Professional Documents
Culture Documents
Steel Hearts - Training MEC Sheet (Ver. Zero)
Steel Hearts - Training MEC Sheet (Ver. Zero)
Diagnostics Sheet SHIELD MAX: SHIELDS : SOAK : Trainer Helm Back-up Core
MEC TAG : 12
> BASE MAX 8
> EXPEND 1 SHIELD TO
NEGATE 1 DMG
3
> NEGATES DMG AFTER
shields - MAX 4
[STAT BOOST] : +1 DUR
[STAT BOOST] : +1 FIN
[STAT BOOST] : +3 Armor
[STAT BOOST] +4 Max Shields
ARMOR : INTEGRITY : SPEED : [PASSIVE] : Your first 3 [PASSIVE] : IF you burnt SYN
18 7
Overheats this encounter do this Phase on Overshield -
MEC STATS not cause Direct DMG to you Gain +1 Dice to all Rolls
SINGLE STAT TOTAL MAX : 9 > MAX INTEGRITY
> Counts down Per
> spaces per shifT
FINAL DMG taken
BASE: BASE:
!! BREAK !! MODIFIED : !! BREAK !! MODIFIED :
TOR DUR
TORQUE 2 DURABILITY 5 1
BREAKS
!! WARning !!
mec shut down at
3 part breaks MEC CAN ONLY ACT AT SIDE RANGE
ROLL FOR PILOT INJURY:
1 : DAMAGE ORGAN
2 : COCKPIT EXPOSED
3 / 4 : CATCH FIRE
5 : BREAK A BONE
6 : BLEEDING OUT
PART BONUS PART BONUS
Betyl Bond
BASE: BASE:
FIN MOB 3 : MANEUVER 4 : OPTION
FINESSE 2 1
MOBILITY 1 [MAXIMUM]
2
[MAX 1 Use per Action]
>>Add 3 Dice to a Roll OR
>>Generate d6 + 2 SYN.
Distribute as you please. Element satchel Heat hatchet
PART BONUS PART BONUS
>>Bond refreshes at the
BASE: BASE:
[USABLE] start of each Episode. [STAT BOOST] : +2 Speed [BASIC ATK] : DUR/FIN + (B)
ATU COM DMG : Range Side
ATTUNEMENT 1 COMPUTING 1 Auxiliary
[STRATAGEM] : Blaze Grenade
[STRATAGEM] : Acid Charge [STRATAGEM] : Blaze Rush
PART BONUS PART BONUS [ONCE PER ALLIED PHASE] : Push [STRATAGEM] : Blaze Cleave
BETYL CHAMBER :
1 Unit at Side Range 2 Spaces
Notes
CARGO SLOT :
!! BREAK !! MODIFIED : !! BREAK !! MODIFIED :
BASE : +1 TOR
Protection, Stability
BASE : +1 DUR
Balance, Target an Exact Spot
BASE : +1 FIN
Expedient Travel, Climb, Jump
BASE : +1 MOB
Paranormal Effects, Neurotech
BASE : +1 ATU
System, Rapid Maths
BASE : +1 COM
8
MAX 18
2 10,000c
5 10,000c
2 10,000c
1 10,000c
1 10,000c
1 10,000c
STARTS AT 1 STARTS AT 1 STARTS AT 1 STARTS AT 1 STARTS AT 1 STARTS AT 1 RESPEC
+1 TOR GRUNT FRAME +1 DUR +1 FIN LIGHT FRAME +1 MOB +1 ATU ENERGY FRAME +1 COM
Shift Actions can [FREE]
-1 SYN to all
+3 Armor be split across
10,000c 10,000c 10,000c 10,000c 10,000c Recharge Costs 10,000c
Allied Phase
KINETIC REGEN +1 TOR PERK ACTIVE +1 DUR GROUNDED +1 FIN +1 MOB HYPER BOOST +1 ATU +1 COM OPTIMIZE
+2 SYN to Self if 1s generate
+1 SYN to Self per Move +1 Space
an [Effect] is fully
5 DMG you deal 20,000c 20,000c 20,000c 20,000c per Boost 20,000c 20,000c +1 SYN to Self
applied to you
+1 TOR HEAVY DUTY +1 DUR PERK ACTIVE +1 FIN TUNED MOTORS +1 MOB +1 ATU FEEDBACK LOOP +1 COM
Gain +2 more Dice
+2 SYN to Self per
+6 Armor on an Elemental
20,000c 20,000c 20,000c Shift Action 20,000c 20,000c 20,000c
PERK ACTIVE Detonation
OVERRIDE +1 TOR +1 DUR STEEL WEAVE +1 FIN +1 MOB NEUROTECH +1 ATU +1 COM AIM ASSIST
Maximum Amplify +1 Soak - New +6 SYN to Self at 5s count as 2
increased by +4 30,000c 30,000c MAX Soak of 5 30,000c 30,000c Start of Combat 30,000c 30,000c Hits in Combat
+1 TOR UNBURDENED +1 DUR UNRELENTING +1 FIN UNCONTAINABLE +1 MOB UNTOUCHABLE +1 ATU UNSHACKLED +1 COM
New MAX of 2 Gain a Free Shift
Gain 2 SYN per Reduce Overshield Synergy MAX for
Interventions per Action once per
60,000c Overheat 60,000c 60,000c 60,000c Cost to 1 SYN 60,000c this MEC is 18 60,000c
Turn Cycle Phase
Upgrading MEC - ARMOR : INTEGRITY - ARMOR Sum SPEED SUM MEC REPAIRS
Armor measures the MAX amount of
Upgrade Nodes can be purchased to
give your MEC a permanent Stat Boost.
Integrity a MEC can lose via DMG.
When at Zero Integrity, any additional 12 + +3 4 + 1 + 2 Repairs are the only way to restore Integrity.
It usually costs 10,000c for a Full Repair.
DMG will result in the MEC suffering BASE BASE PART Broken Parts must be completely
Upgrade Nodes can be purchased in a Part Break (MAX once per Action) as replaced.
BASE PART SPEED [MOB] BONUSES
ANY ORDER provided you can afford it. decided by a d6 Roll. ARMOR BONUSES Pilots can Roll Mechanics to perform
MECs have a MAX OF 18 UPGRADES a Field Repair. Each Hit Repairs 1
Nodes that can be active at once.
Each time you purchase an Upgrade
[MECs Shut Down after 3 Part Breaks]
+3 IF UNLOCKED
+ ENHANCE
= 7 TOTAL
SPEED
Integrity to one MEC.
Field Repairs take 8 hours and 1 MEC
Node, you are advised to cross out a BETYL BOND GRUNT FRAME REINFORCE Scrap per Integrity Repaired.
Node elsewhere on the Upgrade Chart.
MEC Perks unlock and can be circled Betyl Bonded To : >> ENHANCE MEC SPEED
when ALL attached Nodes are purchased.
MEC Upgrade Nodes can be uninstalled. [MAX BOND 6]
2 +6 IF UNLOCKED
HEAVY DUTY
= 18 TOTAL
ARMOR 10k 10k 10k 30k
Each Point bought
adds +1 Speed
>REPAIR ERRORS<
1 : MEC will randomly 4 : Repair wholly fails
You will be refunded 50% of their cost. ATK at GM’s discretion. at full cost.
>> BOND EXP :
Each MEC also starts with a single 2 : Random Part is 5 : Start next Combat
Free Respec . When used, it will fully
Bond is increased by spending 4 Bond >> REINFORCE MEC ARMOR Each Point
bought
>> WARNING << inoperable next Combat. at -5 SYN.
refund all Upgrades without penalty.
GM decides if this can be done again.
EXP. GMs can grant Bond Pips for
combat prowess, dire situations and
nurturing your bond to your MEC.
10k 10k 10k 20k 30k
adds +1
Armor ! If 3 or more 1s are Rolled in
a Field Repair roll a d6 for a
Random Repair Error.
3 : MEC is [Burning] at 6 : MEC cockpit won’t
the start of next combat. close next combat.