Rolls 1d20+bonus for success: Standard (10+), Melee (Evasion), Ranged (Evasion), Tech (E-Defense), Save (Save Target),
Contest (attacker wins ties)
Stat Bonus is trigger, mech skill, or Grit. Accuracy: add highest of 1d6 per ⨁ ; Difficulty: subtract highest of 1d6 per ⊖. Applicable Background is +1⨁.
Melee within THREAT (default 1). Ranged within Line-of-Sight (LoS) & RANGE (engaged +1⊖, soft cover +1⊖, hard cover +2⊖). Tech within LoS & SENSORS.
Deduct explosive ✸, energy ⌁, kinetic Ø damage (- [armor]) from HP, half for Resistance. Critical (Combat roll 20+): roll all damage dice twice & take higher
AP & Burn damage ignore armor. Burn adds to burn total. Roll Engineering at end of turn to clear all burn, or take damage equal to current burn total.
On 0 HP, take 1 structure damage, make a structure damage check (1d6 per structure damage), reset HP to full, then deduct remaining HP.
Heat is absorbed until Heat Cap. On first Heat over Heat Cap take 1 Stress, make overheating check (1d6 per Stress), clear all heat, then add remaining heat.
SIZE: ½ (human); 1 (standard mech); 2 (tank, heavy mech) - occupy 3 hexes; 3 (siege mech) - occupy 7 hexes; 4+ (titanic mechs) - occupy 12 hexes
Weapon Sizes: Auxiliary, Main, Heavy, or Superheavy. Auxiliary may fire automatically with a weapon on the same mount - once per action, no bonus damage.
🚶
A round is each character’s turn. FULL ACTIONS QUICK ACTIONS
Each turn you may: Barrage: Attack with two weapons, or Boost: Move at least 1 space, up to your Speed
Take a Standard Move up to [Speed] one superheavy weapon Grapple: Make a melee attack, on hit characters become engaged. Neither
spaces or stand up from Prone Disengage: ignore engagement; no can boost or take reactions. Smaller is Immobilized but moves when the
reaction to movement larger party moves mirroring their movement. If the same size, make a
Take: 1 Full Action or 2 Quick Actions Full Tech: Two QUICK TECH options contested Hull check to count as larger this turn. Free action to release, Quick
Overcharge: +1 quick action for 1 Heat
(1st), 1d3 (2nd), 1d6 (3rd), 1d6+4 (4th+)
(multiple allowed) or a single system or
tech option requiring FULL TECH
Improvised Attack: Melee attack
🚶
Action for contested Hull check to break free.
Hide: Gain Hidden status if not Engaged, and either out of LoS, obscured,
or invisible. Lose Hidden if any of the criteria are not met, or make any hostile
Resets on Full Repair.
adjacent target for 1d6 Kinetic action, reaction, or Boost.
Free Actions: take any number Stabilize: Clear all heat; remove Ram: Make a melee attack on an adjacent target the same size or smaller.
Reactions: 1 per turn, including EXPOSED, mark 1 REPAIR to restore
• Brace: 1/round if hit and damage rolled. all HP. Pick one of: reload all
Gain Resistance to all damage from LOADING weapons; clear all burn;
🚶
Target is knocked prone and may be knocked back one space directly away.
Search: Roll contested Systems vs Agility at a possibly-Hidden target
within SENSORS. On success, the target immediately loses Hidden.
that attack, all other attacks against clear non-self-caused condition for Skirmish: Attack with a non-superheavy weapon within Range or Threat.
have +1⊖, you cannot take reactions mech or adjacent ally. Eject: Fly 6 spaces in the direction of your choice. Your mech becomes
next turn, only take one Quick Action 🚶
until the end of your next turn. On your Boot Up: Clear Shut Down
🚶 Skill Check: Make a Skill Check
Mount/Dismount: Enter/exit
🚶
Impaired. This cannot be undone until a Full Repair.
Prepare: Prepare another quick action to activate on a trigger. When
triggered, you can take this action as a reaction.
•🚶 and no other actions of any type.
Overwatch: 1/round if hostile adjacent mech. If there are no free Shut Down: Mech gains SHUT DOWN status. Clear all heat, EXPOSED, as
character moves within a weapons’
THREAT. Immediately use that weapon 🚶
spaces adjacent
Activate: Use
you cannot Dismount.
a system that
well as LOCK ON or other tech conditions. Cascading NHPs return to normal.
It is immune to tech actions and indefinitely stunned
to Skirmish against that character as a requires a Full Action. You cannot Self-Destruct: At the end of one of your turns within the following two rounds
reaction before they move. Activate the same system more than
once per turn unless as a Free Action. 🚶
(your choice), your mech explodes as though it suffered a reactor meltdown.
Activate: Use a system that requires a Quick Action
QUICK TECH ACTIONS
Bolster: Give +2⨁ to a character within SENSORS+LoS on next skill check or save until the end of their next turn. May only benefit from one BOLSTER at a time.
Scan: For character or object within SENSORS+LoS, learn current full statistics, one piece of hidden information, or a piece of generic information.
Lock On: Character within SENSORS+LoS gains LOCK ON condition. Any attack may gain +1⨁ and then clear the LOCK ON condition.
Invade: Make a tech attack on character within SENSORS+LoS to apply +2 Heat and FRAGMENT SIGNAL (or other INVASION option available to you). May
target a willing and allied character for auto-success and no Heat (doesn’t count as an attack).
• FRAGMENT SIGNAL: Feed false information to target’s computing core. They become IMPAIRED and SLOWED until the end of their next turn.
MOVEMENT
May split movement before and after actions, but each action must fully resolve before further movement. May move through allied or smaller hostile characters.
Difficult terrain costs 2 movement per space. Dangerous terrain requires ENGINEERING check or take 5 damage (type based on hazard).
May drag up to twice one’s Size (becoming SLOWED). May lift overhead the same size or smaller (becoming IMMOBILE). With both, you cannot use reactions.
May jump horizontally half Speed, or jump vertically [Size] spaces. Falling is 10 spaces per round, causing 3ØAP per 3 spaces fallen (max 9ØAP).
Flying is straight line per action, min 1 space per turn; begin falling if immobilized or stunned, or if take structural damage or stress and fail an Agility save.
PILOT ACTIONS (May use BOOST, HIDE, SEARCH, ACTIVATE, SKILL CHECK, DISENGAGE, PREPARE, MOUNT and OVERWATCH)
Fight: (Full Action) Make a melee or ranged attack
Jockey: (Full Action) Make a Contested roll of Grit against an adjacent mech's Hull. You climb onto the mech and choose one of the following three options:
Distract (the mech becomes Impaired and Slowed until the end of its next turn); Shred (deal 2 Heat to the mech); Damage (deal 4 kinetic damage).
You may continue to choose options as Full Actions as long as you don't stop jockeying. The mech may take a full action to roll again to shake you off.
Reload: (Quick Action) Make a Pilot weapon with the LOADING tag usable again
STATUSES page 77 CONDITIONS page 78
DANGER ZONE: (mechs only) Heat at half or more of Heat Cap IMMOBILIZED: cannot make any voluntary movements (involuntary
DOWN AND OUT: (pilots only) unconscious and stunned. if they take any movements are unaffected)
more damage, they die. IMPAIRED: receive +1⊖ on all attacks, saves, and skill checks.
ENGAGED: Adjacent to a hostile character. If engaged by a target of equal or JAMMED: may not:
greater size, stop moving and lose any unused movement. • use comms to talk to other characters;
EXPOSED: (mechs only) take double ✸,⌁,Ø damage until the status is cleared • make attacks, other than IMPROVISED ATTACK, GRAPPLE, and RAM;
HIDDEN: Can’t be targeted by hostile actions, doesn’t cause engagement. • take reactions, or take or benefit from tech actions.
Attacking, forcing saves, taking reactions, using BOOST, and losing cover LOCK ON: hostile characters may to consume a character’s LOCK ON
all remove HIDDEN after they resolve. Can be found with Search action. condition in exchange for +1⨁ on their next attack against that character.
INVISIBLE: All attacks have a 50% chance to miss outright, checked before SHREDDED: do not benefit from ARMOR or RESISTANCE.
rolling. May always HIDE, even without cover. SLOWED: The only movement SLOWED characters can make is their
PRONE: Attacks against a prone target receive +1⨁. Counts as Slowed and standard move, on their own turn – they can’t BOOST or make any special
moving in difficult terrain. May stand up instead of Standard Movement. moves granted by talents, systems, or weapons.
SHUT DOWN: (mechs only) Clear all heat, EXPOSED, as well as LOCK ON or STUNNED: Mech cannot move, take any actions (including free actions,
other tech conditions. Cascading NHPs return to normal. The mech is now reactions, and overcharge), maximum 5 EVASION, and automatically fail
immune to tech actions and indefinitely STUNNED. all HULL and AGILITY checks and saves. Pilots can still MOUNT,
DISMOUNT, or EJECT, and can take actions normally.
STRUCTURE DAMAGE (lowest of [Structure Damage]d6) page 80 OVERHEATING TABLE (lowest of [Stress Damage]d6) page 81
(5-6) Glancing Blow: IMPAIRED until the end of your next turn (5-6) Emergency Shunt: become IMPAIRED until the end of your next turn
(2-4) System Trauma: Roll 1d6. 1–3: choose one mount - all weapons on it (2-4) Destabilized Power Plant become EXPOSED until the status is cleared.
are destroyed; 4–6: choose a system to be destroyed. Cannot choose (1) Meltdown: If 3+ STRESS: Mech becomes EXPOSED;
LIMITED systems or weapons that are out of charges. If no valid choices If 2 STRESS: Roll an ENGINEERING check. Success means mech is
remain, it becomes the other result. If there are no valid systems or EXPOSED. Failure, it suffers reactor meltdown after 1d6 turns. May
weapons remaining, this result becomes a DIRECT HIT instead. prevent meltdown by retrying ENGINEERING check as free action.
(1) Direct Hit: If 3+ STRUCTURE: Mech STUNNED until end of next turn; If 1 STRESS: Suffer a reactor meltdown at the end of your next turn.
If 2 STRUCTURE: Roll a HULL check. Success means the mech is (Multiple 1s) Irreversible Meltdown: Suffer a reactor meltdown at the end of
STUNNED until the end of your next turn. Failure, the mech is destroyed. your next turn.
If 1 STRUCTURE: Your mech is destroyed. Reactor Meltdown: Pilot and mech destroyed. All within BURST 2 area take
(Multiple 1s) Crushing Hit: Your mech is destroyed. 4d6 ✸ damage (Agility save for half damage).
GEAR Tags (p104) X/TURN: can only be used X times in any given turn
X/ROUND: can only be used X times between the start of the user’s turn and the
MELEE: Mech-scale melee
start of their next turn
CQB (close quarters battle): including pistols, shotguns, flamethrowers
ACTIVE (1CP): costs 1 Core Power to activate (generally once per mission)
RIFLE: good range and stopping power.
AI: Pilot can choose to hand control to the AI, or take control back as a protocol.
LAUNCHER: weapons that fire missiles, grenades, or other projectiles.
The mech gains its own set of actions and reactions when controlled by an AI,
CANNON: high-caliber, low-precision weapons
but the pilot can’t take actions or reactions with it until the start of their next turn.
NEXUS: Reservoirs & projectors for swarms of self-propelled, armed drones
AIs can’t benefit from talents, and have a small chance of cascading when they
AREA ATTACKS: Separate attack roll for each target. Damage is only rolled take structure damage or stress damage. A mech can only have one system
once. Bonus damage is halved if multiple targets are affected. with this tag installed at a time. See p. 107.
LINE-X: straight line, X spaces long DANGER ZONE: can only be used if the user has the DANGER ZONE status
CONE-X: begins 1 space wide, X spaces long and X spaces wide at its DEPLOYABLE: an object that can be deployed in an adjacent, free and valid
furthest point space as a quick action, and by default has 5 EVASION and 10 HP per SIZE.
BLAST-X: a radius of X spaces from a point within RANGE and LoS DRONE: Self-propelled, semi-autonomous unit. Default SIZE ½, 10 EVASION, 5
BURST-X: radius of X spaces from the character (if an attack, not including HP, 0 ARMOR, no actions or movement (acting on user’s turn), make all mech
character). Ongoing effects move with the character. skill checks and saves at +0. Must be deployed to a free, valid space within
ACCURATE: attacks receive +1⨁ SENSORS and line of sight, typically as a quick action. Once deployed, can be
ARCING: doesn’t require line of sight, but cover still applies. recalled with the same action used to deploy them (quick action or full action).
ARMOR-PIERCING (AP): damage ignores Armor. Destroyed at 0 HP, otherwise restored to full HP upon rest or Full Repair.
INACCURATE: attacks receive +1⊖ FULL ACTION: requires a full action to ACTIVATE
KNOCKBACK X: on a hit, may choose to knock target X spaces in a straight GRENADE: as a quick action, can be thrown to a space within LoS and the
line directly away from origin (multiple KNOCKBACK effects stack) specified RANGE
LOADING: must be reloaded after each use, like with the STABILIZE action HEAT X (SELF): immediately after using, the user takes X heat.
ORDNANCE: can only be fired before the user moves or takes any other INVADE: adds options to be used with the Quick Tech INVADE action
actions on their turn (excepting PROTOCOLS). Can't be used for LIMITED X: This weapon or system can only be used X times before it requires a
OVERWATCH or against targets engaged with the user's mech. FULL REPAIR. Some LIMITED systems, like GRENADES, describe these uses
OVERKILL: any damage dice that land on a 1 cause the attacker to take 1 as “charges”. To use the system, the user expends a charge.
heat, and are then rerolled. Additional 1s continue to trigger this effect. MINE: As a quick action, this device can be planted in an adjacent, free and valid
OVERSHIELD: provides temporary HP (over MAX HP) until the end of the space on any surface, but not adjacent to any other mines. It then arms at the
scene or when a specified condition is met. Damage is dealt to end of the character’s turn and is triggered when any character enters an
OVERSHIELD first, then HP. Keep only the highest value applied. adjacent space. Once triggered, a mine creates a BURST attack. Mines within a
RELIABLE X: always does X damage, even if it misses its target or rolls less character’s SENSORS can be detected by making a successful SYSTEMS
damage. This damage inherits base damage type and other tags (such as check as a quick action, otherwise they are HIDDEN and can’t be targeted.
AP) but not tags that require a hit, such as KNOCKBACK. Detected mines can be disarmed from adjacent spaces with a successful
SEEKING: if possible to draw a path to its target, this weapon ignores cover SYSTEMS check as a quick action; the attempt takes place before the mine
and doesn't require LoS. detonates, and on a failure, the mine detonates as normal.
SMART: all attacks (including melee and ranged) use the target’s MOD: This modification can be applied to a weapon, during creation or Full
E-DEFENSE instead of EVASION. Targets with no E-DEFENSE count as Repair. Each weapon can only have one MOD (no duplicates).
having value 8. PROTOCOL: can be activated as a free action, but only at the start of the user’s
THREAT X: may make melee attacks or overwatch within X spaces turn. Another action might be needed to deactivate it
THROWN X: may attack at targets within X spaces, following the rules for QUICK ACTION: requires a quick action to ACTIVATE.
melee attacks but are affected by cover. The weapon stops in an adjacent REACTION: can be activated as a reaction.
space to its target and must be retrieved as a free action while adjacent to SHIELD: the system is an energy shield of some kind.
that weapon before it can be used again. UNIQUE: cannot be duplicated – each character can only have one copy of it
installed at a time.
REPAIR CAP is the maximum number of REPAIRS a can spend before a They may also spend REPAIRS at the following costs:
FULL REPAIR. Mechs can be repaired in combat with STABILIZE. Outside of • 1 REPAIR: Restore full HP, or repair a destroyed weapon or system.
combat, they can be repaired when their pilot rests. • 2 REPAIRS: Restore 1 STRUCTURE or 1 STRESS.
• 4 REPAIRS: Repair a destroyed mech (may combine repairs from multiple
Rest: With an hour of uninterrupted downtime or light activity, a character may:
pilots, mech returns to 1 Structure, 1 Stress, full HP)
• clear all heat;
Full Repair: Spend at least 10 hours relatively uninterrupted in a secure
• clear any statuses and conditions affecting their mech;
location, to allow the following: restore all pilot HP and clear DOWN AND OUT;
• restore half of their pilot’s HP and clear DOWN AND OUT.
restore a mech to full HP, STRESS, and STRUCTURE (as long as it’s intact or
the wreckage is accessible); clear all statuses and conditions; repair any
destroyed weapons or systems; recover CP, if used; regain all REPAIRS and
uses of LIMITED weapons; print a new mech, with the proper facilities.
DEATH: Dead pilots may come back as flash-clones after the mission. If so, roll on the Quirks table below.
1 Part (or all) of your body was too damaged to be cloned perfectly and a significant percentage of your clone body has been replaced with cybernetics. These high-quality prostheses aren’t obviously
synthetic to casual observers. You don’t know the extent of the damage.
2 Your clone has been fitted with a necessary but visible cybernetic augmentation – an arm, leg, eyes, or similar. It is a conspicuous prosthetic.
3 By accident or malign intent, your cognitive profile has been loaded into someone else’s body. It might be a clone of a notorious or famous individual, with both enemies and allies who thought they
were dead; or, you might run into the “original” person the clone was based on.
4 Your clone has a unique appearance that clearly marks you as vat-grown.
5 Thanks to a series of administrative mishaps, the appearance of your new body is drastically different to that of your old body.
6 An additional, withered limb grows out of your clone’s chest shortly after your cognitive profile has been loaded. It sometimes moves on its own.
7 There’s a conspicuous barcode printed on your clone body. The barcode means something specific to at least one powerful organization, but you aren’t privy to its meaning – at least not yet.
8 In certain light conditions, it’s possible to read a script or inscription printed just under your skin. The script is all over your body and contains information contested by powerful organizations or
entities – scientific formulae, maps, or something else entirely.
9 Your clone body is unusually susceptible to solar radiation, viruses, bacteria, or some other common environmental phenomenon. You must wear an environmental suit to operate outside certain
safe environments, which include your mech’s cockpit and your personal quarters. You can use downtime actions to make other rooms safe.
10 Genetic material from a non-human source was used in the creation of your clone body. Whoever revived you won’t tell you the exact details or what long-term effects it will have, and they treat you
like a science experiment. The new genetic material has caused a cosmetic change that is useful and visible, although able to be hidden.
11 Whenever you try to sleep or rest, you’re stricken with vivid and persistent dreams, visions, and images of your death. You know they’re real but can’t reconcile the existential gulf between the
experiences of the old and new versions of yourself.
12 In addition to your cognitive profile, your clone body has been loaded with a digital homunculus of someone else: a basic digital reconstruction of a personality that is more like a piece of software
than a person. While not technically sapient, it is very smart, and carries a message or secret with it.
13 You’re plagued by the constant understanding or belief that the “real” you is actually dead, and you’re merely a facsimile of a dead person, implanted with someone else’s memories. You can’t
establish the difference between the “you” that died and the “you” that exists now.
14 In addition to your cognitive profile, your flash clone is woven through with a subdermal data-lattice: this storage device contains very dangerous and potentially unwanted information that is
contested or sought by powerful entities.
15 You have been revived as a tabula rasa. In desperation, the technicians dump a stock personality construct into your clone body. Choose a new background and triggers.
16 There are complications while growing your clone body: it has a dramatically reduced life expectancy.
17 Something has changed you – you now have persistent and intrusive mental contact with an entity or entities, human or otherwise.
18 You keep having searing headaches during which you see brief flashes of what you’re pretty sure is the future. Sometimes these visions come to pass, sometimes they don’t.
19 Knowingly or unknowingly, your clone body has been implanted with a mental trigger that places you in a receptive state when heard or activated, causing you to either follow a pre-programmed
course of action or to follow instructions given by the person who activated you. These commands must be simple (e.g., kill, lie, etc.), and the GM determines who gave them.
20 You come back with total amnesia regarding the time before your death, meaning you must be retrained and prepared from scratch. You lose all previous triggers and assign new ones up to your
current level. Additionally, you may rewrite some incidental facts of your backstory.
DOWNTIME ACTIONS (pages 53-55) Get Creative: Tweak something or attempt to make something new, either a
Buy Some Time: Try and stave off some reckoning, extend your window of physical project, or a piece of software.
opportunity, or merely buy more time and breathing room for you and your Get Focused: Practice, learn, meditate, or call on a teacher.
group to act. Get Organized: Start, run, or improve an organization, business, etc..
Gather Information: Investigate, do research, follow up on a mystery, track a Power at a Cost: Gain rewards, opportunities, or additional resources (such
target, or keep an eye on something. as reserves).
Get a Damn Drink Blow off some steam, carouse, & generally get into trouble. Scrounge and Barter: Try and get your hands on some gear or asset for your
Get Connected Make connections, call upon favors, ask for help, or drum up group.
support for a particular course of action. ROLL: 9 or less: fail or major cost, 10-19: minor cost, 20+: complete success
RESERVES TABLES (pages 50-52)
Roll RESOURCES MECH EQUIPMENT AND GEAR TACTICAL ADVANTAGES
1d20
1-2 Access A keycard, invite, bribes or Ammo Extra uses (+1 or +2) of a Scouting Detailed information on the kinds of
insider access to a particular LIMITED weapon or system. mechs and threats you will face on the
location. mission, like number, type, and statistics.
3-4 Backing Useful leverage through Rented Gear Temporary access to a new Vehicle Use of a transport vehicle or starship
political support from a powerful weapon or piece of mech gear. (e.g., a TIER 1 NPC with the VEHICLE
figure. or SHIP template.
5-6 Supplies Gear allowing easy crossing of Extra Repairs Supplies that give a mech +2 Reinforcements The ability to call in a friendly NPC mech
a hazardous or hostile area. REPAIR CAP. of any Tier, once per mission.
7-8 Disguise An effective disguise or cover CORE Battery An extra battery that allows a Environmental Equipment that allows you to ignore a
identity, allowing uncontested second use of a mech’s CORE Shielding particular battlefield dangerous terrain,
access to a location. SYSTEM. such as extreme heat or cold.
9-10 Diversion A distraction that provides time Deployable A single-use deployable shield Accuracy Training or enhancement that provides
to take action without fear of Shield generator: SIZE 1 deployable +1 ACCURACY to a particular mech skill
consequence. granting soft cover to all friendly or action for the duration of this mission.
characters in a BURST 2 radius.
11-12 Blackmail Blackmail materials or sensitive Redundant The ability to STABILIZE as a Bombardment The ability to call in artillery or orbital
information concerning a Repair free action once per mission. bombardment once during mech combat
particular person. (full action, RANGE 30 within line of
sight, BLAST 2, 3d6 explosive damage).
13-14 Reputation A good name in the mission Systems +1⨁ to skill checks made with Extended A custom harness to carry an extra pilot
area, prompting good first Reinforcement one skill – HULL, AGILITY, Harness weapon and two extra pieces of pilot
impressions with the locals. SYSTEMS or ENGINEERING. gear for the duration of this mission.
15-16 Safe Harbor Guaranteed safety for meeting, Smart Ammo All weapons of your choice can Ambush Intel that allows you to choose exactly
planning, or recuperating. be fired as if they are SMART. where your next battle will take place,
including the layout of terrain and cover.
17-18 Tracking Details on the location of Boosted Servos IMMUNITY to the SLOWED Orbital Drop The ability to start the mission by
important objects or people. condition. dropping from orbit into a heavily fortified
or hard to reach location.
19-20 Knowledge An understanding of local Jump jets During this mission your mech NHP Assistant A non-human person (NHP) / advanced
history, customs, culture, or can FLY when moving, but must AI, controlled by the GM, that can give
etiquette. end movement on land. you advice on the current situation.