04. Edges & Hindrances

Gaining New Edges

As per the normal rules, plus each mech will gain a free technology edge at each rank (20,40,60,80).

New Hindrances

Weak Integrity (Minor)(Mech)

The mech has -1 Integrity score

Nakid wiring (Minor/Major)(Mech)

The mech suffers -1 (-2 for Major) to all rolls to resist EMP attacks

Weakened Signal (Minor/Major)(Mech)

The mech suffers -1 (-2 for Major) to resist all EWF attacks

Hard Laws (Major)(Mech)

You have been programmed with the Three Laws as essential components of your nature, you follow them to the letter. This Hindrance is only available in games where significant numbers of humans remain alive, such as the Moon Is A Harsh Mistress. Breaking a Law, even by accident, will cause a flaw to manifest in your systems that inflicts a -1 to ALL rolls each time you break a Law. Purging the breach is up to the GM to decide.

Unstable Mutant (Minor/Major)

You suffer -1/-2 to any Mutation Table rolls.

Radiation Sponge (Minor/Major)

You make all radiation rolls at -1/-2

High Centre of Gravity (Minor/Major)(Mech)

The mech is easily flipped, reduce Stability rolls by -1 (-2).

Flawed Power Systems (Minor/Major)(Mech)

All costs involving power are increased by +1/+2. Where multiple power point usage is an option then each level of option is increased by +1/+2.

Flawed Initiators (Minor/Major)(Mech)

All startup rolls are at -1/-2 penalty.

New Edges

Combat Edges

Integrity (Mech)

The mech gains +1 to their Integrity score. Improved version adds +2.

Naturally Hardened (Mech)

The mech gains +1 to resist all EMP attacks. Improved version will add +2.

Boosted Signal (Mech)

The mech gains +1 to resist all EWF attacks. Improved version will add +2.

Boosted Power (Mech)

The Mech improves its basic power capacity by +5.

Enlarge (Mech)

Become larger, increase Size +1, gain +1 Toughness, may be easier to hit (Size/2). May be taken any number of times.

Multi-Nodal (Mech)

Reduces the multi-action penalty 2 per pick, and the cluster penalty by 1 per pick.. Can be taken multiple times.

Fast Starter (Mech)

Your drones are built to start, add +1 to all startup rolls they make. Improved version adds +2.

Low Centre of Balance (Mech & Humans)

The mech/human is resistant to knockbacks and flips, +1 to Stability rolls, which does not add when attempting a recovery. Improved version adds +2.

Suppression Master

Reduce the suppression fire penalty by 2. Can be taken multiple times.

Wild Fire

Can use a wild dice during suppression fire.

Dominator (Mech)

+1 to sequestration rolls vs Drones only. Improved version adds +2.

Master and Commander (Mech)

You are able to take permanent control of drones you have sequestered, costing the Drones VG extra power points and taking an hour to re-program each one.

Zero-G

You are naturally adapted to zero-g or low gravity environments, reduce any penalties that might apply by 2.

Advanced Zero-G

You are un-naturally adapted to zero-g or low gravity environments, reduce any penalties that might apply by 4.

Technology Edges

Exotic Power Unit (Mech)

The mech may attach an exotic power unit which it has constructed or found. A specific exotic unit must be selected each time this edge is taken - ie Anti Matter Generator. The edge may be taken extra times to select other unit types. The required Tech Level must be known.

Extra Hard Point (Mech)

The mech may increase its Hard Points trait by +1, above their derived value.

New Drone (Mech)

The mech may increase its Drones trait by +1, above their derived value.

Enhanced Drones (Mech)

+1 hard point to each drone, only applies to newly created or refitted drones.

Slave Node/Drone (Mech)

A Special Drone that acts as a repeater, extending the AOC range of the Master the same distance from the Drone, as long as it remains within the Masters AOC.Power can be passed through the slave drone to other drones as if it were the Master. Each Master can only have one Slave Drone for each time this Edge is taken.

Advanced Capacitors (Mech)

Your drones will work for 4 rounds rather than 3 after startup. Improved version will allow then to last 5 rds.

New Drive System (Mech)

The mech upgrades it propulsion system to one of the more advanced options, as listed below.

Advanced Technology

Access to create items marked as Advanced Technology

Advanced+ Technology

Reqs Advanced Technology. Access to create items marked as Advanced+ Technology.

Advanced Salvage (Mech)

Instead of converting devices to their raw materials you may re-program them and add them to your Mech, as long as you can fulfil all the pre-requisites.

Improved Logic (Mech)

All Drones may run an extra program ((SM/2) +1) above their derived value.

Alien Understanding:

This edge can be taken for a specific piece of alien technology and allows the mech or human to understand, use and repair it, and not suffer the -2 for using unknown technology. The edge should be restricted to individual pieces, not classes of technology, so Martian Disintegrator Pistols is ok, but Martian Pistols is too broad (not a good choice however as unless you can get past the bio-metrics they literally disintegrate).

Mobility

When a Mobility edge is taken it becomes a mode you can adopt, and you can switch between the modes if you wish. Normally this will take 10 minutes to achieve, but the Transformer edge can be taken allowing you to transform using an action.

When a new drive system edge is taken you may chose one of the following:

Tracked (Mv:4):

+1 stability (Run: d6) Terr: +1 Grip: +1

Half tracked (Mv:5):

+1 stability (Run: d8) Terr: 0 Grip: +1

Wheels

2 Wheels (Bike), Mv: 10 Run: d10 Stab: -1 Terr: +1 Grip: -1

4 Wheels: Mv: 8 Run: d10 Stab: 0 Terr: +1 Grip: 0

6 Wheels: Mv: 8 Run: d10 Stab: +1 Terr: 0 Grip: 0

8 Wheels - Mv: 6 Run: d8 Stab: +2 Terr: -1 Grip: +1

12 Wheels (articulated) - Mv: 6 Run: d6 Stab: +2 Terr: -2 Grip: +2

Multiped (Mv: 6) (Advanced)

Articulated, Mv: d6 Run: d6 Stab +1 Terr: +1 Grip +1

Flyer/VTOL/Glider (Modern)

As Fly spell. Only in an atmosphere.

Rockets (Advanced)

As Fly spell, double power costs, but can be used anywhere.

Digger/Burrow (Advanced)

As Burrow spell, same power costs for a basic mech, but may increase based on size (+1 power per +1 size).

Teleport/Blink (Advanced+)

(LOS) As teleport spell but limited to LOS.

Shifter (pass through)/Phaser (Advanced+)

(1-2-3-4) (d10) Shifter (pass through)/Phaser –starting adjacent, may pass through one obstacle upto one square in width, to appear on the far side.

Transformer (Mech)

You are able to shift from one available Mobility mode to another available mode as part of a single action, no movement is allowed. If an opponent is within melee range of you this change will trigger an opportunity attack as if you had left combat with them.

Professional Edges

The Mech may activate a Professional Mode at anytime once they have bought it. The following are each a different selection:

Salvager: the mech is setup for salvage operations and may use their Salvage skill at +2, all other skills are at -2.

Miner: the mech is setup for mining operations and may use their Mining skill at +2, all other skills are at -2.

Forager: the mech is setup for foraging operations and may use their Foraging skill at +2, all other skills are at -2.

Hindrances and Edges Not Used by Mechs.

The following can not be used by mechanoids.

Heal, Greater Heal, Frenzy, Two Fisted, Ambidextrous.

Biological Edges (Humans only)

Radiation Tolerance

The human is genetically engineered to have improved radiation tolerance. Gain +1 to all radiation rolls, including any mutation rolls.

Improved Radiation Tolerance

The human is genetically engineered to have improved radiation tolerance. Gain +2 to all radiation rolls, including any mutation rolls.

Hardened

The skin of the human is toughened and thickened to make them more resistant to the dangers of vacuum. This doesn't get around the lack of air, but at least they dont explode straight away. Add +1 to survival rolls, gain +1 Toughness.

Improved Hardening

The skin of the human is toughened and thickened to make them even more resistant to the dangers of vacuum. This doesn't get around the lack of air, but at least they dont explode straight away. Add +2 to Survival rolls, gain an extra +1 Toughness.

Alien Gene Splicing:

At some time in the past you (or one of your parents) were kidnapped by aliens and experimented upon. The result of this is that some alien genes have been spliced into your genes that allows you to by-pass some of the biometric restrictions generally associated with alien technology. You don't have to specify which piece of alien technology you can bond with till it is needed, it can remain dormant till you actually find some alien technology, at which time you will feel all tingly and excited. This edge can be taken multiple times to access other alien devices. What you can use should be restricted to a specific alien technology, like Martians or Plutonians or Sirians etc.