Mech Perks are gathered from the flavor text of mechs from the Techncial readout.
They are gained by mechwarriors that have piloted the over time, and invested the cash to develop the synergy between flesh and machine.
Bad perks are part of the mech design and to use the mech is to accept the flaw.
Good perks need to be developed. Each completed mission in the mech may count as one familiarity point, provided the character pays 25,000 c-bills to develop it. Once a perk is developed spend the familiarity point is expended. Perks may be developed between missions and do not require a bookkeeping phase. Familiarity points may not be transfered between Mechs but can be transfered between variants if those perks exist in the newer Mech. Note that Perks that duplicate or are Character options do not require a character to purchase the underlying Option.
These are considered 'Roleplaying' Perks for the Mech, and when used, a reasonable bit of roleplaying should accompany the turn order to reflect the perk being used.
Flipping arms to rear arc ~ Allowed if the mech has symmetrical weapons, does not have hands and lower actuators.
} = The Perk is reliant on electronics and Guardian will interfere with its use.
Mech | CB cost | Familiarity
required | Perk | Game Effect |
---|
10tn Ultra Light | 40k cb | 3 fp | Recon Mech | Scout per X-Train Spec {EW} |
| 40k cb | 3 fp | Tough Target | Evasive Man. per Hazard Check |
| 140k cb | 7 fp | Small Target | +1 Def Mod |
| 120k cb | 10 fp | Heirloom Mech | Select (1) Heirloom Mech bonus |
| FLAW | | Ultra Light | (Treat as Ultra Light) / {-3 heat sinks/1 Ton Cockpit} |
|
15tn Ultra Light | 60k cb | 3 fp | Recon Mech | Scout per X-Train Spec {EW} |
| 60k cb | 3 fp | Tough Target | Evasive Man. per Hazard Check |
| 60k cb | 3 fp | Road Runner | Sprinting per Mech Specialist |
| 180k cb | 10 fp | Heirloom Mech | Select (1) Heirloom Mech bonus |
| FLAW | | Ultra Light | (Treat as Ultra Light) / {-3 heat sinks/1 Ton Cockpit} |
|
Locust | 80k cb | 3 fp | Recon Mech | Scout per X-Train Spec {EW} |
| 80k cb | 3 fp | Road Runner | Sprinting per Mech Specialist |
| 160k cb | 7 fp | Ultra Light | (Treat as Ultra Light) / {-3 heat sinks/1 Ton Cockpit} |
| 240k cb | 10 fp | Heirloom Mech | Select (1) Heirloom Mech bonus |
| FLAW | | Turret Arms | (May not use Hand Actuators) {May Flip both arm weapons rear.} |
|
Stinger | 80k cb | 3 fp | Recon Mech | Scout per X-Train Spec {EW} |
| 80k cb | 3 fp | Tough Target | Evasive Man. per Hazard Check |
| 60k cb | 2 fp | Anti Infantry | Rapid Fire Machine Guns per Ballistics Spec |
| 240k cb | 10 fp | Heirloom Mech | Select (1) Heirloom Mech bonus |
| FLAW | | Cramp Cockpit | -1 Pilot Skill Penalty ~ No Pilot penalty for using Small Cockpit |
|
Wasp | 80k cb | 3 fp | Recon Mech | Scout per X-Train Spec {EW} |
| 80k cb | 3 fp | Mech Fu | In your face per Physical Combat |
| 80k cb | 3 fp | Mech Fu | +1 Attack Bonus for DOB |
| 240k cb | 10 fp | Heirloom Mech | Select (1) Heirloom Mech bonus |
| FLAW | | Weak Legs | +1 for Leg Crit checks |
|
Commando | 100k cb | 3 fp | Recon Mech | Scout per X-Train Spec {EW} |
| 100k cb | 3 fp | Tough Target | Evasive Man. per Hazard Check |
| 300k cb | 10 fp | Heirloom Mech | Select (1) Heirloom Mech bonus |
|
Mongoose | 100k cb | 3 fp | Recon Mech | Scout per X-Train Spec {EW} |
| 100k cb | 3 fp | Command Mech | Give Orders per Leadership Spec {EW} |
| 300k cb | 10 fp | Heirloom Mech | Select (1) Heirloom Mech bonus |
|
Falcon | 120k cb | 3 fp | Recon Mech | Scout per X-Train Spec {EW} |
| 60k cb | 2 fp | Anti Infantry | Rapid Fire Machine Guns per Ballistics Spec |
| 360k cb | 10 fp | Heirloom Mech | Select (1) Heirloom Mech bonus |
|
Javelin | 120k cb | 3 fp | Recon Mech | Scout per X-Train Spec {EW} |
| 120k cb | 3 fp | Tough Target | Evasive Man. per Hazard Check |
| 120k cb | 3 fp | Missile Barrage | Tight Cluster per Missiles |
| 360k cb | 10 fp | Heirloom Mech | Select (1) Heirloom Mech bonus |
| FLAW | | Top Heavy | Hazard checks made at -1 Penalty |
|
Spider | 120k cb | 3 fp | Recon Mech | Scout per X-Train Spec {EW} |
| 120k cb | 3 fp | Air Mobile | Born to Fly per Mech Specialist |
| 120k cb | 3 fp | Tough Target | Evasive Man. per Hazard Check |
| 360k cb | 10 fp | Heirloom Mech | Select (1) Heirloom Mech bonus |
| FLAW | | No Ejection | (4 Penalty to Ejection rolls) |
|
Urbanmech | 120k cb | 3 fp | City Mech | +1 Pilot on Urban Missions |
| 120k cb | 3 fp | City Mugging | +1 Def Mod in City |
| 280k cb | 7 fp | Small Target | +1 Def Mod |
| 360k cb | 10 fp | Heirloom Mech | Select (1) Heirloom Mech bonus |
| FLAW | | Dirt Slow | Max +1 Def Mod from movement |
|
Valkyrie | 120k cb | 3 fp | Recon Mech | Scout per X-Train Spec {EW} |
| 120k cb | 3 fp | Team Player | Bodyguard per Tactics Spec |
| 360k cb | 10 fp | Heirloom Mech | Select (1) Heirloom Mech bonus |
|
Firestarter | 140k cb | 3 fp | Command Mech | Give Orders per Leadership Spec {EW} |
| 105k cb | 2 fp | Anti Infantry | Rapid Fire Machine Guns per Ballistics Spec |
| 420k cb | 10 fp | Heirloom Mech | Select (1) Heirloom Mech bonus |
|
Jenner | 140k cb | 3 fp | Road Runner | Sprinting per Mech Specialist |
| 140k cb | 3 fp | Tough Target | Evasive Man. per Hazard Check |
| 420k cb | 10 fp | Heirloom Mech | Select (1) Heirloom Mech bonus |
| FLAW | | Turret Arms | (May not use Hand Actuators) {May Flip both arm weapons rear.} |
|
Panther | 140k cb | 3 fp | City Mech | +1 Pilot on Urban Missions |
| 140k cb | 3 fp | Sniper | Stand and Deliver per Ballistics {EW} |
| 420k cb | 10 fp | Heirloom Mech | Select (1) Heirloom Mech bonus |
|
Assassin | 160k cb | 3 fp | Recon Mech | Scout per X-Train Spec {EW} |
| 160k cb | 3 fp | Road Runner | Sprinting per Mech Specialist |
| 160k cb | 3 fp | Air Mobile | Born to Fly per Mech Specialist |
| 480k cb | 10 fp | Heirloom Mech | Select (1) Heirloom Mech bonus |
| FLAW | | Cramp Cockpit | -1 Pilot Skill Penalty ~ No Pilot penalty for using Small Cockpit |
|
Cicada | 160k cb | 3 fp | Recon Mech | Scout per X-Train Spec {EW} |
| 160k cb | 3 fp | Road Runner | Sprinting per Mech Specialist |
| 160k cb | 3 fp | Steady as she goes | Surefooted, per Hazard Check Spec |
| 2480k cb | 10 fp | Heirloom Mech | Select (1) Heirloom Mech bonus |
| FLAW | | Turret Arms | (May not use Hand Actuators) {May Flip both arm weapons rear.} |
|
Whitworth | 160k cb | 3 fp | Missile Barrage | Tight Cluster per Missile Specialist {EW} |
| 160k cb | 3 fp | Sniper | Stand and Deliver per Ballistics {EW} |
| 480k cb | 10 fp | Heirloom Mech | Select (1) Heirloom Mech bonus |
| FLAW | | Weak Legs | (+1 for Leg Crit checks) |
|
Blackjack | 180k cb | 3 fp | Sharpshooter | Stand and Deliver per Ballistics {EW} |
| 360k cb | 7 fp | Stand and Deliver | Sniper per Ballistics {EW} |
| 540k cb | 10 fp | Heirloom Mech | Select (1) Heirloom Mech bonus |
| FLAW | | Weak Legs | (+1 for Leg Crit checks) |
|
Hatchetman | 180k cb | 3 fp | Melee Mech | Head Hunter per Physical Combat |
| 180k cb | 3 fp | City Mech | +1 Pilot on Urban Missions |
| 540k cb | 10 fp | Heirloom Mech | Select (1) Heirloom Mech bonus |
| Merit | | Full Head Ejection | +2 Bonus to Ejection Rolls |
|
Hunchback | 200k cb | 3 fp | City Mech | +1 Pilot on Urban Missions |
| 200k cb | 3 fp | One Shot / One Kill | Fire Discipline per Ballistics |
| 600k cb | 10 fp | Heirloom Mech | Select (1) Heirloom Mech bonus |