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Autoloader v2

1. The document provides instructions for constructing an autonomous mech in a game, starting with selecting a fuselage and attaching limbs within budget constraints. 2. Players then install required components like a cockpit and sensors, as well as optional weapons, armor, and systems, within the mech's capacity limits. 3. Stats like mass, speed, and handling are then calculated based on the components installed. A variety of component options are provided for the cockpit, reactors, hardpoints, weapons, and systems.
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0% found this document useful (0 votes)
20 views

Autoloader v2

1. The document provides instructions for constructing an autonomous mech in a game, starting with selecting a fuselage and attaching limbs within budget constraints. 2. Players then install required components like a cockpit and sensors, as well as optional weapons, armor, and systems, within the mech's capacity limits. 3. Stats like mass, speed, and handling are then calculated based on the components installed. A variety of component options are provided for the cockpit, reactors, hardpoints, weapons, and systems.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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AUTOLOADER v2

MECH
You start the game with a budget of 2d3x10 scrip for COCKPITS
your first mech. You may spend some or all of it.
Open
CONSTRUCTION 2 INSTALL COMPONENTS Mass 1 | Power Req 1 | Armour 0
Control 2 | Full visibility 3s
You may install components on any

1
No life support
SELECT FUSELAGE section of the mech that as a Capacity
Take special note of its Capacity, value (the fuselage, the legs, the Canopy
Frame, and Struct values. arms). A component can be armour, a Mass 1 | Power Req 1 | Armour 0
hardpoint, or a system. Control 2 | Full visibility 4s
Light fuselage
Frame 4 | Struct 4 6s There are three required components:
Minimal life support - need mask
Capacity 12 the cockpit, the sensors, and the
Windowed “visor“ cockpit
reactor. Select these first (see right
Mass 2 | Power Req 1 | Armour 1
Medium fuselage for cockpits and sensors).
Control 2 | Partial visibility 5s
Frame 6 | Struct 6 9s Full life support
Capacity 18 Each component apart from the reactor
requires variable Power, and each
Heavy fuselage Interface Sheath
limb also requires 1 Power per Frame
Mass 4 | Power Req 2 | Armour 2
Frame 8 | Struct 8 12s point to function. You can only finish
Control 4 | No visibility 8s
Capacity 24 construction if you have at least
Full life support
enough Power for the vital systems
Super Heavy fuselage (limbs, cockpit, sensors).
Armoured Battle Core
Frame 10 | Struct 10 15s Mass 4 | Power Req 3 | Armour 3
Capacity 30 Each component takes up Capacity
Control 3 | No visibility 6s
2 ATTACH LIMBS
according to its Mass, 1-for-1.
Full life supp., +1d to Attack
Choose how many, their Frame/Struct
value, and their type (leg or arm).
See following page for a full list of Sensors
reactors and non-vital components.
Basic
Legs support 1 Frame of fuselage per
each leg’s own Frame value - a Frame 4
fuselage requires at least four Frame
3 CALCULATE STATS
Calculate the mech’s
Speed, and Handling.
Total Mass,
Mass 0 | Power Req 1
Rating 1 | ---
1s
1 legs, or two Frame 2 legs, etc. Industrial
Total Mass = the Mass of each Mass 0 | Power Req 1 2s
The fuselage can take arms of a total component, plus the Frame value of Rating 2 | ---
Frame value equal to half its own the fuselage and limbs.
Frame - a Frame 4 fuselage could take Military
up to two Frame 1 arms. Speed = 3, minus the tens digit of the Mass 1 | Power Req 1 3s
mech’s Total Mass (so 2 if TM was 28, Rating 3 | ---
Each limb has a Mass equal to its or 3 if TM was 31, for instance).
Frame/Struct value, and its own Advanced
Capacity equal to Frame x2. Each costs Handling = Speed + cockpit’s Control Mass 1 | Power Req 2 4s
2s per Frame point. rating. Rating 3 | +1d to Target Lock
REACTORS HARDPOINTS | WEAPONS SYSTEMS
Basic (small) Light Machine Gun Improved Coolant
Mass 2 | Power 8 | Volatile 1 6s Mass 1 | Power Req 1 | 3d 3s Mass 1 | Power Req 1 | Fuselage 3s
near/far autofire Overheat track has +3 boxes
Basic (medium)
Mass 4 | Power 14 | Volatile 1 12s Flak Cannon Bulkhead Shielding
Mass 1 | Power Req 1 | 3d 3s Mass 2 | Power Req 0 | Fuselage 3s
Basic (large) tight/close spray Cockpit gets +1 armour
Mass 6 | Power 20 | Volatile 1 18s
Incinerator Combat Actuators
Heavy Industry Mass 1 | Power Req 2 | 4d 5s Mass 2 | Power Req 1 | Limb only 4s
Mass 5 | Power 16 | Volatile 2 10s tight messy autfire burn Power Claws gain: AP quick

Missile Pod Cloaking


Hotrod
15s Mass 2 | Power Req 1 | 4d 5s Mass 2 | Power Req 2 | Fuselage
Mass 3 | Power 20 | Volatile 3 messy indirect breach ordnance Take 1-overheat to activate 6s
invisibility across all sensor
Armour Power Claws spectrums - ends if mech is hit
Light Mass 2 | Power Req 1 | 3d 2s
Mass 1 | Power Req 0 1s tight | Can only install on limb Reflex Circuits
Rating 1 | --- Mass 1 | Power Req 3 | Fuselage
Rocket Launcher Even when you have the lower
4s
Medium Mass 2 | Power Req 1 | 5d 6s Speed, you get to act first
Mass 2 | Power Req 0 2s AP near breach messy ordnance
Rating 2 | --- Boosters
Railgun Mass 1 | Power Req 2 | Legs only
Heavy Mass 3 | Power Req 3 | 4d 5s Take 1-overheat to temporarily
4s
Mass 3 | Power Req 0 3s AP far/ex breach gain +2 Speed
Rating 3 | ---
Heavy Gatling Gun Fortress
You can also add the following upgrades:
Mass 2 | Power Req 2 | 5d 4s Mass 3 | Power Req 3 | Fuselage
6s
Ablative far/ex autofire
Mass -1 | Power Req 0 +1s Take 1-overheat to lock in place
& gain +2 Armour.
Rating +1 | Takes -1 each hit Impact Cannon
9s
4 DETAIL THE MECH
Mass 4 | Power Req 2 | 6d
Camouflaged AP ex messy indirect breach ord.
Mass +1 | Power Req 0 +1s Describe how the mech looks. Is it
Rating +0 | Provides concealment HARDPOINTS | Other a lumbering angular monstrosity?
Sleek and streamlined? Bulbous and
Jump Jets
Stealth asymmetrical? What kind of paint job
Mass +1 | Power Req 1
Mass 2 | Power Req 2 | Fuselage 3s does it have? What kind of silhouette
Rating +0 | Activate for +3s movement jump ordnance does it present? Jot these down on
temporary invisibility its Mech Sheet.
HARDPOINT TAGS
#d: Number of damage dice rolled. COMBAT MOVES
When a move asks you to roll a STAT, such
AP: Armour piercing. This weapon’s hits as PLT, WAR, TEK, or MRC, roll a number
ignore a section’s Armour rating. of d6s (referred to herein as “d“ - 1d,
2d, etc.) equal to its rating. If the roll
Area: Inflicts damage on everyone in its also includes a Mech stat, like [Speed],
area of effect. [Sensors], or [Handling], add the mech’s
rating in that stat to your roll.
Autofire: Take 1-overheat to add area. Take
1-overheat to do +1d. So, if you had PLT 3, and your Mech had
Speed 1, and you were called upon by a move
Breach: This weapon knocks down gates, to roll PLT[Speed], you’d roll 4d.
punches holes through walls, and destroys
cover. Each roll on 1d of a 4, 5, or 6 is a success.
A 1-3 result is a failure. Outcomes vary
Burn: Targets are set ablaze. Damage is from move to move, but generally-speaking,
dealt until fuel is exhausted or fire is if you get at least one success, you just
extinguished. about scrape a success on the move. Extra
successes can be spent to get additional
Indirect: May engage targets that are not benefits.
visible to the operator.
If you get no successes, you fail and
Jump: This hardpoint allows for limited something bad happens. The GM makes one
flight. of their own moves against you (detailed
later).
Messy: Attacks other targets in its area of
effect with -2d. The fiction comes first, and moves are triggered
by the fiction and our conversation around
Movement: This hardpoint allows you to move that. if you’re acting, you don’t select a
the mech through alternative means. move from this list and then describe what
you’re doing - to do something, you have to
Ordnance: When you attack with this weapon, do it. You don’t make the Attack move by
take 2-overheat rather than 1. saying “okay, I guess I Attack“ - you do
it by saying, for instance “okay, I fire my
Quick: When there’s a question of speed, a impact cannon!“
quick weapon acts first, regardless of the
mech’s Speed. If you’re doing something dangerous, and
no other move applies, use the act under
Spray: Spend 1-overheat to attack two pressure move to resolve things.
targets OR do +1d.
See the following page for the list of
moves...
Attack Target Lock Act Under Pressure
When you make an attack against the When you try to get target lock on a When you attempt a dangerous action, say
enemy, pick the weapon or weapons you’re visible enemy, roll WAR[Sensors]. If you what you’re doing and roll...
using, take overheat equal to the number get a success, you have target lock and
of weapons used, and roll their damage gain +1d to Attack that enemy while you ... PLT, if it’s all about the [Speed] or
dice, taking into account any bonus dice. maintain it. Target lock is broken if [Handling] of the mech itself - covering
You also get penalties to the roll for you target another enemy, take a hit to ground, dodging into cover, executing a
each of the following: your sensors, or lose visual for more tough maneuvre.
than a few moments. You may spend extra
- one or both of you is moving quickly: successes 1-for-1 to: ... WAR, if it’s about tactical awareness,
-1d [Sensors], violence, aggression, or brute
- The enemy has partial concealment: -1d - get an additional +1d to attacks against force.
- the enemy has cover: -1d for partial this enemy.
cover, -2d for good cover, -3d for full - paint the enemy as a target for one of ... TEK, if it’s about deploying technical
cover. your comrades; they get +1d to their next expertise; hacking, redirecting Power,
- outside a weapon’s optimal range: -1d attack against this enemy. field repairs, clearing overheat.
per affected weapon. - lock in a specific section of the enemy
mech for 1 hit on your next attack. ... MRC, if it’s about sneaking,
Total the number of successes rolled. scrounging, taunting, or talking your
Each success is a hit. For each hit, roll Overheat way out.
on 2d the mech damage table. When you fill your mech’s overheat track,
clear all overheat. Your mech takes one On a success, you do it, coming under
An attack may be triggered by, or made as internal hit to a random location within enemy fire as established, but you’re
part of, another move. a random section. in a tough spot - the GM will offer you
a choice between a worse outcome or a
Enemy Fire If you’re acting under pressure with TEK cost: overheat, damage, exposure, enemy
When you’re in the open and in the enemy’s to clear 1-overheat, you may spend extra opportunity, etc. After they let you know
sights, or the enemy has target lock on successes to clear additional overheat what this choice is, you may spend any
you, you come under enemy fire - they use 1-for-1. additional successes 1-for-1 to:
their weapons to make an attack against
you just as you would. SITREP - reduce enemy fire by 1d.
When you assess the situation, ask the - avoid one cost, consequence, or bad
Most moves will leave you open to enemy GM a question and roll WAR[Sensors]. On outcome.
fire, particularly if you’re just standing a failure, the GM will tell you something - ask one question as if you had a single
there and attacking, and especially if true, but incomplete. On a success, you success on SITREP.
you fail a roll, but some moves allow get a straightforward answer. You may
you to reduce or avoid it with extra spend extra successes 1-for-1 to: Remember, this is the catch-all move for
successes. when nothing else applies. If a more
- ask an additional or follow-up question. specific move applies, use it instead.
If there’s ever a question of who acts - use the info to set you or an ally up
first, the mech with highest Handling wins with +1d to the next move or attack.
out. Equal Handlings act simultaneously.
MECH DAMAGE TABLE Hardpoint: One random hardpoint takes a ARMOUR
hit.
Section For each point of Armour a section has,
First Hit: Mechanism damaged. -2d to all
2d 1 - 3: Limb 4 - 6: Fuselage rolls with this hardpoint (incl. damage
reduce the hits to it by 1. So if an attack
yielded 4 hits to a 3 Armour fuselage,
rolls).
1 Frame Frame Second Hit: Hardpoint disabled.
only 1 hit would go through to roll on the
external or internal sub-tables.
2 Hardpoint Hardpoint Third Hit: Hardpoint destroyed.
External

Further Hits: Count as Frame hits.


3 Armour Sensors HITS TO NON-EXISTANT LOCATIONS
4 Armour Armour Pilot: The pilot takes harm from impacts, If a component is hit that isn’t present
flying shrapnel, sparking controls, stray in that section (Systems, Hardpoints),
5 Hardpoint Armour bullets, etc. treat it as that component’s Further Hits
condition.
6 Frame Frame
See the Get Hurt move on the following page
1 Struct Pilot for details.
FIELD REPAIRS
For components apart from Armour, the pilot
2 Actuators Struct may attempt to perform field repairs by
Reactor: The reactor is hit.
Internal

3 System Reactor First Hit: Damaged. Lose 1d Power. acting under pressure until the Third Hit
to restore control/durability/etc. Once
4 Actuators System Second Hit: Fuselage takes internal hits
the Third Hit occurs, field repairs won’t
equal to the reactor’s Volatile value (re-
5 Struct Cockpit roll any Reactor results). cut it.
6 Struct Struct Third Hit: Reactor destroyed, mech disabled. WHAT ABOUT PEOPLE?
Further Hits: Count as Struct hits.
Actuators: Limb’s actuators take a hit. What about ‘em. If infantry have the
misfortune of being caught in the crossfire,
First Hit: Actuators damaged. -2d to Sensors: The sensors are hit.
relevant moves. they’re more than likely toast - use the
First Hit: -2d to all rolls involving
Second Hit: Actuators disabled. Cannot move Get Hurt move to see how they fair if
Sensors.
limb. necessary, but it’s best to assume that if
Second Hit: Disabled. Cannot target lock or
Third Hit: Actuators destroyed. Limb you’re attacking an enemy squad, 1 hit = 1
attack at range.
useless. casualty.
Third Hit: Sensors destroyed. Piloting
Further Hits: Count as Struct hits. blind unless the pilot has visibility from
This game doesn’t really care about
the cockpit.
Armour: Reduce section’s Armour by 1. Counts Further Hits: Count as Frame hits. infantry-to-infantry ground combat, but if
as a Frame hit if Armour is 0. you absolutely need to adjudicate it, use
Act Under Pressure to play things out, and
Struct: Reduce section’s Struct by 1. If
Cockpit: The cockpit is hit. make the Attack/Enemy Fire moves followed
Struct reaches 0, this section is destroyed.
First Hit: Pilot takes harm (see right). up by Get Hurt depending on the outcome
Second Hit: Cockpit disabled. Cannot pilot System: A system is hit. instead of turning to the mech damage table.
mech. Stats for infantry-scale weapons are listed
First Hit: System disrupted. -2d to relevant
Third Hit: Cockpit destroyed. later in this document.
moves.
Further Hits: Count as Struct hits. Second Hit: System disabled.
The only infantry-scale weapons that can
Third Hit: System destroyed.
Frame: Reduce section’s Frame by 1. If Further Hits: Count as Struct hits. inflict hits on mechs are those with the
Frame reaches 0, move to internal damage. breach tag. The rest just bounce off.
SIDE MOVES
Get Hurt Bleed
When you the pilot take hits, roll 2d per When you’re still bleeding after taking
hit suffered, modified as follows: hits, roll dice based on your bleeding
wounds and take the highest single result:
- If it’s mech-scale or breach weaponry
and you’re not in the cockpit, roll 4d 1-3: You manage to stay conscious
per hit instead. 4/5: You take a Shock
- If you’re in the cockpit and it has an 6: You pass out.
armour rating, remove 1d per point of
armour. Once you’ve passed-out, you don’t have
- For each pre-existing wound (discounting long before you die due to bloodloss.
Shocks), add 1d. If you’re bleeding, +1d. If one of your allies doesn’t get to you
to stabilise you before the end of the
Then, total the results and consult the battle, you’re toast.
following table:
You can still take further hits while in
Wound Severity this state.
1-7 Shock
8-12 Flesh wound
13-16 Harmful wound
17-19 Grievous wound
20+ Mortal wound
Shock: a brief jolt to the system, enough
to throw you off balance for a moment and
make you see stars, but nothing more.

Flesh wound: scrapes, cuts, shallow


lacerations, 1st - 2nd degree burns.

Harmful wound: deep lacerations,


fractures, breaks, blunt force traumas,
puncture, 3rd degree burns. 1d bleeding.

Grievous wound: amputations, severings,


gouges. 2d bleeding.

Mortal wound: instant death.

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