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THE MISSION PLAYER MECH COMBAT NPC MECH COMBAT

be taking into the field. Oportunities to change their gear might • Full Tech: Perform two Quick Tech actions (potentially FULL ACTIONS:
STAGE 1: BRIEFING arise later on, but this is what they start the mission with. ATTACKING the same) or one more complex tech action (pg. 71). TIERS • Barrage: Attack with up to two weapons
Determine the situation, the goal, and the stakes. MELEE ATTACK • Mount/Dismount: Get in and out of the mech. Getting T1: LL1-4  •  T2: LL5-8  •  T3: LL9-12 or one Superheavy weapon.
THE SITUATION STAGE 3: RESERVES 1d20 + Grit » Evasion out requires an adjacent free space (pg. 71). • Full Tech: use a Full Tech option only.
Establish clearly what the players know about the Now the players establish the reserves they will be bringing Threat. Ignores cover • Boot Up: Power up a Shut Down mech, ending the ACTIONS • Improvised Attack: Melee attack with a
mission and the situation on the ground along with them for the mission. This stage is important to condition. Requires you to pilot the mech (pg. 71). bomus of +1/2/3 and 3/4/6 damage.
QUICK ACTIONS:
define what is avaliable in a mission and to prevent unnecessary TECH ATTACK • Skill Check: Any action not covered by other • Stabilize: the NPC clears all heat and Exposed
THE GOAL • Boost: The NPC moves equal their speed.
attempts to acquire items or discussions as to who has what. 1d20 + Tech » E-Defense actions that has a clear goal (pg. 72). and reloads all Loading weapons.
Regardless of the situation, the goal is what the • Grapple: Melee attack with a bomus of +1/2/3.
Sensors and Line of Sight. Ignores cover • Stabilize: Choose one of the following:
players hope to achieve. This might align with the • Hide: the NPC hides. REACTIONS:
• Cool mech, resetting heat and removing Exposed.
objectives set by the GM, or it might not. STAGE 4: BOOTS ON THE GROUND RANGED ATTACK • Spend 1 Repair to restore all HP.
• Prepare: the NPC prepares a Quick Action. • Overwatch: Take a Skirmish action when a character
Now the game cuts straight to the players' arrival to • Skirmish: The NPC attacks with a non-Superheavy weapon. starts movement within Threatthreat of the NPC.
THE STAKES 1d20 Grit » Evasion And one of the following:
the mission scene. This doesn't necessarily mean • Ram: Melee attack with a bomus of +1/2/3.
The stakes are the possible mission outcomes and their Range and Line of Sight • Reload all Loading weapons.
that they will start in combat straight away. • Quick Tech: choose one of Invade, Lock On,
significance. The consecuences of whatever result the +1difficulty when Engaged • Clear any Burn from your mech.
or a Quick Tech option on their profile.
mission has. Decided by the GM, but affected by the players. +1difficulty with Soft Cover • Clear a condition not caused by any of your systems.
STAGE 5: DEBRIEF +2difficulty with Hard cover • End one of one of these conditions affecting
• Search: The NPC searches for a hidden target.
After the mission the players have a moment to yourself or an ally: Jammed, Impaired, Lock
STAGE 2: PREPARATION
STATUSES AND CONDITIONS
breathe, now it is the time for levelling up and to On, Immobilized, Slowed (pg. 71).
In this stage players choose their mechs and the gear they will talk about the mission they just went through. HARM
• Roll damage with relevant reductions or increases
• Subtract target’s armor from total. QUICK TECH

NARRATIVE PLAY • Other reductions are applied, such as • Bolster: Target gets +2 Accuracy on next skill • Danger zone: Enables some attacks, talents and • Shut Down:
Resistance, talents, or reactions. check or save before the end of its next turn. effects. Gained when a mech has half or more heat. • All heat and Exposed is cleared
• Remaining damage is subtracted from HP • Scan: Make a Tech Attack, and learn either: The target’s • Down and out: Unconscious and Stunned, • Cascading NHPs are restored
• On reaching 0 HP, take 1 Structure damage, roll for effects full stats, weapons, and systems; or hidden information any more damage means death. Regain • Statuses caused by Tech actions are removed.
• Resources: Resources will be expended about the target. (Current mission, pilot ID, info caches
SKILL CHECKS (d6 equal to the accumulated structure damage, pick the consciousness and half HP after resting. • Immune to Tech actions.
• Collateral: Someone or something onboard, etc.); or publicly available information.
Only necessary to determine the outcome of tense or lowest) and restore HP. Subtract any excess damage to new • Engaged: Gained when adjacent to a hostile • Stunned inefinitely
takes unintended damage • Lock-On: Target gets the Lock On condition.
complicated actions, mundane tasks will usually always suceed. HP pool. On reaching 0 Sturcture, the mech is destroyed. character. If engaging by a target of equal or larger • Immobilized: Cannot make voluntary movements
• Position: Put in a bad position, literally or figuratively • Invade: Target takes 1d3heat, and choose one:
• Name the goal size, stop and lose all remeining movement. • Impaired: +1 Difficulty on all attacks, saves, and skill checks.
• Effectiveness: The action is less effective • Fragment Signal/Feed Misinformation: Target is Impaired.
• The GM explains the consequences of failure than intended, or dangerously effective. QUICK ACTIONS • Restricting Code: Target is Slowed.
• Exposed: All kinetickinetic, explosiveexplosive and • Jammed: character can’t
• Determine relevant triggers and whether your • Skirmish: Attack with one weapon (excluding superheavy) energyenergy damage is doubled. • Use comms
SKILL CHALLENGE • Attack Systems: inflict an additional 1d3heat. • Hidden: Hidden characters can’t be targeted by • Attack other than Improvised Attack, Grapple, and Ram
background applies (+1accuracy or +1difficulty) • Boost: Move your Speed again.
• Roll the skill check, 10+ accomplishes the goal When a group does a check in concert. Determined • Ram: Melee attack to knock target prone/back one space. hostile attacks or actions, don’t cause Engaged, • Take reactions, or benefit from tech actions.
by the proportion of successful rolls. • Grapple: Melee attack to grapple (pg. 69). OVERCHARGE and their location is only approximately known. • Lock On: Consumed for +1accuracy on attack.
TEAMWORK • Hide: Attampt to hide, requires lack of line of sight (pg. 69). • Push a mech past its limits, gaining an extra quick • Invisible: Attacks against Invisible targets have a • Shredded: character doesn’t get Armor or Resistance.
If people are helping, add +1 accuracy to the action as a free action at the cost of heat.
COMBAT IN NARRATIVE PLAY • Search: Look for a Hidden target (pg. 69). 50% chance to miss. Can Hide without cover. • Slowed: can only make a standard move.
roll, regardless of how many help • Self-Destruct: Set a mech to explode with Burst 2, 4d6explosive • Heat taken: 1, 1d3, 1d6, then 1d6+4 according • Prone: Attacks against prone target receive • Stunned: cannot Overcharge, move, or take
It is resolved using relevant skill checks, it is not necessary
to track hp or stats. To make combat more structured, dmg. at the end of the next turn or up to 2 turns later. (pg. 71). to uses since last Full Repair (pg. 73). +1accuracy. Prone characters are Slowed and any Actions. Pilots can still Mount, Dismount,
DIFFICULT, RISKY, HEROIC ROLLS
Depending on the check in question, the GM can skill challenges can be used, or a combat can be split • Shut Down: Mech gains the Shut Down status. (pg. 72). count as moving in Difficult Terrain. or Eject. Stunned mechs have a maximum of 5
decide if it's gonna be Difficult, Risky, or Heroic. into multiple sub-parts that need to be overcome. • Eject: Dismount your mech, flying 6 REACTIONS Evasion and fail all Hull and Agility checks
• Difficult rolls have +1 difficulty spaces in any direction (pg. 71). • Brace: Brace a mech for impact, reducing damage
HIT POINTS, DAMAGE, AND INJURY at the cost of next turn’s actions (pg. 73).
• Risky rolls has clear complications in rolls • Prepare: Ready a quick action to be used as a reaction.
• Minor damage is 1–2 damage. Minor damage • Overwatch: Attack a nearby target if
under 20. Risky rolls can also be difficult • Quick Tech: Make a tech attack to choose STRUCTURE DAMAGE TABLE
might be a result of being shot by small arms fire, it attempts to move (pg. 73).
• Heroic rolls are only successful on a 20+. one of the Quick Tech actions (pg. 69).
stabbed, punched, or being hit by a flying rock. Emergency systems kick in and stabilize your mech, but it’s Impaired until the end
Heroic rolls can also be difficult 5-6 Glancing Blow
• Major damage is 3–5. Major damage might of your next turn.
PUSHING IT be dealt by assault and heavy weapons, long FULL ACTIONS PILOT ACTIONS
• Barrage: Attack with two weapons, or Pilots on foot can take the following actions and Roll 1d6. On a 1–3, all weapons on one mount of your choice are destroyed;
Try again, regular becomes risky, risky falls, toxic gas, or exposure to vacuum.
one superheavy one (pg. 71). reactions: Boost, Hide, Search, Activate, Skill on a 4–6, a system of your choice is destroyed. Limited systems and
becomes heroic with GM approval. • Lethal damage is 6+. Lethal damage is catastrophic – a
• Improvised Attack: Attack unarmed or with an Check, Disengage, Prepare, Overwatch, and Brace. 2-4 System Trauma weapons that are out of charges are not valid choices. If there are no valid
pilot might receive it if a mech falls on them, they’re hit by a
CONSEQUENCES improvised melee weapon for 1d6kinetic damage (pg. 71). They also get the following unique actions (pg. 74): choices remaining, it becomes the other result. If there are no valid systems
mech-scale weapon, or a grenade blows up under them.
When a regular roll fails, or a Risky roll is not critically • Disengage: Until the end of your turn, movement ignores • Fight (full): Attack with one weapon. or weapons remaining, this result becomes a Direct Hit instead.
Pilots can have Armor of 1 or 2. Armor is ignored
successful, the player has to face the consequences. engagement, and won’t provoke reactions (pg. 71). • Jockey (full): Attempt to climb and attack a mech.
by dramatic events or AP weapons.
• Reload (quick): Reload a pilot weapon with the Loading tag. The result depends on your mech’s remaining Sturcture:
• Harm: regular 1-2, dangerous 3-5, deadly 6+ DOWN AND OUT • 3+ Sturcture: Your mech is Stunned until the end of your next turn.
• Time: The action will take longer than usual On reaching 0 HP, pilots must roll 1d6 on the following table: 1 Direct Hit • 2 Sturcture: Roll a Hull check. On a success, your mech is Stunned

DOWN AND OUT


PILOTS IN MECH COMBAT Multiple 1s Crushing Hit
until the end of your next turn. On a failure, your mech is destroyed.
• 1 Sturcture: Your mech is destroyed
Your mech is damaged beyond repair – it is destroyed. You may still exit it as normal.
6 Glancing Blow Your pilot barely shrugs off the hit (or it’s a close call) – they return to 1 HP. BASE STATS PILOT ACTIONS
Your pilot gains the Down And Out status (and the Stunned condition) and Base stats are affected by gear. Boost, Hide, Search, Activate, Disengage, Prepare,
remains at 0 HP. They are unconscious, pinned, bleeding out, or otherwise unable HP: 6 + GRIT Overwatch, Mount/Dismount, Fight, Jockey, and Reload.
2-5 Bodily Trauma
to act. If you’re in mech combat, they are Stunned and their Evasion drops to 5. If Evasion: 10 OVERHEATING TABLE
FIGHT (FULL ACTION)
they take any more damage – from being shot in the head, for instance – they die. E-Defense: 10 Emergency Your mech’s cooling systems manage to contain the increasing heat; however,
Make an attack with one pilot weapon in Threat or Range. 5-6
Size: 1/2 Shunt your mech becomes Impaired until the end of your next turn.
1 Lethal hit Your pilot’s luck has run out – they die immediately. Speed: 4 JOCKEY (FULL ACTION)
Armor: 0 Aggressively attack a mech while on foot. Must be adjacent to Destabilized The power plant becomes unstable, beginning to eject jets of plasma. Your mech
2-4
target, roll with Grit against Hull. On a success climb the mech. Power Plant becomes Exposed.
PILOT COMBAT RULES As part of a jockey action the pilot can
The result depends on your mech’s remaining Stress:
All attacks and saves are done with Grit instead of triggers • Distract: Make the mech Impaired and
• 3+ Stress: Your mech becomes Exposed.
Pilots are Biological. Immune to all tech actions except for Slowed until the end of the turn
• 2 Stress: Roll an Engineering check. On a success, your mech is Exposed; on a
Lock On and Scan, instead of Heat they take Energy damage. • Shred: Deal 2 Heat to the mech 1 Meltdown
failure, it suffers a reactor meltdown after 1d6 of your turns (rolled by the GM). A
Don't get any benefits from talents, can't aid mechs, can't • Damage: Deal 4 kinetic damage to the mech
reactor meltdown can be prevented by rolling again on this table as a full action.
receive any bonuses that apply to mech-scale weapons. The mech can try to shake you off by rerolling Hull vs Grit.
• 1 Stress: Your mech suffers a reactor meltdown at the end of your next turn.
Can't cause Engaged and can't count as obstructions. RELOAD (QUICK ACTION)
Reload all pilot weapons with the Loading tag Irreversible The reactor goes critical – your mech suffers a reactor meltdown at the end
Multiple 1s
Meltdown of your next turn.
DOWNTIME
There are two components to downtime: structured • 10-19 You can finish next time, but you first need
downtime actions, and freeform play. one of: materials, knowledge, tools, a workspace.
• 20+ You finish in one go, next time won't be so easy.
DOWNTIME ACTIONS GET FOCUSED
These allow the players to gain Reserves and are Improve your skills. Name what you want to learn, get
usually limited to one, but sometimes two. a +2 trigger based on your practice or studies.
POWER AT A COST GET ORGANIZED
Name what you want, the GM chooses Start, run, or improve an organization, business or venture.
one or two of the following: State the organization's purpose or goal and choose
• It’s going to take a more time. a focus: military, scientific, academic, criminal,
• It’s going to be risky. humanitarian, industrial, entertainment, or political.
• Give something up or leave something behind. The organization begins with +2 in either Efficiency
• Piss off someone or something important and powerful. or Influence. Efficiency determines how effective
• Things are going to go wildly off-plan. the organization is at its activities. Influence
• You’ll need more information to proceed safely. determines its size, reach, wealth and reputation.
• It’s going to fall apart damn soon. You can use Efficiency or Influence as a static modifier
• You’ll need more resources, but you know where to find them. in checks where the organization is involved.
• You can get a lesser version, or less of it. Each downtime after the first roll 1d20:
BUY SOME TIME • -9 choose one or disband the organization: -2
Get some extra time for something in the next Efficiency and -2 Influence (min 0); or the organization
mission. Describe your plan and roll: needs to pay debts, make an aggressive more or get
• -9 You can only buy a little time if you act now bailed out, you choose and the GM interprets.
• 10-19 You get the time, next time will be harder • 10-19 the organization gains either +2
• 20+ Get as much time as you want Efficiency or Influence (max 6)
• 20+ the organization gains both +2
GATHER INFORMATION Efficiency and +2 Influence (max 6)
Get intelligence on something. Name the
subject and how your method and roll: GET CONNECTED
• -9 You either get what you want but get in Make connections, get help or support.
trouble, or you don't get anything. Name your contact and roll:
• 10-19 You get what you want but you leave evidence • -9 You get the help but you need to do
or you have to implicate someone else something for them before.
• 20+ You get what you want, no complications • 10-19 You get help but you need to do something for them
afterwards, if you don't you'll need to do it next time.
GET A DAMN DRINK • 20+ You get help, no strings attached, this time.
Go hang out and socialize. State your intent and roll:
• -9 You get to keep one of: your dignity, possessions, memory. SCROUNGE AND BARTER
• 10-19 Gain one lose one: a reputation, a friend or Get your hands on gear and assets. Name what you want and roll:
connection, an item or info, an opportunity • -9 Get what you want but choose one: it's stolen and
• 20+ Gain two from above, lose nothing. someone is looking for it, it's degraded or malfunctioning,
someone else has it and won't give it up easily
GET CREATIVE • 10-19 Get what you want at the price
Make something new. Describe the project and roll: of time, dignity or reputation.
• -9 You don't make progress, but next time you def will. • 20+ Get what you want for free

RESERVES
RESOURCES TACTICAL ADV. MECH GEAR
1-2 Access 1-2 Scouting 1-2 Ammo +1/+2 uses for Loadin equip.
3-4 Backing 3-4 Vehicle 3-4 Rented gear Access to unlicened equipment
5-6 Supplies 5-6 Reinforcements 5-6 Extra repairs +2 Repair Cap
7-8 Disguise 7-8 Env. shielding 7-8 CORE battery +1 CORE
9-10 Diversion 9-10 Accuracy 9-10 Deployable shield Size 1, burst 2 soft cover once
11-12 Blackmail 11-12 Bombardment 11-12 Redundant repair Stabilize as a free action once
13-14 Reputation 13-14 Ext. Harness 13-14 Sys. reinforcement +1 Accuracy for checks in one skill
15-16 Safe Harbor 15-16 Ambush 15-16 Smart ammo All weapons get Smart
17-18 Tracking 17-18 Orbital drop 17-18 Boosted servos Immunity to Slowed
19-20 Knowledge 19-20 NHP Assistant 19-20 Jump jets Get jumpjet system

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