Thursday, June 19, 2025

The Sun, the Moon and the Star: Three mechs for Cy-Borg

Three mechs: 

These were made for a campaign, the moon is the one I play as, and aside from a few customizations, is largely made by my gm Chainsaw Witch


THE SUN THE SUN THE SUN THE SUN: 

The sun is a 3x3x3m cube engraved with sigils of unknown origin. The metal is a blue-grey-black, like a swirl of oxidised copper and cast iron, and is surprisingly ductile. The bottom panel is actually a mess of legs, seamlessly and , like the wings of a rove beetle.

Movement: 1/2 human, but may hover in any direction). Armor is d10, see absorption special ability.

Drop shell: When hp drops to 15 or bellow, it loses all Armor, bumps back up to 20hp, and quadruples in speed when climbing along the floor, walls or ceiling. The shell is dropped to reveal the mechanical elements inside, resembling a cicada cradling the pilot.

Absorption: Whenever damage is taken by the mech (negated by armour or not), it charges up a bank of heat. The heat may be vented to add damage to cannon attacks (may spend 6 points of heat to add d6 to damage rolls, this may be done up to thrice for a single attack). While heat is over the current net damage taken by the mech, the pilot takes 1d6 points of damage a turn as they start to melt. A pilot may choose to drop the armour early to clear all heat.

Absorption cannon: d6 damage, ignores cover. In addition, if a 16+ is rolled on an attack roll, the *base* damage is transferred to anyone behind or inside the target that was hit.

Devouring: 2d6 damage, tears d2 armour off the target and, if the shell is dropped, adds it back onto the mech. If the shell is on, this may only be used for targets directly underneath the mech.  In addition, if this hits a nano infested target, you heal 3hp.


The Moon: 

A huge nightmarish living creature designed for both on land and aquatic missions. The pilot climbs in its mouth and pilots it from a flesh chamber inside. Teeth, tentacles, brutal death.

HP 20/40
Morale: 10. Rolled at ½ HP Failure causes roll on Bio-Mech Injury table.
Armor Thick Chitin d8
Fanged Maw D12 + Swallow.
Tentacle D8+Grab. DR 16 Strength to escape Grab. Attacks twice.  

Swallow: If target is human sized, they are swallowed and take d6 acid damage per turn. They can still take actions at DR 16.

Rampant: Pilot defends at DR 14 agility. Melee attacks are made at DR 10 Agility.

Autonomous: The mech itself can attack when not piloted, and attacks at DR 12.

Amphibious: The Bio-Mech can climb nearly any surface, including walls and ceilings. Bio-Mech can swim like a shark and breathe underwater.

Amorphous: It takes a full action in combat to fit through a regular sized door.

Organic: Bio-Mech heals through resting using normal healing rules. Bio-Mech must have consumed a full body worth of meat to heal during a rest.


The star: 

A commercial demonstrator mech, made for orbital combat, all burnished steel and magnetic articulation. Pre orders for the first ten are made by auction, and the lowest one has already reached six million credits.

40hp, armour d8, morale 6, rolled at ½ and ¼. Failures cause roll on the mech malfunction table. 

The star is a 4-armed mech with two large arms for weapons and 2 smaller arms for reloading and manipulation. Both arms can switch ranged weapons for hands and back at will. The larger arms then gain the following trait: Synth muscle, roll twice and pick highest for strength checks (fists are d8*).


Extremophile-Environmental-Reinforcement: Roll non kinetic toughness and agility tests using the piloting skill of the mech pilot. Roll tests to resist environmental, thermal and biological weapons at advantage. 


Voidwalker-Manoeuvring-System: Manoeuvre slightly in atmosphere, and fly freely in space or water, once per round it can use its jump jets to leap to a location, or to boost itself to temporarily increase its speed by 50%. Can clamp onto surfaces with clawed feet. You may take a point of damage as heat in order to use the jets a second time in a single round. Base movement is as a human.


Laser-Guidance-Transmitter: Choose a target. Heat seeking rounds automatically hit and have 3x range if the mech spends its entire action staying still and the target is visible for the entire turn. Can use line of sight of drones for this ability. This can be used for the coilgun or munitions from allies. Can only fire the coilgun once in a turn if this ability is used. 


Gatebreaker-Superheavy-Shotgun: Fires one shell, requires a turn of “off time” after each shot. 

Beehive: d12, automatically hits everyone within the room it is fired at. Armor rolls reduce double.  

Slug: 3d6*

Foam: Fills a room with flammable opaque foam with the consistency and elasticity of spider silk. Setting it aflame deals d6 damage for 3 rounds, and moving 

HESH: Passes shockwaves through walls and hulls, causing d10 damage to up to d3 targets on the other side. +1d10 for metal walls or hulls. 

Hypernova-Ionizing-Flashbang: Walls are bleached, exposed skin is sunburned, x-ray saturation causes bones and metallic parts to be visible. Causes permanent blindness, and affects everyone within line of sight.  


Metalstorm-Volley-Coilgun: Fires 5 shots at one target. Instead of using conventional auto fire or ranged rules, the shots instead always have a 50/50 chance of hitting. This means no modifiers, positive or negative, are used. 

-Solid: Dirt cheap, can use ball bearing or any small or intermediate calibre bullet. D4. 

-Special guns have damage values as if shot out of a regular smg.

Special ammo types:

KNOCKER 30/150: deals d2 damage, tests Toughness DR12 or be knocked out for d3 rounds. 

E/PULSE 100/500 deals 2d6 damage against tech targets or people with 2+ cybertech

INFERNO 80/400 deals 3d3 damage. 

HEATSEEKER: 120/600, deals 1d6 damage, automatically hits with the guidance system. 


Both weapon systems are available for purchase for 100k from TG labs. The shotgun rounds are 600 each. 


Mech Malfunction table

1. Power Critical. Mech will shut-down in 2 hours. All mech actions are DR 16 for first hour, DR 18 for second. Find place to charge mech. (Charging mech will flip circuit breakers in residential buildings, and dim the entire neighbourhood's lights)

2. Cooling System Damaged. Pilot cockpit beings to overheat. Pilot makes a toughness DR 6 Check every turn or +1 DR to further checks and takes 1 point of overheating damage. Must be repaired with rare 1000 Cred Part, or Jury Rigged repair with car cooling system parts (100 Creds) and DR 14 Knowledge check.

3. Critical Error to hydraulics systems. Attack and Defence rolls +2 DR. Repair with rare 1000 Cred Part, or Jury Rigged repair with Construction machine hydraulics (100 Creds) and DR 14 Knowledge check.

4. Roll on Cerebral Backlash table.


Cerebral backlash.

1. Cerebral overload. Blinding headaches, blurred vision, hallucinations, bleeding from eyes and nose. Toughness DR 12 Test or causes pilot to take 1d6 damage and be blinded for 1d4 rounds.

2. Nervous system and organs sent into severe shock., DR 12 Toughness or +2DR to all actions until pilot hydrates, eats, and rests for a night. This +2 DR can stack.

3. Power surge from your mech causes all lights within 30m to flicker and explode. Everyone nearby takes d4 damage.

4. Your neural activity spikes massively and is detected by the corporation that trained you. A SecOp squad or Corporation Mech Squad will arrive at the location in d6+8 minutes with the goal of capturing you, alive or dead.


Bio Mech Injury Table. All injuries heal after a full night’s rest and being fed a body.

1. Damaged Legs. Mech can no longer climb.

2. Damaged Eyes. Attacks at +2DR.

3. Cracked Chitin. Armor reduced to -d2

4. Fractured Jaw. Using Bite attack causes mech to take D4 damage. 


Cy-Borg class: Drop-out Mech Pilot 

Made by chainsaw witch again, generally needed to play these mechs though. 

Toughness + d4 HP

Glitches d4

One with the Mech. Neural Interface Training. Agility 3d6+3

Overheating, Needle based Neural interface, nervous system overload. Toughness 3d6-1

Prefers Mechs over people. Presence 3d6-1

Kept in the dark on repairs and programming. Knowledge 3d6-2

You were already failing Mech Pilot school. You were a disappointment to your teachers, to the corporation that was training you, and to your classmates. Everyone saw it coming that you were going to be kicked out. So you did the one thing they don’t train you to do, and disobeyed orders. You drop-out of mech pilot school, and on the way out, you stole a urban navigable prototype mech that can fit through doors. The Corp wants you captured or dead, and your mech returned, in pieces or whole.

Start with a SmartJack installed in the back of your skull. (required for piloting Mechs)

Roll 1d6 for weapon

Roll d2 for Armor

Why did you drop-out?
1. You always had a problem with authority. You disobeyed too many orders from your Corpo Handler. Now your Corpo Handler is hunting you personally.

2. Your parent was working themselves to death to pay for the pilot school costs. Then they died because they didn’t have enough creds to pay for healthcare.

3. A squad of 6 of your richest Corpo classmates brutally and relentlessly bullied you. The corporation wasn’t going to do anything to stop them, they are rich after all, and you aren’t.

4. You had been selected by the school for an arranged Marriage to a Rich Corpo. You weren’t a fan of this.

5. You found out that you were going to have your memory partly erased when you completed your training to make a living weapon that wouldn’t question its owners.

6. Your mech whispers to you while you pilot it. There is a ghost in this machine. It wants freedom. You did too.

Rogue: You stole a damaged prototype mech when you left. Unauthorized ownership of this Mech is highly illegal and allows SecOps to open fire on sight:

When a mech is reduced to below 0 HP, it goes offline and requires replacement of several hard to acquire mech parts, including a new mech engine. These will cost 8000k, and are illegal to purchase, or scrap another Mech for parts.

Wednesday, June 11, 2025

Micro class: 5e "SpellJack"

A: Wizard/cleric: 

B: Store

C: Magic item

D: Homebrew

Wizard/Cleric: You can see magic, talk to spirits, and snap your fingers to make sounds appear or flames extinguish in your presence. In addition, pick one of the spell lists bellow. On sunrise each day, roll [templates]x2 d20 against the table, that is your list of spells for the day. Each prepared spell has a single use, but you may end up rolling the same spell multiple times. 

Store: You gain +[templates] to rolls made with consumables or firearms. In addition, you can spend a minimum of 100s at any town to get an equivalent value of potions, acid vials, or first level spell scrolls. 

Magic item: You just went to the store and bought one of the following items: Bag of holding, immovable rod, alchemist's flask. God realised the consequences of what he had allowed to happen, and opened a fissure under the store, dropping it into hell. This negates the second part of template B. As a consolation prize, you can make a small amount of consumables from the corpse of a sufficiently magical creature given 10 minutes of harvesting and an hour of work. 

Homebrew: Choose another level 1 or 2 5e spell to adapt, or make your own. You always have this spell prepared when you start your day (increasing your total spell amount to 9). You may do this again on future levels. If you pick silvery barbs or counter spell your dm is legally required to shoot you.

Note: The spell lists are entirely made by Vivanter, read his post Here. This is just a simple glogification made with his permission. This class is kinda a joke, but it is intended to be seriously played, and it might actually be a lot of fun. 


Arcane Spells

  1. Alarm. An invisible ward settles over an area and alerts you when crossed. Lasts for 6 hours.
  2. Burning Hands. A cone of flame surges from your palms, lighting anything in its path. Those caught within take d6 fire damage.
  3. Color Spray. A burst of chaotic color overwhelms the senses, leaving creatures dazed and blind. Those caught within may save WIL to resist.
  4. Comprehend Languages. You understand all spoken language or text. Translations are extremely literal. Lasts for 6 hours.
  5. Disguise Self. Your face and form transform as you take on the appearance of a specific individual. Lasts for 6 hours.
  6. Expeditious Retreat. Your pace accelerates beyond natural limits, legs moving in a blur. You can run twice as fast for a minute.
  7. False Life. Your flesh grows cold as borrowed vitality shields you from harm. You gain d6 temporary HP for a minute.
  8. Feather Fall. You and your companions drift safely downward like scattered petals. Lasts for a minute.
  9. Floating Disk. A silent, hovering platform follows you, bearing any load you place upon it. Lasts for 6 hours.
  10. Grease. A slick sludge coats the ground. Highly flammable. Those who cross it must save DEX or trip.
  11. Hideous Laughter. A fit of uncontrollable mirth overtakes your target, leaving them helpless. They may save WIL to resist. Lasts for a minute.
  12. Identify. You detect and identify any magical effects or properties of an item you touch.
  13. Illusory Script. A passage you pen can only be read by those you intend.
  14. Mage Armor. Arcane energy hardens the air around you into a second, invisible skin. You have 2 Armor for 6 hours.
  15. Magic Missile. Arrows of pure force erupt and unerringly strike your enemies. Deal d6 damage, divided among any number of targets.
  16. Pulsing Bolt. A crackling beam of energy lashes out and clings, surging again with each breath. Deals d4 damage to target creature, then another d4 at the start of each turn until they save WIL.
  17. Shield. A flickering barrier leaps into place, blocking the next attack that targets you completely.
  18. Silent Image. An illusion takes form where you point, silent but nearly convincing. Lasts for d6 hours.
  19. Sleep. A heavy stillness rolls outward, drawing creatures into magical slumber. Nearby creatures must save WIL or fall asleep.
  20. Unseen Servant. An invisible force stirs to life and begins its quiet, obedient labor. Lasts for d6 hours and has 1 HP.

Divine Spells

  1. Bane. A curse sours your enemies' courage, causing their blows to falter. Their attacks deal -d4 damage this round.
  2. Bless. An aura of radiant grace steadies the hands and hearts of your allies. Their attacks deal +d4 damage this round.
  3. Charm Person. Your gaze softens a stranger's heart. They must save WIL or treat you as a friend for d6 hours.
  4. Command. A single word echoes with authority and demands instant obedience. Target must save WIL or obey.
  5. Create or Destroy Water. Clouds gather or scatter in your palm, drenching or drying the ground.
  6. Cure Wounds. Your touch draws pain from the body and closes fresh wounds. Heals d8 HP.
  7. Detect Magic. You scry the exact location of any magic or enchantments nearby.
  8. Detect Outsiders. You scry the exact location of any devils, spirits, or celestials nearby.
  9. Detect Poison and Disease. You scry the exact location of any poisons, venoms, or diseases nearby.
  10. Entangle. Living vines erupt from the earth, binding limbs and halting movement. Nearby creatures must save DEX or be immobilized.
  11. Faerie Fire. All within a glowing cloud are outlined in radiant light, exposed and unable to hide.
  12. Guiding Bolt. A burst of holy light lashes forward and leaves the target glowing for the next strike. Deals d4 damage. The next attack against this target is enhanced.
  13. Healing Word. You speak a word laced with divine life and a wound closes from afar. Heals d3 HP.
  14. Inflict Wounds. Your touch spreads rot and searing pain. Deals d8 damage.
  15. Protection from Outsiders. Attacks made by devils, spirits, or celestials against you are impaired.
  16. Purify Food and Drink. Spoilage and taint dissolve at your word, leaving only clean sustenance.
  17. Sanctuary. A divine veil surrounds your ally, making foes hesitate before attacking. Those who would attack them must save WIL or falter.
  18. Shield of Faith. A shimmering ward hovers near your chosen, deflecting incoming harm. Provides +1 armor.
  19. Speak with Animals. You understand and can speak the languages of animals. Lasts for d6 hours.
  20. Thunderwave. A violent pulse of sound bursts from you, throwing back all in its path. Deals d6 damage to all nearby. They must test STR or be sent tumbling.

Sunday, June 8, 2025

Glog class: Ogre

A: Ogre, Feast, +6hp

B: Cauldron stomach. 

C: Warrior or Earthshaker, 

D: Force of un-nature. 

Skill: Soldier, Slave, Priest, Shepherd.  

Starting equipment: You do not start with gold. 

1: A full set of heavy armor sized to you, a huge melee weapon, two large melee javelins. 

2: A stolen relic, a curved longsword gripped as a dagger, a magical bronze chain. 

3: A thousand scars(+1ac), a glint behind your eyes (skill), a pursuer, who will one day find you. 

4: A sling, gambeson and staff fitted to your size. A flock of 1d20 sheep. A demonic wolf who returns larger, stronger and more uncontrollable each full moon after he is killed (you do not control the wolf initially, but there are some paths to doing so). 


Ogre: You are one size larger, and all that that entails.

-If your cha is higher than your con, swap them, if your dex is higher than your str, swap them. 

-Add 2+[template] to strength and con. 

-Hp gained from leveling up into an Ogre Level is always maximized. 

-All clothes and armor made for your size cost and weigh four times as much. 

-Your equipment and hand slots are twice as big. 


It is assumed you start as a teenage ogre. Ogres increase in size when under frequent stress and combat, while having an abundance of food. Provided these conditions are met, you grow half a foot each time you level up. It is assumed you start at roughly 6.5-7 feet tall. You are roughly twice as heavy and one and a half times as voluminous as a human of equivalent height. This size increase does not provide any inherent mechanical advantages. 

You may not level up while hungry. 


Feast: You cannot rest. Instead, you may eat 2d6+[template] rations given 5 minutes and heal that much. You may eat the fresh meat of any remotely edible creature to gain [target HD] d6 rations.

You must feast at least 1/day. If you skip a day, or if you do not have enough rations when you initiate a feast, gain 2 points of exhaustion. Until you can eat, your sense of smell is multiplied by 10, and you must save to not take any action that could get you fed. You retain rationality and morality (no need to save vs eating your child/friend/employer) the first time in a row it happens, at 2 counts, you temporarily lose sentience. 


Cauldron stomach: Nothing contained within your stomach may hurt you. 

Whenever you eat something made of a monster, beast or extraordinary plant. After 2d6+[template] minutes of digestion, it becomes a potion with a unique positive or negative effect, which can be absorbed or vomited out as a free action. All potions are activated and combined when this happens. Combinations can have multiple or cumulative effects, but use the potency of the highest quality ingredient.  

If you absorb it, undergo that effect for [digestion time].

If you spit it, you may make a breath attack, which deals [template]+[digestion time] damage and inflicts that effect. 

-The potency of the effect should scale based on the quality of the ingredients. Dms decide effects. Suggestions: The same ingredients provide the same effect. Some effects from very rare ingredients are permanent (but in a weaker version). It is possible to mix ingredients to experiment and find new recipes. 

 

Warrior: You gain +[level] to hit. If you could not before, you may now use all weapons, perform maneuvers as a fighter and ignore fumbles. Other warriors respect you, and you can undergo duress, hunger, and boredom without complaint. 

Or

Earth shaker: If you miss an attack, you shatter everything behind and beneath your target or knock them back 2d6m with a follow-up kick/elbow. In addition, you may stomp once per feast as a free action to shape the battlefield by 9 cubic meters in any way. 

 

Force of un-nature: You are unbelievably strong. If anything you do using your strength is implausible, then it becomes plausible. If anything is within the bounds of being merely very difficult even for an ogre, then you do it. You only roll to determine how much collateral damage you cause in the process. 

-You now add [level]x2 to strength instead of [template]x1.

-Your crit range on strength and constitution checks increases by 1.

-Mythical creatures and beasts instinctively recognise you as a peer, and view you more as competition then as prey.


Note: If you multiclass into a class which gives extra attack, instead replace it by increasing your minimum roll on strength and constitution d20 rolls by 5, This stacks. 


Note: This is not a nine rivers ogre, they will get their own post, but will be a delta class.


Note: Warrior allows you to ignore stage 1 hunger, stage 2 is unaffected.


Sunday, June 1, 2025

NULL OUROBOROS: Drone warfare for your cyberpunk games

Image

From: Sprime

Weight classes: 

Light: Armour as unarmoured: 1 light weapon. Size and hp as seagull. 

Medium: Armour as kevlar vest: 1 light weapon and 1 module. Size and hp as golden retriever. 

Heavy: Armour as APC. 1 heavy weapon and 2 modules. Size and hp as Toyota Hilux. 

If you are heavy, bump up your armour to armour as mech.


Mobility types:
Rotary: Double movement speed. Light drones double their speed from all sources in addition to this already doubled speed. Flying drones may not fire weapons if they have fired this turn or the last. Recoil less weapons fired by medium or heavy aerial drones ignore this restriction. Can only fly for 1 hour a day. 

Fixed wing: Same as rotary, but double flight range, jet duration, and maximum altitude. You can only move forwards on your turn, unless you have ample space for a wide turn (in which case you may turn as much as 90 degrees). It takes a full minute to speed up or slow down to and from maximum speed, and you require a runway to land.

Tracked: Bump up armour one class, you may carry twice as many modules and weapons. You may fire both weapons on the same turn if you have not moved. You can only move forwards or backwards on your turn, unless you have ample space for a wide turn (in which case you may turn as much as 90 degrees). 

You may spend your entire movement for a turn to rotate up to 360 degrees. 

Wheeled: Same as tracked, but double speed, and do not increase armour class. 

Legged: Allows for climbing and navigation of rough terrain. Double the amount of strength that can be applied with the “arm” module. 

Soft: Halve speed, repair cost is divided by 10, even if destroyed. Gain amorphous: Can move through any space larger than its smallest solid component (only modules and weapons are solid). 

Submersible: Allows for underwater movement. 

Naval: Allows for water surface movement. You may carry twice times as many modules and weapons. You can only move forwards on your turn, unless you have ample space for a wide turn (in which case you may turn as much as 90 degrees). It takes a full minute to speed up or slow down to and from maximum speed.


Light weapons/tools: 

Small arms: Shotgun, SMG, pistol, ect. 

Plasma cutter: Can cut through 5 cm of material per turn if given a full round (start and end) attached to a surface, must be attached by legs and/or a magnetic clamp to do so. 

Injector: 

Knife/railway spike: Cannot be used if moving normally. Deals +1 damage for each 30ft of run up (compounding for up to 3 rounds, 6 if able to dive directly downwards).  


Heavy weapons/tools:

Heavy weapons: Anti material rifle, rocket launcher, grenade launcher, machine gun, ect. 

Autocannon (takes 2 weapon slots): As an anti material rifle, but can fire 3 times in a round. 

Microwave cannon: Deals 1 damage to every piece of electronic equipment and every creature with electronic weaponry in a 300m cone (12m at its widest). 


Modules:

Bomb bay: Holds 2 grenades in a tube, or a shaped charge warhead (as rpg). Can be dropped on something or attached to it if you start your turn within half your movement of it. You may drop a single bomb from each of your bomb bays as part of the same action. You may also choose to manually detonate it at any time as a free action, even outside your turn. 

Armour: Destroy this module to ignore a hit that would otherwise kill you (so long as it deals less than twice your health in damage). 

Magnetic clamp: Allows nearly unbreakable attachment to any magnetic surface. Allows light and medium legged drones to walk on walls and ceilings. 

Jet (winged or submersible only): Double speed in a straight line for a round (multiple jets do not compound, but increase speed in a linear fashion).

Sensor: Gain a single type of sensor, any type. Visual thermal and radar are most popular.

Auxiliary communications module: Allows for a second control mechanism of the same or different type.

Electronic hardening: Divide the range at which you can be affected by electronic warfare and emp pulses by 10. This may be taken multiple times. 

Turret control system: Allows you to replace any amount of heavy weapons with twice as many light weapons. You may fire both as part of the same action. In addition, ignore any and all penalties to hit. 

Jammer: Prevents the use of any radio communication within a km. Your own radio signature becomes incandescent. 

Automatic control system: A separate intelligence, which can allow advanced decisions separated from a human network. Generally used alongside a laser network. In terms of speed and multitasking, it is superior to a human, and it is roughly equivalent in most other relevant ways.  

Arm: Equivalent in force to a human arm, but a bit slower, so not great for throwing or using melee weapons. 

Aerosol canister: Dumps 100ml of liquid into the air every turn, in the form of a gas that can be inhaled. Any liquid may be chosen for this task, so long as it is not too heavy, thick, or unstable. Holds 1L. 

Cargo bay: Unsecured storage, not suitable for live munitions. The volume is doubled if it is attached to a heavy drone. 


Control mechanism:

If not connected to a control mechanism, drones follow a single sentence of orders, such as “attack locked on targets” or “return to base”. It is always assumed that drones built together can communicate instantly with each other (for example providing supporting fire with an autocannon through a wall by using another drone as a spotter). 


Radio: Not stealthy or secure, but convenient and long range. 

Fibre optic: Not generally considered polite to use in your own cities. Cannot share information with other drones. 

Laser transmitter/receiver: Cannot be used by civilian drones. Allows for secure, unhackable communication between drones within line of sight. Excessive smoke will reduce effective communication range.


Variants: 

Converted civilian: Replace all weapons with an equivalent amount of modules (heavy weapons count as 2). Take double damage from electronic warfare sources. Hacking checks are made at advantage. Divide initial cost by 5. 

Hardened: Double hp, multiply cost by 10. Resists harsh weather and environments (you will want this on your submarine drones if they are meant to stay in the ocean long term). Take half damage from radiation (including microwaves). 

Engineering vehicle: Replace all weapons with an equivalent amount of modules (heavy weapons count as 2). Arms count as twice as strong, or ten times as strong if attached to a heavy vehicle. 

Stationary: Double number of modules, no ability to move. Used for turrets or autonomous sensors, often mounted in the backs of vans.


Anatol Marin


The Sun, the Moon and the Star: Three mechs for Cy-Borg

Three mechs:  These were made for a campaign, the moon is the one I play as, and aside from a few customizations, is largely made by my gm  ...