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are specific terms that describe how a piece of
gear functions and what sort of rules are attached to it.
Where a tag of any type is followed by X, X is the
relevant quantity (e.g., ARMOR, damage, spaces).
Remember that specific rules override general rules.
That means that if a system has different rules to the
ones outlined here, you should use the specific rules
given for that system.
WEAPON TAGS
SIZE
Weapons have a size (AUXILIARY, MAIN, HEAVY, SUPER‐
HEAVY), and must be placed in a free mount the same
size or smaller. Only AUXILIARY weapons and SUPER‐
HEAVY weapons have special rules.
• AUXILIARY: Small mech-scale weapons. AUXILIARY
weapons can be used to make an additional
attack when a mech attacks with another
weapon on the same mount as part of SKIRMISH
or BARRAGE, but they don’t deal bonus damage if
used this way.
• SUPERHEAVY: Very large mech-scale weapons that
tend to be rare, experimental, or somehow
exceptional. SUPERHEAVY weapons require a heavy
mount and another mount, can only be fired as part
of a BARRAGE, and can’t be used for OVERWATCH.
TYPE
There are six types of mech weapons:
MELEE: Mech-scale swords, axes, power tools, and other
hand-to-hand weapons. A mech’s raw strength can turn
even crude tools into forces to be reckoned with.
CQB (close quarters battle): Weapons that are
designed for close-range combat, including pistols,
shotguns, flamethrowers, and more exotic weapons
like the Impaler nailgun. They’re usually short-range
but are better for reacting quickly to emergent threats.
RIFLE: Sturdy weapons with good range and stopping
power.
LAUNCHER: Weapons that fire missiles, grenades, or
other projectiles.
CANNON: High-caliber weapons useful for inflicting
heavy damage on enemies. What they lack in preci‐
sion, they usually make up for in power.
NEXUS: Reservoirs and projectors for swarms of self-
propelled, armed drones.
Note: CQB, RIFLES, LAUNCHERS, CANNONS and NEXUS
weapons are Ranged Weapons, and always make
Ranged Attacks even against targets within their THREAT.
HARM TYPE
Weapons deal one of four types of damage – explos‐
ive�, kinetic�, energy� and burn�. They can
also deal bonus damage and heat�.
BURN X: On a hit, this weapon deals X� to its target.
They immediately take that much burn damage,
ignoring ARMOR, then mark X� on their sheet, adding
it to any existing BURN. At the end of their turn, characters
with marked burn make an ENGINEERING check. On a
success, they clear all marked burn; on a failure, they take
damage equal to their total marked burn.
HEAT X (TARGET): On a hit, this weapon or system deals
X� to its target.
PATTERNS
Some weapons and systems have special attack
patterns: LINE�, CONE�, BLAST�, and BURST�.
These attacks affect all targets within a defined area
and require a separate attack roll for each target.
Damage is only rolled once, and bonus damage is
halved if there are multiple targets affected.
�X: Attacks made with this weapon affect charac‐
ters in a straight line, X spaces long.
�X: Attacks made with this weapon affect charac‐
ters within a cone, X spaces long and X spaces wide
at its furthest point. The cone begins 1 space wide.
�X: Attacks made with this weapon affect charac‐
ters within a radius of X spaces, drawn from a point
within RANGE� and line of sight. Cover and line of
sight are calculated based on the center of the blast,
rather than the attacker’s position.
�X: Attacks made with this weapon affect charac‐
ters within a radius of X spaces, centered on and
including the space occupied by the user (or target). If
the Burst is an attack, the user or target is not
affected by the attack unless specified. Cover and
line of sight are calculated from the character. If a
BURST effect is ongoing, it moves with the character at
its center.
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