Autoloader v2
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
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.