Chassis
TL
1
Mule
SP
12
EP
4
SV
7
Sys
16
SltsMod
2
SltsCrgo
16
CapHeat
6
Cap
The 'M-63' Mule was developed by the Opus Institute as one of the first open source Mech blueprints. They remain a ubiquitous presence across the wasteland as a result. Their design was replicated not only by other corpos, but numerous enthusiasts with a crafting bay. The Mule's spacious cargo bay makes the Mech invaluable to wastelanders, corpos, and salvagers alike for transporting salvage over a wide array of terrain, whilst its general hardiness allows it to survive numerous threats from raider ambushes to radiation storms.
Integrated Cargo Bay
Increases the Cargo Capacity of The Mule by 10, to 16.
Chassis
Salvage Union Workshop ManualPage 100
TL
1
Mazona
SP
5
EP
10
SV
4
Sys
7
SltsMod
3
SltsCrgo
6
CapHeat
6
Cap
The Mazona 'PR1-M3' was created by DronTek Systems in the aftermath of the first Luddite Rebellion. It was designed as a delivery drone that could be piloted by a worker rather than automated. Its design remains useful due to the majority of automated drones malfunctioning as a result of the increased radiation storms across the wastelands. Whilst fragile, the DronTek patented hover function enables it to operate across a wide variety of terrain, plus it is a cheap Mech to rebuild if it does get blown apart.
Hover Drone
The Mazona has an Integrated Hover Locomotion System which is included in its profile. This allows it to hover over obstacles and terrain.
Chassis
Salvage Union Workshop ManualPage 102
TL
1
Scrapper
SP
9
EP
9
SV
6
Sys
12
SltsMod
2
SltsCrgo
6
CapHeat
8
Cap
The 'S-5000' Scrapper was designed by Hodgson & Vasquez, a subsidiary of Evantis Heavy Industries, for trash haulage and waste disposal. Its Hazard Protected Chassis was necessary to protect the Pilot against the accumulated toxic wastes of the great trash mountains that dotted the Arid Steppes around the Evantis home arco of Haven.
Hazard Protected Chassis
The Scrapper suffers no effect or damage from hazardous environmental effects such as radiation storms. In addition, when dealing with severe environmental hazards they may Push once for free to circumvent or resist any effects.
Chassis
Salvage Union Workshop ManualPage 104
TL
1
Spectrum
SP
17
EP
11
SV
10
Sys
7
SltsMod
4
SltsCrgo
6
CapHeat
3
Cap
The 'Z-80A' Spectrum was developed by Advanced Microprocessor Systems (AMS), a subsidiary of Thatcher Steel, as a pilotable, mobile, data centre for use in the establishment of colonies either offworld or within inhospitable locations. The Spectrum's Chassis is specifically designed to protect its data core and other vital components from any environmental damage and in the event of a colony collapse it can be moved with ease along with the vital intelligence contained in its mammoth core.
Data Scanner
2 EPShort ActionRangeCloseScanner
The Spectrum is a mobile data repository that has all manner of information stored within it. It is able to scan objects to both gain information about them and store that data to access at a later time.
You scan a single object in Range. This can be a Mech, System, Module, Vehicle, Creature, artefact, structure, fauna, or flora, or anything else appropriate in the world. You may ask the Mediator two questions about this object and the answers they give must be true. If you scan an Intact Mech Chassis, System, or Module in the field, you now have its blueprint. You and everyone on your Union Crawler is now able to craft this item even if you would not normally be able to do so.
Chassis
Salvage Union Workshop ManualPage 106
TL
1
Thresher
SP
15
EP
6
SV
9
Sys
9
SltsMod
2
SltsCrgo
6
CapHeat
10
Cap
The 'T-690' Thresher was designed as a multi-purpose agriculture Mech by Hodgson & Vasquez to aid in the large-scale crop harvesting and forestry operations within the Verdant Crescent. It is one of the longest operating Mechs in existence, said to have been used in the Great War. Its multiple layers of heavy armour are a clunky holdover from that era, but provide solid protection to the Mech in the perilous wastes.
Heavily Armoured Chassis
Any attack that rolls a 'Nailed It' (20) result against The Thresher counts as a standard hit (11-19) and does not deal 2× damage or have any other bonus effect.
Chassis
Salvage Union Workshop ManualPage 108
TL
2
Forge
SP
16
EP
13
SV
10
Sys
15
SltsMod
4
SltsCrgo
6
CapHeat
10
Cap
The 'O-F-531' Forge was developed by Osiris Construction as a fabrication Mech that could rapidly construct and repair structures within the field, whilst also defending the area from attack. They were purchased en-masse by Herrsch Manufacturing, and used effectively to prevent the inner tier of their home arco in the Verdant Crescent from being breached by starving citizens during the great food riots. This proved successful, and Osiris soon rolled them out to other corporate arcos to operate in a similar capacity.
Integrated Epoxy Printer
3 EPShort Action
The Forge is able to 3D print metallic structures via a specialised epoxy.
When this Ability is activated, pick from the following options to craft. Anything crafted with The Forge cannot be salvaged for Scrap.
- Armour Plating:
•You craft an Armour Plating System.
- Simple Weapon:
•You craft a Mech Melee Armament System or 10 Improvised Melee Weapons
- Mech Traps:
•You craft a series of traps designed to slow and damage encroaching Mechs. Any Mechs that move through the traps take 3 SP damage and move at half their normal speed.
- Custom Item:
•You craft a metallic structure of your own design. This cannot have any complex or moving parts.
Chassis
Salvage Union Workshop ManualPage 110
TL
2
Gopher
SP
14
EP
10
SV
4
Sys
12
SltsMod
3
SltsCrgo
12
CapHeat
8
Cap
The 'TC40' Gopher was originally designed as a battlefield cargo Mech by the Opus Institute. It was intended to rapidly shuttle supplies in the midst of active combat zones, whilst providing mobile support. It was utilised by the TDA during the Colonial Wars and has become a workhorse for the Salvage Unions thanks to its spacious cargo capacity, efficient design, and cheap cost.
Following the Olympia Springs incident it is against Union Regulations to store raw meat in the Expanded Transport Hold.
Integrated Expanded Transport Hold
Increases the Cargo Capacity of The Gopher by 6, to 12.
Chassis
Salvage Union Workshop ManualPage 112
TL
2
Hussar
SP
12
EP
10
SV
6
Sys
12
SltsMod
3
SltsCrgo
6
CapHeat
12
Cap
The 'V-IG83' Hussar was designed as a general purpose light-combat Mech by Contour Aerospace that was relatively cheap for the corpo to mass produce. Able to rapidly mobilise against threats, they were primarily used as a 'peacekeeping' force by Contour Aerospace security detachments during the Oceanic Expanse. They fell into disuse following the war and have since become a Mech utilised by wasters of all kinds, due to their speed, cheap cost and hit and run capabilities.
Fast
The CHASSIS can move an additional Range Band on its turn as a free action. In addition, it moves twice as fast across the Campaign, Area, and Region Maps.
Chassis
Salvage Union Workshop ManualPage 114
TL
2
Jackhammer
SP
18
EP
7
SV
6
Sys
15
SltsMod
3
SltsCrgo
6
CapHeat
13
Cap
The 'BG-288' Jackhammer was commissioned by the Terrestrial Democratic Alliance and constructed by Thatcher Steel. The Jackhammer was built in response to a series of costly uranium mining accidents on off-world colonies, due to lax worker safety protocols, in which a slew of mining Mechs were destroyed in tunnel collapses and the worker pilots tragically killed. The reinforced chassis of the Jackhammer was designed to protect the Mech's expensive reactor and core systems in the event of an accident which immobilised or crushed the Mech. That it happened to also protect the worker pilot was of secondary consideration to the corpo.
Reinforced Chassis
The Jackhammer rolls on this alternate Critical Damage Table:
ROLL THE DIE:
| Roll | Result |
|---|---|
20 | The Jackhammer is Intact and operational with 1 SP. The Pilot is unharmed. |
11-19 | The Jackhammer is temporarily Shutdown and becomes inoperable. At the end of its next turn it activates and becomes operational with 1 SP. The Pilot is unharmed. |
6-10 | As per 11-19, but a random Module on the Jackhammer is also Damaged. |
2-5 | As per 11-19, but a random System on the Jackhammer is also Damaged. |
1 | The Jackhammer Mech Chassis is damaged. All of its mounted Systems, Modules, and any carried Cargo are destroyed. The Pilot survives in the reinforced cockpit. |
Chassis
Salvage Union Workshop ManualPage 116
TL
2
Goliath
SP
13
EP
11
SV
8
Sys
20
SltsMod
3
SltsCrgo
6
CapHeat
12
CapThe salvager answer to the Leviathan Chassis. This junker Mech is built out of a hodgepodge of scrap parts, giving it a hulking appearance. Layers of expendable scrap armour built into its hull make it rugged, and resilient for its tech level, despite a relatively fragile core. The Goliath is used extensively by salvagers in regions where scrap is ripe.
Scrap Plating
The Goliath counts as having 3 Armour Plating Systems. If any of these are destroyed, any number of them can be restored by using any ability that can repair The Goliath Chassis, or during Downtime in a T2 or higher Mech Bay.
Chassis
Mech MondayPage 4
TL
2
Kraken
SP
24
EP
10
SV
14
Sys
18
SltsMod
3
SltsCrgo
6
CapHeat
14
Cap
The 'USM-53' Kraken was developed by Aegean Dynamics as one of the first hybrid land and water Mechs. Able to carry a large crew to the depths of ocean trenches, it proved instrumental in the construction and repair of underwater fibre net pipelines which were a vulnerable target during the cyberwars. It has a reputation for being a chunky Mech on land, but its pilots often extol its comfortable environmental systems which keeps it both airtight and watertight. When on land this also keeps it protected from wasteland debris, dust, and dangerous gases.
Integrated Amphibious Locomotion System
The Kraken has an integral Advanced Amphibious Locomotion System included in its profile. This allows The Kraken to operate indefinitely in underwater conditions at significant depths whilst also being able to walk on land. Its sealed Chassis is also airtight and watertight.
Chassis
Salvage Union Workshop ManualPage 118
TL
2
Magpie
SP
15
EP
12
SV
5
Sys
15
SltsMod
3
SltsCrgo
6
CapHeat
10
Cap
The 'Type 43' Magpie was developed by Thatcher Steel on behalf of Stefanus as an industrial worker Mech. Its universal mounting points allowed for rapid transition between the various complex servo arms needed during the development and roll out of the Stefanus Prion Chassis. This means its parts can be rapidly hot swapped in the field, even in a combat situation making it something of a holy grail for salvagers, though less so for its namesake.
Hot Swap Universal Mounts
The Magpie allows you to mount and dismount Systems on it in the field significantly faster. This uses the normal rules for mounting, but increases the speed and versatility. A Pilot may Mount a System on The Magpie as a Short Action (10 minutes). A Mech, including The Magpie itself, may Mount a System on The Magpie as a Turn Action.
Chassis
Salvage Union Workshop ManualPage 120
TL
2
Mirrorball
SP
16
EP
14
SV
8
Sys
12
SltsMod
3
SltsCrgo
6
CapHeat
8
Cap
The 'V6.10.3' Mirror Ball was developed by Aeon as a mobile shield Mech designed to protect machinery and workers within inhospitable locations. During the 'Great Exodus' Mirrorball units were used effectively as a rearguard against corpo harriers by the first salvagers who fled their home arcos to forge a destiny of their own. Its nickname derives from the sparkling ball of energy that surrounds and protects it when it is operational.
Integrated Advanced Shield Dome
X EPTurn ActionShield
The Mirror Ball can project a glowing, protective energy field around its Chassis.
When activated, you project a Shield Dome around your Mech. Choose any amount of Energy Points when you activate this Ability. The Shield Dome has a number of Structure Points equal to 3× the Energy Points you spend on this Ability. You may only have one Shield Dome active at a time. You may deactivate the Shield Dome as a Free Action.
When you or any allied target within Close Range of your Mech is dealt damage, the damage is instead dealt to the Shield Dome.
If the attack deals 0 damage to the target then they also suffer no additional effect from the hit. Any excess damage that penetrates the shield is dealt to the target instead.
Chassis
Salvage Union Workshop ManualPage 122
TL
3
Atlas
SP
30
EP
10
SV
12
Sys
21
SltsMod
2
SltsCrgo
30
CapHeat
14
Cap
The 'MK8' Atlas was developed by Evantis Heavy Industries as a mobile, heavily armoured, resupply base. When Evantis switched their Mech production to focus on their Colossus Chassis during the midst of the First Corpo War, it made the Atlas technically the smallest Mech they still produced. This led to the Atlas being known colloquially as the 'Evantis Scout'.
Integrated Colossal Cargo Bay
Increases the Cargo Capacity of The Atlas by 24, to 30.
Chassis
Salvage Union Workshop ManualPage 124
TL
3
Brawler
SP
25
EP
10
SV
5
Sys
16
SltsMod
3
SltsCrgo
6
CapHeat
14
Cap
The 'GC-C21' Brawler is a combat Mech favoured by corpo mercs due to its relatively low scrip debt cost. The Terrestrial Democratic Alliance began to mass produce Brawlers during the Second Corpo War, and deployed them in the siege of the Central Wastes where they obliterated the Herrsch home arco. They later became one of the first combat Mechs to be produced as an open source blueprint by the Opus Institute.
Close Range Protocols
The Brawler deals an additional 2 SP damage when it makes an attack at any target within Close Range of it. This bonus is applied before other modifiers.
Chassis
Salvage Union Workshop ManualPage 126
TL
3
Little Sestra
SP
15
EP
8
SV
7
Sys
9
SltsMod
3
SltsCrgo
6
CapHeat
10
Cap
The 'НC-15' Little Sestra is a Mech designed by DronTek Systems to control a Sestra Drone in the field. Little Sestra Mechs are utilised for reconnaissance or in larger numbers to support DronTek's Big Brother Mechs in battle. Sestra Mechs were utilised effectively in the First Corpo War to pick off retreating Evantis forces following their failed invasion of the Northern Wastes. The majority of remote drones are unusable in the wastes, but the Little Sestra's high end, specialised drone controller continues to function where others have failed.
Sestra Drone Controller
The Little Sestra comes with a single Sestra Drone that it controls up to Far Range. Roll on the A.I. Personality Table for the drone's personality.
The Sestra Drone acts separately to The Little Sestra on its own turn, and is controlled by the Pilot. It functions effectively as a Mech, but cannot Push. It can be installed with Systems and Modules and restores its SP and EP in a T3 or higher Mech Bay during Downtime. If the Drone is damaged it can be repaired as though it was a Mech. If it is destroyed you may craft a new Sestra Drone for 2 Tech 3 Scrap as per the crafting rules. The Little Sestra may have one active Sestra Drone at a time.
Chassis
Salvage Union Workshop ManualPage 128
TL
3
Mantis
SP
15
EP
17
SV
7
Sys
9
SltsMod
6
SltsCrgo
6
CapHeat
7
Cap
Developed as a collaboration between the software arm of Stefanus Industries and Sakura Futures, the 'MCS-1337' Mantis was designed as a lightweight hacking Mech. Rarely deployed on the battlefield, it has primarily been utilised in a series of Black Ops operations, most notably during the endless intra-corporate cold wars. With its high energy capacity and a wide array of Module customisation options you sometimes just have to respect corpo engineering.
Integrated Frog Prince
2 EPTurn ActionRangeMediumHacking
This specialised hacking module developed for The Mantis allows you to take control of defensive and security systems.
You take control of one of the following devices within Range, whilst it is under your control you may send it commands such as attack, move, activate, or power down/up as well as read any data it receives. You may not take other actions whilst it is under your control. Relinquishing control is a Free Action.
-Security Cameras (Free Action to Command)
-Automated Doors (Free Action to Command)
-Lights (Free Action to Command)
-Defensive Turrets (Turn Action to Command)
-Drones (Turn Action to Command)
When this Module is activated you may pay 1 EP per additional device you would like to control.
Chassis
Salvage Union Workshop ManualPage 130
TL
3
Photon
SP
20
EP
10
SV
8
Sys
15
SltsMod
4
SltsCrgo
6
CapHeat
12
Cap
The Photon was a byproduct of numerous aborted attempts to create clean energy reactors as global temperatures began to routinely rise to 50 degrees Celsius. Stefanus Corporation commissioned Noel Sküm, a populist tech mogul, to develop clean energy reactors that would fuel the vast mainframes within their home arco. Instead, he used the funds to build the 'EM-28' Photon, which whilst flashy and powerful was expensive, over designed and failed to gain mass adoption. When the venture with Sküm failed, the Stefanus Corporation instead moved their home arco to the frozen Forgotten Tundra.
Solar Reactor
As a Long Action you may fully restore the Energy Points of The Photon to its maximum value. You must be in an area of sunlight to do this. You may only use this Ability once every 24 hours.
Chassis
Salvage Union Workshop ManualPage 132
TL
3
Solo
SP
16
EP
13
SV
4
Sys
12
SltsMod
4
SltsCrgo
6
CapHeat
10
Cap
The 'S-1300' Solo was designed by Sakura for use in wetwork operations due to its capability to smuggle deadly weaponry close to exposed targets, whilst avoiding radar and scanning systems. As a result of its design, it has become prized by smugglers across the wastes who utilise its Chassis to ferry all manner of contraband through the various arcos and militarised checkpoints dotted around the wastelands.
Polycarbonate Stealth Chassis
The Solo cannot be targeted with anything that uses the Targeter Trait such as targeting Modules. It also cannot be seen by anything with the Optics Trait or Scanner Trait. It does not appear on sensors, radar systems, or scanners, and needs clear and direct visual confirmation to be spotted.
Chassis
Salvage Union Workshop ManualPage 134
TL
3
Terra
SP
23
EP
12
SV
9
Sys
18
SltsMod
3
SltsCrgo
6
CapHeat
13
Cap
Designed as a terraforming Mech by Kombu Technology, the 'T-246' Terra is able to project a human habitable atmospheric bubble around it, making it invaluable in the process of colony formation. As the space elevators dotting the globe began to be destroyed or fell into disrepair, the Terra found a new use in the wastelands in creating habitable zones for wastelanders. It is utilised efficiently by salvagers for picking apart wreckage within hazardous zones.
Terraforming Bubble
2 EPTurn Action
When activated, The Terra projects a safe, oxygenated, and habitable atmospheric bubble around it for 1 hour, or until shut off as a Free Action. Within the bubble gravity levels, pressure, heat, and other environmental factors are comparable to an Earth-like planet. This extends to Medium Range, and everything within it is safe from all harmful environmental effects irrespective of their severity.
Chassis
Salvage Union Workshop ManualPage 136
TL
4
Aegis
SP
24
EP
16
SV
8
Sys
18
SltsMod
5
SltsCrgo
6
CapHeat
14
Cap
The 'V8.12.5' Aegis was developed by Aeon as a combat Mech intended to protect trade convoys or VIP corporate personnel against attack and ambush. The energy absorbers which power its Advanced Shield Projector were developed atop the great cloud spire of the corporation's home arco. Aegis units were subsequently utilised in the rebuilding of the Central Wastes following Impact Day, its shielding protecting construction units from debris, solar flares, and rival corpo attacks.
Integrated Advanced Shield Projector
X EPReactionRangeMediumShield
When a target within Range is hit by an attack or something that would deal damage, you may activate the Advanced Shield Projector. The damage of the attack is reduced by 3× the amount of Energy Points you expend on this Ability. If this reduces the damage to 0 or less the attack also has no additional effects.
Chassis
Salvage Union Workshop ManualPage 138
TL
4
Colossus
SP
36
EP
12
SV
16
Sys
24
SltsMod
4
SltsCrgo
6
CapHeat
16
Cap
The 'Mk7' Colossus is the main battle Mech of Evantis Industries, and sums them up as a corpo. It is big, dumb, and gets the job done. They are still manufactured in the Evantis home arco of Haven and its surrounding smog soaked sprawl. These were rolled out in droves during the First Corpo War, their thunderous advance captured entire arcos whose resources and facilities were fed into the guzzling industrial maw of Evantis.
Eradication Protocols
If The Colossus rolls a 'Nailed It' result (20) with an attack roll, it deals 4× damage instead of 2× damage.
Heavily Armoured Chassis
Any attack that rolls a 'Nailed It' (20) result against The Colossus counts as a standard hit (11-19) and does not deal 2× damage or have any other bonus effect.
Chassis
Salvage Union Workshop ManualPage 140
TL
4
Consul
SP
15
EP
16
SV
3
Sys
12
SltsMod
5
SltsCrgo
6
CapHeat
12
Cap
Consul Mechs are designed to be utilised as diplomatic envoys and are often used by corporate council members. They are a means for corpos to flex their wealth, power, and prestige when dealing with other corpos and diplomatic entities whilst maintaining a veneer of civility and decorum. As a result, they come in a vast array of different designs as befits the branding of the corpo, with the only commonality being that they are all, in a means unique to their corpo, incredibly flashy. Their inbuilt Morph Sphere technology further allows their pilot, typically a high ranking corpo exec, to rapidly exit an area in a dangerous situation.
Flashy
The Consul has the Flashy Trait. It looks incredibly impressive, never being less than mint and pristine to onlookers, and fills them with much awe and admiration.
Morph Sphere
2 EPTurn Action
This advanced anti-matter tech developed by Ascension PLC enables The Consul to reconstruct its form into a spherical mechanical ball around People size.
When activated, The Consul transforms into a sphere that encases the Pilot or passenger. As a sphere, The Consul gains the Fast Trait, which it can make use of immediately after transforming. The sphere is quick and mobile, and slightly flexible, able to squeeze into tunnels and other hard to enter spots whilst transformed. The Consul cannot attack or activate any Systems whilst transformed but may activate Modules.
When in this form The Consul takes up only 3 Cargo Slots if carried.The Consul may transform from a sphere back into its standard form as a Free Action at no EP cost.
Chassis
Salvage Union Workshop ManualPage 142
TL
4
Drop Bear
SP
26
EP
14
SV
7
Sys
16
SltsMod
4
SltsCrgo
6
CapHeat
14
Cap
The 'V-TX15' Drop Bear was designed by Contour Aerospace as a means to return aerial dominance to its rightful place in the battlefield. The great rocky eyrie where the Contour home arco is situated in the Oceanic Rim is perfectly suited to maximise the speed and aerial capability of the Drop Bear. Vast flocks of these are said to patrol the rocky fortress and surrounding wastelands. The distinct saw-like buzzing sound of its VTU System is often the last thing the victims hear before being shredded by fire and then picked apart for salvage. Originally named the 'Dragoon' by Contour, this Mech was 'affectionately' nicknamed the Drop Bear by local salvagers who came into contact with the Mech.
Integrated Advanced Vectored Thrust Unit
The Drop Bear has an Integrated Advanced Vectored Thrust Unit. This acts as a standard Vectored Thrust Unit System. In addition, when The Drop Bear activates the Advanced VTU System it can move an additional Range Band, ignoring all obstacles, Mechs, and terrain, and still move on its turn as normal.
Chassis
Salvage Union Workshop ManualPage 144
TL
4
Vorpal
SP
18
EP
12
SV
4
Sys
15
SltsMod
4
SltsCrgo
6
CapHeat
15
Cap
The 'V-X 113.5' Vorpal is a highly heat efficient Mech designed to mount vastly oversized mining lasers for use in heavy duty excavation operations. Designed by Thatcher Steel, the Vorpal was so efficient that the majority of uranium mines within the Ferrous Range were rapidly stripped bare. Thatcher Steel then pulled out and pumped resources into its space elevator program to start off-world mining. This left the various worker satellite colonies to fend for themselves. Many of these miner settlements were said to have joined up together in one of the first examples of a proto Salvage Union using scrapped Mechs to retake swathes of Thatcher Steel territory and declare it independent.
Heat Efficient Reactor
Everytime The Vorpal gains Heat, reduce the amount gained to 1. Treat each source of Heat separately when using this Ability. For example if The Vorpal fires a Blue Mining Laser with the Hot3 Trait it gains 1 Heat instead of 3. If The Vorpal then chooses to Push it would gain an additional 1 Heat instead of 2 for the Push.
Chassis
Salvage Union Workshop ManualPage 146
TL
5
Carrier
SP
35
EP
16
SV
9
Sys
21
SltsMod
5
SltsCrgo
6
CapHeat
12
Cap
Developed by Contour Aerospace as a mobile Mech carrier. The 'TJG-93' Carrier can launch Mechs from its mammoth bays, and acts as a mobile recharge and resupply base. It has proven invaluable for salvagers able to scrap one together as it effectively acts as a support crawler, allowing Pilots to operate for longer periods of time away from the Union Crawler and get to the hardest to reach places to claim sweet, sweet salvage.
Integrated Mech Bay
The Carrier has an integrated Tech 4 Mech Bay which can carry up to 5 Tech 4 or lower Mechs in an active and ready state. This acts as a Tech 4 Mech Bay allowing you to fully heal the SP, EP, and Heat of all Mechs within it over a week of Downtime and mount or remove any number of Systems or Modules as well as anything else the Mech Bay would be capable of.
Chassis
Salvage Union Workshop ManualPage 148
TL
5
Eidolon
SP
21
EP
15
SV
5
Sys
15
SltsMod
7
SltsCrgo
6
CapHeat
12
Cap
The peak of Sakura stealth technology, the 'E-1T2' Eidolon has a polycarbonate stealth Chassis combined with integrated stealth projectors which when activated make it for all intents and purposes invisible. Sabotage by this Mech is considered responsible for the year long blackout of Cothon, the Osiris home arco during the corpo cold war. It is difficult for advanced electronics to detect the Eidolon, but their stealth systems can be foiled by some surprisingly low tech solutions. Shrapnel and other explosives, even a simple hose can all outline the void the Eidolon occupies.
Polycarbonate Stealth Chassis
The Eidolon cannot be targeted with anything that uses the Targeter Trait such as targeting Modules. It also cannot be seen by anything with the Optics Trait or Scanner Trait. It does not appear on sensors, radar systems, or scanners, and needs clear and direct visual confirmation to be spotted.
Stealth Projector
4 EPTurn Action
When activated, the Stealth Projector makes The Eidolon effectively invisible. It cannot be spotted via any form of visual confirmation. This effect lasts for 1 hour or until The Eidolon Pilot deactivates it as a Free Action.
Chassis
Salvage Union Workshop ManualPage 150
TL
5
Neura-Phage
SP
29
EP
11
SV
9
Sys
18
SltsMod
6
SltsCrgo
6
CapHeat
13
Cap
The 'AUG-440' Neura-Phage is a fully neuralinked Mech that connects directly to a Pilot's nervous system. This allows for direct one-to-one control of the Mech as though it was their own body, making pilot and machine as one. Developed at the end of the Second Corpo War by Ascension PLC, the Neura-Phage mech was purchased by numerous other corpos and deployed as the last lines of defence in their home arcos. The reasoning behind this deployment was that any Pilot who would wire themselves directly to their Mechs were significantly devoted to their corpo. In practice, many often had little choice in the matter with many corpos recruiting Neura-Phage Pilots from terminally wounded veterans or Pilots who would otherwise be captured and killed by enemy forces.
Cybernetic Neuralink
The Neura-Phage connects directly to the Pilot with an advanced neuralink mesh that allows their thoughts to be directly translated to the actions of the Mech, merging them into one entity.
They may spend their Pilot Ability Points on any Energy Point Abilities The Neura-Phage has access to. They may spend their Energy Points on any Pilot Abilities their Pilot has access to that The Neura-Phage would reasonably be able to perform.
In addition, they always count as having a Neuralink Communicator installed in their Mech.
Chassis
Salvage Union Workshop ManualPage 152
TL
6
Iron Wyrm
SP
46
EP
15
SV
17
Sys
24
SltsMod
5
SltsCrgo
6
CapHeat
19
Cap
The 'EPBM-S11' Iron Wyrm is a mammoth tunnelling Mech capable of subterranean operations. It was designed as a joint venture between Sakura Futures, Herrsch Manufacturing, and Thatcher Steel in order to construct a vast tunnel network that would connect the Ferrous Range with the Central Wastes. Nobody knows whether the project was completed or what the current state of the tunnel network is, but some say the tunnels still exist and that they are filled with salvage just lying around. ready to be plundered. They also say that the tunnels are inhabited by those who have not seen the red sun for generations.
Burrower (Iron Wyrm)
2 EPTurn Action
When you activate this Ability, the Iron Wyrm can burrow and move underneath the ground.
It can burrow through sand, stone, and earth as well as basic metal and stone structures such as bunkers.
The Iron Wyrm remains burrowed until it unborrows as a Turn Action where it emerges at a point of the Pilot's choice within Close Range of it.
When burrowed, the Iron Wyrm cannot be targeted by anything on the ground, however it cannot see anything on the ground either.
Its location can be verified with a Deep Survey Scanner.
The burrowing Ability of the Iron Wyrm enables it to create tunnels behind it that are large enough for a Mech to fit through.
Chassis
Salvage Union Workshop ManualPage 154
TL
6
Leviathan
SP
76
EP
14
SV
20
Sys
36
SltsMod
6
SltsCrgo
6
CapHeat
18
Cap
The pinnacle of the Evantis range, the 'Mk3' Leviathan is currently the only general release Super Heavy Mech available to buy on the Corpo Net. Enormously powerful, it can be fitted with a veritable arsenal of lasers, missiles, and cannons, as well as enough Modules to make those shots count. It uses a modified reactor from a 1,000 tonne terraforming rig, and is so heavily armoured that nothing short of a tactical nuke can take it out. If you find yourself against one of these, you will either need a madcap plan under your belt to stop it or a good pair of running boots.
Juggernaut
The Leviathan may fire up to 2 Weapons Systems in a turn as a single Turn Action. Resolve each attack separately.
Eradication Protocols
If The Leviathan rolls a 'Nailed It' result (20) with an attack roll, it deals 4× damage instead of 2× damage.
Heavily Armoured Chassis
Any attack that rolls a 'Nailed It' (20) result against The Leviathan counts as a standard hit (11-19) and does not deal 2× damage or have any other bonus effect.
Chassis
Salvage Union Workshop ManualPage 156
TL
6
Shaitan
SP
21
EP
20
SV
6
Sys
15
SltsMod
10
SltsCrgo
6
CapHeat
14
Cap
The 'v3.94.0' Shaitan is a custom crafted and over-designed Mech favoured by corpo execs who want to play. It packs an exec body suit, custom branding, high speed actuators, gold plated gyroscopes, and an array of hood ornaments. Even its bells have whistles. It can hit a max top speed that rivals all but the fastest of pure mil-tech design, and has a polycarb Chassis as well as integrated VTU for extra mileage. It contains frankly too many Module slots, allowing it to pack in extended comms, advanced optics, and multiple recreational devices.
Integrated VTU System
The Shaitan has an integrated Vectored Thrust Unit System which is included in its profile. This functions as a standard VTU System.
Flashy
The Shaitan has the Flashy Trait. It looks incredibly impressive, never being less than mint and pristine to onlookers, and fills them with much awe and admiration.
Fast
The CHASSIS can move an additional Range Band on its turn as a free action. In addition, it moves twice as fast across the Campaign, Area, and Region Maps.
Polycarbonate Stealth Chassis
The Shaitan cannot be targeted with anything that uses the Targeter Trait such as targeting Modules. It also cannot be seen by anything with the Optics Trait or Scanner Trait. It does not appear on sensors, radar systems, or scanners, and needs clear and direct visual confirmation to be spotted.
Chassis
Salvage Union Workshop ManualPage 158
TL
3
Impaler
SP
26
EP
7
SV
6
Sys
15
SltsMod
3
SltsCrgo
6
CapHeat
15
CapThe 'B-419' Impaler is the main combat Mech of the BOLZA Corporation. Its rugged design helps it survive and manoeuvre in the harsh conditions of the Arid Steppes.
Rugged Chassis
Designed to survive in the harsh conditions of the Arid Steppes and withstand brutal punishment. When this Chassis takes damage, reduce the amount by 1. This can reduce damage to 0.
Chassis
We Were Here First!Page 64
TL
B
Fleshripper
SP
50
EP
10
BSV
50
Sys
26
SltsMod
4
SltsCrgo
6
CapHeat
16
CapA resilient Bio-Mech built from the core thoraxes, chest cavities, rib cages, and central nervous systems of Bio-Titans. Layers of thickened carapace with the ability to regenerate grow on its fleshy form.
Bio-Chassis
This chassis is made of living Bio-Titan flesh. See rules for Bio-Chassis.
Heavily Armoured Carapace
The Fleshripper Bio-Chassis has 3 layers of Armour Plating. When it takes damage, remove a layer of Armour Plating. The Fleshripper Bio-Chassis instead takes no damage and suffers no other effects. The Armour Plating regenerates fully during Downtime.
In addition, when you roll on the Bio-Chassis Critical Damage Table you may re-roll the result, accepting the second.
Chassis
We Were Here First!Page 67
TL
B
Stormterror
SP
30
EP
12
BSV
30
Sys
20
SltsMod
4
SltsCrgo
6
CapHeat
14
CapA Bio-Mech designed to destroy low-flying aircraft and perform hit-and-run attacks on enemy installations.
Bio-Chassis
This chassis is made of living Bio-Titan flesh. See rules for Bio-Chassis.
Integrated Monstrous Bio-Wings
The Stormterror gains the Fly Trait. This allows it to fly over all obstacles and terrain. All attacks against the Stormterror when it is flying are treated as though it is in Long Range. In addition, once per turn (as long as The Stormterror is flying) it may move an additional Range Band as a Free Action.
Chassis
We Were Here First!Page 68
TL
B
Cranium Bio-Mech
SP
18
EP
16
BSV
18
Sys
14
SltsMod
5
SltsCrgo
6
CapHeat
10
CapFashioned from the engorged craniums of brain bugs, this bloated, slug like Bio-Chassis was deployed to interrogate high-value targets, siphoning succulent secrets straight from their brainstem and feeding it to the Pilot.
Bio-Chassis
This chassis is made of living Bio-Titan flesh. See rules for Bio-Chassis.
Probing Proboscis
2 EPTurn ActionRangeCloseMelee
The Probing Proboscis penetrates through the skull, to the frontal lobe of a creature, extracting its brain matter to glean knowledge from the darkest recesses of its mind. When you use this Ability choose a target creature in Range. This Ability does not affect Bio-Titans or Meld.
ROLL THE DIE:
| Roll | Result |
|---|---|
20 | You may ask the Mediator 5 questions and they will answer based on what the creature would know. The target creature then dies. |
11-19 | You may ask the Mediator 3 questions and they will answer based on what the creature would know. The target creature then dies. |
6-10 | You may ask the Mediator 2 questions and they will answer based on what the creature would know. One of these answers will contain some false information. The target creature rolls on the Critical Damage Table. |
2-5 | The Probing Proboscis fails to penetrate the target. |
1 | The Probing Proboscis fails to penetrate the target and leaves you exposed. You gain the Vulnerable Trait until the start of your next turn. |
Chassis
We Were Here First!Page 70
TL
B
Scuttler
SP
14
EP
10
BSV
14
Sys
16
SltsMod
3
SltsCrgo
6
CapHeat
13
CapDeveloped from the spider-like legs on many Bio-Titans, this light and fast Bio-Chassis is able to rapidly traverse a wide array of terrain.
Bio-Chassis
This chassis is made of living Bio-Titan flesh. See rules for Bio-Chassis.
Integrated Scuttling Locomotion System
Allows the Scuttler to move normally and grants it the Climb and Fast Traits.
Chassis
We Were Here First!Page 72
TL
1
Kelpie
SP
7
EP
9
SV
3
Sys
8
SltsMod
3
SltsCrgo
6
CapHeat
7
CapDeveloped by Kombu Tech as a cheap way of harvesting their patented regrown algae which feeds most of the populace of the wastes, the compact Kelpie has inbuilt Hydrologics to allow the efficient traversal of aquatic bodies.
Integrated Hydrologic Locomotion System
The Kelpie has an Integrated Hydrologic Locomotion System, allowing it to move and function underwater but not on land.
Chassis
False FlagPage 54
TL
2
Trooper
SP
16
EP
5
SV
5
Sys
16
SltsMod
3
SltsCrgo
6
CapHeat
12
CapThe 'BLC-17' Trooper is a cheap, mass-produced DronTek combat Mech known for its dependable build quality. DronTek instituted a policy of enforced conscription after the first invasion of the Northern Wastes by Evantis during the Corpo Wars, and then deployed the Trooper Mechs en masse.
The sacrifices of the new Pilots forced Evantis back, preventing a hostile takeover of DronTek territory. As a reward, DronTek granted Scrip debt rights to the surviving Pilots, allowing them to work to pay off the debt they had accumulated during the conflict.
Dependable Chassis
This Chassis gains the Dependable Trait. Additionally, you may re-roll results on the Critical Damage Table and on failed Heat Checks.
Chassis
False FlagPage 56
TL
2
Pioneer
SP
17
EP
12
SV
6
Sys
14
SltsMod
4
SltsCrgo
6
CapHeat
8
CapThe 'TC48' Pioneer was developed by the Opus Institute as a scavenging Mech designed to endure the harsh, freezing, conditions of the Frozen Gulf. Initial builds were bought en masse by Stefanus when they moved their Arco to the Forgotten Tundra, following global rises in temperature that made cooling their vast data centres unfeasible elsewhere.
As with most Opus Mechs, its blueprints are open source on the corpo-net. As a result, it is often scrapped together by wastelanders living in arctic regions or salvagers delving into the ice.
Sub-Zero Engineered Chassis
Designed by Opus to operate within sub-zero temperatures and reinforced with titanium alloys, insulative materials and numerous locomotive stabilisers. The Pioneer suffers no adverse effects (including damage) from freezing conditions. It is also not slowed by Difficult Terrain in frozen and snowy biomes, such as the Frozen Gulf or the Forgotten Tundra. A Pilot within the Pioneer Chassis is also entirely protected from any adverse effects from freezing conditions, as the insulated interior keeps them at a stable body temperature.
Chassis
False FlagPage 58
TL
5
Parasite
SP
24
SV
13
Sys
17
SltsMod
9
SltsCrgo
6
CapHeat
5
CapThe 'V17' Parasite is a mobile supercomputer with a suite of CPU modules that are capable of causing havoc in an enemy force. Though it may be weaker than similarly sized combat mechs, it will often not need to directly confront an opponent; instead, it uses hacking to immobilise, disable weapons, or even drain reactors. Its highly unorthodox reactor was developed during the cyberwars as a covert means of disabling opposing Mechs from afar.
Parasitic Reactor
Theoretically, The Parasite has infinite energy capacity, but it may only gain Energy Points from its Parasitic Membrane Ability. During Downtime its Energy Point total is reduced to its base value of 0.
Parasitic Membrane
0 EPTurn ActionRangeLongHacking
The Parasite deploys a membrane-like probe which burrows into the reactor of an opposing Mech, draining it of energy and transferring it to The Parasite. When you activate this ability, choose a target enemy Mech in Range and Roll the Die.
On a successful hit the membrane is attached. The target Mech immediately loses ¼ of its Max EP and The Parasite gains that amount. The target Mech may not activate any EP Abilities on its next Turn.
On each of your following turns, you may activate one of the following effects as a Free Action. If a Mech has 0 current EP, you may not use any of these effects on it.
-The target Mech loses ¼ of its Max EP and The Parasite gains that amount. The target Mech may not activate any EP Abilities on its next Turn.
-You entirely detach the probe. The target Mech loses ½ of its Max EP and The Parasite gains that amount. The target Mech may not activate any EP Abilities on its next Turn.
-You entirely detach the probe. The target Mech reduces its EP to 0 and may not activate any EP Abilities for the next hour.
Chassis
False FlagPage 60
TL
5
Big Brother
SP
43
EP
9
SV
15
Sys
23
SltsMod
4
SltsCrgo
6
CapHeat
14
CapThe 'KC0-29' Big Brother was developed by DronTek as a heavy weapon and drone support platform, epitomising rugged DronTek design principles. It is a lynchpin within their lances, usually deployed to act as a bulwark against the most powerful forces of the opposition. Its cumbersome speed means it relies on its drones and on faster members of its lance to prevent it being outmanoeuvred. It saw active deployment against Evantis forces in their failed invasion of the Northern Wastes, going toe to toe with their Colossus Mechs.
Cumbersome
The Big Brother must choose between moving or taking a Turn Action on its turn. It also takes twice as long to travel between any two points on the Campaign, Region, or Area maps.
Big Brother Drone Controller
The Big Brother controls a suite of Drones. The Big Brother can control up to 4 Big Brother Drones, and the Pilot may issue commands up to Far Range as a Free Action. The Big Brother Drones have their own turn in the turn order, and always act simultaneously.
The Big Brother Drones act separately to The Big Brother on their own turn, and are controlled by the Pilot. They function effectively as Mechs, but cannot Push. They can be installed with Systems and Modules and restore their SP and EP in a T3 or higher Mech Bay during Downtime. If the Drones are damaged they can be repaired as though they were Mechs. If they are destroyed you may craft new Big Brother Drones for 2 Tech 5 Scrap as per the crafting rules. The Big Brother may have up to 4 active Big Brother Drones at a time. Big Brother Drone Stats: 3 SP, 4 EP, 4 Heat Cap, 4 System Slots, 1 Module Slot, 2 Cargo Cap, Tech Level 5, Salvage Value 1. Integrated Hover Locomotion System.
Chassis
False FlagPage 62
TL
N
X0315
SP
5
SV
15
Heat
1
CapThis experimental Meld Chassis was prototyped by Stefanus researchers at the Solitude Research Facility. The X0315 is not built: it is grown around the pilot. It subsumes a pilot into its Meld form, creating a kind of symbiosis. At the end of the process, the pilot will no longer exist. They will be one with their chassis.
The X0315 adds its Pilot's Ability Point total to its Energy and the Pilot's Hit Points to its Structure Points. The Pilot may use all of their Pilot Abilities whilst piloting the X0315 and may spend Energy Points to do so.
MELD
The X0315 is Meld and has all the strengths and vulnerabilities of Meld.
Integrated Meld Locomotion
The X0315 has multiple tendril-like legs which allow it to move normally.
Integrated Neuralink Communicator
The X0315 has the equivalent of a Neuralink Communicator Module.
Mech Replication
0 EPShort ActionRangeCloseUses5
The X0315 attaches one of its tendrils to a target Mech in Range and morphs into that Mech, duplicating everything, including the Chassis and all attached Systems and Modules. The target Mech is entirely destroyed in the process, including all of its attached Systems and Modules, as well as its Cargo.
-This Ability cannot target an active piloted Mech: it must be used on an inactive Mech or a downed Mech that has been reduced to 0 SP.
-The duplicated Systems and Modules cannot be dismounted or salvaged.
-No other Systems or Modules may be mounted onto the duplicated Chassis.
-This Ability replaces all of the X0315's statistics with that of the target Mech at their max values.
-It retains this Ability and all of its other Chassis Abilities, including the SP and EP bonuses it gets from its Pilot.
-The X0315 reverts back to its base form during Downtime.
Chassis
False FlagPage 64
TL
1
Wader
SP
7
EP
10
SV
4
Sys
8
SltsMod
3
SltsCrgo
6
CapHeat
6
CapA stilt-legged, gas guzzling Mech, designed to traverse boggy terrain. Waders were first built by wasters in the Oceanic Rim, utilising parts from broken Mechs and old box wheels destroyed in droves during the Road Wars.
Wasters in the Oceanic Rim would take to carrying their entire families in these Mechs upon woven baskets. This allowed them to safely traverse the many areas of boggy terrain, and even cross shallow inlets to other islands within the region.
Integrated Wader Locomotion System
The Wader has a standard Locomotion System that allows it to move through water, swamps, mud, rivers and similar expanses of difficult terrain without penalty.
Hybrid Diesel Reactor
The Wader utilises an archaic reactor that can be powered with crude fossil fuels.
As a Short Action, a Pilot can spend one, Tech 1, Scrap to restore 1 EP to The Wader. This Scrap represents finding a fuel source.
During Downtime The Wader gains only 5 Energy Points instead of being restored to its maximum amount. Otherwise this works as a normal reactor.
Chassis
RainmakerPage 60
TL
2
Stolas
SP
20
EP
10
SV
6
Sys
16
SltsMod
3
SltsCrgo
6
CapHeat
15
CapStolas Mechs are lighter Auto-mech variants, designed to screen an Automech lance with fumes of smoke, and overwhelm their foes with their sheer weight of numbers. Following the Slaughter of Bunker-13 Stolas Mechs took to enhancing their smoke-launchers with superheated fumes to liquify the flesh of their foes, the smell of acrid smoke and putrid flesh a tell-tale sign of their approach.
Automech
The Stolas is an Automech and follows all of the rules for Automechs.
Hell Fumes
3 EPTurn ActionRangeLong
The The Stolas Mech can produce clouds of superheated black smoke from deep within its core. This can be used to cover a retreat.
When activated any point in range becomes coated in thick plumes of black smoke. Vision is impossible through the smoke and anything with the Targeter or Optics Trait does not work either.
Anything that moves through the area takes 2 SP damage. Mechs that move through the area also increase their Heat by 2 and must make a Heat Check the first time they enter the area and every hour they remain in it.
Chassis
RainmakerPage 62
TL
4
Paladin
SP
32
EP
15
SV
10
Sys
20
SltsMod
5
SltsCrgo
6
CapHeat
12
CapThe 'v8.12.5' Paladin is engineered to channel and amplify its reactor energy reserves to enhance the force, impact, and destructive potential of its close combat attacks. This enables the mech to deliver bone-shattering strikes that obliterate enemy defenses. Developed by Aeon as an offensive siegebreaker, designed to breach fortifications and fearlessly lead its lance into the heart of enemy fire. It proved its prowess in the 100 day siege of the Union of Nations headquarters during the Last War of Nations, which led to their complete annihilation. Thousands of corpo mercs, with more scrip debt than sense, eagerly apply to Aeon's Privateer Partnership program with the hopes of being able to pilot a Paladin Mech as part of Aeon's Elite Security Division.
Energy Smite
X EPFree Action
When activated the next attack the The Paladin makes with the Melee Trait deals an additional amount of SP damage equal to the amount of EP spent on this Ability. They must declare this before making the attack, and make the attack as normal. They may activate this Ability multiple times each turn.
Chassis
RainmakerPage 70
TL
2
Ravager
SP
23
EP
8
SV
8
Sys
14
SltsMod
3
SltsCrgo
6
CapHeat
14
CapThe Hunchback Pattern Ravager was developed by Aegean Dynamics during the Oceanic Expansion to defend arcologies and naval bases. It features a heavy-duty stabilization system that allows it to maintain accuracy while firing its long-range weaponry. The Ravager saw significant use in the Siege of Salamis against Automechs, where its defensive capabilities proved invaluable. Following the conflict, many Ravagers were repurposed by mercenaries and wannabe-corpos, including the Water-Baron's Elite Guard.
Integrated Advanced Stabilising Locomotion System
This Chassis Ability functions as a Stabilising Locomotion System. (p.181 SU Core Book) It has the following improvements:
-The Ravager reduces all damage dealt to it by 3 SP whilst stabilised, to a minimum of 1.
-The first attack the Ravager makes on its turn whilst stabilised deals an additional 3 SP damage.
Chassis
RainmakerPage 64
TL
3
Agares
SP
26
EP
12
SV
8
Sys
18
SltsMod
4
SltsCrgo
6
CapHeat
17
CapForged in the frozen realm of Hell, Agares is a hulking, hellish Automech, designed to lead a lance into the fray.
Following the slaughter of Bunker 13 Agares Mechs began to don the flesh of the mortals they killed and marking their metallic forms with eerie symbols from humanity's ancient past designed to evoke primal fear.
This macabre practice was intended to ward off any other mortal intruders venturing into their domain.
Automech
The Agares is an Automech and follows all of the rules for Automechs.
Demonic Visage
The The Agares Mech is designed to evoke fear in all who look upon them. The first time any creature looks upon it, including player Pilots, they must make a Morale Check.
Chassis
RainmakerPage 66
TL
4
Black Dragon
SP
28
EP
10
SV
7
Sys
19
SltsMod
4
SltsCrgo
6
CapHeat
17
CapDeveloped by Contour Aerospace as a cleanse and destroy Mech that specialises in the use of incendiary weapons. Black Dragon Mechs were deployed in the purging of the Primordials, a collective who rejected the profit driven, corporate devastation of the world in the name of endless consumption. Primordial groups took to living in communal, self-sufficient settlements within the last few natural places of the world. They were all turned to ash.
In response to the Corporate Council's prohibition of incendiary explosives, the Black Dragon found new buyers among more morally flexible mercenary groups and feudal corpos. Notably the security force of the Water Baron, deploying the Black Dragon to suppress the inhabitants of the Wild Hills.
Excoriate
Free Action
When The Black Dragon makes an attack with a Weapon System that has the Burn Trait, it may increase its Heat by 4. If it does so it deals an additional 1 SP damage with the attack, and increases the Burn damage value of the attack by 1. For example a FM-3 Flamethrower would deal 2 SP damage with Burn (2).
This Ability must be activated before the attack is resolved. This Ability can be activated multiple times in a turn, on the same or different Weapon Systems mounted on The Black Dragon.
Chassis
RainmakerPage 68
TL
5
Cerberus
SP
40
EP
18
SV
18
Sys
5
SltsMod
2
SltsCrgo
6
CapHeat
30
CapThe 'TAC-OS PATTERN' Cerberus is a colossal multi-headed Automech, the pinnacle of the Automech Program. Designed by TJG Automations, it features three independently controlled heads - Kyrios, Phren, and Morphos - each capable of mounting separate weapon systems and modules. The advanced Tac-OS A.I. system was the only system powerful enough to control all three heads simultaneously, though the chassis can also be piloted by three separate Pilots, one for each head.
Automech
The Cerberus is an Automech and follows all of the rules for Automechs.
Cerberus Control System
The three heads of Cerberus are piloted separately. Each head can be piloted by a separate Pilot, or all three can be piloted by the same Pilot. Each Pilot activates Systems and Modules and makes attacks separately for their head. Movement is shared between all heads and the chassis. Each head and the chassis can target separately. Critical damage is rolled separately for the chassis and each head. The chassis and all heads share Energy Points and Heat Capacity. Reactor Overload checks are made for the chassis.
Chassis
RainmakerPage 72