When Ultimate Engineering refers to a slot stat, it means a choice between DR, damage rolls, Dodge bonus to AC or resistance to all of Fire/Acid/Cold/Electricity/Sonic. The choice of slot stat must be made when the slot is created and can be changed when the slot would be changed.
When HP is mentioned, it means the mecha’s HP unless specified otherwise.
Penalties to the same slot stat from multiple instances of the same or different slot abilities do not stack, count only the greatest one.
Your specific slots will be revealed by a scan check or a Knowledge (Nobility and Royalty) or a Knowledge (Arquitecture and Engineering) with DC 15.
Each of the following must be applied to a specific weapon.
Alloy Laser Over Neo Dimensional Impulse Tera Evolution-Melee only, weapon gains the Defensive property and may convert its damage to fire. Costs 4 Engineering Jobs.
Alfa Mega Impulse Tera Irradiation-Melee weapon only, inflicts a -2 penalty to Dodge but can make one extra attack on a full attack at max attack bonus and may convert its damage to fire. Costs 4 Engineering Jobs.
Atomic Radioactive Dynamic Electronic Neo Turbo Service-Melee weapon only, if adjacent to mecha ally gains +4 insight bonus to damage rolls, and adjacent mecha allies gain +4 insight bonus to damage rolls. Costs 3 Engineering jobs.
Atomic Radioactive Dynamic Electronic Neo Turbo Service Plus- Melee weapon only, if adjacent to mecha ally gains +4 insight bonus to damage rolls, and adjacent mecha allies gain +4 insight bonus to damage rolls plus can convert all the damage to acid. Costs 4 Engineering jobs.
Absolute Reaver Mega Advanced Destroyer System-Melee weapon only. If mecha is at 80% HP or higher and makes an attack outside your turn, can make two instead plus can convert all the damage to acid. Costs 4 Engineering Jobs.
Platingslayer MK III-Weapon gains the power property and can convert all the damage to fire. Costs 3 engineering jobs.
Platingslayer MK IV-Weapon gains the power and rending property and can convert all the damage to fire. Costs 4 engineering jobs.
Barionic Advanced Reaver Bullet-Ranged weapon only. Increase crit threat by 1. At the end of your turn, any enemies you attacked and any enemies whitin 30 mu of them receive a -5 penalty to DR and elemental resistances for 1 round. In
addition all damage may be converted to sonic. Costs 3 engineering jobs.
Barionic Advanced Reaver Bullet Plus-Ranged weapon only. Increase crit threat by 1 and gain the Rending property. At the end of your turn, any enemies you attacked and any enemies whitin 30 mu of them receive a -7 penalty to DR and elemental resistances for 1 round. In addition all damage may be converted to sonic. Costs 4 engineering jobs.
Basic Advanced Retro Rotating Impulse Electronic Rapid Blade-Melee weapon only. Grants +4 to resistance against Fire/Electricity/cold/sonic/electricity when it’s not your turn and all damage may be converted to fire. Costs 3 engineering points.
Basic Advanced Retro Rotating Impulse Electronic Rapid Blade Plus-Melee weapon only. Grants the Disarming property, +7 to resistance against Fire/Electricity/cold/sonic/electricity when it’s not your turn and all damage may be converted to fire. Costs 4 engineering points.
Basic Advanced Synthetic Impulse Laser Irradiated Kabal Operating System-Melee weapon only. Grants +1 to crit threat range, Rending, and all damage may be converted to acid. Costs 4 engineering points.
Basic Electronic Artificial Calculated Helium Banner-Melee weapon only. Grants Downfall, +2 to slot stats during your turn and all damage may be converted to acid. Costs 4 engineering points.
Basic Electronic Laser Over Vector Evolved Dynamic Zofia-Melee weapon only. Increase DR by 3 and grants the Finesse property. If HP=100%, grants +4 to slot stats, but after attacking loses 4 HP. All damage may be converted to fire. Costs 4 engineering points.
Basic Electronic Retro Kabal Universal Turbo Lance-Melee weapon only. Grants +4 to resistance against Fire/Electricity/cold/sonic/electricity when it’s not your turn and all damage may be converted to electricity. Costs 3 engineering points.
Basic Electronic Retro Kabal Universal Turbo Lance Plus-Melee weapon only. Grants the Pinning property, +7 to resistance against Fire/Electricity/cold/sonic/electricity when it’s not your turn and all damage may be converted to electricity. Costs 4 engineering points.
Basic Impulse Neo Dynamic Irradiated Neutron Gravity Blade-Melee weapon only. Grants the Downfall property and when it’s not your turn grants +2 to DR and resistance against fire/cold/acid/electricity/sonic. All damage may be converted to fire.. Costs 3 engineering points.
Basic Impulse Neo Dynamic Irradiated Neutron Gravity Blade Plus-Melee weapon only. Deals +50% damage against dragons and manaketes. Grants the Downfall property and when it’s not your turn grants +4 to DR and resistance against fire/cold/acid/electricity/sonic. All damage may be converted to fire. Costs 4 engineering points.
Basic Retro Advanced Vector Electronic-Inflicts a -5 penalty to Dodge but can make an extra attack in a full attack. Costs 3 engineering points.
Basic Retro Advanced Vector Electronic Plus-Inflicts a -5 penalty to Dodge but can make an extra attack in a full attack, grants the pinning property and all damage may be converted to sonic. Costs 4 engineering points.
Carbon Universal Retro Synthetic Electronic Dynamic Lance-Melee weapon only. Grants the grabbing property, +2 to damage rolls and Dodge AC, +1 to crit threat and all damage may be converted to electricity, but loses 4 HP at the end of each turn either you attacked or were attacked. This can’t reduce HP below 1. Costs 4 engineering points.
Dynamic Artificial Reaver Kabal Greatsword-Melee weapon only. Grants the grabbing property, +4 to damage rolls and Dodge AC during your turn and all damage may be converted to fire. Costs 4 engineering points.
Dynamic Advanced Universal Neo Turbo Laser Electronic Synthetic System Lance-Melee weapon only. Grants the rending and power property and +1 to crit threat range and all damage may be converted to electricity. Cost 4 engineering points.
Dynamic Electronic Artificial Turbo Hyper Laser Yggdrasil Dagger-Ranged weapon only. Grants the concussive property, at the end of your turn targets you attacked and all enemies whitin 30 mu from them loses 7 HP and take a -7 penalty to DR and resistances against fire/cold/acid/electricity/sonic for 1 round. All damage may be converted to sonic. Costs 4 engineering points.
Judecca’s Truth-Ranged weapon only. Grants +3 DR, plus at the end of your turn targets you attacked and all enemies whitin 30 mu from them take a -4 penalty to Damage rolls and Dodge AC for 1 round while you and allies whitin 30 mu from you gain a +4 insight bonus to damage rolls and Dodge bonus to AC for 1 round. All damage may be converted to fire. Costs 4 engineering points.
All of the below may be used as a standard action and only on willing adjacent targets unless noted otherwise.
Calculated Sacrifice-Target mecha recovers 10 HP and you lose 10 HP.
Synthetic Song-If the target had already used their standard or fullround action for the round, they gain a new standard action. Costs 3 Engineering jobs.
Pull Engine-You move up to half your base speed away from the target and drag them along. This doesn’t provoke attacks of opportunity.
Pivot Engine-You move up to twice your base speed without provoking attacks of opportunity as long as you only move in a straight line and pass through a willing ally.
Reinforcing Engine-The target gains +4 to a slot stat of their choice for 1 round. May be taken up to two times, the second either granting +3 to two different slot stats instead or granting the benefit to all allies other than yourself whitin 15 mu of the target.
Reposition Engine-The target is moved up to half your base speed in a straight line passing through your own position. This doesn’t provoke attacks of opportunity.
Shoving Engine-The target is moved up to half your base speed directly away from you. This doesn’t provoke attacks of opportunity.
Swapping Engine-The target and you switch positions. This doesn’t provoke attacks of opportunity.
Special slots need some charging time before they can work. Each has a number in parenthesis which is the number of rounds you need to have been fighting an opponent before you can use it against them(which doesn’t take an action). Once a special is used against anybody, you need to fight an opponent for the same number of rounds before using it against them, even if you were fighting multiple opponents. Any effects that increase/reduce the effects of feats such as Attacker/Defender/Predict also benefit Special slots. So for example if you used the Spirit spirit, you would need to fight one less round before being able to activate your special slot. Special slots that improve an attack must be linked to a specific weapon.
Auto Aegis(1)-One ranged attack against you deals half damage. Costs two engineering jobs.
Artificial Astra(3)-One attack from you has damage increased by 150%. Costs three engineering jobs.
Neo Moon (2)-One attack from you gains the Rending property.
Neo Luna(1)-One attack from you gains the Rending property. Costs two engineering jobs.
Rising Photons(3)-Before your next attack is resolved, target and enemies whitin 15 mu lose HP equal to your attack’s damage minus their highest elemental resistance or DR, whichever’s lower. This can’t reduce HP below 1.
Blazing Photons(3)-Before your next attack is resolved, target and enemies whitin 15 mu lose HP equal to your attack’s damage minus their highest elemental resistance or DR, whichever’s lower. This can’t reduce their HP below 1. Costs two engineering jobs.
Bonphoton(2)-One of your attacks deals extra damage equal to half your DR. Costs two engineering jobs.
Auto Buckler(2)-One melee attack against you deals only 2/3 damage after all other reductions.
Zero Wind(3)-One attack from you deals extra damage equal to 1/2 of mecha’s highest resistance to fire/acid/cold/electricity/sonic.
Dayphoton(2)-One attack from you gains the Power property and heals you for 1/3 the damage dealt.
Auto Aether (4)-One attack from you gains the.Power and Rending property and heals you for ½ the damage dealt. Costs three engineering jobs.
Evolved Escutcheon(1) -One melee attack against you deals only 2/3 damage after all other reductions. Costs two engineering jobs.
Photonforce(4)-If you destroy/kill the opponent, gain an extra standard and move actions. Costs three engineering jobs and can’t trigger more than 1/round.
Zero Photons(3)-One attack from you deals extra damage equal to mecha’s highest resistance to fire/acid/cold/electricity/sonic. Costs two engineering jobs.
Premium Plating(2)-One ranged attack against you deals 2/3 damage after other reductions.
Impulse Iceberg(2)-One attack from you deals extra damage equal to 50% of mecha’s highest resistance to fire/acid/cold/electricity/sonic. Costs two engineering jobs.
Impulse Ignis(3)-One attack from you deals extra damage equal to mecha’s DR. . Costs two engineering jobs.
Metal Miracle(4)-If your mecha has more than 1 HP and would be reduced to below 1 HP, they remain at 1 HP. Costs three engineering jobs.
Neobow(1)-One attack from you gains the .Power property. Costs two engineering jobs.
Particle Pavise(2)-One melee attack against you deals ½ damage after all other reductions. Costs two engineering jobs.
Retro Reprisal(1)-One attack from you deals extra damage equal to 1/3 your lost HP. Costs two engineering jobs.
Retro Retribution(2)-One attack from you deals extra damage equal to 1/3 your lost HP.
Custom Cowl(1)-One ranged attack against you deals only 1/3 damage after other reductions. Costs two engineering jobs.
Synthetic Sol(2)-One attack from you gains the Power property and heals HP equal to 1/3 the damage dealt. Costs two engineering jobs.
Vector Vengeance (2)- One attack from you deals extra damage equal to ½ your lost HP. Costs two engineering jobs.
Programmed Blow-The mecha gains +2 to a slot stat during your own turn. May be taken up to three times, either stacking directly or you can pick two options to increase the bonus from 2 to 3 for two picks or to 4 with three picks.
Close Network-The mecha gains +3 to two stat slots while adjacent to an allied mecha. May be taken up to three times, each extra pick increasing the stat slot bonus by +1.
Solo System-The mecha gains +3 to two stat slots while no other mechas are adjacent. May be taken up to three times, each extra pick increasing the stat slot bonus by +1.
Plus Frame-The mecha gains +1 to a slot stat of their choice. May be taken up to three times, stacking.
Stress Frame-The Mecha gains +1 to all their slot stats but loses 2 HP at the end of each round it either attacked or was attacked. This HP loss cannot take a mecha below 1 HP. May be taken up to three times, stacking.
Programmed Stance-The mecha gains +2 to a slot stat during their enemy’s turns. May be taken up to three times, either stacking directly or you can pick two options to increase the bonus from 2 to 3 for two picks or to 4 with three picks.
Programmed Operation-
Zero Counter-One non-Heavy melee weapon from the mecha gains the Defensive property but can only be used as an immediate action in melee range. Costs 3 Engineering Jobs.
Mega Counter-One non-Heavy ranged weapon from the mecha gains the Defensive property but can only be used as an immediate action against targets at least one range increment away. Costs 3 Engineering Jobs.
Zero Defense-When you’re attacked by an enemy in melee you gain +2 to DR and resistance to fire/acid/cold/electricity/sonic. May be taken up to three times, stacking.
Defiant Protocol-If at the start of your turn your mecha is under half HP, grants +3 to a slot stat for 1 round. May be taken up to three times, stacking.
Fortress Frame-Mecha gains +3 to DR or +3 to Resistance against fire/acid/cold/electricitiy/sonic but inflicts a -3 penalty on damage rolls. May be taken up to three times, each extra pick increases the bonus by 1, penalty remains the same.
Glass Frame-Mecha gains +2 to damage rolls and Dodge bonus to AC, but takes a -2 penalty to DR and resistance against fire/acid/cold/electricity/sonic. May be taken up to three times, each extra pick increases the bonus by 2 and the penalties by -2.
Support Link-If mecha is targeted by a or uses a support slot that changes their position, both the one who used the support slot and the target gain +2 to a slot stat of their choice for 1 round. May be taken up to three times, each extra pick increases the bonus by 2.
Bold AI-Mecha’s movement speeds are halved, but while at 100% HP gains +1 to crit threat during your own turn, can fullattack as a standard action and makes one extra attack at max attack bonus during a full attack. May be taken up to three times, the second allows to benefit while at 50% or better HP and the third allows to benefit while at any HP.
Vengeful AI-Mecha’s movement speeds are halved, but while at 100% HP gains +1 to crit threat when it’s the enemy’s turn and when attacked may use a Defensive weapon against the attacker once with no need of action after the enemy’s attack is resolved. May be taken up to three times, the second allows to benefit while at 75% or better HP and the third allows to benefit while at 50% or better HP. The HP restriction only needs to be met when attacked, not after the attack is resolved.
Wary AI-Mecha’s movement speeds are halved, but while at 100% HP both the mecha and any enemies targeting it cannot fullattack and any abilities that would allow multiple attacks only allow one. May be taken up to three times, the second keeps this working while at 75% or better HP and the third keeps it working while at 50% or better HP. The HP restriction only needs to be met when attacked, not after the attack is resolved.
Hacker AI- Choose missile, beam, weapons that consume ammo that aren’t beams/missiles, weapons that consume energy that aren’t beam/missiles, spells, maneuvers or psionics. While at 90% HP or above, when attacked by such a weapon the attacker can’t fullattack and if they would make multiple attacks, they only make one, plus when you attack an opponent who had used the choice in their last turn, you can fullattack them as a standard action and make one extra attack at maximum attack bonus during a full attack against them. May be taken up to three times, the second keeps this working while at 80% or better HP and the third keeps it working while at 70% or better HP. The HP restriction only needs to be met when attacked, not after the attack is resolved.
Chilling AI-At the start of your turn you can inflict a -3 penalty to a slot stat of your choice to an enemy of your choice whitin 100 mu as a free action. May be taken up to three times, each extra pick increases the penalty by -2. The same slot stat can’t be reduced by more than one Chilling AI each round, count only the greatest penalty.
Dragging AI-At the end of your turn if you only used melee attacks and hit an enemy in melee you may move directly away from them up to half your movement speed and bring them along. This doesn’t provoke attacks of opportunity and costs 3 engineering jobs.
Guarding AI-While at 90% or better HP the mecha’s immune to critical hits. May be taken up to three times, the second keeps the immunity at 80% HP or better and the third keeps the immunity at 70% HP or better. The HP restriction only needs to be met when attacked, not after the attack is resolved.
Guerilla AI-At the end of your turn if you used only melee attacks you may move up to half your base speed without provoking attacks of opportunity. This costs 3 Engineering jobs.
Pushing AI-Grants a +2 bonus to Bullrush checks. May be taken up to three times, stacking.
Grabbing AI-Grants a +2 bonus to Grapple checks. May be taken up to three times, stacking.
Toppling AI-Grants a +2 bonus to Trip checks. May be taken up to three times, stacking.
Switching AI-At the end of your turn if you used only melee attacks and hit an enemy in melee, you may switch your positions. This costs 3 Engineering jobs.
Parasite Nanites-At the end of your turn any enemy you attacked loses 4 HP. May be taken up to three times, each extra pick increases the HP loss by 3. This can’t lower HP below 1.
Riposting AI-while at 90% HP or better when attacked may use a Defensive weapon against the attacker once with no need of action after the enemy’s attack is resolved. May be taken up to three times, the second allows to benefit while at 80% or better HP and the third allows to benefit while at 70% or better HP. The HP restriction only needs to be met when attacked, not after the attack is resolved.
Symbiotic Nanites-At the start of turn can gain Regeneration III as a free action for 1 round, but then this can’t be activated for 3 rounds. May be taken up to three times, each extra pick reduces the time needed between uses by 1 round.
Artificial Particles-Choose a slot stat. After you attack or are attacked, your target or the one that attacked you plus all enemies in a a 30 feet radius spread suffer a -2 penalty to the slot stat for 1 round. This may be taken up to 3 times, increasing the penalty.
Synthetic Particles-Choose a slot stat. Adjacent allies gain a +2 insight bonus to the slot stat. This may be taken up to 3 times, each extra pick increases the insight bonus by +1.
Wave Particles-Choose a slot stat. Allies in a 30 feet radius spread centered in yourself (including you) gain +2 insight bonus to the slot stat, but only every other round. At the start of battle there is a 50% chance this is active or not. You may take this up to 3 times, each extra pick increases the insight bonus by 2.
Particle Ploy-Enemies directly in your cardinal positions in the battle grid suffer a -2 penalty to a slot stat of your choice if their HP is lower than yours. May be taken up to three times, increasing the penalty.
Savage Particles-At the end of your turn enemies that you attacked and all other enemies whitin 30 mu of them lose 3 HP. May be taken up to three times, each extra pick increases the HP loss by 2. This HP loss cannot reduce HP below 1.