Pilots with nerves of steel within bulky and rugged mechanizen combat armor that is designed to take damage while they wade undaunted into the most intense battles. Some call them gutsy, others heroic, though most prefer deranged, but when maulers enter the fray, allies cheer while enemies despair. Those in this role typically serve as the central point in combat around which allies gather to make their attacks; they position themselves to setup flanking positions and stand between enemies and ranged allies. At their core, the goal of these armored combatants is to stand their ground and draw attacks away from those who are less able to endure damage.

Build Notes

In the skill selection for the Mech Combat specialty there are a number of defend skills to assist with damage mitigation, as well as several attack options; it is possible to trade some of the attack skills or drop one or two to pick up skills elsewhere. The addition of the Technocracy specialty allows for field repairs, but this can be traded for Statecraft, allowing the mauler to lead allies in combat, or Scoutcraft should the mech armor be used in an advanced soldier capacity.

Skill Trees

Mech Combat
(15 + 7 skills = 22 points)
• Blitz
• Clobber
• Elude
• Punt
• Repel
• Scrape
• Sunder

(10 + 3 skill = 13 points)
• Analyze
• Mechanics
• Scavenge

(1 skill = 1 point)
• Evade

(1 skill = 1 point)
• Observation

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

Starting Gear

With the exception of those at the lowest wealth level, all Maulers begin play with a mech, ranged weapon, specialty tools, and a travelers pack, the quality of which is based on the starting wealth class. These 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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