Professional Documents
Culture Documents
The Mecha Hack Jogador
The Mecha Hack Jogador
Copyright © 2018 by Absolute Tabletop, LLC. All rights reserved. Version 1.2 – May 2018.
The Mecha Hack was made with The B lack Hack by David Black. The Black Hack and the Black Hack
logo are trademarks of David Black and Gold Piece Publications. Please support The Black Hack on
DriveThruRPG and SquareHex!
Absolute Tabletop, the Absolute Tabletop logo, the Absolute Tabletop monogram, and all content
contained herein are trademarks of Absolute Tabletop, LLC. Any reproduction or unauthorized use of the
material or artwork contained herein is prohibited without the express written permission of Absolute
Tabletop, LLC.
This product uses the fth edition of the world’s oldest fantasy roleplaying game, published by Wizards
of the Coast, Inc. It is licensed under the Open Game License Version 1.0a Copyright © 2000, Wizards
of the Coast, Inc. It utilizes the System Reference Document 5.0 Copyright © 2016, Wizards of the Coast,
Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt,
Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E.
Gary Gygax and Dave Arneson. The full text t ext of the Open Gaming License Version 1.0a can be found at
the back of this book.
TABLE OF CONTENTS
3 INTRODUCTION 12 Quipster
14 Brawler
3 The Core Mechanic
15 Scout
39 LODESTAR ALPHA
10 BUILDING YOUR MECHA
39 Overview
11 Commander
39 History
11 Engineer
40 Factions
12 Maverick
41 Locations
INTRODUCTION
The Mecha Hack is a tabletop roleplaying In The Mecha Hack, players create their
game of titanic warmachines and their own hulking warmachines, loaded out with
intrepid pilots, made with The Black Hack. armor and weapons, and serve together
The Mecha Hack is intended to be fast, as pilots on a reteam. You will battle
uid, and fun, with a focus on cinematic, robotic and monstrous enemies against
narrative gameplay derivative of the the backdrop of a war-torn sci- world,
action-oriented mecha and super robot and prevail or falter as a team.
subgenres. All you need to play are these
Build your mecha. Form a reteam. Drop
rules, something to write with, some paper
into the combat zone. It’s time to suit up.
or index cards, and a stful of dice.
You may also opt to play The Mecha Hack
using battle maps and miniatures, but they THE CORE MECHANIC
are not required. The Mecha Hack is a d20-based system
The Mecha Hack uses the world’s oldest with roll-under resolution. Anything that
fantasy roleplaying game as its foundation, challenges you is resolved by testing the
with important outcomes being corresponding attribute with the roll of
determined by rolling a twenty-sided die a d20. If you roll under the appropriate
(d20). Other polyhedral dice are used for attribute, you succeed. If you roll equal to
rolling damage, repairing mecha, resisting or over the corresponding attribute, you
overheating, etc. fail.
3
HOW TO PLAY
The Mecha Hack is a complete game, and opponent’s beam sword, or moving
does not require any other rules in order stealthily through a ruined building.
to play. Rather than creating a character
• System is tested for sensors and
with a species and class, players build
computers. Tests of System include
their own custom mecha with a pilot and
scanning for hostile combatants,
chassis. The pilot and the chassis are not
detecting a weak point on a foe, or
separate entities, but rather two pieces of
scrambling enemy communications.
a single character, symbiotically linked.
• Presence is tested for a pilot’s
personal resilience and inuence
TESTING ATTRIBUTES on the battleeld. Tests of Presence
In The Mecha Hack, you test attributes include intimidating enemies,
in order to overcome obstacles, attack instilling awe or reverence in allies, or
enemies, and avoid damage. While many overcoming fear and uncertainty.
mundane actions do not require rolls,
anything that challenges you is resolved by
testing the corresponding attribute. If you
ADVANTAGE AND
roll under that attribute, you succeed. If DISADVANTAGE
you roll equal to or over that attribute, you
fail. The attributes are explained in detail Oftentimes, an attribute test will be
below: modied with either advantage or
disadvantage.
• Power is tested for strength and
attacks. Tests of Power include • If you have advantage on a test, you
pushing over a crumbling building, roll two d20s and take the more
ring a beam rie at an enemy, or favorable result.
maintaining your footing as an enemy • If you have disadvantage on a test,
charges into you. you roll two d20s and take the less
• Mobility is tested for speed and favorable result.
avoiding damage. Tests of Mobility While advantage and disadvantage often
include dodging re from an enemy occur because of pilot or chassis abilities,
mortar emplacement, parrying an the GM can also choose to reward
4
advantage or impose disadvantage for a This is by no means a concrete list of
variety of reasons. actions, but most tasks in The Mecha Hack
fall under one of these four categories. It
While it’s technically possible to have
is possible to take the same action twice –
multiple instances of advantage or
but you must also roll your reactor die.
disadvantage, you can never roll more
than two d20s at one time. When applied Mundane actions, such as communicating
to the same roll, however, advantage and with your reteam or dropping a weapon,
disadvantage cancel each other out. can be done as free actions within reason
and at the GM’s discretion.
MODIFYING ROLLS
Though rolling under an attribute is
ORDER OF ACTIONS
generally all you need to succeed, some Actions always occur in the order they
tests require additional eort. While are written. For instance, this commander
performing a particularly dicult task or ability reads: “As a use action, choose
going toe-to-toe with an exceptionally one close or near mecha. They can
powerful foe, the diculty of the test may immediately take a single action that does
increase, and an appropriate modier may not count towards their total actions, then
be added to the roll at the GM’s discretion. your turn resumes.” Using that ability
would entail taking a use action, choosing
When ghting a powerful enemy, for
a single close or near mecha, allowing
instance, for every hit die (HD) the enemy
them to take an action, then resuming
has above your level, you add 1 to every
your turn, in that order.
roll you make for any test that would
determine the outcome of the conict. So
a level 3 mecha defending against an HD 5 TIME AND TURNS
enemy’s attack would add 2 to their roll.
There are two types of time tracked in The
Mecha Hack: moments and minutes.
ACTIONS Moments are used during combat and
other fast-paced, action-oriented scenes.
During your turn, you can perform any two
Minutes are used when exploring and
actions. The available action types are:
traveling. A GM may advance the clock
• Move to a near location. as they see t, and may also substitute
• Attack an enemy in range. minutes for hours, days, or even months,
depending on what the mission requires.
• Test an attribute to complete a task. Generally, one minute equals 10
• Use pilot, chassis, or module abilities. moments.
5
TACTICAL DISTANCES
Close – 10 1
Near 1 30 6
Far 2 60 12
Distant 3+ 90+ 18+
MOVEMENT AND DISTANCE turn before enemies; if they fail, they take
their turn after enemies. Both initiative
There are four abstract ranges for groups – before enemies and after
measuring distance: close, near, far, and enemies – decide their individual turn
distant. Close locations can be reached order amongst themselves.
without using a move action. You can
move to a near location with a single move
action. You can use two move actions to HIT DICE
move somewhere far. Anything beyond far Hit dice (HD) represent a mecha’s power
is considered distant, and requires three level and are determined by their chassis.
or more move actions to reach. Enemy hit dice represent an enemy’s
If you are playing a more tactical game or power level, and determine how much
prefer concrete distances, you can use the damage they do, and how many hit points
Tactical Distances table for reference. they have.
6
OPPORTUNITY ATTACKS CRITICAL DAMAGE
If your mecha is within close range of an Remember – the lower your d20 roll, the
enemy and you use a move action to move better. If you roll a 1 on an attack roll, it’s
away from that enemy, the enemy can a critical success, and you can double
immediately make an opportunity attack the damage rolled. Likewise, if you roll a
against you. Your turn then resumes. The 20 when avoiding an attack, it’s a critical
same rule applies to enemies moving out failure, and you take double damage and
of close range of player mecha. Hidden must roll your reactor die.
mecha and enemies do not provoke
opportunity attacks.
COVER
While in cover, you have advantage on
HEAVY WEAPONS Mobility tests made to avoid ranged
Larger, more powerful weapons like beam attacks. If an enemy is in cover, you have
ries, chain guns, and rocket launchers disadvantage on ranged attacks against
are considered heavy weapons, and them. Cover can be a crumbling wall,
require two hands to wield. You add 2 to dense wilderness, an asteroid, etc. It is up
both attack and damage rolls with heavy to the Game Master to determine if you or
weapons – they’re more dicult to aim, an enemy has cover.
but deal more damage.
DIFFICULT TERRAIN
UNARMED DAMAGE Battles often occur among ruined cities,
When you attack without a weapon, or thick wilderness, or space debris. Areas
attempt to use improvised weapons or of difcult terrain require twice as many
maneuvers, you deal one damage die move actions to move through (so, moving
lower than your standard damage die. For to a near location through dicult terrain
instance, a mecha with a damage die of d6 requires two move actions). This penalty
would deal d4 damage on unarmed and only applies to the movement spent inside
improvised attacks. the dicult terrain.
7
HIDDEN DISABLED MECHA
You can test Mobility to become hidden, at When you are reduced to 0 HP, your
the discretion of the GM. Typically, you will mecha becomes disabled. A disabled
need sucient cover in order to become mecha cannot take actions until
hidden. You cannot be targeted by attacks repaired, and automatically fails all tests.
while hidden, but become immediately Additionally, when you become disabled,
visible if you make an attack or can no you must roll on the Disabled Mecha table
longer reasonably be hidden. to see what occurs – the eects last until
you complete a long rest.
ARMOR POINTS
Your mecha’s armor provides protection
by reducing incoming damage with armor
points. Each type of armor, light or heavy,
provides armor points. When you’re dealt
damage, you can choose to spend a
number of your remaining armor points to
reduce the damage by an equal amount.
Once the points are used to reduce
damage, you must complete a rest to
regain them. If you have no armor points
left, you take damage as normal.
REACTOR DIE
The reactor is the heart of your mecha,
and many abilities rely on its energy.
Your mecha chassis has a reactor die
type associated with it. When you take
the same action twice in one turn, use
certain chassis or module abilities, or take
damage from a critical hit, you must roll
your reactor die. If the roll is a 1 or 2, your
reactor die is downgraded to the next
lowest die in the following chain: d20 >
d12 > d10 > d8 > d6 > d4.
When you roll 1 or 2 on a d4 reactor
die, your mecha becomes overheated.
Your reactor die remains a d4 until you
complete a rest.
OVERHEATED MECHA
An overheated mecha cannot take actions,
and has disadvantage on all tests. You skip
your next turn to expel heat and cool o,
and lose the overheated condition at the
start of the following turn.
8
DISABLED MECHA
d8 Effect
RESTING AND REPAIRING your mecha and sleeping for a few hours.
You can only gain the benets from a long
You cannot gain more hit points than your rest once per day.
maximum, and can never be reduced
below 0 hit points. If you regain hit
points while disabled, you are no longer GAINING LEVELS
considered disabled. You can improve your mecha by defeating
A short rest, considered an hour or enemies and overcoming obstacles. For
more, allows you to regain armor points every signicant milestone reached, you
up to your maximum, roll one hit die to gain one level. This is mostly left to the
regain hit points up to your maximum, GM’s discretion.
and upgrade your reactor die by one step When you level up, your maximum hit
up to your maximum. This represents points increase by rolling your mecha’s hit
refueling, making minor repairs, venting die. You also roll a d20 for each attribute
excess heat, etc. – if the result is higher than the attribute’s
A long rest, considered eight or more current value, that attribute increases by 1.
hours, allows you to regain hit points up to At levels 3, 6, and 9, you also get to choose
your maximum and restore your reactor a new module for your mecha.
die up to its maximum. This represents
making major repairs or modications to The maximum level for mecha is 10.
9
BUILDING YOUR MECHA
To create your pilot and mecha, follow choose your callsign.
these steps:
1. Roll your attributes. CHOOSE A MODULE
2. Choose a pilot and roll (or choose) a Every mecha begins with a module that
record. grants a unique boost or ability. Choose
from the list of possibilities to customize
3. Choose a chassis and roll (or choose) your mecha.
a callsign.
4. Choose a starting module. BUY EQUIPMENT
5. Buy equipment (if you didn’t opt for If you didn’t use your chassis’ starting gear,
starting equipment). you get 120 credits. You can use these
credits to buy weapons and armor for
ROLL ATTRIBUTES your mecha.
Attributes in The Mecha Hack are
generated by rolling 3d6 down-the-line
in the following order: Power, Mobility,
System, and Presence.
If you roll a 15 or higher on any one
attribute, you must roll the next attribute
with 2d6 + 3, instead of 3d6. Once all
attributes are generated, you may swap
two attributes of your choice.
CHOOSE A PILOT
There are four unique pilot archetypes in
The Mecha Hack: commander, engineer,
maverick, and quipster. Your pilot grants
bonuses to a handful of attributes, and
also includes a single unique ability. Once
you’ve chosen your pilot type, roll for or
choose a record.
CHOOSE A CHASSIS
There are four unique mecha chassis in
The Mecha Hack: brawler, scout, striker,
and titan. Your chassis determines your
damage die, hit die, reactor die, and
weapon and armor prociencies. It also
grants two unique abilities. Once you’ve
chosen your mecha chassis, roll for or
10
COMMANDER
ENGINEER
11
MAVERICK
QUIPSTER
12
RECORD
d10 Record
13
BRAWLER d8
HIT DIE
d8
DAMAGE DIE
d6
REACTOR DIE
14
d6
HIT DIE
SCOUT
d6
DAMAGE DIE
d6
REACTOR DIE
15
STRIKER d8
HIT DIE
d8
DAMAGE DIE
d8
REACTOR DIE
16
d10
HIT DIE
TITAN
d6
DAMAGE DIE
d6
REACTOR DIE
17
CALLSIGN
1 Breaker Alpha
2 Wing Zero
3 Dagger Heavy
4 Gladiator Epoch
5 Crimson Ethos
6 Hunter Mammoth
7 Phobia Midnight
8 Viking Paragon
9 Saber Raven
10 Vortex Crusader
11 Tanker Lucifer
12 Nomad Danger
13 Vulcan Zenith
14 Colossus Harmony
15 Oracle Jigsaw
16 Jester Eon
17 Viper Fathom
18 Prophet Horizon
19 Voodoo Romeo
20 Paladin Echo
18
MODULES
Modules represent powerful add-ons or • Is it oensive, defensive, or utility?
upgrades for your mecha. You choose one
• Is it active or passive? If active, what
module when you create your mecha, and
kind of action does it require?
gain new ones at levels 3, 6, and 9. Some
of the modules grant passive bonuses, • If it deals damage, is that damage
while others need to be activated by using in-line with existing modules and
actions and/or rolling your reactor die. You weapons?
cannot have more than one of the same • Does it require rolling your reactor
module unless otherwise specied. die to use?
Answering these questions should enable
CREATING CUSTOM MODULES you to create countless awesome modules
To create modules beyond the ones for your mecha. Draw inspiration from
presented in this section, consider the your favorite mecha properties, use
following: existing modules as a foundation, and
work with your Game Master to develop
• What purpose does the module the module you envision in your head.
serve?
OFFENSIVE MODULES
Name Effect
19
DEFENSIVE MODULES
Name Effect
Retractable Shield You can wield a shield that doesn’t require hands to use.
20
UTILITY MODULES
Name Effect
Booster Sprint Move twice with a single move action. Roll your reactor die.
As a use action, plant a mine. Roll your reactor die. On your
Frag Mines turn, as a use action, deal 1d6 damage to all enemies within
close range of the mine. The mine is then destroyed.
As a move action, move instantly to a far location without
Jump Jets provoking opportunity attacks and ignoring dicult terrain.
Roll your reactor die.
You roll your standard damage die for unarmed and
Rocket Fists
improvised attacks.
As a use action, drop an immobile sentry turret. Roll your
reactor die. On your turn, as a use action, test Power to deal
Sentry Turret 1d6 damage to an enemy within close or near range of the
sentry turret. If you roll a 1 or 2 on the damage die, the sentry
turret runs out of ammo after it deals that damage.
You can mount a ranged weapon on your shoulder that
Shoulder Hardpoint
doesn't require hands to use.
As a use action, enter vehicle mode. Roll your reactor die. You
ignore dicult terrain, have advantage on Mobility tests, and
Vehicle Mode
reduce all movement by 1 action. You cannot attack until you
use a use action to exit vehicle mode.
21
EQUIPMENT
Weapons and armor in The Mecha Hack
are handled abstractly and narratively. A
PROFICIENCIES
light ranged weapon, for instance, could While wielding a weapon you are not
be any number of things – from a revolver procient with, you have disadvantage on
to a submachine gun – but mechanically all attack rolls with that weapon. If your
they all work the same. Similarly, armor mecha is outtted with armor you are not
could represent thick steel plates, a procient with, you have disadvantage
reective coating of alien metal, or energy on all tests made to avoid damage while
shields. wearing that armor.
CONSUMABLES
Consumable items can be used a single
time before they are lost. These items can
often be scavenged from fallen enemies.
BASIC EQUIPMENT
22
WEAPON QUALITIES
Name Notes
When you damage an enemy with this weapon, you can choose
Arc
to roll your reactor die. If you do, the enemy loses its next turn.
Melee only. When you damage an enemy with this weapon, you
Chainblade can choose to roll your reactor die. If you do, roll and deal your
damage a second time.
When you damage an enemy with this weapon, that enemy takes
Corrosive
1d4 additional damage at the start of its next turn.
You can choose to reroll your damage die with this weapon, and
Deadly
must take the second result.
Plasma This weapon’s damage cannot be reduced by armor or shields.
Light only. You deal unarmed damage with this weapon, but can
Quick
make two attacks with it using a single attack action.
Ranged only. If you do not use a move action, you have
Sniper
advantage on a single attack on the same turn.
Light melee only. You can attack near enemies with this weapon,
Thrown
which returns to your hand immediately after the attack.
23
CONSUMABLES
24