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Mecha Skirmish / Stats guidePrototype field notes / v0.6

Stats Guide

This page explains what each part, pilot, and weapon stat controls. The rulebook remains the authority for all rules and values.

The formulas below describe a complete, intact mech before temporary conditions apply. Part destruction, critical effects, cover, and other conditions can change these values.

Parts and hit locations

A mech has six hit locations: Core, Head, Right Arm, Left Arm, Legs, and Back. The Chassis carries the Core.

Held weapons and shields are separate equipment choices. They do not have their own hit locations. An attack damages the Arm that carries the equipment. A Back weapon uses the Back location.

Every part has four shared stats.

Stat What it controls
Weight This counts against the mech cap and the deployed Team Cap. Equipment and ammunition loads also count.
Size This sets the part's share of the random hit-location table. The six Sizes scale to 20 bands. Each band is five percent of the table.
Armor This is the target number for the penetration roll against that part. Higher Armor causes more glances.
Durability This is the damage the part can take. A part is destroyed at zero Durability. Excess damage carries into the Core.

Destroying the Core destroys the mech. Hull is the sum of all six part Durability values. Hull is a display value and a match tiebreak value. It is not a shared health pool. See C2, C7, F4, F6, F7, and I5.

What each part supplies

Part Additional stats and functions
Chassis and Core The Chassis sets class, the base Weight cap, Evasion, Speed, Sensors, E-Def, and Reactor Cap. The Core is the vital hit location.
Head A Head can add Accuracy, Sensors, or E-Def. A working Head is required for Lock On.
Arms Capacity limits the equipment and ammunition load carried by each Arm. Handling adds opportunity dice to that Arm's melee weapon.
Legs Legs can modify Speed, Evasion, and the Weight cap. Working Jump legs ignore elevation surcharges in either direction.
Back A Back can add Sensors, E-Def, or Reactor Cap. It can also carry a weapon or support effect.

Arm Capacity is a separate hard limit. A one-handed item and its load cannot exceed the carrying Arm's Capacity. A two-handed item and its load cannot exceed both Arms' combined Capacity. Both Arms are required during assembly. See B3, B4, and C1 through C6.

Derived mech stats

Final stat Base calculation What it controls
Weight limit Chassis cap + Legs capacity bonus This is the hard construction limit for one mech.
Total Weight Six body parts, held equipment, and ammunition loads This checks the mech cap and Team Cap. A two-handed item counts once. Total Weight also contributes to Grapple contests.
Speed Chassis Speed + Legs Speed This is the normal movement allowance.
Evasion Chassis Evasion + Legs Evasion + Piloting An attack must meet or exceed this value to hit.
Sensors Chassis Sensors + Head Sensors + Back Sensors This is the maximum Lock On range in hexes. Lock On also requires line of sight.
E-Def Chassis E-Def + Head E-Def + Back E-Def + Systems An enemy Lock On roll must meet or exceed this value.
Reactor Cap Chassis Reactor + Back Reactor Heat above this value causes a Stress roll. Reaching the cap is safe.
Ranged Accuracy Gunnery + weapon Accuracy + Head Accuracy Add this value to each ranged hit roll before condition dice.
Hull Total Durability of all six parts This shows overall remaining structure. Core destruction still destroys the mech.
Hit table All six part Sizes scaled to 20 bands This decides which part a location roll hits.

Weight does not reduce Speed by itself. Heavy equipment consumes build capacity. Its movement tradeoff comes from the parts needed to carry it.

The rules remove a destroyed Head's modifiers and a destroyed Back's effects. The current prototype has a known mismatch. Sensors and E-Def modifiers from these parts can persist after destruction. BUG-006 tracks this issue.

Pilot stats

Pilots have four numeric stats. Each current pilot stat is from zero to three.

Pilot stat What it controls
Gunnery Add Gunnery to ranged hit rolls.
Piloting Add Piloting to Evasion and melee opportunity rolls. Add one melee opportunity die per two full Piloting points. Higher Piloting spends first in melee. The initiator wins ties. Piloting also applies to Grapple and shield rolls.
Systems Add Systems to Lock On rolls and the mech's E-Def.
Initiative This stat is currently unused. Activation order continues from deployment and alternates between players.

Each pilot also has a Faction, Specialty, Ability, and optional Bond.

  • Another fielded allied pilot with the same Faction or Specialty activates the pilot's Ability.
  • Bonded pilots within two hexes give each other 1[+] on attacks.
  • A Prepared bond partner can use Backup Fire when its requirements are met.

Pilot decorations are cosmetic. They do not change stats. See D1 through D5 and E2.

Weapon stats

Weapon stat What it controls
Accuracy Add this value to each ranged hit roll or melee opportunity roll.
Pen Add this value to the penetration d6 after a hit. Higher Pen produces more Full damage and critical effects.
Damage Roll these dice after penetration. Each projectile or accepted melee strike rolls its own damage.
Shots This is the number of projectiles in one ranged Fire. Each projectile resolves separately.
Range This is the optimal range in hexes. Long range ends at floor(Range × 1.5). Long range has no automatic Accuracy penalty.
Heat Add this Heat once when the weapon Fires. A multi-shot volley does not pay Heat for each projectile.
On-hit Heat Add this Heat to the target for each projectile that hits. Only some profiles use this stat.
Weight This counts against the mech cap, Team Cap, and carrying Arm Capacity.
Hands A one-handed item uses one hand. A two-handed item uses both hands and their combined Capacity.
Melee dice This is the weapon's base number of melee opportunity dice. Its Arm's Handling adds more dice. Shield dice are defense-only.
Parry cost The defender spends this many successful dice to cancel one strike from the weapon.

The Shots stat sets the projectile count. Every projectile resolves separately. Burst is a descriptive label for multi-shot profiles. It does not add Shots.

Ranged attacks

A ranged hit uses this calculation:

d20 + Gunnery + weapon Accuracy + Head Accuracy + condition result >= target Evasion

Roll one hit die for each shot. A natural 1 always misses. A natural 20 always hits and adds 1 Pen to that shot. Each hit then rolls location, penetration, and damage. See F1 through F6 and F10.

Melee opportunities

Both mechs roll their melee opportunity pools before either player spends a die.

Each melee weapon starts with its printed Melee dice. Add the carrying Arm's Handling. Then add the chassis and pilot bonuses once to the mech's pool. Distribute those bonus dice across its melee weapons.

Source Bonus opportunity dice
Light chassis 2
Medium chassis 1
Heavy chassis 0
Pilot 1 per two full Piloting points

Each opportunity roll adds Piloting, Head Accuracy, weapon Accuracy, and its weapon's condition result. A natural 1 fails. A natural 20 succeeds and adds 1 Pen if spent on a strike.

Higher Piloting spends first. The initiator wins ties. A successful attack die can become a strike. The defender can spend successful dice to pay the weapon's Parry cost and cancel that strike.

A heavier chassis adds 1 Pen per class step above its target. Total Weight does not add this melee Pen. Total Weight applies to Grapple contests instead. See F11.

A held shield adds two defense-only dice. Roll each as d20 + Piloting against 8. A shield also reduces each parry cost by one, to a minimum of one.

Penetration and damage

After a hit, roll d6 + Pen. Add 1 Pen after a natural 20 hit. Compare the total with the Armor of the struck part.

Penetration result Effect
Below Armor Glance. Roll damage, then halve the result and round down.
Armor or more Full damage.
Armor + 4 or more Full damage and one critical effect.
Natural 6 on the penetration die Always at least Full damage.

Damage reduces the struck part's Durability. Excess damage carries into the Core without a second penetration roll. See F5 and F6.

Tags, loads, and Overdrive

Property What it changes
Burst This describes a multi-shot profile. The Shots stat still sets the projectile count.
Heavy A ranged Heavy weapon gets 1[−] if the attacker moved during this activation. Heavy melee equipment does not gain Pen from its Weight.
Indirect The weapon can attack a Locked target without line of sight at 1[−].
Ballistic The weapon can carry one alternate ammunition load. The load adds Weight and replaces only its listed profile values.
Energy The weapon takes no ammunition load. It can use its Overdrive profile and add the listed extra Heat.
Limited The load can be declared only the listed number of times in one game.
Guard A shield enables Guard and supplies its melee defense rules.

A Fire, Barrage, or Aimed Shot declares Standard rounds or an equipped load before rolling. Reaction shots use Standard rounds. Energy weapons declare Overdrive before rolling. Overdrive is always available and never Limited. It can push Heat above Reactor Cap and cause Stress. See C3, E4 through E6, F12, and G2.

Names and build costs

A Runner or manufacturer name does not grant a stat bonus. Parts from different runners can mix without a penalty.

The game has no separate purchase-price stat. Weight, Arm Capacity, occupied hands, Heat, ammunition limits, and action requirements are the main build and combat costs.