Mechs are giant limbed vehicles used by individuals for a variety of purposes, from construction to war. In DNDS, mechs are rather common. All mechs need an operator, as they are not automatons capable of independent decision making or action. The operator needs to be within the mech or outside the mech using a remote controlling system.


Mechs were developed by races throughout the galaxy, but over time, as nations fell, merged, or formed alliances, only a handful of military-grade models survived. Each model has unique bonuses, penalties, and features that a skilled operator can use and build upon. Each model comes in a particular size which also determines certain attributes and towing capacity. When choosing a mech, you must choose from one of the six available models featured below.


The size of the mech determines key attributes, such as cockpit size and towing capacity. The cockpit of most mechs has enough room for two to sit comfortably. One or both can serve as operators. Since mechs are essentially vehicles, they can be used to carry creatures and objects. They each have a height and weight limit based on their size. They also have a maximum towing capacity, which is the maximum amount of weight it can carry within it (including the operators), it can lift, push, or pull. If it carries anything beyond its maximum capacity, the mech will incur a penalty of -3 to its Engines score.

Mechs have four sizes: small, medium, large, and gargantuan.


Mechs function under similar rules as any other playable character. They use four base ability scores to determine their attributes, functions, and checks: Hull, Engines, Reactor, and Systems. Attributes refer to hull points (HP), speed, and evasion. Functions refer to your mech's specific capabilities based on the number of points available in each core area. Checks are used to determine if your mech will succeed an opposing or adversarial force. Your mech's ability scores are determined like creature ability scores, by the roll of the die. You will need to roll 1D6 and then subtract 2 to get each base ability score. Do this four times to get four totals and apply each to whichever ability you wish.


The Hull score is used when applying or opposing physical force and inflicting or enduring physical damage. All mechs have hull plating that covers their entire frame, it is the skin of the mech. It serves as the source of the mech’s hull points (HP) and Integrity points (IP). Your Hull score is equal to 1D6-2.


The physical capabilities of the mech rely on your IP. Such activities include that which puts extreme stress or pressure on the structural integrity of the mech. The mech’s melee and unarmed attacks are based on its Hull score.


All mechs have a base of 60 HP. Your Hull score can make this number go up or down. Each hull point is equal to 10 HP. If your Hull score is +1, your HP is 70. If your Hull score is -1, your HP is 50.

An Integrity point, or IP, is determined by your Hull score. Take your Hull score and divide by 3, and round down. This means that if your Hull score is +6, then you have 2 IP. The minimum IP is 0. There is never a negative (-1) IP.


All mechs have engines that provide for movement and the Engines score determines speed and evasion. Your Engine score is equal to 1D6-2.


All mechs start with a base speed of 25 hexes, with the exception of Gargantuan models. 1 hex equals 15 feet. Gargantuan mechs have a base speed of 35 hexes. Your speed is determined by your Engines score. Multiply your Engines score by 5 and add to your base speed. For example, an Engines score of 5 gives your mech an additional 25 to speed. Conversely, if your Engines score is -3, your mech suffers a -15 to speed. Your speed can not go lower than 0. A speed of 0 results in an inability to move on your turn.


Your evasion is equal to half of your Engines score rounded down. If your Engines score is +2, your evasion is 1. You would then add +1 to the D20 roll to determine if you successfully evaded a weapon strike and to determine your place in the Initiative.


While within an atmosphere, mechs can not fly under their own power, nor slow their descent. While in space the mech can move under its own power. Speed is measured in miles per hour (mph). They can move up to 100,000 times their Engine and Reactor score combined. If your Engine score is +3 and Reactor score is -1, your combined score is 2. Times this number by 100,000. If your Engine score is -3 and your Reactor score is -1, your final score would be -400,000mph. You can never move at negative speed, therefore, you would be unable to move while in space with a score of 0 or a negative.


See here for rules on moving in space during combat.


The Reactor score is used when determining the mech’s use of artillery and energy-based weapons. It serves as the source of the mech’s Reactor points, or RP. All mechs require a reactor to function, for it’s the mech’s primary source of power. Your Reactor score is equal to 1D6-2.


A Reactor point is determined by your Reactor score. Take your Reactor score and divide by 2, and round down. This means that if your Reactor score is +3, then you have 1 RP. The minimum RP is 0. There is never a negative (-1) RP.


The Systems score is used when applying overall mech functions, including many of its functions and programming limitations. It serves as the source of the mech’s Systems points, or SP. All mechs require a computer core to function. Your Systems score is equal to 1D6-2.

A Systems point, or SP, is determined by your Systems score. Take your Systems score and divide by 2, and round down. This means that if your Systems score is +3, then you have 1 SP. The minimum SP is 0. There is never a negative (-1) SP.


Each mech has Scanners that allow its operator to perceive things around them while they are inside of it. Scanners essentially extend a mech’s line of sight, and although they can “see” in all directions simultaneously, they do so in a straight line. This means that Scanners are unable to scan around objects, only through them. They have a maximum range of 55,000,000 miles while in space (a little more than half the distance between Earth and Mars), however the SM can reduce or increase the range depending on other factors, such as signal boosters or interference. While on a planet, moon, or planetoid, scans are severely reduced to 55 miles without the support of additional technology, such as drones or orbital satellites. This is due to the curvature of a planet and the natural interference of its magnetic fields and solid core. If a mech is on the surface of a planet trying to detect objects in space, the SM can allow scans up to 550 miles upwards. Such a scan can not detect an object in space on the opposite side of the planet, for that would require a curved view and not within the mech’s line of sight.


Passive scans can detect creatures and objects (including other machines). It can determine the number, the type, and their location. It doesn't require a roll of the die. It can't penetrate the hull of any machine, nor can it penetrate any other form of interference. Specific information such as stats can't be detected with passive scans. Passive scans are equal to your Systems score +10. If your Systems score is a 5, then your passive scan is a 15.


Active scans can detect the same thing as passive scans, but require a D20. The roll will determine if the scan can overcome the challenge of penetrating interference, which should have a determined difficulty rating. Active Scanners can determine specific information, such as stats. The SM will determine the difficulty rating in order to gain this knowledge. Add your Systems score to the D20 roll in order to determine the result of a scan.


All mechs are capable of performing special actions. These actions can utilize any of their base scores to determine the outcome. These actions are carried out through the activation of programs. The number of programs a mech can carry is determined by their Systems score. Multiply the Systems score by 2 to determine the number of programs your mech can install. You are able to swap out programs when you shut down. You can swap out as many programs as you would like with each shut down. Programs can be purchased from a vendor, given as gifts, or stolen. Your SM will determine the price and location of programs to be sold.

Click here to learn more about mech programs.