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too good to be true version 0.

14

Mercenary mecha combat in a gritty future.


A quick-play RPG for one-shots and short
campaigns.

by Michael Prescott
preparing to play 2G2BT v0.14 2

starting out 2d6 other merc Company


mech without the expensive tag. On a 10+,
choose: an expensive mech, or a non-expen-
The sweet spot
Player characters are members of a mecha 2 The Only Way [to be Sure] The GM will vary the pace and detail of play
sive mech with an extra equipment option. to keep the game focused on the action in
mercenary company. Each is the inheritor of
3 Shell Shockers For a quick start, each character starts with and around combat missions.
a centuries-old combat mech, a relic of a by-
gone era of advanced battlefield technology. 4 Astrid’s Own the default mech for their playbook. Friction and conflict comes from contact with
5 “The Mobile Infantry” If you are playing a multi-session campaign, the enemy (of course), but also from the fog
company name follow the instructions on the mercenary of war, conflicting priorities (or even loyalties)
6 Johnny’s Metal Hand of allies, the scarcity of supplies, munitions
When you start play, choose a name for the company sheet.
mercenary company. Choose an origin. 7 Harrison’s Hussars and repair opportunities. Not to mention,
theatRe deployment straight-up shitty luck.
8 “Sol Quarantine”
Starting assets The players must choose a theatre of war,
9 Red Company Play can explore other kinds of conflicts or
When you start play, roll 2d6 to determine an ongoing conflict to which their mercenary aspects of the setting, but there you’re on
the company’s assets and reputation: 10 Condoterri Bros company is attached. Not all theaters are your own.
11 Báilián available to starting companies.
2d6 starting details

2-3 None. You’ll have to hire dropships 12 Breyer & Associates


to get to the action. Reputation -1. playing
2d6 History As in most RPGs, the GM describes the
4-8 Regent dropship with 2 unknown
quirks. Reputation -1. 2 You stole something valuable from fictional situation around the player charac-
them (e.g. your mech). They’re ters. The players say how they react: what
9-10 Troll dropship, 2 quirks, Reputa- gonna want it back. they say, do, or try to do. The GM says what
tion 0 happens next.
3 They stole something valuable
11-12 Troll dropship, Reputation 0. from you (e.g. your previous rules
mech).
The core rules are presented as short,
characters 4 Former employer, went bad after self-contained procedures which apply in
Players should each choose a different play- the Scarol II evac. specific situations.
book as their character: Mercenary, Hotshot,
5 Always up in your shit. Play free-form until a rule applies. When it
Veteran, Rigger, Lieutenant, Commander,
Prodigy. It’s okay to double up on the first 6 Former mentors, would rather talk does, follow the rule’s instructions, and inter-
four playbooks. about old times than get shit done. pret the results in the context of the current
fictional situation.
Follow the character creation instructions on 7 Have a knack for working for the
the playbook. other side Players should not treat rules as a list of
things they can do (this will make the game
8 Friendly rivalry, but tend to under- suck). The game works best, however, when
history bid you. Costs you 1-cash/mission players are putting their characters in situa-
All mercenaries start with history with one when they’re in the same theater. tions where the rules are relevant.
other mercenary company. Roll on the Other
9 Wouldn’t let you join, back when
Merc Company table to determine which, rolling dice
you sucked. They still think you
then roll on the History table to determine the
suck. Most die rolls are 2d6 plus a pilot stat or me-
nature of the relationship with them.
10 They’ll only talk to you through cha attribute. Commonly, a roll of 6 or less is
Mech assignments lawyers. a miss, a failure condition which the GM will
interpret to mean something bad happens. A
When you recruit a new mercenary to join 11 They wanna be you, it’s embar- roll of 7+ is a hit: the PC gets what they want-
the company (i.e. a player creates a charac- rassing. ed, but seldom without some complication. A
ter), roll 2d6 +Reputation.
12 They have sworn to kill you at all 10+ is a clean break.
On a miss (6 or less), they get their play- costs. (Who did you kill?)
book’s default mecha (or exo armor if they
prefer). On a hit (7+), they can choose any
mercenary MAULER
Choose a name/lineage/background/look: The M309 ‘Mauler’ general strike mecha
Name: Selene / Marsen / N’dela / Ajani / Per- was mass manufactured for export all along
ahta / Hanke / Anouk / Liis-Albano / France / the Selenberg Dendrite. Few units still have
Aaron / Leo / Eliška the original lasers, but they are popular with
riggers for their reliability and easy field main-
Lineage: Concordat / Dendrite / Factori / tenance.
Earth / Roosts / Holdborn / Cysts
Speed +1, Evasion 0. Choose two options.
Background: promoted exo / base brat /
tank rat / prestige academy / sim-baby armanent
Look: stained / vat-fresh / androgynous / ■ Ceres 40mm AC (3d near/far)
reconstructed / fatale / beefy / inked □ Insight-2 Dual Laser (2d near/extreme
free advanced)
Stats
Battle +2. Assign +1, +0, -1 to the others.
□ Wolfpack SR-78 Rocket Pod (2d near
obvious salvo/6)
Special □ Coaxial MG (1d near free repeater)
Choose two:
battle ■ Steel guts: When you head into enemy Armor
■ Granulated composites Speed
fire to get the job done, mark xp.
tactics □ Shock trooper: When you’re shooting, □ Series II Symmetric Foam (1-armor
advanced)
evasion
you count as two units when figuring out
munitions
hardware who’s outnumbered.

command
□ Close quarters specialist: When you
assault with initiative, you may use the
Auxiliary
□ Smoke dispenser (concealment,
munition)
□□□□□□
□ Albedo cloud (1-armor vs lasers,
nearest enemy mech as 2-cover from the DAMAGE
harm others.
□ Thug: Mecha physical combat doesn’t advanced, munition) external | critical hits | disabled
□□□|□□□|□
□ Grafted subsystem from another model
strain / out / dead

□□□□|□|□ count as pushing your hardware.


□ Forward observer: When you assess □ Grafted subsystem from another model Critical damage
experience from concealment, your allies take +AOF. □ Armament disabled (choose)
Mark experience when you miss, or when a □ Trigger happy: In your hands, all Quirks
□ Auxiliary system disabled (choose)
rule tells you to. armaments have repeater.
□ ‘Till it glows: When you assault, all □ Cockpit fire (harmful, ongoing)
□□□□□□□ your weapons gain tandem. Push your □ Power plant casing crack spews black
smoke, -1 Evasion/Speed
hardware to avoid a system shutdown
Advancements
□□□ +1 to a stat (max +3) from excess heat. □ Power failure, system shutdown
□□□□ Add a playbook special □ Tough as nails: Gain 1 more pilot strain □ Ammunition explosion (2-damage 2d
box.
□ Take a special from another playbook
area messy)

□ Retire and get out of the game


history

Too Good To Be True Too Good To Be TruE


hotshot Raider
Choose a name/lineage/background/look: The RCR-7 (rapid close/recon) ‘Raider’ was
Name: Selene / Marsen / N’dela / Ajani / Per- Amber Dyanmics’ final export production
ahta / Hanke / Anouk / Liis-Albano / France / mecha. The much sought-after RCR-9 added
Aaron / Leo / Eliška additional stealth features, but only existed
as a limited prototype run.
Lineage: Concordat / Dendrite / Factori /
Earth / Roosts / Holdborn / Cysts Speed +2, Evasion +1. Choose one option.

Background: promoted exo / base brat / armanent


tank rat / prestige academy / sim-baby ■ Aeon Systems 21mm AC (2d near/far
Look: stained / vat-fresh / androgynous / repeater)
reconstructed / fatale / beefy / inked □ Nightmare-3 Missile Launcher (3d far/
extreme slow munition)
Stats
Battle +2. Assign +1, 0, -1 to the others. Armor
■ Anti-ballistic cladding (0-armor)
special
Choose two: □ Assault panels (+1 external dmg box)
battle ■ Hotshot: When you bail on the plan Auxiliary Speed
and abandon cohesion to do your own
■ Jump system (obvious, munition)
□ Coaxial splintergun (6d AP near
tactics thing, mark xp and +1 to your next roll.
evasion
□ Headhunter: When you shoot with munition)
hardware munitions
□ Extended range pack (+2 Munitions)
initiative, +AOF.

command
□ Slippery: When you are on the move,
incoming fire is -AOF. □ Shielded comms (+1 Evasion) [RCR-9] □□□□□□
harm
□ Return Fire: When you take fire from □ Heat dispersion system (+1 Evasion DAMAGE
unseen attackers, you may return fire advanced) [RCR-9] external | critical hits | disabled
strain / out / dead

□□□|□□|□
anyways.
□ Incoming!: When your squad assaults,
□ Camdrones (munition): When you recon
a dug-in enemy, squaddies take +1 to
□|□□□|□
you may join in from engagement range. their assault roll. Critical damage
experience □ Sure Footed: When you race through □ Grafted subsystem from another model □ Armament destroyed (choose)
Mark experience when you miss, or when a rough terrain, +1 speed. □ Auxiliary system destroyed (choose)
□ Auxiliary power kicks in, -1 speed
rule tells you to. Quirks

□□□□□□□ □ Cockpit spidered, +1 harm, -1 forward


Advancements □ Hip servo (immobile)
□□□ +1 to a stat (max +3) □ Jump system detonates, +1 harm
□□□□ Add a playbook special
□ Take a special from another playbook
□ Retire and get out of the game
history

Too Good To Be True Too Good To Be TruE


Veteran hellhound
Choose a name/lineage/background/look: The Koral Armaments Hellhound is one of
Name: Selene / Marsen / N’dela / Ajani / Per- the heaviest mecha still in active service.
ahta / Hanke / Anouk / Liis-Albano / France / Originally a front-line assault mech, later pre-
Aaron / Leo / Eliška CBE variants had adapted the chassis to an
assault-support artillery role.
Lineage: Concordat / Dendrite / Factori /
Earth / Roosts / Holdborn / Cysts Speed 0, Evasion +1. Choose one option.

Background: promoted exo / base brat / armanent


tank rat / prestige academy / sim-baby ■ Twin 15mm AC (2d near/far repeater)
Look: stained / vat-fresh / androgynous /
reconstructed / fatale / beefy / inked
□ Longbow Missile (4d extreme slow
indirect munition messy)
Stats □ Saturator Long Gun (6d extreme messy
area slow 2-munition advanced)
Assign +2, +1, 0, -1 to your stats.

special
□ Flame-thrower (1d/6dAP tight area
messy omni tandem)
Choose two:
battle ■ Pessimist: When you burn 2 SNAFU on Armor
■ Tensioned Ceram Speed
one roll, mark xp.
tactics ■ Lifer: You have history with 2 companies □ Reinforced back (1-armor in assaults) evasion
instead of 1.
hardware □ Make ‘em count: When you assault, Auxiliary
□ Dual turbine power plant (+1 speed)
munitions

□ Magellan NNX targeting gear (+1 AOF to □□□□□□


spend less 1 munition.
command □ Deja Vu: When you think you’ve been spotted indirect fire) DAMAGE
□ Smoke dispenser (1-armor)
here before, roll +Tactics. On a hit, find
harm 2-cover and say what it is. On a 10+, external | critical hits | disabled
strain / out / dead take +1 to disengage.
□ Albedo cloud (2-armor vs lasers, □□□|□□□|□
□□□□|□|□ □ Gut feeling: You can assess nearby
enemy strength or objectives from the
advanced, munition)
□ Grafted subsystem from another model Critical damage
experience flimsiest evidence. □
□ Grafted subsystem from another model □ Auxiliary system destroyed (choose)
Armament destroyed (choose)
Mark experience when you miss, or when a □ It’s a goddamn trap: When you predict
rule tells you to. a total clusterfuck, say what it is and
Quirks
□ Auxiliary power kicks in (-1 speed)
□□□□□□□ burn 1-SNAFU.
□ Final protective fire: When you □ Cockpit fire (harmful, ongoing)
Advancements
stand your ground to cover retreating □ Cockpit spidered, +1 harm, -1 forward
□□□ +1 to a stat (max +3) squaddies, take +1.
□ Full share: When a mission pays out, □ Knee servo (push hardware on rough
□□□□ Add a playbook special terrain, -1 speed)

□ Take a special from another playbook


you get 1-cash of your own.
□ Power plant casing crack spews black
□ Retire and get out of the game
smoke (-1 evasion, -1 speed)
□ Ammunition explosion (2-damage 2d
History area messy)

Too Good To Be True Too Good To Be TruE


RIGGER gargoyle
Choose a name/lineage/background/look: Modular close support mech.
Name: Selene / Marsen / N’dela / Ajani / Per- Speed +1, Evasion 0. Choose two options.
ahta / Hanke / Anouk / Liis-Albano / France /
Aaron / Leo / Eliška armanent
Lineage: Concordat / Dendrite / Factori / □ Twin 18mm RAC (2d near/far repeater)
Earth / Roosts / Holdborn / Cysts □ Maintenance claw (3d tight free)
Background: promoted exo / base brat /
tank rat / prestige academy / sim-baby
□ SKP missile pod (4d extreme AA one-
shot fast)
Look: stained / vat-fresh / androgynous /
Armor
■ Alliance Carbon (0-armor)
reconstructed / fatale / beefy / inked

Stats
Hardware +2. Assign +1, +1, 0 to the others.
□ You just welded all that on? (+1
external dmg box)
special Auxiliary
Choose two: ■ Modular chassis: grafting always works.
battle ■ Combat rigger: when you expose Overhauling costs 0-supply. Speed
yourself to danger to aid a damaged
□ Salvage lance (3d tight)
□ Field re-arming package: When you
squaddie, mark xp.
tactics evasion
■ Repair link: when you attach to rearm a squaddie, give them munitions
munitions
hardware damaged mecha, roll +hardware. On a

□□□□□□
and roll +hardware. On a 7+, it’s quick.
hit, provide a temporary damage point
On a 10+, you brought lots, they get +1
(max 1). On a 10+, you bring a critically
command munition.
□ Maintenance scanner: You may assess
damaged system back online for the rest
of the mission. DAMAGE
harm
□ Kick it: When you force-restart a critically the internal systems of visible mecha. external | critical hits | disabled
strain / out / dead
□ ROVER: Remote-operated maintenance □□|□□□□|□
□□□□|□|□
damaged system, it just works. +SNAFU.
□ Emergency override: When you mini-rover (Speed +2, Evasion +2,
2-dmg, 1-armor, take no action while Critical damage
experience
remotely control a squad mech whose
controlling it.) □ Armament destroyed (choose)
□ Grafted subsystem from another model.
pilot is out or dead, make all rolls at -1.
Mark experience when you miss, or when a □ Alert: When your squad’s mecha are up □ Auxiliary system destroyed (choose)
rule tells you to. for repairs, you choose the good techs. □ Grafted subsystem from another model. □ Auxiliary power kicks in (-1 speed)
□□□□□□□ All mecha get 1-damage repair extra.
□ Hacksaw: When you spend downtime to Quirks □ Cockpit fire (harmful, ongoing)
Advancements graft a salvaged subsystem onto another □ Cockpit spidered, +1 harm, -1 forward
□□□ +1 to a stat (max +3) mecha, roll +hardware and spend □ Knee servo (push hardware on rough
□□□□ Add a playbook special 1-supply. On a hit, it’s attached, but with terrain, -1 speed)

□ Take a special from another playbook


a quirk. On a 10+, no quirk.
□ Right where it hurts: When you do □ Power plant casing crack spews black
□ Retire and get out of the game
smoke (-1 evasion, -1 speed)
critical damage to a mech or vehicle
model you’re familiar with at near range
history or less, it’s disabling.

Too Good To Be True Too Good To Be TruE


lieutenant IGUANA
Choose a name/lineage/background/look: Roost high-tech tank, made before the Ses-
Name: Selene / Marsen / N’dela / Ajani / Per- sen arm fell in the Factori wars.
ahta / Hanke / Anouk / Liis-Albano / France / Speed +2, Evasion +1.
Aaron / Leo / Eliška Choose two options.
Lineage: Concordat / Dendrite / Factori /
Earth / Roosts / Holdborn / Cysts armanent
Background: promoted exo / base brat / □ HVDS Railgun (4d far/ex advanced)
tank rat / prestige academy / sim-baby □ Sancor 20mm AC (3d near/far repeat)
Look: stained / vat-fresh / androgynous / □ OWL 0.6GJ pulse laser (1d far/ex repeat
reconstructed / fatale / beefy / inked munition)

Stats □ SKP missile pod (4d extreme AA one-


shot fast)
Command +2. Assign +1, 0, -1 to the others.
Armor
special
■ Talos Ceramics 8cm A3
□ Anti-projectile REACT skirt (1-armor
Choose two:

battle ■ Harsh lessons: When your orders get a munition)


Speed
squad mech critically damaged, mark xp.
tactics □ Move up! When you order a squaddie Auxiliary evasion
into danger, they take +1 to their next
roll.
■ Second crew station. When crewed, munitions
hardware
□□□□□□□
the Iguana assaults with two weapon
□ This way! When you lead your squad systems, and may give suppression fire
while booting it.
command along an iffy shortcut, +1 SNAFU and
roll +tactics. On a hit, it pays off. On a
10+, no +1 SNAFU and take +1 to the
■ Exo ride-along handles (for 4, -1 Speed DAMAGE
harm when 3+ aboard). external | critical hits | disabled
□ Ballistics µ-sight package: When □□□|□□□|□
engagement roll.
strain / out / dead
□ Insistent: When you fight for your
□□□□|□|□ squad’s needs during downtime, roll
the Iguana takes weapons fire, it may
instantly return fire at reduced AOF. Critical damage
experience
+command. On a hit, hold 1, on a 10+, 2.
Spend hold 1-for-1 for: □ Grafted subsystem from another model □ Armament destroyed (choose)
Mark experience when you miss, or when a ● An extra 1-damage repair per mech
Quirks □ Auxiliary system destroyed (choose)
rule tells you to. ● An extra critical repair attempt
□ Auxiliary power kicks in (-1 speed)
□□□□□□□
● -1 SNAFU to the next mission
□ Shrewd: When you rely on your allies, □ Cockpit fire (harmful, ongoing)
take +1 to the roll. □ Cockpit spidered, +1 harm, -1 forward
Advancements
□□□ +1 to a stat (max +3) □ Snap out of it! When you command a □ Track damage (push hardware on rough
□□□□ Add a playbook special
strained or unconscious squaddie, terrain, -1 speed)

□ Take a special from another playbook


mark 1-harm. They recover 2-harm.
□ Big picture: When you pore over your □ Power plant casing crack spews black
smoke (-1 evasion, -1 speed)
□ Retire and get out of the game squad’s data feeds, you may assess the
area around the whole squad. □ Ammunition explosion (2-damage 2d
area messy)
history

Too Good To Be True Too Good To Be TruE


commander troll
Choose a name/lineage/background/look: Originally Roost battleship components,
Name: Selene / Marsen / N’dela / Ajani / Per- Sylent trans-orbital lifters were soon adapted
ahta / Hanke / Anouk / Liis-Albano / France / for standalone use. By the end of C25,
Aaron / Leo / Eliška knockoffs were built everywhere.

Lineage: Concordat / Dendrite / Factori / Speed -1, Evasion -1. Choose one option:
Earth / Roosts / Holdborn / Cysts
armanent
Background: promoted exo / base brat /
tank rat / prestige academy / sim-baby
□ Sylent ‘Ringfire’ Plasma Cannon (3d far
omni)
Look: stained / vat-fresh / androgynous /
reconstructed / fatale / beefy / inked
□ ‘Harbinger’ Missile (4d extreme slow
indirect obvious munition messy)

Stats ■ Splintergun array (6d AP near free omni)


Command or Tactics +2. Assign +1, +1, 0 to
Armor
the others.
■ Trans-orbital shielding
special
Choose two:
□ Assault panels (+2 external dmg box)
battle Speed
■ Big picture: When you sacrifice a Auxiliary

tactics squaddie’s needs for the good of the ■ Trans-orbital lifter (munition, 2-munition evasion
company, mark xp. to ascend)

hardware ■ Connected: Establish history with 3 ■ Huge (expensive, hauls 2-supply) munitions

command
companies, not 1.
□ Fuck it: When you risk the entire
■ Mecha bay (4 berths, 1 door)
□ TROL-3C: 2nd mecha bay door, 5th
□□□□□□
mission or the company to achieve DAMAGE
mecha berth
harm something, burn SNAFU.
□ Wasn’t born yesterday: When you spot □ TROL-3F: Extended range pack (+2 external | critical hits | disabled
strain / out / dead munitions)
□□□□|□□□|□
□□□|□□|□ insignias, take +1 to the roll.
□ Make ‘em pay: When you announce □ Geoscan optics (assess from orbit)
experience a squaddie’s death over comms, □ ‘Hound’ drone salvage hoversled (carries Critical damage
□ Armament disabled (choose)
1 mech or salvage)
□ Nacelle, +1 munition to lift off
everyone takes +AOF for the rest of the
Mark experience when you miss, or when a mission. □ Original fusion engine (1-munition ascent
rule tells you to.
□ Eye for talent: When you recruit a new □ Mecha bay doors jammed
□□□□□□□
advanced interplanetary)
company member, they take +1 to the
starting mech roll (max +3).
□ Mothership: berths hold fighters; doors □ Deck pressure loss (+1 downtime
have launch/reclaim rails
□ New orders: When you reveal the
SNAFU ongoing)
Advancements
□□ +1 to a stat (max +3) Quirks □ Auxiliary power kicks in, -1 speed
□ External optics short out (blind)
real mission, earn 1-SNAFU and roll
□□□□ Add a playbook special +Command. On a hit, roll twice on any

□□ Take a special from another playbook one mission table and take your pick. On
a 10+, you don’t need to betray anyone.
□ Retire and get out of the game
history

Too Good To Be True Too Good To Be TruE


prodigy angel
Choose a name/lineage/background/look: Sold into the Dendrite after the CBE to help
Name: Selene / Marsen / N’dela / Ajani / Per- resist Concordat attacks until Kilo Cyst went
ahta / Hanke / Anouk / Liis-Albano / France / silent in 27C. Elegantly simple in its design,
Aaron / Leo / Eliška the Angel is expensive to operate because of
its reliance on advanced materials manufac-
Lineage: Concordat / Dendrite / Factori / turing.
Earth / Roosts / Holdborn / Cysts
Speed +2, Evasion +1. Choose one option:
Background: promoted exo / base brat /
tank rat / prestige academy / sim-baby armanent
Look: stained / vat-fresh / androgynous / □ Prismatic 8GJ UV Laser (4d far/ex quiet
reconstructed / fatale / beefy / inked advanced)

Stats
□ Shear field projector (3d tight messy
advanced)
Assign +2, +2, -1, -1 to your stats, randomly.
Wait until you use them. Armor
■ Monofilament fractal carapace (1-armor)
special
Choose two: □ EM shield (-AOF munition advanced)
battle
■ Tendency to stare: When you inspect □ Ghost ECM (+1 evasion advanced) Speed
an unfamiliar mecha, system, or
tactics Auxiliary evasion
■ Tech level V (expensive)
installation in detail, mark xp.
□ It would take too long to explain: When
■ Immune system: won’t accept grafted
munitions
hardware squaddies carry out your weird or
upsetting plans, they mark xp and you subsystems □□□□□□
command hold 1 weird.
□ Orbital descent shield (munition)
harm □ The long con: When you first infect a DAMAGE
□ Trans-orbital lift thrusters (munition) external | critical hits | disabled
strain / out / dead
computer under the enemy’s control,
□ Computer intrusion package (munition □□|□□□|□
□□|□□|□
hold 3 weird.
□ In their hearts, they doubt: Spend 2 advanced)
□ A/G Nodes (jump quiet advanced) Critical damage
□ Armament destroyed (choose)
weird to burn 1 SNAFU.
experience
□ It’s part of a larger pattern: Spend 2 □ It turns into a goddamn plane
Mark experience when you miss, or when a weird to adjust a mission roll by 1 in □ Auxiliary system destroyed (choose)
rule tells you to. either direction. Quirks
□ Auxiliary power kicks in (-1 speed)
□□□□□□□ □ It’s not your time: When you impose
your will on an apparently dead
□ Auto-escape system engages (mech
automatically flees weapons fire)
□ Reactor jostled (-1 evasion)
Advancements squaddie and spend 1-weird, they
□□□ +1 to a stat (max +3) recover 3 harm.

□□□□ Add a playbook special □ Prescient instincts: You may boot it with
□ Take a special from another playbook +Tactics instead of +Speed.

□ Retire and get out of the game


history

Too Good To Be True Too Good To Be TruE


weiler Exo
A Roost Primary Systems mech, legendary Military exo vary from simple strength/endur-
for its maintainability and durability. Weilers ance-boost frames to fully enclosed stealth
were never produced in export numbers, and nano-mecha. The G-99 is a typical TL IV
no pre-burst fabs remain, so they are trea- model.
sured whenever they are uncovered. Speed +0, Evasion +2. Choose two options.
Speed +1, Evasion +1. Choose two options.
armanent
armanent □ 12mm snub HMG (1d near repeat)
■ Splitfire 24mm RAC (3d near/far □ Anti-Armor Rocket (2d near munition)
□ TL V A-A Rocket (2d near/far munition
repeater)
□ Raven 2GJ chemical laser (2d far/ex advanced)
□ Limpet mine (3d tight slow munition)
tandem)
□ 5GJ charged particle arc (4d near
messy repeater indirect)
Armor
Armor ■ Ceram Micro (0-armor)
■ Replacement granulated composites □ ‘Bubblehead’ combat hood (+1 external)
□ Original T3-series lattice (1-armor) Speed
Auxiliary
Speed
Auxiliary evasion ■ Infantry exoskeleton: repairs/upgrades evasion
□ RAC cluster rounds (-1d +AOF) -1 cost. Stow four in a mecha berth.

□ Aerial target acquisition package (all


munitions ■ Nanomech: Exo upgrades let you munitions

weapons gain AA) □□□□□□ choose two options instead of one.


■ Hydraulic hands: (2d tight) When you
□□□□□
□ Anti-acquisition weave (+1 Evasion) DAMAGE DAMAGE
□ Auto-med (-1 harm, munition, advanced)
do critical damage, make a salvage roll
external | critical hits | disabled at -2. Take -1 ongoing while you carry it. external | critical hits | disabled
□ Gelfoam extrusion system (-1 external
damage, munition)
□□□|□□□|□ □ Orbit-to-HALO package (munition)
□ ‘Ostrich’ leg extensions (+1 Speed)
□|□□|□
□ Anti-acquisition flares (1-cover, Critical damage
□ Jump system (munition) Critical damage
munition) □ Armament destroyed (choose) □ Smoke cannister (munition) □ Limb servo (harmful)
Quirks □ Auxiliary system destroyed (choose) □ Computer intrusion package (munition □ Running hot (-1 Evasion)
□ Auxiliary power kicks in (-1 speed) advanced)
□ Momentary power loss, hit the deck.
□ Cockpit fire (harmful, ongoing) □ ‘Black pill’ reactor (+2 munitions) □ Leg amputation (2-harm)
□ Cockpit spidered, +1 harm, -1 forward □ Auto-cauterizer (amputations cause □ Arm amputation (2-harm)
□ Knee servo (push hardware on rough only 1-harm) □ Head hit (4-harm)
terrain, -1 speed)
□ Anti-acquisition weave (+1 Evasion)
□ Power plant casing crack spews black Quirks
smoke (-1 evasion, -1 speed)

Too Good To Be True Too Good To Be TruE


regent sylph
The venerable Regent is one of the earliest The Sylph is the third generation descendant
aerodynamic re-entry/trans-orbital lifters still of the Helical Systems Aircat ground support
used in large numbers. VTOL chassis. Released into the public do-
Speed +1, Evasion +1. Choose two options. main after the Puissance conflict in 24C, the
airframe was modularized to quickly adapt
armanent between air-to-air and air-to-ground roles.
□ ‘Thumper’ 50mm AC (3d near/far slow) Speed +2, Evasion +1. Choose two options.
■ Tail-mounted dual 18mm RAC (2d near/ armanent
far repeat AA)
□ Quad 18mm RAC (3d near/far repeat
□ Octopus omnidirectional AG missile munition)
system (3d far salvo/4)
□ 3GJ HEAP Bomb (4d near messy
2-munition)
Armor
■ Re-entry shielding □ AG missile (3d extreme munition)
□ Assault panels (+2 external dmg boxes) □ HeSys Harpoon II-class AA missile (3d
extreme AA munition)
Auxiliary
Speed Speed
■ Ground-to-orbit thrusters (munition, Armor
■ 8mm Gelcote
glide re-entry)
■ Large VTOL (expensive, holds 1-supply) evasion □ Asymmetric printed foam (+2 external evasion
■ Ventral bay (ramp, holds 1 mech or exo- munitions dmg boxes) munitions
loaded Iguana)
□ Roundbelly variant (holds additional
□□□□□ Auxiliary
■ VTOL Fighter, flying
□□□□□□
mech/vehicle) DAMAGE
□ Afterburner (+1 Speed, munition) DAMAGE
□ Rapid drop-off mode (“bounce ‘n’ fly”) external | critical hits | disabled □ Bomber configuration (+2 munitions, -1 external□| critical hits | disabled
□ Field re-supply arm: Convert 1-supply □□|□□□□|□ Speed) |□□|□
into 6-munitions.
□ Orbital re-entry shielding (munition)
□ Mech recovery drone sled (remote Critical damage
□ VTOL thrusters; requires runway to land.
Critical damage
□ Low observability package (+1 Evasion □ VTOL thrusters; requires runway to land;
operated)
□ Front-line retrofit (remove expensive) □ Nacelle
advanced) must taxi into dropships
□ High-altitude reconnaissance optics □ Thrust vectors damaged (-1 Speed)
damage - 2-munition to reach
orbit
Quirks □ Thrust vectors damaged (-1 Speed) Quirks □ Sensor array. -1 ongoing to assess
□ Airframe damage, powered re-entry □ Flaps damaged; tight maneuvers requre
required (1-munition) pushing your hardware
□ Sensor array. -1 ongoing to assess □ Hardpoints - rightmost 2 munitions
□ Bay doors jammed unusable.

□ Compartment seals blown - not vacuum □ Compartmet seals blown - not vacuum
safe
safe

Too Good To Be True Too Good To Be TruE


the mercenary company 2G2BT v0.14 12

Company stats
The company starts out with 1-cash, 1-sup-
□ Complete a final mission of a branching □ Prefab Barracks: a collapsible barracks □ Tank crew: an auxiliary tank platoon
campaign. and R&R room. Restores 1-harm to signs on; they bring 3 medium tanks or 2
ply, and 0-salvage.
□ Pull off a mission with broad political everyone after each mission. heavy tanks
significance. □ Medical pod: a collapsible TL VI medical □ Air support: an auxiliary air unit signs on
reputation □ Completely resolve someone’s history facility. If staffed by a medical team, this with two Sylphs.
with another mercenary company
gives you a custom move: roll +nothing,
□ Exo team: a unit of six exo, or four exo
□ Buy a dropship.
on a hit you restore 1-harm to a character
cash and an Iguana
□ Combat resupply team: a flight crew
thought dead on the last mission

supply
□ Buy a jumpship.
□ A player character is killed or retires
Auxiliary units plus Buffalo VTOL, can ferry supply and
These are NPCs who have joined the merce- salvage to and from your operating base
salvage nary company much like the player charac-
contract terms
ters have.
Your stash of supply and salvage is stored at
advancements Enhancements to your terms of employment.
□ Plum operating base: while deployed,
Each should be assigned a random NPC per-
your operating base. Auxiliary units (of course) increase the com-
sonality that affects them in play.
pany’s payroll, but it’s assumed the compa-
Your cash is electronic and can’t be stolen. Any vehicles they bring with them are owned you are given a premium operating base
ny’s fees are increased correspondingly.
by them; they benefit from the deploy- which is protected, isolated, or hidden

origin Reputation ment-provided repairs but any extra comes □ Intel hookup: -1 SNAFU/mission
□ Increase reputation: +1 (max +3) out of the company’s options.
□ Prime salvage rights: You get to keep
□ Increase reputation: +1 (max +3)
Pick your company’s origin.
□ Military traditions: +1 to rally If the company provides them replacement any off-world mercenary tech you haul

□ For-profit business: careful control □ Increase reputation: +1 (max +3) or upgraded vehicles, those belong to the
company.
back to your operating base.

of spending increases mission pay by


Specialists □ Flight crew: a space-rated flight crew to
1-cash
□ Freedom fighters: +1 Reputation □ Security detachment: armed security fly one of your dropships
who will guard your operating base
□ Hoodlums: description □ Off-world depot: will guard your stash
□ Maintenance team: generates an extra
MILESTONES critical repair opportunity
The company itself advances every time
these things happen:
□ Medical team: surgeon and two
assistants, restores 2-harm to everyone
● The company completes a mission (suc- after each mission
cessfully or not) □ Logistics team: they secure you an
● A PC company member is killed or retires extra 1-supply after each mission
The company advances the first time each of □ Contract lawyer: Before each mission,
these things happens: roll +Reputation. On a hit, for this mission
□ Kill an enemy mech Veteran. you get the benefit of one contract term

□ Kill an enemy Commander (any sort). perk you don’t currently have.

□ Destroy a mech company’s base. Operating Base


□ Prefab HQ: a collapsible briefing and
□ Disable an enemy dropship situation room, you can set up at your
□ Change theatre deployments forward operating base. +1 forward to
a pre-mission regional assessment, if
you’re able to make one.
Field operations—1 2G2BT v0.14 13

Briefing initiative. On a 10+, keep the initiative if you


had it and return fire at -AOF.
When you reduce AOF below Incidental,
reduce dice instead.
impose your will
When you lead the analysis of briefing in- When you impose your will, roll +command.
tel, roll +Tactics. On a 7-9 or 10+, learn 1 or On a hit, they do what you want or they take
Push it
2: a battlefield danger / a location of tactical
When you push your hardware beyond its
Support rules 1 strain. On a 10+, 2 strain.
significance / important enemy details. (Strain is harm that doesn’t tick out or dead
limits, take 2d incidental and roll +hardware. Assess
When the mission begins, the company Manifest a quirk. On a hit, it works out okay. boxes.)
gains SNAFU points based on the theatre. On a 10+, either avoid damage or gain ad- When you assess the situation, ask a ques-
tion and roll +Tactics. On a hit, choose one: Relying on allies
vantage from your risky move.
engagement Using this rule for overloading a system,
you get details / you do it without taking long When you rely on NPC allies, roll +rep. On
or additional exposure to danger. On a 10+ a hit, they come through. On a 10+, with
When you engage with the enemy, roll driving off cliffs, falls, rough terrain, shov- both, plus the big picture. enthusiasm. On a miss, they’re useless, MIA,
+Tactics. On a 10+, choose two. On a 7-9, ing through ruins, collisions, hanging on to or betraying you.
choose one: enemy mecha. Boot It
●●You seize the initiative. For now, you can- When you haul ass to get there first, in time Spot their colors
act while the enemy must react.
weapons fire to help, or to get the hell out of there, roll When you spot a familiar face or insignia,
●●You maintain unit cohesion. Your forces +Speed and take enemy fire as established. say who you think it is and roll +Reputation.
When you give or take weapons fire, roll On a hit, you make it. On a 10+, reduce
are positioned where you want them and are On a hit, you’re right. On a 10+, the GM will
the weapon’s dice. Each die can have no incoming AOF or +1 to your next roll.
ready for immediate action. tell you their angle.
effect, do D=Damage, or C=Critical Hit.
●●You have a tactical advantage; establish Over short distances, Speed is comparable
AOF 1 2 3 4 5 6 across vehicles classes. Over longer distanc- Salvage
a superior position, find cover/concealment,
identify key enemy targets, etc. as estab- Incidental - - - - D D es, ground vehicles cannot outpace aircraft; When you take an hour to strip a mech,
lished. aircraft cannot outpace space ships. installation, or ship for salvage, roll +hard-
Direct - - - D D D ware and do 5 damage. On a hit, choose: it’s
Concentrated - - D D D C on the move sweet (worth 1-cash), it’s useful (it’s 1-sup-
Combat rules Precision - D D D C C When you spend a long time on the move, ply) On a 10+, also choose: it’s a functional
spend 1-munition. upgrade (as established) / it only takes ten
Assault minutes.
Accuracy of Fire
When you lead an assault on the enemy to Infiltrate
seize territory or gain a tactical advantage, By default, weapons fire is direct. Concen-
spend 1-munition and exchange weapons trated fire requires exposed/confined, unsus-
When you use move to a position us- Damage
ing concealment, roll +Evasion. On a 7-9,
fire. Roll +Battle. On a hit, you take the ob- pecting, or immobilized targets. Precision fire Each D or C result from weapons fire crosses
choose one, on a 10+ choose 3: it doesn’t
jective. On a 10+, the GM decides if they are is carefully aimed fire at non-evading targets. off a box on the target’s damage track. Criti-
take long / bring a squaddie with you / you
exposed, lose cohesion, or surrender. notice an opportunity or useful detail. cal hits skip the external boxes on the track.
Weapon Fire Modifiers
When you cross off a critical damage box:
Suppression Fire Range Distance Helping
●●The pilot takes 1 harm
When you hammer the enemy’s position Tight 0-50m When your unit has cohesion, anyone can
with weapons fire, spend 1-munition and join assaults or fire missions except as estab- ●●Choose a critical damage result
exchange fire at -AOF. Near 50-300m
lished. (The rest may boot it.)
Far 300-1000m Armor
Roll +Battle. On a hit, you give an ally an op-
portunity. Also, the GM chooses: the enemy Rally Each point of armor blocks one D or C-type
Extreme 1000-2000m
is rattled, or they take cover and cede the When you rally the unit before or during the damage, always absorbing ‘D’ first. Armor
initiative. On a 10+, you also give +1 to the Range (too close, too far) reduces weapon action, roll +command. On a 10+ hold 3; on works once per volley of incoming fire/assault
next allied roll. dice by 1d/step. a 7-9 hold 1. Spend hold to give benefits to (not once per weapon).
Cover reduces dice by 1d (berms, ditches, squaddies:
Take Cover heavy forest) or 2d (freeway supports). ●●The unit regains cohesion (now).
When you take cover from incoming fire Concealment and Flying reduce AOF.
roll +Evasion. On a hit, you scramble to es- ●●I’ve got your six! +AOF to next shot
tablished cover or concealment, but you lose When you reduce dice below 1d, reduce ●●Look out! -1d to incoming fire
AOF instead.
Field operations—2 2G2BT v0.14 14

SNAFU re-arm
When you reload company mecha, burn
2d6 quirk roll result

SNAFU points can be paid down over the 8 Climate control failure makes pilot 2-4 Wreck: It’s a model you want,
1-supply, top up munitions in all normal me- grouchy. -1 to Assess. but it’s disabled (armor track all
course of the mission, by ‘burning’ them to cha, or a single expensive mech.
worsen the odds of rolls: 9 Delicate. An external damage box ticked), depleted and has d3
becomes a critical damage box. critical damage. Half price!
For each point of SNAFU you burn, roll an Rearmor
additional die, and remove the highest roll When you rearmor company mecha, 10 Nanoscopic stress fractures. Per- 5-8 Wrong model, with d2 unknown
from the results. Up to 2 SNAFU can be burn 1-supply, repair all damage boxes in 3 manently fill leftmost damage box. quirks.
burned on a single roll. normal mecha, 6 exo, or a single expensive 9-11 Desired model, 1 unknown quirk,
11 Spews black smoke. Evasion -1.
Any large-scale resolution is eligible: always mecha. randomly chosen options.
12 Feedback—external damage to
engagement rolls, opportunity rolls, and 12+ Sweet find: the model you want,
Critical Repair the mech causes harm to the pilot.
relying on allies. Assess for long-term recon with the options you want.
efforts. Combat rule rolls are never eligible When you repair a critical damage effect,
(however significant). spend 1-supply and roll +hardware. On a
miss, it becomes an unknown quirk (max 3 Opportunities Selling Mecha
GM SNAFU quirks). On a hit, it’s repaired. On a 10+, you After each mission there’s a random opportu- When you try to find a buyer for a vehicle,
make do without the 1-supply. nity. You can burn SNAFU on this roll. roll +Reputation, -1 if there are quirks or
The GM can spend SNAFU at any time to damage, -1 if there’s critical damage.
reveal a truly terrible problem. (Like, the Advanced systems take 2-supply instead. overhaul On a miss, a shit offer comes in at 1/4 market
dropship won’t start terrible.)
When critical damage is repaired, cross out When you completely overhaul a unit, burn price. On a hit, choose: 1/2 price right now,
Leftover SNAFU that critical damage option. You can’t choose 1-supply, remove 1 quirk, and uncross one or full price after next mission. On 10+, full
crossed-out options while there are other critical damage result so that it can13 price now.
If the mission ends with SNAFU remaining, undamaged choices.
it’s applied to the opportunity roll.   be chosen again.
New contract
Medical Care
Upgrade Jump the system (1-cash) and choose a new
Hauling When you get the best medical care money
can buy, spend 1-cash and restore 4-harm. Vehicle/mecha upgrades cost 2-cash. Ad- theatre of war for your next deployment. Burn
Cash takes up no cargo space. vanced upgrades cost double. Upgrades to 1-SNAFU if you have any.

An empty mech berth can hold 3-supply/ expensive vehicles cost double.
salvage. Mecha (with arms) can carry 1-sal- Quirks (e.g. Original fusion engines for your Troll Costs
vage; exo can only carry sweet salvage (it’s Unknown quirks are problems lurking in a cost 8-cash.) Expense cash
smaller and more valuable). mech. When a quirk manifests as a specific
Upgrades for exo come in kits that apply the Hired Regent for 1 mission 1
problem, determine what it is by rolling:
same upgrade to up to 4 exo.
downtime 2d6 quirk When upgrades are available, choose your
Hired Troll for 1 mission
Interplanetary trip
2
1
When you end the mission by returning to 2 Leaks superconductant. Mech preferred upgrade and roll:
safety, make an opportunity roll and take all becomes expensive. Inter-system jump 2
2d6 Upgrade
the benefits of your deployment. 3 Loses power whenever you miss a 1-supply 1
2-5 Not available. Choose again and
push the hardware roll.
re-roll. Medical care 1
Free actions 4 Heat shielding cracked. -1 Eva-
6 Critically damaged. Half price! Exo 3
sion.
Use these actions freely during downtime. 7-9 Good as new. Mecha/Vehicle/Ship 12
5 Double-ejects ammunition. Perma-
Stock Up nently fill 1-munition. 10-12 Knockoff costs 1-cash less. Expensive Mecha/Vehicle/Ship 24
When you buy and sell at a properly stocked 6 Targeting computer glitch: shots at Jump Ship 80
base, station, port, etc. swap points of sup- extreme always miss. Buying Mecha
ply, sweet salvage and cash can be traded When you have the chance to buy a mech/
7 Asymmetric EM signature makes
1-for-1. vehicle, say what model you’re looking for
mech easily identifiable.
and roll +Reputation.
the gm bits—1 2G2BT v0.14 15

turn order on the move war is hell moves Elites are skilled and tested. They’ve been in
this situation before, and they know exactly
2GTB2 doesn’t have an “I go, you go” turn ●●show them the big picture ●●Allies aren’t where they are expected
what to do. +1d to weapons fire.
sequence, even in combat. PC vs. NPC ●●declare a big sweep of time goes by ●●Allies don’t do what they’re supposed to
action is often simultaneous. Favored units have friends in high places;
●●Set a scene presumptively ●●Conflicting orders they can pull strings and expect heroic mea-
A common pattern is to tell the PCs what sures when they’re in trouble.
●●Drop them into the action ●●Drag them into logistical bullshit
they perceive—tip them off to what the en-
emies are doing (or starting to do) or what’s ●●Not enough time, not enough stuff Green units start out keen (+AOF), but soon
Perception Moves get pinned, retreat, or rout.
happening in the environment—then ask
them how they react. ●●When they’re in control, talk to them as if downtime Moves Heavies tend to have lots of big mecha like
they are their mecha. They see and move ●●Give them news of the war
They’ll make a choice, which will determine Hellhounds and Maulers.
as gracefully as with their own bodies.
what (if any) resolution rules apply as the ●●That’s some bullshit right there Hunted units have made an enemy, whether
action is resolved. ●●When they’re hurting, talk to them about
they know it or not. Maybe someone on the
their fragile bodies, the smoke in the
other side, maybe not.
GM: The Weiler opens fire with its rotary cockpit, and the unresponsive controls. NPC Units
autocannon, exploding the brickwork next to Locals know the short cuts, the pot holes,
you. What do you do? ●●Paint the scenery a bit at a time. There’s When you introduce NPC units into the
and the hiding spots.
no need to describe everything at once. game, roll to determine a trait. Use this for
The PC might react by scrambling for cover, individuals, old enemies, auxiliary units and Nightstalkers treat night-time like day, and
hold their ground and returning fire, or ignor- ●●When a lot is happening at once, only tell
NPC commanders. seem unperturbed by smoke and obscurity.
ing the incoming fire entirely to do something them the most prominent stuff, the rest is
impressions. Roll a Fortune and a Trouble. If the Trouble Reckless units don’t retreat or take cover
desperately urgent. Each of these could
contradicts the Fortune, only the Trouble when they should. +1d when they assault.
trigger different resolution rules.
Battlefield Moves applies. Reliable units are there when you need
Move spotlight around as you would in ●●When they lose initiative, roll over them them. +2 to command, rally, etc.
non-combat situations—just more quickly. with enemy plans. npc group traits
Savages cause chaos, focus on the weak,
Coordinated, simultaneous action is not a ●●When they lose cohesion, make coordina- 1d6 Fortune Trouble
and waste time looting.
given. tion cost precious time. 1 Elites Green Sharpshooters eat live-fire drills for break-
With initiative and cohesion, a PC assault ●●When they lose situational awareness, 2 Favored Hunted fast, +AOF.
might involve everyone contributing weapons make them act on what little they know, or
fire. 3 Locals Reckless Swarm companies are 50% larger than
spend precious time learning more.
4 Reliable Savages usual, with extensive reliance on swift, light
When they’ve lost cohesion, they act alone
Enemy moves mecha and vehicles. When they maneuver,
(unless they’re commanding a group). 5 Veterans Total Fuck-Ups they take up many positions.
Worse, their actions are still sequential. Your ●●act with the initiative
lead-ins might imply bad things happening to 6 Well Supplied Vengeful Total Fuck-Ups can’t do anything right. +1
●●seize a tactical advantage SNAFU if they’re on your side, -1 if your
other PCs.
●●rally somewhere merc company traits enemies are stuck with them.
GM: Xu, as you crest the hill you see a spray
of missiles arcing down towards Sheil. What ●●Inflict fire 1d6 Fortune
Treadhead mercenary companies rely on
do you do? ●●pin them and flank them vehicles extensively, especially tanks.
1 Bushwhackers
●●retreat through rearguard defenders Vengeful units waste time and take risks to
2 Heavies punish enemies that have pissed them off.
GM MOVES ●●tempt them with apparent weakness or 3 Nightstalkers Veterans don’t fall for your bullshit, and
As GM, you’re describing what the char- confusion
acters see and experience. But behind the 4 Sharpshooters aren’t easily forced into acting unwisely.
●●ambush them They’re survivors, and will disobey orders
scenes you’re making choices about what 5 Swarm
to describe, what their challenges are, and rather than do something dumb.
fog of war moves 6 Treadheads
what’s going to happen next. Use these GM Well Supplied units have the best gear.
“moves” as inspiration. The primary move is: ●●ambiguous evidence
Their mecha (if any) have an additional
●●remind them what they don’t know Bushwhackers spring ambushes and fade
●●Tell them what’s happening and ask upgrade or two.
into concealment.
them what they do.
force reference 2G2BT v0.14 16

Unit Type TL SP EV armament DMg


Weapon tags
Regulars Infantry Squad III -1 +0 RPG (2d near slow), mortars (1d far slow ind area) 1/3AP AA anti-aircraft weapons only engage
Special Forces Infantry Squad III -1 +2 RPG (2d near slow) 1/1-armor flying target, but with no AOF penalty
Chameleons Infantry Squad IV -1 +3 RPG (2d near slow) 1/1-armor advanced systems require an extra 2-sup-
ply to repair from critical damage
Grummon Supply Truck III +1 +0 7.5mm MG (3d AP near/far rpt), 2x Infantry Squad or 6x Exo 2
area/n attacks affect up to n targets near
Spock APC Armored Transport III +1 +0 21mm AC (2d near/far repeater), 1x Infantry Squad or 3x Exo 3/1-armor
their primary target
York 6A Light Tank III +2 +1 85mm AC (2d near/far slow) 3/1-armor
expensive vehicles must be resupplied
Canard Medium Tank III +1 +0 105mm AC (2d near/far slow) 4/1-armor and repaired separately from others
Aberdeen Battle Tank III +1 +0 120mm AC (3d near/far slow) 5/1-armor free weapons never require munition
Hydra Mobile AA III +1 +2 SKP missile launcher (4d extreme AA munition fast) 3/1-armor spends
Harrow Mobile Artillery III +0 +1 120mm artillery (3d extreme indirect area) 2/1-armor indirect weapons fire over or around in-
tervening obstacles (potentially bypassing
Banshee Infantry VTOL III +2 +1 13mm RAC (2d near/far rpt), 1x Infantry squad or 6x Exo 4 cover) at -AOF
Buffalo Armor VTOL III +0 +0 Quad 12mm RAC (3d near/far rpt), 2x tanks/mecha 5 interplanetary vehicles
TA-5 Exoskeleton III -1 +1 13mm AC (1d near rpt) 2 messy weapons cause substantial collat-
G-99 Exoskeleton IV +0 +2 13mm AC (1d near/far rpt) 2 eral damage
Ambler Scout Mech III +2 +0 20mm AC (2d near/far) 4/1-armor munition spend 1-munition to use (in addi-
tion to any spend required by rules)
Raider Scout Mech IV +2 +1 21mm AC (2d near/far repeater), jump system 4/1-armor
one-shot weapons can only be used once
Emmett-C Strike Mech III +1 +1 Dual 105mm (4d near slow) 5
quick weapons go first, if there’s doubt
Hound Strike Mech IV +2 +0 Dual Laser (2d near/ex free adv) 4
Viking Heavy Strike Mech III +0 -1 Dual 105mm (4d near slow), jump system 5/1-armor quiet weapons don’t give away the firer

Siren Heavy Strike Mech IV +0 -1 Quad laser (4d far/ex AA-capable) 6/1-armor repeater spend 1-munition for +1d dam-
age, or to hit multiple targets at -1 AOF
Weiler Heavy Strike Mech IV +1 +1 24mm RAC (3d near/far repeat), laser (3d far/ex tandem) 6/1-armor
tandem weapons can be freely used
Willow Artillery Mech III +1 +0 Dual RP (3d far obv ind salvo/3) 5 alongside other weapons
Assassin Artillery Mech IV +1 +2 Trident 80mm Artillery (5d ex obv ind area salvo/2) 5/1-armor salvo/n like repeater, but spend up to n
extra munitions for +1d each
conventional Mecha larger Forces slow weapons go last, if there’s any doubt
Motorized infantry platoon: 3x Regulars, 3x Base garrison: 8x Infantry, 4x Canard, 2x
TL III squads
Spock APCs Aberdeen
Airborne infantry: 3x Special Forces, 3x
Recon: 2x Ambler, 1x Emmet-C
Urban occupation infantry company: 4x Detachments
Banshee VTOLs Assault: 2x Viking, 2x Emmett-C motorized infantry platoons (total 12x Spock Infantry: Squad (5-10 soldiers), Platoon
Tank platoon: 2x York 6A, 2x Canard Heavy assault: 3x Viking, 1x Willow APCs, 12x Regulars) (3-5 squads), Company (4-6 platoons)

Heavy tank platoon: 3x Aberdeen Support: 3x Willow, 1x Ambler Front-line tank company: 2x tank platoon, Armor: Platoon (3-5 vehicles), Company
3x heavy tank platoon, 1x HQ tank platoon (4-6 platoons, ~20 vehicles)
HQ tank platoon: 2x Aberdeen TL IV squads Planetary offensive detachment: 3x heavy Mecha: Squad (4-6 mecha), Company (3
Artillery platoon: 3x Harrow, 1x Hydra AA Recon: 2x Raider, 1x Hound tank platoon, 1x TL III assault mecha platoon squads)
Mobile Exo platoon: 2x Spock APC, 4x Assault: 2x Weiler, 2x Hound Off-world mercenary company (TL IV): 1x Aircraft: Flight (3-5 aircraft), Squadron (4
TA-5 Exo Assault squad, 1x support squad, 1x recon flights), Wing (3 squadrons)
Heavy assault: 2x Siren, 2x Weiler
Advanced Exo platoon: 1x Iguana, 4x G-99 squad, 1x Advanced exo platoon
Support: 2x Assassin, 1x Siren
Exo
HUMAN SPACE 2G2BT v0.14 17

It’s 28C, 2800 years after humanity be-


gan spreading out into the galaxy. Jumps
ships spread out from Earth along veins of
hyperspatial equivalence. There, they found
an endless network of resource rich star sys-
tems dotted by marginally habitable worlds.

the CBE
In 25C, a cataclysmic gamma burst event
(CBE) from the galactic core began snuffing
out worlds, blasting off atmospheres and
shifting or breaking hyperspace veins.

The Selenberg
Dendrite
A long, branching filament of hyperspace
veins connecting a hundred systems. It was
the first major vein to be colonized, and the Concordat jump ships can travel along high- quite large) to co-exist within Factori projects. They’re non-militarized, and they maintain a
first to be struck by the CBE. er-order hyperspatial potentials, letting them Characters of Factori lineage are from these frosty understanding with the Concordat.
Due to its lie along the galactic arm, the make jumps that other ships cannot. As such, communities.
Dendrite systems were all affected within a Concordat controlled space is a long, diffuse Cysts
They live alongside the robots, peacefully or
ten-year span, leaving no time for prepara- network superimposed on the rest of human parasitically, as Factori operations are vulner- Very high TL worlds, usually in systems
tion or evacuation. space. able to determined ‘poachers’. unreachable by crappier jump systems. Pow-
The cataclysm interrupted Earth’s influence, Characters from Concordat are usually exiles erful interferometers (or post cards) show
Factori weapons development is primitive, the the rings they’re building, but they’re
and fractured the survivors of the Dendrite or defectors. (Facism doesn’t work out for but their ‘immune responses’ are destructive,
into a hundred tiny nations competing for everyone.) deeply isolated, with the exception if Kilo
overwhelming, and poorly aimed. Purposeful Cyst which stood in philosophical opposition
resources. or collateral damage to Factori operations is
Factori to the Concordat, and sold high-tech arms
Today, affiliation with ‘the Dendrite’ is a treated severely. into the Dendrite for a few centuries before
statement of human unity (though the means The first robotic Factori ships were observed
in 28C, far behind the wave. Factori minds suck at conversation, but they going quiet.
of achieving unity differ radically throughout do understand resource needs and trade,
the Dendrite). Its origin is disputed, but the popular theory Cyst families sometimes return to the Den-
is it began as an automated pre-colonial Many have been known to sell resources for drite for philanthropic, ethical, religious or
the Concordat support system at the far end of the Dendrite. human cash, which they use to buy ad- other reasons.
With a century to prepare, the worlds Damaged by the CBE, it began self-replicat- vanced tech supplies for mind maintenance
or specialized projects. A few Factori centers Earth
rimward of the dendrite began a massive ing.
ship-building effort in an attempt to move as have been transformed by visiting humans Mostly ice-covered now; still a huge popu-
The Factori control minds seem uninterested into pleasant trade habs. lation center, but deep under the glaciers.
much of their population as possible onto to in technological development, so they can
jump-capable ships. Travel by Factori jump ship is a common way Insular, Earth is in many ways a prototypical
only jump along the most stable veins. cyst.
The survivors of this project jumped through to get around (and for dropships with spoofed
Factori spreads slowly, starting bizarre terra- IFF, very cheap).
the CBE wave to find themselves the unchal- forming, resource extraction, and automated
lenged masters in a crippled galaxy. factory production wherever it goes. Holdborn
The Concordat was founded from this oppor- Factori project ships occasionally produces Babies are born in space every day, but the
tunity. It is comparatively small in population, ghost habitats, seemingly ready for humans holdborn consider space their home. A major-
but maintains its supremacy by violently to move into, although these are generally in ity of the Rimward wave-jump ships didn’t
opposing tech level VI development and inconvenient or uninhabitable spots. join the Concordat. Many of their inhabitants
the production of TL V weaponry anywhere settled on Dendrite worlds as they became
within the Dendrite. Factori IFF can be spoofed, with care, which
has allowed a few human communites (some habitable again, but the ships still remain.
theatre: Darnan Front-1 2G2BT v0.14 18

The blast side of Caplan IV is a million


square clicks of sun-drenched desert, and Employment
the location of one of the Dendrite’s most Reputation: Any
drawn-out wars.
Mission Pay: 2-cash/PC
The Republic of Darna and the polar Fiedan
Conjugate have been fighting for forty years Mission Starting SNAFU: +4d Direct
to control the resource rich territories (bed- Resupply: 3-supply/mission, stocked
rock radioactives) and a network of hundreds
of pre-blast facilities. Repair: 2-damage/mech, 2x critical repairs

The Republic military is funded by five refin- Medical Plan: 2-harm/mission, medical
ing guilds. The guilds compete ruthlessly, and treatment 1-cash
their mistrust and lack of cooperation extends Salvage: +1 cash for TL V+ salvage
into strategic and tactical planning.
Buy/Sell: -1 to mecha sales, reputation
As the Republic military planning committees irrelevant
are composed entirely of guild personnel,
missions are regularly compromised by guild 2d6 Mission Type
interference:
2 Garrison duty 2D6 Places 2d6 unit Disposition
●●Missions may be loaded down with
3 Ambush 2-4 Orbit denial battery (93a) 2 Total disarray: on fire, repairing
guild-specific side objectives.
4 Escort 5 Rocktop rail launch facility 3 Mired in some logistical nightmare
●●Missions may have been deliberately
planned to interfere with other friendly oper- 5-6 Defense 6 Convergence supply depot (SD 4 Resupplying
ations. 238) 5-6 On the move, weary
7-8 Patrol
●●Missions may have been designed to harm 7 Transport causeway “444” 7 On the move, alert
9-10 Raid
the reputation of a planning committee lead- 8 Gzilt thorium refinery
er, rather than to achieve a military objective. 10-11 Assault 8-9 Geared up, ready for action
9 Andorris Canyons 11 Digging in, fortifying, alert
●●Supply lines and logistical support are 12 Offensive
erratic at best. 10 Balliac Lake Bed (dry) 12 Fighting
●●Officers are regularly replaced, so missions 2d6 Allies / opposition 11 Mesa Fields
are planned by inexperienced personnel. 2 Off-world merc mecha company* 12 Salt Crustfields
2d6 Opportunity (-SNAFU)
The Republic’s active propaganda operation 3 Artillery platoon + light tank platoon
SNAFU EXAMPLES 2 Resentful regulars stage friendly
blames the constant screw-ups and on Fie-
4 TL III assault mecha platoon fire, or a base-side ass-kicking.
dan operatives, the troops themselves, or the A nearby allied mission has gone awry
excesses of off-world mercenaries. 5 Counter-sabotage patrol: 2x APC, 3 Theft at base: lose d6 supply/cash.
8x TA-5 Exo Post-insertion new orders
The atmosphere on deployment bases tends 4 The good techs arrive; overhaul up
6 d2 Tank platoons The rust-bucket evac vehicle is down 8km to 3 mecha.
to be bureaucratic, bloody-minded and suspi-
away for maintenance.
cious. Occasionally, fights break out between 7 Fiedan TL III recon mecha squad 5-6 Mech or Vehicle has come up for
units aligned with different guilds. (2x Ambler, 1x Emmett-C) Surprise! Your mission is actually a sale. Roll at -2 on the Mecha chart.
diversion to distract from the real mission.
Companies taking contracts with the Darnan 8 6x Grummon trucks, roll for escort 7-8 Cycled out for R&R. Everyone
Double the opposition.
Republic are advised to be careful. heals 2-harm. Roll another oppor-
9 d3 Motorized infantry platoons (3x Magnetic grit storm: 3d Direct
The good news is that they’ll take just about Spock APC, 3x Infantry each) tunity.
anybody. Misidentification leads to friendly fire—air 9-10 Dropship for sale (-1 to the buy
10 Roll twice*, ignore this entry strike, artillery, or a ‘welcome home’ salvo. roll)
11 Air support (3 Sylphs) Shortages: 1-supply resupply, no buying. 11-12 Contract has expired. Renew for
12 Front-line tank company* Intel was completely wrong, you’re 30km 3-cash/mission, or spend 1-cash to
from where you need to be change theaters.
* +2 cash if this is known mission opposition
theatre: Darnan front-2 2G2BT v0.14 19

Plateau OFFENSIVE of 28.04c


As an alternative to randomly generated SNAFU: It’s a trap. They are supported by a
missions, this is a campaign of linked series flight of Slyph ground support fighters.
of missions, representing an offensive deep SNAFU: It’s actually the terrain that slowed
into Fiedan Conjugate territory. them; they drove 300m onto a mineral crust K
Players start with mission A or B, and can over a brine slough and are now hung up.
select connected missions after that. Depth varies from 1m-4m.
J
A: eyes on City 31 D: parking lot blues
Fiedan special forces have dropped an ECM 4th Wing has destroyed three companies of
node into City 31, that’s letting them or- armor on the Sorona Flats. Finish off survi- I
bit-drop exo into abandoned refinery city. vors and patrol the area until ground forces
We’re holding back their heavy reinforce- arrive. H
ments, but the force concentration is stop- SNAFU: It’s a civilian convoy. It’s horrible.
ping us from advancing. SNAFU: Off-world mecha mercs are salvag-
F
Get in, hit that ECM and get out. Move quick- ing. A squad plus salvage trucks and a Troll.
ly, the place is thick with exo.
E: rumble in the red
SNAFU: Actually, there’s an Iguana as well.
A huge fleet of automated thorium extractors
SNAFU: “New orders: the main force is mov- (8-dmg) operates here, protected by a Fie-
ing north, support the 82nd Banshee VTOL dan regulars TL III mech platoon. Keep them
infantry in clearing the exo.” busy until a control team (Darna elite infantry E
in 2x Banshee VTOLs) can identify and con- G
B: last train from rlf
trol the fleet command vehicle.
Fiedan’s 2nd division is actively pulling out
of the Rocktop Rail Launch Facility; the rail SNAFU: VTOLs brought down by friendly fire
has been firing constantly to evac as much (some automated AA was stranded there last
thorium as they can. year). Rescue them, 5km east of fleet.

We have forward eyes in the plaza, so we SNAFU: 5 extractors conceal rocket pod D
know the RLF is only guarded by a York light booby traps (4d near far salvo/2)
tank platoon. Inject fast, disrupt the launches
F: the big white light
until the main armor division can reinforce
you. The plateau’s distributed lasing array (DLA) C
has fried all our orbital assets. We need it
SNAFU: The Yorks are actually waiting for stopped, but intact: penetrate the control B
a merc recon mecha squad to do a VIP center built deep in the Chey Cliff mine and
extraction from the launch facility. take control.
SNAFU: A full thorium hauler convoy arrives, The mine is 2km long straight-ish tunnel into
with escorting Canard tanks and Grummon the plateau side. Expect suicidal resistance
infantry squads. They intend to launch the from a platoon of Emmetts and Vikings. Air
thorium. insertion will get you fried, you’ll need to walk A
in (-1 munition).
C: Cracker Jack run
A retreating Fiedan light armor company has SNAFU: The mine lights are out. Headlights
been held up by a grit storm. Take them out work to tight range, but make you exposed.
SNAFU: Stray comms reveals your mission SNAFU: HQ thinks you’re dead, and is start-
before they get away. SNAFU: Fiedan has moved a bunch of is a diversion, and there’s probably two pla- ing to blast the DLA with long artillery. Better
SNAFU: The grit storm picks up again, just lase nodes to fire down the mine shaft (2d toons of mecha down here. hurry, or your pay bonus will be gone.
as your dropship lands. blinding).
theatre: Darnan front-3 2G2BT v0.14 20

G: FLYPAPER gulch off us before they’re able to stop the assault SNAFU: Several of the street approaches to K: payday surprise
A rapid blitz has managed to bring a compa- entirely. the center are mined (3d incidental messy). Comms intercepts reveal that a contract
ny of Hydra AA in range of a Fiedan canyon SNAFU: The LZ is extremely hot. 2x Sylph, SNAFU: Raiders are waiting on top of rein- dispute with [mech company] has resulted in
VTOL forward air base. The Sylphs on the 2x Raiders are waiting. forced buildings. Fiedan confiscating a Weiler and a Long Gun
ground can’t take off, but their light armor is Hellhound. The mecha have been stashed in
SNAFU: AA from Delta city takes out your SNAFU: 8th company makes way better time
threatening to push back the Hydras. a refinery depot near Mesa 221. They’re due
companion dropship’s lift engines at 500m, than you, but starts taking long-range, heavy
Get in there and fuck up that airfield before to be shipped out today. If you’re fast, that’s
no survivors. artillery at the city center.
the Sylphs can launch. some sweet salvage.
SNAFU: HQ calls off the armor push, you’re
J: four towers SNAFU: [Mech company] stole them back
SNAFU: Fiedan chameleons are standing high and dry.
up ECM pods to jam the Hydra’s targeting Four towers is a pre-blast jump ship con- this morning and is ground sledding them out
systems. If this keeps up, we’re gonna get I: bad news first struction facility. Four struts, each a kilometer east toward their dropship now. Fiedan armor
strafed to pieces. tall, once supported a continent-class colony is pursuing.
Echo City is a dense network of industrial
and logistics operations. We’re going street ship meant to save a million lives. SNAFU: Early morning pre-emptive assault:
SNAFU: There’s a Troll on the canyon floor
with a platoon of Aberdeen tanks. by street to clear out Fiedan resistance. At least two off-world mecha companies that a flight of heavy VTOLs drops a squad of
Take the south-east district and work your are giving us a hard time are operating from Fiedan TL III heavy mecha on your doorstep.
H: top of the world way to city center where you’ll need up with here. Hit and run is the name of the game: Wake up, soldier!
Fiedan has stalled our massive armor push 8th company for the final push into the north disable their dropships to cut their operating After completing mission ‘K’, the company
to reach Delta city on the upper plateau. refinery district. range. automatically gets a contract expiry oppor-
Off-world mecha company with a load of Expect resistance of any kind: infantry, heavy SNAFU: A squad of Raiders is on patrol with tunity.
Assassins has made the ascent impossible. armor, Fiedan mecha, off-world mercenaries. camdrones. Gonna make it hard to sneak up.
Drop in behind them with some other mercs SNAFU: Skyscraper collapse pins several of SNAFU: Your ride out of here has been
we’ve hired [roll for which], and get that heat your vehicles (2d direct). spotted by two Angels.

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