Mech Battle Character Generators

Weapon:


System:


Weapons Chart:
  1. Accelerator: 1d10 damage, range 1

  2. Blade: 2d6 damage, +1 die from weapon mod effect

  3. Blaster: 3d4 damage, ignores 1 armor

  4. Cannon: 2d6 damage, range 1

  5. Missiles: 4d4 damage, 

  6. Mortar: 1d12 damage, can only attack at range 2 (no closer)

  7. Saw: 2d8 damage, (melee)

  8. Impactor: 1d12 damage, (melee)

  9. [Mod]gun: 2d6 damage, choose an additional weapon mod

  10. Rockets: 1d10 damage, range 1, explosive (hits everyone in target area, both allies and enemies)

  11. Drill: 2d6 damage, +1 die each round it’s used on an enemy in the same zone without changing zones


  1. Anti-Armor: +1 die vs targets with a Chassis value of 6 or more.

  2. Blitz: +1 die against a target that hasn't been hit yet this round.

  3. Burst: +1 die vs targets who've taken 4+ damage this round.

  4. Chemical: +1 die against Mechs with a Core Breach.

  5. Combo: +1 die when fired alongside a Combo weapon on another mech. Both mechs must be in the same zone and acting in the same phase. Make both attacks simultaneously. If one of your mechs gets the Combo mod, the other mech may choose to get it too (instead of getting their other weapon mod).

  6. Energy: +1 die when plugged into a larger, stationary power source like a Power Plant or Research Lab.

  7. Fallback: +1 die if your mech's been Breached.

  8. Fine-Tuned: +1 die if you haven't taken damage yet this combat.

  9. Focused: +1 die vs targets that haven't moved yet this round.

  10. Heavy: +1 die if you roll to Strain your Chassis as part of the attack.

  11. Hunter: +1 die vs larger mechs.

  12. Kinetic: +1 die if you've moved closer to the target this round.

  13. Overcharged: +1 die if you roll to Strain your Reactor as part of the attack.

  14. Rapid Fire: +1 die if you roll to Strain your Engines as part of the attack.

  15. Reactive: +1 die if you've been hit by the target this round.

  16. Reliable: +1 die if the damage would be reduced to 0. Roll this die after all the rest of the damage is tallied. Doesn't stack with itself.

  17. Stabilized: +1 die if you burn a Move action first to aim (don't move, just expend the action).

  18. Penetrating: +1 die against systems that a mech Strained this turn. You roll this die if and after the Mech chooses to allocate damage to the strained System.

  19. Tracking: +1 die if the target moved this round.

  20. Twin-Linked: +1 die if you've fired another weapon with the same core on your mech this round.

  21. Scoped: Can test Chassis to extend the weapon’s range by 1 during an attack. Does not work with melee weapons.

  22. Smart: -1 to opponent’s Hit Threshold during attacks.

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