, the Torso can mount one additional piece of 
  equipment. This benefit only increases the number of hard points that may be assigned to the 
  torso, and does not increase the mecha’s hard point limit overall.
  Legs
  Front or Rear
  If mecha has legs, it must have at least two legs.
  A mecha with legs may make Brawl skill checks with the following weapon profile (Fire Arc Front, 
  Right, and Rear or Front, Left, and Rear; Brawl; Damage Brawn+0; Critical 5; Range [Engaged]; 
  Disorient 2, Knockdown).
  Grants the mecha the Walking Movement System at no additional BP or hard point cost (see 
  Table 3-2).
  Having more than two legs stabilizes the mecha. If a mecha has three or more legs, the number of 
  a required to activate the Knockdown quality against the mecha is increased by 1. In addition, 
  the number of h needed to knock the mecha prone is increased by 1.
  Movement 
  Platform
  None
  Represented as tread-base, wheeled systems, rotor mounts, or thruster banks.
  Movement systems mounted in a movement platform do not cost hard points.
  Each location that is designated as a movement platform adds 1 to the mecha’s speed or handling. 
  Each bonus may only be chosen once (so a mecha with 3 locations assigned to the movement 
  platform increases its speed by 1 and its handling by 1).
  Movement platforms count as a single limb for the purposes of Critical Hits and location 
  destruction/sacrifice, no matter how many locations it is allocated to.
  Mecha can have both a movement platform and legs. In such instances, the movement platform is 
  either a large backpack or is stowed up and away while the mecha is walking.
  Tails 
  (Tentacles)
  All
  If the mecha has a tail or tentacle it may make Brawl skill checks with the following weapon profile 
  (Fire Arc all; Brawl; Damage Brawn +0; Critical 5; Range [Engaged]; Entangle 1)
  Tail mounted weapons and equipment adds a to all skill checks made with them.
  Tails are easier to destroy. When an attacker scores a Critical Hit against a mecha with a Tail, they 
  may choose to sever a tail automatically in lieu of the standard Critical Hit roll.
  Turret
  Front
  Equipment mounted in Turrets reduce their hard point cost by 1 to a minimum of 1.
  Movement Systems may not be placed in Turrets.
  Wings
  Front
  Increase the mecha’s handling or speed by 1 per pair of wings (the same bonus cannot be chosen 
  more than once). When one wing is destroyed the mecha loses the bonus granted by that pair of 
  wings until it is repaired.
  
  MECHASYS
  Mecha Construction
  27
  step 5: MoveMent systeMs
  Hard points: 1 per system
  O
  nce you have built the mecha’s basic frame and loca-
  tions, determine how the mecha moves around. 
  Mecha with leg locations gain the walking movement 
  for free. Mecha without legs gain one movement system 
  at no cost. Additional modes of movement cost 5 BP and 
  1 hard point per system.
  maximum speed
  Hard points: 0
  To determine your mecha’s speed, take the starting 
  maximum speed granted by the mecha’s chassis and 
  add any bonuses granted by the mecha’s locations. 
  This is the mecha’s maximum speed. You can increase 
  it by spending BP. The cost to increase your mecha’s 
  maximum speed is 5 times the new value in BP. This is 
  sequential. For example, to go from maximum speed 3 
  to 4 costs 20 BP, and then from 4 to 5 is another 25 BP.
  handLing
  Even the largest, clumsiest mecha can improve its 
  maneuverability by increasing handling. You may rep-
  resent these improvements with vented vernier thrust-
  ers, repulsor jets, or even maneuvering fins.
  Each chassis has a starting handling value. Some chas-
  sis are inherently more maneuverable than others. You 
  improve your mecha’s handling by purchasing upgrades 
  (see page 34), or by having certain locations on your 
  mecha such as wings or movement platforms.
  When making a Brawl of Melee skill check, mecha 
  add b equal to the mecha’s negative handling value.
  EXAMPLE: STEP 5
  Walt wants the Avatos to fly, so he purchases a 
  Flight system for 5 BP and mounts it in the torso. 
  The torso now has 2 hard points remaining, and 
  the Avatos has 7 hard points left overall. While 
  flying, the Avatos has a maximum speed of 2.
  He wants the Avatos to move faster, so Walt spends 
  10 BP to improve its maximum speed to 2, and 3 
  while flying. Walt now has 95 BP remaining.
  Do you even lift, aniki?
  A mecha’s encumbrance capacity represents its 
  internal cargo space. How much a mecha can 
  lift with its limbs is a different matter. A mecha 
  can normally lift smaller objects with little dif-
  ficulty (subject to GM’s ruling). As the object 
  gets closer to the size of the mecha, the lifting 
  difficulty increases, requiring an Athletics check 
  to successfully lift the object.
  Table 3-3: Lifting Objects represents the diffi-
  culty of lifting an object the mecha controls. A 
  mecha may first need to skillfully grab an object, 
  especially if the object attempts to resist.
  TABLE 3–3: LIFTING OBJECTS
  Object is...
  Difficulty
  Mecha's silhouette -2 or less.
  Simple task (-)
  Mecha's silhouette -1
  Easy (k)
  Mecha's silhouette
  Hard (kkk
  kkk)
  Mecha's silhouette +1 or 
  greater.
  Formidable (kkkkk
  kkkkk)
  TABLE 3-2: MOVEMENT SYSTEMS
  Movement 
  System
  Benefit
  Walking
  Remove jj
  jj caused by terrain from all Mecha 
  Operation skill checks.
  Ground
  Represents treads, wheels, or ground-effect hover 
  systems. Maximum speed increased by 1 while on 
  flat surfaces (as determined by the GM).
  Aquatic
  Choose one:
  • Maximum speed increased by 1 while on the 
  surface of the water.
  • Ignore difficult terrain while underwater.
  Flight
  Represents thrusters, rotors, or other gravity-
  defying flight systems.
  Maximum speed increased by 1 while in the air.
  Does not grant the mecha spaceflight (see 
  Equipment below).
  
  MECHASYS
  Mecha Construction
  28
  step 6: seconDary attriButes
  huLL trauma threshoLd, system strain 
  threshoLd, and armor
  These vehicle characteristics operate according to 
  the standard Vehicle Rules found on page 220 of the 
  Genesys Core Rulebook. Each chassis has an ini-
  tial value for hull trauma and system strain thresh-
  olds as well as armor. You can improve these further 
  by purchasing upgrades (see page 34).
  crew compLement
  Hard points: 1
  Some mecha possess several crew stations, allowing 
  multiple operators to handle various roles in the mecha. 
  Movement platforms may have a station to facilitate 
  repairs or rerouting power. Arms and legs may have 
  stations for gunners, while the head could have a sta-
  tion for a commander to direct actions from. 
  Adding additional crew complement costs 0 BP 
  and 1 hard point. Each purchase adds a number of 
  crew stations up to mecha’s Intellect.
  Each crewmember station occupies a location on 
  the mecha. These stations may be all in one location 
  or spread out across the mecha’s frame. Each station 
  increases the mecha’s encumbrance capacity by 4.
  encumBrance capacity
  Hard points: 1
  Encumbrance capacity defines how much equip-
  ment or cargo a mecha can hold. The base amount 
  equals the mecha’s silhouette times its Brawn char-
  acteristic. Purchasing additional cargo space costs 1 
  hard point and adds ten times the mecha’s silhouette 
  to its encumbrance capacity. There is no BP cost to 
  increase this value.
  passenger capacity
  Hard points: 1 per compartment
  Some mecha can carry passengers. This is common 
  among troop transport mecha designed to carry 
  small squads of soldiers or participate in rescue 
  operations. Passengers may not take any vehicle 
  actions or maneuvers.
  Some mecha cockpits have a rumble seat, a single 
  fold-down/cramped passenger seat located in the 
  mecha’s pilot compartment. There is no cost to add 
  this feature. Additional passenger capacity costs 1 hard 
  point each, allowing the mecha to carry a number of 
  passengers equal to twice its silhouette.
  EXAMPLE: STEP 6
  Based on the Striker chassis and Walt’s build choices, 
  the Avatos’ base stats look like this:
  Walt envisions the Avatos as a single-pilot machine, 
  so he puts no extra points into Crew Complement. 
  This means the only passenger space is the free rum-
  ble seat. He is satisfied with the Avatos’ Encumbrance 
  Capacity of 9. Walt still has 95 BP remaining.
  3
  2
  -1
  SILHOUETTE 
  MAX SPEED
  HANDLING
  13
  0
  14
  1
  HT THRESHOLD
  M/R DEFENSE
  SS THRESHOLD
  ARMOR
  0
  3
  3
  1
  2
  3
  3
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  
  MECHASYS
  Mecha Construction
  29
  step 7: install Weapons
  M
  ost commonly used to wage war, mecha frequently 
  carry one or more weapons to use in combat. They 
  may mount these weapons in frame locations. Mecha 
  with hand servos can also wield weapons in them. Dur-
  ing combat the mecha operator chooses the best weapon 
  to employ at any given time, utilizing different weapons 
  at different ranges or combat styles.
  weapon pLacement
  When adding weapons to a mecha, you choose whether 
  to mount it into the frame or construct a weapon the 
  mecha holds in its hand servos. Mounted weapons have 
  the advantage of always being at the ready, and draw-
  ing power or ammunition from internal sources. By 
  contrast, handheld weapons normally do not take up 
  space within the mecha. They carry their ammunition 
  within the weapon itself, or attached to another exter-
  nal ammo source. They can be disarmed or knocked 
  loose while they’re stowed on the mecha.
  handheLd
  You may apply the Handheld quality to any weapon (see 
  Handheld quality, page 30). There is no additional BP 
  cost to apply this quality. The weapon requires one less hard 
  point per rank of the Handheld quality. The weapon still 
  requires a location on the mecha, representing its stowed 
  location, like a scabbard, holster, or carrying clamp. No 
  location may have more than two handheld weapons 
  assigned to it. Handheld weapons cannot be split between 
  two locations per the split systems option (see page 25).
  mounted
  Mounting weapons to a location on the mecha’s frame 
  keeps them from being disarmed and protects them 
  from most forms of harm. Once assigned to a location, 
  they may fire into the firing arcs associated with that 
  location (see page 26). A critical hit or limb sacrifice 
  that destroys the location also destroys the weapon.
  The Sunder quality only affects mounted weapons 
  when the attacker uses the Aim maneuver on that spe-
  cific weapon or location. Shields are an exception; if a 
  mounted shield provides defense during the attack, the 
  Sunder quality affects the shield as normal. 
  handheLd and mounted
  Some extremely large weapons may take up 2 or more 
  hard points. Mecha can help off-set this size by having 
  some of the weapon’s hard points mounted on the mecha. 
  Any remaining hard points require the mecha to have 
  an equal number of hand servos available to utilize the 
  weapon. Narratively, the weapon may be predominantly 
  mounted on a back or limb with a handle the mecha 
  grasps to use the weapon.
  weapon types
  Mecha weapons fall under five categories; beam weapons, 
  ballistic weapons, energy blades, melee weapons, and self-
  propelled weapons. These weapons deal damage in one of 
  three ways: energy, physical, or explosive. Some mecha pos-
  sess upgrades which protect against specific damage types.
  BaLListic weapons (physicaL)
  Ballistic weapons hurl a physical projectile of some 
  sort at opponents. These weapons include chemically-
  driven slugthrowers, electromagnetic railguns, bows, 
  or bladed disks.
  Beam weapons (energy)
  Beam weapons employ some form of energy to inflict 
  harm upon their target at a distance. This energy can take 
  many forms: laser, heat, particle, ion, or even more eso-
  teric forms such as psychic or magic energy. These expen-
  sive weapons punch through enemy armor and defenses, 
  leaving gaping, searing holes in their targets.
  energy BLades (energy)
  Like beam weapons, energy blades use various forms 
  of energy to damage opponents. They create a plane of 
  energy from powerful short range emitters to slice a 
  target’s form. More expensive than their physical coun-
  terparts, energy blades are easier to strike with and can 
  carve through unprotected weapons.
  meLee weapons (physicaL)
  Melee weapons are gigantic mecha versions of tra-
  ditional close-quarters weapons. They inflict harm 
  through kinetic force, smashing or cutting their way 
  through the armor plating of enemy mecha.
  seLf-propeLLed weapons (expLosive)
  These weapons deal damage with explosive force. 
  These weapons come with or without a guiding system. 
  Bazookas and grenades rely on the skill of the pilot and 
  mecha, where missile systems have internal tracking 
  systems to guide them to the target.
  
  MECHASYS
  Mecha Construction
  30
  new quaLities
  Mechasys introduces several new qualities to weap-
  ons, armor, and equipment.
  Barrage
  In many instances, mechas fire missiles in volleys. 
  Rarely does every missile from the barrage hit a tar-
  get, but nearby detonations can inflict additional 
  damage. The Barrage quality represents this type of 
  missile attack.
  After a successful attack, a weapon with the Bar-
  rage quality may spend a to add damage equal to 
  the Barrage rating to one hit. Players may activate 
  this quality multiple times, each time applied to a 
  different hit from the attack. If both Blast and Bar-
  rage activate during a successful hit, add the Barrage 
  rating to the Blast damage.
  emp
  EMPs (electromagnetic pulses) overload and disable 
  the electronic systems of whatever object they strike. 
  These pulses can render modern devices and vehicles 
  useless, potentially disabling vital equipment such as 
  motor systems, guidance computers, and life support 
  equipment. Time and effort repairs such systems, but 
  losing them in a crisis has dire consequences.
  Weapons with this quality may spend aa after a 
  successful combat check to deal system strain damage 
  equal to the rating. If the object struck does not have a 
  system strain value, it is damaged two steps as per the 
  rules on page 89 of the Genesys Core Rulebook. 
  EMP damage can knock a character’s cybernetics 
  offline with potentially life ending results. 
  An object, armor, or vehicle (including mecha) with 
  the EMP quality is immune to EMP damage.
  handheLd
  Only mecha with hand servos may utilize weapons 
  with the handheld quality. The mecha must use a num-
  ber of hand servos equal to the handheld quality rank 
  to wield the weapon.
  To wield a handheld weapon, a mecha uses the Man-
  age Gear maneuver. If the operator has the Quick Draw 
  talent, they may apply that talent in vehicle scale as 
  well. While wielded, the weapon can attack the front, 
  right, or left arcs. If wielding the weapon requires only 
  one hand servo, it may also attack the rear arc.
  During a combat check made against a mecha with a 
  handheld weapon, the attacker may disarm one of the 
  target mecha’s handheld weapons by spending aaa. 
  If a location is destroyed, all handheld weapons held or 
  stored in that location immediately come loose and fall 
  to the ground (or drift away, if in zero-G).
  Long shot
  Some weapons work best at longer ranges. Designed 
  with powerful targeting and tracking systems, these 
  weapons deliver long-distance attacks with potent 
  accuracy. As a trade-off, they have difficulty traversing 
  and tracking targets at closer ranges.
  Ranged weapons with this quality reduce the diffi-
  culty of attacks at extreme and strategic range by 1, and 
  increase the difficulty of attacks at short and medium 
  ranges by 1.
  knockDoWn Quality anD Mecha
  Some mecha weapons in Mechasys have the 
  Knockdown quality. When a target is hit with 
  a weapon with the Knockdown quality, the 
  amount of a required to trigger Knockdown 
  equals the silhouette of the targeted mecha. 
  Mecha are immune to Knockdown from per-
  sonal scale weapons.
  When traveling at a speed greater than 0, mecha 
  affected by Knockdown suffer an amount of sys-
  tem strain equal to their current speed as they 
  stumble and skid along the ground. Their cur-
  rent speed is reduced to zero.
  Airborne or submerged mecha are not knocked 
  prone and instead suffer jj
  jj to all skill checks 
  until the end of their next turn as they struggle 
  to regain control.
  
  MECHASYS
  Mecha Construction
  31
  TABLE 3-4: BALLISTIC WEAPONS
  Name
  Skill
  Dam
  Crit
  Range
  HP BP
  Rarity
  Special
  Ballistic 
  Cannon
  Gunnery 
  (Cannons)
  2
  4
  Medium
  1
  5
  2
  Vulcan Gun
  Gunnery 
  (Cannons)
  1
  4
  Medium
  1
  10
  3
  Auto-fire
  Light Cannon
  Gunnery 
  (Cannons)
  2
  4
  Long
  1
  15
  3
  Disorient 1
  Rotary Cannon
  Gunnery 
  (Cannons)
  2
  4
  Long
  2
  25
  4
  Accurate 1, Auto-fire, Prepare 1
  Heavy Cannon
  Gunnery 
  (Cannons)
  4
  3
  Long
  2
  25
  5
  Scattergun
  Gunnery 
  (Cannons)
  3
  3
  Short
  1
  30
  4
  Blast 1, Knockdown
  Bazooka
  Gunnery 
  (Cannons)
  3
  4
  Long
  2
  30
  5
  Breach 1, Cumbersome 3, Vicious 1
  Sniper Cannon
  Gunnery 
  (Cannons)
  7
  3
  Strategic
  2
  40
  7
  Accurate 1, Long Shot, Prepare 2, Slow-Firing 1, 
  May run out of Ammo on hhh
  Railgun
  Gunnery 
  (Cannons)
  6
  4
  Extreme
  2
  50
  7
  TABLE 3-5: BEAM WEAPONS
  Name
  Skill
  Dam
  Crit
  Range
  HP BP
  Rarity
  Special
  Energy Cannon
  Gunnery 
  (Cannons)
  2
  3
  Medium
  1
  10
  3
  Accurate 1
  Pulse Gun
  Gunnery 
  (Cannons)
  1
  3
  Medium
  1
  15
  4
  Accurate 1, Auto-fire
  Light Beam 
  Cannon
  Gunnery 
  (Cannons)
  2
  3
  Long
  1
  15
  4
  Accurate 1
  Beam Cannon
  Gunnery 
  (Cannons)
  3
  3
  Extreme
  1
  25
  6
  Accurate 1
  Beam Gatling
  Gunnery 
  (Cannons)
  2
  3
  Long
  2
  30
  5
  Accurate 2, Auto-fire, Prepare 1
  Shock Beam
  Gunnery 
  (Cannons)
  3
  3
  Medium
  1
  30
  4
  Accurate 1, Blast 1, EMP 2
  Plasma 
  Thrower
  Gunnery 
  (Cannons)
  3
  3
  Short
  1
  40
  8
  Blast 1, Burn 2, Vicious 2
  Beam Bazooka
  Gunnery 
  (Cannons)
  3
  3
  Extreme
  2
  40
  7
  Blast 2, Knockdown, Slow-Firing 1
  Heavy Beam 
  Cannon
  Gunnery 
  (Cannons)
  5
  2
  Extreme
  2
  40
  5
  Accurate 1, Cumbersome 3
  Sniper Beam 
  Cannon
  Gunnery 
  (Cannons)
  8
  2
  Strategic
  3
  55
  7
  Accurate 1, Cumbersome 3, Long Shot, Vicious 1, 
  May run out of ammo on hhh
  
  MECHASYS
  Mecha Construction
  32
  TABLE 3-6: ENERGY BLADES
  Name
  Skill
  Dam
  Crit
  Range
  HP BP
  Rarity
  Special
  BraWl Weapons
  Beam Claws
  Brawl
  1
  3
  Engaged
  1
  10
  4
  Vicious 2
  Beam Katar
  Brawl
  2
  3
  Engaged
  1
  30
  6
  Breach 1, Sunder
  Melee Weapons
  Short Blade
  Melee
  1
  3
  Engaged
  1
  5
  3
   
  Long Blade
  Melee
  2
  3
  Engaged
  1
  20
  5
  Accurate 1, Sunder
  Saber 
  Boomerang
  Melee
  3
  3
  Medium
  1
  25
  6
  Guided 3, Sunder, Slow-Firing 2
  Heavy Blade
  Melee
  3
  2
  Engaged
  1
  50
  6
  Accurate 1, Sunder, Unwieldy 2, Vicious 1
  Beam Shield
  Melee
  0
  4
  Engaged
  1
  20
  6
  Defensive 1, Deflection 2, Inaccurate 1
  TABLE 3-7: SELF-PROPELLED WEAPONS
  Name
  Skill
  Dam
  Crit
  Range
  HP BP
  Rarity
  Special
  Grenade
  Gunnery (Missiles)
  2
  4
  Medium
  1
  10
  4
  Blast 2
  Rocket Launcher
  Gunnery (Missiles)
  4
  3
  Long
  1
  20
  6
  Blast 4, Limited Ammo 3
  Mini-Missile 
  Launcher
  Gunnery (Missiles)
  2
  4
  Long
  1
  25
  5
  Barrage 2, Blast 2, Guided 3
  Medium Missile 
  Launcher
  Gunnery (Missiles)
  4
  3
  Extreme
  1
  35
  6
  Blast 4, Guided 3, May run out of 
  ammo on hhh
  Volley Missile 
  Launcher
  Gunnery (Missiles)
  4
  3
  Extreme
  1
  45
  7
  Barrage 4, Blast 4, Guided 3, May run 
  out of ammo on hhh
  Heavy Missile 
  Launcher
  Gunnery (Missiles)
  6
  3
  Strategic
  2
  45
  8
  Blast 6, Guided 3, Limited Ammo 3, 
  Long Shot
  
  MECHASYS
  Mecha Construction
  33
  TABLE 3-8: MELEE WEAPONS
  Name
  Skill
  Dam
  Crit
  Range
  HP BP
  Rarity
  Special
  BraWl Weapons
  Claws
  Brawl
  1
  5
  Engaged
  0
  5
  2
   
  Knuckle Duster
  Brawl
  2
  5
  Engaged
  0
  15
  3
  Knockdown
  Hammerfist
  Brawl
  3
  4
  Engaged
  1
  20
  4
  Knockdown, Cumbersome 3
  Demolition 
  Gauntlet
  Brawl
  5
  5
  Engaged
  1
  55
  8
  Concussive 1, Knockdown, Sunder, Slow-Firing 1
  Melee Weapons
  Combat Knife
  Melee
  2
  4
  Engaged
  1
  5
  2
   
  Light Bludgeon
  Melee
  3
  5
  Engaged
  1
  5
  2
  Disorient 1
  Whip
  Melee
  0
  5
  Short
  1
  10
  3
  Ensnare 2, Unwieldy 2
  Blade
  Melee
  2
  3
  Engaged
  1
  10
  3
   
  Monoblade
  Melee
  2
  2
  Engaged
  1
  20
  3
  Sunder
  Combat Saw
  Melee
  3
  4
  Engaged
  1
  25
  4
  Auto-fire
  Heavy 
  Bludgeon
  Melee
  5
  4
  Engaged
  2
  25
  5
  Cumbersome 3, Disorient 2, Knockdown
  Rocket Punch
  Melee
  2
  4
  Medium
  1
  30
  4
  Cumbersome 3, Guided 3, Slow-Firing 1
  Mega-Blade
  Melee
  6
  3
  Engaged
  2
  35
  6
  Unwieldy 3, Vicious 1
  Siege Axe
  Melee
  6
  2
  Engaged
  2
  60
  9
  Cumbersome 3, Sunder, Vicious 2
  Light Shield
  Melee
  0
  5
  Engaged
  1
  5
  2
  Defensive 1, Deflection 1, Inaccurate 1
  Heavy Shield
  Melee
  0
  5
  Engaged
  1
  15
  4
  Defensive 2, Deflection 2 ,Inaccurate 2
  EXAMPLE: STEP 7
  Time to arm the Avatos. Walt wants his mecha to 
  have a beam cannon, two beam swords, a defensive 
  cannon in the head, and a shield.
  Starting with the Avatos’ main weapon, he pur-
  chases a beam cannon for 25 BP. Walt wants a 
  handheld rifle for the Avatos, so it costs no hard 
  points. When stowed, the beam cannon rests on 
  the mecha’s back (torso).
  He wants to purchase two beam sabers so he can dual-
  wield them when the opportunity arises (or if the Ava-
  tos loses one of them). Short energy blades cost 5 BP, 
  and long energy blades cost 20. Looking at what else 
  he wants and his remaining BP, Walt chooses the two 
  short blades. He makes them handheld and they are 
  stowed on the mecha’s hips; one on each leg.
  Walt purchases a vulcan gun and mounts it in the 
  Avatos’ head. That costs 1 hard point and 10 BP. He’d 
  love to mount a Beam Shield on the Avatos, but he’s 
  getting low on points and still wants to buy some 
  upgrades. Instead, he buys a light shield for 5 BP and 
  mounts it on the mecha’s left arm for 1 hard point.
  The Avatos has 45 BP and 5 hard points remaining.
  
  MECHASYS
  Mecha Construction
  34
  step 8: purchase upGraDes
  Upgrades apply additional effects to the mecha’s systems. 
  These design features increase the mecha’s core statistics 
  and attributes or add new abilities to the mecha.
  Upgrades function much like talents do for player 
  characters and use the same pyramid-like process for 
  purchasing. To purchase a Tier 2 Upgrade, you must have 
  two Tier 1 upgrades. To purchase a Tier 3 upgrade, you 
  must have at least two Tier 2 and three Tier 1 upgrades. 
  Each tier determines how much the upgrade costs.
  • Tier 1: Each upgrade costs 5 BP.
  • Tier 2: Each upgrade costs 10 BP.
  • Tier 3: Each upgrade costs 15 BP.
  • Tier 4: Each upgrade costs 20 BP.
  • Tier 5: Each upgrade costs 25 BP.
  piLot onLy upgrades
  Certain upgrades are labeled as "Pilot Only." Other crew-
  members or passengers cannot activate these upgrades.
  tier 1 upgrades
  anti-missiLe
  Tier: 1
  Activation: Incidental (Out of Turn, Pilot Only)
  Ranked: No
  Hard points: 1
  When targeted by an explosive weapon, the pilot may 
  suffer 2 strain and 2 system strain to negate one suc-
  cessful hit from the attack. The mecha must have at 
  least one functional ranged weapon to use this upgrade.
  armor pLating
  Tier: 1
  Activation: Passive
  Ranked: Yes
  Hard points: 0
  Increase the mecha’s Armor by +1 per rank in 
  Armor Plating.
  dupLicate weapon
  Tier: 1
  Activation: Passive
  Ranked: Yes
  Hard points: 1
  Choose a weapon, that weapon gains Linked 1 or 
  increases its existing Linked rating by 1.
  emp shieLding
  Tier: 1
  Activation: Passive
  Ranked: No
  Hard points: 1
  The mecha gains the EMP quality, becoming immune 
  to EMP damage.
  extra ammo
  Tier: 1
  Activation: Maneuver
  Ranked: Yes
  Hard points: 1 (see text)
  For each rank in Extra Ammo, once per session you 
  may spend a maneuver to replenish a weapon’s Limited 
  Ammo quality to full. Additional ranks in Extra Ammo 
  do not cost hard points.
  fortified systems
  Tier: 1
  Activation: Passive
  Ranked: Yes
  Hard points: 0
  For each rank of Fortified Systems, increase the mecha’s 
  system strain threshold by 1.
  innovation
  Tier: 1
  Activation: Passive
  Ranked: Yes
  Hard points: 0
  For each rank in Innovation, increase the number of 
  hard points on the mecha by 1.
  maneuvering thrusters
  Tier: 1
  Activation: Passive
  Ranked: Yes
  Hard points: 1
  An array of maneuvering jets, fins, or emitters scattered 
  across the mecha improve the mecha’s maneuverability. 
  Increase the mecha’s handling by the number of ranks 
  in Maneuvering Thrusters. The maximum positive 
  handling a mecha can benefit from is 4.
  
  MECHASYS
  Mecha Construction
  35
  reinforced structure
  Tier: 1
  Activation: Passive
  Ranked: Yes
  Hard points: 0
  For each rank of Reinforced Structure, increase the 
  mecha’s hull trauma threshold by 2.
  shock aBsorBers
  Tier: 1
  Activation: Passive
  Ranked: Yes
  Hard points: 1 (see text)
  When hit with an attack with Disorient or Concus-
  sive qualities, this mecha increases the a required 
  to activate those qualities by 1 per rank in Shock 
  Absorbers. Additional ranks in Shock Absorbers do 
  not cost hard points.
  towing system
  Tier: 1
  Activation: Maneuver
  Ranked: No
  Hard points: 1
  You may spend a maneuver to reduce the difficulty of 
  the next Athletics check the mecha makes to pick up an 
  object by one, to a minimum of Simple (-).
  two-hander
  Tier: 1
  Activation: Passive
  Ranked: No
  Hard points: 1
  When wielding a handheld energy blade or melee 
  weapon with two hand servos increase the total dam-
  age of the attack by 2.
  vacuum seaLs
  Tier: 1
  Activation: Passive
  Ranked: No
  Hard points: 1
  By sealing and reinforcing all the mecha’s systems, 
  this upgrade allows a mecha to survive and operate 
  in a vacuum, such as outer space (see page 43).The 
  mecha’s legs or movement platform gain magnetic 
  field emitters that enable them to remain in contact 
  with the surface of ships, stations, and other metallic 
  structures while in zero-G. This upgrade also modi-
  fies the mecha’s weapons to operate in airless environ-
  ments. The crew and passenger compartments protect 
  occupants from minor breaches, but a major breach 
  could be harmful to those not wearing proper protec-
  tive gear (see Mecha Critical Hits, page 47).
  
  MECHASYS
  Mecha Construction
  36
  tier 2 upgrades
  duaL-mode weapon
  Tier: 2
  Activation: Passive
  Ranked: Yes
  Hard points: 0
  When you select this upgrade, a weapon gains a sec-
  ond weapon profile. Select another weapon with a BP 
  cost equal to or less than that of the primary weapon. 
  You do not pay the BP cost for that secondary weapon. 
  The combined weapon system uses the greater hard 
  point rating of the two weapon modes to determine 
  hard points or hands needed to wield it. The pilot may 
  swap the weapon system to any of the selected weapon 
  modes as an incidental. If either weapon is lost, such 
  as destroyed via Critical Hit or disarmed, then both 
  weapons are lost.
  Additional ranks in Dual-mode Weapon may be 
  applied to other weapons, or on the same weapon 
  granting it additional weapon modes.
  eLectronic counter-countermeasures (eccm)
  Tier: 2
  Activation: Passive
  Ranked: No
  Hard points: 1
  Powerful electronic systems on the mecha are able to cut 
  through enemy interference. When a Jamming action 
  (pg. 229 Genesys Core Rulebook) targets a mecha 
  with ECCM , increase the difficulty of the skill check 
  twice. In addition, when targeting an opponent that has 
  successfully taken the Intercept Projectiles action (pg. 
  229 Genesys Core Rulebook), downgrade the dif-
  ficulty of the check once.
  Electronic Counter-Countermeasures may have addi-
  tional benefits as determined by the game master.
  Beam coating
  Tier: 2
  Activation: Incidental (Out of Turn, Pilot Only)
  Ranked: No
  Hard points: 1
  When hit by a weapon that deals energy damage, spend 
  1 system strain to reduce the damage by the mecha’s 
  Presence before applying armor. This effect may be 
  used in conjunction with the Barrel Roll talent (page 
  77 Genesys Core Rulebook). 
  heavy handed
  Tier: 2
  Activation: Passive
  Ranked: Yes
  Hard points: Special, see text
  When purchasing this upgrade, choose one weapon 
  that takes up two hard points or requires two hand ser-
  vos to wield. That weapon now only requires one hard 
  point or only requires one hand servo to wield.
  
  MECHASYS
  Mecha Construction
  37
  intimidating aura
  Tier: 2
  Activation: Passive
  Ranked: No
  Hard points: 0
  The mecha’s appearance and design incites fear in its 
  enemies. When determining initiative at the begin-
  ning of an encounter, the pilot of the mecha may 
  spend t to disorient a number of opponents equal 
  to the mecha’s Presence characteristic until the end of 
  the encounter. Players may trigger this effect multiple 
  times, each time applying to different opponents.
  Rivals may remove this effect by spending t dur-
  ing any subsequent skill check. During their turn they 
  may also spend an action to make a Cool or Discipline 
  check opposed by the mecha’s Coercion to overcome 
  this effect. Nemeses are immune to this effect.
  jump jets
  Tier: 2
  Activation: Maneuver (Pilot Only)
  Ranked: No
  Hard points: 2
  Equipped with rockets, jets, or other thrust-vectored 
  systems, this mecha can leap great distances.
  While under gravity, as a maneuver the pilot may 
  trigger the mecha’s jump jets and move to any point 
  one range band away. Players may suffer 2 system 
  strain to increase this distance by one range band, up 
  to a maximum of three range bands total. 
  While in zero-G, Jump Jets give the mecha the ability 
  to fly in any direction up to the mecha’s maximum speed.
  reactive pLating
  Tier: 2
  Activation: Incidental (Out of Turn, Pilot Only)
  Ranked: No
  Hard points: 1
  When hit by a weapon that deals physical damage, 
  spend 1 system strain to reduce the damage by the 
  mecha’s Cunning before applying Armor. This effect 
  may be used in conjunction with the Barrel Roll tal-
  ent (page 77 Genesys Core Rulebook).
  repair suite
  Tier: 2
  Activation: Passive
  Ranked: No
  Hard points: 2
  The mecha has a series of clamps, manipulator 
  arms, and mounted tools that grant the ability to 
  perform repairs on another mecha. This upgrade 
  counts as “the right tool for the job,” enabling a 
  crewman to make a Mechanics check to repair 
  damage to another mecha, vehicle, or similar object 
  without needing to exit the mecha.
  Mecha with the Towing System upgrade add j to 
  Mechanics checks made to repair vehicles or machines 
  held with the towing system.
  smokescreen Launcher
  Tier: 2
  Activation: Maneuver
  Ranked: Yes
  Hard points: 1 at Rank 1, 0 for additional Ranks
  The mecha can dispense smoke, chaff, or other obscur-
  ing material around it. When used, the area within 
  short range of the mecha gains three levels of conceal-
  ment (per page 110 of the Genesys Core Rulebook). 
  Additional ranks of Smokescreen Launcher extend this 
  by one range band, to a maximum of extreme range.
  How long the smokescreen lasts is up to the GM. Nor-
  mally the smokescreen area lasts a number of rounds 
  equal to the mecha’s Cunning characteristic. Weather 
  conditions may factor in; high winds (atmospheric or 
  solar) may cause the screen to disperse more rapidly. 
  steaLth design
  Tier: 2
  Activation: Passive
  Ranked: No
  Hard points: 0
  The pilot of the mecha may choose to use Cunning in 
  place of Agility when making Stealth skill checks.
  targeting system
  Tier: 2
  Activation: Passive
  Ranked: No
  Hard points: 1
  Choose a number of weapons equal to the mecha’s 
  Intellect characteristic. Each of those weapons gain the 
  Accurate 1 quality, or improves the existing Accurate 
  quality by 1.
  
  MECHASYS
  Mecha Construction
  38
  transformation
  Tier: 2
  Activation: Maneuver (Pilot Only)
  Ranked: Yes
  Hard points: 1
  The mecha may spend a maneuver to transform into 
  one or more alternate forms. For each purchase of this 
  upgrade, choose one of the alternate forms listed on 
  Table 3-9: Transformation Forms. 
  When transformed, the mecha can use all of its mounted 
  weapons. The mecha may select one handheld weapon to 
  become a mounted weapon while transformed, but the 
  firing arc changes to forward. The mecha stows all other 
  handheld weapons internally, and cannot use these weap-
  ons while in an altered form. Changing which handheld 
  weapon remains active while transformed requires an 
  hour of work and a Hard (kkk
  kkk) Mechanics check.
  Unless the maximum speed drops below the cur-
  rent speed, there is no change in speed as a result of 
  changing forms, even if the new mode uses a differ-
  ent movement type.
  waLL crawLing
  Tier: 2
  Activation: Passive
  Ranked: No
  Hard points: 1
  A mecha with the Wall Crawling upgrade may scale 
  walls, cliffs, and other vertical surfaces. They may end 
  their movement along any vertical surface and do not 
  fall to the ground.
  The mecha may attempt to crawl along the underside 
  of terrain as well. While in gravity, treat these surfaces 
  as difficult terrain (GM is the final arbiter to determine 
  if the ceiling can support the mecha’s weight). In a low- 
  or zero-gravity environment, the mecha can move at 
  full speed without hindrance. While in zero-gravity, 
  the pilot adds aa to any opposed or competitive 
  Mecha Operation checks they make.
  TABLE 3-9: TRANSFORMATION FORMS
  Alternate Form
  Effect
  Aeroform
  Gains flight (if mecha did not already 
  have flight), +1 maximum speed and +1 
  handling while in flight.
  Aquaform
  Gain surface and submersible movements 
  (ignores difficult terrain caused by 
  water environments), maximum speed 
  increased by 1 in water environments.
  Beastform
  Ignore difficult terrain, and one weapon 
  with the engaged range gains either the 
  Sunder or Breach 1 qualities (or improves 
  its existing Breach by +1).
  Groundform
  Gain Ground movement (wheels or 
  treads), +1 maximum speed on land.
  Seigeform
  The mecha gains -2 maximum speed 
  (minimum 0), -1 handling, and +2 
  armor. Choose one weapon system; 
  increase the weapon’s base damage by an 
  amount equal to the mecha’s Presence 
  characteristic and lower the weapon’s 
  Critical rating by 1 to a minimum of 1.
  
  MECHASYS
  Mecha Construction
  39
  tier 3 upgrades
  aLpha strike
  Tier: 3
  Activation: Action
  Ranked: No
  Hard points: 0
  The mecha is able to override its internal safety systems 
  and launch a devastating attack with all of its ranged 
  weapon systems. This action requires at least two weap-
  ons with the same or overlapping firing arcs. The crew 
  member chooses one ranged weapon on the mecha as 
  the primary weapon. The primary weapon gains Bar-
  rage with a rating equal to the number of additional 
  ranged weapons used in the attack. If the weapon 
  already has Barrage, increase the rating by the num-
  ber of additional weapons used in the attack. Qualities 
  from secondary weapons have no effect on the check.
  After resolving the attack check, the mecha suffers sys-
  tem strain equal to the total number of weapons used in 
  the attack. All included weapons with the Limited Ammo 
  quality reduce their remaining shots by one. After firing 
  an alpha strike, the weapons used cannot fire until the 
  beginning of the acting crewmember’s next turn.
  automated recovery system
  Tier: 3
  Activation: Passive
  Ranked: No
  Hard points: 1
  This system represents internal repair-bots, automated 
  maintenance systems, bio-mechanical regenerator flu-
  ids, or banks of heat sinks removing excess heat from 
  over-stressed components. When a crew member aboard 
  the mecha makes a successful Damage Control action 
  (pg. 229 Genesys Core Rulebook), the amount of 
  hull trauma or system strain repaired is increased by an 
  amount equal to the mecha’s Intellect. 
  In addition, if the mecha is below half its hull trauma 
  threshold at the end of the pilot’s turn, the mecha 
  recovers one system strain. Once the mecha has suf-
  fered damage equal to half its hull trauma threshold or 
  more, the Automated Recovery System becomes too 
  stressed to recover system strain on its own.
  death incarnate
  Tier: 3
  Activation: Incidental
  Ranked: No
  Hard points: 0
  Whenever this mecha performs a combat check that 
  defeats an opposing mecha, you may spend aaa 
  or t to choose a number of opponents up to your 
  mecha’s ranks in Presence within medium range from 
  the target. Until the end of your next turn, the affected 
  opponents become disoriented.
  defense system
  Tier: 3
  Activation: Passive
  Ranked: Yes
  Hard points: 1
  Each rank of Defense System increases the mecha’s 
  melee and ranged defense by 1.
  eLectronic countermeasures (ecm)
  Tier: 3
  Activation: Passive
  Ranked: No
  Hard points: 1
  Electronic Countermeasures utilize special emitters 
  that disrupt enemy sensors and systems. When a crew 
  member aboard the mecha takes the Jamming or Hack-
  ing Enemy Systems action (pg. 229 Genesys Core 
  Rulebook), reduce the difficulty of the skill check by 
  one. If the mecha is the target of the Scan the Enemy 
  action or a weapon with the Guided quality, increase 
  the difficulty of the skill check by one. 
  Electronic Countermeasures may have additional 
  benefits as determined by the game master.
  smokescreen Launcher (improved)
  Tier: 3
  Activation: Passive
  Ranked: No
  Hard points: 1
  The mecha must have the Smokescreen Launcher 
  upgrade to purchase this upgrade. When using Smoke-
  screen Launcher, you may place the center of the 
  smokescreen at any point within medium range. The 
  concealment created lasts twice as long as normal.
  
  MECHASYS
  Mecha Construction
  40
  tier 4 upgrades
  caps (comBatant anaLyZer and prediction system)
  Tier: 4
  Activation: Incidental
  Ranked: No
  Hard points: 1
  Choose an opponent with the Adversary talent that you 
  or an ally has attacked during this encounter. When you 
  take the Scan the Enemy action against that opponent, 
  in addition to the standard effect, for every net ss 
  generated reduce their ranks in the Adversary talent by 
  1, to a minimum of 0, until the end of your next turn. 
  You may spend aaaa or t to extend this effect 
  until the end of the encounter.
  energy-diffusing cLoud
  Tier: 4
  Activation: Maneuver
  Ranked: Yes
  Hard points: 1
  The mecha must have the Smokescreen Launcher 
  upgrade to purchase this upgrade. Instead of creating 
  an area of concealment, the mecha saturates the area 
  with energy diffusing particles. While this cloud is 
  active, all beam weapon attacks that pass through the 
  cloud reduce their range by one range band. The cloud 
  also reduces the damage of a successful hit by a beam 
  weapon or energy blade by an amount equal to this 
  mecha’s Cunning. This penalty applies to all weap-
  ons used within or pass through the energy-diffusing 
  cloud, including this mecha’s weapons.
  This upgrade is also affected by the Improved Smoke-
  screen Launcher upgrade.
  tier 5 upgrades
  performance
  Tier: 5
  Activation: Passive
  Ranked: Yes
  Hard points: 1
  Each rank in Performance increases one of the mecha’s 
  characteristics by one. This upgrade cannot increase a 
  characteristic above 5. You cannot increase the same 
  characteristic with Performance twice.
  
  MECHASYS
  Mecha Construction
  41
  adm-01x avatos
  Chassis: Striker (Once per turn when using the Aim 
  maneuver, add a to the results of the next combat 
  check).
  Control Skill: Mecha Operation
  Movement Systems: Walking, Flight (+1 max speed 
  while flying).
  Complement: One
  Passenger Capacity: One
  Encumbrance Capacity: 9
  Consumables: Six hours
  Cost/Rarity: 6,500,000 /6
  Hard Points (Used): 8 (4)
  Upgrades: Anti-Missile, Armor Plating 1, Reinforced 
  Structure 2, Beam Coating.
  Locations:
  • Head (Anti-Missile upgrade, vulcan gun)
  • Torso (flight system, beam cannon [stowed])
  • Right Arm
  • Left Arm (shield)
  • Right Leg (short beam saber [stowed])
  • Left Leg (short beam saber [stowed])
  Weapons:
  • Handheld beam cannon (Fire Arc Front, Left, and 
  Right; Gunnery [Cannons]; Damage 3; Critical 3; 
  Range [Extreme]; Accurate 1).
  • 2 handheld short beam sabers (Fire Arc Front, 
  Left, and Right; Melee; Damage 1; Critical 3; Range 
  [Engaged]).
  • Vulcan gun (Fire Arc Front, Left, and Right; Gun-
  nery (Cannons); Damage 1; Critical 4; Range 
  [Medium]; Auto-fire).
  • Shield (Fire Arc Front and Left; Melee; Damage 0; 
  Critical 5; Range [Engaged]; Defensive 1, Deflec-
  tion 1, Inaccurate 1).
  • Handheld Beam Sword (Fire Arc All; Damage 6; 
  Critical 3; Range [Engaged] Linked 1).
  EXAMPLE: STEP 8
  For Upgrades, Walt wants to give the Avatos 
  some defensive capability. He purchases the 
  Anti-Missile upgrade for 5 BP, and mounts it in 
  the head. The Avatos is less durable than he’d 
  like, so he spends another 5 BP on Armor Plat-
  ing (+1 Armor) and 5 BP more on Reinforced 
  Structure (+2 Hull Trauma Threshold).
  Now he can install two Tier Two upgrades. He 
  spends 10 BP to purchase Beam Coating, allow-
  ing the Avatos to spend system strain to reduce 
  incoming energy damage by an amount equal 
  to his mecha’s Presence (which was purchased 
  up to 3). He further improves the Avatos sur-
  vivability by purchasing a second rank of Rein-
  forced Structure for 10 BP. That brings him to 
  10 BP and 4 hard points remaining, which he’ll 
  save for later upgrades.
  With that, Walt has completed his mecha build! 
  Here’s how the ADM-01X Avatos looks when 
  Walt is all done.
  3
  2
  -1
  SILHOUETTE 
  MAX SPEED
  HANDLING
  17
  1
  14
  2
  HT THRESHOLD
  M/R DEFENSE
  SS THRESHOLD
  ARMOR
  1
  3
  3
  1
  2
  3
  3
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  
  MECHASYS
   
  42
  
  MECHASYS
  New Rules
  43
  T
  his section introduces several new rules for running 
  mecha in your Genesys games and campaigns. Mecha 
  uses a unique mixture of combat scales. In some instances, 
  they act like vehicles. In others, they’re more like characters. 
  To accommodate this, Mechasys makes adjustments.
  adversaries
  In many mecha shows and stories, the main heroes face 
  off against a large number of enemy mecha at once. 
  Most of these enemy units, typically rank-and-file 
  foot soldiers for the antagonist, are minions. To better 
  reflect this, we created the following rules.
  minion mecha
  When a minion operates a mecha, reduce the mecha's 
  hull trauma threshold by half, rounded down. The 
  mecha no longer has a system strain threshold. Any sys-
  tem strain suffered by the minion-piloted suit becomes 
  hull trauma instead, and they cannot voluntarily suffer 
  system strain. Finally, the minion-pilot may only take 
  one maneuver per turn.
  Mecha piloted by rivals and nemesis ignore these 
  effects, and operate as the vehicle and mecha rules state.
  environmentaL effects
  vacuum
  Mecha may safely operate in vacuum environment for a 
  number of rounds equal to their Willpower characteris-
  tic. After that, all occupants not wearing vacuum suits, 
  or similar protection, suffer the effects of the vacuum 
  environment (page 111 Genesys Core Rulebook).
  Ignore this effect if the mecha has the Vacuum Seals 
  upgrade (see page 35).
  Zero-g
  Mecha attempting to operate in zero-g add jj
  jj to all 
  skill checks. Their maximum speed drops to 1. If the 
  mecha can engage with a surface or object to provide 
  them with enough friction, they may use the Accelerate 
  or Decelerate maneuvers.
  Mecha with Flight systems or the Jump Jets upgrade (see 
  page 37) can move in any direction at the mecha’s full 
  maximum speed. If the mecha has the Vacuum Seals 
  upgrade (see page 35), ignore the skill penalty.
  New Rules
  aDversaries
  environMental effects
  Mecha coMBat
  
  MECHASYS
  New Rules
  44
  Mecha coMBat
  Mecha combat can be very dynamic and exciting. 
  In some circumstances, two mecha slugging it out is 
  no different than two tanks in melee combat, or two 
  fighter jets in a dog fight. In other situations, mechas 
  defy gravity and physics by engaging in hard-turns, zig-
  zag evasions, and near collisions bringing their gigantic 
  melee weapons into play. We recommend several ways 
  to bring the drama of mecha battle to your campaigns.
  These rules augment the optional Vehicle Rules begin-
  ning on page 220 of the Genesys Core Rulebook.
  forced movement matters
  Mecha are vehicles that often move at very high speeds 
  while attempting to engage enemy mecha. The distances 
  between those mecha can change dramatically from 
  one turn to the next. At some speeds, the distance may 
  shift from long range to engaged in an instant, or from 
  medium range to strategic. When you choose to take 
  your forced movement makes a dramatic impact on 
  your attack options.
  If your mecha wishes to disengage and then re-engage 
  the same target using its forced movement, the mecha 
  pilot must perform the Dangerous Driving action (page 
  227 of the Genesys Core Rulebook). This require-
  ment is ignored if your group is using the options in the 
  "Graceful Giants" sidebar (see page 5).
  engagement
  Many mecha have melee weapons and the ability to 
  punch and kick with their mecha limbs. To use these 
  weapons, mecha must engage with their target. When a 
  mecha moves to engage a target, a collision only occurs 
  if the pilot of the moving mecha expressly wishes it.
  When a mecha makes a Gunnery check while engaged 
  with an opponent, increase the difficulty twice.
  comBat turn options
  In addition to the vehicle incidentals, maneuvers, and 
  actions presented in the Genesys Core Rulebook (pg 
  226), Mechasys adds several new Pilot-only options.
  LimB sacrifice
  Pilot-only: Yes
  Activation: Incidental (Out of Turn)
  Once per encounter, when a mecha suffers damage 
  that exceeds its hull trauma, instead of taking the dam-
  age, the pilot may choose to sacrifice a limb location 
  on their mecha. Normally the pilot chooses which 
  location to sacrifice, but the attacker can spend t to 
  choose the location instead. The mecha suffers a Loca-
  tion Destroyed Critical Hit.
  Since Limb Sacrifice prevents the mech from taking 
  damage from that hit, the attacker can not trigger an 
  additional Critical Hit.
  
  MECHASYS
  New Rules
  45
  saBer cLash
  Pilot-only: Yes
  Activation: Incidental (Out of Turn)
  Mecha shows often have dramatic scenes with two 
  mecha locking their melee weapons against each other 
  in a feat of strength. Saber-clash is a useful tactic to 
  restrict an enemy mecha for a short time, preventing 
  them from attacking others and providing some mea-
  sure of protection against attacks from others.
  The stages of initiating and conducting a Saber Clash 
  are as follows:
  1. During a Brawl or Melee attack, the attacker spends 
  t or the target spends d to initiate a Saber Clash.
  2. During their next turn, both mecha have speed 
  reduced to 1 (or remain at 0). The two mecha ignore 
  forced movement and cannot perform the Acceler-
  ate, Decelerate, or Reposition maneuvers until the 
  Saber Clash ends.
  3. Both pilots must spend their action to make a com-
  petitive check (page 26, Genesys Core Rule-
  book). Each pilot chooses one energy blade, melee 
  weapon, or unarmed attack and makes an Average 
  (kk
  kk) competitive Melee or Brawl check, modi-
  fied by the opponent’s melee defense. Note that 
  this is not a combat check, so the Aim maneuver, 
  Accurate or Inaccurate weapons, defensive talents, 
  and similar combat check modifiers do not apply.
  4. At the end of the second pilot’s turn, the pilot who 
  scored more net successes deals their weapon’s 
  base damage to the other mecha. Any passive qual-
  ities of the weapon apply to the damage. The los-
  ing mecha upgrades the difficulty of all skill checks 
  made until the end of their next turn.
  5. Additionally, the winner may move their opponent 
  one range band away in the direction of the winner’s 
  choice. If this forces the mecha into a hazard, that 
  pilot may make an immediate Hard (kkk
  kkk) Mecha 
  Operation check to avoid the effect of the hazard.
  INTERFERING WITH A SABER CLASH
  It is dangerous to attack a mecha involved in a saber 
  clash. Brawl or Melee combat checks upgrade their dif-
  ficulty once, Gunnery checks upgrades the difficulty 
  twice. If d is rolled, the attack hits the attacker’s ally 
  dealing base weapon damage plus the number of net 
  successes. Any passive qualities of the weapon also 
  apply to the attack. h equal number to the weapon’s 
  Critical rating may be spent to trigger a Critical Hit 
  against any ally hit by the attack.
  change movement type
  Pilot-only: Yes
  Activation: Maneuver
  The mecha reconfigures its movement system from one 
  to another. For example, a mecha that is running wishes 
  to enter a river and switch to its aquatic movement sys-
  tem, or one that is flying wishes to land and start using 
  its wheeled ground movement. If this change causes 
  the mecha's maximum speed to become lower than the 
  current speed, the current speed is reduced to the new 
  maximum speed.
  Once the maneuver is completed, the mecha’s cur-
  rent speed reduces by one to a minimum of zero.
  crews and co-piLots
  Not all mecha are operated by a single pilot. Some 
  require co-pilots, engineers, gunners, and even oper-
  ational commanders to coordinate the efforts of all 
  aboard. Those additional crew members enhance the 
  capabilities of the mecha they operate and support the 
  efforts of the pilot. With an extra pair of eyes and hands 
  to manage navigation, communication, and system 
  maintenance, the pilot can focus on combat opera-
  tions. However, there are times when the crew mem-
  ber’s activities are more prominent, and entwined with 
  the success of the mecha’s mission.
  Whenever a mecha selects the option for additional 
  crew, other PCs or NPCs fill those crew stations. PCs 
  assigned to those stations roll their own initiative slots 
  as normal, and take their turn independently from 
  those of the pilot. They may perform any action or 
  maneuver that is not “Pilot-only.”
  NPC crew fall under a slightly different set of rules. For 
  those mecha, the other crew members act on the same 
  initiative turn as the PC pilot. They handle rudimentary 
  tasks, effectively performing the Assist maneuver and 
  granting the pilot j on an appropriate skill check.
  
  MECHASYS
  New Rules
  46
  If the pilot rolls aaa or t during a Mecha 
  Operations or combat skill check, they may have a 
  crew member perform one maneuver or action from 
  the following list. If the option selected requires a 
  skill roll, it is counted as having rolled net s with 
  no additional results. If the benefit has a value based 
  on a characteristic, we assume the crew member has 
  a characteristic score of 2.
  • Accelerate
  • Decelerate
  • Damage Control
  • Plot Course
  • Copilot
  • Jamming
  • Boost Defenses
  • Scan the Enemy
  • Intercept Projectiles
  The following maneuvers and actions are available to 
  PC and NPC crew members aboard mecha.
  crew memBer maneuvers
  Boost power
  Pilot-only: No
  Silhouette: 2-5
  Speed: Any
  A crew member may re-balance the power output of 
  the mecha’s reactor for a short period of time, mov-
  ing energy from one system to another to boost per-
  formance. The mecha suffers 2 system strain and 
  increases the mecha’s maximum speed by 1 for a 
  number of turns equal to the crew member’s Intellect. 
  As a consequence, the mecha is harder to maneuver 
  and reduces its handling by 1. The crew member 
  may cancel this effect on a later turn by spending a 
  maneuver. Multiple uses of Boost Power do not stack.
  crew memBer actions
  on your six!
  Pilot-only: No
  Silhouette: 2-5
  Speed: Any
  Another set of eyes watching for incoming fire can be 
  a significant help during combat. Crew members with 
  access to a mecha’s targeting and tracking system or an 
  eternal viewport can warn the pilot of unseen threats. 
  The crew member performs an Average (kk
  kk) Com-
  puters or a Hard (kkk
  kkk) Perception check. Each s 
  increases the defense of the mecha by 1 until the crew 
  member’s next turn. j may be added to the check 
  depending on the size and scope of the combat; a one-
  on-one engagement might not add any, but a chaotic 
  maelstrom of fighters, mecha, and warships could add 
  as much as jjj
  jjj to the check.
  target Lock
  Pilot-only: No
  Silhouette: 2-5
  Speed: Any
  A crew member at a targeting and tracking station 
  may lock on to an enemy target. The crew member 
  declares a target and makes a Computers check with 
  a difficulty based on the range to the target. The 
  check is further modified based on the silhouette dif-
  ference between the mecha and the target (see pg 109, 
  Genesys Core Rulebook).
  If the check is successful, the target is locked until 
  the end of the character’s next turn. If the mecha per-
  forms a combat skill check against the locked target, 
  the ability of the check is upgraded once.
  TABLE 4-1: TARGET LOCK DIFFICULTY
  Range to Target
  Difficulty
  Engaged or Short
  Simple (-)
  Medium
  Easy (k)
  Long
  Average (kk
  kk)
  Extreme
  Hard (kkk
  kkk)
  Strategic
  Daunting (kkkk
  kkkk)
  
  MECHASYS
  New Rules
  47
  Mecha critical hits
  Possessing their own unique style, the engineering and 
  parameters of Mecha require their own Critical Hit 
  chart, reflecting their individualistic design with their 
  combination of character and vehicle traits. Mecha 
  Critical Hits function similarly to vehicle Critical Hits 
  as described on page 231 of the Genesys Core Rule-
  book, however, instead they use Table 4-2: Mecha Crit-
  ical Hit Table to determine the critical hit's effect.
  mecha destroyed
  In Mechasys, after sustaining damage that exceeds 
  its hull trauma threshold, a mecha becomes disabled. 
  If that damage is double its hull trauma threshold or it 
  suffers a Critical Hit over 151, the mecha is destroyed.
  If they prefer, game masters may set another value or 
  criteria for mecha destruction in their campaign.
  Location destroyed
  In Mechasys it’s pretty easy for mecha to lose body 
  parts. Loss of a location affects the mecha in various 
  detrimental ways. Locations could be lost as a result of 
  a Critical Hit, creative use of t or d, or even sacri-
  ficed voluntarily to prevent the mecha’s incapacitation 
  or destruction. When a location is lost, the mecha 
  loses that location’s weapons, equipment, mobility and 
  movement systems, or even crew members.
  When a location is destroyed, refer to your mecha’s 
  record sheet to determine what equipment is affected. 
  Everything mounted in that location is no longer 
  usable, and any weapons designated as handheld fall to 
  the ground. Any split system equipment (see page 25) 
  continue to function until that system’s second location 
  is destroyed or the equipment is rendered inoperable 
  through another means (such as a Critical Hit).
  When the destroyed location has people inside of it, 
  what happens to them depends on what types of pas-
  senger compartment they are in.
  CREW MEMBERS
  If a location that contains a crew member station is 
  destroyed, any crew in the location must make an 
  immediate Hard (kkk
  kkk) Coordination or Vigilance 
  check to eject. If they fail, they suffer a Critical Injury, 
  adding +10 to the roll per net f on the check. h may 
  be spent to have the character suffer 1 wound. You 
  may spend d to have them suffer an additional, sub-
  sequent Critical Injury.
  Crew members stationed in the torso make a Hard 
  (kkk
  kkk) Coordination or Vigilance check when their 
  mecha is destroyed.
  PASSENGERS
  Typically, passenger compartments are designed to 
  carry as many people as possible, and are not equipped 
  with the same emergency evacuation means as crew 
  stations. Any passengers riding in a destroyed location 
  suffer 10 wounds and 10 strain. They also suffer a Criti-
  cal Injury. Additional effects may occur at the GMs 
  discretion, such as sudden exposure to the vacuum of 
  space or a fall from great heights.
  
  MECHASYS
  New Rules
  48
  TABLE 4-2: MECHA CRITICAL HIT TABLE
  D100
  SEVERITY
  RESULT
  01-06
  Easy (k)
  Rattled: The mecha suffers 3 system strain, and all occupants suffer 3 strain
  07-12
  Easy (k)
  Sudden Jolt: The mecha drops one wielded handheld weapon.
  13-18
  Easy (k)
  Off-Balance: Add j to the occupant’s next skill check.
  14-24
  Easy (k)
  Shrapnel: Chunks of metal, plastic, or glass hurtle through the crew compartment. The pilot and all occupants must each make a Hard (kkk
  kkk) 
  Resilience or Vigilance check or suffer 1 additional wound per f on the check. hhh or d may be spent to inflict a Critical Injury on the 
  character. This check is made using the character’s characteristics, not the mecha’s.
  25-30
  Easy (k)
  Whiplash: The occupants of the mecha are staggered until the end of their next turn.
  31-36
  Easy (k)
  Hull Breach: The mecha’s hull is compromised (see page 221 of the Genesys Core Rulebook). If the mecha is in a harmful environment to its 
  occupants (such as space or a toxic atmosphere), all occupants suffer 1 wound and 1 strain each round unless they’re in environmentally protected suits.
  37-42
  Average (kk
  kk)
  Bowled Over: The mecha is knocked prone and all occupants suffer 1 wound.
  43-48
  Average (kk
  kk)
  Reactor Hit: Increase the difficulty of all Willpower and Presence checks performed by the mecha’s pilot or crew members by one until this 
  Critical Hit is repaired.
  49-54
  Average (kk
  kk)
  Actuator Hit: Increase the difficulty of all Brawn or Agility checks performed by the mecha’s pilot or crew members by one until this Critical 
  Hit is repaired.
  55-60
  Average (kk
  kk)
  Processor Hit: Increase the difficulty of all Intelligence or Cunning checks performed by the mecha’s pilot or crew members by one until this 
  Critical Hit is repaired.
  61-66
  Average (kk
  kk)
  Navigation Damaged: The mecha’s Navigation system is compromised (see page 221 of the Genesys Core Rulebook).
  67-72
  Average (kk
  kk)
  Damaged Sensors: The mecha’s pilot and crew members are disoriented until this Critical Hit is repaired.
  73-78
  Average (kk
  kk)
  Propulsion Damaged: One of the mecha’s movement system of the attacker’s choice is compromised. (see page 221 of the Genesys Core 
  Rulebook). If the mecha’s only movement mode is walking, the mecha reduces its maximum speed by one (to a minimum of 0) until this 
  Critical Hit is repaired.
  79-84
  Average (kk
  kk)
  Defenses Damaged: The mecha’s defenses are compromised. If the mecha’s defense is provided by equipment, one weapon with the Defensive 
  or Deflection qualities of the attacker’s choice is compromised (see page 221 of the Genesys Core Rulebook).
  85-90
  Average (kk
  kk)
  Power Fluctuations: Upgrade the difficulty of all checks made by the mecha’s pilot and crew members by one until this Critical Hit is repaired.
  91-96
  Hard (kkk
  kkk)
  Reactor Leak: The mecha suffers 2 system strain each time a pilot performs a Pilot Only maneuver.
  97-102
  Hard (kkk
  kkk)
  Weapons Damaged: One of the mecha’s weapons of the attacker’s choice is compromised (see page 221 of the Genesys Core Rulebook).
  103-108
  Hard (kkk
  kkk)
  Brakes Damaged: The mecha’s brakes on all non-walking movement systems are compromised. (see page 221 of the Genesys Core 
  Rulebook). If it uses the Decelerate maneuver with its legs it suffers a minor collision.
  109-114
  Hard (kkk
  kkk)
  Location Compromised: One of the mecha’s locations (selected by the game master) is impaired until this Critical Hit is repaired. Increase the 
  difficulty of all checks made with equipment in that location by one. Any handheld weapons held or stored in that location are knocked free 
  and fall to the ground.
  115-120
  Hard (kkk
  kkk)
  Location Destroyed: One of the mecha’s non-torso locations (selected by the game master) is destroyed. The mecha cannot perform actions 
  that would require the use of that location. All other actions gain j until this Critical Hit is repaired.
  121-126
  Hard (kkk
  kkk)
  Disabled: All of the mecha’s movement systems are compromised and the mecha immobilized until this Critical Hit is repaired (see page 221 of 
  the Genesys Core Rulebook). If the mecha was walking, it falls prone and all occupants suffer 1 wound.
  127-132
  Hard (kkk
  kkk)
  Control Damage: Roll 1d10 to determine which of the mecha’s characteristics is affected: 1-2 for Brawn, 4-6 for Agility, 7 for Intellect, 8 for 
  Cunning, 9 for Willpower, and 10 for Presence. Until this Critical Hit is repaired, the affected characteristic uses the lower of the two scores 
  (pilot or mecha’s characteristic) when making skill checks.
  133-138
  Daunting (kkkk
  kkkk)
  All Systems Down: All of the mecha’s systems are compromised (see page 221 of the Genesys Core Rulebook).
  139-144
  Daunting (kkkk
  kkkk)
  Fire!: the mecha catches fire. While the mecha is on fire, each occupant suffers damage as discussed on page 111 of the Genesys Core 
  Rulebook. The fire can be put out with a Hard (kkk
  kkk) Cool or Athletics check (larger mecha may require multiple checks).
  145-150
  Daunting (kkkk
  kkkk)
  Reactor Breach: The mecha’s powerplant begins to go super-critical. At the end of the next round, the mecha explodes. All characters, vehicles, 
  and other objects within short range of the mecha suffer hull trauma equal to the exploding mecha’s Willpower. Any occupants still aboard at 
  the end of the following round are lost as the mecha explodes.
  151+
  -
  Vaporized: The mecha is completely destroyed, consumed in a large and spectacular fireball. Nothing onboard the mecha survives. All 
  characters, vehicles, and other objects within short range of the mecha suffer hull trauma equal to the exploding mecha’s Willpower.
  
  MECHASYS
  Example Mecha
  49
  T
  he following mecha vehicle profiles follow the 
  Mechasys construction system. There are several 
  adversary profiles using these mecha. You can use these 
  profiles as listed, or use them as inspirations for creat-
  ing your own mecha and adversaries.
  Game masters should not feel limited by the mecha 
  construction system when building adversaries to oppose 
  the player characters. Adversaries and their mecha are 
  varied and surprising in the abilities they have to face-off 
  against the heroes of your Mechasys campaigns.
  adversary characteristics
  Some mecha stat blocks have two values listed for 
  characteristics. The first value is the mecha's charac-
  teristic rank. The second is the pilot's characteristic 
  rank. Use the appropriate value when building skill 
  check dice pools.
  Example 
  Mecha
  
  MECHASYS
  Example Mecha
  50
  cmt-10f jotuun
  3
  2
  0
  SILHOUETTE 
  MAX SPEED
  HANDLING
  13
  1
  14
  2
  HT THRESHOLD
  M/R DEFENSE
  SS THRESHOLD
  ARMOR
  1
  2
  3
  2
  2
  3
  2
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  Chassis: General Purpose
  Control Skill: Mecha Operation
  Movement Systems: Walking, Flight (+1 max speed 
  while flying).
  Complement: One
  Passenger Capacity: One
  Encumbrance Capacity: 6
  Consumables: Six hours
  Cost/Rarity: 7,500,000 / 4(R)
  Hard Points (Used): 7 (4)
  Upgrades: Armor Plating 1, Extra Ammo 1, Vacuum 
  Seals, Maneuvering Thrusters (split-system).
  Locations: 
  • Head 
  • Torso (cockpit, flight system)
  • Right Arm
  • Left Arm (monoblade, shield)
  • Right Leg (light cannon, maneuvering thrusters)
  • Left Leg (maneuvering thrusters)
  Weapons: 
  • Handheld light cannon (Fire Arc Front, Left, and 
  Right; Gunnery [Cannons]; Damage 2; Critical 4; 
  Range [Long]; Disorient 1).
  • Light shield (Fire Arc Front and Left; Melee; Dam-
  age 0; Critical 5; Range [Engaged], Defensive 1, 
  Deflection 1, Inaccurate 1).
  • Handheld blade (Fire Arc Front, Left, and Right; 
  Melee; Damage 2; Critical 3; Range [Engaged]).
  jotuun [minion]
  3
  2
  0
  SILHOUETTE 
  MAX SPEED
  HANDLING
  7
  1
  NA
  2
  HT THRESHOLD
  M/R DEFENSE
  SS THRESHOLD
  ARMOR
  1
  2/3
  3
  2
  2
  3
  3
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  Skills (group only): Gunnery (Cannons), Mecha Oper-
  ation, Melee.
  Talents: None
  Pilot Abilities: Reinforcements (may spend hhh or 
  d from an opponent’s skill check to have an additional 
  minion arrive and join this group).
  
  MECHASYS
  Example Mecha
  51
  cmt-14q iapetus
  3
  3
  0
  SILHOUETTE 
  MAX SPEED
  HANDLING
  17
  0
  10
  2
  HT THRESHOLD
  M/R DEFENSE
  SS THRESHOLD
  ARMOR
  0
  4
  2
  2
  3
  2
  2
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  Chassis: Juggernaut (When the Iapetus would be immobi-
  lized, knocked down, or otherwise moved against its will, 
  the pilot may spend 2 System Strain to negate that effect).
  Control Skill: Mecha Operation
  Movement Systems: Walking, Flight (+1 max speed 
  while flying).
  Complement: One
  Passenger Capacity: One
  Encumbrance Capacity: 12
  Consumables: Six hours
  Cost/Rarity: 9,700,000 / 6 (R)
  Hard Points (Used): 9 (3)
  Upgrades: Armor Plating 1, Maneuvering Thrusters 1, 
  Dual-mode Weapon (Kesja).
  Locations: 
  • Head (pilot)
  • Torso (Cockpit, Kesja, Flight System)
  • Right Arm
  • Left Arm (shield)
  • Right Leg (beam cannon, maneuvering thrusters)
  • Left Leg (maneuvering thrusters)
  Weapons: 
  • Handheld light beam cannon (Fire Arc Front, Left, 
  and Right; Gunnery [Cannons]; Damage 2; Criti-
  cal 3; Range [Long], Accurate 1).
  • Kesja -- handheld dual-mode weapon.
  • Siege axe mode (Fire Arc Front, Left, and Right; 
  Melee; Damage 6; Critical 2; Range [Engaged]; 
  Cumbersome 3, Sunder, Vicious 2).
  • Heavy bludgeon mode (Fire Arc Front. Left, and 
  Right; Melee; Damage 5; Critical 4; Range [Engaged]; 
  Cumbersome 3, Disorient 2, Knockdown).
  iapetus [rivaL]
  3
  4
  0
  SILHOUETTE 
  MAX SPEED
  HANDLING
  17
  0
  10
  2
  HT THRESHOLD
  M/R DEFENSE
  SS THRESHOLD
  ARMOR
  0
  4
  2/3
  2
  3
  2/3
  2
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  Skills: Brawl 1, Gunnery (Cannons) 2, Melee 3, Mecha 
  Operation 2, Vigilance 1.
  Talents: Adversary 1
  Pilot Abilities: Nice Backswing (Spend a Maneuver to 
  make a two-weapon combat attack using both modes 
  of the Kesja).
  
  MECHASYS
  Example Mecha
  52
  adm-20s gymir
  3
  4
  -2
  SILHOUETTE 
  MAX SPEED
  HANDLING
  17
  0
  9
  2
  HT THRESHOLD
  M/R DEFENSE
  SS THRESHOLD
  ARMOR
  0
  2
  3
  3
  3
  1
  1
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  Chassis: Bombardier (Gunnery [Missile] weapons 
  with Barrage increase that quality by 1).
  Control Skill: Mecha Operation
  Movement Systems: Walking
  Complement: One
  Passenger Capacity: One
  Encumbrance Capacity: 6
  Consumables: Four hours
  Cost/Rarity: 11,300,000 cr /7 (R)
  Hard Points (Used): 7 (7)
  Upgrades: Armor Plating 2, Duplicate Weapon 5 (rocket 
  launchers x4, medium missile launcher), Fortified Sys-
  tems 1, Reinforced Structure 3.
  Locations: 
  • Head
  • Torso (Cockpit)
  • Right Arm (light cannon, rocket launcher)
  • Left Arm (light cannon, rocket launcher)
  • Right Leg (mini-missile launcher)
  • Left Leg (mini-missile launcher)
  • Turret (Volley Missile Launcher)
  Weapons: 
  • 2 light cannons (Fire arc Front, Left, and Right; 
  Gunnery [Cannons]; Damage 2; Critical 4; Range 
  [Long]; Disorient 1).
  • 2 rocket launchers (Fire Arc Front, Left, and Right; 
  Gunnery [Missiles]; Damage 4; Critical 3; Range 
  [Long]; Blast 4, Limited Ammo 3, Linked 2).
  • Mini-missile launcher (Fire Arc Front; Gunnery 
  [Missiles]; Damage 2; Critical 4; Range [Long]; 
  Barrage 3, Blast 2, Guided 3).
  • Volley missile launcher (Fire Arc All; Gunnery 
  [Missiles]; Damage 4; Critical 3; Range [Extreme]; 
  Barrage 5, Blast 4, Barrage 3, Guided 3, May run 
  out of ammo on hhh, Linked 1).
  gymir [rivaL]
  3
  4
  -2
  SILHOUETTE 
  MAX SPEED
  HANDLING
  17
  0
  9
  2
  HT THRESHOLD
  M/R DEFENSE
  SS THRESHOLD
  ARMOR
  0
  2
  3
  3
  3
  1/2
  1/2
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  Skills: Brawl 2, Gunnery (Cannons) 1, Gunnery (Mis-
  siles) 3, Mecha Operation 2, Vigilance 1.
  Talents: Adversary 1
  Pilot Abilities: Hunker Down (when performing the 
  Interacting with the Environment maneuver to take 
  cover [page 99, Genesys Core Rulebook], gain 
  ranged defense 2).
  
  MECHASYS
  Example Mecha
  53
  adm-02a avatos mk ii
  3
  3
  +1
  SILHOUETTE 
  MAX SPEED
  HANDLING
  17
  2
  14
  2
  HT THRESHOLD
  M/R DEFENSE
  SS THRESHOLD
  ARMOR
  2
  3
  3
  1
  2
  3
  3
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  Chassis: Striker (Once per turn when using the Aim 
  maneuver, add a to the results of the next combat check).
  Control Skill: Mecha Operation
  Movement Systems: Walking, Flight (+1 max speed 
  while flying).
  Complement: One
  Passenger Capacity: One
  Encumbrance Capacity: 9
  Consumables: Six hours
  Cost/Rarity: 6,500,000 cr /6
  Hard Points (Used): 8 (0)
  Upgrades: Anti-Missile, Armor Plating 1, Maneuver-
  ing Thrusters 1, Vacuum Seals, Reinforced Structure 2, 
  Beam Coating.
  Locations: 
  • Head (Anti-Missile upgrade, Defense System 
  upgrade, vulcan gun)
  • Torso (flight system, heavy beam cannon [stowed], 
  Vacuum Seals upgrade)
  • Right Arm
  • Left Arm (light shield)
  • Right Leg (heavy beam blade [stowed], Maneuver-
  ing Thrusters upgrade [split])
  • Left Leg (heavy beam blade [stowed], Maneuver-
  ing Thrusters upgrade [split])
  • Right Wing
  • Left Wing
  Weapons: 
  • Handheld heavy beam cannon (Fire Arc Front, Left, 
  and Right; Gunnery [Cannons]; Damage 5; Critical 2; 
  Range [Extreme]; Accurate 1, Cumbersome 3).
  • Handheld Beam Sword (Fire Arc All; Damage 6; 
  Critical 3; Range [Engaged] Linked 1).
  • 2 handheld heavy beam blades (Fire Arc Front, 
  Left, and Right; Melee; Damage 3; Critical 2; Range 
  [Engaged]; Accurate 1, Sunder, Unwieldy 2, Vicious 1).
  • Vulcan gun (Fire Arc Front, Left, and Right; Gun-
  nery (Cannons); Damage 2; Critical 4; Range 
  [Medium]; Auto-fire).
  • Light shield (Fire Arc Front and Left; Melee; Dam-
  age 0; Critical 5; Range [Engaged]; Defensive 1, 
  Deflection 1, Inaccurate 1).
  ensign Lawrence & the adm-01x avatos (nemesis)
  3
  3
  +1
  SILHOUETTE 
  MAX SPEED
  HANDLING
  17
  2
  14
  2
  HT THRESHOLD
  M/R DEFENSE
  SS THRESHOLD
  ARMOR
  2
  3
  3/4
  1/3
  2
  3
  3
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
   
  Skills: Brawl 2, Gunnery (Cannons) 4, Leadership 3, 
  Mecha Operation 4, Melee 3, Vigilance 2.
  Talents: Adversary 2, Barrel Roll.
  Pilot Abilities: Hissatsu Attack (Before making a combat 
  check, spend a story point to add Auto-fire to the attack).
  
SOURCE: textdata/thevault/Mechasys (genesys)/Genesys - Mechasys [v1.1][2021].pdf