Age of Mecha

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jalewolt711
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Joined: Fri Jun 07, 2019 4:17 am
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Age of Mecha

Post by jalewolt711 »

Age of Mecha
In a future forged by steel and war, nations no longer fight with swords or muskets—but with towering machines of destruction. Welcome to an era where pilots and power cores decide the fate of worlds.

Age of Mecha is a total conversion mod that brings the world of giant robots to the battlefield of Age of Strategy. Build your own squad of mechanized warriors, command advanced units like walkers, aerial frames, and heavy artillery mechs, and face off against rival factions in a post-apocalyptic future where humanity's survival depends on metal and might.

Features include:

Custom mech units with unique abilities and animations

Futuristic tech trees and upgrade paths

Campaigns set in dystopian cityscapes, off-world colonies, and ruined Earth zones

Original sprites and designs inspired by classic mecha anime and games


Forge alliances. Upgrade your frame. Conquer the new world.
This is the Age of Mecha.
IM NOT A MAKER, IM JUST A GAMER
Loveless, Darkness to the Light
jalewolt711
Posts: 109
Joined: Fri Jun 07, 2019 4:17 am
Location: Philippines
Contact:

Re: Age of Mecha

Post by jalewolt711 »

Here are 6 unique races/factions for Age of Mecha, each with its own theme, playstyle, and unit focus. These are designed to be distinct and inspired by various mecha anime/game archetypes:


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1. Neo Terra Union (NTU)

Theme: Traditional military-industrial superpower
Playstyle: Balanced, adaptable
Strengths: Versatile units, strong defenses, advanced tanks and humanoid mechs
Flag Colors: Blue and white
Inspiration: Gundam Earth Federation, Titanfall IMC


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2. Red Nova Syndicate

Theme: Rebel alliance of rogue pilots and warlords
Playstyle: Fast, aggressive, swarm tactics
Strengths: Cheap light mechs, hit-and-run raids, powerful late-game aces
Flag Colors: Crimson and black
Inspiration: Zaku-style rebels, Armored Core mercs


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3. Zephyros Ascendancy

Theme: Elite flying mechs and aerial supremacy
Playstyle: Air domination and mobility
Strengths: Flight-capable units, high evasion, vertical combat
Flag Colors: Silver and teal
Inspiration: Macross, Knights of Sidonia, SRW flying frames


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4. Iron Genesis

Theme: AI-controlled mechanical civilization
Playstyle: Slow buildup, overwhelming force
Strengths: Heavy armor, energy weapons, self-repairing units
Flag Colors: Dark gray and neon green
Inspiration: Terminator, Xenogears Deus, SRW Inspectors


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5. Astral Forge Collective

Theme: Off-world colonists with alien-tech-infused mechs
Playstyle: Tech superiority, special abilities
Strengths: Cloaking, teleportation, energy shields
Flag Colors: Purple and gold
Inspiration: Zone of the Enders, RahXephon, Organoids


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6. Crimson Howl Dominion

Theme: Beast-like bio-mecha hybrids
Playstyle: Feral and unpredictable
Strengths: Close combat, regeneration, berserker modes
Flag Colors: Red and bone-white
Inspiration: Evangelion, Zoids, SRW Bio-beasts
IM NOT A MAKER, IM JUST A GAMER
Loveless, Darkness to the Light
jalewolt711
Posts: 109
Joined: Fri Jun 07, 2019 4:17 am
Location: Philippines
Contact:

Re: Age of Mecha

Post by jalewolt711 »

MELEE UNITS

Close-combat mechs designed to engage enemies directly.

Infantry Frame – Basic humanoid mech

Brawler Mech – Heavy fists or melee hammers

Bladelancer – Fast unit with dual or polearms

Shock Frame – Stun-focused melee attacker

Bio-Beast – Organic close-range monster (Crimson Howl)



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RANGED UNITS

Attack from a distance using energy or ballistic weapons.

Sniper Mech – Long-range laser or railgun unit

Marksman Frame – Mid-range with high accuracy

Missile Pod Mech – AoE or splash-damage attacks

Plasma Cannon Walker – Slow but devastating shots

Drone Swarm – Weak alone, powerful in groups



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TANK UNITS

Heavily armored ground units that absorb damage.

Siege Walker – Slow, massive mech with high defense

Shield Tank – Soaks damage for nearby allies

Fortress Mech – Immobile or limited mobility but powerful

AI Goliath – Iron Genesis-exclusive massive tank unit

Defender Frame – Balanced mobility and armor



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SUPPORT UNITS

Units that buff allies, debuff enemies, or provide utility.

Engineer Mech – Repairs allies and constructs turrets

Radar Unit – Reveals stealth units and boosts vision

Field Medic Drone – Heals organic or bio-units

Command Frame – Grants attack/defense boosts

EMP Bot – Disables enemy shields or mechs temporarily



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AERIAL UNITS

Airborne units that fly over terrain and hit hard.

Interceptor Drone – Fast air unit, good vs. other flyers

Jet Mech – Midspeed flying attacker

Sky Fortress – Flying base with turrets

Bomber Frame – Drops explosive payloads

Wingblade Unit – Aerial melee mech (Zephyros-exclusive)



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STEALTH/ASSASSIN UNITS

Special ops or infiltrator units with cloaking or high crits.

Ghost Frame – Can cloak and backstab

Saboteur Drone – Plants mines or EMPs

Phase Lancer – Teleports behind targets

Red Nova Ace – High mobility killer with crit chance

Astral Shade – Warp unit with alien tech
ARTILLERY UNITS

Long-range support units with area damage or terrain destruction.

Railgun Platform – High-damage, long-range, slow fire

Mortar Mech – Indirect fire with arc shots

EMP Artillery – Disables shields and disables enemy units in AoE

Nano Bombard – Iron Genesis unit that damages over time in an area

Siege Beam Array – Heavy energy cannon, melts through armor



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COMMAND UNITS

High-cost, low-number leader units with passive or active buffs.

Tactical Commander – Boosts nearby units’ attack/defense

AI Core Brain – Iron Genesis unit that hacks enemies or controls drones

War Howler – Crimson Howl unit that rallies beast mechs with sonic roars

Astral Seer – Astral Forge unit that manipulates battlefield weather or visibility

Strike Marshal – Neo Terra’s battlefield general with orbital call-ins



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NAVAL/AMPHIBIOUS UNITS

Specialized mechs for water or underwater combat.

Hydro Frame – Fast underwater unit with torpedoes

Amphibian Walker – Crosses land and sea, light armor

Sea Serpent Mech – Crimson Howl biomechanical unit

Sonar Subdrone – Detects underwater stealth units

Naval Siege Cannon – Huge platform that can only move in water



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TRANSFORMING UNITS

Can switch between modes (mobility vs. attack or land vs. air).

Frame Shifter – Changes between flight and tank mode

Blade Wing – Fast melee air mode, armored walker mode

Siege Cycler – Defense mode boosts armor, attack mode boosts firepower

Cloak Phase Unit – Stealth mode vs. Assault mode

Wyrm Morph – Crimson Howl beast that mutates after combat



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SPECIALIST UNITS

Rare or faction-unique units with niche but powerful roles.

Terraform Bot – Alters terrain (boosts ally movement or blocks enemy)

Nano Hive – Deploys healing or corrosive nanobots in AoE

Mind Jacker – Hacks enemy mechs (temporary control)

Warp Beacon – Allows teleportation of allied units

Exo Excavator – Destroys obstacles and builds field fortifications

EXPERIMENTAL UNITS

Prototype super-units or unstable tech with high risk and high reward.

Zero Core Frame – Runs on unstable energy, huge damage but self-destructs on death

Overdrive Titan – Can boost all stats temporarily, but overheats

Chrono Striker – Manipulates time (acts twice or delays enemy turns)

Singularity Mech – Creates gravity fields that pull enemies inward

Neural Sync Unit – Copies nearby friendly unit’s stats and abilities



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DRONE & SWARM UNITS

Low-cost, mass-produced units meant for overwhelming tactics or support.

Swarm Drone – Weak alone, gains buffs with more nearby units

Repair Bot – Automatically repairs nearby mechs each turn

Exploder Drone – Charges and detonates on contact

Disruptor Drone – Low damage but reduces enemy accuracy or defense

Hive Controller – Buffs all nearby drones; fragile but essential



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BIO-MECH UNITS

Living machines or organic hybrids, especially used by Crimson Howl or Astral Forge.

Mutant Frame – Grows stronger with each kill

Spine Ripper – Fast, melee-focused beast with bleeding effect

Bio-Spitter – Ranged acid attack; reduces armor over time

Organite Juggernaut – Regenerates health rapidly when idle

Corrupted Shell – A dead mech possessed by alien biomass (suicide unit)



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STEALTH & INFILTRATION UNITS

Used for ambushes, assassination, or recon.

Wraith Frame – Can turn invisible for 2 turns

Backstabber Bot – Deals bonus damage from behind

Cloakcaster – Provides stealth aura to allies

Saboteur Bug – Disguises as terrain, explodes on trigger

Ghost Hacker – Can disable a single enemy unit for 1 turn



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MOBILITY/UTILITY UNITS

Manipulate the map or positioning of other units.

Grapple Walker – Pulls enemies or allies across terrain

Jet Pack Trooper – Short-range flight over obstacles

Phase Jumper – Teleports short distances through obstacles

Anchor Bot – Prevents all nearby units (friend and foe) from moving

Logistics Carrier – Deploys units mid-battle (limited use)



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RELIC/ANCIENT UNITS

Lore-based units tied to ruins, ancient tech, or lost civilizations (great for campaign or rare spawns).

Arc Frame – Prehistoric mech with mysterious energy

Rustbound Warden – Dormant for centuries, awakened by war

Voidwalker – Appears only during cosmic storms; ignores terrain

Star Core Guardian – Protects key locations, immune to EMP

Prototype Omega – Last remnant of a forgotten faction; overwhelming power but can’t heal
IM NOT A MAKER, IM JUST A GAMER
Loveless, Darkness to the Light
jalewolt711
Posts: 109
Joined: Fri Jun 07, 2019 4:17 am
Location: Philippines
Contact:

Re: Age of Mecha

Post by jalewolt711 »

1. CORE STRUCTURES (every faction needs these)

[Command Core]

Main base of operations

Functions: Unit production (basic), tech upgrades, win/lose condition

Upgrades to: Advanced Core or Battle Nexus (T4+)


[Resource Extractor]

Generates basic resources

Variants:

Neo Terra: Mining Rig

Iron Genesis: Auto-Harvester

Astral Forge: Energy Leech Node



[Barracks / Unit Bay]

Trains low-tier infantry, drones, and scouts

Upgrades to: Mech Hangar (T3)

Zephyros variant: Aerial Bay

Crimson variant: Hive Den



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2. PRODUCTION STRUCTURES

[Mech Foundry]

Produces medium-to-heavy mechs

Required for T3+ units

Red Nova variant: Salvage Yard

Astral variant: Bioforge Core


[Aero Platform]

Builds flying units

Air-only unit access

Zephyros variant: Sky Gate


[Vehicle Factory]

Builds tanks, walkers, artillery

Neo Terra variant: Heavy Armor Plant

Iron Genesis variant: Drone Forge



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3. TECH & UPGRADE STRUCTURES

[Research Hub]

Unlocks tier 2–4 tech, unit abilities, weapon upgrades

Variants:

Neo Terra: Military Lab

Red Nova: Hacker Den

Iron Genesis: Core Sync Nexus

Astral Forge: Psion Relay



[Field Relay Tower]

Extends command/control radius

Required to build far from base

Can detect cloaked units



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4. DEFENSIVE STRUCTURES

[Auto-Turret]

Standard defense with ballistic or laser fire

Can be upgraded to EMP or Flame turrets


[Shield Emitter]

Creates temporary energy shields over nearby units

Astral/Iron exclusive tech


[Cloak Field Generator]

Hides nearby units from enemy radar

Zephyros & Red Nova only


[Beast Nest]

Spawns low-tier bio-units for defense

Crimson Howl exclusive



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5. SPECIAL STRUCTURES

[Teleport Gate]

Allows fast deployment or recall of units across the map

Faction Unlock: Astral, Iron Genesis


[Superweapon Facility]

Constructs ultimate units or triggers map-wide attacks

Examples:

Neo Terra: Orbital Strike Beacon

Iron Genesis: Black Hole Engine

Crimson Howl: Eldritch Growth Node (summons a biomech horror)



[Relic Archive]

Unlocks relic or ancient units if placed near ruins

Adds lore and high-tier tech


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6. ADVANCED ECONOMY STRUCTURES

[Fusion Reactor]

Generates high energy output for advanced units and structures

Vulnerable to explosion when destroyed

Iron Genesis & Neo Terra focused


[Harvest Control Node]

Improves yield of nearby Resource Extractors by 25–50%

Autonomous module: doesn't produce but enhances


[Terraform Spire]

Slowly alters terrain to buff friendly units or hinder enemies

Astral Forge & Crimson Howl exclusive

Examples: Acid Ground, Mist Fields, Regrowth zones



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7. FACTION-UNIQUE STRUCTURES

[Zephyros: Wind Veil Tower]

Generates stealth field for aerial units and boosts flight speed


[Red Nova: Hack Relay Post]

Chance to disable enemy buildings or temporarily capture them

Limited to one active per map


[Crimson Howl: Nest Cluster]

Automatically spawns low-tier units over time

Self-heals and spreads bio-terrain


[Astral Forge: Warp Bloom]

Creates random effects each turn (buffs, teleports, psychic attacks)

Unpredictable but powerful


[Iron Genesis: Logic Cradle]

Allows remote control of drones within its range

If destroyed, affected drones go offline



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8. UNIT SUPPORT STRUCTURES

[Auto-Repair Station]

Restores mech HP per turn if parked nearby

Upgrades: Add armor boost or EMP resistance modules


[Ammo Recharger]

Resupplies missile- or ammo-based units with limited uses

Useful for artillery/mech ranged units


[Command Uplink Node]

Boosts accuracy, vision, or speed of units within a radius

Can sync with Command Cores for global boosts



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9. INFRASTRUCTURE & TERRAIN

[Bridge Constructor]

Builds bridges over water for ground-based units

Especially useful for Crimson Howl or Neo Terra ground armies


[Teleport Pad]

Local version of Teleport Gate

Short-range instant transport within owned territory


[Gate Lock Barrier]

Creates force-field barriers that open only for allies

Great for protecting vital structures or bottlenecks



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10. LORE / SPECIAL TECH STRUCTURES

[Artifact Chamber]

Used to activate, analyze, or house relics found on the map

Allows access to rare unit variants or forgotten technologies


[Quantum Relay]

Enables rare tech like time skips, enemy delay, or AI auto-actions

Iron Genesis & Astral Forge late-game tech


[Elder Monolith]

Ancient, unbuildable but capturable structure

Grants powerful passive global buff (e.g. regen, vision, morale)



---11. TRAP & DECEPTION STRUCTURES

[Mine Layer Beacon]

Deploys mines around itself over time (anti-mech or EMP mines)

Can be upgraded to smart mines (only explode on enemies)


[Hologram Projector]

Creates fake buildings or units to confuse enemies

Red Nova exclusive

Disappears if attacked


[Burrow Trap Node]

Triggers a bio-creature or energy spike ambush when stepped on

Crimson Howl & Astral Forge exclusive


[Reflective Dome]

Reflects a portion of energy attacks back to the attacker

Short lifespan or HP-limited shield



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12. ENVIRONMENT & WEATHER CONTROL

[Climate Engine]

Triggers battlefield-wide weather effects (acid rain, snowstorm, sandstorm)

Buffs or debuffs different factions

Astral Forge and Iron Genesis synergy


[Mist Generator]

Creates a fog field that reduces visibility or accuracy for all inside

Can be placed defensively or offensively


[Solar Flare Cannon]

Fires into the sky to trigger temporary EMP storm

Disables enemy shields/drones in a wide radius



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13. MOBILITY STRUCTURES

[Maglift Rail Hub]

Deploys units across fast land-based rail lines

Allows instant movement along predefined rails

Neo Terra & Iron Genesis synergy


[Hover Gate]

Launch pad for short-range jumps for walkers or hover units

Useful in mountainous maps


[Bio-Tunnel Gate]

Creates organic wormhole tunnels underground

Crimson Howl exclusive



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14. RESOURCE & MAP CONTROL STRUCTURES

[Outpost Beacon]

Expands your build radius faster than Field Relay Tower

Lightly armored, fast deployable


[Drone Hive Uplink]

Increases drone unit production and speed in the area

Can auto-deploy repair or scout drones

Iron Genesis exclusive


[Excavation Node]

Uncovers hidden relics or materials under ruins/terrain

May trigger events (awakening enemies, spawning neutral units)



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15. BLACK OPS / SECRET TECH STRUCTURES

[Nanite Forge]

Slowly spawns unique units made from absorbed enemy wreckage

Astral Forge/Red Nova exclusive


[Psionic Beacon]

Reduces morale of nearby enemy troops (if morale is a factor)

Can even trigger panic or retreat in weaker enemies


[Time Dilation Spire]

Slows enemy turns/animations in a radius

Can make your side act more frequently near the field



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16. SUPERSTRUCTURES (Endgame)

[Ascension Core]

Final-tier structure that unlocks T5 and Omega-class units

Expensive and requires 2–3 other structures completed

One per player only


[World Anchor]

Slows time globally except in its radius

Lets friendly units move normally, while others act every other turn

Astral Forge / Iron Genesis late-game building


[Godhead Relay]

Enables synchronization of 3+ super units for a fusion transformation

Think Voltron-style merge or mech-combination

Buffs them dramatically or fuses into a boss-tier unit


[Judgment Array]

Charges over time, then unleashes a massive beam attack across a wide arc

Very slow and very visible—risk vs. reward structure



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17. CULT, DARK, OR AI-LOCKED STRUCTURES

[Submind Hatchery]

Breeds sub-minds that control enemy mechs for a few turns

Red Nova / Astral Forge exclusive

Fragile but powerful


[Rogue AI Temple]

Spawned by taking over neutral AI terminals

Can produce corrupted versions of enemy units


[Crimson Grove]

Bio-cult structure that boosts HP regen and mutates nearby units

Sometimes generates random unit mutations (visual or stat changes)


[Forgotten Spire]

A mysterious alien ruin that can be occupied but never built

Grants wild effects: resource burst, free tech, enemy vision disruption



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18. ECONOMIC + STRATEGIC INFRASTRUCTURE

[Trade Nexus]

Grants bonus resources based on map control

The more Field Relay Towers and Outposts you own, the more income you get

Neo Terra & Red Nova synergy


[Refinery Complex]

Doubles resource extraction from nearby Extractors

Has a high power cost or upkeep


[Modular Factory]

Can produce any T1–T3 unit depending on current tech path

Versatile but vulnerable



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19. SUPPORT & SPECIAL UTILITY BUILDINGS

[Drone Coordination Array]

Gives all drone-type units extra actions or passive buffs

Drone swarm synergy


[Wreckage Recycler]

Turns destroyed units (yours or enemy) into resources or unit charges

Red Nova + Iron Genesis synergy


[Decoy Builder]

Builds fake buildings/units that appear real on radar and visually

Extremely lightweight, dies in one hit


[Neural Sync Pillar]

Links up to 5 mechs into a shared-skill group

Buffs aim, dodge, or even movement if together



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20. TERRAIN & MOBILITY CONTROL

[Gravity Distortion Well]

Reduces enemy move range in its radius

Air and ground affected

Can stack if multiple built


[Phase Tunnel Hub]

Allows teleportation between connected hubs

Not global—acts like a subway network

Astral Forge / Iron Genesis exclusive


[Contamination Pool]

Poisonous terrain spawner

Damages enemies that walk into it, but buffs bio-units

Crimson Howl synergy



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This makes your total structure pool well over 75 structures, with support for:

Tech progression

Map control

Unit transformation

Mind control

Weather/terrain warping

Economic dominance

Tactical deception
IM NOT A MAKER, IM JUST A GAMER
Loveless, Darkness to the Light
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