Savage X-COM: MEC Troopers

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MEC Troopers​[edit]

Originally designed as a method to allow crippled soldiers to return to the field, a number of operatives across our organization have actually volunteered for the Mecanization process, which involves all four limbs being amputated and replaced with cybernetic replacements. The cybernetic replacements are not notably superior or inferior to the original limb. Instead, their primary purpose is that they allow the soldier to interface directly with the newly designed MEC Suit, a large suit of armor that acts as an extension of the user’s body, based on early theories for powered armor and mobility enhancements.

Becoming a MEC trooper requires the expenditure of 40 Meld.

MEC Suit: When MEC Troopers deploy in the sujt, they have their size increased by +2 (increasing their toughness accordingly), and become large. Normal sized enemies get a +1 to shoot them, and taking cover is harder. Their strength die is increased by two types while in the suit. The MEC Suits provide armor equal to 8. MEC suits cannot use standard weapons, and are restricted to MEC Class weapons or unarmed attacks. MEC suits are too large to fit through regular doors.

MEC troopers can deploy without the suit, and functional as normal soldiers, with none of the advantages or disadvantages of the suit. However, if they take a critical injury in one of their limbs, a repair check is required to heal them instead of a healing check.

The MEC-2 Sentinel suit incorporate alien materials into its construction. Accordingly, it provides +12 armor. Furthermore, it can fit upgrades and extra weapon modules. MEC-2 suits can take two items from the following list:

  • Heavy Flamethrower: A MEC scale flamethrower. Same stats as a regular flamethrower, but deals 3d10 damage.
  • Kinetic Strike Module: A high impact melee weapon, the KSM upgrades the MEC Trooper's fist to be able to punch through walls. Increases unarmed damage to d12+strength; and the target must make a strength check at -2 or be knocked back 1d8'; taking another hit of 3d6 damage if they impact a solid surface.
  • Shock Absorbent Armor: +6 armor against explosives
  • EMP Pulse: Trigger an EMP pulse in a large blast template around the user. Deals 3d10 damage to robotic enemies. Three round recharge
  • Platform Stability: Increases agility by one die type
  • Distortion Field: Closest enemy gets a -2 to attack the MEC Trooper
  • Damage Control: Increase Vigor by one step
  • Jet Boot Module: Fly with speed 12 for one round; four round cooldown