Mech Archetype

### Technology Archetype

Mechs are first divided by Technology class. This terminology comes from the clear division in power between First, Second, Third Rate State. A state power is tied by the technology class of its Mech Army. As such, Mechs are divided by 1st Class Mechs, 2nd Class Mechs, 3rd Class mechs. To note, MTA and CFA are 1st Class power.

## Mech Archetype

1st Class Mechs are fielded by First Rate Power such as the Big two, first rate super states and a great number of first rate state. These mechs wield the most power in the galaxy. They have access to spatial pocket allowing to stock module and therefore bypassing any storage problem. As such, a 1st class mech tend to have no archetype as they can wield a variety of weapon system. They are therefore the most difficult mechs to control as the pilot must be proficient in any role. Those mechs are also the most expensive to produce as they need a lot of exotics, especially for the spatial storage.

1st Class Mechs

2nd Class Mechs

3rd Class Mechs

### Weight Archetype

Heavy Mechs [Rare mechs that are almost exclusively used by governments and powerful clans, they are ussaly either Knights/Lancers if melee or Cannoneers/Artillery if ranged]

Medium Mechs [most common type of mech, can act as any role]

Light Mechs [the cheapest of the mech types and also considered the mostly considered the most dangerous, ussaly the pilots of these mechs use mobility as thier main and only defence thus they also lack a lot in firepower]

### Role Archetype

Mechs can be divided into 3 Main roles and Multiple Sub roles. Higher-class mechs Can fulfill more than a single role.

#### Melee Mechs

These mech fight up-close and Dirty, They are Specialized for taking a beating and in return give a beating.

Knight Mechs [slow yet heavily armoured mechs]

Swordman Mechs [mechs specialised for swordsmanship]
mechs specialised for swordsmanship]

Lancer Mechs [mecha that use thier speed and mass to collide with the enemy inflicting emeance damage]

Striker Mec [relatively armoured mechs that specialise in Area Of Effect attacks by using shotguns and flamethrowers along side melee weapons such as an axe]

#### Ranged Mechs

Rifleman Mechs [the most common of all mech types these mechs are your typical ranged mechs]

Sniper Mechs [a rifleman mech that sacrafices fire rate and ammo capacity for increased range, accuracy, and damage]

Artillery Mechs [Mechs that exel at indirect fire and super long range combat]

Cannoneer Mechs [mechs with heavy firepower that exell at direct fire]

#### Support Mechs

Electronic Warfare Mechs

Communication Mechs

Resupply Mechs

### Terrain Archetype

Landbound

Aquatic

Airborn

Spaceborn

### Gravity Archetype

No gravity

low gravity

standard gravity

super gravity

### Mech Generations

The earlier years of the mech renaissance was a wild west, with new inventions haphazardly being introduced into the market as soon as they turned economically viable. This led to bizarre situations where there was once just nine years in between one generation to the next. The mech industry now adhered to a semi-fixed schedule of grouping technological advances into generations, each lasting about thirty to fifty years.

Commercial mechs that incorporated modern technologies available to be licensed in the open market were regarded as the era's so-called current generation, or currentgen for short. The generation that preceded it was called the last generation, or lastgen. Generally, the differences in performance between the two was distinct, but not overpowering. As an offhand rule, it took four lastgen mechs to beat three currentgen mechs.