Roll 1d20 + TECH ATTACK. Compare to the target's E-DEFENSE (default 8). On a success, the effect resolves. Tech attacks require the target to be within SENSORS and line of sight.
Some options automatically succeed against willing allies and deal no heat.
Quick Tech — costs one Quick Action. Can be taken more than once per turn, but each use must choose a different option (unless granted as a free action).
Full Tech — costs one Full Action. Lets you perform two Quick Tech options, or one system that requires Full Tech.
When you use the Invade Quick Tech option, make a tech attack. On hit: target takes 2 heat, then choose one Invade option you have access to.
All mechs have Fragment Signal by default. Additional options come from systems and talents. Only one option is chosen per Invade use.
Passive systems modify how tech attacks work for you or your allies — boosting accuracy, adding effects, or granting defensive benefits. They don't require an action to activate.
| Option / Name | Source System | Mfr | License | Action Type | Effect | Tags |
|---|