Quick Tech
When you use Quick Tech, you engage in electronic warfare, countermeasures, and other technical actions, often aided by a mech’s powerful computing and simulation cores.
Each time you take this action, you choose an option from the Quick Tech list. All mechs have access to these options, but some systems enhance them or make new options available.
Unlike other quick actions, Quick Tech can be taken more than once per turn; however, a different option must be chosen every time, unless specified otherwise or granted as a free action.
To use Quick Tech, choose one of the following options:
Bolster
When you Bolster, you use your mech’s formidable processing power to enhance another character’s systems.
To Bolster, choose a character within Sensors. They receive +2 Accuracy on the next skill check or save they make between now and the end of their next turn. Characters can only benefit from one Bolster at a time
Scan
When you Scan, you use your mech’s powerful sensors to perform a deep scan on an enemy.
To Scan, choose a character or object within Sensors and line of sight, then ask the GM for one of the following pieces of information, which they must answer honestly:
- Your target’s weapons, systems, and full statistics (HP, Speed, Evasion, Armor, Mech Skills, and so on).
- One piece of hidden information about the target, such as confidential cargo or data, current mission, the identity of the pilot, and so on.
- Generic or public information about the target that can be pulled from an info bank or records, such as the model number of a mech.
Any information gathered is only current at the time of the Scan – if the target later takes damage, for instance, you don’t receive an update.
Lock On
When you Lock On, you digitally mark a target, lighting them up for your teammates’ targeting systems and exposing weak points.
To Lock On, choose a character within Sensors and line of sight. They gain the Lock On condition. Any character making an attack against a character with Lock On may choose to gain +1 Accuracy on that attack and then clear the Lock On condition after that attack resolves. This is called consuming Lock On.
Invade
When you Invade, you mount a direct electronic attack against a target. To Invade, make a tech attack against a character within Sensors and line of sight. On a success, your target takes 2 Heat and you choose one of the Invasion options available to you. Fragment Signal is available to all characters, and additional options are granted by certain systems and equipment with the Invade tag.
You can also Invade willing allied characters to create certain effects. If your target is willing and allied, you are automatically successful, it doesn’t count as an attack, and your target doesn’t take any Heat.