Section 3 & 4 // Mech Combat // Electronic Warfare

Tech Attack Reference

All Quick Tech Options, Full Tech Options, Invade Options & Passive Tech Systems

How Tech Attacks Work

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 vs Full Tech

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.

Invade Options

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 Tech Systems

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.

Type: Mfr:
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Action Type:
Invade Option Quick Tech Full Tech Passive
Effect Tags (click to filter):
Damage Self-Heat Stun Control Debuff Support Intel Defensive Ally Crit
Option / Name Source System Mfr License Action Type Effect Tags
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