Rules (Mecha Patrol!)

= Vehicles = Vehicles count as unnamed characters in this campaign. All Vehicles are built on 19 points instead of 38, but otherwise they are built just like Mecha.

= Merits =

Mecha Sergeant (free)
You receive a mecha to use, with specifications set by your commanding officer.

Lieutenant (10 points)
You receive a mecha to use, with specifications set by your commanding officer. You may always either modify your mecha with 1 Resource, or request a stock variant of your mecha.

Captain (NA)
You receive a mecha to use, with specifications set by your commanding officer. You may always modify your mecha with 1 Resource, and request a stock variant of your mecha.

Major(NA)
You may order any stock mecha available, and modify it with 1 Resource.

Lieutenant Colonel (NA)
You may order any stock mecha available, and modify it with 5 Resources.

Colonel (NA)
You may order any stock mecha available, and modify it with 10 Resources.

General (NA)
You may order any stock mecha available, and modify it with 20 Resources.

= Hot Powerplants = All mecha have Hot Powerplants (except Battle Strikers and high-tech alien mecha).

= Weaponry = Weapons are now considered to be 2-handed, mounted or carried. If a weapon is carried in 1-hand, the Strength requirement of the weapon is doubled.

Mecha Weapon Carrying Limitations
Mecha may carry up to Strengthx2 points worth of mounted or Strengthx4 carried weapons and 1 weapon in each hand.

Weapon Ammo Capacity
Ammo capacity has been changed:

Rockets
Medium or Large Medium Range Kinetic Weapons Upgrades: None. Options: Often Area. Flaws: Only Specific Ammo, Min Range.

Missile Weapons
Medium or Large Long Range Kinetic Weapons Upgrades: Seeker or Targeting Computer Options: Often area and Multi Flaws: Firing Sequence, One-Shot, Single Shot, Only Specific Ammo, Min Range, Recharge.

Artillery
Large Long Range Kinetic Weapons Upgrades: Sturdy, Targeting Computer Options: Often Area. Flaws: Single Shot, Setup, Min Range, Setup

Cannons
Small or Medium Medium Range Kinetic Weapons Upgrades: Sturdy. Options: None. Flaws: OSA, Large often have Move or Fire.

Bazookas
Medium or Large Medium Range Kinetic Weapons Upgrades: None. Options: Area. Flaws: Recharge, Single-Shot, Move or Fire.

Grenade Launchers
Large Long Range Kinetic Weapons Upgrades: None. Options: Area. Flaws: Recharge, Single-Shot, Move or Fire, Inaccurate, Deployment.

Rail Guns
Medium Kinetic Weapons. Upgrades: None. Options: None. Flaws: OSA, MoF, Recharge 1, SS.

Laser Weapons
Medium Short Range Energy Weapons. Options:Regeneration II. Flaws: Fragile, Single-shot.

EMP Bombs
Bomb, One-shot, Area, Only Shock Ammo, Energy Weapons.

Smart Bombs
Bomb, Single-shot, Only AP Ammo, Kinetic Weapons.

Fire-and-Forget Missiles
Missiles with Automation or Self-Targeting instead of Firing Sequence.