Genesys Mecha Bonus: Infantry, Tanks, and Fighters
Not all of the opponents your mecha pilots will face will be other mecha, or even the ships that carry them into battle. Particularly in the early days, they might find themselves facing down more traditional opponents . . .

Anti-Mecha Infantry

Minion

Characteristics: Brawn 3, Agility 3, Intellect 2, Cunning 2, Willpower 2, Presence 2

Wound Threshold: 10

Soak: 4

Defense: 0

Skills: (group only): Ranged (Heavy), Gunnery, Stealth, Cool

Equipment: Assault Rifle (Ranged [Heavy] Damage 8; Critical 3; Ranged [Long]; Auto-fire), Portable Missile Launcher* (Gunnery; Damage 20; Critical 2; Range [Extreme]; Blast 10, Breach 2, Cumbersome 3, Guided 3, Prepare 1), Armored Jacket (+1 Soak, included above)

*Uses Personal Scale for Damage. 

Anti-Mecha Infantry can be safely ignored by heavily armored machines or the CHX-series . . . but while their deployment is almost always a desperate move, they remain a threat to pilots of the Ogo, Dacar, and so on who aren't (or can't be) cautious enough. Preferring urban battlefields or other terrain with short sight lines and plenty of cover to hide in, anti-mecha infantry are at their best when they've got surprise and numbers on their side. While there are few occasions where they haven't suffered heavy casualties, there are those where they've turned the tide.

I removed the PML’s Limited Ammo quality; infantry going to fight giant robots are going to be carrying enough shots to get the job done, or else. 

Main Battle Tank

Silhouette: 2

Crew: 3 (Commander, Driver, Gunner)

Hull Threshold: 7 Strain Threshold: 7

Armor: 1 Handling: -2 Speed: 3

Defense: 0 Forward, 0 Rear

Weapons: Turret-Mounted Cannon (Fire Arc All; Damage 5; Critical 4; Ranged [Medium]; Slow-Firing 1)

Tank Crewman 

Minion

Characteristics: Brawn 2, Agility 3, Intellect 2, Cunning 2, Willpower 2, Presence 2

Wound Threshold: 10

Soak: 3

Defense: 0

Skills: (group only): Ranged (Light), Gunnery, Driving, Cool

Equipment:  Armored Jacket  (+1 Soak, included above) , Service Pistol (Ranged [Light]; Damage 5; Critical 4; Ranged [Short]) 

Fighter Craft

Silhouette: 2

Crew: 1 (Pilot)

Hull Threshold: 5 Strain Threshold: 5

Armor: 1 Handling: +1 Speed: 5

Defense: 1 Forward, 1 Rear

Weapons: Rotary Cannon (Fire Arc Forward; Damage 2; Critical 5; Ranged [Medium]; Auto-fire], Air-to-Air Missiles (Fire Arc Forward; Damage 5; Critical 3; Range [Long]; Guided 3; Limited Ammo 6), Air-to-Ship Missile (Fire Arc Forward; Damage 8; Critical 1; Ranged [Long]; Blast 5, Breach 2, Limited Ammo 1)

Fighter Pilot

Minion

Characteristics: Brawn 2, Agility 3, Intellect 2, Cunning 2, Willpower 2, Presence 2

Wound Threshold: 10

Soak: 3

Defense: 1

Skills: (group only): Ranged (Light), Gunnery, Piloting, Cool

Equipment:  Armored Pilot Suit  (+1 Soak/+1 Defense), included above) , Service Pistol (Ranged [Light]; Damage 5; Critical 4; Ranged [Short]) 

Both the Main Battle Tank and the Fighter Craft don't represent these vehicles as they would compare to their contemporaries or an infantryman; if they did the fighter from the Genesys core book would have served all on its own. Rather, they're compared to the CHM-01 Ogo. Hence the comparatively low armor and hull threshold.

I went back and forth on these a lot more than the infantry. How much armor, what kind of threshold, should they lack a strain threshold like the Minion Ogos from the original article . . . that last one in particular has put me onto some new thoughts as how, exactly, one should handle giant robot minions, but that's a topic for another time.

And all of these minions have Cool because, hey, they need to be cool in order to take on giant robots with what they've got (and as they run out of bodies, they become decidedly less so).

Let me know what you think! - Seamus