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Mech building is at the heart of the Mechtronica RPG system and as such has some of the most in depth mechanics. To start we'll introduce the key concepts here before you dive into the details.
The mechtronica system is highly modular. It's not like picking a car model and choosing trims and packages—you're building this from the ground up. You will pick a frame which is where all the other parts for your mech will go, but the main thing it determines are how fast your mech is and how many parts it can fit.
Nearly all parts use Resources. Resources (and the related Power Type) are the main constraints on your mech build. You have to make sure you have enough resources for all your Infrastructure Components to operate and enough left over to use your Attachment Components when you need to.
Most infrastructure components can be grouped into "Subsystems". These groups of components interact with each other closely and set constraints on each other. There are three such subsystems:
There are also a few things to note about the cabin. The cabin and the frame are the only two components which you can have strictly one of each per mech. The cabin is the ultimate weakpoint of your mech, and if it is destroyed, you die (see Combat).
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