Every mecha has two Configurations. Configurations offer mechanical advantages and rules exceptions to the mecha during combat. However, Configurations are more than just a way to do cool things on the battlefield. They also affect who your character is and how he sees the world. Because of the synthesis between pilot and mecha, your choice of Configurations helps define your pilot’s personality.
This means that when you select a Configuration (or when you choose a mecha model with a Configuration built into it), you must also choose one of the Traits associated with that Configuration for your pilot. In other words, the way the mecha is used on the battlefield is a reflection of, or has shaped, the pilot who commands it.
Condensed Configuration List:
Analyzer
The player may spend one Overdrive to give another player 2 dice on their next attack or defense roll.
Analytical/Oblivious
Assassin
Spend 1 Overdrive to deal damage directly to the pilot instead of the mecha
Stealthy/Brutal
Berserker
Spend 1 Overdrive to attack twice with weapons of same type. The attacker rolls separately for each attack. You cannot fire the same weapon in the same turn.
Explosive/Calm
Boomer
Spend 1 Overdrive to simultaneously attack all targets in a sector. The attack roll is made only once, but all targets (enemy and friendly) must roll defense against that number of successes.
Loud/Quiet
Booster
Spend 1 Overdrive, the player may allocate any number of dice from Defense to Movement.
Optimistic/Pessimistic
Brawler
Spend 1 Overdrive to treat any weapon as a range 0 weapon.
Gruff/Delicate
Bulwark
Spend 1 Overdrive to allocate as many dice as desired from Movement to Attack.
Caustic/Supportive
Counterfire
Spend 1 Overdrive to allocate any number of dice from Attack to Defense.
Focused/Scattered
Disruptor
If an attack does damage, spend 1 Overdrive to prevent the mecha from moving on its next turn.
Dynamic/Static
Flanker
Spend 1 Overdrive to shift to the same sector to in any quadrant.
Lumbering/Fast
Heavy Metal
Spend 1 Overdrive to reallocate any number of Movement dice to Defense.
Flighty/Stout
Hot Shot:
Spend 1 Overdrive to allocate as many dice as desired from Defense to Attack.
Cool/Brash
Jammer
Spend 1 overdrive to grant +2 Defense dice to all mecha in the same sector.
Open/Confused
Jackhammer
Spend 1 Overdrive to double the amount of Knockback.
Pushy/Pushover
Prowler
Spend 1 Overdrive so that the mecha cannot be hit with range 1+ weapons.
Obvious/Sneaky
Ripper
Spend 1 Overdrive to cause a successful Attack to inflict two points 2 of damage.
Peaceful/Violent
Scanner
Spend 1 overdrive to negate the effects of Jammers, Prowlers, Flankers, Healers, Brawlers, Snipers and Boomers and Analyzers for all mecha in a target sector. May know all of the weapon types on a mecha.
Oblivious/Curious
Slayer
Spend 1 Overdrive to give a successfully damaged target -1 on its stability roll
Lover/Fighter
Sniper
Spend 1 Overdrive to treat any weapon like a range 4 weapon.
Direct/Indirect
Stalwart
Spend 1 Overdrive to receive +1 to all stability rolls.
Tough/Weak
Stonewall
If an opponent’s attack does damage, spend 1 Overdrive to move a maximum of 1 Movement Point.
Open/Stony
Striker
Spend 1 Overdrive to treat any weapon like a range 3 weapon.
Sharp/Blunt
Supercharged
Spend 1 Overdrive to fire a cooling weapon.
Energetic/Lazy
Transformer
Spend 1 overdrive to swap out this Configuration for any other Configuration.
Flexible/Steadfast
Someone is probably going to come out and ask why you'd need to buy the Transformer configuration when the Variable Fighters/Bombers are so obviously transforming Mecha. My answer to this is that very often, even among the Aces, Macross pilots tend to favor one mode over the other - Michael Blanc (MacF) liked his Battroid. Gamlin Kizaki (Mac7) favored the GERWALK. Isamu Dyson (Mac+) tended towards Fighter mode. Transformer in this case represents that rare spark of natural talent found in gifted individuals to really push the Variable Fighter/Bomber concept to the natural limit like Maximilian Jenius(SDFMac, Mac7)