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Walkers

In Astrabound, mechanical walking war platforms are most often called walkers, though frontline troops, salvage crews, and colonial militia still throw around older terms like mechs, gunframes, labor rigs, and war striders. Across the Alliance, frontier protectorates, corporate security divisions, and independent colony militias, walkers fill the gap between armored vehicles and starships. They can cross broken ruins, board stations, fight in vacuum, wade through toxic storm belts, and step over terrain that would leave gravcraft grounded and wheeled armor stranded.

Walkers most commonly emerge at Dev 7, when compact fusion power, stable articulated frames, artificial musculature, and neural control systems become reliable enough for industrial and military use. In the Astrabound galaxy, that usually means hardened servo-bundles, synaptic control couches, advanced battlefield materials, and pilot interfaces derived from aerospace avionics and exo-suit combat systems.

That is also the point where worlds begin to truly need them. Death worlds, mining moons, shattered arcologies, irradiated battlefields, vacuum platforms, and half-terraforming colonies all create demand for machines with hands, balance, and enough adaptability to perform difficult work in hostile places. Once a society can build walkers for labor, recovery, and engineering, it is only a matter of time before someone mounts weapons on them.

As with other technologies, Dev 7 is only the baseline. A particular Astrabound world may field crude industrial frames, salvage builds, or downgraded local variants that behave like lower-tech machines even if their core design lineage is interstellar. By Dev 8, walkers become more refined, sealed, and specialized. At Dev 9, elite stealth systems, nanorepair, advanced shields, and extreme mobility begin to separate top-tier walkers from common battlefield frames.

BASICS

The basic frame includes the skeleton, robotic muscles, cockpit, and power supply. All walkers are crewed by a single person unless otherwise noted.

  • AUTOMATED SYSTEMS: Walkers have automated systems that can manage simple functions via voice command such as walking in a straight line or to a known and mapped destination, opening and closing hatches, alarming the pilot if it detects a lock-on, and other basic tasks that do not require decision-making. If needed, their skill with any of these tasks is a d6.
  • COMMS: Walkers have a powerful communications suite that can connect to other receivers within 100 miles.
  • CREW: Walkers have a single pilot.
  • MANEUVERING SKILL: Characters use Piloting to operate a walker’s movement.
  • SAFETY SYSTEMS: Walker cockpits are equipped with safety systems (see Air Bags & Safety Harnesses in Savage Worlds) and an ejection system; successful use launches the pilot into the air to descend safely via parachute.
  • SEALED: Walkers are hermetically sealed to protect against pathogens, bacteria, gas, or other chemical and biological warfare. They provide their own heating, cooling, and oxygen and protect their crew from all but the most extreme environmental effects.
  • SENSORS: The cockpit contains a fully customizable HUD (Heads-Up Display) with integrated optics that grant 50× magnification with thermal vision (half Illumination penalties for warm targets) and night vision (ignore Dim or Dark Illumination). Switching between modes is a limited free action.

When focused and not moving, high-powered microphones can pick up whispers up to 100 yards distant (+2 to hearing-based Notice rolls).

Example: Astrid settles her walker behind the wreck of a collapsed survey tower and orders the sensors to passive focus. Through the cockpit HUD she tracks heat traces in the rubble while the directional mics catch Flynn whispering over comms nearly a football field away.

SPEED RATINGS

Speed Ratings are derived from a vehicle’s Top Speed in miles per hour, making it easier to compare vehicles’ relative speeds, which is what is used in both the Chase rules in Savage Worlds and the Clashes presented in this book.

RatingMPHRatingMPH
14161K
28171.2K
316181.6K
425192K
540202.5K
660214K
780226K
8100238K
91202410K
101602512K
112002616K
122502720K
134002825K
146002940K
158003060K

PROFILES

  • SIZE: The Size modifier of the walker. Size sets the machine’s Scale, and affects its overall Strength and Toughness.
  • HANDLING: The walker’s base responsiveness.
  • TOP SPEED: The walker’s Top Speed Rating.
  • TOUGHNESS: The walker’s base Toughness with Armor in parentheses. All walkers have Heavy Armor.
  • STRENGTH: The base Strength of the walker. The machine can lift a maximum of its own weight. Every quarter of that a walker carries costs one fourth of its top speed and reduces Handling by 1, until it can no longer move.
  • ENERGY: The walker’s maximum energy capacity, measured in number of days of operation before it must be refueled.
  • MODS: The number of Modifications that may be installed in the walker, based on structural capacity and power requirements. Leftover Mods are in parentheses.
  • COST: The cost for the walker’s basic frame.

SAMPLE PROFILE

VARI-MECH FIGHTER (CLASS II)

Variable mecha are often configured to switch between a humanoid form and space-fighter form. In Astrabound, these are most often seen in elite Commonwealth rapid response squadrons, black-budget corporate security fleets, and a handful of notoriously expensive mercenary outfits.

SizeHand.Top SpeedToughWoundsEnergyModsCost
7 (Large)+2822 (6)4521 (0)$2.5M

Height/Weight: 25’ / 15 tons, Strength d12+7 (I). Mods: AM/ECM, 3× Armor, 2× Handling, Targeting System, Toughness, Variable Form (spaceship, Top Speed Rating 17).

Weapons:

  • Gatling Laser (Turret): Range 50/100/200, Damage 3d6+4 (I), AP 4, Cauterize, Overcharge, Point Defense, Reaction Fire, usable in spaceship mode.
  • Medium Cannon (Carried Weapon): Range 75/150/300, Damage 4d10 (III), AP 10, SBT, usable in spaceship mode.
  • Missile Launcher (Fixed Front): 8× Light missiles, Range 100/200/400, Damage 6d6 (III), AP 16, RoF 4, Guided, SBT, usable in spaceship mode.

Example: Michaels punches the transformation sequence as the gunframe drops from orbital insertion. In one heartbeat it is a starfighter burning through atmosphere. In the next, it unfolds into a towering war machine and lands hard in the ash outside the colony shield wall.

Combat

Walkers are a unique combination of vehicle and humanoid, and require a few special rules to handle on the tabletop.

FIGHTING

Use the lower of the operator’s Piloting or Fighting skills to make melee attacks with a walker. The vehicle’s Parry is calculated the same as other vehicles: 2 + half the user’s Piloting skill, modified by the walker’s Handling.

A walker is always considered armed, and deals its Strength damage with its limbs (as a Heavy Weapon). Characters may use their personal Edges (such as Frenzy) while in a walker, with the GM’s approval based on the particular circumstances.

Example: Zayko is a brutal close-quarters fighter on foot, but inside a walker his wild swings only matter if he can actually control the machine. He attacks using the lower of his Piloting or Fighting.

RUNNING

Walkers are designed to move at a particular speed like any other vehicle, but in a pinch, a pilot can run just like an organic being.

Running in a giant robot requires a Piloting roll and incurs the usual running penalty to all other rolls made this turn. Failure means the mech goes Out of Control. Success increases its Top Speed Rating by 1 for the turn, and a raise increases it by 2.

Example: Flynn slams the throttle and drives his walker into a dead sprint across a shattered landing field. He makes a Piloting roll to run. On a success, his Speed Rating increases by 1 for the turn.

STOMP

A Gargantuan walker can stomp by using an area effect template, with the size of the template determined by the GM based on the machine’s footprint. The attack ignores Scale modifiers and is an opposed Athletics vs Agility roll, with defenders rolling individually. Those who cannot get out of the way are stomped for damage equal to the walker’s Strength. Smaller walkers may stomp a single target, so long as it is at least one Scale smaller.

Example: A siege-frame from the old border wars drives its foot down into a swarm of raiders in a station cargo yard. The GM sets an area template based on the machine’s massive treaded heel and resolves the stomp against everyone caught beneath it.

DEATH FROM ABOVE

Walker pilots sometimes attempt a desperate maneuver called Death From Above, where they use jump jets or vantage points to jump down onto rivals.

This is an opposed Piloting roll between the two. If the attacker succeeds, he Rams the target (see Savage Worlds) and adds an extra d6 damage, plus another d6 for each Scale category his mech exceeds the target’s by (increase Class by one if using Heavy Metal). If the attacker fails the opposed roll, he misses and must roll on the Out of Control table, and takes an additional Wound with a Critical Failure.

Example: Astrid fires her jump jets from the roofline of a half-ruined arcology and drops her walker onto a pirate brawler below. She and the enemy pilot make opposed Piloting rolls. If she wins, it counts as a Ram with extra damage.

OUT OF CONTROL

When a walker goes Out of Control, it falls down or collides with an object. The mech rights itself automatically once those effects are resolved. A falling walker can damage bystanders at the GM’s discretion; treat it as a Stomp to anyone underfoot who fails an Evasion roll to get out of the way.

CRITICAL HITS

A Called Shot to a mech’s leg gets a Locomotion Critical Hit, rather than rolling randomly. Each Locomotion Critical Hit drops the walker’s Speed Rating by 1.

A Called Shot to an arm scores a System Critical Hit rather than rolling randomly. If a Critical Hit strikes a result with nothing left to destroy, it breaches the reactor core or ammunition and explodes for Xd10 damage, where X is the maximum number of Wounds the walker can have, in a 10" (20 yard) blast radius. The walker is completely destroyed in the explosion.

Example: Michaels targets the knee assembly of a mercenary walker to stop it from reaching the colony shield gate. On a Called Shot to the leg, he inflicts a Locomotion Critical Hit instead of rolling randomly.

PRONE

A walker may fall prone as a free action, but doing so requires a Piloting roll. Failure means the mech still falls prone but goes Out of Control. Standing back up requires a Piloting roll. Success halves the mech’s remaining movement; a raise means the walker retains its full movement for the turn. A prone walker may also crawl or drag itself along at a Top Speed of 10 MPH, or half that if that is its normal Top Speed.

WRECKED

Use the rules in Savage Worlds when a walker is Wrecked by collision or damage. Those who survive the initial damage may make an Evasion roll to eject from the walker before it explodes or collapses, causing 2d6 + Size damage to any occupants. The walker falls away from the direction of the last attack for 3d6 + Size damage to anything beneath it.

Example: Flynn’s walker takes a final missile strike and becomes Wrecked. He can attempt an Evasion roll to eject before the machine cooks off and collapses into the refinery yard below.

CUSTOM WALKERS

The easiest way to create a custom walker is to take any of the stock mechs presented at the end of this chapter or from another Savage Worlds setting and look at the number in parentheses in the walker’s Mods column. This is the number of unused Modification slots you can use to add additional armor, weapons, or other systems.

You can also replace existing Mods you do not want with those you do. Even a few simple changes can make two slight variants of the same stock walker feel unique and make them a more memorable part of your stories.

In Astrabound, this is an excellent way to represent regional manufacturing lines, battlefield salvage rebuilds, corporation-specific refits, frontier improvisation, or old military frames modernized with new systems. A Commonwealth scout walker, a Syndicate raider frame, and a battered colonial defense rig might all begin from the same baseline chassis and still feel completely different in play.

If you want to build a mech from the hull up, start with a concept, determine the Size, then use the Walker Frames table to determine its starting statistics. From there you can add Modifications to customize the vehicle and determine its final profile.

The Game Master may change these baseline numbers for different settings, to mimic tropes of a particular genre, or for much higher Development Levels.

Walker Height & Weight

Below are the average heights and weights of typical, humanoid walkers. Walkers of Size 3 and less are power armor.

LARGE WALKERS
SizeHeightWeight
412’2 tons
515’5 tons
618’10 tons
724’15 tons
HUGE WALKERS
SizeHeightWeight
830’40 tons
936’65 tons
1050’120 tons
1163’250 tons
GARGANTUAN WALKERS
SizeHeightWeight
1275’500 tons
13100’1K tons
14125’2K tons
15150’4K tons
16200’8K tons
17250’16K tons
18300’32K tons
19400’64K tons
20500’125K tons

Walker Frames

SizeHand.Top SpeedTough (Max Armor)WoundsStrEnergy*ModsCost
Large Walkers (4–7)0815 (20)4d12+Size5Size ×3$250K × Size
Huge Walkers (8–11)-1620 (30)5d12+Size5Size ×3$500K × Size
Gargantuan Walkers (12–20)-2425 (40)6d12+Size5Size ×4$1M × Size

Note: Walkers are not typically built for long-range travel like starships or vehicles.

Walker Modifications

Mods is the number of slots the Modification requires. Round fractions up. A negative value means the Mod gives the vehicle additional slots back. Max is the number of times a Mod may be taken. U means unlimited.

NEGATIVE QUALITIES

ModificationMods (Max)Cost
Battered: The walker has been through numerous battles and hard use. Reduce its base Toughness by 2 each time this is taken.-2 (2)- $10K × Size
Drone: The walker has no pilot, crew, or life support. Requires Remote Control or an AI to operate. Crew drops to zero.-2 (1)- $5K × Size
Exposed Crew: The walker is open-topped or leaves its pilot exposed to atmospheric conditions. The pilot may be targeted individually and gets no Armor bonus (including if the vehicle sustains a Crew Critical Hit).-2 (1)- $10K × Size
Feedback: The connection between the pilot and the walker is stronger than usual. The pilot is Shaken anytime the walker takes a Wound.-2 (1)- $10K × Size
Finicky: The walker requires more time and effort to fix than usual. Repair rolls made to fix its systems, attachments, or Wounds are made at -2, or -4 if taken twice.-2 (2)- $10K × Size
Fragile: The walker’s frame is particularly fragile for its mass. Reduce its Wounds by 1 each time this is taken.-2 (2)- $10K × Size
Inefficient: The walker uses more energy than usual. Double the amount of fuel it uses each day. If using the Supply Levels rules, roll a die whenever energy would go down a level. If the result is odd, it goes down two levels instead.-2 (1)- $10K × Size
Manual: The walker is mostly mechanical with limited or no electronics or displays. It has no automated systems and cannot have any Modifications that require significant electronics.-2 (1)- $10K × Size
No Hands: The walker has no articulated hands. It cannot grapple, pick things up, or use carried weapons.-2 (1)- $5K × Size
Reduced Handling: Subtract 1 from the base Handling of the walker each time this is taken, to a maximum penalty of -6. This cannot be taken with Handling.-2 (6)- $10K × Size
Reduced Speed: The walker sacrifices speed for lower cost and more space. Reduce its Speed Rating one step each time this Mod is taken. This may not be combined with Increased Speed.-2 (3)- $10K × Size
Reduced Strength: The walker’s strength-servos are weaker than usual. Reduce its Strength a die type each time this Mod is taken.-2 (4)- $5K × Size
Rough Ride: The vehicle’s Unstable Platform penalty is -4 instead of the usual -2. Passengers routinely get sick, so pack extra barf bags.-2 (1)- $10K × Size
Tandem Pilots: The walker requires two pilots instead of one. The pilots share an Action Card in combat and Piloting rolls use the lower of the team’s Piloting skills. Crew increases to two pilots.-2 (1)- $10K × Size
Unsafe: The walker does not have adequate safety measures, or perhaps they have been ripped out to make room for more weapons. Passengers take full damage from collisions. They have no equivalent to Air Bags & Safety Harnesses as described in the Vehicles section of Savage Worlds. Rolls to eject are made at -2.-2 (1)- $10K × Size

Example: A pirate clan on the edge of Commonwealth space might run a Battered, Finicky, Unsafe walker because it is all they could salvage from an old battlefield and keep running.

CORE SYSTEMS

ModificationMods (Max)Cost
X Artificial Intelligence (AI): The walker has an artificial-intelligence system that takes over for the automated systems and can now drive, fire weapons, and otherwise act like an allied character with a d6 skill and a Wild Die. If taken a second time the skill die increases to d10, and if taken a third time it can ignore 2 points of Multi-Action penalties each round. The GM might consider giving the AI a personality as well.1 (3)$5K × Size
Command Suite: A suite of HUD apps securely connects the user to any linked allies within comms range. This allows the commander to see and hear through her troops’ biolinks, monitor their vitals, and extend her Command Range to all those in contact.1 (1)$10K
Crew Seating: The first time this Mod is taken adds one seat. The second time adds three more, for a total of five crew.2 (2)$10K
Enhanced Sensors: Increases optical sensors to 100× and adds chemical, motion, and other sensors that add +2 to Surprise checks and relevant Notice rolls.1 (1)$50K
Y Entangled Comms: The walker has audio and video communications quantum entangled with one, and only one, other paired set anywhere in the universe. Its range is unlimited, and it cannot be blocked or jammed.1 (U)$50K
X Increased Strength: The walker’s Strength increases a die type thanks to improved hydraulic systems, more powerful servomotors, or efficient power usage.2 (5)$5K × Size
Scanner: The walker’s sensors can detect and identify the composition of matter or energy up to 50 yards distant. This ignores Illumination penalties and adds +2 to appropriate Notice rolls. The targets do not have to be visible, though certain types of matter or energy may interfere. If taken a second time, increase the range to 500 yards, the Mod cost by +1, and price to $5K.1 (2)$500 or $5K
Sensor Array: The walker has an extendable satellite dish that can scan heat, light, gravitational forces, electromagnetic waves, radio waves, and any other significant amounts of known matter or energy up to one light year away in space or line of sight planetside. If the accompanying mini satellite is launched, or there are other satellites to connect to, the system can scan a planetary hemisphere instead. Deploying or using the array takes a full round, during which the mech cannot move and is Vulnerable.4 (1)$25K
Y Variable Form: As an action, the pilot may transform the walker into, or back from, a vehicular frame. The vehicle may be up to two Sizes larger or smaller than the walker and uses the vehicle’s Locomotion but the walker’s base Toughness. The vehicle may have its own Mods, but must include this Variable Form Mod. Anything installed in both forms is usable in either, but only paid for in cost once. Systems installed in only one form are only active when in that form, but may be damaged by Critical Hits in either form. Crew is always the one pilot for the walker. Use base cost of whichever Frame is more expensive.Half Size (1)$100K

Example: Michaels’ custom recon frame mounts Entangled Comms linked directly to his corvette. Even deep in a radiation storm or inside a derelict station hull, he can still transmit back to the ship.

DEFENSIVE SYSTEMS

ModificationMods (Max)Cost
AM/ECM: Anti-Missile and Electronic Countermeasures are integrated systems of electronic jammers, flares, and radar decoys that eliminate 2 points of penalties when making Evasion rolls against Guided Weapons.1 (1)$5K × Size
Y Anti-Teleportation Tech: Electronic scramblers prevent people or materials from being teleported into or onto the walker.4 (1)$10K × Size
Arm Shield: The walker carries a physical shield. It provides +2 Parry and -2 Cover. The shield is Hardness 20 and provides +10 Heavy Armor should someone attempt to shoot through it. Requires one arm to use.Half Size (1)$10K × Size
Armor: Increase the walker’s Armor by +2 each time this is taken, up to the maximum allowed on the Walker Frames table.1 (See Text)$5K × Size
EMP Shielding: The walker’s critical systems are protected from electromagnetic attacks by special metals, fast reboots, or other technology. The operator ignores 2 points of the -4 operating and Repair penalty when resetting after an EMP attack.2 (1)$5K × Size
Repair Drones: The walker has drones that can attempt to fix Wounds and Critical Hits using the usual rules for Repair and the mech’s automated systems. Critical Failure means the repair is beyond what the drones can do and they may no longer attempt that repair.Half Size (1)$25K × Size
Y Repair Nanomachines: Nanobots may attempt Repair rolls as a limited action once per round, using the walker’s automated systems. Each success and raise removes one Wound. After three Wounds are repaired, the nanobots are spread too thin and provide no further benefit until they replenish themselves 24 hours later.3 (1)$50K × Size
X Shields: The walker is protected from incoming attacks by a powerful energy field. The shield has a number of charges equal to half the mech’s basic Wounds, before any Modifications, rounded down. A crew member, or the walker’s AI, must spend these charges anytime the walker takes damage by making a Soak roll using Electronics. This is a free action, and the character must continue to spend charges until all Wounds are negated or the field runs out of charges. Shields recharge in 10 minutes outside of combat, but in an emergency, a character can shunt power from locomotion and weapons to make an Electronics roll. Success restores half the walker’s usual shield charges, rounding up, and a raise restores them all.Half Size (1)$50K × Size
Sloped Armor: Sloped armor deflects direct-fire energy and kinetic attacks. Enemies subtract 2 from their Shooting rolls. It has no effect on bombs, flame weapons, missiles, or torpedoes.Half Size (1)$5K × Size
Stealth System: Radar-absorbent materials, heat baffles, scramblers, and visual distortion devices make the walker less detectable by vision or sensors. Rolls to spot or lock onto the mech with Electronics while the system is active are made at a -4 penalty. At Dev 8, rolls to scan or attack the walker with direct-fire weapons are made at -2, or -4 at Dev 9. Activating and deactivating stealth mode is a limited action, and is negated any round the mech fires weapons or makes an active sensor scan.Size (1)$50K × Size
Toughness: The walker’s Frame is hardened and reinforced, adding +1 to its Toughness each time this Mod is taken.1 (5)$5K × Size

LOCOMOTION

ModificationMods (Max)Cost
Amphibious: The walker may enter water, or other liquids, without sinking. While in water its Handling is reduced by 1 and its Top Speed is Rating 2 (8 MPH). If taken a second time, Top Speed increases to Speed Rating 3 (16 MPH).1 (2)$1K × Size
Energy Pod: Each energy pod adds double the walker’s Energy rating in fuel or power to its maximum capacity.Half Size (U)$5K × Size
Handling: Each time this Mod is taken increases the walker’s Handling by +1, to a maximum of +4.Half Size (2)$10K × Size
Increased Speed: Each time this Mod is taken increases the walker’s Top Speed Rating by +1.Half Size (U)$10K × Size
X Jump Jets: The walker’s legs and back have jets that allow it to leap its movement horizontally or half that vertically. Jump jets allow Death From Above ramming attacks. In a Clash, they grant the user a free reroll when attempting to gain Clash Tokens.Half Size (1)$10K × Size
Quadruped: The walker is four-legged instead of bipedal. It gains a reroll on failed Piloting checks against going Out of Control.2 (1)$10K
X Thrusters: A jet pack and maneuvering thrusters allow the walker to fly at Speed Rating 8 (100 MPH). Top Speed improvements apply to thrusters as well, increasing the flying Top Speed accordingly.Half Size (1)$25K × Size

Example: Zayko’s assault frame uses Jump Jets to vault from cargo stack to cargo stack in a dockyard firefight, while a quadruped mining walker might use its extra stability to keep from going Out of Control on broken terrain.

OFFENSIVE SYSTEMS

ModificationMods (Max)Cost
Arm Blade: A weapon like a chain-blade or heavy sword designed to cut into the armor of rival walkers or tanks. It is sized to the walker and deals Str+d12 damage, AP 6, Heavy Weapon. Requires one arm to use.2 (1)$50K
X Carried Weapon: The selected weapon is configured as an oversized rifle carried by the walker. Using the weapon requires both arms and counts as a pintle mount, but only uses the Mods of a fixed weapon. The weapon may be stored or readied as an action. Any walker with two hands may use a dropped Carried Weapon. If the weapon is too large, more Mods than the walker’s Wounds, or GM’s call, it suffers the Snapfire penalty. Carried weapons must be hit first by a Weapon Critical Hit.See Text (1)$10K + Weapon
X Energy Blade: A weapon like an energy sword designed to cut through the armor of rival walkers, buildings, or tanks. It is sized to the walker and deals Str+d12 damage, AP 12, Heavy Weapon. Requires one arm to use.2 (1)$100K
Extra Appendages: Each time this is taken the walker gains an additional set of limbs with hands that can hold items or weapons. Each set provides +1 Gang Up bonus if focused on a single foe.1 (3)$10K
Remote Control: An operator with the proper access codes and a transmitter, such as a mobile device, can control the walker from afar, using Electronics -2 in place of the usual maneuvering skill.1 (1)$10K
Stabilizer: The walker has a weapon stabilization system that negates the Unstable Platform and running penalties for all attached direct-fire weapons. It does not aid in the firing of guided weapons.1 (1)$5K
Targeting System: The mech has an integrated targeting and tracking system that reduces 2 points of direct-fire Shooting penalties from Called Shots, Cover, Range, Scale, or Speed. The system works with all the walker’s direct-fire ranged weapons. It does not aid in the firing of guided weapons.1 (1)$25K

Stock Walkers

Below are a number of example walkers based on patterns commonly seen across the Astrabound galaxy. Game Masters should make changes based on a setting’s brand names, tech advances, or cultural bias. A Commonwealth military frame, a corp security export model, and a relic from a lost war might share a profile while differing wildly in reputation, appearance, and availability.

INFANTRY SUPPORT WALKER (CLASS II)

A mobile combat platform for close infantry support, these machines are one big step up from power suits. They are common among colonial defense forces, station security battalions, and Alliance marine detachments.

SizeHand.Top SpeedToughWoundsEnergyModsCost
4 (Large)0921 (6)4512 (0)$1.1M

Height/Weight: 12’ / 3 tons, Strength d12+4 (I). Mods: AM/ECM, 3× Armor, Increased Speed, Stabilizer.

Weapons:

  • Dual Linked Light Autocannons (Pintle Mount): Range 50/100/200, Damage 3d8 (I), AP 4, RoF 4.
  • 2× Missile Launcher (Fixed Front): 24× Light missiles total across both launchers, Range 100/200/400, Damage 6d6 (III), AP 16, RoF 4, Guided, SBT.

LIGHT SCOUT (CLASS II)

Scouts gather intelligence, make quick strikes against vulnerable targets, and terrorize infantry. On the frontier, they are as likely to be used for border patrol and raider pursuit as for formal recon.

SizeHand.Top SpeedToughWoundsEnergyModsCost
7 (Large)+2820 (4)4521 (0)$2.1M

Height/Weight: 25’ / 15 tons, Strength d12+7 (I). Mods: 2× Armor, 2× Handling, Sloped Armor, Targeting System, Toughness.

Weapons:

  • 2× Medium Slugthrower (Pintle Mount): Range 30/60/120, Damage 2d8+1, AP 2, RoF 3, not a Heavy Weapon, Point Defense, Reaction Fire.
  • Medium Laser (Turret): Range 150/300/600, Damage 3d10 (III), AP 20, Overcharge.

VARI-MECH FIGHTER (CLASS II)

Variable mecha are often configured to switch between a humanoid form and space-fighter form. Rare, expensive, and dramatic, they are favorites of ace pilots, propaganda reels, and units with more budget than sense.

SizeHand.Top SpeedToughWoundsEnergyModsCost
7 (Large)+2822 (6)4521 (0)$2.5M

Height/Weight: 25’ / 15 tons, Strength d12+7 (I). Mods: AM/ECM, 3× Armor, 2× Handling, Targeting System, Toughness, Variable Form (spaceship, Top Speed Rating 17).

Weapons:

  • Gatling Laser (Turret): Range 50/100/200, Damage 3d6+4 (I), AP 4, Cauterize, Overcharge, Point Defense, Reaction Fire, usable in spaceship mode.
  • Medium Cannon (Carried Weapon): Range 75/150/300, Damage 4d10 (III), AP 10, SBT, usable in spaceship mode.
  • Missile Launcher (Fixed Front): 8× Light missiles, Range 100/200/400, Damage 6d6 (III), AP 16, RoF 4, Guided, SBT, usable in spaceship mode.

MEDIUM BRAWLER (CLASS III)

Brawlers excel at urban warfare and close combat. They often jump jet on top of buildings to get the drop. In Astrabound, they are especially feared in dense colony cities, station interiors, and orbital dock fights.

SizeHand.Top SpeedToughWoundsEnergyModsCost
8 (Huge)0630 (10)5524 (0)$4.5M

Height/Weight: 30’ / 40 tons, Strength d12+8 (I). Mods: 5× Armor, Handling, Jump Jets, Sloped Armor, Targeting System.

Weapons:

  • Arm Blade (Melee): Damage Str+d12 (III), AP 6, HW.
  • Dual Linked Light Lasers (Pintle Mount): Range 150/300/600, Damage 2d10 (II), AP 10, RoF 3, Overcharge.
  • Medium Cannon (Fixed Front): Range 75/150/300, Damage 4d10 (III), AP 10.

HEAVY FIRE SUPPORT (CLASS IV)

Heavies use big guns to destroy important mission objectives, and are screened by lighter walkers. They are siege-breakers, bunker-killers, and the sort of machines colonists remember seeing on the horizon right before everything went wrong.

SizeHand.Top SpeedToughWoundsEnergyModsCost
9 (Huge)-1640 (20)5527 (0)$5.2M

Height/Weight: 35’ / 65 tons, Strength d12+9 (I). Mods: 10× Armor, Targeting System.

Weapons:

  • Quad Linked Medium Laser (Fixed Front): Range 150/300/600, Damage 3d10 (III), AP 20, Overcharge.
  • Missile Launcher (Fixed Front): 6× Heavy missiles, Range 200/400/800, Damage 8d6 (V), AP 32, Guided, LBT.
  • 2× Medium Particle Cannons (Pintle Mount): Range 100/200/400, Damage 6d6+6 (III), AP 10, RoF 3.

ASSAULT WALKER (CLASS IV)

Assault walkers are the anvil to the hammer of the heavies, and renowned as the battle masters of armored combat. These are the line-breakers that advance through fire and keep advancing.

SizeHand.Top SpeedToughWoundsEnergyModsCost
10 (Huge)-1645 (20)5530 (0)$5.9M

Height/Weight: 40’ / 120 tons, Strength d12+10 (I). Mods: 10× Armor, Targeting System, 5× Toughness.

Weapons:

  • Quad Linked Medium Laser (Fixed Front): Range 150/300/600, Damage 3d10 (III), AP 20, Overcharge.
  • Missile Launcher (Fixed Front): 24× Medium missiles, Range 150/300/600, Damage 7d6 (IV), AP 24, RoF 2, Guided, MBT.
  • Heavy Cannon (Fixed Front): Range 100/200/400, Damage 5d10 (IV), AP 20.

INFANTRY GUN MECHA (CLASS V)

Mobile suits of mecha fill futuristic land and space battlegrounds, and are the bane of tanks and starships alike. In Astrabound, these towering machines are rare symbols of state power, ancient war stockpiles, or the terrifying excess of high-end military industry.

SizeHand.Top SpeedToughWoundsEnergyModsCost
13 (Gar)0450 (24)6552 (0)$15.1M

Height/Weight: 55’ / 1K tons, Strength d12+14 (II). Mods: AM/ECM, Arm Shield, 12× Armor, 2× Handling, Increased Strength, Targeting System, Thrusters, Toughness.

Weapons:

  • Dual Linked Medium Slugthrower (Turret): Range 30/60/120, Damage 2d8+1, AP 2, RoF 3, not a Heavy Weapon, Point Defense, Reaction Fire.
  • Energy Blade (Melee): Damage Str+d12 (III), AP 12, HW.
  • Heavy Laser (Carried Weapon): Range 150/300/600, Damage 4d10 (V), AP 30, Overcharge.

Example: When colony veterans talk about the machines that broke the siege of Khepri Station, they are usually talking about assault walkers and infantry gun mecha. Most civilians never see one up close unless something has already gone very wrong.