MECA

Welcome to the MECA Program, Pilot. You have been chosen for your intelligence, combat skills, and/or cunning on the battlefield to pilot one of our high-tech mechanized weapons.

MECA stands for Mobile Exoskeleton Combat Automata. They’re our most powerful conventional weapon on the battlefield, and come in many shapes and sizes. Each MECA has its own class, which determines its features and stats.

Each Mech has a set of attackable weak points, which when hit do additional damage. They also have weapon based-weaknesses, and are easier to hit. But at the same time, they also each have a very powerful ability that allows them to dominate the battlefield...if used correctly.

In terms of control, MECA are operated directly via a Neural Link that transfers your consciousness directly to the MECA body, allowing you to control its movements as if they were your bodies own. This movement system has risks, but they are considered acceptable given how effective MECA units have been as a result. The biggest risk is mental trauma caused by surviving a MECA going critical and exploding with its pilot still alive inside, or forceful termination of the Neural Link caused by damage. This results in severe depression for those unlucky enough to be afflicted with this, however, it’s not incurable.

Before you finish this document, make sure you’ve read the document on the combat system or you will be a little confused.

CORE Daggers
Any vehicle you own needs a car key, and it just so happens MECA are no different. Except the key is one of the most technologically-advanced knives ever made. Known as CORE Daggers, these are used to ignite your mech’s power core by inserting it into a slot on the pilots console. They are also a pilot’s best friend in an ejection situation, allowing them to interface with electronics, pry open locked doors, cut wood or other materials in a survival situation, or deal with an enemy without firing a shot.

These occupy a “Free slot” and act as a Melee weapon on the battlefield, not counting as your primary or secondary weapon. This dagger also contains your neural link to your MECA unit, so keep it close to your heart, and inside the heart of your enemy, Pilot.

PREDATOR-Class
A fast, light mech designed for recon as well as quickly securing the flanks of a defensive line...or devastating hit and run attacks.


 * Maximum Weapons: 1
 * Max Speed: 9
 * Max Health: 25
 * Weak Points: The mechs cockpit is rather exposed. (Front middle tile)
 * Special Ability: MECA Dash: Sacrifice all actions for this turn to move an extra 5 tiles.

IMPERIUM-Class
This class of mech is designed with one thing in mind: do as much damage as possible in as little of a time as possible. This mech is designed to obliterate everything in its path.


 * Maximum Weapons: 4
 * Max Speed: 7
 * Max Health: 30
 * Weak Points: All it’s weapons have lead to its legs being under increased strain. (Rear two corners)
 * Special Ability: Killburst: Fire all four weapons you have on-board all at the same Target in exchange for all actions this turn, and a weapon cool down period for next turn where you may not attack.

PRAETORIAN-Class
The PRAETORIAN-Class is a heavy, slow-moving protector. Perfect for taking point, and keeping everyone safe.


 * Maximum Weapons: 3
 * Max Speed: 6
 * Max Health: 45
 * Weak Points: It’s armor is concentrated on its front, and therefore the weak point is it’s back. (Back three tiles of its hit box)
 * Special Ability: Energy Wall: Create a 5 tile wide cover that affects your mech as well as friendly infantry, and follows standard rules for cover. This wall lasts for two turns.

EXECUTOR-Class
The EXECUTOR-Class is a heavily armed bruiser, designed to be able to both take significant punishment as well as dish it out.


 * Maximum Weapons: 3
 * Max Speed: 7
 * Max Health: 35
 * Weak Points: It’s Arm Joints are known to be under some strain due to design flaws and require additional(very breakable) reinforcement to the joints. (Front two corners)
 * Special Ability: Guard: Allows use of a form of shield to block the first attack thrown at it during the enemy action round.

MAGISTER-Class
A strange, unarmed, experimental class of MECA. Its Pilot would be a Cyonics user of exceptional talent, its ability is this Mechs bread and butter: it can channel and amplify the power of its pilot.


 * Maximum Weapons: 1
 * Max Speed: 7
 * Max Health: 30
 * Weak Points: The Cyonic linkage on it’s back is vulnerable and can cause instability if damaged. (Center rear tile)
 * Special Ability: Cyonic Link: This ability has the following functions:
 * This MECA unit can cast one Cyonic ability for free on top of normal actions.
 * This MECA can use its pilots Cyonic abilities.
 * The pilots Cyonic Ability has double range.
 * Impulse also has double the knockback effect.
 * Healing restores twice the normal health states, or 5 health to other MECA.

VOID-Class
This class of MECA is a unique class that leverages the technology behind DEM to create a self-repairing workhorse capable of fighting off most enemies. Earned the nickname 'Icarus' because of their pilot's overconfidence.


 * Maximum Weapons: 2
 * Max Speed: 8
 * Max Health: 20
 * Weak Points: Due to the movement and active control system requirements, the cockpit and legs are quite weak. (Back left and right plus front middle.)
 * Special Ability: ADCS: The Active Decay Control System leeches energy and material from living creatures and other MECA alike using DEM technology. When dealing damage, gain health equivalent to what you put out.

Landship-Class MECA
Landships are MASSIVE MECA weapons platforms originally made by the Empire, although they have been widely copied. They require a whole crew consisting of a Captain, Pilot, and 2 Gunners to successfully crew.


 * Maximum Weapons: 2 PRESET Weapons
 * Max Speed: 5
 * Max Health: 75
 * Weak Points: It’s Legs. (All 4 corners of its hitbox)
 * Special Attributes:
 * Has two set weapons, both requiring a different player to control them:
 * Particle Cannon mounted on its turret.
 * Heavy Autocannon mounted on top of the turret.
 * Requires a full crew of four in order to run.
 * When it runs out of health it is disabled for two turns. In order for it to be destroyed it must be boarded and the crew killed. It “Regenerates” using its auto repair system after 2 turns, returning it to 25 heath again.
 * Hitbox is a 4x3 tile rectangle.

Machine Gun
An automatic weapon using large caliber ammunition. Fires five round bursts, with a range of 10 tiles. Roll 1d50 to determine the number of hits and triple your roll bonus.

Charge Cannon
A weapon that requires one action to charge before it can fire. Deals quadruple damage to infantry or to an enemy MECA’s weak points, with a range of 20 tiles. Roll 1d20 to determine hit.

Salvo Launcher
Fires a salvo of 4 Rockets at up to 2 different targets. Roll 1d40 to determine hits. 8 Tile Range.

FLAK Gun
An automatic weapon utilizing super heavy ammunition. Fires in three round bursts with an 8 tile range. Deals double damage to infantry, roll 1d30 to determine number of hits and double your roll bonus.

Heavy Cannon
An explosive shell firing cannon. does double damage to the tile it hits, if it hits, and does normal splash damage to each surrounding tile. Does Triple damage to MECA. Roll 1d20 to determine hits.

Pulse Cannon
Does no damage but disables the weapons of an enemy MECA for the next turn, and stuns infantry. Requires an action to charge. Roll 1d20 to determine hit. 12 tile range.

Incinerator
Creates a 3x3 environmental damage zone at a location within 8 tiles of your MECA.

Smoke Launcher
Creates a 3x3 Smokescreen at one location within 8 tiles of your MECA.

Radar Beacon
Fire at a location within 12 tiles of your MECA. Reveals all enemies within that 3x3 area even through smoke, and grants a +1 to offensive rolls on those enemies on this current turn only.

Melee Weapons
Melee weapons follow the same accuracy rules as the infantry version. Automatic instakill on infantry, quadruple damage to another mech. The Roll Bonus is disabled if Trying to hit an enemy MECA's weakpoint.

Nuclear Ejection
Eject from your MECA. Following your turn your MECA will self-destruct, doing Octuple damage to anything within 3 tiles of your MECA. This does not fire when Killburst is activated.

Defeat
So let’s say you lose. Let’s say you’re defeated. When you run out of health, You then have ONE TURN to eject before your mech blasts itself apart, or you can get repairs from a MAGISTER unit and keep fighting. If you die in a fiery explosion it is likely a PK, however we cannot Force this to happen. When your mech blows up, everyone else in a 1 tile radius is also killed. If you eject you will be put on the battlefield as a normal infantry with one action for your turn used up, and your movement for this turn reset. Upon conclusion of the battle, you will be given a new mech. But try not to lose your mech too often - there is a high risk of your mental health suffering due to forceful termination of your neural link. And if your mental health degrades too much you may have to be discharged from the CSA entirely.