Mech Systems

Ever since the dawn of the Galactic Cleansing, Humanity's ability and willingness to create mechs has defined their greatest advantage in infantry combat. And what is a mech? A mech is a robotic supersoldier with the head of a human. Some organs remain internally - after all, it would be a shame to let all those nerve endings go to waste. Mechs usually stand at roughly 2.5 meters in height, but can range anywhere from 2 meters up to 4 meters.

The Tartarus Inc. variety of mech stands at about 2.5 meters in height, which puts them at a height significantly greater than their normal infantry counterparts. Tartarus Inc. has developed a standardized mech system over the years, but seeing as the change is a permanent one, they see fit to offer a wide variety of customization to help the new mech-to-be become the very best they're capable of.

Basic information


There are a number of requirements that need to be met in order to become a mech.

  • Human - You must be a human in order to become a mech. There are no exceptions.
  • Credit cost - Becoming a mech costs 5000 credits.
  • Suitable facilities - Not all ships have facilities capable of creating and upgrading mechs. Despite having been around for 400 years or more, it is a very technical process that requires advanced equipment and supplies. Some vessels simply aren't up to the task.
  • Signing waivers - Becoming a mech is a permanent decision. You are required to sign a number of waivers that waive some of your rights, and that show you acknowledge that after this change is made, you can never go back to being human. The technology to do so doesn't exist; your brain has to have so many things plugged into it that removing them will cause it to cease functioning.

Default attributes

  • Default stats - Your stats and skills do not change at all, by default, upon becoming a mech. This is because the mech has to be built around you, and a more fit, robust physical specimen is capable of handling a much more powerful mech. You can alter your stats and skills post-mech by choosing different flaws or upgrades (see below). These alterations become part of your default stats and skills. You can also still upgrade stats and skills as normal.
  • Robosuit - If at any point you want to leave your mech body, you can transplant your organs and biological maintenance hardware to a "robosuit" - a robotic suit that (when clothed) lets you look like any other human. However, when in a combat situation, you receive a -1 penalty to all combat rolls. This will let you mingle with others outside of mission - but it's worth noting that to remove you from your mech, it will take a small team of medics and engineers. Putting you back in the mech is much simpler and only requires a single mechanic/doctor with a decent amount of strength (rolls floor((handiwork + strength) / 2) ). After you are in place, the mech will handle the rest of the operation automatically. ((WIP idea))
  • Can't eat much - For the most part, mechs get their sustenance directly from artificially-created "mech blood". While they do have functioning stomachs, their digestive tract is only partially functional and empties quickly into the Biowaste Canister, which can be removed and emptied at the user's discretion.
  • Light armor - Mechs start out with the equivalent of infantry light suit armor. This armor is (usually) effective at warding off light infantry laser and plasma fire.
  • 2.5 meters in height - Mechs are quite tall.
  • Thrusters - in zero gravity, you have thrusters that can help you maneuver to some degree. Under 0.5g or greater, they are not strong enough to function or play any role in combat. They are, however, stronger than the default infantry thrusters and can move you roughly three times as fast. This isn't enough to give you dodge rolls, but it's enough to get you from "free-floating" to "back at the ship" in a third of the time.
  • Wardrobe changes - Mechs do not wear clothing. As such they cannot wear any infantry suits, belts, or auxiliary items. They can, however, utilize helmets.
  • Repair/medicine - If needing repair, mechs require an engineer with a suitable repair kit. A medic's bandages will be useless. Duct tape is only mildly useful, and only on non-moving parts.
  • Two robotic arms with hands - By default, a mech has two robotic hands that they can use to manipulate their environment - or, in a pinch, attack. While these are robotic in nature, they are wired directly into the user's brain and do not require robotics rolls. These arms and/or hands can be replaced with anything from the ship-based robotics list for the same price.
  • Carry bits - Instead of "weapon slots", mechs have "carry bits", which translates to "How much weapon inventory space do I have?" Free infantry items count as 1 carry bit unless denoted as a heavy weapon; these require 2 carry bits. Ship weapons require 4 carry bits.
  • Hands-free weaponry - For most weapons, mechs do not need to use their hands at all. Normal weapons (such as the Assault Rifle) and heavy weapons (such as the Plasma Bomb Launcher) are attached directly to the user's arms and do not need to be switched to. These weapons can be reloaded on command, but are permanently attached to the mech and have been altered in such a way that normal infantry can no longer operate them.
  • Ability to carry ship weapons - A mech with at least +3 total Strength is capable of carrying ship weapons. These are fit on the back and do need to be manually switched to, but can be fired with one hand. Most are attached to the mech's internals with a set of heavy cables. A ship weapon costs 4 "carry bits", and does not need to be mounted on a mech at the start of a mission. As long as a mech has free carry bits and their CASKET has free weapon mounts, weapons can be freely switched on and off of the mech. This operation requires the mech to be sitting in the CASKET cockpit. IMPORTANT NOTE: Carrying a ship weapon requires at least 3 points in strength (can be augmented through upgrades).
  • Holo-palm PDA - A mech obviously can't handle a typical PDA, and as a replacement, they are able to access their PDA through special units in the palms of their robotic arms. These units project the PDA's screen above the user's palm and can be easily manipulated with the fingertips. If both robotic arms are weaponized, the mech loses the ability to use a PDA. One hand must also be empty to use this.
  • No dual-wielding - all weapons (unless explicitly stated otherwise) can be used with one hand. Non-robotic ship weapons suffer a -1 penalty to their roll if used with one hand.
  • Battle drug compartment - Thanks to the fact that mechs are still at least partly human, they can use drugs just the same as anyone else. Battle drugs get slotted automatically into a special drug compartment for use. These can be accessed via the mech's PDA equivalent. If necessary, they can also be activated manually in-person by another REKT crewmember by opening up a special slot on the back and pressing the appropriate button for injection.

Flaws and Upgrades

No one wants their mech to be bland, boring, and cookie-cutter. You want special abilities, power, and awesome armor! Of course, one of the problems in engineering is that given a finite space and certain durability requirements, you can only make so many changes before things begin to degrade in other areas: it's all a balancing act. As such, Tartarus Inc.'s medical staff and engineers have devised a system where you can choose flaws and upgrades: adding flaws provides room for upgrades.

It is possible to purchase new upgrades (or even remove old flaws), given enough cash. This is an expensive process, though. After initial mech creation: each point of flaw you remove and each point of upgrades you receive, you must pay 3000 credits. Removing an upgrade is a difficult process, and each point of upgrade you remove will cost 1500 credits. However, if you're upgrading a set item from something you already have, you only need to pay the difference: if you have an item that costs 2 upgrade points, and you want the one in the set for 4 upgrade points, you only need to pay 2 upgrade points for the next one.

To begin designing your mech, choose one of the following (note: you are capable of getting more flaw points than the limit, or fewer upgrade points):

  • 20 and 16: Your mech is pretty sophisticated and specialized, but that comes at a price. You get 20 points for flaws and 16 points for upgrades, and can have no more than 10 flaws and 8 upgrades.
  • 12 and 12: You get 12 points for flaws and upgrades, and are permitted no more than 6 of each.
  • 4 and 8: You're playing on the safe side and want to be a jack-of-all-trades. While you only have 4 points of flaws, you also only have 8 points for upgrades. You can have no more than 2 flaws total, and 4 upgrades total.

When you have your flaws/upgrades makeup in mind, choose the appropriate flaws and upgrades from the lists below. (Using the table of contents will make things much faster!)

Important notes:

  • denotes a flaw. Some flaws may be larger: Each dot of a particular flaw constitutes a single flaw point.
  • denotes an upgrade. Some upgrades may be larger: Each dot of a particular upgrade constitutes a single upgrade point.
  • Only one flaw can be chosen from beneath a particular heading (aka a "set"), e.g. "Strength". You cannot choose both flaws and upgrades from the same set, but some sets (denoted with "Non-linear") permit you to choose multiple upgrades.
  • Items in the "Miscellaneous" category can have any combination of flaws and upgrades chosen from it.


Important note: You cannot take flaws that would decrease any stat or skill of your mech to below -2.
Any stat increased here will also apply to in-ship rolls, and permanently alters your base stats (unless you choose to change them).

Strength (Non-linear upgrades)

Note: Strength additions here do not increase how many Carry Bits you have, or how many weapons you can fire per turn.

  • □ □ Flimsy Arms — Your mech's arms and shoulders are skinny and delicate, and can't take much strain, largely because your motors are so weak that you couldn't possibly lift your arms otherwise. You take a -2 penalty to strength.
  • □ Weak motors — Your elbow and shoulder servos are small and cheaply manufactured. Even wielding guns can be a bit of a pain sometimes. You take a -1 penalty to strength.
  • ■ Reinforced Joints — With a set of powerful, reinforced joints (and larger motors inside them) you're capable of more than you ever were before. You gain +1 to strength.
  • ■ ■ External Exoskeleton — You have an external armored exoskeleton that reinforces your main internal rigging. With this, you are capable of phenomenal feats of power. You gain +2 to strength.

Durability (Non-linear upgrades)

  • □ □ □ □ Stripped Frame — Your mech is a flimsy coat of armor atop an otherwise naked frame that houses your internal parts. If you were supposed to fly, you might think it was to help you be lighter. Unfortunately, that's not the case here: you just wanted it to be cheaper. You take a -2 penalty to durability.
  • □ □ Exposed Wiring — Your cables and wires stick out through gaps in the plating. Some poorly-measured wiring coils hang out at your sides, begging for a pair of scissors to come along and snip them. You aren't pretty, but you can get the job done. You take a -1 penalty to durability.
  • ■ ■ Lead Lining — Your mech's armor has been raised slightly to make room for lead lining beneath vulnerable points. It makes you look a bit bulkier, but overall you're a good deal tougher. You gain +1 to durability.
  • ■ ■ ■ ■ Sealant Systems — Punctures, slashes, and dents are a common thing when you're in the line of fire. These semi-intelligent sealant systems will help you keep damage to a minimum. You gain +2 to durability. Bonus: If anything bursts or leaks inside your suit, it'll automatically be patched.

Agility (Non-linear upgrades)

  • □ □ □ □ Awkward Design — Your mech's parts were designed rather awkwardly. Sometimes your casings actually visibly shift, clanking. Movement feels alien and clumsy. You get a -2 to agility.
  • □ □ Squeaky Parts — Your mech's joints are in such an abysmal condition that they actually squeak and groan as you move. In line with this, you get a -1 to agility.
  • ■ ■ Double Joints — Your mech's joints have an astonishing degree of mechanical freedom, giving you the appearance of being double jointed. You get a +1 to agility.
  • ■ ■ ■ ■ Springloaded Operation — A carefully-adjusted assortment of springs and small thrusters enhances the dexterity of your mech to blinding levels, giving you a +2 to agility. Incredible feats of mech-based parkour are entirely possible.

Speed (Non-linear upgrades)

  • □ □ □ □ Deliberate Movement — All your actions are taken slowly and deliberately, due to a very low maximum operational velocity for your motors. You have a -2 to all runspeed and multitasking rolls.
  • □ □ Sticky Servos — Your servos can be a bit… sticky at times, and aren't able to operate at normal capacity. This gives you a -1 to all runspeed and multitasking rolls.
  • ■ ■ Frictionless Joints — The craftsmanship of your joints gives them the appearance of operation with a lack of friction. You gain +1 to all runspeed and multitasking rolls.
  • ■ ■ ■ ■ Rocketry Supplements — We mount rockets on the back of your mech, reinforce your chassis, and increase your joint efficiency, giving you a +2 to all runspeed and multitasking rolls. Bonus: This also lets you travel significantly faster in zero gravity.


  • □ □ Unflattering Appearance — Your mech design looks pretty ridiculous. The specifics can be up to you, but the bottom line is, you're really hard to take seriously in any fashion. You get a -1 penalty to all charisma rolls.
  • □ Distasteful Decor — Your friends talk about you behind your back. Ever since you got that mech upgrade, something seems… different about you - and not in a good way. Did you pick out those decorations yourself? It's hard to tell, but either way, people seem to trust you a bit less. You get a -1 penalty to all charisma rolls involving allies.
  • ■ Inspiring Presence — From the sleek, powerful curves of your arms to the gleaming glint of your shoulder pauldrons, you look absolutely fantastic. When people meet your squad, they suspect you're the leader. Your new +1 to charisma vs allies can inspire people to great deeds.
  • ■ ■ Intimidating Stance — Sharp lines, shoulder spikes, a stern helmet, and well-decorated limbs let you strike fear into the heart of friend and foe. Your friends know you to be a powerful warrior, and thank the FSM you're on their side, while your enemies wish you'd stayed home today. You gain a +1 bonus to charisma, for both allies and enemies.


  • ■ ■ Advanced Computers — Hacking works a little bit differently with a mech. Instead of writing code, you simply hook up via any connection (wired or wireless) and mentally code your hacks. This is a good deal faster than using a PDA, especially when we give you this advanced computer system. You get +1 to hacking, as well as a +1 bonus when using a computer.
  • ■ ■ ■ ■ Netrunning Module — Instead of a holoscreen above your PDA palm, we take advantage of the fact that you're hooked up to a PSI unit to feed everything directly into your brain. It'll feel like you're actually inside the computer. You get a +2 to Hacking, and a +2 bonus when using a computer. It's not actually "netrunning", but it's sort of the same idea. Kind of.


Ship weapons

  • □ □ □ Removed mounts — To save on space, the engineers will remove your internal weapon mounts, cabling, and ammo supply containers. You won't be able to utilize ship-based weaponry at all, although if necessary you may still be able to pick them up - depending on your strength.
  • □ Weapon limit — You'll only be able to carry a maximum of 1 ship weapon at any time. A lot of redundancy will be removed, and it'll give you more room for other parts, but it won't really be that big of a gain overall. Still, if you don't plan on using many ship weapons, it may be worth looking into.
  • ■ ■ ■ ■ ■ Arm-mounted weapon — This massive upgrade will replace one of your forearms (left or right) with a fully operational arm-mounted ship weapon. This ship weapon will not require Carry Bits in order to function, but you won't be able to install robotic items on this arm. Can only be purchased once. Your weapon of choice can can be removed after mission end by trained technicians, and re-installed prior to your next mission, giving you your arm back.

Melee (Non-linear flaws, non-linear upgrades)

  • □ □ □ Non-modular Limbs — Your robotic arms are basically trash, and won't fit any other modular parts. You cannot upgrade them with things from the Robotics catalog.
  • □ □ Botched Robotics — The robotics in your arms have been installed so cheaply that you have an innate 50% chance of failing all melee attacks, rolled before your main roll. While this is a mistake by the engineers, they're unwilling to fix it.
  • □ Misaligned Gears — Some of your gears are misaligned in your arm joints. Occasionally you hear a grinding noise, even, and it can get in the way at times. This gives you a -1 to all melee attacks you take.
  • ■ Power Fist — Special thrusters behind your elbow help ensure you pack a hell of a punch. All melee attacks have additional knockback and are guaranteed to knock anything human-sized backwards like it's a western.
  • ■ ■ Precision Tuning — Special arm-mounted cameras track your target's position and momentum, making it incredibly easy for you to land blows. This gives you a +1 on your melee rolls, added to melee's innate +1 advantage (for a total of +2).

Ranged (Non-linear upgrades)

  • □ Poor Perception — It's a subtle thing, but with the way your head is mounted on your shoulders, your arms are usually just out of view. What it means is you get a -1 to firing ranged weaponry. You are not allowed to take this flaw unless you have an average of at least -1 already.
  • ■ Suppressing Fire — At the expense of ammo, you're able to let out a strategic torrent of bullets powerful enough to keep a single enemy suppressed. For as long as they remain under you fire, they get a -2 to their ability to hit.
  • ■ Adaptive Aiming — Special cameras hook up to your brain and internal computers keep track of flawed firing. Every time you miss a shot, your next shot on that same target gets a +1 to-hit bonus, so long as you take the shot within the next turn.

Weapon capacity

By default, you are limited to a maximum of four weapons, but this can be upgraded here. All of these upgrades also work with melee weapons!

  • □ □ □ □ Utility Focus — Informing the engineers that you want to focus on utility will encourage them to make modifications to your mech that conform to your request. You'll lose 2 Carry Bits in the process, but you'll have more room for other upgrades. (Note: If you start with -2 or -1 strength, this will make it so you cannot wield weapons at all!)
  • □ □ Economy Munitions — Using cheap parts typically means that something, somewhere, will inevitably fail. It also means your options are somewhat more limited on what you can take with you. You'll lose 1 Carry Bit with this choice.
  • ■ Extra Mounts — We'll put a couple of extra mounts on the sides of your arms, perfect for placing those extra guns you wanted to grab. Grants a +2 to your Carry Bits and increases your maximum weapon capacity to 5.
  • ■ ■ Fold-out Weaponry — This is considered to be pretty much the "Standard" weapon capacity upgrade. Mounting guns on the sides of your arms is a little cumbersome, but it's much more attractive (and convenient) when they can fold out from inside at your command. It also ensures they don't get shot off. Grants a +4 to your Carry Bits and increases your maximum weapon capacity to 6.
  • ■ ■ ■ Revolving Holsters — If the fold-out weapons weren't doing it for you, we'll put your guns inside special cases in your arms. They'll rotate and put out the appropriate weapon whenever you need it. Grants a +6 to your carry bits and increases your maximum weapon capacity to 7.
  • ■ ■ ■ ■ Bristling Guns — You are positively bristling with guns. Guns on the arms, guns in the arms, guns on your shoulders, and you might have a big one below the belt too (but we're not looking!). The best weaponry upgrade you can acquire. Grants a +8 to your carry bits and increases your maximum weapon capacity to 8.


  • ■ Basic Auto-turret — You get a backpack cannon-style turret, mounted on your back. It has its own cameras and rudimentary AI, and will fire without your intervention (although if necessary, you can direct it or tell it to stop). On the appearance of a new enemy during any sort of ambush, it will have a 33% chance to take a free shot. This can happen multiple times per turn. The Basic model can only mount non-heavy infantry weapons.
  • ■ ■ ■ Advanced Auto-turret — The same as the Basic model, except the Advanced version can fit a heavy weapon. Remember that an "ambush" is not "you arriving", but that the enemies must show up somewhere that you've already been camping out.
  • ■ ■ ■ ■ ■ Superior Auto-turret — The same as the Basic model, except the Superior version can fit a ship weapon. Yes, this means you can fire a ship weapon potentially an infinite number of times per turn. Make sure you bring enough ammo, though, so you don't run out.

Weapon fire

Note: By default, you can fire ship weapons once each per turn, and smaller weapons depending on your innate strength stat (2x if -2/-1, 3x if 0-1, 4x if 2-3, 5x if 4-5, 6x if 6).

  • ■ ■ ■ Weapon Efficiency — Upgraded systems permit you to fire one extra weapon per turn without incurring multirolls. This does not apply to ship weapons; you may still only fire those once a turn (or less if it has a long recharge).
  • ■ ■ ■ ■ ■ Advanced Weaponization — Your systems are designed with extra heatsinks, reloaders, and other efficiency-geared equipment, permitting you to fire up to two extra weapons on a turn - and one of those can be a ship weapon - without incurring multiroll penalties.



  • □ Loud Motors — The engineers working on you will abandon any and all attempts to muffle or otherwise quieten your motors and servos. As a result, any motion you make will be accompanied with a loud whirring grind. You'll have whirring motors without even moving. This gives you an innate 50% chance of failure at any stealth attempt, whether the enemy is looking for you or not.
  • ■ ■ ■ Chameleon Armor — Tartarus Inc.'s bleeding-edge Chameleon Armor automatically blends into the surrounding environment and can even (to some extent) model itself after it physically. You have an innate 50% chance of success at any stealth roll where the enemy isn't actively looking for you, done before the main roll.

Elemental protection (Non-linear flaws, non-linear upgrades)

  • □ □ □ □ Flammable Components — Ignoring some of the laws for mech construction, your engineers built your mech out of parts that aren't properly fire retardant. On exposure to flames or a significant source of heat, you'll go up in flames, and until properly extinguished you'll have a 50% chance per turn that one of your parts will explode, which could do anything from stunning you to incapacitating you, in addition to thoroughly destroying that piece.
  • □ □ □ Uninsulated Electronics — Your electronic components are not insulated in any way, shape, or form. Normally, if you got hit with electricity, it would just hurt and cause you to stagger, but now arcing electricity will stun you and render you completely immobile for a turn, and any water you come into contact with has a 50% chance to give you a -1 to all your rolls for 3 turns (can stack with repeated exposure).
  • ■ Toxin Protection — Your mech comes with pre-installed air filters and a light coating of armor on your parts that can help you ignore the debilitating effects of most acids.
  • ■ ■ Elemental Resistance — Your mech is now completely immune to debilitating effects of most fires and electrical arcs, putting you a good cut above those wimpy infantrymen you still run alongside.


  • □ □ □ Armorless Chassis — Your armor is extremely subpar compared to a standard mech, giving you the durability equivalent of an unarmored foot soldier. Weak panels, open machinery and stray wires characterize your mech's appearance, and you'll fall apart quickly in a fight.
  • □ Unarmored Rear — Your armor only covers the front of your mech. Fortunately, it also covers (mostly) your arms and legs. The back of your mech is an ugly mess of wires and open panelings - an easy target for any marksman if you happen to be facing the wrong way.
  • ■ ■ Heavy Armor — You're upgraded with super tough heavy armor plating, and your motors are upgraded to be able to handle it. You look fantastic and can deflect most small-arms fire, with a few exceptions such as direct hits from Gauss rifle slugs. You're still completely vulnerable to ship fire and most explosive weaponry.
  • ■ ■ ■ ■ Ship-tier Plating — You wanted to be a tank? Now you can be. This upgrade makes you thoroughly immune to all ground fire, and you can take some degree of fire from ships as well without getting thoroughly decimated. Your helmet isn't covered, so a lucky shot can still nail you, but overall, you're the tankiest guy on the field.


  • □ □ □ □ Arcane Engineering — Because of the arcane, overcomplicated design of your internals, your mech cannot be repaired in the field. You must return to the nearest Tartarus Inc. headquarters, carrier, or hub for repairs. Attempts by squadmates to fix you will only damage you further.
  • □ □ Complicated Machinery — The interworking of systems within your chassis is needlessly complex, but fortunately, decent engineers may be able to find a way around it. Repairs by squadmates on your mech have a 50% chance of having a -2 penalty, and have a -1 penalty otherwise.


  • □ □ □ □ Large build — Your mech is built rather wide, and you're rather clumsy. You are incapable of using full cover to fire around, and need to leave cover completely in order to attack. Full cover only counts as full cover if you are completely concealed and a good distance out of sight. Half cover? You must be joking.
  • □ □ Can't bend — Your mech has trouble bending over, and you can't kneel or crouch without great difficulty. Even then, it doesn't do you much good. Sitting is fine, but who sits in a combat situation? You are incapable of using half cover, although you can still use full cover if you need to - and if it's available.



  • □ Hand-eye Mismatch — Sometimes a mech's hand-eye coordination doesn't quite line up properly, or has a bit of lag in the system. While this doesn't normally cause any problems, it becomes very relevant when you try to catch something: you simply can't. You are unable to hit anything moving at you with your hands, or catch it. At best you'll look hilariously slow.
  • ■ Shock Absorbers — Powerful shock absorbers installed beneath your mech's arms help minimize structural damage from catching heavy or high-velocity objects. For the great majority of objects, you won't have to roll a thing. For something the size of a CASKET, the difficulty increases gradually up to 1d6>3, continuing up to the weight of two CASKETs. Note: Unless specially equipped, your mech may end up sliding on its feet along the ground, or may be knocked over in the case of a failed roll. (Note: You still can't catch bullets.)
  • ■ ■ Kinetic Capacitors — Your shock absorbers are equipped with kinetic capacitors, designed to store kinetic energy until released. This means that after successfully catching something particularly heavy, your next melee strike will have most of the force of the impact added to it. Your punches will be very powerful.


  • □ Firmly Grounded — Your top-heavy, cumbersome frame simply isn't up to the task of maneuvering over obstacles or rough terrain. You are incapable of vaulting, climbing, clambering, or otherwise vertically circumnavigating any obstacles in your path and must find a way around them - even if it's just a counter top.
  • ■ Spiked Soles — The soles of your mech's feet have retractable anomalous-alloy spikes built into them. In addition to being a great method of of (pun) curb-stomping your enemies, it can keep you from sliding and ensure that you can climb up almost any near-vertical surface.


  • □ Delicate Legs — Your mech's spindly legs barely serve to support your own weight. Are you a fat mech? No, you're just fragile. As such, you can't fall further than two meters without taking some form of damage. A four-meter fall will destroy your legs completely. Getting back to your ship could be a problem at that point, and you'd better hope you have a mechanic on hand.
  • ■ Gravity Repulsion — Your legs have a series of automatically-activated safeties installed in them that decrease the weight of the rest of your body during a landing, after hitting a decidedly solid surface (where "decidedly solid" means "wouldn't have broken under your weight"). This lets you fall from crazy heights without taking damage, as long as you're in an atmosphere.
  • ■ ■ ■ Powerful Jump — Your body was made for jumping. Your legs are thick and incredibly strong, and the rest of you is constructed to withstand heavy impacts. You're capable of jumping ridiculous distances vertically, and you'll survive the landing without a scratch. In fact, you could probably fall from a lot farther than that without any issue.


  • □ No thrusters — Your thrusters will be removed. This will save room on RCS fuel and piping, letting you install a bit more on your mech. Unfortunately, this means that you'll be out of your element in zero gravity, and might even float away into space if you're not careful.
  • ■ Maneuvering Jets — Tartarus Inc. will install some special "Rapid Maneuvering Jets" on your mech. Not only do they look freakishly cool, they'll also help you in fantastic acrobatic maneuvers such as wallrunning, which will now be possible. You can run up walls vertically, too.
  • ■ ■ Jet Pack — This special back- and waist-mounted jet pack system will let you take off and fly through the air, no rolls required. Unfortunately, while mobile, it's not particularly fast or agile. You certainly can't keep up with a CASKET, and flying through tighter spaces will give you a -1 penalty to movement. Overuse may cause engine overheating, necessitating landings at least once every 5 turns.
  • ■ ■ ■ Rocket boots — More than just boots, this set upgrades the thrusters all over your mech to provide unprecedented maneuverability. You're still not as fast as a CASKET, but flying will become as easy as walking. In fact, you gain a +1 to all your dodge rolls while in the air. Overuse may still cause engine overheating, necessitating landings at least once every 5 turns.


  • □ Top heavy — Your mech is built with too much of the weight on the upper limbs, meaning you'll topple over at the slightest provocation. Even an infantryman leaping at you will be enough to send you sprawling on the ground.
  • ■ Keen balance — While you might still slide on impact, your sense of balance has been augmented enough that you could remain standing even if a fighter crashed into you (although you might not survive the impact). It would take a godly amount of force to make you fall over.



  • □ □ Weapons Only — You have no inventory space for any non-weapon items whatsoever: no leg pouches, no backpack, no internal storage compartments - nothing. You are not allowed to bring any items from the Items & Tools catalog on the mission: they must be listed in either the Conventional, Unconventional, or Exotics catalogs. If you have an aux slot (or two) you can still bring ship auxiliary items.
  • □ Single pouch — You have a single strap on one of your legs with which you can carry a single Items & Tools infantry item. All your other inventory space has been discarded in favor of other upgrades - and of course, weapons.
  • ■ Complementary Item — You forego other upgrades in favor of this coupon, which permits you a single free infantry item of your choice. Yes, that's 100% free - you don't pay a thing, and it doesn't count towards your inventory limit. If you're bringing syringes along, you can get up to 5 of them with this deal.
  • ■ ■ ■ Free space — You have so much space on your mech that it would be a shame if you couldn't utilize it. Leg pouches, chest pouches, arm pouches - you have it all. As a thank-you for choosing such an easy upgrade, our relieved engineers are giving you a choice of any two items from the Items & Tools catalog - absolutely free. If you're bringing syringes along, you can get up to 10 of them with this deal.

Aux slots (Non-linear)

  • ■ ■ Back-mounted Slot — A significant portion of your back gets taken up with an Aux Slot - exactly like the ones on your CASKET. You can put anything you want here and carry it around on-mission. Drones? Repair Kit? Gunner Bot? Whatever your heart desires, you can take it with you. (Your upper body will also become rather wide with this upgrade.)
  • ■ ■ Chest-mounted Slot — A significant portion of your chest gets taken up with an Aux Slot - exactly like the ones on your CASKET. Unlike the one that goes on your back, this one is mostly embedded inside your chest, and can be accessed by opening your chest paneling. Not typically a good idea to do while you're under fire.


  • □ PDA Removal — We completely get rid of your PDA. Like, really. No more Holo-palm PDA projector. Any comm systems get wired into your helmet comms, and everything else is just gone. It's a small system, but if you want a little space and you don't mind losing it, go for it.
  • ■ PSI PDA — With this upgrade, you'll have your PDA completely integrated into your suit's PSI Unit, which means you can control all of it just with your mind. How cool is that?


Any combination of these can be picked at a time: they aren't part of a set.

  • □ □ □ □ Energy Deficit — Your mech lacks traditional capacitor banks, meaning that you can't store much excess energy. Every time you take a strenuous action (melee strikes, jumping, landing from a distance, picking up a heavy object, pushing something heavy, etc), you have a 1d6<2 chance to damage your engines, giving an additional -1 to all your mech-based actions until repaired back at base.
  • □ □ □ Rigid Body — Your mech doesn't twist at the waist, and your legs aren't particularly good at rotation. As a result, turning in combat requires three layers (instead of none). Enemies can quite literally run circles around you while you're trying to line up a shot.
  • □ □ □ Exposed Ammo — In an attempt to free up more space elsewhere, you've instructed the engineers to install your ammo casing in a fairly vulnerable position on your back. This makes for an excellent target for enemies that happen to be behind you. On explosion, a number of things can happen - you may find you've lost half or more of your remaining ammo (roll 1-2), or you may be stunned temporarily (roll 3-4), or you may even find yourself in pieces (roll 5), if the damage is bad enough. It is also possible to be knocked unconscious (roll 6). Needless to say, don't get shot here.
  • □ □ □ Sequential Triggers — Your weapons are only capable of firing sequentially. This means that multirolls can never, ever happen: you are limited to your normal firing limit and can go no further. Attempting to do so will short out your electrical systems and require repairs from an engineer.
  • □ □ □ Limited Ammo — Weapons that have ammunition can only hold half what they normally would, rounded up. Weapons that would normally have "infinite" ammunition will require two layers to reload instead of just one.
  • □ □ □ Unorthodox Design — Your mech was not designed with common weapon conventions in mind. The engineers will have to custom-assemble weapons to meet your specifications. As a result, all weapons will cost more to add - even weapons that are normally "free": ceiling((normal cost * 1.25) + 1000). Thus, a free weapon costs 1000 credits, and a 4000-credit weapon will cost 6000. Tartarus Inc. will only repurchase these custom weapons for half their initial price.
  • □ □ □ Easy Target — Your mech is terrible at dodging, and the exposed lighting makes you a very attractive target. In fact, people find it unusually easy to hit you. You get a -1 penalty to all dodge rolls.
  • □ □ Rough handling — You have a great deal of trouble with delicate operations. Anything that needs to be done delicately must roll 1d6>5 to succeed (such as picking up a grape or painting) and any action that involves touching or handling an ally has a 50% chance to hurt them.
  • □ □ Siphoned Regeneration — You've given your engineers permission to siphon some of the energy from weapon recharge coils to use elsewhere. Any weapon that has a cooldown now takes twice as long to recharge, and reloading other weapons takes two layers instead of one.
  • □ Cumbersome wrists — Your wrists and fingers rotate only very slowly, and often rotate more (or less) than you'd intended. As a result, you are thoroughly incapable of opening doors or manipulating similarly-sized objects to any degree.
  • ■ Ammo Tank — A much larger ammo tank is mounted inside your upper back, granting free 2x ammo to ammo-limited weapons. This only applies to weapons that are already mounted on the mech at the beginning of the mission. Ship weapons that are mounted on the CASKET do not apply.
  • ■ EMP Blast — Twice per 30-turn period you can swing your arms outwards to trigger an EMP blast with a radius of 20 meters. This works on all non-grounded targets without special EMP protection: Robots, ships, drones, and other electronic machinery.
  • ■ Improvised cover — No cover in the area? No problem. We'll install these massive armor plates that will let you hunker down on the spot and protect any allies hiding behind you, acting as though you're full cover. While this is active, you won't be able to move (though you can still fire). When the enemy fires at allies, your ally gets a +2 cover bonus, and if the enemy's roll sum is 3 or 4, it hits you instead. It then has a 50% chance of acting as if your heavy armor plates were shot.
  • ■ Medical Spray — A tank filled with a milky fluid gets installed in one of your arms, as well as an aerosol spray nozzle. Spraying on an ally (or enemy) will coat one of their wounds with a nanobiotic slurry, which quickly binds and closes open wounds and soothes pain. Does not take a roll - it always succeeds. The number of spray bursts you have per mission is equal to your Handiwork + 2.
  • ■ Passenger Seat — You're able to carry a single passenger. It'll probably be a cramped fit, but depending on the build of your mech, they may go on your back, on your shoulders, or inside your chest. While seated there, you still operate normally, and they do not have control over you unless you expressly give it to them.
  • ■ Quadrupedal Stance — Your mech can switch to a quadrupedal mode, which very greatly increases your maximum velocity on-foot. If you have the jumping module installed, you can leap horizontally instead of vertically.
  • ■ ■ Filtration Systems — Powerful and intelligent blood filtration systems can actively filter out dangerous known chemicals in your blood. You now have an automatic 50% chance to ignore any chance of receiving the effects of battle drug Side Effects, Overdose effects, and Withdrawal symptoms.
  • ■ ■ ■ Layered Redundancies — Redundancies? You have redundancies behind the redundancies. Every system you have has a redundant system behind it - but only so many of them can actually work at a time. Twice per 30-turn period, after one of your system fails or is damaged, you can trigger a redundant system to take over in its place, essentially repairing it back to full health.
  • ■ ■ ■ Shield Projector — You get your very own shield dome. You can fire through the shield, but enemy shots can't penetrate. Can take roughly 2-4 shots of ship fire, 4-8 shots of heavy weapon fire, and 8-16 shots of light weapon fire. Takes roughly 4-6 turns (after combat ends) to recharge. If you remain immobile while it remains active, it will project a sphere around you large enough to protect clustered allies as well.
  • ■ ■ ■ Bunker Buster — Powerful internal structures and heavy counterweights in your arms permit you to smash through enemy cover with ease, and most walls as well. This can help you decimate even the toughest targets, or provide an escape route in a pinch.
  • ■ ■ ■ PSI Processor — An extra heavy-duty PSI processor (on top of your main one) gives you an advantage when using Psyche Integrated attacks. This stuff is way too bulky to carry around by infantrymen - but you're not infantry. Gives a +1 to any weapons roll where you use Exotics or Willpower. Also works in-ship.
  • ■ ■ ■ Intimidating display — Flamethrowers, flashing lights, and ominous, threatening roars make you a terrifying spectacle to behold. Any enemy near you must do a willpower saving throw to avoid panicking, and they may shit themselves even if they succeed. It even works on drones. Can only be used twice per mission.
  • ■ ■ ■ ■ ■ Temporary Invulnerability — Your engineers will install special capacitor batteries that can store a tremendous amount of energy. This energy is used to project a force field around you, as well as anchoring you in space to a separate universe. You will be able to completely ignore all damage effects - even capital ship fire and knockback. Can only be used for four turns over a 30-turn period, with a minimum of one full turn per activation. If you remain immobile while it remains active, it will project a sphere around you large enough to protect clustered allies as well.
  • ■ ■ ■ ■ ■ Solid Construction — Fully-armored joints, reinforced parts, solid armor; your mech has no weak spots. As a result, enemies cannot ever land a critical hit against you, no matter how badly you might be outmatched. Combined with additional armor, this can make you an extremely tough egg to crack.