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Mecha:Themes

In GearHead 2, mecha can be packaged with themes, sets of weapons based on a certain concept. Theme mecha have a custom name and color, and are often tougher than their default models. However, they may be heavier too, and thus less mobile or accurate.

Theme mecha are usually only seen in major battles or duels. They can be either obtained through promotions or won from opponents. Occasionally one will come across shops that will stock a few theme mecha.

## Naming

Theme mecha have a two-part random generated name which replaces the mech's designation. The name is always based on the theme used.

## Themes

### Pyromaniac

A fire-based theme. Most weapons have either the BURN or BRUTAL attributes.

 Burning | Burninator

### Soldier

A war theme. Its weapons are based on modern guns and weapons.

 Strike | Marine

### Sophisticated

This theme is focused around high-damage single shot weapons (no burst fire), HAYWIRE, and OVERLOAD.

 Royal | Skill

### Industrial

A theme for miners, construction workers, and corporate pilots. It mostly contains melee weapons.

 Industrial | Tool

### Pirate

A nautical theme suited to the Blades of Crihna. It's designed for disabling the enemy, so much of its armament has the HAYWIRE and OVERLOAD attributes.

 Black | Buccaneer

### Mad Scientist

The science theme. It uses lasers, and contains a lot of effects, especially the EXPERIMENTAL attribute.

 Analytical | Theory

### Beauty

An exquisite mecha theme. It's beautiful, yet dangerous.

 Pretty | Dancer

### Dark

An evil theme with very sinister-sounding weapons.

 Tragic | Death

### Dragon

A powerful theme. It's focused on brutal melee and powerful fire-based attacks.

 God | Wyrm

### Ninja

A theme based on the way of the shinobi. It's fast and has a lot of disabling attacks, some of them with the BLIND attribute.

 Koga | Kunoichi

### Lightning

An electric theme. It has fast weapons and utilizes the OVERLOAD and HAYWIRE attributes.

 Ion | Storm

### Devil

A maleficent theme. It's perfect for the villains.

 Heartless | Moloch
Markheim Fortress

**Markheim Fortress** is a Dead Zone city built on top of the wreckage of a PreZero city-smasher tank weapon named Cesar.

## Buildings

* Garage
* Provisioner
* Mushroom Farm - must be unlocked as described below
* DeadZone Health

## Unique Quests and Opportunities

* The city is attacked by bandits, you can help defend the city for a cash reward.
* Forager is found inside Cesar and gives the quest for the Primal Genome.
* Inside the wreck of Cesar are mushrooms growing which can be hybridized with the city's poor crop if you have a high enough science skill to help the farmer hybridize them.
* If you repair the cannons of Cesar, the city can defend itself from the bandits and you get a large cash reward.
Mecha:Pixie

Price | $1530776 MMS-01$2618890 MMS-02

The **Pixie** is MUGL's first entry into the high end battroid market.

In the current versions of GearHead 2, the Blue Pixie has been eliminated. The Green version remains.

## Variants

### MMS-01 Blue Pixie

*MUGL's first entry into the high end battroid market.*

 Weapons

### MMS-02 Green Pixie

*An upgraded version of the Blue Pixie.*

 Weapons
Gyro

A gyroscope provides a +1 MV bonus per level; so a Class 3 Gyro will modify a base -5 MV penalty by +3 for a final MV of -2. Gyros can only compensate for MV penalties incurred by type and mass, never raising MV above +0.

## High End Mecha

Mechas with the highest class gyros are Chimenteros (available from shops) and the Gladius, each with class 5, and the Argoseyer with class 8.
Ironwind Fortress

**Ironwind Fortress** is a Dead Zone city that is the home of Clan Ironwind. This fortress-city in the middle of the dead zone seems even more harsh and despotic than most.

## Buildings

* Desert City Service
* Fortress Hospital
* The Flesh Pit, a personal combat arena
* The Tomb where the Keeper of the Law resides, with an entrance to caves below

## Unique Quests and Opportunities

* Rusty Scepter
* Rescue a family from the slave trader
Jack of All Trades

You can do a little bit of everything. (Can use unlearned skills without the -2 penalty)

**Prerequisite**: Craft 15

An excellent skill to get if your Knowledge
 is low as it'll allow you to use any skill in the game without the
usual penalty for unlearned skills. It also allows skills such as Investigation and Science
 to be accessed from the 'use skills' menu. While not as effective as
actually learning the skills, it does make your character very flexible.
Mecha:Joust

Price | A2400:$166173A7800: $211326

*This mecha was designed specifically for arena combat. It is the first training mecha used by many pilots.*

The Joust is one of the possible mecha you can get from Mecha Sporch in Hogye when you start the game without a mecha and need one. It is not very strong but its weapons systems cover all mecha weapons skills: artillery, cannon and melee weapons.

It is very easy to capture or destroy a Joust if one has a good eye. The cockpit of a Joust is installed in its head, so a called shot that destroys the head will disable the rest of the mecha while leaving it intact. This also provides a small margin of safety to beginning pilots, as it is more likely that if they lose in a battle, they will be able to recover their Joust, which is likely to be their only battle-ready mecha.

## Variants

### A2400 (GH1)

 Weapons
 Systems
Mecha:Fenris

Price | $351164GH1$364372 GH2

One of BioCorp's "Biometrics" line. The structure of this mecha is based partially upon fossils
of Tyrannosaurus Rex.

As the advertisement (in Concept Art) suggests, the Fenris is a much better mecha than is normal for its price range -- because of its good design, not any part of its equipment. A Fenris cannot win a stationary exchange of fire; but equipped with overchargers, smoke launchers, and a Luna II's Crescent Sabre, it can destroy Savins. (Don't rely on high-throughput energy weapons with a Fenris -- its power plant is weak and prone to overloading.)

## Stats

#### GH1

 Weapons
 Systems

#### GH2

 Weapons
 Systems
Mecha:Harpy

Price | $3003145

*The **Harpy** is the Solar Navy's space operations mecha.*

The Harpy comes with excellent equipment, making it one of the best purchases for stripping parts to install on another mecha.

* Class 7 ECM suite — the only way you can obtain something this high-end in a store
* Two class 9 Arc Thrusters, virtually the best in the game
* Class 8 Sensor, good although higher classes can be purchased individually
* Helmet and body armor that offer good protection for their weight
* Two lightweight laser cannons and a lightweight INTERCEPT weapon.
* A dozen BLAST missiles for armor eating

The engine is also a respectable Class 6, not so easy to overload.

It is, however, expensive, coming in after only the Ovaknight and the aptly-named Gigas and Monstrous.

## Stats

 Weapons
 Systems
Mecha:Chameleon

Price | CHA-01: $552845CHA-02: $203310CHA-02q Star$245345CHA-02 Sniper: $506934CHA-03 Command: $664992

The main battle mecha of Aegis Overlord. Because of Luna's shortage of metals, the Chameleon is made from advanced synthetic materials.

## Variants

### CHA-02 Chameleon (GH2)

The main battle mecha of Aegis Overlord.

 Weapons

### CHA-02q Star Chameleon (GH2)

The space version of Aegis Overlord's main battle mecha.

 Weapons
Reflex System

The reflex system gives a +1 bonus to all mecha combat skills for which the equivalent personal combat skill is at an equal or greater rank. In Arena mode this mod is pretty useless, since characters don’t tend to train their personal combat skills. In RPG mode, it’s quite simply the best thing ever.
[1]
Mecha:Strongarm

Price | $17920

The Strongarm is a combat variant of an old industrial powersuit. It is typically used by ravagers and other residents of the dead-zone. There is no single company that makes it; the original design was created by a nomad mecha designer. The blueprints were distributed far and wide and Strongarms are now produced in many workshops throughout the world. Some people say that he spread the plans so the residents of the dead-zone would have something to protect themselves against monsters; others say that he was a huckster who sold "exclusive rights" to the design to many different factory owners. The truth may be somewhere in between.
Terrain:Vending Machine

**Vending Machines** sell boxed lunches for the standard $50 (obviously, you cannot haggle with a vending machine). In GearHead 1, you can find a vending machine in Quentin's mart in Hogye, and in an arcade in Namok Spaceport. In GearHead 2, vending machines can be found in some shops, apparently generated at random.

## Background

The vending machines are miniature factories, capable of accepting a wide variety of raw foodstuffs and processing it into nutritionally complete meals. Typically the vending machine manager will load the machine with whatever raw materials are cheaply available. The machine’s onboard computer will compare the ingredients on hand against the thousands of recipes in its memory, then decide on the most efficient dishes to prepare.

On an asteroid station like Cayley Rock, where natural foodstuffs are rare and expensive, a vending machine may instead be provided with raw nutrient solution which it can use to grow yeast, fungi, and cloned animal tissue. These products are textured and colored to simulate a wide variety of foods.

In the colonies, tube-grown cloned steak is a popular dish. Thanks to a modest amount of bioengineering it is available in a wide variety of unnatural flavors, such as jasmine and banana. Visitors from Earth typically react with horror to these tubesteaks; people from space are equally shocked by the Terran practice of eating genuine dead animal parts.

## External link

* Ataraxia Theatre webcomic which provided background
Guides:Shrine Tour (GH1)

1. You need to visit each shrine and successfully meditate at it. You receive a special message related to the shrine if you are successful.
2. Reach 100% Spiritual. Successfully meditating at any shrine will raise your spirituality, even unnamed ones. Note that you only really need at least 51%.
3. Meditate at each elemental shrine again. If successful you will receive a permanent stat bonus. Once you have visited all five shrines a second time you have +2 to every stat.

Note that you can only attempt to meditate at a given shrine once per day.

## Shrine locations:

### Wind

In the Hwang-Sa Temple. The only elemental shrine located in a safe place. (+2 Ego)
### Earth

At the end of the walking trail in Snake Lake City's Park. These paths do not change after the first visit, so it is straightforward to find again. (+2 Body)
### Water

At the bottom of the Slimy Cave dungeon to the east of Namok, 55 meters below the surface. This dungeon is unstable, so be prepared for a long trip down and back up with many Deep Lobsters and Albino Alligators, plus the occasional Sea Dragon. There are also no 3x3 green tile blocks to help find stairs.
Survival works especially well here because creatures such as crabs are plentiful in this cave. (+2 Craft, Speed)
### Fire

In the hot Mauna Caverns. Smog Monsters are common here. The exact location of the shrine in the cavern changes if the cavern is entered, if at least a few hours have passed since the last visit. It might even spawn in the water, requiring a jet pack to reach. (+2 Reflex, Charm)
### Spirit

In the Ziggurat L5. (+2 Perception, Knowledge)
### Non-elemental shrines

Aside from the above 5 elemental shrines, there are three more shrines.

1. Lakeside Chapel Shrine in Snake Lake Waterfront.
2. Chaplain's Office Shrine in Wujung University.
3. Shrine of Ascension in Hwang-Sa Temple.

These may be useful if you want to improve your Mysticism skill and Spritual trait.
Stats:Haywire (HAYWIRE)

Haywire weapons will drive electronic targets out of control, making them move erratically. In GearHead 1 the Haywire effect typically lasts a few turns, making it annoying and possibly dangerous, but not inherently a killer.

GearHead 2 allows one application of Haywire to last significantly longer, effectively taking its victim out of the fight unless she or he can make a Repair roll to cure the effect.
Snake Lake City

Snake Lake City is the capital of the Federated Territories of Earth. It is located in East Asia. Around 12 million people live there.

## History

Before the incorporation of the Federated Territories, Snake Lake was a minor fortress on the trade route between Namok and Wujung. The area was well known for its dangerous wildlife.

When the Sunrise Pact was ratified Snake Lake was chosen as the Federation's capital. The city grew quickly.

## Locations

There are 4 sections to Snake Lake City. The downtown area is where you enter Snake Lake from the world map. Buses connect the downtown area to the Corporate Zone, the waterfront area, and the city park and zoo.

### Main City

*See: Downtown Snake Lake*
This is the area you end up in when you enter Snake Lake from the world map. It is the main commercial and administrative center.

### Waterfront and Spaceport

*See: Snake Lake Waterfront*
The waterfront area has a high crime rate, but is home to the Federated Territories spaceport and the Guardians' recruiting office.

### Snake Lake Park

*See: Snake Lake Park*
Although the main area of the park has sonic-electro fences to keep out the most dangerous wildlife, there is an unprotected area where one may go to see nature in its untamed state.

The Snake Lake Mecha Museum is also to be found here.

### Corporate Zone

*See: Snake Lake Corporate Zone*
The corporate zone contains corporate offices and various research facilities.
Multiple Hits

The manner in which an attack will have multiple hits depends on the attack type.

## BV Weapons

If you fire multiple shots from a BV weapon, then you will get 1 hit per point that your attack roll beat the defense roll. If you are firing more than 10 shots, then each point of margin will make 10% of the burst hit. Note that this is different than Penetration: hitting by a margin of 10 points is a Penetration of 2, because the Penetration is the margin / 5. Beating the defense roll by 10 points or more always guarantees that the full burst will hit.

Note that because a BV attack is "imprecise," you will lose 2 from Penetration. In effect, your margin of success is being applied towards multiple hits instead of towards better hits, for the first two points of Penetration.

## Melee Weapons

If your Penetration is greater than 6 (very, very unlikely), then you will get one additional hit per MoS > 6.

Regardless of whether your Penetration is high or not (as long as it is at least 1), you also have a 20% chance of getting one additional hit, and losing one point of Penetration. If this happens, you again have a 20% chance to get an additional hit.... until you fail the 20% chance, or run out of Penetration.

Energy melee weapons have a 1 in 6 chance of this exchange, rather than a 1 in 5 chance, and do *not* get additional hits for having a Penetration > 6.

## Feet and Fists

Similar to non-energy melee weapons, if your Penetration is greater than 6 (very, very unlikely), then you will get one additional hit per Penetration > 6.

The chance of trading additional hits for Penetration is much higher, though: 75%, until your Penetration is 2 or less.

## Return to

* Attack Sequence
* Combat System -- hitting and missing, armor, weapon attributes, etc.
* Guides -- strategy tips and tricks, game mechanics, plot spoilers
The Factory

Kettel Industries' main facility, known as The Factory, is located in an underground cavern beneath Gyori. Within it, one can find:

* The Showroom; mech dealer and personal-scale weapons.
* WorkRoom 1; typically stocks parts suitable for Mecha Engineering, repairs, and provides repair services.
* Human Resources; apply for a position with Kettel Industries here.
* The Office, where Elisha Kettel is working hard to ensure Kettel Industries remains the number one corporation!

Most characters will have no problem accessing The Factory. Kettel Industries is proud of its facility and welcomes visitors and shoppers alike. Competitors, however, will be denied entry at the Gyori surface.
Terrain:Tomb

*(This page is for the terrain prop. For "The Tomb" building, see Ironwind Fortress).*

During an Item Search quest, the PC may be asked to go to a Pax Europa burial site. The **Tomb** will tell where the person buried there is from. Use Mysticism to read it, then go to that place.

## See Also

* Monolith
* Zeron Armor
PC

PC
--

**PC** or **Player Character** is a generic role-playing game term that refers to an in-game character that is controlled by a person playing the game.

## In GearHead 1

In GearHead 1, the PC begins his or her adventure in the town of Hogye. The PCs backstory is chosen randomly which results in a semi-unique personal quest, but the story eventually converges to the main plot. Once a PC completes the main plot, the game saves a copy of their current stats for use as an NPC for other PCs to interact with, while the current PC many continue to explore the GearHead Universe.

As a part of resolving his or her personal quest and the main plot, the PC will be introduced to the game's antagonist, an NPCs who's identity changes from game to game.

## In GearHead 2

The PC is generated in a similar way to the first game. The PC comes from a Spinner or asteroid mining colony, either chosen by the player in Advanced Mode or randomly chosen in Basic Mode, and the PC starts the game in their home there. Family members mentioned in your background appear in the Home building too. PCs can also start the game as a member of one of the game's factions. The game story revolves around an antagonist NPC character. The events of the story are randomly generated, with some player input helping to determine the course.
Targeting (TR)

TR is a measure of how accurately the mecha can aim it's weapon systems. Like MV it can never be higher than 0 and will most often be a negative value. It is deducted from your character's appropriate weaponry skill when attacking a target. Low TR scores can be offset by installing a Targeting Computer component into your mecha, but a Targeting Computer cannot raise TR above 0, no matter how good it is.
Robotics

*This article describes the GH1 skill. In GH2, Robotics is a talent instead. See Robotics\_(GH2).*

This skill is used to assemble robotic NPC allies from appropriate components. Using this skill will use up some Mental Points. You can use the skill at any time; you will be prompted to select up to ten items to use to build the robot. Sturdy items will make the robot stronger, armor and weapons will be built into the robot, and adding a PCS will make the robot smarter.

The resulting robot will follow you around as a pet, or if all the robot's stats are at least 10, a sentient lancemate.

For details on how to build robots, see Guides:Robotics.
Terrain

Terrain and terrain enhancements can affect how fast you move, how visible you are, and the likelihood you will trip and fall. Some also inflict damage. Meta terrain can be interacted with, similarly to Props.

## Terrain Types

* MapFeature
* Rect
* Forest
* Hills
* Lake
* Swamp
* Complex
* CFiller
* Clearing
* Fortress
* Mansion
* BigHill
* Dirt
* GroundZero

## Terrain Enhancements

* Fire
* Smoke
* Steam
* Toxic Gas

## Meta Terrain

* Door
* MetaTerrain
* City
* Town
* Village
* StairsUp
* StairsDown
* Cave Temple
* Elevator
* TrapDoor
* Rubble
* Sign
* Cloud
* Flame

## Props

* Anatomy Model
* Bio-Tank
* Bookshelf
* Box
* Computer
* Corpse
* Filing Cabinet
* Locker
* Machine
* Monolith
* Mushrooms
* Physics Workbench
* Shrine
* Ultima Fighter
* Tomb
* Vending Machine
* Victim
* Video Terminal
* Wreckage
Talents

Talents are a useful but optional aspect of the game. They represent special abilities or shortcuts your character can take due to their high abilities with certain skills and high attributes. Each talent will cost you 1,000 XP to purchase, and you are given the option to buy one talent when you've earned 0, 10,000, 30,000, 60,000 and 100,000 XP. This makes for a maximum of five talents per character.Most talents have a **Prerequisite** before they can be selected. Either a skill or attribute appropriate to the talent must be at or over a certain value before the talent is available for purchase.

* Anatomist
* Animal Trainer
* Badass
* Beautiful One (prev. Bishounen)
* Body Builder
* Born to Fly
* Business Sense
* Camaraderie (GH2)
* Combat Medic
* Cyberpsycho
* Diplomatic
* Extropian
* Gate Crasher
* Hap-Ki-Do
* Hard as Nails
* Hull Down
* Idealist Blood
* Innovation (GH2)
* Jack of All Trades
* Kung-Fu
* Ninjitsu
* Presence
* Road Hog
* Robotics (GH2)
* Savant
* Scientific Method
* Sniper
* Strength of Faith
* Stunt Driving
* Sure-Footed
* Tech Vulture
Mecha:Savin

Price | Rig-01 Zero: $2266855 GH1$2050651 GH2Rig-02 Overkill: $1641865 GH1$2417016 GH2Rig-03 Reaper: $2260125 GH1$2075930 GH2Rig-04 Fortress: $1896924 GH1$2076009 GH2Rig-05 Dragon: $2213516 GH1$2046616 GH2

*The **Savin** is the Marquise Spinner's premier mecha suit.*

Five models are currently available:

* RIG-01 Zero Savin - General purpose fighter
* Rig-02 Overkill Savin - Heavy artillery platform
* Rig-03 Reaper Savin - Close combat fighter
* Rig-04 Fortress Savin - Long range sniper
* Rig-05 Dragon Savin - Short range assault platform

Note: Technically the RIG-03a Gladius is a modified Reaper Savin with an upgraded Gyro and TarComp and with a different armor and weapons loadout. The RIG-03a2 is a limited edition replica of the RIG-03a.

## Stats

### RIG-01 Zero Savin - General purpose fighter

#### GH1

 Weapons
 Systems

#### GH2

 Weapons
 Systems

### Rig-02 Overkill Savin - Heavy artillery platform

#### GH1

 Weapons
 Systems

#### GH2

 Weapons
 Systems

### Rig-03 Reaper Savin - Close combat fighter

#### GH1

 Weapons
 Systems

#### GH2

 Weapons
 Systems

### Rig-04 Fortress Savin - Long range sniper

#### GH1

 Weapons
 Systems

#### GH2

 Weapons
 Systems

### Rig-05 Dragon Savin - Short range assault platform

#### GH1

 Weapons
 Systems

#### GH2

 Weapons
 Systems

## Modding Tips

Rip out the heavy Intercept Vulcan and the obsolete (by the time you can capture/purchase Savins) Combat Lasers and your intrinsic weight will only cause a -3 MV/TR penalty, exactly compensated for by the Class 4 Gyroscope (+3MV) and class 3 Targeting Computer (+3TR). You can then encumber the mecha up to 32.5t with efficient weapons (e.g. 6 Phase Cannons will be only 24t total and fill all 6 mountpoints) and armor to get only an additional -1MV/TR penalty, compensated for by being a Battroid which provides a +1MV/TR bonus, leaving you with a 0MV/TR mech with lots of weapons and some armor. You can then add scavenged wings (a pair of Mecha:Condor wings is just 6t total, so you can add 1.5t more installed weapons and target a 37.0t intrinsic weight) and upgrade the Targeting computer to get a flying Savin with -1 MV and 0 TR that still has powerful weapons and armor.
Stats:Sensors (SE)

SE is how far you can see and how well you can detect enemy mechs. A Sensor unit increases SE.

SE represents the mecha's ability to detect the outside world and relay that information to its pilot. Unlike MV and TR it is usually higher than 0. A high value of SE will allow a mech's pilot to spot enemies at greater range and overcome enemy attempts at hiding under cover.
Stats:Mass (kg, t)

**Weight**, or **Mass**, is how heavy something is. Heavier mecha tend to have lower MV and TR ratings, and a lower Speed.

* At Scale Factor 0 one mass point is worth 0.5kg (1 kilogram = 0.001 tons).
* At Scale Factor 1 one mass point is worth 0.1t.
* At Scale Factor 2 one mass point is worth 0.5t.

If you pull a lot of weight around with you, you become encumbered.
Mecha:Secutor

Price | $550124

*Always a crowd favorite, the Secutor packs an impressive array of loud and destructive weapons.*

The Secutor is a mid-range battroid used by the Pro Duelist Association. Produced by Ran Magnus of Earth, this is one of very few mecha designed specifically for the arena.

In many ways the Secutor is the quintessential duelist mecha. It has a head-mounted cockpit and a high efficiency engine. Both of these features improve handling, but just as importantly they demonstrate a pilot’s bravado. The weapons carried by the Secutor are large and unsubtle. It has a 4.5 ton morningstar, a rapid firing chain cannon, and a 4-rack of Leveler Missiles.

The upper body of the Secutor houses heavy actuators, while the lower body contains hoverjets. The mecha is heavily armored all over, so two Secutors facing off in the arena can keep bashing one another for a long and destructive fight. A common modification is to install a computer in the body to improve this mecha’s already quite good handling characteristics.

Secutors are occasionally seen outside of the arena. If you own one of these mecha you can claim to have won it in a tournament, though in actual fact most Secutors are purchased normally from registered Pro Duelist Association dealers. When using this mecha in a real fight the short-ranged arena weapons will usually be dropped in favor of longer range armaments. Thanks to its reinforced actuators, the Secutor can easily be used as an artillery carrier or a heavy striker.
Stats:Material

Currently there are three materials: meat, metal, and biotech. An object's material determines how many Damage Points it has, whether or not it regenerates naturally, and what status effects it's vunerable to. For example, things made of metal can't be poisoned, while things made of meat can't go Haywire.

Material also determines the necessary repair skill (Bio Technology, First Aid, Medicine, Mecha Repair, etc.). Damaged non-master gears made of meat (e.g. a piece of meat in your inventory) need Bio Technology; so if someone asks you to fix them a steak in GearHead, they might find some genetically engineered bits inside.

## List of Status Effects and the materials they effect

```
**Effect Metal Meat Biotech**
Poison                No    Yes  No
Burn                  Yes   Yes  Yes
Regen                 No    Yes  Yes
Stoned                No    Yes  No
Haywire               Yes   No   No
Inhuman Visage        No    No   No
Twitchy Hands         No    No   No
Depression            No    No   No
Rejection             No    No   No
Body Aches            No    No   No
Anemia                No    No   No
Irrational Anger      No    No   No
Neural Lag            No    No   No
Major Neural Failure  No    No   No
Cerebrospinal Shock   No    No   No
Toxic Leakage         No    No   No
Shutdown              No    No   No
Rust                  Yes   No   No
Stun                  No    Yes  Yes
Sickness              No    Yes  No
Half-Blinded          No    No   No
Spinal Injury         No    No   No
Torn Ligaments        No    No   No
Crushed Bones         No    No   No
Heart Injury          No    No   No

```

## Biotech

Biotech, in addition to affecting DP's (biotech items have more DP's than meat or metal) and what status effects will affect a piece of equipment has an additional effect when used on the root gear of a mecha. Biotech mecha receive an additional +1 to both MV and TR.
Talents:Cyberpsycho

Your body is adjusted to cyberware, it's just your mind that suffers.

Prerequisite: Body 15

Effects: May avoid long term trauma by spending 1 Me and 2 Morale.

If you have no Cybertech skill, and less than 30 maximum Me, then you will spend Me faster than it comes in. The good news is that you will also be training your Concentration skill at the fastest possible rate, so you should soon have an Me score above 30. Since this talent will cost you Me, it is poorly suited for characters that require a lot of Me while dungeon-diving, like Martial Arts or Code Breaking users. You will still have some Me to spend, but much less than you would otherwise have available.
Pirate's Point

**Pirate's Point** is a small coastal port town south of Ipshil. This is a haven for smugglers and criminals. Many pilots and soldiers from Aegis Overlord can also be found here.

## Buildings

* Rowdy Repairs, mecha shop
* Kira's Tattoos, where Kira hopes to get into the cybertech business
* The Doctor's Lair
* Fafnir Pub, a place to eat that also sells a few goods
* Ye Olde Bazooka, weapons shop

This town offer a pretty good range of services, despite the fact that it's such a lawless area. There is no bus service because it is not part of FedTer. However Rowdy Repairs can deliver mecha.
Scale Factor (SF)

*GearHead* has four scale factors.

* SF:0 represents personal-scale items, people and most creatures. Weight is measured in kilograms.

* SF:1 are 'mini' mecha such as the Strongarm.

* SF:2 are 'full scale' mecha and are the most common type, such as the Buru Buru. Weight is measured in tons.

* SF:5 is used for the world map. (Note that SF:3 and SF:4 are skipped.)

SF:0 and SF:1 weapon systems will be much more accurate than SF:2 weapons when fired at SF:2 mecha and will be more likely to cause critical hits, but their damage rating is much lower. SF:2 weapons are less likely to hit smaller mecha or people, but will cause huge amounts of damage when they do hit.

## A Discussion About Inconsistencies

> "While pondering what real-world quantities Gearhead's length units might map to, I've noticed some inconsistencies. Gearhead defines an infinite number of scales, of which only SF0, SF2 and (sort of) SF5 are used for maps. Each successive scale has a 2:1 length/length ratio to the one before.
>
>

> However, there are really two different scales of map that the game presents as "SF0" -- aboveground cities, and most dungeons. I can peg the ratio at 5:1 (length/length) -- this is because the ground floor of BioCorp Labs at Snake Lake occupies 10x10 grids of the Corporate Zone, yet its basement levels mostly fill dedicated 50x50 scenes. This is a bigger jump than that officially between SF0 and SF2.
>
>

> The scale of the world map is also too small. To the Look command, the distance between adjacent cells is 32 (SF5), however there is fudge code that extends this to 160 for movement rate calculations. Using this larger figure, each world map grid point represents 25,600 SF0 grids. That is not enough for a single SF2 battlefield (40,000 SF0 grids).
>
>

> One could suppose that the random SF2 battlefields represent space from both the square an encounter occurs on and the bordering grid points. But then, if I am attacked by mecha besieging a city, I should be able to see the city as a 12x12 entity on the map. And some cities have associated SF2 arena battlefields and/or subsidiary aboveground SF0 scenes that are also supposedly in this space."
>
>

> *- Michael Deutschmann*
>
>
Triumvirate Program

A biotech weapon program by superpower Imperator Zeta. This program was designed to create a large bioweapon to counter SF2 sized mecha, as well as to be a successor to the Cyclops. The program resulted in the design of the bioweapons Ladon, Cetus and Typhon. Of these, only Ladon was known to have been completed before the Night of Fire prematurely ended the program.
Stats:Scale Factor (SF)

*GearHead* has four scale factors. SF:0 represents personal-scale items. SF:1 are 'mini' mecha such as the Strongarm. SF:2 are 'full scale' mecha and are the most common type. SF:5 is used on the world map. (Note that SF:3 and SF:4 are skipped.) SF:0 and SF:1 weapon systems will be much more accurate than SF:2 weapons when fired at SF:2 mecha and will be more likely to cause critical hits, but their damage rating is much lower. SF:2 weapons are less likely to hit smaller mecha or people, but will cause huge amounts of damage when they do hit.

> "While pondering what real-world quantities Gearhead's length units might map to, I've noticed some inconsistencies.
>
>
>
>
> Gearhead defines an infinite number of scales, of which only SF0, SF2 and (sortof) SF5 are used for maps. Each successive scale has a 2:1 length/length ratio to the one before.
>
>
> However, there are really two different scales of map that the game presents as "SF0" -- aboveground cities, and most dungeons. I can peg the ratio at 5:1 (length/length) -- this is because the ground floor of BioCorp Labs at Snake Lake occupies 10x10 grids of the Corporate Zone, yet it's basement levels mostly fill dedicated 50x50 scenes. This is a bigger jump than that officially between SF0 and SF2.
>
>
> The scale of the world map is also too small. To the Look command, the distance between adjacent cells is 32 (SF5), however there is fudge code that extends this to 160 for movement rate calculations. Using this larger figure, each world map grid point represents 25,600 SF0 grids. That is not enough for a single SF2 battlefield (40,000 SF0 grids).
>
>
>
>
>
> One could suppose that the random SF2 battlefields represent space from both the square an encounter occurs on and the bordering grid points. But then, if I am attacked by mecha besieging a city, I should be able to see the city as a 12x12 entity on the map. And some cities have associated SF2 arena battlefields and/or subsidiary aboveground SF0 scenes that are also supposedly in this space." - *Michael Deutschmann*
>
>
Stats:Poison (POISON)

If a living thing (including the player character) is **Poisoned**, usually by being successfully hit by one of the numerous poisonous weapons (but see also the Ziggurat, where one can be poisoned at any time), the thing will continue to lose a small number of health
 points every few turns. After more or less several dozen turns, if the
character hasn't died yet, the effects of the poison will subside.

Following the maxim of prevention, acquiring a high Resistance skill
 level will help one to avoid being poisoned even after being hit by a
poisoned weapon. If one does get poisoned anyway, one can try to cure
oneself using medicinal supplies, or apply First Aid to boost one's health points long enough for the poison to wear off. Doctors will gladly remove the poison as well, if you can reach one in time.
Stats:Blast (BLAST)

**Blast** weapons spread out their damage over a radius. This is a common effect of SF0 bombs and grenades, and missiles in SF2. Any person or mecha caught inside this blast will almost certainly be hit for damage; blasts scatter their damage as a series of small attacks all over a target. This means, however, that blasts do not penetrate armor well, as each damage shot is small. Blast weapons are a common method used to chew up an opponent's armor before another weapon is used to destroy the opponent itself.

Be careful when using blast weapons inside cities, as you could hit innocent people (and have the Guardians or L5Law after your hide), or even yourself if you don't throw a grenade far enough (this applies elsewhere as well). Some monsters also have blast weapons (the Radioactive Rat being an early-encountered example), so one should pick up and wear some good armor before heading out against them. You should also coat your mecha if facing missiles from the Radcliff, Petrach, Savin, Chimentero, Harpy and some Ultari, among others.

## See also

LINE and SCATTER weapons also cannot be easily dodged.
Stamina Points (St)

This attribute represents your character's ability to push themselves physically. It is used up by running, dodging and other forms of physical exertion, and can be restored by resting. It is determined by a combination of the Body and Ego attributes and the Athletics skill.

You regain about 1/30th of your stamina every ten in game minutes. Stamina Points can go negative. They will display as 0 while negative but they will still take the full amount of time to regain.
Trauma Threshold

**Trauma Threshold** is the minimum amount of long term trauma that a character must have before they have a chance of developing a specific cyberdisfunction. Trauma thresholds vary from 30 for Inhuman Visage to 95 for Shutdown. The minimum level long term trauma required to develop any cyberdisfunction is 72, meaning that any of the 8 cyberdisfunctions with a trauma threshold less than that may manifest as soon as that level is reached. The chance that a specific cyberdisfunction will be resisted decreases as long term trauma increase. For example, a character with 90 long term trauma would have a 50% chance of resisting a manifestation of Depression (Trauma Threshold 45).
Range (RNG)

All weapons have a **range** (abbreviated **RNG**)
 which determines how far away a target can be attacked using the
weapon. Range limits are hard; no matter what you do, you cannot make a
weapon hit farther than its stated range.

The range of a SF:0
 weapon is expressed as the number of squares it can reach. For
mecha-scale weapons one square is 4 range units, however. This is so
that the ranges of weapons match up at both scales (1 mecha-scale square
 is 4 personal-scale ones). *For example,* a bazooka rocket (maximum range 96 *units*)
 can reach a target any distance away in an SF:0 location (50 units),
but its range is limited in a mecha-scale field (50 squares \*4 = 200
units), being shrunk by a factor of 4 (maximum range 96 units /4 = 24 *squares*). Not that you should stroll into a mecha fight with a two-pound bazooka, anyway.

Most melee
 weapons can only attack adjacent squares, so they have a range of 1
square, which is 1 for personal-scale weapons and 4 for mecha-scale
weapons. Extensible melee weapons have double that range and can reach two squares away. The distance you can throw a grenade, boomerang or other throwing weapon is influenced by your physical strength; they have no intrinsic range limit.

Other ranged weapons have *range bands*, which are computed from the *base range* in the weapon's design file. Range bands are usually `*X*-2*X*-3*X*` for a base range *X*; linear weapons only include the first two bands `*X*-2*X*`. This means that it is easier to hit a target that is within *X* units away (+2 to roll), slightly harder up to 2*X* units, and hardest up to 3*X* (-3 to roll). For example, a laser carbine has a base range of 5, so it can fire 15 units away.
PCS

**PCS** or **Personal Communications System** denotes the system used in the GearHead Universe to track and transmit information.

## Levels of PCS

* PCS 1: Memo - Allows the user to record and recall important pieces of information
* PCS 2: Email - Allows the user to receive email messages
* PCS 3: Phone - Allows the user to contact other people listed in a local directory
* PCS 5: News - Allows the user to browse a list of current events and advisories

## Armor with a PCS device

 Data Bracelet
 Havoc Helmet
 Heavy Combat Helmet
 Reece Helmet | 3
Mecha:Ice Wind

Price | CBG-87: $173405CBG-87b: $192123 GH1$273657 GH2CBG-88d: $440856 GH1$383794 GH2CBG-99: $531981

## Basic Info

The Ice Wind is a light general-purpose battroid produced by Cobolt Battle Group of Earth. It comes equipped with twin laser cannons and a variety of externally mounted weapons. Despite being the second most common chassis in the solar system, the Ice Wind is not popular with pilots, and is frequently denigrated as a “henchman’s mecha”.

The first Ice Winds rolled off the assembly line in NT139. The founder of CBG, Alexandr Cobolt, had great ambitions for this design. He intended the Ice Wind to serve as a modern replacement for the badly outdated defense mecha currently in use on Earth- the Buru-Buru, Condor, and Corsair. To this end the Ice Wind was equipped with the latest in modern technology. Of course, in order to keep the cost down some sacrifices had to be made.

At 13m tall the Ice Wind is fairly small for a main line combatant. Its general build has been described as “sleek” by proponents and as “scrawny” by people who are being perhaps a bit more honest. Its standard weapon complement is fairly light, consisting mainly of swarm missiles and an 8mm railgun. The cockpit is spartan and doesn’t even include an entertainment center.

Although the Ice Wind performed well by any objective standard, its various deficiencies meant that it would never be accepted by pilots as a “sexy” machine. In order to boost sales CBG began offering bulk discounts to governments and individuals who bought five or more Ice Winds at once. The strategy paid off. Within five years Ice Winds were in common use from L5 to Mars.

*Nobody buys an Ice Wind so they can use it themselves. No, it’s definitely a henchman’s ride. It’s short so it won’t show up the captain on the news footage. And the weapons? That slivergun isn’t designed for destroying enemies, oh no, it’s just there to soften them up a bit. Same with the missiles. Send in the Ice Winds, soften them up, then swoop in and claim the kills. It’s a brilliant machine Cobolt designed. It’s just something that no self-respecting cavalier should ever be forced to pilot.*

## Variants

### CBG-87b Ice Wind

A light general purpose mecha. This is one of the oldest models in the series still in service.

#### GH2

 Weapons
 Systems

#### GH1

 Weapons
 Systems

#### GH2

 Weapons
 Systems

### CBG-99 Ice Fox

For the design’s tenth anniversary in NT149, CBG released a new mid-range variant known as the Ice Fox. This version featured a redesigned head, heavier missile racks, improved electronics, and enhanced mobility. The Ice Fox has avoided the stigma associated with the Ice Wind and is generally hailed as a good mecha, but ironically it hasn’t sold nearly as well as its predecessor.

 Weapons
 Systems

According to rumor CBG is planning to release another new design in NT159 for the twentieth anniversary.
Snake Lake Corporate Zone

**Snake Lake Corporate Zone** is the corporate area of Snake Lake City, only linked by bus from Downtown Snake Lake.

## Locations

* Automata, a mecha garage and all-round mecha shop.
* Biocorp Building, a corporate center owned by BioCorp.
* Biocorp Labs, where Biocorp performs research on Hunter-X synths.
* A Factory owned by RegEx Corporation.
* Kettel Building, a corporate center of Kettel Industries.
* Leiji Hospital, an advanced cybertech research clinic.
* RegEx Building, a corporate center of RegEx Corporation.
* Twilingate's Restaurant, a fancy establishment.
Hoverfighter

Heavier than aerofighters, these mecha, as their name implies, maneuver in hover mode as well as flight, rather like a helicopter. Unlike aerofighters these mecha can be equipped with turrets.

-3 MV, +0 TR. Helicopters, VTOL aircraft, and the like. Most mecha lack ANTIAIR weapons, so it effectively has an MV 3 better than the listed value. Note that you cannot use cover while flying, so your best defense is speed. HoverFighters get a 25% bonus to Flying Thrust (calculated toward speed).
Turing

**Turing** is a retired bounty hunter who currently resides in Namok. Once the PC becomes sufficiently Heroic and Renowned he will offer to train him or her in either personal or mecha combat, at the player's one-time choosing. In mecha combat, Turing pilots a Longman.

He is named after early computer scientist Alan Turing.
Zoanoid

An animal-form mecha, typically based on large cats or dinosaurs.

+2 MV, -1 TR. The TR can easily be offset by a good targeting computer, but these are relatively low-mass mecha (~30-40 tons or so), so there's a limit to how much weaponry you can pile on.

Zoanids get a 50% bonus to Jump time and a 20dpr bonus to Walking Speed.
Knowledge (Kn)

Knowledge reflects your character's general level of education and their ability to study complex matters, resulting in better results for science related skills.

It also governs the maximum number of skills your character can learn. So if the maximum is reached, more skills can be learned by first improving this stat. If knowledge is not able to be improved, first improve knowledge-based skills as described under XP.

Note that if the character has reached the skills maximum and knowledge is not able to be improved, and there are not enough knowledge-based skills already known, then it is not possible to increase the skills maximum further. This is the case for some lancemates, who come experienced but cannot learn more skills.

However it is possible for the PC to acquire new skills despite reaching the maximum, incurring the penalty described under Skills.

The Savant talent is another way to increase the skills limit.

**Cyberware**

Upon testing it out by using all my cash to buy 2 knowledge boosting cyberwares, they have no effect on the number of skills you can use at all, making them only useful for skill rolls.
Stats:Shutdown

**Shutdown** is the most severe cyberdisfunction which results from the afflicted person's implant shutting down. As they shut down, the afflicted person can expect to suffer from significant internal injuries.

## Stats

**Trauma Threshold**: 90
**Effects**: Suffer from 1 DC of damage at 10 Skill every 3 minutes, can be resisted with the Resistance skill (this causes an amount damage similar to POISON)
Stats:Depression

**Depression** is a cyberdisfunction that drives the afflicted person into an unnatural depression. In his saddened state, the afflicted person is unable empathize with other people leading to a slight breakdown in social skills and a decline in morale.

## Stats

**Trauma Threshold**: 45
**Effects**: Ch -2, -1 Morale every 10 minutes
Ran Magnus

Ran Magnus is a famous mecha designer who has worked for most of the big corporations at one time or another. In NT152 he founded the company which now bears his name. He personally oversaw the customization of the original Gladius in NT156, though he had no part in the reissue by Comet Metalworks. The Secutor is his company’s first mass production suit.
Stats

## General Attributes

These attributes are shared by most types of objects -- including mecha, weapons and armor.

* Mass/Weight (kg, t)
* Point Value/Price ($, PV)
* Scale Factor (SF)
* Material
* Mass Adjustment Value (MAV)
* Fudge
* Mystery (MYSTERY)

## Character Attributes

Attributes are the basis for your character; each one is related to several skills, and your ability to use those skills is linked back to each appropriate governing attribute. The attributes are:

* Experience (XP)
* Reflexes (Re)
* Body (Bo)
* Speed (Sp)
* Perception (Pe)
* Craft (Cr)
* Ego (Eg)
* Knowledge (Kn)
* Charm (Ch)

## Status Points

There are also several attributes that are a reflection of the character's/item's other attributes, as well as certain skills. They all can change over time as they are expended or recovered, and so are displayed in a two number 'current / maximum' format.

* Health Points (Hp)
* Stamina Points (St)
* Mental Points (Me)
* Damage Points (DP)
* Action Points (AP) (*GH2*)

## Personal Condition

* Morale
* Trauma
* Hunger
* Flummoxed
* Exhaustion

## Derived Stats

These stats are determined as a result of calculations involving other stats and aren't directly editable.

* Penetration
* Encumbrance
* Dodge
* Initiative Score
* Thrust
* Chance to Hit (CTH)

## Weapon Attributes

* Speed (SPD)
* Accuracy (ACC)
* Damage Class (DC)
* Burst Value (BV)
* Range (RNG)
* Arc (ARC)
* Magazine (MAG)

## Armor Attributes

* Armor Class (AC)
* Defense Rating (DR)

## Mecha Attributes

* Maneuverability (MV)
* Targeting (TR)
* Sensors (SE)
* Point Value (PV)
* Hands (Hnd)
* Mounts (Mnt)
* Speed (dpr)
* Jump (s)

## Cyberware Attributes

* Trauma (Trauma)
* Location
Speed (Sp)

The **Speed** attribute represents how quickly your character can move around and react to their environment.

Your character's Initiative Score (Initiative
 skill plus Speed modifier) determines how many times you can attack in
three minutes. Even the slowest character can attack once every 20
seconds, though.

Each point of Speed corresponds to 4 units of walking speed.
Stats:Toxic Leakage

**Toxic Leakage** is a severe cyberdisfunction which results from the afflicted person's implant leaking toxic chemicals into his bloodstream. These chemical continue to sweep into the afflicted person's periodically until this condition is treated.

## Stats

**Trauma Threshold**: 90
**Effects**: Suffer from a 5 die POISON effect every 3 minutes, can be resisted with the Resistance skill