This one might be a little controversial as it’s not your batmobile or invisible jet. However, there is a history of heroes jumping into giant versions of themselves in robot format. Leopardon, I’m looking at you. But let’s not forget about Earth-616’s SJ3RX, the Red Ronin, or Oracle piloting a bat themed mech to take on the forces of Apokolips.
There are many permutations of mech in the genre; it’s hard to narrow it down to one size fits all, or even a pair for comparison as we have done in past articles, but we’ll tackle that when we reach that point. Lets pivot to what introducing giant robots into a campaign might look like.
Mechs are generally built as vehicles, unlike say power armor which is designed as gear. Why is this? Because most of the action is going to take place outside the mech, or with the mech not required for any rolls, but more as a narrative tool to move the story forward, i.e. a mode of transportation, or narrative hook. When they do come into play, they are big and flashy, often making a major difference in the scene they are involved in.
Who can pilot a mech? Virtually anyone, just ask the Hulk. Who are the better candidates? While not always this is typically regulated to characters without innate powers, or powers related to technology, Tony Stark’s Hulkbuster, or Jenny Swensen’s Spitfire for example, but as we alluded to in the lead in even Earth-51778’s Spider-Man had Leopardon. This translates to Metahumans Rising mechanically as well/ Empowered characters are an easy fit with their focus on Gear and Tools. Tools being rather affordable and only intended for single uses, or a scene for vehicles, other heroes can get in on the action fairly easily.
Building Mechs From The Ground Up
To kick off the build let’s look at what what all mechs have in common:
- Advanced Technology
- High Mobility
- Impressive Weapons
- Super Tough
Bare Bones Mech (Classic Giant Robo (Minor Mob) + Advanced + Mobile + Reinforced + Shooter + Striker + Tough)
Basic Rolls 12 + 3d6
Stamina 27
Defense 21 Dice 4 Armor 8
Offense Blasters 26 Dice 4 Range Long Damage 12
Offense Robot Punch 26 Dice 4 Range Close Damage 12
Mobile: Can move 1 Range Increment and attack in the same turn.
Cost: Tools Boon Vehicle + 4 additional Instances of Vehicle = MA3
In this configuration, the mech is already a solid well-rounder. Able to take a beating and dish out good damage at any range increment. Now let’s grab some templates to specialize our base model. Depending on flavor, most mechs will be a combination of two or three of these options.
Customizing Your Mech
Blazing Sword
Add: Devastating 3 + Maneuver Specialist 2 + Nutcracker
Offense Unstoppable Close Ranged Attack 18 Dice 6 Range Close Damage 16 Notes Defended By Quickness, Uses two instances of Heavy Blow
Cost: + MA3
Missile Boat
Add Devastating 2 + Cluster 2 + Talented 2
Offense Missile Barrage 26 Dice 4 Range Long / Medium Radius Damage 18
Targeting Systems (Perception) 30 Dice 5
Cost: + MA3
Mobile Suit
Add Mobility 3 + Talented 3
Mobile: Can move 4 Range Increment and attack in the same turn.
Acrobatics 21 Dice 4 Notes Ignore 7 points of Terrain Penalties
Movement (Flight) 30 Dice 5
Cost: + MA3
Walking Tank
Add Typical Mob + Cluster + Devastating 2 + Reinforced + Weapons Platform
Stamina 36/36
Defense 21 Dice 4 Armor 8/10
Offense Long Range Blaster 26/31 Dice 4 Range Long Damage 12
Offense Anti-Air Defense 26/31 Dice 4 Range Medium / Close Radius Damage 15
Offense Hydraulic Powered Strike 26/31 Dice 4 Range Close Damage 15
Weapons Platform: May use all attacks each Turn.
Cost: + MA3
Ready to pit your Mech against another? Check out the Weapon’s Test Adventure!