*/ Encoded message starts /*
An AI virus has uploaded itself to Mech Factory 12 [North Sea]. It has named itself “The
Machine God”. We cannot send autonomous mechs against it. You will be airlifted to the factory.
Go to the 5th oor and shut down the server. Clean-up crews will land on your all-clear.
*/ Encoded message ends /*
Goal of the game
You start on oor 1 of the factory. You must clear ve oors of the factory to win the game.
Each oor will have a di erent terrain layout and di erent enemies. At the end of each oor
you can repair and upgrade your mech.
Stats
You have 10 HP and the following combat stats:
• Agility (AGL): A ects how many times you can move and take action per turn (also called
“ticks”). You can move 1 hex and use one action for every point you have in AGL . You have a
base AGL of 1.
• Accuracy (ACRY): A ects weapon accuracy. When you attack, roll a die for every point you
have in ACRY. If any of the dice land on the weapon’s target number, you’ve hit. You have a
base ACRY of 1.
• Firepower (FPWR): A ects how much damage your successful hits do. You do 1 HP of damage
to the enemy for every point you have in FPWR. You have a base FPWR of 2.
• Stealth (STL): A ects how hard it is for the enemy to hit you. When you are attacked, you can
reduce any enemy attack die by 1 for every point you have in STL. You can reduce the same
die more than once. You have a base STL of 0.
• Armour (ARMR): A ects how much damage you take from successful hits. When you are
attacked, roll a die for every point you have in ARMR. Every 5 or 6 blocks 1 HP of damage. You
have a base ARMR of 0.
• Dash (DSH): A ects how far you can dash. Dash lets you move in a straight line as an action
per turn. You can dash 1 extra hex per turn for every point you have in DSH. You have a base
DSH of 1.
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Modules
Your mech has seven modules: head, core, legs, left/right arm, and left/right shoulder pod.
Choose one core, one head, and one set of legs
d6 Core AGL ACRY FPWR STL ARMR DSH
1 Nano-carbon core +3 +1 +0 +1 +1 +0
2 Targeting computer core +1 +3 +1 +0 +1 +0
3 Hell re core +1 +1 +3 +0 +1 +0
4 Low pro le core +1 +1 +1 +3 +0 +0
5 Fortress core +0 +1 +2 +0 +3 +0
6 Boost core +1 +0 +1 +0 +1 +3
d3 Head E ect
1 Radar jammer +2 STL
2 Enemy nder +2 ACRY
3 Enemy scanner +2 FPWR
d3 Legs E ect
1 Multi-articulated legs +2 AGL
2 Blast propulsion legs +2 DSH
3 Titanium-plated legs +2 ARMR
Choose two arm modules and two shoulder pod modules
You can choose the same module for both arms and the same for both shoulders if you want.
d6 Arm Description
1 Beam sword Range 1, target number 4
2 Shock gauntlet Range 1, target number 5, on successful hit enemy cannot act next turn
3 Beam ri e Range 4, target number 5
4 Scattershot Range 2, target number 2, -2 damage when this weapon is used
5 Longshot Range 8, target number 6, +2 damage when this weapon is used, cannot move this tick
6 Energy shield +2 ARMR
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d6 Shoulder pod Description
1 Gatling cannon Range 4, target number 4, -1 damage when this weapon is used
2 EMP launcher Range 3, target number 5, on successful hit enemy cannot act next turn
3 Rocket pod Range 5, target number 5, +1 damage when this weapon is used
4 Railgun Range 7, target number 5, +2 damage when this weapon is used, cannot move this tick
5 Shield generator +2 ARMR
6 Boost tank +2 DSH
Floor contents
For each oor you’ll need to place terrain and enemies.
Terrain
Each oor has six terrain hexes which block movement and line of sight. Roll a d8 and a d10 for
the column and row of each of the six terrain hexes. Re-roll any hexes that already have terrain.
Enemies
Roll a d8 and a d10 for each enemy on a oor, and place them in the hex with that column and
row. Re-roll any hexes that already have an enemy or terrain.
Your mech
Roll d8 to choose a column on the lowest row of the map, and place yourself there.
Flow of combat
You take a turn, then all enemies on the map take a turn, then it repeats.
One of your turns is made up of “ticks”. You have one tick for each point in AGL. In each tick you
can move one hex and use one action (e.g. either use a weapon or dash, but not both). You can
move and use an action in either order.
Movement
You can move to any of the 6 connected hexes around your current hex. Your standard
movement during a turn does not need to happen in a straight line.
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Action: Attack
You can use one weapon per tick. As long as you have the ticks available, you can use all of your
weapons in one turn. But you cannot use any weapon more than once in a turn.
Attacks happen along straight lines. Each hex has 6 straight-line directions away from it.
You cannot target an enemy if there is an obstacle—including other enemies—between you.
1. Choose an unused weapon and a target in line of sight
2. Roll a d6 for every ACRY point
3. If any rolled die meets or beats the weapon’s target number, it’s a successful attack
4. A successful attack does damage to the target equal to your FPWR stat
Action: Dash
You can use one dash action per turn. You can use it on any tick of the turn.
When you dash, you can move in one of the six directions away from your current hex in a
straight line. You can dash one hex for every point you have in DSH.
Normally you cannot use a weapon on the same tick as you dashed. One exception is that if
your dash ends and there is an enemy in the next hex of the direction of travel, you can use a
range 1 weapon to attack them. When you use this “dash and melee attack” move, add 2 to the
damage done.
You can end a dash early, by choice or when needed. e.g. if an enemy or other obstacle blocks
the direction you dash in, you do not need to dash the full distance allowed by your DSH stat. If
a dash is ended early you cannot use the remaining DSH points to dash again in that turn.
Enemy behaviour
The order enemies act is decided by their position on the map. Enemies in higher rows act rst,
left to right, and enemies in lower rows act last, from left to right.
By default enemies use all of their movement, and then use a weapon, then end their turn.
If an enemy can attack you before they have used all of their movement, they will do that and
not use all of their movement.
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Enemies on each oor
Floor Enemy Description Number
1 Turrets 5 HP. Does not move. Range 4. Target number 5. ACRY 3. FPWR 2 6
2 Security drones 6 HP. Move up to 2 in a random direction (roll d6). Range 5. Target 5
number 5. ACRY 2. FPWR 3.
3 Leapers 6 HP. Move up to 3 in the shortest path towards you. Can leap over 5
terrain. Range 1. Target number 4. ACRY 3. FPWR 3.
4 Seekers 8 HP. Move up to 4 in a straight line to get as close as possible to you. 4
Range 3. Target number 5. ACRY 4. FPWR 4.
5 AI-piloted mechs 10 HP. Move up to 4 in the shortest path towards you. Range 6. Target 3
number 5, ACRY 5. FPWR 5.
End-of- oor repair and upgrade terminal
After you’ve cleared a oor you access a factory repair and upgrade terminal. This restores
your health to full, and you can roll to receive a random upgrade. If you roll the same upgrade
again, you do not get an upgrade for this oor.
d6 Upgrade Description
1 Electro-reinforced plating +5 maximum HP
2 Fuel e ciency calibration +1 to your DSH stat
3 Scope scanner All weapon ranges are increased by 1 except for range 1 weapons
4 Variable control thrusters You no longer need to dash in straight lines, and can change your direction
mid-dash like you can with regular movement
5 Weak-point analysis scanner If any attack dice land on 6, add 2 damage to the attack
6 Targeting error correction Any rolled attack dice that are 1 less than the target number can be re-
rolled once. The attack is successful if the re-roll meets or beats the
weapon’s target number
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