Blurring the line between vehicle and combat armor, these suits have flight capabilities that provide an advantage against those on the ground and allows for effective flight-to-flight combat against many battlefield vehicles. The daring pilots who don these flying mechs are typically viewed as adrenaline junkies, who are fearless and perhaps a little arrogant, traits that bring them idolization and reverence across the galaxy. It takes a special personality to pilot a mech, but those who take this role are a breed apart.

Build Notes

The combination of the Mech and Aero Combat specialties is costly, leaving few points for starting skills, leaving very little room for customization. Picking up a few general combat skills with the proficiencies allows the character to be effective outside the mech, while the choice of specialty skills provides the base requirements for both flight-to-ground and flight-to-flight combat.

Skill Trees

Mech Combat
(15 + 3 skills = 18 points)
• Elude
• Gunnery
• Scrape

Mobile Combat
(15 + 3 skill = 18 points)
• Combat Maneuvers
• Evasive Action
• Piloting

(1 skill = 1 point)
• Observation

(3 skills = 3 points)
• Dodge
• Shoot
• Weapon Proficiency

Starting Gear

Because volar mechs are extraordinarily expensive, those of lower wealth classes will have gained their skills at an academy or as part of an organization, and do not begin play with a mech. With a specific skill set that limits the number of starting skills, characters who do not start with a mech, begin play with light armor, a ranged weapon, and a traveler pack, the quality of which is based on the starting wealth class. These gear packs do not have a specific monetary value, rather they are designed to ensure that starting characters have the basic gear they need to begin play. Substitutes for items of a roughly equal value may be made with GM approval.

♦ Impoverished
♦ Working Class
♦ Professional
♦ Capitalist
♦ Magnate
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