Rules for building a mech are available, here.
Google Mech Builder (Must be logged in to use)
How to Build a Mech.
Step 1: Set the Mech Tier, this will determine the number of Build Points, your Tier is equal to the your character level. (I.e. Tier 1= Level 1, etc.)
Step 2: Choose a Mech Chassis, there are 2 initial choices (2 types of Biped and 1 Quad).
The difference between the two is as follows:
- The Bipeds have arms that weapons are mounted on, these can fire in front and a side arcs (left arms will fire front and left arc, right will fire front and right).
- Quads are more stable, but do not have any arms. Instead of Arms they have a turret which can fire in any direction.
Step 3: Choose a Power Core, Engine, actuators, armour, and computer
- Power Core: This produces the energy to run the mech and stores it. You can have more systems than energy, but will only be able to use in a single round as much energy as the core produces plus what is in storage.
- A Microfusion C core produces 5 energy a turn, that means it also stores a total of 5 energy.
- In any turn the Mech can use the stored and available energy
- I.e. if the core produces 5 energy and it takes 3 energy to move and you have 2 lasers that each use 2 power the pilot can either move and shoot a single laser or be stationary and fire both lasers. If the mech had at least 2 energy in storage it could fire both lasers and move.
- Any Energy not used will be stored by the core if it is not full.
- Engine: Determines the base speed at which the mech moves.
- Actuators: Determines the strength and dexterity of the mech. Actuators are required and their cost must be paid every round.
- Armour: Armour increases the mech's AC, as the armour gets heavier and the mech increases in size the BP increases.
- Starting at Mk 5 armour the Target Signature of the mech increases making it easier for tracking weapons to find it.
- Starting at Kk 9 armour the Speed of the Mech slows in response to the weight.
- Computer: A Basic computer allows the mech to be run, more advanced computers can be added to assist in tasks such as Piloting, Gunnery, or Computers.
Step 4: Add Weapons: There are 3 levels and 2 types of Weapons. Light, Heavy, and Superheavy. In addition there are Direct, tracking, and Artillery slots.
- Light Weapons: Weapons used by scouts and skirmishers.
- Light Tracking: Strong longer ranged weapons, generally only have a couple shots.
- Heavy Weapons: Can only be mounted in Colossal or larger mechs.
- Heavy Tracking: Long ranged weapons, many requiring an arcing solution rather than direct fire.
- Superheavy Weapon: The strongest of weapons mountable on a mech.
- Superheavy Tracking: Long range tracking weapons
- Artillery: Artillery Weapons are long range and incredibly powerful. Capable of devastating buildings and other mechs in a single shot.
Step 5: Ammunition
Some weapons require ammunition to use. A single magazine is automatically included with the weapon, additional capacity can be purchased for more BP.
Step 6: Other Systems
There are numerous other systems such as shields, ablative plating, thrusters and jump jets, and a variety of mechanism that can customize a mech. It is recommended to spend all available Build Points