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Embryo Machine RPG - EN.2024.13.5

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0% found this document useful (0 votes)
222 views

Embryo Machine RPG - EN.2024.13.5

Uploaded by

Germando
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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EMBRYO MACHINE

RPG

001
001
002
003
004
EMBRYO MACHINE RPG

005
Introduction
About Embryo Machine RPG Basic
This book is a rulebook for a Tabletop Role- <Dice>
Playing Game (TRPG). This game uses only two 10-sided dice
TRPGs are a type of tabletop game. However, (2D10), marked with numbers 0-9. When
there are no winners or losers; the goal is to reading the dice rolls, 0 is treated as 10.
“create a story” through conversations among
multiple participants. <Random Tables>
In a TRPG, one of the participants takes on
the role of the Game Master (GM), managing When the text mentions “rolling on table,”
the progression of the story. The other it means “to roll two dice, use the total sum to
participants become players, managing the reference a table, and determine the outcome.”
actions and speeches of their player characters
(PCs). <Rounded Up>
The GM prepares a scenario in advance. Any fractional part appearing in numerical
This serves as a synopsis for creating the story calculations is always “rounded up.”
together with all participants.
Players create their PCs’ settings and data in Commonly Used Terms
advance, recording them on a designated sheet.
During the session, the GM explains the Here are some of the terms frequently used
situation the PCs are in according to the in this book:
scenario. In response, players declare (roleplay)
how their PCs react or what actions they take. <Session>
Based on these, the GM judges how the world Refers to the period from the start to the end
of the story changes due to the PCs’ reactions of a game.
and actions, and informs the players.
In this repeating process, the story is created
based on the PCs’ actions, sometimes veering <Game Master (GM)>
off the path or encountering unexpected story Indicates the participant responsible for
branches. guiding the story’s progression. Typically, there
This book contains rules for creating such is only one per game.
stories, the specifics of the world, methods for
creating scenarios according to the world view, <Player>
and concrete examples of scenarios. Refers to participants other than the GM. For
this game, around 3-4 players are suitable.
World View and PCs’ Roles
The setting of this work is a fictional world <Character>
reminiscent of medieval Europe. Although it’s A general term for people appearing in the
a fictional world, magic and mythical creatures game.
do not exist. The most significant difference
from the real medieval Europe is the existence <Player Character (PC)>
of robots, known as Embryo Machines (EMs), Indicates a character whose actions and
as strategic weapons. speech are managed by a player.
EMs are weapons discovered from ruins.
They employ tremendous power shift on <Non-Player Character (NPC)>
the battlefield but have a limited operational Indicates a character whose actions and
duration and are not numerous. Therefore, they speech are managed by the GM.
are deployed as decisive weapons only in crucial
battles. <Mech/Machine>
The world is currently in a state of war. Refers to EMs. Their total height is
Across the land, groups owning a few EMs approximately 3-5 meters, with a weight of
repeat battles for significant rewards or about 3-5 tons.
territorial gains. PCs become members of such
EM groups, deepening friendships with their
comrades and striving to rise in this world.

006
Game Preparation The left side corresponds to the Mech Sheet,
and the right side corresponds to the Strategy
The following items are required for a session Sheet.
of this game: The GM should pre-fill the data of the PCs’
enemy mechs on the left side according to the
<10-sided Dice> scenario. During mech combat, write down the
It’s recommended that each participant has actions of the mechs filled in on the left side
two dice. on the Strategy Sheet portion to the immediate
right.
<Writing Tools>
Pencils or mechanical pencils, etc., anything <Pieces/Mini>
that can write or erase numbers or characters. Pieces or minis used to indicate the position
It’s recommended that each participant has one. of each mech on the Battle Map. Cut out and
use the ones included at the end of this book or
<Rulebook> substitute with commercially available figures.
This book. It’s recommended that each The same number of pieces as mechs appearing
participant has one. in the scenario is required.

<Scenario> Game Flow


The outline of the story that will be created A session consists of three parts: Adventure
during the session. The GM should use one Part, Battle Part, and Ending Part.
included in “Chapter 8/Scenario” or create
their own. Other participants should not read <Adventure Part>
the scenario in advance. This part involves creating a story based
on the scenario. Often, the GM will present
<Battle Map> requests such as conquering a base, escorting,
Enlarge the map on the inside cover of this or defeating bandits. The PCs, as members of a
book to A3 size and use it. One map per session mercenary group, will undertake various actions
is required. to resolve these requests.
The GM should pre-draw the terrain with In this game, the climax of the Adventure
colored pens, etc., according to the content of Part must always be a confrontation between
the scenario. the PCs and enemy forces owning EMs. After
this, the session moves to the Battle Part.
<Mech Sheet>
A sheet for managing the data of the mech <Battle Part>
and the PCs. Use the ones included in “Chapter This part involves combat between multiple
9/Resources” or the back cover of this book, mechs. It occurs only once per session. This
enlarged to any preferred size. The same number game is all about “robots fighting each other,”
of sheets as there are players is required. so this part the most focused mechanically. All
If it’s the first session, each player should elements of this game exist solely for this part.
create and fill in the data for their PC and the It can also be enjoyed as a standalone PvP
mech they will pilot in advance. game. In such cases, all game participants
become players, engaging in team battles or
<Strategy Sheet> “last man standing” free-for-all battles (Battle
A sheet for specifying “actions you want Royale).
your mech to perform” in mech combat. Use
the ones included in “Chapter 9/Resources,” <Ending Part>
enlarged to any preferred size. Each player must The GM narrates the conclusion of the
have 1 copy of the Strategy sheet. story in this part. It also processes the PCs’ and
mechs’ data recovery and growth.
<GM’s Mech & Strategy Sheet>
A combined Mech Sheet and Strategy Sheet
for the GM. Use the ones included in “Chapter
9/Appendix,” enlarged to any preferred size.
The required number of copies varies according
to the scenario content.

007
1 Sample Mech Selection

2
Sample Mech Selection…10---How to Read the Data…10---Sample Mech…12---Replay…30

Character Creation
Character Creation…32---Gender…33---Parents’Profession…33---Experience…34---
Placenta Chip Implant…34---EM Origin…35---Cardia Stones…35---

3
Why I Becoming a Mercenary…36---Activation Metal Shape…36---Aptitude…37---
Possessions…38---Combat Skills…39---Personality…39---Replay…40

Adventure Part
What is the Adventure Part?…42---Flow of the Adventure Part…42---Action Checks…42

4
Mech Activation…44---Cardia Stone and Trading…45---Shopping…45---Mech Repair…45
Replay…46

Battle Part
What is the Battle Part?…50---Prepare the Battle Map…50---Victory Conditions…51---
Insight…52---Flow of Combat…52---Round Details…53---Movement…55---

5
Ranged Attack…57---Melee Attack…61---Special Actions…62---Aim…63---
Charged Attack…65---Continuous Actions…64---Combat Skills…65---GM Guide…68---
PvP…68---Replay…69---

Ending Part
What is the Ending Part?…74---Disarmament…74---Buying and Selling…74---
Mech Repair and Character Recovery…75---Character Growth…75---Replay…75

6 Mech Creation
What is Mech Creation?…78---Armament Rank B…80---Armament Rank A…85---

7
Replay…90---

World Guide
Geography…92---Culture…94---Ruins and the Great Regression…94---War…94---
Embryo Machines…96---Mercenaries…98---Latio Religion…100---Timeline…101---
Baltrold Empire…102---Gordios Kingdom…104---Wistaria Kingdom…106---

8
Surslite Theocracy…108---Minor Nations Union…110---Aitria Tribe Settlement…112---
Other NPC…114---

Scenario
Village Liberation…116---Ruins Exploration…118---New Model Capture…120---
Princess Abduction…122---Escaping Escort…124---Base Capture…126---

9
Base Defense…128---Prison Escape…130---Drug Epidemic…132---Common Name…134---

Resource
Mech Data for NPC…136---GM Mech - Strategy Sheet…140---Fumble Table…141---
Mech - Character Sheet…142---Strategy Sheet…143---Armament Rank B…144---
Armament Rank A…145---Afterword…146---
Sample Mech Selection
9 Sample Mech and How to Read the Data
1 Sample Mech Selection
The main characters of this game are
undoubtedly the Embryo Machines. It’s not
an exaggeration to say that every element of
the game exists to focus on mech combat.
First enlarge and copy the Mech Sheet in
“Chapter 9/Resources,” and then transfer the
contents of the chosen Sample Mech onto
it using a pencil. This allows you to modify
Therefore, when starting a session in this game, the contents of the Mech Sheet according to
“the data of the EM that the PC will pilot” is changes in armament.
determined first. If you’re in a hurry and late for the session,
Players new to this game should choose you may also simply enlarge and use the chosen
from the Sample Mech Sheets included in this Sample Mech in the book as is.
chapter. A Sample Mech is a Mech Sheet that
has been pre-filled with data.

How to Read the Data


Here’s how to read the data on the Mech Sheet. For more details, refer to “Chapter 4/Battle Part.”

1 Sample Mech 5

1Tortohan A medium-sized, lightly armored mech equipped


7
10
9
8
Tortohan

15 Motion Sensor
14
6

16 14
70
1
13
with numerous deadly melee weapons
11 6 8

12 12 12 22
Axe 16 Axe
Medium Laser
17 Pile Bunker
Motion Sensor
Pile Bunker

21
12 12

2 18 Vernier Vernier
20
Energy Ammunition
19 Energy Ammunition

Medium Laser Shoot Optimal 3~4 16,14,12 E2


Axe Melee Effective 1 20,19,18 -
Pile Bunker Melee Effective 1 25,21,21 - Can be used 1 per battle.

23 24 25 26 27 28

3 This mech is the icon of the Belcanix Republic,


4 Its true potential is in close combat. Use the
a dictatorship that serves as the military core of Verniers to close in on the enemy and strike with
Tactics
Background

Small Nations Union.


Originally, similar mechs were also under
the Axes. Its high mobility allows it to cling to
fleeing enemies. If the enemy dare to engages in See Page 32 for Character Creation
different names in neighboring countries. melee, strike them down with the Pile Bunker.
However, due to the remarkable achievements
of the Belcanix military, this mech came to be
commonly referred to by its current name.
Its ability to gracefully leap across the
battlefield and the axes mounted on both arms Skills Recommendation:
are distinctive, giving rise to its name, which ◼ Sniper
Skills

means “Turkey.” ◼ Wide View

020 5 021

010
1.Name: The name of the mech.
2.Appearance: The visual representation of the
mech.
3..Background: The mech’s position in the world

6.Player Name: The section for writing the name


of the player using this Sample Mech.
of this game.
4.Tactics: Guidelines for combat with this mech.
5.Recommendation: The “Combat Skills” (see
page 65) recommended for pilots of this mech.

16.Part Armor: A numerical value representing


how tough each part is.
1
7.Code Name: The mech’s abbreviation. Used Determined by the Armor Weight. If a part
in mech combat. Symbols such as A1, A2, receives damage exceeding its Part Armor value
etc., are freely devised by the GM or the player at once, one of the Armaments mounted on
themselves and noted. that part is damaged.
8.Name: The name of the mech. 17.Armament: The weapons and ammunition,
9.Size: The size of the mech, with five levels: SS/ etc., equipped on the mech.
S/M/L/LL. SS corresponds to a total height of 18.Slots: Places where Armaments can be
about 3 meters, LL to about 5 meters. mounted.
10.Armor Weight: The weight and thickness of Number of Slots: The number of slots
the armor, with three levels: Light/Medium/ provided in each part. Determined by the Size.
Heavy. 19.Part Number: The number of the slot where
11.Mobility: A numerical value representing the the armament is mounted.
distance the mech can move within a certain 20.Ammo Checkboxes: Checkboxes to manage
time. Determined by the Size and Armor Weight. ammunition consumption. Used only when
12.Evasion: A numerical value showing how ammunition is mounted in the slot. When
difficult it is to hit the mech when targeted by ammunition is consumed, fill in the checkboxes
an attack. Determined by the Size and Armor corresponding to the amount consumed (see
Weight. page 58).
13.Durability: A numerical value representing 21.Damaged Checkboxes: Checkboxes to
how much damage the mech can withstand. manage the state of Armaments. Fill in the
Determined by the size and armor weight. checkbox only when the Armament mounted in
14.Damage: The place to cumulatively and write that slot is destroyed (see page 60).
down the damage received through combat. A 22.Part Loss Checkboxes: Checkboxes to manage
mech whose total damage exceeds its Durability the condition of parts. When all Armaments
value, the mech becomes disabled. mounted in that part have been destroyed, and
15.Parts: The major parts of the mech, divided the part receives damage exceeding its Armor
into six: Head/Body/Left-Right Arm/Left- value, the part itself is destroyed. This is called a
Right Foot. The numbers in parentheses ( ) Part Loss, and filling in the checkbox represents
correspond to the Hit Location Table for each this state (see page 60).
part (see page 60).

23.Name: The name of the armament. it is to hit with ranged attacks.


24.Type: Represents whether the armament is a Effective Range: is the distance at which it’s
ranged weapon, a melee weapon, or other. possible to hit the target with the Armament. If
Ranged: fire projectiles or energy at distant the distance to the target is even slightly beyond
targets. this value, a Hit Check cannot be made.
Melee: directly hit close targets with bludgeons 26.Damage: The amount of damage that can be
or blades. dealt, classified into three levels: A/B/C, based
25.Range: The effective range of the armament. on “how well it hit.”
Classified into two types: optimal range and 27.Ammo: The type and amount of ammunition
effective range. consumed when using the armament. Some
Optimal Range: is the distance at which it’s armaments do not consume ammunition.
easiest to hit the target with the Armament. The 28.Notes: Additional explanations about the
further the distance from this value, the harder armament.

011
1 Sample Mech 1

Arachne
A small, medium-armored mech specialized in
ambush tactics.

A very peculiar machine unearth by the This machine is equipped with specific type
Gordios Kingdom. It’s named after the spider of Armaments. Avoid direct confrontations;
Tactics
Background

due to its ability to maneuver swiftly across the instead, focus on placing Land Mines and moving
battlefield, scattering Land Mines and lying in around. Using the Anchors to drag enemies into
wait for its prey. The Anchors it shoots, which Coordinates with Land Mines can also be an
entangle the enemy, resemble spider silk itself. effective strategy.
In certain terrains, it proves to be extremely
effective. A veteran soldier once said that “with
one Arachne, I could double my kill counts” and
easily achieved just that. Skills Recommendation:
◼ Camouflage
Skills

◼ Fast Deploy

012
6
Arachne

7 Vulcan
22
80
1
15 15
Long Ranged Missile 19 Mace
Land Mine
Missile Ammunition Anchor
Land Mine

15 15
Vernier Vernier

Land Mine Special - 20 - Set up mines, up to 5 times.

Long Ranged Missile Shoot Optimal 8~9 18,14,10 M3 Attack without clear line of fire.

Mace Melee Effective 1 20,20,16 -


Anchor Shoot Effective 1~3 0,0,0 - Drag the target to you.

013
1 Sample Mech 2

Argyros
A balanced, medium-sized, medium-armored
machine for both offense and defense.

The most commonly seen medium-sized Equipped with a variety of Armament, it can
mech in the Gordios Kingdom. By leveraging attack enemies at any range. However, losing just
Tactics
Background

tactics centered around this mech, the Gordios one piece of Armament can significantly narrow
Kingdom has achieved unprecedented expansion down its action choices, so always try to maintain
in borders and territory. It’s a very well-balanced a distance that disadvantages your opponent.
machine, making it popular not only within the
Gordios Kingdom but in many other countries
as well.
Its knightly appearance has also made it a
favorite among royals and nobles. The mech’s Skills Recommendation:
name, meaning “Silver,” comes from its shining ◼ Targeting Parts
Skills

armor. ◼ Maximum Output

014
5
Argyros

6
17
Energy Ammunition
85
1
15 15
Lance 19 Medium Laser
Vernier
Energy Ammunition Energy Ammunition
Vernier

15 15
Machine Gun Short Ranged Missile

Bullet Ammunition Missile Ammunition

Machine Gun Shoot Optimal 2~4 18,14,14 B2


Short Ranged Missile Shoot Optimal 5~6 18,14,10 M3 Attack without clear line of fire.

Lance Melee Effective 2~3 17,13,13 -


Medium Laser Shoot Optimal 3~4 16,14,12 E2

015
1 Sample Mech 3

Visner Grom
A large, medium-armored mech specialized in long-
range support.

This is the favorite mech of Baltrold Empire. The Rocket Launcher is powerful, but hitting
Equipped with high-destructive weapons like targets with this Armament can be challenging.
Tactics
Background

Rocket Launchers and Sniper Rifles, it serves as Use the Large and Medium Lasers to harass the
a artillery-like role in both siege and defenses. enemy, and skillfully lure them into the optimal
The rumble it makes when advancing and the range of your Rocket Launcher.
consecutive cannonades during combat have
earned it the name meaning “Spring Thunder.”
All the personal guard of Tzvarough I, the
Emperor of the Baltrold Empire, are using the
modified versions of this model. Skills Recommendation:
◼ Wide Range:
Skills

Short
◼ Quality Up

016
3
Visner Grom

5 Medium Laser
17
95
1
Energy Ammunition

15 15
Rocket Launcher 19 Sniper Rifle
Large Laser
Rocket Ammunition Bullet Ammunition
Energy Ammunition
Rocket Ammunition Bullet Ammunition

15 15
Energy Ammunition Energy Ammunition

Vernier Vernier

Medium Laser Shoot Optimal 3~4 16,14,12 E2


Large Laser Shoot Optimal 4~5 18,16,14 E3 Attack without clear line of fire.

Rocket Launcher Shoot Optimal 7 22,22,18 R4


Sniper Rifle Shoot Optimal 9~11 19,15,15 B3

017
1 Sample Mech 4

Zimmer Goria
A small, heavily armored mech adept at both
bombardment and close combat.

Primarily found in the Baltrold Empire, this Despite its small and agile build, it boasts
machine fires Rocket Launcher from far away high Durability and Armor. Fearlessly close the
Tactics
Background

before slashing in with its blade. Then, utilizing distance with your Verniers and launch into
its thick armor, it continues to swing its blade, melee attacks. For enemies trying to flee, you can
undeterred by enemy counterattacks... The use the Rocket Launcher from the rear to deal
fierceness of its combat style is exactly what significant damage.
inspired its name, “Winter Storm.”
While requiring considerable skill to master,
this machine is known for its high survival rate
due to its main weapon, the blade, which never Skills Recommendation:
runs out of ammo, and its thick armor. ◼ Sniper
Skills

◼ Quality Up

018
5
Zimmer Goria

5 Motion Sensor
20
95
1
18 18
Blade 19 Rocket Launcher
Large Laser
Energy Ammunition Rocket Ammunition
Motion Sensor

18 18
Vernier Vernier

Large Laser Shoot Optimal 4~5 18,16,14 E3


Blade Melee Effective 1~2 18,16,14 -
Rocket Launcher Shoot Optimal 7 22,22,18 R4

019
1 Sample Mech 5

Tortohan
A medium-sized, lightly armored mech equipped
with numerous deadly melee weapons

This mech is the icon of the Belcanix Republic, Its true potential is in close combat. Use the
a dictatorship that serves as the military core of Verniers to close in on the enemy and strike with
Tactics
Background

Minor Nations Union. the Axes. Its high mobility allows it to cling to
Originally, similar mechs were also under fleeing enemies. If the enemy dare to engages in
different names in neighboring countries. melee, strike them down with the Pile Bunker.
However, due to the remarkable achievements
of the Belcanix military, this mech came to be
commonly referred to by its current name.
Its ability to gracefully leap across the
battlefield and the axes mounted on both arms Skills Recommendation:
are distinctive, giving rise to its name, which ◼ Sniper
Skills

means “Turkey.” ◼ Wide View

020
6
Tortohan

8 Motion Sensor
14
70
1
12 12
Axe 16 Axe
Medium Laser
Pile Bunker Pile Bunker
Motion Sensor

12 12
Vernier Vernier

Energy Ammunition Energy Ammunition

Medium Laser Shoot Optimal 3~4 16,14,12 E2


Axe Melee Effective 1 20,19,18 -
Pile Bunker Melee Effective 1 25,21,21 - Can be used 1 per battle.

021
1 Sample Mech 6

Hystrix
A large, heavily armored mech capable of engaging
enemies at all ranges

The “Porcupine” from the Gordios Kingdom Utilize its dual Missile Launchers to support
is a mech unearthed and fine-tuned for battle, allies from the rear. If enemies get close, you can
Tactics
Background

armored with a vast array of missile weaponry either use the Gatling Gun or create distance
and assault Spikes covering its entire body. with Wheels. The ace up its sleeve is a Charge
While charges on the battlefield are often seen that leverages its Size and Armor Weight.
as reckless, this mech possesses the necessary
agility to make such tactics successful, the mass
to amplify its destructive power, and the armor
and durability to return from deep within enemy
lines unscathed. Its sturdy and practical design Skills Recommendation:
has earned high praise from mercenaries and ◼ Special Attack
Skills

veterans alike, making it a beloved choice in ◼ Weakness Detection


battlefields across the lands.

022
3
Hystrix

3 Spike
20
105
1
18 18
Short Ranged Missile 22 Long Ranged Missile
Gatling Gun
Missile Ammunition Missile Ammunition
Bullet Ammunition
Missile Ammunition Missile Ammunition

23 23
Wheel Wheel

Shield Shield

Gatling Gun Shoot Optimal 3~5 20,16,16 B3


Short Ranged Missile Shoot Optimal 5~6 18,14,10 M3 Attack without clear line of fire.

Long Ranged Missile Shoot Optimal 8~9 18,14,10 M3 Attack without clear line of fire.

Spike - - - - Charge damage +5.

023
1 Sample Mech 7

Fornisse
A small, lightly armored mech with exceptional
mobility and evasion capabilities

This small and lightly armored mech is When in motion, it is nearly impossible for
primarily unearthed by the Minor Nations enemy gunfire to hit it. Continuously moving
Tactics
Background

Union. Designed for high mobility, it excels in around the battlefield, it can disrupt enemies and
reconnaissance missions. Even if detected by assist allies by creating chaos. Additionally, it is
the enemy, capturing this nimble ‘Fornisse’ is no highly effective to unexpectedly close in on an
easy feat. Equipped with a few yet formidable enemy and launch a melee attack.
weapons, its distinctive features have earned it
the moniker “Bumblebee.”
Highly esteemed by numerous knightly orders
and mercenary bands, it’s a staple in any large Skills Recommendation:
military force, ensuring at least one is always ◼ Fast Reaction
Skills

deployed. ◼ Wide View

024
7
Fornisse

10 Motion Sensor
14
60
1
12 12
Heat Sword 12 Medium Laser
Motion Sensor
Energy Ammunition Energy Ammunition

12 12
Vernier Vernier

Medium Laser Shoot Optimal 3~4 16,14,12 E2


Heat Sword Melee Effective 1~2 20,18,16 -

025
1 Sample Mech 8

L u m i è r e d e l ’O r a g e
A large, lightly armored mech equipped with energy
weapons throughout

A common sight in the central regions, Although it lacks the power of a single
this mech never runs out of ammo, thanks to devastating strike, this mech is capable of
Tactics
Background

its abundant supply of energy weapons and consistently dealing damage to the enemy. It has
energy ammunition. Its mobility is notably high, high mobility, so it’s advisable to keep moving
allowing it to unleash barrages of energy attacks and target multiple enemies without fixating on
and then—like a streak of light itself—swiftly any specific one.
close in on the enemy. It often employs tactics
that involve elegant assaults with its gleaming
melee weapons.
Named after the “Storm of Light,” this Skills Recommendation:
mech’s designation reflects its battle strategies ◼ Targeting Parts
Skills

and striking appearance. ◼ Maximum Output

026
5
Lumière de l’Orage

7 Small Laser
14
75
1
Energy Ammunition

12 12
Heat Sword 16 Heat Sword
Large Laser
Energy Ammunition Energy Ammunition
Energy Ammunition
Energy Ammunition Energy Ammunition

12 12
Medium Laser Medium Laser

Energy Ammunition Energy Ammunition

Small Laser Shoot Optimal 2~3 14,12,10 E1


Medium Laser Shoot Optimal 3~4 16,14,12 E2
Large Laser Shoot Optimal 4~5 18,16,14 E3
Heat Sword Melee Effective 1~2 20,18,16 -

027
1 Sample Mech 9

Loup-Garou
A medium-sized, heavily armored mech designed to
target and damage enemy weapons in close combat

A grotesque mech unearthed in the Wistaria With its high Durability, approach enemies
Kingdom, its appearance reminiscent of a wild and look for opportunities for melee attacks.
Tactics
Background

beast and its tactics utterly reckless, instilling Using Wheels should allow you to get close to
profound terror in its enemies. Hence, it was even distant enemies. Flexibly change your target
aptly named after the “Werewolf.” and use tricky maneuvers to strike with the Pile
Favored by rebels and bandits, it is, however, Bunker.
poorly equipped with ranged weapons and is
hardly considered user-friendly. Piloting this
beast requires either a mind capable of coolly
analyzing enemy movements or—a fitting trait Skills Recommendation:
for its ferocious exterior—a raw, wild instinct. ◼ Sniper
Skills

◼ Maximum Output

028
4
Loup-Garou

4 Motion Sensor
20
100
1
18 18
Pile Bunker 22 Machine Gun
Motion Sensor
Pile Bunker Bullet Ammunition
Spike

18 18
Claw Claw

Wheel Wheel

Pile Bunker Melee Effective 1 25,21,21 - Can be used 1 per battle.

Claw Melee Effective 1 14,10,10 - Part Armor -5.

Machine Gun Shoot Optimal 2~4 18,14,14 B2

029
1 Replay - Sample Mech Selection

GM Let's get into the "Embryo Machine RPG"


using a replay format, where we summarize
what playing this game actually looks like.
E-kun (hereafter E) and B-chan (hereafter B),
are you ready?
B So if your prediction is off, you can't get close
enough to land a melee attack.
E Which mechs are beginner friendly?
GM Let's take them one by one. First, Arachne, but
E&B Let's do this! its Armament is a bit special. Land Mines and
Anchors can be difficult to play until you're
GM Great, let's start. We begin with selecting a used to them.
Sample Mech.
E What about Argyros?
E Isn't it normal in TRPGs to decide on a
character first? GM It’s a Medium Size and armor type. It’s versatile
with its many weapons and can engage enemies
B Right? A character is like the player’s avatar... at any distance, making it relatively easy to play.
GM Embryo Machine RPG is primarily focused B What about Visner Grom?
on mech combat. While deciding what kind of
character you want to play is important, what's GM That's also easy to handle. It keeps distance
even more important is choosing which mech from the enemy and specializes in long-
you want to pilot into battle. range attacks. Hystrix has the same features. I
recommend it.
B I see.
E Zimmer Goria sounds difficult.
GM Once you're familiar with the rules, you can
build your mech from scratch, but for now, GM Yes, but it has thick armor, so you can move
choose from one of the Sample Mechs. without worrying about damage from enemies.
Loup-Garou has the same advantage.
E It's my first time, so... which mech should I go
for? B Small and melee-focused mechs are hard to
master, right? Then Tortohan and Fornisse
B Are there advantages or disadvantages to each too...?
mech?
GM They're a bit challenging. However, using
GM Some battlefield might offer advantages or their high Mobility to freely move around the
disadvantages, but generally, no. All mechs are battlefield is fun. Even if they're a bit hard to
created equal. For instance, an LL Size Heavy play, they're not unplayable, and you can still
armored mech versus an SS Size Light armored fight effectively with them, so trying them out
mech in a one-on-one fight doesn’t necessarily is also an option.
mean the former will win.
E Finally, Lumière de l'Orage.
E So, are there mechs that are easier or harder
to play? GM That’s definitely beginner-friendly. It's lightly
armored, so it gets its Armaments damaged
GM There's a slight difference. Smaller and lighter quickly, but since it's loaded with energy
mechs might be tougher for beginners to weapons and ammunition, you don't need to
handle. worry too much about weapon damage.
B Why is that? E I think I got the gist of it. Tough choice... but a
GM Smaller, lighter mechs have higher Mobility, man's gotta go melee. I'll choose Loup-Garou!
which means they have more actions to choose B Bold choice (laughs). Then I'll follow the GM's
from. They can close in on the enemy quickly recommendation and pick Hystrix.
or escape just as fast, maintaining or changing
the distance easily. This increases the number GM Once you've transferred the chosen mech's
of choices for which weapons to use for data onto your Mech Sheet, that concludes our
shooting or melee attacks. selection of Sample Mechs.
B More options mean more things to think
about. So, it's harder for beginners.
GM Exactly. Also, mechs that specialize in melee
attacks might be tricky for beginners.
E Melee attacks are like slashing with a Heat
Sword or a Lance, right?
GM Getting close enough to hit the enemy is tough.
Embryo Machine RPG is all about predicting
enemy and ally movements.

030
Character Creation
Aptitude and Personal of EM Pilot
2
Character Creation
After selecting a Sample Mech or completing their own custom mech, players will next create their own
character.
When creating a character, you’ll fill in data and background on the lower half of the Mech Sheet. This
chapter explains the rules and methods for doing so.

1 3 12
2 4
5 6
16
7 8
9
10 11
13 14 15

1.Name: You can freely decide. 11.Activation Metal: The shape of the Activation
2.Gender: Choose either male or female. Metal needed to start the EM. It has a one-to-
3.Age: Ideally between 15 and 65 years old. one relationship with the mech and cannot be
4.Affiliation: The name of the mercenary group used with others. Each PC must possess exactly
you belong to. Discuss and freely decide on one one.
with all players. 12.Injury: Checkboxes to manage physical health.
5.Parents’ Profession: The professions of There are two types: physical and mental injuries,
both father and mother. This influences the each managed under separate categories. During
character’s Aptitude. a session, if you sustain physical or mental
6.Experience: Represents how you spent your injuries, you fill in the checkboxes according to
childhood and adolescence. Influences the the severity.
character’s Aptitude. 13.Aptitude: Indicates how much talent or skill a
7.Placenta Chip: “Yes” means you have character has in various sections. The number of
undergone enhancement surgery to improve filled checkboxes represents the Aptitude value.
your abilities as a pilot, “No” means you have 14.Combat Skills: Abilities obtained through
not. However, you cannot choose “Yes” unless Aptitude. Useful in mech combat.
your gender is female. 15.Possessions: Checkboxes to manage character’s
8.EM Origin: How you came to possess your inventory. All characters initially possess a travel
EM. kit, food, and a sword. Other possessions are
9.Why I Becoming a Mercenary: Why you obtained as Aptitude values increase. Check the
became a mercenary. corresponding checkbox when you acquire a
10.Cardia Stones: The number of Cardia stones possession.
you possess. They fuel EMs but are also used as 16.Illustration: Space to draw a character
a currency among mercenaries. illustration. It can also be used as a note section.

032
2
Gender
Choose the gender of your character from However, you cannot implant a Placenta Chip
male or female and mark the corresponding unless you are female (see page 34).
circle on the Mech Sheet in the gender section. Even if you are female, you are not required
The progression of the session will not to get a Placenta Chip implant.
be advantaged or disadvantaged by gender.

Parents’ Profession
Roll once for each of your parents on the childhood.
“Parents’ Profession Table” and write the By this point, two checkboxes for the father’s
results in the Parents’ Profession Section of the profession and two checkboxes for the mother’s
Mech Sheet. profession, for a total of four (4) checkboxes,
Each parent’s profession is associated with should be filled in.
two Aptitudes. Check the corresponding Instead of rolling on the “Parents’ Profession
Aptitudes and fill in one checkbox from left Table,” you may choose any result from the
to right in the Aptitude section of the Mech table. However, in this case, be sure to obtain
Sheet for each relevant datas. This represents the GM’s permission.
inheriting talents from your parents or receiving
education and training from them during

Parents’Profession Table
Dice Profession Aptitude Details
2 EM Pilot Mechanic Medic Mercenary who piloted EMs.
3 Tomb Raider Academic Scout Tomb raider who excavated relics from ruins.
4 Bandit Soldier Commander Bandit who attacked people.
5 Prostitute Counselor Commander Was involved in prostitution.
6 Thief Scout Mechanic Engaged in pickpocketing and burglary.
7 Performer Scout Counselor A traveling performer, circus.
8 Soldier Soldier Medic Serve in a regular army.
9 Apothecary Scout Medic Made medicines and provided healing.
10 Hunter Soldier Scout Lived the hunter gatherer lifestyle.
11 Farmer Soldier Counselor Farming and livestock breeding.
12 Craftsman Mechanic Commander Specialized in carpentry, blacksmithing,...
13 Merchant Academic Commander Sold goods and do business.
14 Servant Counselor Mechanic Serve knights or nobles house.
15 Doctor Academic Medic Working in a clinic or hospital.
16 Fortune Teller Counselor Medic Hired by townsfolk or nobility to predict good or bad fortune.
17 Sailor Soldier Mechanic Worked at sea and operated ships.
18 Priest Academic Counselor A clergyman, devoted to a religion.
19 Engineer Academic Mechanic Specialized in EMs, machinery,...
20 Noble Commander Commander Person of high status and wealth.

033
2
Experience
Roll once for both childhood and teenage on eight (8) checkboxes, should be filled in.
the “Experience Table,” and write the results in the You may choose any result from the “Experience
Experience section of the Mech Sheet. Table” without rolling, but in that case, you must
Each experience is associated with two Aptitudes. obtain GM’s permission first.
Fill in one checkbox for each of these Aptitudes. This The results of the “Experience Table” indicate
represents “talents blooming due to circumstances or vague circumstances or experiences. Players are
experience” or “learned skills.” free to determine more specific circumstances or
By now, two checkboxes for the father’s profession, experiences based on the content of the “Experience
two for the mother’s profession, two for childhood Table.”
experiences, and two for teenage experiences, totaling

Experience Table
Dice Experience Aptitude Details
2 Pilot Training Mechanic Medic Received training from the military or mercenaries.
3 Combat Training Soldier Commander Received combat training from the military or mercenaries.
4 Cause Hatred Scout Commander Cause hatred from those around or those in power.
5 Prison Time Scout Counselor Was captured as a criminal and imprisoned.
6 Discrimination Soldier Counselor Discrimination from those around or those in power.
7 Wandered Scout Academic Wandered various places.
8 Illness Academic Medic Contracted a life-threatening illness.
9 Large City Mechanic Commander Spent time in a capital or other large city.
10 Battlefield Soldier Mechanic Exposed to war or on the battlefield itself.
11 Village Counselor Medic Lived in rural or fishing villages.
12 Nature Soldier Scout Surrounded by nature, such as forests, mountains, or sea.
13 Made Enemies Soldier Medic Experienced actions that were unforgivable.
14 Lost Family Scout Mechanic Lost family due to accidents, war, or crime.
15 Formal Education Academic Mechanic Received advanced education in private or public schools.
16 Lost Property Scout Medic Lost property due to accidents, war, or crime.
17 Religion Academic Counselor Worked at a church and religious activities.
18 Love Counselor Commander Met someone who changed your life.
19 Received a Favor Medic Commander Was given a huge loan or a position, or had your life saved.
20 Nobility Commander Academic Lived among the high-status nobility.

Placenta Chip Implant


The Placenta Chip is a chip implanted in one Combat Skill related to piloting from the
the spine of a pilot through surgery. Female available options (see page 39). This represents
pilots with this chip implanted enhance their “improved piloting abilities due to the Placenta
ability to interface with the mech, improving Chip.”
their piloting skills. However, it also has the At the start of the session, characters who
downside of causing mental instability. have chosen “Yes” for the Placenta Chip start
Choose either “Yes” or “No” for the with Minor mental injuries. Fill in the checkbox
presence of a Placenta Chip on the Mech Sheet for Minor mental injuries in the Injury section
and mark it. Note that “Yes” cannot be selected of the Mech Sheet. Thereafter, this character’s
unless the gender is female. Minor mental injuries can’t not be cure or
If “Yes” is chosen, you can select and acquire remove.
034
2
EM Origin
Roll on the “EM Origin Table” and record obtain GM’s permission.
the result in the EM Origin section of the Mech Like the “Experience Table,” the details from the
Sheet. This result does not confer any advantage or “EM Origin Table” are vague. Players are free to
disadvantage in the progression of the session. determine the specific background on how the EM
You may choose any result from the “EM Origin was acquired.
Table” without rolling, but in that case, you must

EM Origin Table
Dice Origin Details
2 Given by a mysterious person The PC doesn't know who gave it to them.
3 Stolen from a mercenary By stealing from another mercenary.
4 Can't remember Due to amnesia or somehow came into possession of it without knowing.
5 Borrowed from a researcher Borrowed from an EM or ancient history researcher.
6 Borrowed from a mercenary Borrowed from another mercenary or PC.
7 Stolen from the army By stealing from the military.
8 Purchased from an excavator Purchased from someone who excavated EMs.
9 Inherited from a relative Passed down from a parent, sibling, or clan leader.
10 Given by a mercenary Transferred from another mercenary or PC.
11 Excavated from a ruin Excavated from a ruin by the PC themselves.
12 Given by a person in power Given by a noble or military officer.
13 Found on the battlefield Found discarded on the battlefield.
14 Purchased from a mercenary Purchased from another mercenary or PC.
15 Borrowed from the army Borrowed from the military.
16 Given by a researcher Given by an EM or ancient history researcher.
17 Was a family heirloom Was in possession of a deceased parent or sibling.
18 Purchased from a merchant Purchased from a arms dealer.
19 Inherited from an excavator Transferred from someone who excavated EMs.
20 Given by the country Given by the state as a reward or honor.

Cardia Stones
Cardia Stones are the fuel for EMs and are also containers. In Velm, there are also special wooden
used as a currency among mercenaries. boxes designed to store up to ten units of Cardia
The amount needed to activate an EM once is Stones.
counted as one unit. One unit is the size of an egg The number of Cardia Stones at the character
(about 500 grams). creation stage is the same for every character, which
One unit of Cardia Stone is roughly equivalent is three. Write 3 in the Cardia Stones section of the
to ten gold coins in currency. One gold coin Mech Sheet.
corresponds to the living expenses (food, lodging,
etc.) of an adult for one to two days, making Cardia
Stones a very valuable commodity.
PCs carry Cardia Stones in leather bags or similar

035
2
Why I Becoming a Mercenary
Roll on the “Why I Becoming a Mercenary You may choose any result from the “Why I
Table” and write the result in the Why I Becoming Becoming a Mercenary Table” without rolling, but in
a Mercenary section of the Mech Sheet. This result that case, you must obtain GM’s permission.
does not affect the session, nor does it alter specific Like the “Experience Table,” the results from the
data or impact numerical calculations. This data is “Why I Becoming a Mercenary Table” are vague.
purely for deepening the character’s background and Players are free to determine the specific reasons
clarifying their persona. their characters became mercenaries.

Why I Becoming a Mercenary Table


Dice Reason Details
2 Out of necessity Being blackmailed by one of the PCs (optional) and reluctantly cooperating.
3 To fulfill a duty of loyalty Serving a person (can be a PC) and fighting for that person's cause.
4 To satisfy the blood thirst Would have become a criminal if not for the war and EMs.
5 To fulfill an obligation A favor from someone (can be a PC) and fighting to repay that kindness.
6 To find a master Seeking to find and serve a great person.
7 To search for a specific EM A EM was stolen, and they've been ordered to retrieve it.
8 For training Desiring to improve oneself both physically and mentally.
9 To become rich fast Aspiring to a luxurious and flashy lifestyle.
10 To support a family Earning the necessary funds for the family's livelihood.
11 To have one's own country Aim to create a peaceful country without war.
12 To help people Wanting to end the war as soon as possible with their own strength.
13 To gain honor and fame Desiring to be recognized by society and acquaintances.
14 To broaden one's horizons Wishing to travel the world to deepen knowledge and experience.
15 For revenge Holding a deep grudge against someone, who was an EM pilot.
16 To reunite with a loved one Hoping to reunite with a long-lost person by making a name for themselves.
17 A way of life Simply delighted to be a mercenary.
18 To experience the zest of life Only feeling alive while piloting and fighting in an EM.
19 To overthrow the regime Feeling indignant about the tyrannical rule of a major power (optional).
20 Out of love Deeply admiring one of the PCs (optional).

Activation Metal Shape


The Activation Metal is necessary for starting to their preference. For more details, refer to
an EM and is a thumb-sized spherical metal “Chapter 7/World Guide.”
lump. Each EM has a unique Activation Metal, Roll on the “Activation Metal Shape Table”
and one cannot start a different EM with and record the result in the Shape of the
another’s Activation Metal. It acts as a key to start Activation Metal section of the Mech Sheet.
the EM, but there’s no keyhole in the cockpit; This result does not confer any advantage or
possessing the corresponding Activation Metal disadvantage in the session.
alone allows the pilot to activate the EM. You may choose any result from the
Since the shape of the Activation Metal can “Activation Metal Shape Table” without
be modified, characters who are EM riders rolling, but in that case, you must obtain GM’s
usually possess an Activation Metal shaped permission.
036
Activation Metal Shape Table

2
Dice Shape Details
2 Prosthetic Eye Embedded in the eye socket. It's a prosthetic eye, visible from the outside.
3 Dental Prosthesis Shaped into dental prosthesis. The position and number of teeth are customizable.
4 Earring Shaped into a stake or hoop earring. The placement is flexible.
5 Shoulder Pad Attached to a shoulder pad.
6 Hair Ornament / Crown Crafted into a hair ornament or crown.
7 Gauntlet Fitted onto a gauntlet.
8 Ear Ornament Made into an earring.
9 Coin Shaped into a coin-like object. Cannot be used as actual currency.
10 Necklace Crafted into a pendant or necklace.
11 Unprocessed Possessed in its unprocessed form, shaped like a sphere the size of a thumb.
12 Ring Set into a ring, or the ring itself.
13 Bracelet Attached to a bracelet, or the bracelet itself.
14 Brooch Set into a brooch, or the brooch itself.
15 Weapon Incorporated into the hilt or blade of a weapon.
16 Belt Processed into a belt buckle.
17 Chain Shaped into a chain, about the length from elbow to the tips of their fingers.
18 Plate Processed into a card-shaped plate.
19 Glasses Incorporated into the frame of glasses. The correction of vision is optional.
20 Musical Instrument Attached to a portable musical instrument like a flute, bell, or castanets.

Aptitude
In this game, the various talents and skills a Combat Skills corresponding to each Aptitude
character possesses across different sections are (however, no Combat Skills are available for
collectively referred to as Aptitudes. Aptitude is Medic and Counselor. For more details, see
a key element related to all actions of a character page 65). Therefore, when choosing to increase
and significantly influences the outcomes of Aptitude values by two, it is recommended to
any numerical processes. choose carefully so that one of the Aptitude
How skilled a character is in a certain area is values reaches a multiple of 3 (3, 6, 9).
represented by an Aptitude value. The higher By this steps, two checkboxes should be filled
the Aptitude value, the more talent and skill the in for the profession of the father, two for the
character has in that area. profession of the mother, two for childhood
Aptitude values are indicated by the number experiences, two for adolescent experiences,
of checkboxes filled in the Aptitude section and two for any Aptitudes chosen at will,
of the Mech Sheet. If one checkbox is filled, making a total of 10 checkboxes filled.
the Aptitude value for that area is 1; if two Below are descriptions of each Aptitude and
checkboxes are filled, it is 2, and so on. examples of actions that benefit from having
In addition to the increase in Aptitude high values in each Aptitude.
values determined by parents’ professions and
experiences, here you can further increase two
Aptitude values. Select any Aptitude and fill in
the corresponding checkboxes. You may fill in
two checkboxes for the same Aptitude or one
checkbox for two different Aptitudes.
Every time an Aptitude value reaches a
multiple of 3, you can acquire Possessions or

037
Aptidude Table

2
Aptitude Details
Represent the physical strength, robustness, and other related traits:
・Lifting, pushing, and pulling heavy objects.
・Engaging in hand-to-hand combat, fighting with swords or spears, and sniping with bows or
Soldier guns.
・Withstanding illness, injury, and poison.
・Enduring pain and hunger.
Represent the acrobat skills, demonstrate keen senses, agility, and other related traits:
・Hiding behind objects. Concealing items. Discovering hidden objects or tracks.
Scout ・Stealing items without being noticed by others.
・Jumping over ditches.
・Eavesdropping. See through darkness.
Represent the engineers skill, demonstrate high concentration, dexterity, and other related traits:
・Operating complex machinery.
Mechanic ・Cooking. Playing musical instruments.
・Picking locks.
・Setting traps. Disarming traps.
Represent the skills of scholars and researchers, demonstrate knowledge, memory, and other
related traits:
・Recalling information about regions or people.
Academic ・Discerning the structure, value, and origin of items.
・Analyzing the characteristics of ruins or EMs.
・Reading and writing in a common language. Understanding regional languages.
Represent the skills of military commanders and leaders, demonstrate high sociability, negotiation
skills, and other related traits:
・Utilizing connections to secure supplies. Conducting price negotiations.
Commander ・Extracting information through interrogation. Withstanding interrogation.
・Acting with etiquette and manners.
・Inciting the public. Delivering speeches.
Represent the professional skills of doctors and apothecaries:
・Diagnosing the condition of humans or animals. Deciding on the method of recovery.
Medic ・Treating injuries, illnesses, and poison.
・Identifying medicinal and poisonous plants. Compounding medicines and poisons.
・Locating the physical vulnerabilities of others.
Represent the professional skills of a adviser, demonstrate observation skills, acting ability, and
other related traits:
・Reading an individual’s thoughts and emotions.
Counselor ・Persuading or seducing individuals.
・Performing acts, lying, and detecting others’ acts or lies.
・Training animals.

Possessions
Possessions refer to various items that a While a monetary economy is prevalent in
character has. All PCs initially acquire a Travel the world of this game, with the existence of
gear Set, Food, and a Sword. gold coins, silver coins, copper coins, etc., these
In addition, each time an Aptitude value are not treated as data. However, this does not
reaches 3, corresponding possessions can be mean that PCs are penniless.
acquired.
The items that can be obtained through each
Aptitude are listed in the “Possessions Table”.
Fill in the checkboxes corresponding to the
acquired items in the possessions section of the
Mech Sheet.
038
Possessions Table

2
Aptitude Possessions Details
Travel Gear Set
Including a backpack, lantern, flint, sleeping bag, rope, etc.
Water, dried meat, hardtack. Unless specified by the GM, this item suffices for
Food
Common food needs. PCs won't starve during a session.
Suitable for self-defense and combat. The GM may allow specifying a different
Sword weapon.
Soldier Single-shot gun A muzzle-loading musket gun. It must be reloaded after each shot.
Scout Telescope A portable telescope. It can magnify distant objects for closer viewing.
Clothing used primarily by the upper class. Suits and dresses for use in public,
Commander Formal Attire formal occasions.
A set of tools for maintenance and machinery repair or lock picking, including
Mechanic Tools Set wrenches and screwdrivers.
Academic Map and Compass A bundle of Velm region and local maps, with a compass.
Scalpel, needle, bandages, disinfectant, and medicines necessary for treatment
Medic Medical Kit and simple surgeries.
Counselor Incense Special incense. Smelling it can soothe the mood, eliminating anxiety or fear.

Combat Skills
Combat Skills represent abilities useful in For details on specific Combat Skills in each
mech combat. For every multiple of 3 reached category, please refer to page 65.
in an Aptitude value, one Combat Skill from Additionally, characters with a “Yes” for the
the corresponding category can be selected and Placenta Chip can freely choose and acquire one
acquired. more Combat Skill from the piloting category.
The relationship between each Aptitude and Write the name, type, cost, and effect of the
its corresponding category is as follows: acquired Combat Skills in the Combat Skills
section of the Mech Sheet.
Soldier, Scout : Pilot type
Mechanic, Academic : Knowledge type
Commander : Command type
Medic, Counselor : None

Personality
Set the character’s name, age, and the name of the same mercenary group. The name of
of the mercenary group they belong to, and the mercenary group should be decided upon
write them in the name, age, and affiliation discussion with all players.
sections of the Mech Sheet, respectively. If you like, you can draw a character
The name can be freely chosen. However, illustration in the illustration section of the
this work recommends Western-style (katakana) Mech Sheet. Instead of drawing, you can also
names. write detailed character backgrounds in words.
The age can also be freely chosen. However, Once all these steps are completed, the
this work recommends an age range of 15 to 65 character creation is finished. Finally, hand
years old for mercenaries. the completed Mech Sheet to the GM for
Unless specified by the GM, all PCs are part verification to ensure there are no issues.
039
2
Replay - Character Creation

GM Once you've selected a Sample Mech, let's GM Next is calculate the Aptitude values. "Parents'
move on to your PC's data. As an example, Profession Table" and "Experience Table" have
let's take B-chan's PC. E-kun, please follow already increased some Aptitude values, right?
B-chan's example and do it together. Here, you can further fill in two checkboxes for
E Got it! any Aptitude values you like. By the way, you
get items or Combat Skills for every multiple
B First is gender. Of course, I'll choose female. of 3 in an Aptitude value.
GM You don't necessarily have to match the player's B That's good to know. My Medic is exactly 3, so
gender. I'll leave that. For now, I'll raise my Mechanic
from 2 to 3.
B It's easier to play that way (laughs).
GM Let's decide on the Possessions next. Everyone
GM Next, let's decide on the father's profession. gets a Set of Travel Gear, Food, and a Sword
Can you roll a 2D10 for me? regardless of Aptitude values. In B-chan's case,
R (Rolls) The total is 16. since Mechanic and Medic are 3, you get Tools
and a Medical Kit, plus a Map and Compass.
GM Then let's look at the "Parents' Profession
Table" under the "16" column. B Next are the Combat Skills.
B It says "Fortune Teller." Should I write this in GM For Combat Skills, there's a list and detailed
the father's section of the Mech Sheet? explanation in "Chapter 4/Battle Part."
GM Yeah. And next to "Fortune Teller," it says Soldiers and Scouts can choose one from the
"Counselor," "Medic," right? Here, you should "Pilot Skills" for every 3 points, Mechanics
fill in one checkbox each for Counselor and and Academics can choose one from the
Medic in the Aptitude section of the Mech "Knowledge Skills" for every 3 points, and
Sheet. Do the same for the mother's profession. Commanders can choose one from the
"Command Skills" for every 3 points. However,
B (Rolls) 2, so the mother is an EM pilot. I'll write Medic and Counselor Aptitudes don't get
this under the mother's section and fill in one Combat Skills no matter how high their value
checkbox each for Mechanic and Medic... like is. Instead, having high values in these two
this. Aptitudes allows you to excel in situation
GM Roll twice for the Experience table as well. outside mech combat.
B (Rolls) For my childhood, it's "Wandered," and B Since I have 3 points in Mechanic Aptitude, I
for my adolescence, "Received pilot training." can choose one from the "Knowledge Skills."
GM Next, let's decide on Placenta Chip. Choosing GM Since you chose "Yes" for the Placenta Chip,
"Yes" gives you an extra Combat Skill for you can choose an additional one from the
mech-to-mech combat but means you're always "Pilot Skills."
suffering Minor mental damage. B Right! But it's hard to decide which one to
B Sounds fun (laughs). Let's go with "Yes." choose.
GM If "Yes," you try to play the part. Like being GM You don't have to decide right now; you can
quick-tempered or tearful. wait and choose after hearing the Battle Part
explanation.
B I'll do my best within my limits (wry smile).
Next is "EM Origin" and "Why I Became a B For now, I chose "Maximum Output" from
Mercenary." the Knowledge Skills and "Sniper" from the
Pilot Skills. The only things left to fill in are
GM We'll roll for these too, but they don't the name, age, and affiliation. For the name... I
necessarily increase any Aptitude values. It's to can't think of anything.
solidify t he PC's personality.
GM If you really can't think of anything, you can
B (Rolls) I was "Given by a relative," and then choose from the "Common Names" list at the
I became a mercenary "To broaden my end of "Chapter 8/Scenario."
horizons."
B Then I'll choose... (looks at Chapter 8's
GM The number of Cardia stones is always 3, so "Common Names") the name Julia. Age 20!
just write 3 in that section of the Mech Sheet. (For the following replay, B is J)
Next, decide on the form of the Activation
Metal, but this is also just to firm up the GM All that's left is to decide the affiliation. This
character. will be the name of the mercenary group that
E-kun and B-chan's PCs have formed.
B (Rolls) Mine is earrings ♪
J Mercenary group name... That's tough.
E Then I'll decide. Our mercenary group's name
will be――the Grapefangs. That's settled!

040
2
Adventure Part
Rules and Dice Check to Advance
Through Session

041
What is the Adventure Part?
Once players have selected their mechs and The GM decides if these actions succeed
created their characters, the Adventure Part or fail, but during a session, there can be
begins. actions that are difficult to judge, and the GM’s
This segment covers the story’s introduction decisions may not always satisfy the players. A

3
to the point where mech-to-mech combat clear criterion is necessary for the game.
occurs This chapter focuses on how to tackle
Typically, the GM presents missions such as “actions whose outcomes are uncertain,”
sieges or defenses, escorts, reconnaissance, or explaining various rules needed to progress
bandit extermination to the mercenary group. through the Adventure Part.
Each player then decides how their PCs will
engage or resolve these missions, declaring
actions based on their abilities and roles.

Flow of the Adventure Part


At the beginning of the Adventure Part, Part must always involve a confrontation with
the GM provides specific information about an enemy force possessing EMs (Embryo
the PCs’ situations and objectives, referred Machines). After this, the session transitions to
to as “Pre-Information.” The GM should the Battle Part.
communicate the content written in the Mech combat occurs only once per session,
scenario’s Pre-Information section directly during the Battle Part. Therefore, mech combat
to the players. If creating your own scenario, should not take place during the Adventure
develop Pre-Information based on the guidance Part. GMs creating their scenarios should be
in “Chapter 8: Scenarios.” mindful of this rule.
Players should listen to the Pre-Information If unavoidable conflict between mechs
and ask the GM any questions for clarification. arises in a situation not anticipated by the
However, they should not ask about the plot scenario, the GM should declare the end of the
or data of enemy mechs directly related to the Adventure Part and move to the Battle Part. At
storyline. this point, modify the Battle Map and data of
Once Pre-Information is revealed, the the PCs’ enemy mechs according to the story’s
adventure between the GM and players begins. progression.
The GM describes the PCs’ circumstances,
players declare their PCs’ actions, and the GM
explains how those actions alter the game world.
In this game, the climax of the Adventure

Action Checks
Throughout the various situations presented succeed, and if so, how well, is determined
by the GM, players can declare actions they fairly for both the GM and players through
wish their PCs to take. Whether these actions dice-based checks, known as Action Checks.

042
Step-by-Step Action Checks 4. GM sets a target value
The target value represents the difficulty
Action Checks are conducted following these of the action the PC intends to perform. The
steps: higher the target value, the more difficult the
action; the lower, the easier the action. Please
1. GM declares an Action Check refer to the “Target Value Table” and inform
2. GM choose the appropriate Aptitude the player of the target value.
3. Player checks their Aptitude If the PC has made preparations in advance
4. GM sets a target value for the action, such as discarding luggage to be

3
5. Rolls the dice more agile for swimming or jumping, or wearing
6. Compare the result black clothes and applying black mud to their
face to hide in the dark, the GM should set the
Below is an explanation of each step. target value lower than usual. Conversely, if the
situation has been made more difficult by the
1. GM declares an Action Check PC’s foolish actions, set the target value higher
The GM decides whether an Action Check than usual.
is necessary for the action declared by the PC. The GM may choose not to disclose the
If deemed necessary, tell players they need to target value to the player. In that case, the player
perform an Action Check. will make an Action Check without knowing
Actions that are obviously successful without “how difficult the action is.”
Check, such as “eating” or “taking a walk,” or
actions that are obviously unsuccessful without Target Value Table
Check, impossible such as “flying through the
7 Easy
air, butt naked,” do not require Action Checks.
The GM can also declare Action Checks 10 Even amateurs can do
for “passive actions,” i.e., actions not declared 13 Difficult for amateurs
by the player. Situations such as “whether the
16 Requires professional skills
character noticed a slight noise” or “whether the
character realized they passed an acquaintance 19 Requires first-class skill
in the street” fall into this category. 22 Requires expert skill
In Action Checks, not only can you determine 25 Requires legendary skill
whether “the PC’s action was successful or
not,” but you can also assess “how well it went”
5. Rolls the dice
or “how poorly it went.”
The player rolls two dice and adds both dice
results to the Aptidude value. This sum is called
2. GM choose the appropriate Aptitude
the Success Value, representing how well the
The GM selects and specifies the most fitting
action was performed. The higher the Success
Aptitude for the action the PC is attempting to
Value, the better the action is.
perform from the seven Aptitudes. Refer to the
explanation of each Aptitude in “Chapter 2/
Success Value = 2D10 + Aptitude
Character Creation” to decide which Aptitude
to choose.
6. Compare the result
The GM can specify multiple Aptitudes if
If the Success Value is equal to or greater
desired. In that case, the player should choose
than the target value, the action is considered
the one with the highest Aptitude value from
a success. If the Success Value is less than the
among them.
target value, the action fails. The GM compares
the Success Value to the target value and
3. Player checks their Aptitude
informs the player of the result.
Aptitude represents how easily the PC can
perform the action. In the Adventure Part, the
Success Value ≥ Target value = Success
Aptitude value chosen by the GM becomes the
Success Value < Target value = Fails
bonus to the Action Check.
Please confirm the Aptitude value specified
When describe the result, the GM should
by the GM.
vary the content of the result according to the
Success Value. Even with the same success, the
Aptitude value = Combine to Action Check
quality of success should differ between an
declared by the GM
Success Value of 10 and 15.

043
Critical Clashes Check
If the total of the dice rolls used in a check When the actions of multiple characters are in
is equal to or higher than the critical threshold, opposition, and a winner must be determined,
this called a critical success, and the action is the GM should declare a Clashes Check.
considered a success regardless of the Success In a Clashes Check, the GM first specifies
Value. the necessary Aptitude for the action. Then,
When critical success, the action will lead to the Success Values of all involved characters
a better outcome than a normal success. For are determined. The character with the highest

3
example, if interrogating an enemy prisoner, Success Value becomes the winner. For example,
the PC might not only obtain answers to if a PC and an NPC are having a fistfight,
their questions but also elicit unexpected the GM should declare a Clashes Check with
information. The GM should consider the Soldier Aptitude. The player and the GM roll
outcome according to the situation and inform the dice, and the side with the higher Success
the player. Value wins the fight.
The critical threshold is fundamentally 20 If multiple characters achieve the same
(when both dice show a 10). Success Value, their should roll the dice again
to determine a new Success Value. Repeat this
Critical threshold = 20 process until a winner is decided.
Fumble Adjusting Target Values
If the total of the dice rolls used in a check When performing an Action Check without
is equal to or less than the fumble threshold, disclosing the target value to the player, the GM
this called a fumble (or critical failure), and the may set multiple target values for a single action.
action fails regardless of the Success Value. For example, “If the PC is gathering info
When fumble, the action will lead to a worse about a specific person, an Success Value of 7
outcome than a normal failure. For example, if or more reveals the person’s appearance, 10 or
interrogating an enemy prisoner, the PC might more reveals both the appearance and name,
end up fully believing the false information and 13 or more reveals the appearance, name,
blurted out by the prisoner without any and favorite shop.”
doubt. The GM should consider the outcome
according to the situation and inform the player.
The fumble threshold is fundamentally 2
(when both dice show a 1).

Fumble threshold = 2

Mech Activation
When a character boards their mech during Even if the mech is activated, there is no
a session (when a character with an Activation need to rewrite the Cardia stone count section
Metal boards the corresponding mech), the for actions such as standing up, walking slowly,
mech is considered activated as soon as its pilot or performing simple construction work.
declares it “Activation.” Although a small amount of stone is consumed
To perform combat or Action Checks in reality, it is so minor compared to what is used
requiring the activated mech, one unit of Cardia in combat that it is not considered consumed
stone must be consumed. Please decrease the by the rules. However, a mech with zero Cardia
number in the Cardia stone count on the Mech stone cannot be activated at all.
Sheet by one unit.

044
Cardia Stone and Trading
Characters can exchange Cardia stone and carry using a cart,” which is approximately the
Possessions among themselves with the GM’s weight of one EM (about 3 to 5 tons).
permission. Depending on the content of the exchange,
The maximum amount of Possessions a please rewrite the Cardia stone and Possession

3
character can carry is “the amount an EM can section on each Mech Sheet.

Shopping
In this game, PCs are treated as always having feasible, players should consider other methods
a certain amount of money. Therefore, actions of acquisition according to the PC’s situation.
such as ordering food or drinks at a tavern, However, acquisition cannot be used to obtain
staying at an inn, or paying tolls in town can all EMs or EM Armaments. Also, acquisition can
be done without any special process. only be performed once per day (once every 24
When there is a need to purchase expensive hours) per PC.
items that don’t exist in this book’s data or rule, Once items are acquired, write their name in
only PCs with a Commander Apitude value of the possession section on the Mech Sheet.
3 or more can attempt to acquire these items.
The player of the PC attempting the acquisition Acquisition Target Value Table
should declare this to the GM. At this time,
10 Available at specialty stores. Special
please specify what items you wish to acquire. foods, clothes, tools, etc.
The GM should refer to the “Acquisition
13 Hard
Target Value Table” to set a target value. The to obtain. Poisons, forged identity
cards, documents, etc.
player of the PC making the acquisition should
16 Very
use the Commander Aptitude and make an hard to obtain. Trained large
Action Check. creatures, etc.
If the Action Check is successful, the PC
19 Impossible to obtain. Non-EM relics
can acquire the items by paying the required from archaeological sites, etc.
currency. In situations where purchasing is not

Mech Repair
During the Adventure Part, the mech can still To perform repairs, Tools Set and a place
taking damage, as well as damage to armaments where one can work with focus are necessary.
and parts, according to the story’s situation. If repairing with one’s own Tools Set, it takes
Only characters with a Mechanic Aptitude 3 about 6 hours, using a general workshop takes
or more can repair these damages. about 5 hours, and using a well-equipped
The player of the PC performing the workshop takes about 4 hours. The GM should
repair should declare this to the GM. At this consider the characters’ situation to decide
time, specify which mech is being repaired whether repair is possible and, if so, how much
and whether it is damage repair or the repair time is needed.
armaments and parts.

045
Damage Repair Armament Repair
When performing damage repair, players When attempting to repair Armaments,
should use the PC’s Mechanic Aptitude to players choose one Armament they wish to
perform an Action Check without a target repair. The chosen Armament’s damage is
value. The amount of damage the mech’ has immediately removed from the sheet. However,
taken can be reduced by the same value as the repairing armaments requires Cardia stone as a
Success Value. cost.
The required amount is 5 units per slot for

3
Damage Repair Amount = Mechanic + 2D10 B-rank Armaments and 10 units for A-rank
Armaments. Also, Armament repair can only
Also, damage repair can only be performed be performed once per day (once every 24
once per day (once every 24 hours) for each hours) for each mech.
mech. According to the Armament repair performed,
According to the damage repair performed, remove the check from the Damaged check on
please reduce the number in the Damage the Mech Sheet. Also, decrease the number in
section on the Mech Sheet. the Cardia stone on the Mech Sheet.

Injury
About Injury Notations like “increase Physical Injury by
one stage” mean that the condition escalates
During sessions, characters may suffer from healthy to Minor, Minor to Light, Light to
injuries, become ill, or experience mental shock Serious, and Serious to Critical.
or stress. These conditions are collectively If the injury level increases beyond Critical,
referred to as injuries in this game, specifically the character dies.
distinguishing between Physical injuries and
Mental injuries. Injury Stage Table
Physical and Mental injuries are managed <Physical Injury>
separately and are divided into four stages:
State Minor scratches or bruises, or feeling
Minor, Light, Serious, and Critical. Without any slightly unwell.
Minor

injury, the character is overall healthy. Scraped your knee, getting punched in
Cause the stomach, fingers caught in a door,
Injury Check staying up all night, etc.
When a character receive an injury, the GM Cuts that will leave scars for a while, or
should refer to the “Injury Table” and specify State displaying clear symptoms like fever,
coughing, sweating, etc.
Light

the stage of injury. Players should mark the


Cutted with a knife, spraining an ankle,
corresponding injury check section on the Cause getting punched in the face, catching
Mech Sheet. a cold, etc.
If the same cause of injury occurs again, the Deep cut or tear in skin, dislocations,
injury level increases by one stage. For example, State fractures, or experiencing severe
if a character receives a punch to the face once,
Serious

vomiting or diarrhea.
it is considered a Light Physical Injury, but if Being shot with a single-shot gun,
hit again in the same manner, it escalates to a Cause stabbed with a sword, kicked by a
Serious Jnjury. horse, poisoned, etc.
Receiving a cause of injury of a lower stage Lacerations with heavy bleeding,
State complex
than the current injury does not increase the fractures, ruptured internal
organs, or experiencing massive
Critical

injury level. For instance, a character with a vomiting of blood or sensory paralysis.
Serious Mental Injury will not escalate to Critical
Caught in a gunpowder explosion,
condition due to experiencing nightmares or Cause stepped on by an EM, poisoned with
public humiliation; it remains Serious. a strong toxin, etc.

046
<Mental injury> Recovery from Injury
State Feeling irritable or anxious
Minor
Characters can recover one stage from both
Cause Having nightmares, seeing an animal
you is afraid of, etc. physical and mental injuries by resting for one
State Being distracted and can't focus.
day (24 hours) in-game time. However, an
environment conducive to recuperation, such
Light

Being lied to, being insulted in front of


Cause a crowd, eating something you hates, as a hospital or a quality inn, is required for
etc. recovery. The GM should consider the situation
and decide whether recovery from the injury is
State Mood swing, suddenly became enraged

3
possible.
Serious

or depressed.
Cause Being betrayed by someone trusted,
witnessing someone's death, etc. Injuries Treatment
State Losing sanity. Screaming uncontrollably Characters with Physical injuries can be
Critical

or being dazed and confused. treated by characters with a Medic Aptitude 3


Cause Witnessing a family member or lover or higher. Similarly, characters suffering from
being assaulted or killed, etc. Mental injuries can be treated by characters
with a Counselor Aptitude 3 or higher.
Penalties Due to Injury The player of the PC performing the
When a character who has suffered an injury treatment should declare this to the GM and
makes an Action Check, penalties are applied to choose which character they are treating.
that Check. A safe place and a Medical Kit are required
The content of the penalty varies depending for Physical treatment, while a safe place and
on the type and stage of the injury. When Incense are needed for Mental treatment.
making an Action Check with an injured Additionally, treatment takes about 6 hours
character, refer to the “Injury Penalty Table” in both cases. The GM should consider the
and apply the modifications. situation of the character and decide whether
treatment is possible.
Injury Penalty Table Next, the GM should refer to the “Treatment
<Physical> Difficult Table” to set a target value.
The player of the PC performing the
Stage Penalty treatment should make an Action Check. In
Minor None this case, the Medic Aptitude value is used for
Light None Physical treatment, and the Counselor Aptitude
value is used for Mental treatment.
Serious -1 to Action Check If the Action Check is successful, the injury
Critical -2 to Action Check is reduced by one stage. If the result is a Critical,
the injury is reduced by two stages. If the result
<Mental> is a Fumble, the injury worsens by one stage.
Stage Penalty
Treatment Target Value Table
Minor None
Stage Target Value
Light None
Minor 10
Serious Fumble threshold +2
Light 13
Critical Fumble threshold +4
Serious 16
Character Death Critical 19

Characters who have died cannot participate Physical and Mental treatments can only be
in subsequent sessions. Also, in this game, once performed once per day (once every 24 hours)
a character has died, there is no mechanism for for each character in-game time.
resurrection. According to the recovery from the injury,
Players of a deceased PC should create a new rewrite the position of the injury check on the
PC. The data of the mech can be reused from Mech Sheet.
the deceased PC if desired.

047
Replay - Adventure Part

GM In Adventure Part, GM explains the PCs' J Let's wait until nightfall and then set off.
situation and you guys declare what actions
your characters will take based on that. GM Night falls. Led by Camille on horseback, your
This repetition is how the Adventure Part EMs travel through the darkness, deliberately

3
progresses. staying off the main roads.
E Okay. By the way, I've decided to name my M I’ll keep a sharp lookout for any signs of people
character Manishe (M). So, what's the situation? or EMs. Keep an eye towards the cliffs too.
GM You've already accepted a mission from a local J I’ll follow behind Manishe and keep watch on
lord of the Wistaria Kingdom to conquer a our rear.
certain fortress. It seems that the fortress is GM As you travel with cliffs on the right and forest
manned by one EM and about 20 soldiers. on the left... Both of you, please make a Scout
Aptitude check. It’s dark, so let’s set the target
J So there's only one enemy machine? at 16.
M Piece of cake. Flesh and blood soldiers are no M (Rolls) 16, yep, a success.
match for us.
GM The reward is five units of Cardia stone each. J (Rolls) Wow, 19 for me.
The lord said, "We have already failed once to GM Both successful. You notice that the ground
take it. We are being rushed by the homeland, around you is "not in its natural state." It seems
so please handle this quickly." there are Land Mines for EMs set up.
M Leave it to me. Let's hit that fortress right away! M I’ll use the external speaker. "Hey Camille,
something’s off here!"
J Before that, we should gather some information.
I'd like to know about the fortress's structure GM He’s already quite far ahead. Camille looks back
and the enemy machine's capabilities... at Manishe’s voice, "Too bad... looks like you
noticed."
GM About that, the lord mentioned, "We've sent
a scout to a village near the fortress. Meet up J You knew about the mines...?
with him and get the information about the
fortress." The scout's name is Camille, a young GM "Yes, I’ve decided to side with the enemy
nation. They offer better rewards. I promised
man. You can meet him at the village tavern. to lure mercenaries here to attack the fortress,
M Alright, let's head to the village where the scout inflict damage, and meanwhile call the fortress's
is. soldiers."
GM Let's start from when you arrive at the village. M Damn it, we’ve been tricked!
It's just past noon. The fortress is close, but still
a decent distance away. The surroundings are GM This falls under the "being lied to" situation, so
filled with forests and farmlands. both of you take a "Minor" Mental injury.
M Let's finish the job and head back. I'll hide the J Wow, that’s tough (wry smile).
EM in the forest and enter the village with the GM "You’re already in the minefield. You can’t get
Activation Metal. out without getting hurt. Do your best."
J I'll head to the tavern with you. M Shall I fire my gun at his back?
GM Inside the tavern, there’s just the owner and GM Using armament like that counts as "combat
three male patrons, two of whom are drinking start," which costs one unit of Cardia stone.
at the same table. Plus, you can only move for 10 minutes. After
M I’ll talk to the owner. "I'm looking for someone. that, you can’t move for about an hour.
His name is Camille." J Then, we’ll endure it. For now, we need to
GM "That’s me," says a man eating alone as he carefully examine the ground around us and
approaches. He’s young and slim. get out of this minefield.
J Seems like the real deal. Let’s relay the lord's GM As you do that, a familiar machine sound
request and get the information straight away. comes from above. From the edge of the cliff,
a Lumière de l’Orage Kai appears.
GM "You’re in quite a hurry..."
M So the information about Tortohan being
M It’s still noon; we could head there tonight! stationed here was also a lie!
GM "Alright... understood," Camille normally gives GM That's right. Let’s move to the Battle Part!
you information about the route to the fortress,
its structure, and the stationed machine, which
is a Tortohan.
M Oh, a melee type like me. This is getting
interesting.

048
3
Battle Part
Mech Combat Rules and Combat Skills

049
What is the Battle Part?
This part of the game is dedicated for and then battling on a map that shows terrain
combat between mechs. It features GMs and and Elevation. This part of the session is
players anticipating each other’s strategies and undoubtedly the most exciting.
writing down two actions such as ranged and This chapter explains the various rules
melee attacks on a dedicated sheet in advance, necessary for conducting the Battle Part.

4
Prepare the Battle Map
The Battle Map represents the terrain and Distance from the Mech to each Coordinate
Elevation of the locations where the mech
combat takes place, all on a single sheet. GMs
should enlarge the map found on the inside
cover of this book to A3 size and prepare it.
Each combat session must take place within
this Battle Map. Below is an explanation of each
element included on the map.

<Directions>
The map includes directions, with each
of the top, bottom, left, and right sides
representing N(orth), S(outh), W(est), and
E(ast), respectively. Range 1 Range 2 Range 3 Range 4
※▼ the Direction of the Mech.
<Coordinates>
The Battle Map is divided into square cells, <Elevation>
each with a cross symbol at its center point. The battlefield is not always a flat plain
These center points are called Coordinates, without Elevation differences. Various terrain
and each one is assigned a symbol combining features like small hills, cliffs, or deep valleys
numbers from 1 to 14 and letters from A to L. can affect the mechs in different ways.
Each mech must occupy one Coordinate. The physical height of a Coordinate is
Multiple mechs cannot exist at the same referred to as Elevation. The most common
Coordinate simultaneously. For what happens Elevation across the Battle Map is designated as
when multiple mechs enter the same Coordinate, “Elevation 0”, and every increment equal to the
please refer to the “Collision” rules. total height of an EM (which is standardized
at about 4 meters, though it varies in reality)
<Distance> increases the Elevation level sequentially:
The distance between Coordinates aligned “Elevation 1”, “Elevation 2”, “Elevation 3”,
vertically or horizontally is expressed as “Range and so forth.
1.” This is the basic unit for representing Elevation differences less than the average
Movement distances and attack ranges in mech height of a mech (about 4 meters) do not affect
combat, roughly equivalent to about 10 meters. the Battle Part procedures.
When the term “adjacent Coordinates” is When starting the Battle Part, GMs should
mentioned in the text, it refers to Coordinates draw the Elevations specified in the scenario
that are aligned vertically or horizontally, or those appropriate for a self-created scenario
excluding diagonally aligned Coordinates. The onto the Battle Map. When drawing, trace the
distance to a diagonally aligned Coordinate is outside of each square with a pen and write
“Range 2.” Elevation levels like “Elevation 2” inside the
squares.
050
Only for water terrain, write both the surface Mech Direction
and bottom Elevation, such as “Elevation 0
(-1)”, which indicates “surface at Elevation 0
and bottom at Elevation -1”. In this case, mechs
generally do not float and are considered fully
submerged underwater.
If the depth of the water bottom is less than
Font Rear
4 meters, i.e., “Elevation 0 (0)”, there is no need ※▼ the Direction of the Mech.
to specifically draw the Elevation on the Battle
Map. <Team Information>
Refer to the sections on “Movement” At the bottom of the Battle Map, there are
and “Ranged Attack” for specific effects of sections to note the Code Name, Size, and
Elevation on mechs. Armor Weight of each mech participating in
the combat. When starting the Battle Part, GMs
<Terrain> should assign PCs’ mechs to Team A and GM-
The battlefield terrain is not always conducive controlled mechs to Team B, and fill in their

4
to combat. Forests, water bodies, rubble, sandy data accordingly.
areas, or places covered in dense fog can This data is accessible to both GMs and
significantly influence mech actions. players, representing the idea that “anyone
When starting the Battle Part, GMs should piloting an EM can recognize the Size and
draw the terrain specified in each scenario or Armor Weight of a mech at a glance.”
suitable for a self-created scenario onto the Knowing the Size and Armor Weight allows
Battle Map. Using colored pens to trace the for automatic calculation of Mobility and
outlines of each square can help; for instance, Evasion values, meaning these details are open
green for forests and blue for water bodies to both GMs and players. For more details,
enhances clarity. refer to “Chapter 6/Mech Creation”.
Refer to the sections on “Movement” (page
55) and “Ranged Attacks” (page 57) for specific <Initial Positions>
impacts of each terrain type on mechs. When starting the Battle Part, GMs should
prepare pieces or mini representing each
<Mech Direction, Front/Rear> mech involved in combat and place them at
Mechs on the Battle Map always face one of the initial positions indicated on the scenario’s
the cardinal directions: N, S, E, or W. Battle Map, or as appropriate for a self-created
In this game, a line drawn vertical through scenario. GMs should specify where each piece
the mech along its facing direction defines the (mech) should be placed, paying attention to
“front” of the mech as the side it faces, and the the Direction of the mech.
“rear” as the opposite side.

Victory Conditions
When starting the Battle Part, GMs should If no specific conditions are stated in the
disclose the victory conditions specified in the scenario, the default victory condition for the
scenario or your own scenario to all players. GM’s side is to “neutralise all PCs’ mechs.”
Victory conditions define the terms under The Battle Part ends, and the session moves
which one team’s mechs achieve victory over to the ending part when one team meets the
the other, such as “neutralise all enemy mechs” victory conditions, all mechs on one team are
or “neutralise the enemy team’s leader mech.” neutralised, or all players on one team declare
If the latter condition is used, GMs should surrender.
specify which mech is the leader for each team.

051
Insight
At the start of mech combat, PCs with an The GM decides which Armaments to
Academic Aptitude value of 3 or higher can select, but higher-ranked Armaments should be
observe the enemy mechs and identify “what prioritized.
kind of Armament they are equipped with.” If multiple PCs are attempting Insight on the
This action is called Insight. same mech, apply the highest Success Value.
Players attempting Insight should declare
their action to the GM and specify which mech Insight Success Value Table
they want to Insight. A PC can attempt Insight Success Number of Armament
only once per enemy mech. Value Reveal to Player
The player attempting Insight should use the 10~12 1
Academic Aptitude value and perform an Action

4
Check without a target value. The Success Value 13~15 2
determines “how many Armaments installed on 16~18 3
that mech can be identified.” 19~21 4
The GM should refer to the “Insight
Table” and select a number of Armaments 22~ 5
corresponding to the Success Value from
those installed on the targeted mech, and then
disclose their names and data to all players.

Flow of Combat
Combat between mechs is managed in units After this, the GM again asks players who
called Rounds. had any Ranged Attacks, and carry out these
In one Round, each mech can perform a total actions clockwise.
of two actions such as moving, shooting, melee Once all actions for the first set are completed,
attacking, or charged attack. These selectable the second set of actions is processed in the
actions during combat are referred to as actions. same manner. When all actions for the Round
At the beginning of a Round, both GMs are finished, that Round ends, and the next
and players decide “two actions they want Round begins.
their mech to perform during that Round” on In the next Round, everyone Plots again and
a dedicated sheet known as the Strategy Sheet. carry out their actions.
This act is called Plotting. This cycle continues as mech combat
Once everyone has finished Plotting, all progresses.
Strategy Sheets are opened simultaneously, and
the first action for everyone is carry out.
Actions are grouped and carry out together
by type: first, Movement actions, followed by
Ranged Attacks, then Melee Attacks, and finally,
any other actions.
For example, when carry out Movement
actions, the GM asks all players who had written
a Movement-related action for their first action
of the Round to raise their hands, and carry
out their actions starting from the player to the
GM’s left, moving clockwise. The GM’s actions
are processed last.

052
Round Details
Structure of a Round Each section includes initials for each action.
When Plotting, mark the initials of the actions
A Round corresponds to approximately and, if necessary, enter the relevant details in the
10 seconds in the game world and is divided sections to the right of the initials. Refer to each
into four phases: Setup Phase, Plotting Phase, action’s description for detailed instructions on
Action Phase, and Cleanup Phase. how to fill these out.
Below is an explanation of what each initial
Setup Phase corresponds to:
This phase initiates the Round.
To engage in mech combat, one unit of Cardia Movement. Move the mech to the
stone must be consumed. Players responsible coordinates specified by “Target.”

4
for mechs participating in combat should adjust Move The direction after moving is specified
the Cardia stone section on the Mech Sheet by “Direction.”
during the first Setup Phase. Only one unit of Ranged Attack. Attack the enemy
Cardia stone is consumed per combat. mech specified by “Target” using
Sometimes, due to the scenario, mechs that Shoot the Ranged Armament designated by
have not been involved in combat may suddenly “Part No.”
enter the scene. In this case, introduce them Melee Attack. Attack the enemy mech
during the Setup Phase. The GM decides where Melee specified by “Target” using the Melee
and in which direction to place the minis on the Armament designated by “Part No.”
Battle Map. Aim. Take aim at the mech specified
Consume Cardia stone for any newly Aim by “Target,” increasing the hit rate for
introduced mechs as well. Shooting and Melee Attacks.
Plotting Phase Charged Attack. Charge in the
direction specified by “Direction,”
<What is the Plotting Phase?> Charge performing a ramming attack on
This is the phase where GMs and players any mech located at the passed
perform “Plotting.” Choose “two actions you Coordinates.
want your mech to take during that Round”
and write them on the Strategy Sheet. Note that <Time Limit for Plotting>
both actions are written together. The guideline for the Plotting Phase is 3
minutes (in real-world time). GMs and players
<Strategy Sheet> should determine their two actions and write
The Strategy Sheet has two sections for each them on the Strategy Sheet within this time.
Round: the upper for the first action and the
lower for the second action. <Plotting Mistakes and Standby>
If a player incorrectly writes actions on the
Strategy Sheet that their mech cannot perform,
that mech must “Standby.”
1 2 3 4 5
67 <No Suggest>
During the Plotting Phase, participants are
not allowed to make statements that could
reveal their Plotting to other players.
1.Action: Broad category of the action
While the Plotting Phase lasts about 3 minutes
2.Part No.: Slot where the used Armament is in the real world, in the game it represents “the
mounted moment of decision-making by the pilot.”
3.Target: Coordinates or mech that is the target Naturally, there is no time to discuss with allies
of the action about each action.
4.Direction: Direction after moving or the
direction to Charge towards Enjoy the challenge of predicting and judging
5.Combat Skill: Combat Skill being used the thoughts of other participants (whether
6.Round: Number of Rounds since the start of allies or enemies) during mech combat.
combat
7.Segment: Number of Segments per Round

053
Action Phase Timing, it is treated as combat-disabled and
cannot perform any actions.
<What is the Action Phase?> However, it is not practical to carry out
This is the phase in which mechs participating all actions simultaneously. For convenience,
in combat perform their actions. actions are processed starting from the player
The Action Phase is divided into two to the GM’s left and moving clockwise.
Segments: the first Segment and the second
<End of Timing>
Segment. The Timing ends once all actions by mechs
In the first Segment, the first action written belonging to players and the GM who raised
on the Strategy Sheet is performed, and in their hands at the start are finished. Move on to
the second Segment, the second action is of the next Timing.
performed.
<Other Actions>
<Timing> Actions such as using the mech’s external
Each Segment is divided into four Timings: speaker to talk or wiping sweat do not affect the
Movement, Shooting, Melee, and Special outcome of the battle and are not included in
the action. GMs and players are free to roleplay

4
Timing.
these actions while carry out their mech’s
All actions belong to one of these Timings actions.
and are processed in the following order:
Cleanup Phase
1. Movement Timing
2. Shooting Timing This phase concludes the results of the
3. Melee Timing Action Phase and ends the Round.
4. Special Timing Mech minis that became combat-disabled
during the Round are removed from the Battle
<Start of Timing> Map during the Cleanup Phase (explained later).
When each Timing starts, the GM asks all Surrenders can be declared during the
players if they have plotted any actions of Cleanup Phase.
this Timing on their Strategy Sheet during the If a GM or player declares their surrender,
Plotting Phase. Players who have should raise the mech’s minis is removed from the Battle
their hands, and the GM raises their hand if Map in the same manner as if it were combat-
they have plotted as well. During this step, disabled.
honesty is crucial. After the Cleanup Phase ends, move back to
the Setup Phase for the next Round begins.
<Cancel Action>
At the start of each Timing when hands
are raised, both GM and players may choose
to cancel the action they had plotted on their
Strategy Sheet.
For instance, during the Shooting Timing, if
a player decides that their mech’s attacks will
definitely not Hit, they can cancel the Shooting
action to save ammunition (see page 58).
If a cancel is declared, the mech’s action for
that Segment changes to Standby.
Cancels must be declared at the start of the
Timing. You cannot cancel after other mechs’
actions within the same Timing.

<Order of Actions>
Actions belonging to the same Timing are
treated as if they occur simultaneously. Even if
a mech is affected by another mech in the same
Timing, the action it performs is treated as if it
were unaffected.
For example, if your mech is shot by an enemy
mech and becomes combat-disabled during the
Shooting Timing, the action it performs in that
Timing is processed as if it were not combat-
disabled. However, in the following Melee

054
Round
Action Phase

To the Next Round


Cleanup Phase
Plotting Phase
Setup Phase
First Segment Second Segment

Movement

Movement
Shooting

Shooting
Special

Special
Melee

Melee
4
Movement
What is Movement? <Special Terrain>
Terrains such as forests, water bodies, rubble,
Movement is the action of move a mech or sandy areas also impede a mech’s progress.
to a specific Coordinate and determining its Mechs must lift their legs against significant
direction after moving. resistance, push through trees, etc.
This action can still be performed by mechs Entering such terrain consumes one
that are not equipped with any Armaments. additional Movement.
This action belongs to the Movement Timing. For example, if there are two consecutive
forest terrain Coordinates, entering the first
Movement Distant forest consumes two Movement, and entering
<Require of Movement Distant> the second forest consumes another two
A mech can move a number of Coordinates Movement (each being the standard 1 + 1 for
corresponding to its Mobility in one Segment. the forest).
Entering an adjacent Coordinate typically Conversely, moving from Special terrain to
require 1 Movement. The “Movement required flat terrain does not incur additional Movement.
to enter an adjacent Coordinate” can vary For example, moving from sandy terrain to
depending on the Elevation and terrain. flat terrain only requires one Movement (just
the standard 1).
<Elevation>
Coordinates that are physically higher or
lower can impede a mech’s progress. Mechs
must climb slopes or walls, or descend them. Movement 2
Entering such Coordinates requires one more
Movement for each unit of Elevation change. Movement 2
For example, moving from a Coordinate
at Elevation 0 to a Coordinate at Elevation 2 Movement 2
consumes 3 Movement (the standard 1 + 2 for
Movement 1
the Elevation change).
Forest Sand ※▼ the Direction of the Mech.

Elevation 0 <Overlap Effects>


The effects on Movement due to terrain and
Elevation 2
Movement 3 Elevation can be overlap.
For example, moving from a flat lands at
Movement 1 Elevation 0 to a water body at Elevation 0 (1)
requires three Movement (the standard 1 +
Movement 3 1 for the Elevation change + 1 for the water
body). Moving from a flat land at Elevation 4
to a forest at Elevation 1 requirs five Movement
※▼ the Direction of the Mech. (the standard 1 + 3 for the Elevation change +
1 for the forest).

055
Mech Direction Collision
The direction of the mech does not affect <Conditions for a Collision>
Movement. A mech requires the same amount A Collision occurs if multiple mechs are on
of Movement to move forward or backward to the same Coordinate at the end of a Timing.
an adjacent Coordinate. Calculate and deciding which mech remains on
the Coordinate are carried out.
Plotting Movement This must resolved before moving to the next
Timing.
<Plotting Step>
When Plotting a Movement action, follow <Damage During a Collision>
these steps on the Strategy Sheet: In a Collision, your mech receive damage equal
to one-tenth of the opposing mech’s Durability
1. Circle the “Move” on the Action section. value. In the case of a Collision involving three
2. If using Armaments related to Movement or more mechs, they receive damage equal to one-
such as “Vernier,” “Wheel,” or “Hover,” write tenth of the total Durability values of the other
the Part of the slot where the Armament is involved mechs.
In both cases, the GM or player of the mech
mounted in the “Part No.” section. If the

4
must roll on the Hit Location chart themselves to
Armament occupies two slots, write just one check if any parts of their mech were damaged.
Part.
3. Write the Coordinate you want to move to in Collision Damage =
the “Target” section. However, it must be a Total Durability value of opposing mechs × 0.1
Coordinate that the mech can enter within its
Movement range. <Push Out During Collision>
4. Choose and circle the direction of the mech When a Collision occurs, the mech with
after moving from “N/S/E/W” in the the highest Durability value remains at that
“Direction” section. If it is the GM’s Strategy Coordinate, while other mechs are pushed to an
Sheet, circle the symbol for one of N/S/ adjacent Coordinate.
E/W. Changing direction does not require If multiple mechs have the highest Durability
Movement. value, each mech’s GM or player rolls dice, and
the mech with the highest dice result stays at that
Coordinate.
The decision on which Coordinate the pushed-
out mech enters is made by the GM or player of
o LF1 G-12
o Fast reaction
the mech that remains at the original Coordinate.
However, the pushed-out mech must be moved to
a terrain that within the mech’s Movement.
o LF1 J-11 o If there is another mech at the Coordinate
where a mech is pushed out due to the Collision,
further Collision processing is carried out.
<Stand Still>
The GM or player making Movement Action Mech that remains at the Coordinate =
should read aloud what they have written on Highest Durability Mech
the Strategy Sheet and move the corresponding
mini to that Coordinate. They should declare For example, if a Collision occurs at a
the path taken and how many steps they want Coordinate with Elevation 2 on plain terrain,
to go. and the surrounding areas are Elevation 0 plain
If a different direction is entered in the terrain (3 movement), Elevation 3 plain terrain
“Direction” section, only the mech’s direction (2 movement), Elevation 2 forest (2 movement),
and Elevation 1 rubble (3 movement), the mech
is changed. would be pushed into either the Elevation 2 forest
or Elevation 3 plain terrain.
Performing a Movement Action
The GM or player making Movement Action Elevation 0
should read aloud what they have written on Push Out
the Strategy Sheet and move the corresponding Elevation 1
mini to that Coordinate. They should declare
Push Out
the path taken and how many steps they want Elevation 2
to take.
Elevation 3
The presence of other mechs along the
Movement path does not impact this process.
However, if multiple mechs end up on the
same Coordinate at the end of the Timing, a Forest Rubble ※▼ the Direction of the Mech.
Collision occurs.

056
Fall Damage For example, if a Collision causes a mech
to move from a Coordinate at Elevation 5
When a mech enters a Coordinate with to Elevation 0, the Elevation difference is
an Elevation at least two levels lower than its 5. “Elevation difference - 2” is 3, so the fall
original position for reasons other than its own damage will be multiplied by 3.
Movement actions, such as from a Collision or The GM or the player of the mech must roll
Charge (see page 63), it immediately undergoes on the Hit Location chart themselves to check
a falling process. if any parts of their mech were damaged (see
A mech that falls takes damage equal to page 60).
one-tenth of its own Durability. However, if
the Elevation difference is four or more, this
damage is multiplied by “Elevation difference
- 2”.

Fall Damage = Mech’s Durability × 0.1


(If Elevation difference is 4 or more, multiply

4
by “Elevation difference - 2”)

Ranged Attack
What is a Ranged Attack? Ranged Attack Action
A Ranged Attack involves using Ranged The process for a Ranged Attack is as follows:
Armaments such as Machine Guns and Small
Lasers mounted on the mech to inflict damage 1. Confirm the Target
on an enemy mech. 2. Ammunition Consumption
This action can only be performed by mechs 3. Hit Check
equipped with those Armaments. 4. Receiving Damage
This action belongs to the Shooting Timing. 5. Damage Check
Plotting a Ranged Attack Each step is detailed below.
When Plotting a Ranged Attack, follow these
steps on the Strategy Sheet. The “Direction”
section on the Strategy Sheet is not required for
1. Confirm the Target
this action. <Conditions>
First, check if the Ranged Attack is possible.
1. Circle the “Shoot” on the Action section. The conditions necessary for a Ranged
2. Write the Part where the Ranged Armament Attack to be possible are as follows. If these
is mounted in the “Part No.” section. conditions are not met, only the Ammunition
3. Write the Code Name of the enemy mech Consumption step is carried out, any steps
targeted by the Ranged Attack in the “Target” from Hit Check and beyond are not performed.
section.

o H1 B2
o RA2 B1

057
Conditions Detail <Optimal and Effective Range>
Armaments are typically assigned either
If the Ranged Armament you Optimal range or - Effective range.
Armament wish to use has been Damaged
is present before Shooting Timing, the The Optimal range represents “the distance
Ranged Attack will not occur. where the Armament is most likely to Hit.”
If the Ammunition corresponding For Ranged Armaments with an Optimal
to the Ranged Armament you range, you can attempt a Ranged Attack even if
Ammunition wish to use has been Damaged the target mech is outside this range, but doing
is present before Shooting Timing, or if all so will incur a penalty on the Hit Check. For
Ammunition has been expended, more details, see the section on Hit Check.
the Ranged Attack will not occur.
The Effective range represents “the distance
If the target enemy mech is within which the Armament can Hit.”
Target is in behind the mech performing
Front the Ranged Attack, the Ranged For Ranged Armaments with an Effective
Attack will not occur. range set, you cannot attempt a Ranged Attack
If there is no clear line of fire
if the target mech is outside this range.
between the target enemy mech

4
Line of fire and the mech performing the 2. Ammunition Consumption
is clear Ranged Attack, the Ranged
Attack will not occur. <Obligation to Consume>
If the Ranged Armament you want to use has
If the Ranged Armament you specified ammunition consumption, you must
Target wish to use has a specified
is within Effective range, and the target consume the corresponding ammunition to
Effective enemy mech is located beyond carry out the attack.
range this Effective range, the Ranged Even if the Ranged Attack is not valid, and you
Attack will not occur. did not cancel at the beginning of the Shooting
Timing, you still consume ammunition. This
<Line of Fire> represents “firing wastefully despite no enemy
A line of fire is defined as a state where in sight” or “firing wastefully despite obstacles
“there are no mountains, hills, buildings, or between you and the enemy.”
other obstructions between one mech and However, if the Ranged Armament you
another that would block a shot.” wanted to use is already damaged, or if the
To check if there is a line of fire, draw corresponding ammunition is already damaged,
a straight line from the center point of the you do not need to consume ammunition. This
Coordinate where one mech is located to the represents “(lack of ammunition).”
center point of the Coordinate where the other
mech is located. If this line passes through any <Ammunition Notation>
Coordinates at an Elevation higher than those The “ammunition consumption” section in
where the mechs are located even once, the line the data of Ranged Armaments is noted with a
of fire is considered blocked. letter and number, such as “E1.”
If the line grazes the “corner” of a higher The letter represents the initial of the
Elevation Coordinate, it is still considered to corresponding ammunition type. For example,
have a clear line of fire. B stands for Bullet, E for Energy, M for Missile,
Other mechs or Special Terrain on this line R for Rocket.
do not affect the line of fire. The number indicates “the amount of
ammunition consumed when the Armament is
used once.”
For instance, if it says “R4,” using the
<No clear line of fire> <Line of fire is clear> Armament once will consume 4 Rocket.
Elevation 0 Elevation 0
<Ammunition Slot>
Ranged Armaments can only be used if the
Elevation 1 Elevation 1 corresponding ammunition is mounted in the
same part. However, Energy Ammunition can
be used even if mounted in different parts
because it functions like a “battery” and can
transmit and supply ammunition (energy)
※▼ the Direction of the Mech. through cables running throughout the mech.

058
<Method of Consumption> Evasion Value Modification Table
When consuming ammunition, fill in Condition Detail
the checkboxes under the corresponding
ammunition on the Mech Sheet for the amount If the target has moved during
consumed. Movement the same “Segment,” add +4 to
the Evasion value.
If the same type of ammunition is mounted
in multiple or different parts, you can combine If the target is in terrain
them to consume the required amount. suitable for hiding, such as
Hiding
For example, if using a Armament with “E3,” forests or dense fog, add +2 to
the Evasion value.
you can consume one unit from the Energy
Ammunition mounted on the Right Arm and If the target is in Special
two from the Energy Ammunition mounted on Unstable Terrain such as rubble or sandy
the Body. Terrain areas, -2 from the Evasion
value.
3. Hit Check Water Add +2 or subtract -2.
Terrain
<What is Hit Check?>

4
Hit Check is the process of using dice to <Modification Due to Water Terrain>
decide whether a Ranged Attack Hits the target If the target mech is located in a water terrain
and how well it Hits. This is referred to as Hit Coordinate, the modification to its Evasion
Check. value changes based on the water depth
In this game, the extent of damage inflicted (Elevation).
on the target mech is also determined by the If the depth from the water surface to the
Hit Check. bottom is more than 1 meter (more than 4
meters deep), the mech can hide underwater,
<Hit and Evasion Value> gaining a +2 modification as a submerged state.
The base value for the Hit Check is called the If the water surface and bottom are at the
same level (less than 4 meters deep), the
Hit value and is basically 0. mech is impeded by the water, receiving a -2
The target value for the Hit Check is the modification as an unstable state.
Evasion value of the target mech.
However, these values are modified based on <Hit Level>
the situation. Refer to the Hit Value Modification If the Ranged Attack Hits, “how well the
Table and Evasion Value Modification Table attack hits” is determined by three levels: A, B,
for specific modification values and conditions. and C. This is called the Hit Level.
The Hit Check is made after applying When determining the Hit Level, use the
modifications to the Hit and Evasion values. If results of the dice used for the Hit Check. Of
successful, the Ranged Attack Hits; if it fails, it the two dice, if the higher roll is 10, the Hit
Level is A; if it is 9 to 7, the Hit Level is B; if it
misses, and no further steps are conducted.
is 6 to 1, the Hit Level is C.
Hit Check = 0 ± modification.
Hit Level Table
Target value for Hit Check = Target mech’s
Evasion value ± modification. Higher Roll Hit Level
10 A
Hit value + 2D10 ≥ Target Value = Hits. 9~7 B
Hit value + 2D10 < Target Value = Misses.
6~1 C
Hit Check Modification Table
<Damage Determination>
Condition Detail
Each Armament has damage values set for
If shooting from behind Hit Levels A, B, and C. If a Ranged Attack
Rear Attack the target, the Hit Check is Hits, refer to the “Damage” section of the
modified by +4. Ranged Armament data used and apply the
For every coordinate beyond corresponding damage to the target mech based
Beyond
the Optimal range from the on the Hit Level.
Optimal
target mech, the Hit Check is
Range <Critical Hits and Fumbles>
modified by -2.
If the Hit Check for a Ranged Attack is a
Critical success, the damage inflicted on the
target mech is increased by +10.
If the Hit Check for a Ranged Attack is a

059
Fumble, roll on the Ranged Attack Fumble 5. Damage Check
Table (found in “Chapter 9/Resources” on
page 141) and apply the result. <Determining the Hit Location>
Damage not only affects the mech as a whole
<Link Boost> but may also damage specific parts where
PCs can push their minds and deepen Armaments are mounted. When a Ranged
their synergy with the mech to maximize its Attack Hits and damages the target mech, the
performance. This act is known as Link Boost. GM or player of the attacking mech should roll
Players can declare Link Boost just before on the Hit Location chart to determine which
making a Hit Check for a Ranged Attack. part of the target mech was Hit.
When a player declares Link Boost, they must
also increase the “Injury” stage in the Injury Hit Location
section, putting the PC’s Mental injuries into a Roll Hit Location
“Critical” state.
2~4 Head
Players whose PCs already in Critical stage
mental injuries cannot use Link Boost. 5~7 L.Foot

4
If Link Boost is declared, after making the 8~9 L.Arm
normal Hit Check, one of the two dice rolls can
10~12 Body
be changed to a 10. This guarantees a Hit Level
of A, and significantly increases the chance of 13~14 R.Arm
a Critical success. 15~17 L.Foot
However, subsequent Hit Checks will be 18~20 Head
highly likely to Fumble — due to the Mental
injuries being in a Critical state and a +4
<Damage to Armaments>
modification to the Fumble threshold —
If the damage exceeds the Part Armor value
representing the mental exhaustion of the PC
of the Hit Location, one Armament mounted
who performed the enhancement.
on that part is damaged.
Link Boost can also be performed by PCs
If there are multiple undamaged Armaments
with a no Placenta Chip.
on the Hit Location, the GM or player of the
4. Receiving Damage damaged mech decides which Armament is
damaged.
<Damage Accumulation> If a Armament is damaged, the player
The GM or player of the damaged mech managing the damaged mech should fill in the
should write the received damage directly onto “Damaged checkbox” on the Mech Sheet. If
the Mech Sheet’s damage section. This value it’s the GM, they should draw a line through
does not decrease by any means until the end the damaged Armament section on the GM’s
of the combat. If the damage section on the Strategy Sheet for the mech. Thereafter,
Mech Sheet already has a number written, i.e., the damaged mech cannot use the damaged
if the mech has already taken damage, the Armament.
damage values accumulate. The GM or player
of damaged mech should sum the previously <Destruction of a Part>
received damage with the newly received If the damage exceeds the Part Armor value
damage and write it on the Mech Sheet. and there are no undamaged Armaments left on
that part, the part itself is destroyed.
<Combat-Disabled> If a part is destroyed, the player managing
If the total value of the damage received the damaged mech should fill in the “Loss
exceeds the Durability value, the mech becomes checkbox” for the part on the Mech Sheet. If
combat-disabled. This represents having it’s the GM, they should draw a line through
received damage severe enough to make the entire section of the destroyed part on the
continuing combat impossible. GM’s Sheet.
A mech that becomes combat-disabled will From then on, the damaged mech cannot use
have all its actions for the upcoming Timing that part and will suffer the effects listed on the
changed to “Standby,” and its mini is removed “Part Loss Effects Table.”
from the combat map during the Cleanup If the Body part is destroyed, the mech
Phase. becomes combat-disabled regardless of the
condition of other parts.

060
Part Loss Effects Table
Condition Detail One Leg Mobility is halved.
Head All Hit Check -2, Fumble threshold Damaged
Damaged +4 Both Legs
Mobility is reduced to 1.
Body Combat-disabled. The pilot’s Damaged
Damaged Physical Injury becomes “Critical.”
Arm The mech can no longer grasp
Damaged objects with its arm.

4
Melee Attack
What is a Melee Attack? 4. Hit Check
5. Receiving Damage
A Melee Attack involves using Melee 6. Damage Check
Armaments mounted on the mech, such as
Claws or Heat Swords, to inflict damage on an Each step is detailed below.
enemy mech.
This action can only be performed by mechs 1. Engage Movement
equipped with Melee Armaments. <What is Engage Movement?>
This action belongs to the Melee Timing. When performing a Melee Attack, the
Plotting a Melee Attack attacking mech can make a slight move towards
the target mech. This represents the idea that
When Plotting a Melee Attack, follow these when performing a Melee Attack, the attacker
steps on the Strategy Sheet. The “Direction” adjusts its movement to match the target’s
section on the Strategy Sheet is not used for movements, effectively closing in on them.
this action. This Movement associated with Melee
Attacks is referred to as Engage Movement.
1. Circle the “Melee” on the Action section. Engage Movement is strictly a part of
2. Write the Part No. of the slot where the the Melee Attack and does not count as a
Melee Armament is mounted in the “Part “Movement” Action for the mech in that
No.” section. Segment. Therefore, if this mech becomes the
3. Write the Code Name of the enemy mech target of Shooting or Melee Attacks, it does not
targeted by the Melee Attack in the “Target” receive a +4 modification to its Evasion value.
section.
<Method of Engage Movement>
When performing Engage Movement, the
Mobility is treated as 1, regardless of the mech’s
actual Mobility value. However, the Movement
o Ra1 B1 for Engage Movement can be increased to 2 or
more due to the effects of certain Armaments.
o Rf2 B1 The GM or player of the mech may choose
not to perform Engage Movement if they do
not wish to. It is also possible to change only
Melee Attack Action the Direction of the mech without moving.
Even if the Engage Movement is 2 or more,
The process for a Melee Attack is as follows:
it is not necessary to move 2 Coordinate.
Engage Movement can still be performed
1. Engage Movement
even if the Hit Check step does not occurred.
2. Confirm the Target
However, if the Melee Attack action is canceled,
3. Ammunition Consumption
Engage Movement also gets canceled.

061
<Conditions for Engage Movement> You can also change the Direction of the mech.
When performing Engage Movement, it
must always be towards the target of the Melee
Attack. Even if the Engage Movement is 2 or
more, you cannot move away from the target
and then approach again in the same Movement.
Additionally, Engage Movement cannot enter
Coordinates occupied by other mechs.

※▼ the Direction of the Mech.


In an Engage Movement,
you can only move towards
<Multiple Engage Movement>
the target. If multiple mechs perform Melee Attacks
during the same Melee Timing, Engage
Movements for all involved mechs are carry
Coordinates that can out first. In this case, Engage Movements are

4
be Engage
handled starting from the mech with the lowest
Coordinates that can Mobility. For mechs with the same Mobility,
be Engage each mech’s GM or player rolls dice, and the
mech with the lowest dice result moves first.
You cannot move towards Once the Engage Movements for all mechs
Elevation 0 the target in the dirrection
of the arrows (because it are completed, move to “Confirm the Target”
initially moves away from
the target).
for each mech individually.

Elevation 2 Coordinates that can


2. Steps After “Confirm the Target”
be Engage
The procedures after the Confirm Target for
Melee Attacks are the same as those for Ranged
Attacks. For detailed information, refer to the
section on Ranged Attacks and replace “Ranged
※▼ the Direction of the Mech. Attack” with “Melee Attack” and “Ranged
Armaments” with “Melee Armaments.”

Special Actions
What are Special Actions? Actions during the same Special Timing, the
actions are processed in the following order:
Special Actions are actions other than
Movement, Shooting, and Melee Attacks. 1. Other Special Actions
Typical examples include Aim and Charged 2. Aim
Attack. 3. Charged Attack
These actions belong to the Special Timing.
If multiple mechs perform “Special Actions
Plotting Special Actions other than Aim and Charged Attack” during
The Plotting of Special Actions varies the same Special Timing, these actions are
depending on the Armament used. Refer to the processed similarly to other actions, starting
notes section for each Armament for details. from the player to the left of the GM and
moving clockwise.
Action for Special Actions
The Special Actions varies depending on
the Armament used. Again, refer to the notes
section for each Armament for specifics.
If multiple mechs perform different Special
062
Aim
What is Aim? Aim Action
Aim is an action that focuses on a specific The Aim action is only possible if the
enemy mech to increase the likelihood of following condition is met:
hitting the target in the next Shooting or Melee
Attack performed by the mech. Condition Detail
This action belongs to the Special Timing.
If the target enemy mech is
Target is
Plotting Aim in Front behind the Aim mech, Aim is
not possible.
When Plotting an Aim action, follow these
Line of If there is no clear line of fire
steps on the Strategy Sheet. Note that the “Part between the target enemy mech

4
No.” and “Direction” sections on the Strategy fire is
and the Aim mech, Aim is not
Sheet are not used in this case. clear possible.
1. Circle the “Special: (Aim)” for Aim. Effect of Aim
2. Write the Code Name of the enemy mech
targeted by the Aim in the “Target” section. If the mech that used Aim performs a Hit
Check for a Shooting or Melee Attack against
the targeted mech in the next Segment, it
receives a +4 modification to the Hit Check.
However, this effect is only available in the
Segment following the one in which Aim was
B3 performed.
o
B2
o

Charged Attack
What is Charged Attack? 2. If using Armaments related to Charged
Attack, such as “Wheel” or “Hover,” write
Charged Attack is an action that involves the Part’s number of the slot where the
rushing straight toward a specific direction and Armament is mounted in the “Part No.”
attacking any mechs in the path with a tackle, section. If the Armament occupies two parts,
or ram attack. write just one of the Part’s number.
This action can be performed even by mechs 3. Select the direction of the Charge from
that are not equipped with Armaments. “N/S/E/W” in the “Direction” section. If it
This action belongs to the Special Timing. is the GM’s Strategy Sheet, write the symbol
for one of N/S/E/W.
Plotting Charged Attack
When Plotting a Charged Attack action,
follow these steps on the Strategy Sheet. Note
that the “Target” section on the Strategy Sheet
is not used in this case.
o o
1. Circle the “Special: (Charge)” for Charged
Attack. o o
063
Charged Attack Action lower, immediate take Fall Damage. Refer to the
Fall Damage section (page 57) for more details.
The Charged Attack action is processed as
follows: 2. Hit Check
The procedure for Hit Check is essentially
1. Charged Attack Movement the same as for Ranged Attacks. For detailed
2. Hit Check information, refer to the section on Ranged
3. Receiving Damage Attacks (page 59).
4. Damage Check However, in the case of Charged Attack, there
is no need to determine a Hit Level. The mech
If multiple mechs are Charged Attack during that was Charged at always receives damage
the same Special Timing, the actions are carried equal to one-fifth of the Charged Attack mech’s
out in order of the mech with shortest Charged Durability, and the Charged Attack mech always
Attack Movement first. For mechs with the receives damage equal to one-tenth of the
same Charged Attack Movement distant, the Durability of the mech it Charged at.
respective GM or player rolls dice, and the In either case, the GM or player of the

4
mech with the lowest dice roll Charges first. damaged mech must roll on the Hit Location
Here’s a detailed explanation for each step: chart to check if any parts of their mech were
1. Charged Attack Movement damaged.

The Charged Attack mech moves straight in Charged mech =


the direction noted in the “Direction” section Charged Attack mech’s Durability × 0.2
of the Strategy Sheet. This type of Movement Charged Attack mech =
associated with the Charge is called Charged Charged mech’s Durability × 0.1
Attack Movement.
If another mech is on the path of the If the Hit Check fails, no further steps are
Charged Attack, the Charged Attack ends just carried out.
before this mech, and the Charged Attack is
considered successful. Move to the Hit Check 3. Receiving Damage and Step 4
and subsequent steps. The steps following damage receiving are the
If no other mech is on the path, the Charged same as those for Ranged Attacks. For detailed
Attack mech must move the distance equal to information, refer to the section on Ranged
its Mobility. No further steps related to the Attacks and replace “Ranged Attack” with
Charged Attack are carried out. “Charged Attack.”
The Direction of the mech after Charged
Attack will always be the direction in which the
Charged Attack was made.
If the Charged Attack Movement enters
a Coordinate that is two or more Elevations

Continuous Actions
If a mech performs the same action as the benefits from inertia, Shooting and Melee
previous Segment,, this is called a Continuous Attacks benefit from increased accuracy, and
Action. This applies even if the Rounds span Aim benefits from more precise targeting.
across Segments, as long as the Segments For specific modifications, refer to the
themselves are continuous. However, if the “Continuous Action Modification Table.”
action was not actually carried out due to Modifications from Continuous Actions do
cancellation or other reasons, it is not treated as not stack.
a Continuous Action.
Continuous Actions for Movement, Ranged,
Melee Attacks, and Aim receive favorable
modifications. This is because Movement

064
Continuous Action Modification Table
Condition Detail If you use the same Armament and
target the same enemy as in the previous
+1 to Mobility. If Armament is used, segment, +2 to Hit Check. However,
you must use the same Armament if the Melee Attack in the previous
Movement as the First Segment to receive this Melee segment was not successful, you will
modification. Attack not receive this modification.
If you use the same Armament and If you use an Armament with the
target the same enemy as in the previous same name for the Melee Attack, but
Segment, +2 to Hit Check. However, mounted in a different slot, you will not
if the Ranged Attack in the previous receive the modification.
Ranged Segment was not successful, you will If you aim at the same target as in the
Attack not receive this modification. previous segment, the modification to
If you use an Armament with the the Hit Check you receive becomes +6.
same name as for Ranged Attack, but Aim However, if the Aim in the previous
mounted in a different slot, you will not Segment was not successful, you will
receive the modification. not receive the modification.

Combat Skills
What Are Combat Skills?
Combat Skills represent the abilities of PCs
that are exhibited in mech-to-mech combat.
You may use both a Hit Check type Combat
Skill and Link Boost in a single Hit Check. In
such cases, the declaration of the Combat Skill
is treated as prior.
4
Using these skills, PCs can gain an advantage Plotting Type: These skills are used by writing
in battles. their names in the “Combat Skill” section of
PCs can acquire Combat Skills during the Strategy Sheet during the Plotting phase.
character creation and the ending part of the Always Type: These are always considered
game. active once acquired.
Categories of Combat Skills Costs of Combat Skills
Combat Skills are divided into three Some Combat Skills impose a significant
categories: Pilot, Command, and Knowledge. mental strain on the PCs who use them. This
Pilot Skills are related to the operation of strain is referred to as a cost.
mechs. PCs with high Soldier or Scout Aptitudes The cost is set according to the severity of
can acquire these skills. the mental burden it imposes.
Command Skills pertain to psychological For Hit Check type skills, the character must
impacts on allies fighting on the same battlefield. increase their Mental injuries by the same
PCs with a high Commander Aptitude can stages as the cost value simultaneously with the
acquire these skills. declaration of use.
Knowledge skills involve enhancing mech For Plotting type skills, the character must
performance and analyzing combat situations. increase their Mental injuries by the cost value
PCs with high Mechanic or Academic Aptitudes at the start of the action phase of the Segment
can acquire these skills. in which they are used.
Always type Combat Skills do not have any
Type of Combat Skills set costs.
Combat Skills are classified into three types: Any Combat Skill can be used any number
Hit Check type, Plotting type, and Always type. of times within a Segment. However, as a result
Hit Check Type: These skills are declared just of the costs, this can be life threatening to the
before making a Hit Check and are used at that character.
timming.

065
Combat Skills
Targeting Parts Favorite Weapon
Type Hit Check Cost 1 Type Always Cost -
Pilot (Soldier, Scout)

Pilot (Soldier, Scout)


Hit specific parts of an enemy mech with ranged, Increases proficiency with a specific melee weapon.
melee, or charged attack.
Choose one Melee Armament mounted on their
Allow you to reroll the Hit Location Table up to two mech at the start of the Session. When attacking with
times. You must apply the result of the last roll. that Armament, +1 to Hit Check. Can redesignate the
Armament each session.

Fast Reaction Sniper

4
Type Plotting Cost 1 Type Always Cost -
Increases reaction speed against enemy mechs' Enhances accuracy when aiming at enemy mechs.
shooting, melee, and charged attacks.
+6 to Hit Check when using Aim. If there are
+10 to Evasion value for the Segment. Declare the Continuous Action modifications, it increases to +8.
use of "Fast Reaction" when first targeted by a Ranged,
Melee, or Charged Attack in that Segment.

Camouflage Special Attack


Type Always Cost - Type Always Cost -
Camouflage yourself in environments such as forests, Improves the hit rate of charged attack.
dense fog, or water.
+1 to Hit Check for Charged Attack.
+4 to Evasion value from being in forests or heavy
fog, etc.

Wide Range: Short


Type Always Cost -
Improves the hit rate of shooting attacks at ranger
shorter than the weapon is originally designed for.
Choose one Ranged Armament mounted on their
mech at the start of the Session. When attacking with
that Armament, treat one Coordinate closer than the
Optimal range as the Optimal range. However, the
range of Optimal range itself does not increase. Can
redesignate the Armament each session.

Wide Range: Long


Type Always Cost -
Improves the hit rate of shooting attacks at range
longer than the weapon is originally designed for.
Choose one Ranged Armament mounted on their
mech at the start of the Session. When attacking with
that Armament, treat one Coordinate farther than the
Optimal range as the Optimal range. However, the
range of Optimal range itself does not increase. Can
redesignate the Armament each session.

066
Fighting Skill
Command Customize
Type Always Cost - Type Always Cost -
Command (Commander)

Knowledge (Mechanic, Academic)


Guides your allies on the battlefield, improving the Modifies a weapon to enhance its power.
hit rate of their shooting, melee, and charged attack.
Choose one Ranged or Melee Armament mounted on
+2 Hit Check of allied mechs within 3 range. This their mech at the start of the Session. When attacking
effect does not apply to the character who also has with that Armament, the Armament's damage is always
"Command," and the effects of "Command" do not increased by +1. Can redesignate the Armament each
stack. session.

Guidance Quality Up

4
Type Always Cost - Type Always Cost -
Help your allies feel less stress on the battlefield. Modifies a weapon to improve its ammunition
efficiency.
Always treats the Fumble threshold of allied mechs
within a 3 range as 2. This effect does not apply to the Choose one Ranged or Melee Armament mounted on
character who also has "Guidance." their mech at the start of the Session. When attacking
with that Armament, the ammunition consumption is
always reduced by 1. Can redesignate the Armament
each session.

Inspire Fast Deploy


Type Always Cost - Type Always Cost -
Encourages and motivates allies on the battlefield. Quickly setting up Land Mines or Advanced Mines.
Always decreases the Critical threshold of allied Players with "Fast Deployment" can write two
mechs within a 3 range by 2. This effect does not apply Coordinates in the "Target" section when deploying
to the character who also has "Inspire," and the effects Land Mines or Advanced Mines. Mines can be
of "Inspire" do not stack. simultaneously placed at two Coordinates. The number
of Land Mines or Advanced Mines consumed becomes
+2. It is not possible to consume one Mine each from
multiple slots mounted with Armaments.

Detection Wide View


Type Always Cost - Type Always Cost -
Quickly detects and warms your allies about ranged, Improves the mech's sensors to recognize a wide
melee, and charged attacks from enemy mechs. area simultaneously.
Always adds +2 to the Evasion value of allied mechs Enemy mechs that perform Ranged, Melee, or
within 3 range. This effect does not apply to the Charged Attack against a character with "Wide View"
character who also has "Detection," and the effects of cannot receive Hit Check modifications when Rear
"Detection" do not stack. Attacks.

Maximum Output Weakness Detection


Type Hit Check Cost - Type Hit Check Cost 1
Knowledge

Overloads a weapon, drawing out its maximum Identifies the weaknesses in a mech.
power.
Ranged, Melee, or Charged Attack using "Weakness
Ranged or Melee Attacks using "Maximum Output" Detection" have their critical threshold reduced by -2.
gain +5 to damage. The Armament used for this
attack cannot be used again until the combat is over.

067
GM Guide
When Multiple Become Combat-disabled to be used by “very skilled (enemy) pilots” as
needed for the story.
Whether a mech is combat-disabled is
determined at the end of the Timing Segment. Number of High-Rank Armaments
Therefore, if multiple mechs become combat- To scenarios where PCs unite against a
disabled during the same timing, they are treated formidable enemy, it is recommended that the
as having been combat-disabled simultaneously. GM’s mechs are equipped with a total number
If the victory condition for both teams is to of high-rank Armaments roughly equal to the
combat-disabled all enemy mechs and the last number of PC mechs.
mech of both teams becomes combat-disabled For instance, if there are three PC mechs
simultaneously, the team with the higher damage equipped only with B-rank armaments, the GM

4
inflicted on the enemy team is the winner. might equip two mechs with a total of about
Number of Mechs and Combat Skills three A-rank armaments (the rest being B-rank).

As a GM manages multiple mechs alone, Plotting Guide


there is a slightly greater burden compared to To reduce the burden of Plotting multiple
players who may only manage one mech each. mech at once, GMs should establish guidelines
To reduce this burden, it is recommended for each mech they manage. For example, “This
that the total number of mechs managed by mech prioritizes attacking the nearest enemy,”
the GM should be about one less than the total or “This mech alternates between moving and
number of PCs. shooting.”
For example, if there are three PC mechs, the
GM should manage two mechs.
For similar reasons, it is recommended that
Combat Skills not be used by GM’s mechs.
The GM should only allow Combat Skills

PvP
PvP Format Victory Conditions
The Battle Part of this work can be played as The victory condition for PvP could be
a standalone PvP game. In this case, there no “neutralise the enemy team’s leader mech” or
need for GM, and all participants are players. “neutralise more than half of the enemy team’s
PvP games do not require a scenario, making mechs.”
it easy to enjoy in spare moments. For battle royales, the victory condition
In PvP games, participants can be divided should be “to neutralise all mechs other than
into teams of two vs. two or three vs. three. your own.”
Each person manages one mech. If the total
number of participants is odd, one participant Game Conditions
may manage two mechs to balance the total When hosting a PvP game, decide in advance
number of mechs per team. what type of Battle Map to use, what the
In a battle royale format, where all starting Coordinates of each mech are, whether
participants are enemies and fight until only one Link Boost is allowed, and whether Combat
mech remains, can be enjoyed regardless of the Skills or high-rank Armaments are allowed. If
number of participants. allowed, decide how many each team can use.

068
Plotting Starting Positions their chosen starting positions simultaneously,
placing their mechs on the corresponding
In PvP games, players may decide their Coordinates on the Map. Combat between
starting positions through Plotting. mechs proceeds as usual after this.
When Plotting starting positions, players If multiple players choose the same
should write down the desired Coordinates for Coordinates, a Collision occurs immediately as
their mechs’ starting positions and the Direction the Round starts.
they want their mechs to face at the start on
the corner of the Strategy Sheet before the first
Round begins. Afterwards, everyone reveals

4
Replay - Battle Part

GM The moment you’ve all been waiting for—the GM Once you're done with that, place your minis
battle begins now. First up, let’s set up the Battle on the designated starting positions. Both of
Map. This is what today’s battlefield looks like your mechs will be facing 'W'. My mech will be
(spreading out the map). facing 'S' (placing minis). The victory condition
for this battle is the same for both sides: to
defeat all enemy mech.
M Sounds easy. We'll take them down in no time!
GM Just remember, this map has several Land
Mines buried in advance. Where they are is a
secret (laughs).
M Right, traps... That makes sense (sweats).
GM If you had an Academic 3 or more, you could
Elevation 2 GM make Insight checks against the enemy’s
Armaments.
J Neither Manishe nor I have 3.
M J GM Then you won't know what weapons the
enemy is packing. You’ll only know their Size
and Weight.
J Knowing that, we can calculate Mobility and
Evasion, right?
M It's just an Lumière, right? No big deal. A few
Land Mines are nothing to sweat about!
GM Is that so? (smirks) Let's start with the first
Round then. We begin with the Setup phase.
J This is where we ready for combat. We’ll need
Forest GM GM position to use up some Cardia stones.
M Manishe position J Julia position GM Exactly. Reduce the value in the Cardia stone
section of your Mech Sheet by one unit. Once
Land Mines (PCs don’t know the position) that’s done, we move on to the Plotting phase.
M During Plotting, we write down actions for
two Segments all at once on the Strategy Sheet,
GM Let's have the player characters as Team A, and right?
the GM will be Team B. The code name for
Loup-Garou (Manishe's mech) as A1, Hystrix GM Correct. Remember, you can’t share what you
(Julia's mech) as A2, and over here, the Lumière write with your allies. 'Embryo Machine RPG'
de l’Orage Kai as B1. Everyone, please write is about reading the enemy’s moves as well as
down your mech's name, Size, and Armor your allies’. Embrace the thrill of it (laughs).
Weight in the designated section below the M Tough game... Let’s think this through.
Battle Map.
J What should we do...?
M&J Got it!

069
GM (After a while) Have both of you done Plotting? J I just need to roll the dice again, right? (Rolls
I've finished too, so let's start the Action Phase dice) 8.
now. Everyone, open your Strategy Sheets at GM Hit Left Arm, but the Part Armored there is
once! 12, so no Armament is damaged.
M&J Open! J That's okay. Just hitting is good enough this
GM Actions are in order from Movement first, then time!
Shooting, and Melee, and Special action. First, GM Still Shooting timing, next is my action. I circled
in the 1st Round, Segment 1, we'll start with "Shoot" and B1 for Part No. and A1 (Loup-
Movement timing. Anyone? (those who circled Garou's Code Name) in the Target section.
"Move" in the Action section)?
M I'm the target!
M (Raises hand) ...Huh, just me?
GM The B1 on Lumière is equipped with a High-
J Looks like it (laughs). Intensity Laser.
M Yeah... I circled "Move" in the Action section M A-rank Armament, huh!?
for Segment 1, of course. For target, I wrote
E6 and move with Part No. LF2 for Wheels. GM Exactly! It's a very powerful Armament not
equipped on the other nine sample mécha.
GM Then you're moving to E6. What Direction Optimal range is 4-5.

4
after the move?
M My Loup-Garou is two Coordinates away
M W(est). Now I'm closer to the enemy. from it (Lumière), so it's too close by two
GM This Segment is funny (laughs). - Next, Coordinates.
Shooting timing. Anyone? GM That's right. You'll have a -4 modifier to
J (Raises hand) Me. accuracy.
GM Me too. Since the timing is the same, mine M And I just moved in this Segment.
and Julia will perform actions simultaneously. GM Then you have a +4 modifier to your Evasion.
However, for convenience, processing goes
clockwise from the GM's left side. M Originally, my Evasion is 4, so even with the
Movement modifier, it's 8. Not that high
J So, starting from me, right? I circled "Shoot" (sweat).
and wrote RA1 in the Part No. section. In the
Target section, Naturally I wrote B1 (Lumière's GM Let's roll to see if it hits. Roll! (Rolling) -
Code Name). First, I'll spend two ammunition Alright,10 and 8, so it's 18 even with a -4
from RA2. Checkboxes, filled. accuracy modifier. A perfect hit!
M If it's RA1 for Hystrix... (peeks at Julia's Mech J And since it's a 10, Hit Level A.
Sheet) Must be Long Ranged Missile. GM For a High-Intensity Laser, a Hit Level A
J That's right! Julia's Mech is equipped with them. means 20 damage.
The Optimal range is 8-9, and the distance to M 20!? (Writes 20 in the Mech Sheet's damage
the enemy Lumière is... (counts on the map) 7. section) Darn, that's painful...!
It's a bit too close.
GM Now let's roll to see where it hits. (Rolls dice)
GM Since it's one closer, there's a -2 modifier to 9, so it hits the left arm. What's the Part Armor
accuracy. there?
J Any other modifiers? M Worst. Armor is 18! 20 will penetrate!
GM You're not moving, it's a flat surface, and it's a J One of the Armanents will be damaged...
missile, so there's no effect from Elevation, no
other modifiers. By the way, my evasion here GM Haha, see that! The damaged side gets to
is 7. choose which Armaments gets damaged.
J Then I'll roll to see if it hits. (Rolls dice) Got 5 M There's no choosing here; I don't have anything
and 6, total 11. With the -2 accuracy modifier, on my Left Arm except a single Pile Bunker.
it's 9. It's damaged even though I haven't used it yet
(cries). I'll fill in the damaged checkbox... Well,
M Yes! It hit! I have another one, so it's fine.
GM Right. It's above my Evasion value here, so it's GM It's a common occurrence (laughs). So now all
a hit. Now use the higher roll to see how much three mechs have finished their 1st Segment.
damage from that shoot. Let's move to 2nd Segment. Is anyone doing
J The higher dice is 6. anything at the Movement timing? By the way,
I'll be moving (raises hand).
GM With 6, the Hit Level is C.
M&J ... (Silence).
J Too bad! Only Hit Level C from a Long
Ranged Missile, 10 damage. GM Looks like it's just me? Then for the 2nd
Segment's Movement timing, this Lumière de
GM I'm just gonna write down 10 points in the l’Orage Kai will move to Coordinate H6. After
Mech's Damage section. This game also don't moving, it faces S(outh).
have any damage reduction mechanic. Now,
let's see where it hit. (Hit Location) M Whoa, got flanked from behind!?

070
GM Hehe (laughs). Next, anyone doing something GM No worries! (Rolls dice) Huh, missed?
at Shooting timing?
M Got 3 and 4. No luck (wry smile).
M&J Yes! (Raises hand)
GM These things happen. Next, Melee timing.
GM Oh, both of you are Shooting. Since I'm to the Anyone?
left of the GM, let's process Manishe's action
first. M Shh (laughs).
M But, I've been flanked from behind. I can't GM Oh, nothing to do, huh? Then, Special timing.
shoot at the rear, so I'll be on Standby (sigh). Anyone?
J I used Long Ranged Missile. The Target is, M Yes (raises hand). My action is "Charge",
of course, Lumière de l’Orage Kai. Since I meaning I'll charge ahead with LF2 on the Part
targeting the same enemy mech with the same No. and the Direction is S(outh). Since there's
Armament for 2 Segment (Continuous Action), no one on the path, I'll dash straight to E9 and
there's a +2 modifier to accuracy, right? finish.
GM Even so, the distance between both mechs is GM Doing something pointless again...
2. It's closer than the Optimal range for Long M Quit your yapping. I just thought it'd be more
Range Missiles by 6. fun by just moving!

4
J With a -2 modifier for each Coordinates, GM Well, fair point (laughs). So, moving on to
that's... together, -12!? There's no way it'll hit! the 2nd Segment of the second Round, the
GM My Evasion here is 7. Since I just moved on this Movement Timing, but...
Segment, there's an additional +4 to Evasion. M I'm not moving.
J Even with a Critical roll (rolling 10 and 10), it J Neither am I.
won't hit... Since it's still the beginning of the
shooting timing, can I Cancel? GM Right (sigh). As for my mech here, it actually
is moving. And the target is Coordinate H10,
GM Sure. So, that concludes the Action phase direction is N(orth)...
of the first Round. There's nothing for the
Cleanup phase this time. J Isn't that where my Hystrix is right now?
M That means, next is the start of the second GM Since two or more mechs have entered the
Round. There's nothing special to do in this same Coordinates, a Collision occurs. Each
Setup phase. unit suffers damage equal to one-tenth of its
J Then it's the Plotting phase, right? We've been Durability.
getting quite close to the enemy, so we need to J Stryx's Durability is 105. Since the game rounds
think of something... everything up, it's 11 points, right?
M My mech is more about close combat and GM My Mech's durability is 75, so it's 8 points.
melee attacks.
M Quite a difference. Looks like Hystrix has the
GM Don't forget there are Land Mines buried in upper hand (laughs).
this battlefield (laughs).
GM For Hit Locations... (rolls dice) Got hit in the
J That's why I hate moving! Body, but just 11 points, it doesn't exceed the
GM Come on now (laughs). - Both of you finished Part Armor value. No damage. But considering
Plotting? Let's open the Strategy sheets! the 10 points I took in the previous Round,
that's a total of 21 points I've taken...
M&J Open!
J With 8 points, It won't penetrate armor either.
GM Start of the Action phase for the second After the Collision, there's Push back, right?
Round! Movement timing of 1st Segment.
Anyone? GM Since Julia's unit has a higher Durability, her
unit stays in the Coordinates. So, it's up to the
J Yes (raises hand). - Hmm, it's just me, isn't winner to decide where to Push.
it? I'm moving to Coordinate H10, heading
N(orth) after move. J Then let's Push it to H9.
GM Whaaat!? GM That's the spot... (tears up).
J What's wrong? M What's wrong?
GM Oh, nothing... (sweat). So, for Shooting timing, GM Well, there are Land Mines here, actually.
my mech here will shoot. Using the Pulse Laser J No way!?
on H1, the Target is Julia's Hystrix.
GM Exactly. Lumière de l’Orage Kai takes 20
J Another A-ranke Armament! damages. With the 10 points from before,
GM Well, yeah (laughs). The Optimal range for the that's a total of 41. The Hit Location is (rolls
Pulse Laser is 3-5, and the distance to Histricks dice) Body. Since it exceeded the Part Armor,
is 4, so there's no modifier. one Armament has to be damaged. Should I
ditch the B2 Energy Ammunition...?
J Since I moved this Segment, there's a +4
modifier to Evasion, but... with the original M Luck's turning my way (laughs).
value is 3, so it's only 8 (sweat).
GM Sigh... Next Shooting timing. Anyone?

071
J Yes! (Raises hand happily). Shoot Lumière de
l’Orage Kai with the Gatling Gun in the Body.
It's outside the Optimal range, but I'll use Link
Boost!.
M Ah, the one that lets you turn one of the dice
to 10!
GM Since it's outside the Optimal range for the
Gatling Gun, there's a -4 modifier to accuracy.
My Evasion is 7, plus the +4 from moving, Elevation 2 GM 1-2
making it 11. 1-1
J Despite becoming "near death" mentally, I'll 2-1 2-2
roll with Link Boost! (rolls dice) - Rolled 5 and M J
1. Changing the 1 to 10 makes it 15! Hit Level 2-1
A!
GM Hit level A for the Gatling gun means—oh, the
damage is 20 points. Hit Location?
J (rolls dice) It's 11, so it's the Body again.

4
GM Ouch, mine High-Intensity Laser got damaged!
M Next is the Melee timing. Actually, I circled
"Melee" in the Action section of the Strategy
sheet. I wrote LA1 in the Part No. section
with a Pile Bunker. The Target is, of course, Forest GM GM position
Lumière de l’Orage Kai.
M Manishe position J Julia position
J The Pile Bunker!
Land Mines (PCs don’t know the position)
M Leave it to me. I could use Link Boost, but
I'll purposely use the Combat Skill "Targeting
Parts" instead. Since it's a Melee attack, I'll start
with a Engage Movement.
GM Uh... Doesn't the Loup-Garou have Motion
Sensors? You could approach me with a 2
Movement.
M Approaching from coordinate E9 to G9.
Moved straight towards the front of Lumière
de l’Orage Kai! Since the distance is 1, it's
obviously within the Effective range!
GM The Evasion remains at 7+4, so it's still 11.
Normally, it would hit...
GM Hey...(sweat)
M Hyah! (rolls dice) Got 6 and 6, making it 12.
Even though it's Hit Level C, the damage is
still 21 points! Hit Location is—(rolls dice)
Got 17, but with "Targeting Parts" I'll reroll.
Rolling again (rolls dice) Got 12. I'll go with
this, hitting the Body again!
GM With that, the Body part is completely
destroyed. When the Body part is destroyed,
it's instantaneously disabled—before reaching
total defeat, the Pile Bunker's 21 damage also
exceeded my Mech's Durability.
J Once the total damage exceeds the durability,
it's disabled, right?
GM Complete defeat on this side... Losing in such a
dramatic way! In just two Rounds...
J The Land Mines really did their job. Yay!

072
Ending Part
4
EM Repair and Character Growth Rules

073
What is the Ending Part?
When either the GM’s or PC’s victory Adventure Part, the payment is made during
conditions are met during the Battle Part, the this part. Depending on the content of the
Ending Part begins. reward, players need to update the Cardia Stone
This segment concludes the story and or Possessions sections on their Mech Sheets.
prepares for the next session. Further steps are performed if another
The GM first processes any Disarmament session involving the same PCs is expected.
check from PCs, then based on the results of This chapter will explain various rules
the Battle Part and the scenario’s narrative, necessary for progressing through the Ending
communicates the conclusion of the story to all Part.
players, similar to the Adventure Part.
If a specific NPC had assigned tasks to
the PCs with a promised reward during the

5
Disarmament
If the PCs have archived victory conditions If Armaments are switched, update the Mech
in the Battle Part, PCs with a Mechanic 3 or Sheet accordingly. If you want to kept your
more Aptitude can attempt to Disarmament original Armaments, write their names in the
the enemy mechs. However, if all enemies are Possessions section.
escaped from the battlefield or if the all PCs Armaments from Disarmament can also be
leave the battlefield, Disarmament cannot be stored in the Possessions section.
attempted. If Disarmament is possible, the GM
should inform all players about all data of the Disarmament Table
target mech. Success Armament that
Players attempting Disarmament should Value can be seize
make a check without a Target Value with 10~12 1
their Mechanic Aptitude value. Refer to the
“Disarmament Table” based on this Success 13~15 2
Value, select the corresponding number of 16~18 3
Armaments mounted on the targeted mech, 19~21 4
and switch them to your own or allies’ mechs.
A PC can attempt to Disarmament on an 22~ 5
enemy mech once. If multiple PCs attempt
to Disarmament on the same mech, only the
highest Success Value can be applied.

Buying and Selling


Buying and Selling Armament Stone as the main currency.
Transactions take place in town workshops,
You can buy or sell Armaments from so if the PCs cannot access to a town, they
Disarmament or other means, using Cardia cannot buy or sell Armaments. The GM
074
should determine if Armament transactions Selling Armaments
are possible and, if so, up to what rank of
Armaments can be traded. The Cardia Stone gained from selling
Armaments is 5 units for B-rank and 10 units
Buying Armaments for A-rank. Damaged Armaments, regardless
The Cardia Stone required to purchase a of rank, are worth 1 unit.
B-rank Armaments is 10 units and 20 units for
A-rank Armaments. Armament Price Table
Purchased Armaments can be immediately Buy Sell
mounted on your mech. B-rank 10 unit 5 unit
Choose a slot for the Armament, update your
Mech Sheet, and note the original Armaments A-rank 20 unit 10 unit
in the Possessions section if you keep them.
If you choose not to mount the purchased
Armaments, simply write their names in the
Possessions section.

5
Mech Repair and Character Recovery
Mech Repair Part Repair
In the Ending Part, damage and ammunition Repairing completely destroyed parts is
expended during the Battle Part are treated similarly to Armament repair, costing
automatically recovered. You can also repair 20 units of Cardia Stone per part.
damaged Armaments and previously damaged
parts. Repositioning Armaments
This signifies that the PCs have taken their You can freely rearrange the mounting
mechs to a town workshop for repairs over positions of Armaments during their purchase
time. If PCs cannot access a town, Mech Repair or repair.
does not occur. The GM must decide whether
Mech Repair is possible. Character Recovery
Damage Remove Injuries sustained by PCs in the Battle Part
are automatically healed, representing the PCs
Any damage the mech has sustained is reset going to town for medical treatment.
to zero. Remove damage on the Damage section If PCs cannot access to a town, Character
of your Mech Sheet accordingly. Recovery does not occur. The GM should
determine if recovery is possible based on the
Replenish Ammunition situation.
All ammunition expended during the session All Physical and Mental injuries are healed,
is restored. Clear the checks in the ammunition clear the Injury checks. However, PCs with a
check section of your Mech Sheet. Placenta Chip remain Minor mentally injured.
If the ammunition itself is damaged, it Deceased PCs remain dead, of course.
cannot be restored until repaired.
Armament Repair
Damaged Armaments are not automatically
repaired. Cardia Stone is required as a cost for
repairs. For more details, refer to “Chapter 3/
Adventure Part” (Page 46).

075
Character Growth
In the Ending Part, you can advance your Check off the increased Aptitude values on
PC’s abilities based on the session’s outcomes. the player sheet.
This growth is represented by increasing If the new value reaches a multiple of three
Aptitude values. for Soldier, Scout, Mechanic, Academic, or
The GM should evaluate the session as a Commander Aptitudes, you can acquire one
failure or success based on criteria like the Combat Skill related to that Aptitude. For more
happiness brought to many people or the details, see “Chapter 4/Battle Part” (Page 65).
completion of tasks assigned by clients.
If the session is successful, players can
choose two Aptitudes to increase by one point
each. If it’s a failure, only one Aptitude can be
increased.

5
Replay - Ending Part

GM In the Ending Part, you can loot the enemies J Yay!


Armaments if you want. The Armaments of
the enemy Lumière are like this (shows the GM Manishe and Julia rest for a while before
GM's Mech Sheet). Only PCs with a Mechanic plunging back into the days of battle... And
3 or more can attempt to Disarmament. so, our story concludes here. All Physical and
Mental injuries are completely healed. The
J Oh, I qualify! Then I'll make the check. damage and ammunition your mechs incurred
GM The baseline is your Mechanic Aptitude. are reset to zero.
The number of Armaments you can capture M Just what I was waiting for!
depends on your Success value.
GM You can also trade and repair Armaments here.
J Here goes! (rolls dice) My Success value is 2.
M I’ll sell the damaged Pile Bunker for one unit
GM So you can take two pieces. of Cardia Stone. I'll keep the Spike just in case.
J (Looking at the enemy mech's sheet) The J I’m almost unscathed, so I don't need anything.
strong ones are the Pulse Laser and the High-
Intensity Laser. GM All that’s left is Character Growth. You defeated
the enemy, so the session is a success. Both of
M Can I take the High-Intensity Laser? I want to you can increase two Aptitude values in total.
replace the broken Pile Bunker with it.
M I’ll increase Soldier and Medic by one each.
J Then you’ll need Energy Ammunition too… Now I can perform Medical treatments too!
Okay, let's take the High-Intensity Laser and
the Energy Ammunition instead. J I’ll increase Scout and Counselor by one each.
Scout has reached 3, so I can acquire one Pilot
M Thanks! I’ll mount the Energy Ammunition Combat Skill. Maybe I’ll choose 'Fast Reaction'?
where the Pile Bunker was on LA2, and
the High-Intensity Laser where the Spike GM Once the Character Growth is done, this
was on B2. The broken Pile Bunker and the session is completely over. Well done, both of
undamaged Spike, I’ll move to the Possessions you!
section for now. M&J Thanks!
GM Now, let’s conclude the story. You head to the
fort and confirm that no enemy forces are left.
J After that, we return to the original town.
GM When you report to the lord, he nods
satisfactorily. It's unfortunate about Camille,
but you secured the fort. Soon, a garrison from
the homeland will be dispatched. As promised,
each of you will receive 5 units of Cardia Stone.

076
5
Mech Creation
Build Your Own Mechs and Armaments List

077
Mech Creation
What is Mech Creation? Heavier armor increases Durability and Part
Armor values, while lighter armor increases
Chapter 1 of this book, “Selecting Sample Mobility and Evasion values.
Mechs,” includes sheets for nine mechs types. Select one Armor Weight option from the
The Size, Weight, Armaments, and other data Armor Weight section of the Mech Sheet and
on these Mech Sheets are determined according mark it.
to this rules. Players who familiar with the game
can follow these rules to create their unique 3. Others Data
mechs from scratch, referred to as “Mech <Size and Armor Weight>
Creation.” Your chosen Size and Armor Weight
These mechs can be used in regular sessions automatically determine Mobility, Evasion,
and PvP games. Durability, and Part Armor values.
When creating a mech, you’ll fill in the upper
half of the Mech Sheet. This chapter will <Mobility>
explain the rules and methods necessary for This value represents how far the mech can
this process. move within a certain time.
Steps for Creation Refer to the “Mobility Table,” and write the
value corresponding to your mech’s Size and
Creating a mech involves the following steps: Armor Weight in the Mobility section of the
Mech Sheet.
1. Size For example, a size L and light armor mech
2. Armor Weight would have a mobility of 5.
3. Others Data
4. Determining Armaments Mobility Table
5. Code Name and Mech Names SS S M L LL

6
Each step is explained in detail below. Light 7 7 6 5 4
Medium 6 6 5 4 3
1. Size
Heavy 5 5 4 3 2
Size represents the mech’s overall dimensions,
and you can choose from SS, S, M, L, or LL.
<Evasion>
A mech size M stands about 4 meters tall when
Evasion indicates how difficult it is for the
upright. The height changes by approximately
mech to be hit by attacks from other mechs.
50 centimeters with each size level change.
Refer to the “Evasion Table,” and write the
Larger mechs can equip more Armaments
value corresponding to your mech’s Size and
and have higher Durability values, while smaller
Armor Weight in the Evasion section of the
mechs have greater Mobility and higher Evasion
Mech Sheet.
values.
For example, a size L and light armor mech
Select one size option from the size section
would have an Evasion value of 7.
of the Mech Sheet and circle it.
2. Armor Weight Evasion Table
SS S M L LL
Armor Weight represents the weight and
thickness of the mech’s armor, available in Light 10 9 8 7 7
Light, Medium, or Heavy. Medium 8 7 6 5 5
For a Medium armored, size M mech, the
Heavy 6 5 4 3 3
total weight is about 4 tons. The weight changes
by about 0.5 tons with each Armor Weight level
change, and by about 0.25 tons with each size
level change.

078
<Durability> Number of Slot Table
The Durability indicates how much damage SS S M L LL
the mech can withstand.
Refer to the “Durability Table” and write the Head 1 1 1 1 2
value corresponding to your mech’s Size and Body 1 2 2 2 2
Armor Weight in the Durability Section of the R.Arm 2 2 2 3 3
Mech Sheet.
For example, for a mech of size ‘L’ with light L.Arm 2 2 2 3 3
armor, the Durability value would be 75. R.Foot 1 1 2 2 2
L.Foot 1 1 2 2 2
Durability Table
Total 8 9 11 13 14
SS S M L LL
Light 60 65 70 75 80 <Choosing Armaments>
Medium 75 80 85 90 95 From the B-rank Armaments listed in this
chapter, select the number of Armaments
Heavy 90 95 100 105 110 corresponding to your mech’s total Slot numbers
and write their names in the Slot sections of the
<Part Armor> Mech Sheet. You do not need to spend Cardia
The Part Armor indicates how much armor Stone for this selection.
thickness each part of the mech has. Unless specified otherwise in the Armament
Refer to the “Part Armor Table” and write remarks, you can mount any Armament in any
the value corresponding to your mech’s Armor Slot. One Armament must be mounted per Slot.
Weight in the Part Armor section of the Mech For instance, if the total Slot number is ‘11,’
Sheet. you can freely choose 11 Armaments from the
For example, for a mech with Light armor, B-rank and arrange them in the mech’s Slots
the Part Armor are 16 for the Head, 14 for the according to the number of Slots available for
Body, and 12 for the Right Arm, Left Arm, each part.
Right Foot, and Left Foot. If permitted by the GM, you may also
choose from A-rank Armaments. The GM
Part Armor Table should decide how many A-rank Armaments

6
L M H are allowable.
Head 14 17 20
<Notes on Mounting Armaments>
Body 16 19 22 Armaments that consume ammunition
R.Arm 12 15 18 cannot be used unless the corresponding
L.Arm 12 15 18 ammunition is mounted in the same part.
However, energy ammunition can be used
R.Foot 12 15 18 regardless of its mounting location.
L.Foot 12 15 18
<Filling Out Data>
The Armament section on the Mech Sheet
4. Armaments has spaces to write the Armament’s name, type,
range, damage, ammunition, and any notes
<Calculating Numner of Slot> about it. Filling in the mounted Armaments’
Slot represent how many Armaments can be data in these sections is useful when performing
mounted and are defined for each part. mech combat.
Refer to the “Slot Table” and determine the
numbers of Slot for your mech’s Size. 5. Code Name and Mech Name
For example, a mech of Size ‘L’ can mount
one Armament on the Head, three on each Freely determine the code name and name
Arm, and two on the Body and each Foot. of the mech and write them in the respective
sections.
Once all these steps are completed, your
mech is finished. Finally, hand the completed
Mech Sheet to the GM for verification to ensure
there are no issues.

079
Armament Rank B
Vulcan Large Laser
Ranged Armament

Ranged Armament
Timing Range Damage (A,B,C) Ammo Timing Range Damage (A,B,C) Ammo
Move Optimal 2 18,14,14 - Shoot Optimal 4~5 18,16,14 E3
Small-caliber gun. Usually comes with its integrated A large laser that consumes even more energy and
ammunition, so it does not require extra mounting has greater power compared to the middle laser. It
space, but it is quite fragile due to its size. It mainly targets enemies at medium range.
targets enemies at close range.
Can only be used once during combat.

Small Laser Machine Gun

6
Timing Range Damage (A,B,C) Ammo Timing Range Damage (A,B,C) Ammo
Shoot Optimal 2~3 14,12,10 E1 Shoot Optimal 2~4 18,14,14 B2
A small laser rifle. While it has excellent energy A machine gun with high rate of fire. It is known
efficiency, its power is modest, primarily targeting for its stable power and wide optimal range. It targets
enemies at close range. enemies from close to medium range.

Medium Laser Gatling Gun

Timing Range Damage (A,B,C) Ammo Timing Range Damage (A,B,C) Ammo
Shoot Optimal 3~4 16,14,12 E2 Shoot Optimal 3~5 20,16,16 B3
A medium-sized laser that consumes more energy A large machine gun with multiple barrels bundled
compared to the small version, which in turn increases together. It consumes a lot of ammunition, but in
its power. It targets enemies at close to medium range. return, its significantly increases its firepower. It
primarily targets enemies at close to medium range.

080
Armament; Rank B
Sniper Rifle Rocket Launcher
Ranged Amament

Ranged Armament
Timing Range Damage (A,B,C) Ammo Timing Range Damage (A,B,C) Ammo
Shoot Optimal 9~11 19,15,15 B3 Shoot Optimal 7 22,22,18 R4
A high-precision, long-range sniper rifle, allows the Fires massive projectiles. Although its accuracy is
user to target enemies from a safe location. low, the damage upon hitting is very substantial. It is
designed to target enemies at long distances.

Short Ranged Missile Anchor

6
Timing Range Damage (A,B,C) Ammo Timing Range Damage (A,B,C) Ammo
Shoot Optimal 5~6 18,14,10 M3 Shoot Effective 1~3 0,0,0 -
Equipped with heat-seeking function. But its power Fires a metal hook attached to a wire, latches into the
is not consistent, primarily targets mid-range enemies. enemy, and pulls them towards the user. It primarily
Can still attack with this Armament without a clear targets close-range enemies.
line of fire. If it hits, it moves the enemy to the Coordinates
directly in front of the user without changing the
enemy's Direction. This Movement occurs at the end
of the Shooting Timing.

Long Ranged Missile Claw


Melee Armament

Timing Range Damage (A,B,C) Ammo Timing Range Damage (A,B,C) Ammo
Shoot Optimal 8~9 18,14,10 M3 Melee Effective 1 14,10,10 -
Similar to the short-range version, this weapon is A large, sharp claw designed to tear through enemy
equipped with a heat-seeking function. Its power armor.
varies, and it primarily targets long-range enemies. If it hits, it reduces the Armor value of the hit Part
Can still attack with this Armament without a clear by -5. This effect is applied just before the Armament
line of fire. damage check and remains until the end of the combat.

081
Armament Rank B
Blade Mace
Melee Armament

Melee Armament
Timing Range Damage (A,B,C) Ammo Timing Range Damage (A,B,C) Ammo
Melee Effective 1~2 18,16,14 - Melee Effective 1 20,20,16 -
A sharp blade, known for its effective range and A mass of iron spiked attached to a handle. It has
power, making it a user-friendly melee weapon. a short effective range, but when it hits, it can cause
significant damage.

Lance Heat Sword

6
Timing Range Damage (A,B,C) Ammo Timing Range Damage (A,B,C) Ammo
Melee Effective 2~3 17,13,13 - Melee Effective 1~2 20,18,16 E2
A blade attached to a telescoping handle. Exceptional A blade channeling heat into its edge. It consumes
at effective range among melee weapons but can be energy ammunition, therefore requiring a considerable
disadvantageous against enemies in front of them. amount of mounting space.

Axe Pile Bunker

Timing Range Damage (A,B,C) Ammo Timing Range Damage (A,B,C) Ammo
Melee Effective 1 20,19,18 - Melee Effective 1 25,21,21 -
A large and heavy blade that inflicts damage through A weapon that drives a giant metal stake into the
its heft and sharpness. Although its effective range is enemy. It stands out among many weapons for its
short, it offers stable power. exceptional power, but once the stake is fired, it cannot
be reloaded.
Can only be used once during combat.

082
Armament; Rank B
Energy Ammunition Rocket Ammunition
Ammunition

Ammunition
Timing Range Damage (A,B,C) Ammo Timing Range Damage (A,B,C) Ammo
- - - E - - - R
Ammunition for weapons that consume energy. Ammunition for weapons that use rockets.
Equal 10 units of E ammunition in the equipped Equal 10 units of R ammunition in the equipped
Part. This ammunition can be used for Armaments Part. This ammunition can be used for Armaments
marked "Ammo: Ex (x is a number from 1 to 10)," marked "Ammo: Rx (x is a number from 1 to 10)".
regardless of whether the Armament is mounted on
the same part.

Bullet Ammunition Vernier


Other

6
Timing Range Damage (A,B,C) Ammo Timing Range Damage (A,B,C) Ammo
- - - B - - - -
Ammunition for weapons that use live rounds. A thruster that makes the mech jump extra high.
Equal 10 units of B ammunition in the equipped When used, it ignores the "extra Movement" needed
Part. This ammunition can be used for Armaments to enter a Coordinate due to "Special Terrain" and
marked "Ammo: Bx (x is a number from 1 to 10)". "Elevation ±1." For an Elevation difference of more
than ±2, it is treated as one less in Elevation difference.
Must be mounted on both Feet, one each, or twice on
the Body; cannot be used if one side is damaged.

Missile Ammunition Wheel

Timing Range Damage (A,B,C) Ammo Timing Range Damage (A,B,C) Ammo
- - - M - - - -
Ammunition for weapons that use missile. Increases Movement by +2 at the time of use. Must
Equal 10 units of M ammunition in the equipped be mounted on both Foot, one each; cannot be used if
Part. This ammunition can be used for Armaments one side is damaged.
marked "Ammo: Mx (x is a number from 1 to 10)".

083
Armament Rank B
Caterpillar Land Mine
Other

Other
Timing Range Damage (A,B,C) Ammo Timing Range Damage (A,B,C) Ammo
Move, Charge - - - Special - 20 -
A caterpillar track for high-speed movement, A mine that reacts to EM's movements and explodes.
featuring steel bands wrapped around the wheels. You can secretly place one of the four Coordinates
Increases Movement by +1 at the time of use and adjacent to you. At the end of subsequent timings, it
ignores the "extra Movement " required to enter damages any mech located at that Coordinate. Once
Coordinates with Rubble, Sand, or Water terrain. Must explodes, it vanishes. Can only be used 5 times per
be mounted on both Foots, one each; cannot be used battle.
if one side is damaged.

Shield Motion Sensor

6
Timing Range Damage (A,B,C) Ammo Timing Range Damage (A,B,C) Ammo
- - - - - - - -
Increases EM’s defense. Various types have been A sensor that enhances the motion-tracking ability of
unearthed. the mech.
Increases the Part Armor of the mounted Part by Add +2 to Engage Movement. Must be mounted on
+5. This Armament is effective just by being mounted. both the Head and Body; cannot be used if one side
The effect is lost if it is damaged. is damaged.

Spike Plate

Timing Range Damage (A,B,C) Ammo Timing Range Damage (A,B,C) Ammo
- - - - - - - -
Various spike-shaped metal pieces on the mech Just a plate. Mounting it provides no additional
armor. effects.
Adds +5 to Charged Attack's damage. This
Armament is effective just by being mounted. The
effect is lost if it is damaged. The effect does not stack
and has no effect during Collisions.

084
Armament Rank A Armament; Rank A
Pulse Laser Sonic Boom
Ranged Armament

Ranged Armament
Timing Range Damage (A,B,C) Ammo Timing Range Damage (A,B,C) Ammo
Shoot Optimal 3~5 16,14,12 E2 Shoot Optimal 3~4 0,0,0 E2
A medium-sized laser that emits multiple energy A weapon that emits shock waves to decrease
beams simultaneously. It has a wide optimal range the focus of the pilot. It targets enemies at close to
and moderate ammunition efficiency, making it an medium range.
extremely user-friendly weapon. If it hits, increases the Fumble threshold of the
targeted mech's pilot by +3. This effect applies from
the next Timing and remains until the end of the
combat. The effect does not stack.

High-Intensity Laser Gatling Cannon

6
Timing Range Damage (A,B,C) Ammo Timing Range Damage (A,B,C) Ammo
Shoot Optimal 4~5 20,18,16 E4 Shoot Optimal 3~5 22,18,18 B4
A large laser that enhances its firepower through A large-caliber gatling gun, with high firepower but
energy compression. Great firepower, but at the cost consumes a lot of ammunition. It targets enemies at
of intense energy consumption. It primarily targets close to medium range.
enemies at medium range.

Flame Thrower Shotgun

Timing Range Damage (A,B,C) Ammo Timing Range Damage (A,B,C) Ammo
Shoot Optimal 2~3 14,12,10 E3 Shoot Optimal 1~3 15,14,13 B4
A flame thrower, causing damage to both the enemy's A gun that fires a swarm of bullets, primarily targeting
mech and the pilot. It primarily targets enemies at close enemies at close range.
range. If it hits, roll twice on the Hit Location table, and if
At Hit Level A, it increases the Physical Injury level the damage exceeds the Part Armor value, both parts
of the targeted mech's pilot by one. are damaged. If the results of the Hit Location table
are the same, only one Part is damaged.

085
Armament Rank A
Advanced Rifle Advanced Rocket Launcher
Ranged Armament

Ranged Armament
Timing Range Damage (A,B,C) Ammo Timing Range Damage (A,B,C) Ammo
Shoot Optimal 9~11 19,15,15 B2 Shoot Optimal 7 22,22,18 R3
A rifle with better ammunition efficiency, primarily A rocket launcher with better ammunition efficiency,
targeting enemies at long distances. primarily targeting enemies at long distances.

Long-Range Missile Large-Caliber Rocket Launcher

6
Timing Range Damage (A,B,C) Ammo Timing Range Damage (A,B,C) Ammo
Shoot Optimal 6~8 18,14,10 M3 Shoot Optimal 7 24,24,20 R5
A missile launcher with enhanced tracking capabilities, A rocket launcher with increased barrel and warhead
primarily targeting enemies at long distances. size. It consumes a lot of ammunition but delivers
Can still attack with this Armament without a clear tremendous power, primarily targeting enemies at long
line of fire. distances.

Missile Shield Grenade Launcher

Timing Range Damage (A,B,C) Ammo Timing Range Damage (A,B,C) Ammo
Shoot Optimal 5~6 18,14,10 M4 Shoot Effective 1~5 20,20,16 R4
An armored panel embedded with a missile launcher. Grenade explodes upon impact, causing wide-area
Increases the Part Armor of the mounted Part by damage. Primarily targets enemies at medium range.
+3. This Armament is effective just by being mounted. During Plotting, choose a Coordinate as the Target.
The effect is lost if it is damaged. Can still attack with The designated Coordinate and the four adjacent
this Armament without a clear line of fire. Coordinates become the Targets of the attack.

086
Armament; Rank A
Long-Range Anchor Heat Claw
Ranged Armament

Melee Armament
Timing Range Damage (A,B,C) Ammo Timing Range Damage (A,B,C) Ammo
Shoot Effective 1~4 4,0,0 - Melee Effective 1 16,12,12 E1
An upgraded anchor that can reach farther, targeting A claw enhanced with heat to increase its power.
enemies at close to medium range. If it hits, it reduces the Armor value of the hit Part
If it hits, it moves the enemy to the Coordinates by -5. This effect is applied just before the Armament
directly in front of the user without changing the damage check and remains until the end of the combat.
enemy's Direction. This Movement occurs at the end
of the Shooting Timing.

Bola Launcher Chain Blade

6
Timing Range Damage (A,B,C) Ammo Timing Range Damage (A,B,C) Ammo
Shoot Optimal 2~3 0,0,0 - Melee Effective 1~2 19,17,15 -
A weapon that launches a wire with weights on both A blade-like weapon with small blades running along
ends to entangle the enemy, targeting enemies at close the blade. Known as a very manageable melee weapon
range. due to its moderate effective range and power.
If it hits, the target mech action for the next Segment
will be changed to Standby. Can only be used once per
battle.

Net Launcher Corseque

Timing Range Damage (A,B,C) Ammo Timing Range Damage (A,B,C) Ammo
Shoot Optimal 2~4 0,0,0 - Melee Effective 2~3 18,14,14 -
A weapon that shoots out a net to capture the enemy, A lance with two crescent-shaped blades at the tip.
targeting enemies at close range. Outstanding effective range and reasonable power,
If it hits, the target machine Evasion and Mobility but can be disadvantageous against enemies in front
(values before the effect of any Armament or Combat of them.
Skills) will be reduced to 1 for the next Segment. Can
only be used once per battle.

087
Armament Rank A
Bardiche Stun Whip
Melee Armament

Melee Armament
Timing Range Damage (A,B,C) Ammo Timing Range Damage (A,B,C) Ammo
Melee Effective 1 21,20,19 - Melee Effective 1~2 8,4,4 E5
An axe as large as the machine itself. While its A whip that temporarily paralyzes machine functions
effective range is short, it damage is consistent. with high-voltage electricity.
If it hits, the target machine action for the next
Segment will be set to Standby.

War Hammer Revolving Pile Bunker

6
Timing Range Damage (A,B,C) Ammo Timing Range Damage (A,B,C) Ammo
Melee Effective 1 21,21,17 - Melee Effective 1 25,21,21 R4
A massive hammer with a head weighing one ton. A weapon equipped with multiple large metal stakes.
Despite its short effective range, if it hits, it's over for The ammunition explodes, driving the stakes into the
your enemies. enemy.

Giant Scissors Hover


Other

Timing Range Damage (A,B,C) Ammo Timing Range Damage (A,B,C) Ammo
Melee Effective 1 10,6,6 - Move, Charge - - -
Giant scissors designed to destroy enemy weaponry. A machine that blows air from the soles to help the
If it hits, damage one Armament on the hit Part, machine levitate.
regardless of the Part Armor. The targeted party Increases Movement by +2 at the time of use and
decides which Armament to damage. If all the ignores the "extra Movement" required to enter
Armaments on that Part are already damaged, the part Coordinates with Rubble, Sand, or Water terrain. It
itself will be destroyed. must be mounted on both Foots to be used; if one is
damaged, it cannot be used.

088
Armament; Rank A
Advanced Mine Smoke Missile
Other

Other
Timing Range Damage (A,B,C) Ammo Timing Range Damage (A,B,C) Ammo
Special - 25 - Special Effective 0~5 - -
An upgraded land mine with increased power. A missile that creates dense smoke at the impact site,
You can secretly place one of the four Coordinates making it difficult to carry out shooting attacks, melee
adjacent to you. At the end of subsequent timings, it attacks, or charges directed towards that point.
damages any mech located at that Coordinate. Once During Plotting, choose a Coordinate as the target.
explodes, it vanishes. Can only be used 4 times per In the next Segment, it increases the Evasion value of
battle. Mechs located at that Coordinate and the four adjacent
Coordinates by +6.

Sound Storm Heavy Armor

6
Timing Range Damage (A,B,C) Ammo Timing Range Damage (A,B,C) Ammo
Special - - - - - - -
A weapon that emits special shock waves across the Covers the power unit with sturdy armor plating,
entire battlefield. increasing the machine's durability.
It increases the Fumble threshold of all mechs on Increases Durability by +10, must mount on the
the Battle Map (excluding the user's mech) by +2. This Body. This Armament is effective just by being
effect starts in the next timing and remains until the mounted. The effect is lost if it is damaged. A single
end of combat between machines. This effect does machine cannot be equipped with multiple instances
not stack. of this Armament.

Self-Destruct Device Waterproof Cover

Timing Range Damage (A,B,C) Ammo Timing Range Damage (A,B,C) Ammo
Special - Durability×0.5 - - - - -
Causes part of your mech to explode, launching A part that drapes a curtain over joints and armor
shrapnel around and damaging nearby areas. seams, reducing water resistance.
Inflicts damage equal to half of your own mech's Ignore the “extra Movement” required to enter
Durability to your mech and any mechs located in the Coordinates with Water terrain and the negative
four Coordinates adjacent to it. modifications to Evasion associated with water. However,
the modifications for submerged are still applied. Must
be mounted on the Body. If damaged, the effect is lost.

089
Replay - Mech Creation

GM You should be familiar with the rules by now, GM That's right. Once you've determined the Size,
so shall we try creating our original mechs? its automatically decided the number of Slots,
E Sounds good. I've been wanting to create the which determines how many Armaments it
ultimate melee mech to play in the Battle Part. can carry. After that, you can freely choose
as many B-rank Armaments as there are
GM Let's start by determining the Size and Armor slots. If allowed by the GM, you can choose
Weight. By deciding these two, the Movement A-rank Armaments, but let's stick to B-rank
speed, Evasion , Part Armor, and the overall Armaments for now.
number of Slots will be automatically
determined. E How many Slots does the Small Size have?
E Loup-Garou was fun to play, but I wished it GM (looking at the Slot Table) For Small Size, it's
can move a bit faster. one in the Head, two in the Body, two each in
the right and left Arms, and one each in the
GM If you want to be fast, you'll need to decrease right and left Foots. It's two less than Medium
either the Size or the Armor Weight. Size.
E Then let's decrease both by one. Since Loup- E I have to decide carefully where to install what.
Garou was Medium Size with Heavy Armor... Since I want to focus on melee attacks, of
I decide my mech will be Small Size with course, I'll install Motion Sensors...
Medium Armor!
GM That fills one slot in the Head and Body. Let's
GM That's fast (laughs). Let's check the "Mobility write Motion Sensors in slot H1 and either B1
Table." We'll look at where the Medium Armor or B2 for the torso Slot on the Mech Sheet.
and Small Size intersect...
E Then let's put them in H1 and B1.
E (looking at the Mobility Table) It Says 6.
GM Anything else?
GM So the Mobility is 6.
E For the right Arm, RA1, it has to be a Heat
E That's 2 higher than Loup-Garou! Sword. I've had my eye on it for a while. I was
GM Next is determining the Evasion. Similar to distracted by the High-Intensity Laser during
before, let's refer to the "Evasion Table" and Disarmament (laughs).
see where the Medium Armor and Small Size GM Indeed, the Heat Sword is strong among

6
intersect... melee weapons. It has high damage and an
E This time it says 7. So 7 Evasion. That's 3 Effective range 2. However, you'll need Energy
higher than Loup-Garou! Ammunition.
GM It's not all good news (wry smile). And E That's the thing. For now, let's load Energy
"Durability Table"... Ammunition into RA2 and B2.
E Ugh, with Small Size and Medium Armor, it's GM The Heat Sword consumes E2 ammunition, so
80, right? That's 20 lower than Loup-Garou you can use it 10 times with this setup.
(sweating). E Wheels for the right and left Foots! More
GM A difference of 20 is significant. With a mobility!
20-point difference in Durability, even if you GM Only left Arm left.
take one or two more enemy attacks as a big
mech, you won't be disabled. E It's tough without any ranged weapons... So,
I'll mount a Large Laser on LA1. I'll also load
E Well, I just have to avoid those attacks! Energy Ammunition into LA2.
GM Will it be that easy? (laughs) Decreasing the GM That's all that's left is to name it... But wait, you
Durability isn't the only thing. Changing the only have two type of Armaments. Isn't that
Armor Weight also affects the Part Armor. too one-sided?
With Medium Armor, the Head part is 17,
Body part is 19, and Arms and Foots part are E (looking at the completed Mech Sheet) Hmm,
all 15. that's odd. I was supposed to create the
strongest melee mech, but it doesn't feel strong
E Arms and Legs are 15... With 15, even a B hit at all (laughs).
from a Large Laser can penetrate...
GM It'll penetrate even with a B hit from a Gatling
Gun or Sniper Rifle (laughs). Now, to the fun
part, Armaments.
E Armaments don't have prices, right?

090
World Guide
Geography, EM, history, and culture.

6
091
Geography

Icol River

Nardo
Snowfield

Bream River

Gordios
Kingdom
Schinaer
Baltrold Mountain
Empire Range

Maitreya
Iason Islands Valley Aitria Tribe

Wistaria
Kingdom
Saalen Toredo
River Mountain
Minor Nations Range
Union
Lian Desert

Pericles Islands Surslite

l m
Dense Forests Theocracy

7
V ap M

Overview Places other than these are not shown on


maps. There are large nations in various regions,
The world of Embryo Machine is set in the competing for power against each other.
western part of a continent that occupies about The distance from the northernmost to the
half of the world, called Velm. southernmost point of the lands, or from the
The people living in this land do not know the easternmost to the westernmost point, is about
full extent of the continent. Their lands starts six months on foot, depending on the terrain.
from the coastal areas at the western edge of The number of days can be changed depending
the continent and ends with natural fortresses on the road and traffic of each region or
to the east with the Lian Desert and to the country.
south with the great dense forest. The area is Velm can be broadly divided into northern,
approximately 10 million square kilometers. western, eastern, central, and southern regions
based on its climate and culture.
092
Northern Region in elevation, is not very suitable for living or
farming. The highlands are home to flora and
The northern region is a bitterly cold land. fauna not seen elsewhere in the region.
Covered in snow and ice, is barren, making it In this area, small and medium-sized nations
a harsh environment for human habitation. have formed a military alliance known as the
Some grasslands can be found around the Minor Nations Union, opposing invasions from
Schinaer Mountain Range, but beyond that, a other major countries, especially the Gordios
frozen wilderness stretches as far as the eye can Kingdom and the Wistaria Kingdom.
see. From north to east, the land is blocked by The central region is also where the main
the extremely cold frozen soil of the Nardo temple of the Latio Religion, the main religion
Snowfield, making it an unexplored territory of people in Velm, is located.
that no human has attempted to cross. The Surslite Theocratic Nation is here,
The Baltrold Empire, a large empire, reigns maintaining a neutral stance from all countries,
over this region. The empire is divided into thus not a member of the Minor Nations
districts called imperial territories, each pursuing Union. It tries to mediate between nations,
its own strategy for advancement to the south. but significant results have yet to be achieved,
and there are growing voices within calling for
Western Region the suppression of internal conflicts through
The western region includes coastal areas military force.
and a variety of islands, large and small, starting In the mountainous areas, the Aitria tribe,
with the Pericles Archipelago. The climate has a minority group, has established settlements.
distinct seasons, with hot and dry summers and The Aitria tribe, which is exclusive and does
severely cold winters. Its biggest characteristic not interact with the outside world, has its own
is being a coastal region facing a wide sea, unique culture. Rumors say, “They possess
with a long history of fishing and shipping technology crucial to the core of EM,” and
industries. However, the technology to venture neighboring countries are secretly watching for
into the open sea is still lacking, and for now, an opportunity to invade.
the exchange of goods by sea is limited to the
coastal areas and nearby islands. Additionally, Southern Region
fruit cultivation is prevalent on land. This region experiences high temperatures
The sea south of the Pericles Archipelago throughout the year, with the peak of summer
is rough, and no one who has set out for it bringing potentially lethal heat. Known for its
by ship has returned. Moreover, the northern humidity, the rainy season can bring waterfall-
sea is covered with ice, making further travel like heavy rains that last for days. Most of it
impossible. remains unexplored by humans, with no large
The emerging nation of Gordios Kingdom nations present and only a few settlements and
has declared the “Conquering Velm” and is towns. Nothing is known about the area beyond

7
continuing to expand its territory in this region. the dense forest, with rumors of monsters and
The kingdom is enthusiastic about building barbarian tribes.
roads, constructing new ones in the territories it Currently, the Wistaria Kingdom and the
conquers. These are primarily used as pathways Gordios Kingdom are slowly preparing for
for the army or as routes for transporting exploration and expeditions.
supplies, but naturally, they also serve as means
of travel for voyagers.
The Gordios Kingdom is currently bordering
the Baltrold Empire, and minor conflicts have
begun between them.
In the Pericles Archipelago, located in the
southwestern sea, a small number of people live
outside the framework of a nation, on islands
and in tribes. Many of them engage in fishing
and shipping, but when in dire straits, they may
turn to piracy.
Central Region
The central region is a mountainous area
represented by places like the Maitreya Valley
and the Toredo Mountain Range. The climate
itself is mild, but the land, with its steep changes
093
Culture
The people of Velm generally wear clothing wilderness extends beyond the outer walls.
made from hemp, cotton, or wool, and engage Large and major roads are paved with
in agriculture, handicrafts, and commerce. cobblestones and well-maintained, though they
While a monetary economy has spread, do not extend into mountainous or forested
especially in urban areas, barter is still practiced areas.
in some rural areas. Latio Religion has spread throughout Velm,
Buildings are made of wood or stone. a monotheistic religion that venerates the sun
In rural areas, farmland primarily for wheat god Latio and values honesty. Most people live
and vegetables spreads out, with houses according to its teachings. Along with the Latio
scattered among them. Religion, the “Latio Language” has also spread,
Urban areas are surrounded by high walls, now serving as the de facto common language
with buildings radiating out from the castle in Velm.
or lord’s mansion at the center. Farmland or

Ruins and the Great Regression


It is said that an advanced civilization Thus, it’s not uncommon for “ordinary people
once existed in Velm hundreds of years ago. who accidentally discover ruins to sell the
However, this civilization suddenly disappeared artifacts to merchants or royalty for a large sum
from the face of the earth at a certain of money.” Moreover, there are people known
point. This “disappearance of a prehistoric as tomb raiders, who make their living exploring
civilization” is called the “Great Regression,” ruins.
and what happened at that time is still Some artifacts are used as tools, especially
completely unexplained. Today, ruins thought as weapons, without understanding their
to be remnants of that era are discovered in principles, and rulers of various countries are
various regions. increasingly interested in the ruins and artifacts.
The ruins are usually found partially buried There is a theory among some that “the ruins

7
in the ground, ranging in size from that of a were some form of vehicle,” but scholars and
barn to that of a castle, with some shaped like intellectuals of Velm currently conclude that
ships. The materials used are seamless, neither “the ruins are not suitable for movement on
stone nor iron. Inside, there are countless high- land or sea.”
ceilinged corridors connecting small rooms and To date, no ruins that are clearly cities or
large halls. dwellings have been discovered.
The few excavated artifacts are basically
beyond current technology and knowledge to
analyze, treated more like antiques or art pieces.

War
The Current Situation in Velm competing for supremacy. While not every area is
constantly engaged in combat, there is a pervasive
Velm is currently in a state of turmoil, with tension even in peaceful lands, as there’s no telling
numerous nations scattered throughout, each when the flames of war might spread to them.
It is not uncommon for powerful nobles or
094
generals to overthrow their rulers and declare Forms of Warfare
themselves king. There are also instances where
ordinary farmers become soldiers through When hostilities commence, the initial clash
conscription or volunteering, achieve feats on the involves hundreds to thousands, and sometimes
battlefield, and rise to become lords of a region. tens of thousands, of infantry, cavalry, and
Various regions are plagued by bandits and archers. These soldiers fight with swords, spears,
brigands taking advantage of the chaos. Soldiers and other weapons, but recently, soldiers carrying
from regular armies may turn to banditry, and firearms based on excavated artifacts have begun
bandits may expand their power and join regular to appear. In addition to personal firearms, large
armies. cannons and other siege weapons are also starting
to be used in siege warfare. However, these are still
The Lead-Up to War single-shot weapons and have not brought about
dramatic changes to the outcomes of battles.
In interstate warfare, it is common for one In current warfare, the outcome is determined
country to send a challenge to another, doubling by the most powerful ground weapons—Embryo
as a demand for surrender, and to start actual Machines (EMs).
military actions after receiving a response. EMs are humanoid weapons approximately 3
Towns and villages become the frontlines are to 5 meters tall and weigh 3 to 5 tons. They are
placed under the control of the national army, rare, with only dozens to hundreds appearing on
subject to conscription and requisition. The the battlefield at any one time. Special minerals are
number of peasant soldiers and mercenaries required to operate them, and they can only be
gathered in this way far exceeds that of regular activated for about 10 minutes at a time, but their
troops, becoming a crucial force. As a result, wars destructive power is overwhelming.
often occur during the agricultural off-season. Only another EM can combat an EM. Thus, the
When a large army is mobilized, the nearest town roles of infantry, cavalry, and archers are focused
is used entirely as the headquarters. Depending on on how to effectively create situations for the use
the situation, nearby towns and villages may be of EMs.
abandoned, and the residents evacuated to more
defensible urban areas.

Embryo Machines
Overview the weaponry of other EMs. They are highly
waterproof, functioning without issue even in
These are machines, believed to be heavy rain. While they lack the ability to navigate
multipurpose weapons, discovered in ancient underwater, they can walk long distances under

7
ruins. water as long as the seabed is solid.
After extensive research and deployment The internals are too intricate for current
in real combat, they have overturned the technology to manufacture from scratch. So
conventional wisdom of warfare in Velm. With maintenance, repair, and retrofitting are barely
advanced armaments such as optical and guided possible, and the idea creating an EM from
weapons, along with sturdy armor, traditional scratch is certainly unfeasible.
infantry, cavalry, and archers stand no chance The cockpit is located in the chest area,
against them. They are, without doubt, the accessible by opening the front armor. It is
superior weapon. cramped inside, with space for the pilot and
Current warfare strategies and tactics revolve barely enough room for another person. The
around these EMs, with military armaments area around the seat is equipped with control
designed around them, and countries competing sticks, foot pedals, and switches.
to increase their numbers. In the abdomen, alongside the engine,
there exists a part that remains unanalyzable.
EM Structure Engineers and craftsmen specializing in EMs
EMs are giant humanoid-shaped machines, speculate that the key to EM’s structure might
about 3 to 5 meters tall and weighing around be here, but its true nature remains unexplained.
3 to 5 tons. Their joints can move as flexibly as The head houses cameras, microphones,
those of humans. and various sensor-like mechanisms, allowing
The outer armor is made of an unidentified the pilot to receive external information
material named Altrium, extremely sturdy, through monitors and speakers in the cockpit.
and can be damaged by nothing other than The monitors are highly capable, making it
095
possible to distinguish the surroundings even the EM, which will not activate without it.
in very dark conditions. However, they cannot There is no specific slot for the Activation
differentiate the scenery in complete darkness, Metal; merely bringing it into the cockpit allows
thus lights source are embedded in the head to for activation within moments. The cockpit
illuminate the surroundings. door does not need to be closed during this
EMs are not equipped with communication process.
devices, making private communication The Activation Metal is typically found
between units impossible. There are theories alongside the EM during excavation.
suggesting these machines originally lacked Since the Activation Metal has a low
such features, or that the external environment melting point, it’s easily moldable without
for utilizing such features was lost after the affecting its ability to start the corresponding
Great Regression. The cockpit contains EM. Therefore, pilots often customize their
numerous switches and pedals whose functions Activation Metals according to personal taste,
are unknown. incorporating them into rings, necklaces, sword
Although lacking communication capabilities, hilts, and even prosthetic eyes or teeth.
an external speaker-like system is available to
amplify voices from the cockpit to the outside. Placenta Chip
Depending on the model, the arms are EM pilots can significantly enhance their
usually equipped with manipulators for piloting skills by implanting a special small piece
grasping objects, capable of lifting another EM called a Placenta Chip into their spine. This
of similar size. chip, about the size of a human fingernail, can
Weapons are either directly embedded be surgically implanted.
in various parts of the body or held by the To benefit from the Placenta Chip, pilots
manipulators. must ingest a type of drug, available in various
forms like pills, capsules, ointments, eye drops,
EM Activation and disposable syringes. The effects appear
EMs are powered by a special mineral known immediately after administration and last for
as Cardia stone. To use it, the armor on the about 10 minutes, roughly the duration of EM’s
rear of the EM’s torso is opened, and the ore combat activation.
is inserted directly into a slot. The shape of this Both the Placenta Chip and drug, discovered
slot does not vary between units. in ruins, continue to be found today, ensuring
Inserting anything other than Cardia stonr mercenaries have easy access.
into the slot does not harm or stop the machine, Only women can use the Placenta Chip,
unless it is filled with so much foreign material believed to create a pseudo “mother-child
that the stone cannot be inserted. In such cases, relationship” between the pilot and the EM,
operations can proceed without issues. invoking the power of a mother to protect her
Cardia stone can be mined from various child beyond her physical limits. Despite the

7
mines across Velm. The output is limited, reversed “parent inside the child” analogy, the
making it very expensive. It’s unclear what kind term Embryo Machine originates from this
of power source or method was used during concept.
their manufacture, but as of now, no alternative The Placenta Chip may cause mental
to Cardia stone has been found. instability in the implanted person, resulting
There are two types of EM activation: normal in irritability, tearfulness, insomnia, and
and combat. restlessness, although such symptoms rarely
Normal activation allows for slow movement interfere with daily life. Due to the guaranteed
and simple tasks like walking and carrying improvement in piloting skills, many female
without consuming much Cardia stone. It is pilots use it, leading to a relatively high number
exclusively used for long-distance travel. of women pilots on the battlefield.
Combat activation enables the use of
weaponry, high-speed movement, and full-speed History of EMs
charges, showcasing the EM’s true capabilities. <Giant Artifacts ~100 Years Ago>
However, it consumes significantly more, and EMs were first discovered about 100 years
regardless of the amount inserted, the power ago by archeologists exploring a large ruin in
stops completely after about 10 minutes, and the western part of Velm, within the territory
about 1 hour cooldown for reactivation. of the Kingdom of Algor.
Each EM is paired with a thumb-sized metal In the deepest part of the ruins, several
lump called a Activation Metal, thought to be EMs were found sitting in majesty. Due to
a key for activation. Pilots must possess this their complex internal structures and the
Activation Metal to enter the cockpit and start hard exteriors made of an unknown metal,
096
researchers speculated these might be weapons. The reasons for their defeat are subject
They received financial support from the to numerous theories and speculations. The
kingdom to begin formal research. However, most prevalent theory suggests a high-ranking
the research did not progress well, and they were betrayal within the republic, but nothing is
ultimately unable to activate these giants. As a certain.
result, the kingdom support was withdrawn, the
archeologists lost their jobs, and the EMs were <Birth of Mercenary Groups ~20 Years Ago>
relegated to being mere curiosities within the Nations became keen on deploying EMs
nation’s treasury. in combat, desperately seeking knowledge,
Despite further discoveries of EMs in technology related to EMs, and the machines
various locations, and the investments, human themselves. Following the collapse of the
resources, and time by many nations, the results Damocles Republic, countries raced to acquire
remained the same. “technicians from the Damocles Republic”
Yet, the research on EMs was not entirely and “EM riders (soldiers who owned EMs and
fruitless. Some had some success in analyzing possessed piloting skills were called so)”.
the gunpowder weapons installed in EMs. This These stateless individuals served various
led to the advancement of gunpowder research nations, bringing knowledge, technology, and
in Velm, eventually leading to the development victories in exchange for vast sums of money
of early firearms and cannons. and high status. They rarely served a single
lord as a group, often operating independently,
<Tactics Using EMs ~30 Years Ago> leading to occasions where riders from the
In an era when nations were established in Damocles Republic would confront each other
quick succession and heroes divided the land, on the battlefield.
the Damocles Republic emerged in a corner As their fame grew, so did the renown and
of central Velm. It was supposed to be a small knowledge of EMs spread. Those who already
country, weak and fearful of invasion from owned EMs as antiques or stumbled upon them
neighboring nations. in ruins also became pilots, eager for quick
However, the great nation of Peregrine wealth, plunging into battlefields. This led to
Duchy suffered a humiliating defeat when it the formation of the current mercenary groups
invaded. specializing in EMs.
What they encountered were EMs, previously Many from the Damocles Republic are
thought to be immovable statues, advancing present on the battlefields, but most are former
in formation. This battle marked the first front-line soldiers who know nothing about the
successful military deployment of EMs. true reasons behind their country’s division.
The Damocles Republic knew that Cardia
ore was the power source for EMs and was also <Present>
aware of the effects of the Placenta Chip, how Tactics involving EMs have been established

7
to implant it, and the use of excitants. How on the battlefield. There is a trend among
they acquired such knowledge and technology nations to amass large numbers of EMs, and
remains unknown, with rumors suggesting that along with mercenary groups, official EM
a special ruin was found in their territory, where units are being organized. It is not uncommon
a ghostly figure appeared and imparted various for renowned mercenaries to be appointed as
knowledge about EMs. commanders of such units.
Regardless of its origins, the Damocles Nations now possess dozens to approximately
Republic perfectly utilized EMs. 2000 EMs each, a number that continues to rise.
They invaded the Peregrine Duchy in turn, Incidents of looting by rogue mercenaries
swiftly annexing it. They continued their march, are also occurring. Thus, the power of EMs is
expanding their territory at a tremendous rate. sought for a wide range of uses, from warfare
Knowledge and technology related to EMs were to the protection of trade caravans.
exclusive to the Damocles Republic, leaving
other nations without means to counter them.
Everyone believed that the Damocles Republic
would eventually dominate Velm.
However, a few years later.
The Damocles Republic was defeated in
battle by the small Kingdom of Skalat, leading
to a series of defeats and ultimately its collapse.
The country was left in ruins, and knowledge,
technology, and pilots related to EMs spread
across Velm.
097
Mercenaries
The World of Mercenaries The appearance of brokerage office buildings
varies from city to city, with some made of stone
With the practical application of EMs and and others of wood. However, inside, there
their proven usefulness on the battlefield by the are always long desks for receiving requests,
Damocles Republic, knowledge and technology explaining the content of requests, negotiating
for operating EMs spread throughout Velm prices, and transferring rewards, as well as
following its downfall. tables and chairs for mercenaries to spend their
More than a decade has passed since then. waiting time and bulletin boards where requests
Now, EMs and the mercenaries who pilot from civilians are posted. In large cities, they
them can be seen on battlefields everywhere. may also function as cafeterias, taverns, or inns.
Mercenary Groups Workshops
It is rare for mercenaries to operate For mercenaries who pilot EMs, “workshops”
individually; they usually form small groups of are indispensable facilities.
at least three people. This is because mercenary Workshops undertake the repair and
groups owning multiple EMs can negotiate modification of EMs’ Armaments. They also
more favorable terms with their clients. deal with the sale and trade-in of Armaments,
In smaller mercenary groups, typically, all and assembling EMs from just Armaments and
members are EM pilots, each owning one EM. parts.
While workshops are primarily operated
Brokerage Offices by states, in large cities, there are workshops
These are public institutions that mediate opened by specialized technicians known as EM
work for mercenaries. They are generally craftsmen. In either case, workshops are usually
operated by the state, and mercenaries are built adjacent to brokerage office buildings.
tasked with missions related to that state. The
majority of these missions involve participating Hospitals and Placenta Chips
in ongoing or upcoming battles in specific areas. These facilities mainly treat injuries and
Brokerage offices also mediate requests from illnesses for mercenaries. They also perform
civilians to mercenaries. These requests often Placenta Chip implantation surgeries. For new
involve escort duties or bandits suppression. surgeries, one unit of Cardia stone must be
When civilians wish to hire mercenaries, paid.
they first bring their request to a brokerage The method for implanting Placenta Chips

7
office. In exchange for a brokerage fee, the was well established in the Damocles Republic,
office introduces mercenaries who have the and there is little risk unless performed by an
appropriate skills for the job. This is much incompetent doctor.
more reliable and less hassle than searching The actual procedure is carried out in a
for mercenaries personally, so civilians use regular examination room by a doctor with
brokerage offices unless there are exceptional several assistants.
circumstances. The patient lies face down on a special
For mercenaries, work from a brokerage treatment table, is partially anesthetized using
office is welcome because the state manages special instruments excavated from ruins, and
it, making the requests reliable and free from then, using the same type of instruments, the
unnecessary risks or doubts. back of their neck is opened, and the Placenta
There is an unwritten rule in brokerage Chip is inserted.
offices across various countries not to inquire The Placenta Chip is the size of a fingernail
about a mercenary group’s past contracts. This tip, thin, elastic, shiny, and with a mysterious
means, for example, that mercenaries who had pattern on its surface. It seems to be made of
contracts with enemy nations but have fully organic material, but details are unknown.
completed those contracts are accepted without After being inserted by the doctor, the
prejudice for new contracts. Placenta Chip autonomously merge with the
EMs are generally prohibited from entering surrounding tissue. The procedure is completed
urban areas, so brokerage offices are often built after stitching up the opened skin surface. The
along the outer walls of towns, with parking wound is only a few centimeters in size, hidden
areas provided for the EMs.
098
by hair, and hardly noticeable. Brokerage offices always have a large
The entire surgery takes about an hour, supply of excitants. These are usually given to
followed by a required rest period of about 6 mercenaries as part of the upfront payment or
hours. Engaging in strenuous activity or piloting as an additional reward.
an EM immediately afterward can cause severe
neck pain, potentially resulting in the permanent State and Mercenaries
loss of the Placenta Chip’s effects. Rulers of various countries desire to have
Patients often feel as if their senses, such as many EMs as possible and to welcome as
as vision and hearing, have been enhanced many mercenaries as regular soldiers. While
(though they have not actually been enhanced). some mercenaries respond to such national
If they enter an EM’s cockpit after surgery, invitations, the majority are reluctant to give
they experience a new sense of security and up their freedom. This is influenced by the
attachment to the machine. Thereafter, those mercenaries’ disdain for being bound, but
with Placenta Chips implanted exhibit a “sense primarily because “joining a state means losing
of unity with the machine” while piloting, the opportunity to make a quick fortune.”
leading to enhanced piloting skills. In fact, if mercenaries engage in conflicts
Hospitals also provide excitants, which are critical to a country’s survival and achieve
found in large quantities in ruins and are much military honors, they may be rewarded with
cheaper than the surgery costs. titles or lands. This is arguably the only way for
While prioritizing treatment for mercenaries commoners to attain nobility, explaining why
and Placenta Chip surgeries, hospitals also offer many who accidentally come into possession
treatment for civilians at a charge. of an EM become mercenaries.
Despite states’ desperate desire for EMs, they
Rewards rarely forcibly conscript mercenaries. Nor do
Mercenaries are not bound by military orders they betray or deceive mercenaries to obtain
but by contracts with their clients. EMs. Information about such actions spreads
Contracts invariably include rewards. It is quickly among mercenaries, rendering the state
rare for mercenaries to be paid in common unable to utilize mercenaries’ power thereafter.
currencies such as gold or silver coins; they are Mercenaries are thorough in this stance, and it
typically compensated with Cardia stone, the is also reflected in their own “laws.”
power source for EMs.
Because Cardia stone is vital for operating Mercenaries’ “Law”
EMs, its market value is exceptionally high. A Initially, mercenaries were scorned as “rogues
piece the size of an egg (about 500 grams) is with excessive power” because many, backed
counted as one unit and is equivalent to about by the formidable power of EMs, repeatedly
ten gold coins in average value. Considering that engaged in looting and easily broke contracts.
the personal daily expenses, including lodging There was no cohesion among them, and their

7
for one to two days, amount to about one gold reputation only worsened.
coin, Cardia stone is indeed expensive. Amidst this, one mercenary group began to
The typical reward for a small mercenary stand out, named “Velmilion Stormfront.”
group involves preparing 5 to 10 Cardia stone This group imposed three “laws” on its
per EM deployed. Though it may seem like an members—”Do not kill, do not steal, do not
exorbitant price, one unit of Cardia stone only betray”—and strictly punished those who
powers an EM for one combat activation (about violated them. They did not kill civilians except
10 minutes). Operating an EM thus involves in self-defense, never stole their possessions,
significant expenses, making it difficult for the and did not break any contracts. As they gained
impoverished to seek mercenaries’ help. public trust and achieved significant success by
However, mercenaries’ actions are not solely strictly adhering to these “laws,” mercenaries’
motivated by the amount of reward. Many standing gradually improved.
operate with a sense of duty or compassion, Eventually, many other mercenary groups
valuing human ethics. Furthermore, it is a learned of the “Velmilion Stormfront’s” success
tradition among mercenaries on the battlefield and began to emulate their “laws.” Thus, the
that if they leave the EM, the Activation Metal, “laws” spread throughout Velm’s mercenary
and Cardia stone intact, they are allowed to society.
disarm and seize the weaponry of defeated Today, these “laws” are known as “Velmilion
enemy EMs. Therefore, defeating a machine Stormfront Laws” and define the existence of
and leave it in one piece can yield profits mercenaries. Those who violate them are no
exceeding the original reward. longer treated as mercenaries and face active
sanctions from other mercenaries.
099
Bounty System Transportation and Carriage
A bounty is placed on mercenaries who break When mercenaries need to travel long
“Velmilion Stormfront Laws,” meaning those distances, walking the EMs in normal activation
who betray their clients or commit massacres mode is common. Some wealthy mercenary
or looting against civilians. The existence of groups also use large creatures for transport.
“lawbreakers” threatens the reputation and trust In such cases, EMs are first placed on wooden
of mercenaries, so other mercenaries prioritize carts, which are then pulled by the large cattles.
their pursuit upon learning of such individuals. Velm is home to two types of large creatures:
The source of the bounty varies. It may Morphils and Kumans. Both are gentle and
come from the state pursuing a criminal or not suited for combat but provide significant
an individual seeking revenge. In any case, strength as transport means.
brokerage offices mediate the process, handing Morphils are large cattle about 3 meters tall,
over the reward from the client to the mercenary raised on farms and used for food. Despite
who brings in the bounty head. Of course, the their size, they are fast and can outrun EMs
brokerage office takes a portion of the reward over short distances.
as a fee. Kumans are a type of elephant, 3 to 4 meters
The bounty is not particularly high, but tall, with the largest reaching 5 meters. They are
mercenaries do not complain. Pursuing slow but strong, suitable for mass transport.
“lawbreakers” is necessary to maintain the Like Morphils, they are raised on farms but are
profession of mercenary, and those who ignore sensitive to cold and less common in the north.
“lawbreakers” are considered just as guilty.

Latio Religion
About Latio Religion remnants of nature worship. The Surslite
Theocracy, the center of Latio Religion, tends
Latio Religion is widely practiced in Velm. It is to ignore such local beliefs as long as they cause
a monotheistic religion, believed to have existed no harm.

7
before the Great Regression, worshipping the
sun god Latio. History
Latio is considered the god of contracts and The doctrine of Latio Religion was created
also a war god who dispels darkness. He protects and spread by the saint Alma Surslite.
sincere promises and mercilessly destroys those Alma Surslite is said to have performed
who break them. This has garnered faith from miracles such as healing the sick, predicting
various people, including merchants, farmers, disasters, and instantly moving to distant places
nobles, knights, and mercenaries. while spreading her teachings. She is also said
The teachings are simple, such as do not kill, to have imparted directly applicable technology
do not steal, and love thy neighbor, aligning and knowledge to people. It is claimed that her
closely with basic moral principles. The efforts allowed the world to rapidly recover
commandments are lenient, and apart from a from the devastation of the Great Regression
few devout followers, most adherents are free- and regain its current prosperity. If true, it
spirited and tolerant. suggests Alma had access to pre-Regression
Churches of Latio Religion are built technology and knowledge.
everywhere, from cities to remote villages Alma’s origins are completely unknown, and
seldom visited by lords. The priests living there it’s even uncertain whether she actually existed.
serve as teachers, doctors, marriage officiants, However, it’s certain that preachers claiming to
and gravekeepers, becoming a spiritual pillar for be Alma’s disciples traveled throughout Velm,
the villagers. spreading her teachings and providing people
Today, there are hardly any religions other with a source of spiritual support.
than Latio Religion in Velm, with only some
100
Supreme Authority: The Pope regardless of their social status. It’s even
possible for candidates not to be followers of
Alma Surslite appeared in the world at the Latio Religion.
age of 15, spread her teachings globally, and left Usually, about five girls are selected, with one
this world at the age of 30, with no records of chosen by high priests’ council to be the new
her leaving any descendants. The place of her pope.
departure is considered sacred, and eventually, The selection conference lasts a week,
the Surslite Theocracy was founded there with without external interference, and the selectors
its capital. are forbidden from contact with the outside
The Surslite Theocracy is governed by the during this period.
pope, the highest-ranking individual among the When a new pope is inaugurated, the previous
seven ranks defined by Latio Religion. pope completely retires and disappears from
The pope holds immense power, playing public ceremonies. They typically return to their
crucial roles in mediating wars between nations hometown church to continue spreading and
and in religious ceremonies. However, this practicing Latio Religion’s teachings.
power largely stems from the influence of The current pope favors a moderate stance,
Latio Religion itself, as the position has become advocating for settling conflicts through
somewhat symbolic within the Theocracy. This dialogue rather than military intervention.
is because new popes are always 15-year-old Reflecting the times, a faction within the nation
females, considered too young for rulership, insists that Latio Religion should actively
and they are replaced every 15 years. This age influence world affairs, and although they
and term length are derived from the life of haven’t openly rebelled, shadows are beginning
Saint Alma. to fall on the pope’s authority.
New pope candidates are chosen from girls
worldwide through Latio Religion ceremonies,

Timeline
Hundreds 155 The first actual deployment of EMs by the
of Years The Great Regression occurs. Damocles Republic.
Ago?
159 The Baltrold Kingdom nearly unifies the

7
000 Alma Surslite (at age 15) begins her north and changes its name to the Baltrold
missionary work. Empire, with Tzvarough I proclaiming
012 Establishment of the Wistaria Kingdom. himself the first Emperor.
015 Alma Surslite passes away. 166 The Damocles Republic falls. Techniques
for operating EMs and Placenta Chip
022 Establishment of the Baltrold Kingdom in technology become scattered all over Velm.
the north.
168 Mercenary groups using EMs are first
037 The Surslite Theocracy is established. Latio deployed in actual combat. The Kultos
Religion creates a calendar and spreads it to Kingdom falls.
various nations.
176 The Western War. The Gordios Kingdom
044 Establishment of the Farielle Kingdom in defeats the Algor Kingdom, securing 80%
the central region. of the west.
060 On Iason Island, a 'union of tribes,' 179 Seven small and medium-sized nations in
believed to be the precursor of the Gordios the central region unite to form the Minor
Kingdom, is formed. Nations Union.
079 The first EM is discovered in the great 182 The Gordios Kingdom clashes with the
nation of Algor in the west. Minor Nations Union at Maitreya Canyon.
092 The Farielle Kingdom, which had The Gordios Kingdom retreats. The
dominated the central region, splits over first leader of the Minor Nations Union,
succession issues, leading to the creation Adriano Fornese, dies in battle.
of several new nations. 183~ Current day.
103 The Gordios Kingdom is established and
unifies Iason Island.

101
[Nation 1] Baltrold Empire

The Northern Empire Economy


Ruler Tzvarough I Due to the severe cold, only minimal necessary
crops like wheat and potatoes can be cultivated.
Capital First Imperial Territory, Adyin Farmers have a low social status and live in poverty.
Population Approximately 8 million The economy centers around brewing, forestry,
and hunting for furs.
Government Autocratic rule by the Emperor Numerous ruins across the vast territory lead to
Encompassing a large part of frequent discoveries of EMs.
Velm's northern region, known for Towns near large ruins thrive due to long-term
Geography
its harsh cold, with ports freezing stays by national research teams and laborers
over in winter conducting excavations, benefiting economically.
Main industries include forestry,
Similarly, smaller ruins tend to attract mercenary
fishing, hunting, and brewing. groups and tomb raiders.
Economy There is variation among the
Imperial Territories, but overall, the Culture
economy is not affluent
Despite strict political control, all forms of
Largest total number of EMs in artistic activity are permitted in the direct domain.
the world, but lacks coordination Artworks considered immoral are not suppressed
Military among Imperial Territories, making unless they damage the Emperor’s dignity. Nobility
it impossible to consolidate the actively supports artistic endeavors, leading to
entire military force high standards in painting and sculpture.
Conditions vary in individual Imperial
Overview Territories. While some are as tolerant of art as
the direct domain, others strictly regulate it as
A great nation located in the harsh north, “useless” or “corrupting.”
previously known as the Baltrold Kingdom but
renamed an empire following the unification of Military
the north by Tzvarough I, who has since declared
himself Emperor. The overall military strength of the Baltrold
The nation is divided into eight Imperial Empire is the largest in Velm by numbers.
Territories. The First Imperial Territory is However, this assumes the ability to consolidate
governed by Tzvarough I, while the Second all domestic forces.
through Seventh Territories are ruled by his Military power is fragmented among the
seven children. Tzvarough I has given each of Imperial Territories, each enhancing its forces at
his children their territories to observe how they its discretion. Coordination among the Territories
is rare, and one Territory under foreign invasion

7
govern, as a means to determine the most suitable
successor. does not guarantee military assistance from its
Due to the harsh climate, the economy is not neighbors.
very prosperous. Each Imperial Territory pursues Despite these conditions, conquering the
its unique policies, resulting in inconsistencies Baltrold Empire is an extremely difficult task due
in commercial systems, industrial infrastructure, to the defensible nature of the harsh northern
military training, and discipline. climate and the considerable military strength of
individual Territories.
Political Situation An average of 200-300 EMs is deployed in each
Imperial Territory, including mercenary groups.
The absolute monarchy by Emperor Tzvarough Dependence on mercenaries is not negligible,
I concentrates power in the Emperor. However, the varying by the situation in each Territory.
Emperor directly governs only the First Imperial Mercenaries are especially employed in conflicts
Territory, his direct domain, while the vast lands such as internal disputes among the royal family,
are divided and ruled by the commanding generals where regular military forces cannot be mobilized.
of the regional armies, the royal family members.
Each royal family member tasked with
governing an Imperial Territory is entrusted with
full policy-making powers, making each territory
function like an independent state. Nonetheless,
the ultimate ruler is still the Emperor, and the
territories remain under the Baltrold Empire.
The Imperial Territories openly display
animosity towards each other, far from being
cooperative.

102
NPC
Tzvarough I
“...It matters not. Everything Karo Sheikri
Lumidra Baltrold is within my grasp.” “I have the goods. I don’t
mind handing them over. The
“So, this is the reality of our question is, how much are you
nation...” willing to pay for them?”

Emperor of the Baltrold


Empire
Overlord of the Underworld
The Unyielding Princess of Age: 72, Male
Bartold Dynasty Soldier: 5 Commander: 15 Age: 34, Male
Age: 19, Female Counselor: 13 Academic: 12 Soldier: 7 Scout: 9
The first Emperor of the Baltrold Mechanic: 6 Commander: 10
Soldier: 3 Commander: 7
Counselor: 4 Academic: 4 Empire. Leader of the crime syndicate
He appears as an old man with “Varietto,” which deals in everything
Princess of the Baltrold Empire a sharp gaze and a long white from stolen goods trading, criminal
and the Supreme Commander beard. After inheriting the Baltrold organization, eavesdropping,
of the Fourth Imperial Army, Kingdom in the north, he seized kidnapping, assassination, and all
essentially the ruler of the Fourth control of the nation through a other forms of villainy.
Imperial Territory. reign of terror and unified several

7
His network deeply infiltrates
She is disciplined and serious, a northern countries to form the the Empire, rumored to know
proud woman who does not tolerate current Baltrold Empire. everything. Especially within the
injustice, despises the tyranny of Known as an exceptional Baltrold Empire, where relations
the powerful, and struggles to strategist, this is evident from his between Imperial Territories are
achieve fair governance. Among rise to the throne as the third son poor and information doesn’t
her siblings, who do not hesitate and the execution of potential royal circulate well, the information he
to use any means to gain the competitors under accusations of holds is of exceptional value.
Emperor’s recognition, she clearly treason. Royalty, desiring accurate
stands out. Once celebrated as a hero on the information about other Imperial
Due to her youth and somewhat battlefield and for invading other Territories and fully aware of the
overly single-minded temperament, countries with his own hands, he risks involved — that interacting
she has not yet fully taken control now refuses to leave his icy palace with him could lead to their
of the Fourth Imperial Army. in the far north. vulnerabilities being exploited for
Despite facing criticism from Typically silent even within his his gain — cannot sever ties with
rebellious generals and her siblings, palace, he delegates domestic him due to the usefulness of his
she continues to work towards affairs to his subordinates but still information.
her ideals, biting her back teeth in wields immense power. His background is completely
frustration. unknown, and his name is likely
She is strict with both herself an alias. A bounty worth a national
and others, always maintaining a budget is on his head, but he
dignified demeanor. She prefers continues his activities in the
wearing military uniforms or men’s underworld without any fear.
clothing for ease of movement and
is often seen bustling about the
battlefield or the cities she governs.
Character Data
103
[Nation 2] Gordios Kingdom

World’s Strongest Military Economy


Ruler Leonidas III The primary industry is fishing. Maritime trade
is also conducted but is limited to the western
Capital Basileia coast of Velm. No ship that has ventured beyond
Population Approximately 4.5 million the open sea, north of Baltrold Empire’s territory,
or south of the Pericles Islands has returned.
Absolute monarchy with the king at Leonidas III keeps taxes on commercial
Government the apex. Many small countries in transactions low, attracting powerful merchants
the west have been integrated. from all over Velm to his territory. While commerce
Consists of many islands and is thriving, this alone does not cover the expenses
Geography
coastal regions. The climate clearly of repeated expeditions. The Gordios Kingdom’s
exhibits four seasons, suitable for treasury is largely funded by wealth and resources
agriculture. obtained through invasions.
The maritime industry is developed.
Economy Invading other countries to avoid Culture
financial difficulties.
Originally, the Gordios Kingdom was a small
Military
Extremely formidable. The king island nation in the west with little emphasis on
directly leads the EM troops. artistic activities. However, since Leonidas III
recognized and actively protected the culture and
Overview customs of conquered lands, a rich diversity of
arts has flourished.
A rising military superpower expanding its While Leonidas III respects each country’s
territory in the western part of Velm. culture and customs, to avoid political confusion,
Originally a nation owning the small island of he does not allow diversity in language. Currently,
Iason in the west of the continent. However, Latio language is the only official language within
when the previous king, Theodoros II, began the Gordios Kingdom.
invading neighboring countries, a massive vein
of Cardia ore was discovered in a conquered Military
neighbor, quickly leading to wealth and prosperity. The arrival of the Gordios military is
It’s widely believed Theodoros II had somehow synonymous with the coming of the Grim Reaper
obtained information about the ore vein before for soldiers of other countries. Especially, the
anyone else. large EM troop directly commanded by the king is
When Leonidas III, the son of the previous said to crush the will to resist just by its presence,
king, ascended to the throne about ten years securing its title as the strongest.
ago, he began a full-scale invasion war under the The number of operational EMs reaches a

7
banner of “Conquering Velm.” He has conquered staggering 2000 units. Although mercenaries
and subjugated numerous countries, and the are employed, the kingdom possesses sufficient
Gordios Kingdom continues to expand unabated. military force without relying on them and
Leonidas III is still in his twenties but possesses continues to expand.
high leadership and charisma, garnering the trust The devotion of the soldiers to the king is
of his people. He has no heir, making his life and intense, keeping the overall morale of the army
death clearly crucial to the nation’s future. constantly high. Since Leonidas III began his
conquest, the Gordios military has only been
Political Situation defeated once. The entire military harbors a fierce
A centralized governance structure is in place, rivalry against the Minor Nations Union, the only
with the king holding the ultimate power in force to have defeated them.
national politics. However, due to rapid territorial Some residents of the Pericles Islands have
expansion, practical governance of each region turned to piracy, sporadically engaging in
is left to the original rulers. Leonidas III greatly plundering at sea. For now, Leonidas III does not
respects the customs and cultures of each region, see it as a significant problem, but if the damage
so there are hardly any rebels within. extends, measures are likely to be taken.
Leonidas III values meritocracy. This
encourages a highly competitive spirit among his
vassals, maintaining a high standard of domestic
governance.

104
NPC
Relic von Galhain
“Heh... Eventually... Even 『Thousand-Mile』Sherie
Leonidas III our magnificent king cannot “Yes, your letter... Thank you
ignore my existence...” for using our service...”
“I’m not one to grandly speak
of ideals, but I do think it
would be nice if the nameless
could simply smile in this
world. That’s what I believe.”

The Sly Fox of the Gordios


Courier Who Travels the World
Age: 47, Male
The Young King of Gordios Age: 16, Female
Mechanic: 4 Counselor: 1
Age: 28, Male Commander: 11 Academic: 12 Soldier: 2 Scout: 4
A senior minister of the Gordios Mechanic: 2 Academic: 3
Soldier: 10 Scout: 9
Commander: 12 Academic: 7 Kingdom who gained the trust of A courier who spans the entire
the previous king, Theodoros II. world of Velm, from major cities
The youthful ruler of the ever- Skilled in strategy, he exhibits to the farthest frontiers. There’s
expanding superpower, Gordios. high competence in domestic nothing she can’t deliver, as long as
Renowned as a wise ruler, he governance while also being a it fits on a horse.
ascended to the throne at 20 and schemer adept in incitement and Such delivery services are
in less than a decade, elevated self-preservation. He engages in

7
particularly appreciated by soldiers
his country to one of the world’s various schemes both domestically and mercenaries on the front
leading powers. He excels in and internationally for his gain lines. In the midst of war, sending
bravery and as a commander, rather than his country’s. something to one’s family or lover
possessing extremely high He readily collaborates with is extremely difficult, making the
abilities as an individual EM pilot. enemies and underworld figures, value of a specialized courier
Sometimes leading the front lines though no evidence of such immeasurable.
himself, his unconventional actions actions has been uncovered so far. Of course, crossing battlefields
inspire great courage among the Cautious by nature, he immediately means couriers are constantly in
soldiers on the battlefield. withdraws at the slightest sense of danger. It’s not uncommon for
Decisive and with a military danger. unit commanders on the battlefield
personality, he seems gentle at first There’s no way Leonidas III to demand inspections or bribes.
glance but openly advocates for the hasn’t seen through his nature. Yet, However, despite her young
unification of Velm, showing no he continues to entrust him with age, she has mastered the art of
hesitation to crush his enemies. At many responsibilities as a senior navigating these situations.
this age, he already exudes the aura minister, undoubtedly thanks to his She is shy and extremely taciturn,
of a supreme ruler. competence. but her reliability in her work
He has a penchant for gathering stands out even among her peers,
talented individuals, employing constantly receiving multiple
people of superior abilities requests and heading to various
regardless of their background. parts of Velm.
His retinue includes characters
with one or two quirks.

Character Data
105
[Nation 3] Wistaria Kingdom

The Old Kingdom Economy


Ruler Zilgast VII Corrupt politics are rampant, with merchants
infiltrating deeply into political realms. They
Capital Eternel manipulate nobles with money, enacting systems
Population Approximately 5.5 million and laws favorable to them. As a result, the rich
get richer, and the poor, poorer. While noble and
Officially a monarchy, but in reality, merchant mansions line the streets of the capital
Government corrupted politics dominated by a Eternel, beggars and vagrants overflow the streets,
few powerful nobles prevail with many citizens dying of hunger.
Located in the east, bordering the The kingdom has always been home to many
Geography
Lian Desert craftsmen, exporting furniture, tableware,
Active in import and export, with
swords, armors, and agricultural tools across
a developed commercial sector. Velm. Recently, this technological prowess has
Economy
Notable for severe disparities in been applied to EM research, studies of artifacts
wealth excavated from ruins, and the development and
mass production of firearms.
Large in scale but practically
Military dysfunctional due to corruption Culture
and collusion with merchant
Extravagant and glamorous arts and culture
Overview thrive, a result of nobles traditionally valuing
appearances and sparing no expense on art
Among the current nations, it is the oldest purchases or support for the performing arts.
kingdom established. It claims the current year as The food culture is also rich, reputedly leaving no
3073 according to the Wistaria calendar, which is ingredient unavailable in Wistaria.
said to continue from before the Great Regression. Despite the widening gap between the rich and
Claiming to be the leader of Velm backed by its poor, literacy rates among the population are not
history and tradition, it does not lose its haughty low. This is because a sense of pride rooted in
attitude even amidst the chaos of war. However, being born in a nation with a rich history pervades
the actual situation is dire, with numerous all citizens. Even if families cannot afford to
problems. send their children to school, parents and their
The reigning king has abandoned governance, generations continue to provide basic educational
spending most days confined to his harem. The activities at home.
real administration is handled by a handful of
powerful nobles, all of whom are solely concerned Military
with their interests, epitomizing tyranny.
The military of Wistaria Kingdom is effectively

7
Political Situation in a state of shutdown.
While the deployment of EMs is considerable,
Though the kingdom is under monarchical with around 1500 units indicating a significant
rule, the current king, Zilgast VII, is uninvolved force, arms and tactics are becoming outdated.
in politics, with factions of powerful nobles Military supplies are hardly delivered to the
controlling domestic affairs. field due to embezzlement by the upper-class
Corruption, the sale of official posts, and nobles. Soldiers’ morale is low, and naturally,
monopolization of official ranks by relatives are their proficiency is not high. Commanders are
rampant. Merchants often interfere in domestic appointed based on connections — irrelevant
politics, and large sums of bribes are openly of their abilities — and are preoccupied with
exchanged. Some military officers and local lords factional disputes daily, making it impossible for
desperately attempt to halt this tide, but so far, no the military to take any spontaneous action.
significant results have been achieved. Due to these circumstances, from breaking
Originally proficient in diplomatic strategies, the stalemate in battle to escorting caravans,
that capability has almost vanished. Relationships mercenaries are employed in many situations
with neighboring countries are changing, and within the Wistaria Kingdom.
dissatisfaction is growing even among vassal
states. To break free from the current situation
and seek further profits, nobles and merchants are
planning new wars of aggression.

106
NPC
Christophe Noir
“What business does someone 『Ladywolf』Karuna
Luwan MacDougall like you have with this quack “Well then, shall we go?
doctor? ...Hmm, interesting. It’s hunting time.”
“In behalf of my country... Shall I hear more?”
No... With my remaining days,
I shall repay your kindness.”

A Doctor Turned Informant


Mid-Rank Mercenary Ace Pilot
The Old Protector of Wisteria Age: 31, Male
Kingdom Mechanic: 5 Counselor: 9 Age: 16, Female
Age: 77, Male Medic: 12 Academic: 9 Soldier: 6 Counselor: 3
He is a town doctor who resides Mechanic: 5 Academic: 4
Soldier: 5 Counselor: 6
Commander: 8 Academic: 7 in the slums of the capital city. Karuna is the ace pilot of the
Dresses sloppily and living in a mercenary group “Forest Hunters,”
Positioned at the core of dilapidated house, his attitude which operates primarily in the
the Wisteria military for three towards medical examinations is eastern regions. Her favorite
generations, Luwan MacDougall careless, and he is widely known as machine is a modified Loup-Garou
is a renowned general who has a quack doctor who dropped out and is quite skilled at maintaining it.
achieved numerous military feats. of medical school. However, in

7
Known for her ruthless fighting
About ten years ago, he suffered reality, he is a renowned physician style, she is referred to with awe by
a leg injury and semi-retired. known to heal any injuries or both allies and enemies alike as the
However, he felt a sense of crisis illnesses of any person, as long “Ladywolf.” Having piloted EMs
due to the increasing turmoil in as the price is right. He frequents for nearly a decade, she exhibits
the surrounding countries, the rise providing impeccable medical care unmatched strength, particularly
of the Gordios Kingdom, and the at mansions of nobles and even the in close combat. Despite her sharp
deterioration of domestic affairs royal palace, at exorbitant prices of tongue and sarcastic demeanor, she
that he had long been concerned course. At the same time, he makes also has a caring and supportive
about. He returned to the military. a fortune as an informant, using personality akin to an older sister,
Although he himself does not sit the information he gains from such earning her deep respect within the
in the cockpit of an EM, he has a places. group.
thorough understanding of EMs Although he earns a lot of Little is known about her
tactics. money, the purpose of his rewards background or reasons for
The corruption within the remains completely unknown. He fighting, but glimpses of her
military was more severe than he does not live a flashy lifestyle, nor profound knowledge can be seen
had imagined, and it was no longer does he show any signs of saving in her mannerisms, leading some to
functioning as an organization. money. Among those who know speculate that she may be of noble
Therefore, while restructuring the him, rumors circulate that he may birth. However, she simply laughs
regular army, he also turned his be providing funds to a certain and denies such claims, leaving the
attention to freelance mercenaries, country’s independence movement truth uncertain.
seeking to protect his homeland by or that he himself may be a member Contrary to her outward persona,
effectively utilizing both. of that country’s royal family. she is a devout follower of the
He appears to be a quiet and Latian faith and never misses her
gentle old man, but his love for daily prayers.
his country and its people has not
diminished in the slightest. Character Data
107
[Nation 4] Surslite Theocracy

Religious State of Latio Economy


Ruler Merifiria II The tourism industry, catering to Latio pilgrims,
thrives as a significant sector of the economy.
Capital Holy City of Soleil Additionally, substantial donations from Latio
Population Approximately 3 million nations contribute significantly to its revenue.
However, the recent influx of refugees has
A regime of religious and political strained the treasury considerably, exacerbating
Government
unity with the Pope at the helm. tensions.
Practical affairs are managed by a While animal husbandry is prevalent, it isn’t
council of high-ranking priests. substantial enough to sustain the entire nation.
Located in the central region, with
Geography a small-scale territory consisting Culture
mostly of gentle hills and plains.
The culture of the Surslite Theocracy is shaped
Serving as the holy land of Latio by Latio doctrines, emphasizing solemnity in
Religion, it flourishes economically contracts and morals while prohibiting laziness
Economy through donations from various
countries and pilgrimages of and promiscuity.
believers. The unified language is Latio, originally spoken
in Alma Surslite’s birthplace. It was later utilized
Military
Possesses an elite knight order by her disciples to spread Latio, becoming
equipped with EMs. widespread across Velm.
Through scripture, literacy rates among the
Overview populace are among the highest in Velm.

A religious state that serves as the holy land and Military


headquarters of Latio Relion.
Despite the ongoing conflicts, it remains the Primarily focused on self-defense, the nation
spiritual pillar for the people of Velm, attracting maintains a modest military force. With around
numerous pilgrims from various countries. 150 EMs, its possession is limited due to its small
The nation follows a system of religious and size. However, the individual soldiers’ proficiency,
political unity with the Pope at its helm, where the particularly within the Seven Knights Order, is
decisions of a council led by cardinals and high- remarkably high, accompanied by fervent morale.
ranking priests are ratified by the Pope. Combat for Surslite soldiers is viewed as a sacred
The current council is divided between endeavor blessed by the Sun God Latio, with a
moderates seeking to end wars through dialogue fearless attitude towards death.
and hardliners pushing for aggressive military Their ferocious fighting prowess has instilled
fear in neighboring nations. The theocracy is said

7
intervention, causing significant discord. Although
the Pope aligns with the moderates, the hardliners to possess seven EMs, relics attributed to Saint
hold numerical superiority, tilting policies towards Alma Surslite herself. Each deployed within the
their agenda. Seven Knights Order, their capabilities, if the
Despite lagging behind neighboring countries in legends are true, surpass those of contemporary
military strength, the nation boasts the elite Seven EMs.
Knights Order, which has repelled numerous Most combat-involved clergy belong to the
invasions in the past. hardline faction, often resorting to mercenaries
when moderate clergy require EMs, albeit
Political Situation undisclosed publicly.

The Surslite Theocracy adheres to Latio


teachings, prioritizing “love thy neighbor” in its
policies. It advocates dialogue and cooperation
with other nations and actively accepts increasing
numbers of refugees.
However, challenges such as deteriorating
public safety and hygiene due to refugee intake
have surfaced.
Internally, there’s a stark division between
moderates and hardliners. While the Pope leans
towards moderation, the majority aligns with the
hardliners, complicating the political landscape
and hampering the government’s ability to address
various issues.

108
NPC
Constance Elyuar
“Huh? S-Sortie orders? Yes, Victor Crawford
Merifiria II I’ll go right awa—Aah!” “Understood. I shall gladly
undertake the holy mission.”
“Yaho... cough. Welcome to our
country. May you be blessed
by the grace of Latio.”

Prodigious Ace Pilot of the


Surslite Theocracy
Ambitious Warlord
Age: 15, Female
Supreme Authority of Latio Age: 27, Male
Soldier: 1 Scout: 9
Age: 22, Female Mechanic: 2 Counselor: 2 Soldier: 12 Counselor: 7
A young member of the Sun Commander: 8 Academic: 9
Scout: 4 Counselor: 10
Commander: 11 Academic: 10 Knights Order, the elite army of Victor Crawford, in his twenties,
Surslite Theocracy. holds the prestigious position
The Pope of Latio Religion and Constance is still a clumsy girl of Archbishop and serves as the
the Queen of Surslite Theocracy. with remnants of her youth, but leader of the “Heaven Flame
Known for her kindness, she she possesses innate talent when it Knights,” a faction within the elite
actively promotes initiatives such comes to piloting EMs. Originally Seven Knights. Nicknamed the
as accepting war refugees and the daughter of a small bakery

7
“Archbishop of the Battlefield,”
mediating conflicts. owner, she stumbled into the pilot he has solidified his current status
Despite her lively and cheerful seat of an EM during a parade through numerous military exploits.
personality, she doesn’t often at Alma Surslite’s holy festival, Despite the existence of EM relics
display it outwardly to maintain resulting in her being discovered associated with Alma Surslite within
her dignity as a Pope. When by the leader of the Sun Knights. the Seven Knights Order, he has yet
interacting with people, she speaks In subsequent battles, she has to utilize them. Nevertheless, since
from behind a screen, and when single-handedly defeated three assuming leadership, the Heaven
attending public events, she always enemy EMs without a scratch. Flame Knights have boasted a
covers her face with a veil. Her beloved EM has never tasted string of victories in successive
In order to resolve the difficulties defeat. battles.
facing the Surslite Theocracy, Deeply devout, she believes While Victor is revered as a
she often leaves the Pope’s office that following orders from her paragon of Latio faith, with vast
on her own and negotiates with superiors is in accordance with knowledge and a gentle demeanor,
mercenaries in the streets. Seeing the teachings of the god Latio. his true nature embodies a spirit of
a young girl banter with common Unaware of the Sun Knights’ role combat. He is solely interested in
folks in taverns, one would never in the hardline faction, including testing and honing his own abilities.
suspect her to hold the pinnacle of plotting against moderate figures, Ascending to high positions within
Latio authority. she remains steadfast in her faith. the church is akin to a serious game
Few, aside from select close aides, for him.
are aware of her secret. Both the moderate and hardline
factions seek to enlist his prowess,
but for now, he remains neutral,
maintaining a stance independent
of either faction.

Character Data
109
[Nation 5] Minor Nations Union
diplomatic means. Some member nations are
Alliance of Small Nations responding to this movement and are making
preparations to withdraw from the Union.
Ruler Philtis Fornese
Capital Orkidia Kingdom Economy
Population Approximately 5 million There are low tariffs among alliance nations,
A military alliance formed by small leading to active trade in goods and people. Land
nations. Consists of representatives transportation is also well-developed, with various
Government
from multiple countries in a specialty products gathered from across Velm.
deliberative assembly. Recently, friction among alliance nations has
Occupies a vast area in the central surfaced, with some countries beginning to refuse
region, with much of the territory “non-military cooperation” such as economic
Geography covered by valleys, mountainous liberalization. This is likely due to the influence of
areas, and forests. Overall, the clandestine operations by the Gordios Kingdom.
elevation is high.
Culture
Each country engages in
Economy
independent economic activities. Geographically close nations have similar
Livestock farming and forestry are cultures related to architecture and culinary
common. traditions.
A coalition army formed by the In the past, there was competition for scholarly
military alliance. Historically, the development among alliance nations, leading to
Military
only force to halt the invasion by a high standard of academic research. Among
the Goldeos Kingdom. them, the Orkidia Kingdom is known as the
most academically vibrant land, with the National
Academy of Arts and Sciences being considered
Overview the authority on knowledge in Velm. Although
Formed as an allied nation by several small the number of students has decreased due to war,
countries during the central invasion by the scholars from all over Velm still gather here for
Gordios Kingdom. Officially known as the study.
Central States Union, but commonly referred to In the Union, the education environment
as the Minor Nations Union. is reasonably well-established in each member
Since the death of the first leader, Adriano country, and most people can speak both their
Fornese, the cohesion between alliance nations native language and Latio.
has significantly weakened. The Gordios Kingdom
has taken notice of this and is currently shifting Military

7
its policy from military domination to diplomatic The military power that once repelled the
negotiation for co-option. Gordios Kingdom, even if only once, is by no
means inferior to that of a large nation. Due to
Political Situation ongoing skirmishes with the Gordios Kingdom,
The Union consists of nine small countries. mercenaries are frequently recruited.
Meetings among representatives are held The number of deployed EMs varies by alliance,
approximately once a month, rotating through ranging from over 400 machines to a dozen, but
each country’s capital, where decisions are made in total, they easily outnumber Gordios Kingdom.
collectively for the alliance as a whole. Each In the Battle of Maitreya Valley, which ultimately
country has a different system, with some being led to the withdrawal of the Gordios Kingdom,
monarchies and others republics. approximately 1,000 machines, including those
The current leader is Philtis Fornese, daughter owned by mercenary groups, were mobilized.
of the first leader, Adriano Fornese. Since With many mountainous and complex terrains,
the founding leader’s country was the Orkidia such places are ideal hideouts for bandits.
Kingdom, the young girl who inherited the Therefore, security is not particularly good near
country also inherited the position of leader. the borders. The demand for mercenaries is
While she is by no means incompetent, at just 18 generally high, whether for escorting caravans or
years old, she lacks the charisma and negotiation national defense.
skills of her predecessor, who adeptly brought the
various nations together. Many are seeking to take
advantage of this situation, leading to a loss of
cohesion within the alliance.
The Gordios Kingdom has not given up its
invasion of this area and is proceeding with its
strategy of breaking up the alliance through
110
NPC
『Redhair』Ganetta Rohight
“Burn it all. This country... 『The Bola Granny』
Philtis Fornese this world.” Eliza B. Dorothy-
“I can’t see a bright future for “Come on, you little brats! I’ll
myself... That’s why I want to take everything you’ve got!”
search for it.”

Chairperson of the Belcanix


Republic Former Head of the Thieves’
Age: 47, Female Guild
Queen of a Small Nation
Leader of the Union Soldier: 10 Scout: 12 Age: 66, Female
Age: 18, Female Commander: 8 Academic: 5 Pilot: 6 Soldier: 5
She is a woman who once led the Mechanic: 8 Commander: 5
Mechanic: 2 Counselor: 4
Commander: 5 Academic: 6 EM mercenary group “Velmilion She is the leader of an eccentric
Stormfront” and currently serves thieves’ guild that owns several
She is the current queen of as the Chairperson of the Highest EMs, all equipped with Bola
Orkidia Kingdom and the current Council of the Belcanix Republic, Launcher.
leader of the Minor Nations Union, which is now the military center of They specialize in targeting EMs,
having assumed her position upon the Union. surrounding them and shoot bolas
her father’s passing. Renowned as a fearless EM pilot,

7
simultaneously to immobilize
Like her father, who was known she played a central role in the war them, then stripping them of their
for his charisma, she has a gentle against the Gordios Kingdom. She Armaments. Due to their unique
and kind personality. While she is is known for her broad perspective tactics, her thieves’ guild has even
beautiful and intelligent, she lacks and is the creator of the “Velmilion earned the nickname “Bolers.”
experience in politics, and currently Stormfront Laws,” which the Rumors abound that all ten
relies on her senior officials to current mercenaries adhere to as a members are Eliza’s sons. Indeed,
help her fulfill her role as leader. norm. their coordination is impressive,
Nevertheless, she maintains a firm After the war, she transitioned making them unmatched by
attitude, earning the loyalty of into politics by popular demand, similarly sized mercenary groups.
her subjects, as well as significant winning overwhelming popularity Bounties of around 10,000 gold
support from her own people. in elections to attain her current coins have been placed on her
Having lost both her parents in position. However, inexplicably, head in various countries, mostly
war, she holds a particularly strong she has since implemented harsh centered around the central regions.
desire for peace. While she hopes military rule, causing suffering and she boasts about this fact like
for a resolution to the Gordios among the citizens of the Belcanix some sort of milestone. However,
Kingdom’s invasion through Republic. The reasons for her and shockingly, she is easily moved
dialogue, she also recognizes the drastic change remain a mystery, by emotions and also has girly side.
limitations given the current state with speculation suggesting that
of the alliance. years of warfare may have corroded
Outside public eyes, she shows her soul or that the frequent use of
a more youthful side, often placenta chips and stimulants may
displaying innocent smiles to those have affected her mental state.
close to her.

Character Data
111
[Nation 6] Aitria Tribe Settlement
However, interference from other countries has
Isolated From the Outside World intensified over the years, leading to increasing
dissatisfaction and a sense of crisis among the
Ruler The Priestess of Beginnings, Haru
younger generation within the tribe.
Capital None
Population Approximately 500 Economy
Consensus among the eldest and They live a self-sufficient life primarily based on
the chiefs of the seven clans. Due agriculture and hunting. Monetary economy is not
Government
to their small numbers, there's a widespread, and there is no wealth disparity.
strong emphasis on clan gatherings. Some individuals form small caravans to engage
Living in isolated tribal units in the in trade with nearby towns. During trade, they
rugged mountainous regions of the mainly sell textiles, handicrafts, and occasionally
Geography
central area. Many ruins surround parts of excavated EMs. These items, known as
their settlements. “excavated goods,” are highly valued commodities
among merchants and mercenaries, fetching
Primarily self-sufficient, but engage considerable prices.
Economy in very limited trade on a small
scale. Culture
Possess around 30 EMs. They
exhibit exceptionally high They have a unique culture that revolves around
Military nature worship, lifestyle, and arts such as songs
performance, capable of repelling
even the forces of large nations. and dances, which are entirely different from
other regions of Velm.
The Aitria tribe does not have a writing system,
Overview and teaching is done orally. As a result, people of
The Aitria tribe is a minority group that lives the Aitria tribe generally have excellent memories.
independently without integrating into civilization. Oral traditions often take the form of songs,
They hold their own religious beliefs centered so individuals with singing abilities are highly
around nature worship. respected within the tribe.
They view the Great Regression as a
“punishment from the gods” and maintain a Military
distance from the various nations of Velm. They EMs and the “shrine maidens” who pilot them
adhere to a policy of non-intervention even are the tribe’s only defense.
in times of conflict and never engage in active The Aitria tribe knew how to efficiently control
military actions. EMs before the Placenta Chip was developed.
They were aware of the existence of EMs even It is said that the war paint applied by the shrine

7
before they were discovered by other nations in maidens is related to this, but the principles and
Velm and venerate EMs as “vessels of gods.” techniques remain a complete mystery.
When the tribe faces danger, a “shrine maiden” The shrine maidens are women entrusted with
boards the EM to drive away enemies. Long piloting EMs to protect the tribe. The number
before the Damocles Republic know how to use is always around 30. They are chosen from
EMs, there are many stories about “monsters can unmarried women through unique rituals passed
be seen in the Aitria tribe’s territory.” down by the tribe, and their duty ends when they
In recent years, neighboring countries have marry.
attempted military invasions numerous times Becoming a shrine maiden is considered the
to obtain their EMs, but all have been repelled. highest honor, and all parents hope that their
Considering their overall strength, it is believed daughters will become shrine maidens one day.
that the Aitria tribe possesses unique methods and The combat power of EMs, considered
technologies for using EMs that other countries “vessels of gods,” is tremendous. Despite their
do not, but they maintain a strict silence on this small number of around 30, they have repelled
matter. EMs from other countries that surpass their own
There are many ruins around their settlements, in quantity.
which also attract the interest of other countries. In emergencies, mercenaries may be hired. On
rare occasions, the reward may be paid not with
Political Situation Cardia stone but with excavated artifacts. These
The “policies” of the Aitria tribe are determined items are invaluable treasures unavailable in other
by the elder Haru and the chiefs of the seven clans. countries, making connections with the Aitria
They live in harmony with nature and refuse to tribe worth more than money for mercenaries.
engage with modern culture and technology. They
adhere to a policy of non-interference even in
times of conflict.
112
NPC
Nyx
“You’re an outsider, huh? ...I McGuire Warren
『Priestess of Beginnings』 didn’t help you or anything.” “Heed the call of the heavens,
Haru the call of the earth, and
the call of them ruins! The
“I don’t mind if it’s a bedtime greatest adventurer in the
story. However, you better world has arrived!”
entertain me, ya hear?”

Aitria Tribe’s Priestess


Archaeologist and a Tomb
Age: 18, Female Raider
Leader of the Aitria Tribe Age: 44, Male
Soldier: 3 Scout: 5
Age: ? (Apparent age: 12), Female Mechanic: 6 Academic: 4 Soldier: 5 Scout: 9
Nyx is a priestess of the Aitria Mechanic: 7 Academic: 10
Scout: 12 Counselor: 9
Commander: 10 Academic: 12 tribe with very conservative views. An archaeologist who excavates
She closely monitors all outsiders ruins, McGuire travels across Velm,
Haru is the eldest member of who enter the mountainous discovering one prehistoric ruin
the Aitria tribe, having lived for region and is not hesitant to drive after another.
over a century. She rarely appears them away if necessary. With her He finds value solely in the act
in public, but her appearance is expertise in piloting EMs and her of excavation and adventure itself,
remarkably youthful, resembling thorough knowledge of the area’s

7
showing no interest in the artifacts
that of a girl in her early teens. geography, she can single-handedly he unearths. It’s not uncommon
According to her own account, fend off intruders with just a few for him to casually give away hard-
her physical age has remained EMs. earned treasures to someone he just
frozen since she became deeply Having sworn to protect the tribe happened to meet.
integrated with the EM, a “vessel in place of her deceased sister, who With his carefree personality, he
of gods.” It is uncertain whether was an excellent priestess but rigid pays little attention to details. He
this claim is true, but it is certain and devout to a fault, Nyx tends to enjoys discussing ruins and, given
that she rarely strays far from the make enemies easily. the chance, will regale others with
temple deep within the village. Though originally a kind-hearted stories—whether true or false—
Originally a ruin, this temple girl, the pressure of her important using his extensive knowledge,
now houses the EM known as role as a priestess has led her to especially over a drink.
the “Vessel of Beginnings” in its maintain a stern demeanor at all Being straightforward, he easily
innermost chamber. times. She is often teased by the connects with anyone. This includes
Now in semi-retirement, Haru elder, Haru, and easily falls to her the Aitria tribe, known for their
does not actively assert her opinions tricks and jokes. exclusivity. Currently, he stays in
on tribal matters. She spends their village as a guest, conducting
her days in a carefree manner, research on nearby ruins—within
sometimes teasing the youth of the the limits accepted by the Aitria
tribe while maintaining a sense of tribe.
tranquility.

Character Data
113
Other NPC

Arthur Barakas
『Thousand Choices』 “Humph, what a vulgar
Rosary Aire introduction. Let me show 『Dullahan』
you something.”
“What’s your order? If you’re “I’ve seen it, I’ve seen it...!”
willing to pay, I can give you
anything—even a whole country!”

EM Researcher
Merchant of Everything
Age: 82, Male
Age: 28, Female ?
Mechanic: 12 Counselor: 2
Mechanic: 4 Counselor: 2 Medic: 6 Academic: 13 Age: ?, ?
Commander: 9 Academic: 7 Originally a scientist of the
Argos Kingdom, he fled after his ?

7
A mysterious merchant who research was not recognized by the
appears in every conflict zone in kingdom. He then took refuge in This is one of the legends on the
Velm, selling goods wherever she the Damocles Republic and is said battlefield.
goes. From cutting-edge military to have contributed to the practical It’s an EM that resembles a
equipment to bouquets that application of EM and supported headless knight, said to move
capture the heart of a beloved, the development of the country around the battlefield without a
she’ll provide anything as long as from behind the scenes with his pilot inside. It’s also said that this
the price is right. outstanding knowledge and skills. machine is searching for a specific
With a wide network, she can He is supposed to be deceased by EM, and its purpose is to decapitate
communicate with armies and now, but rumors widely circulate the head of that machine.
mercenary groups worldwide. She among mercenaries that an old Hardly anyone takes such stories
has a personality that prioritizes man resembling him occasionally seriously. However, it’s a fact
money above all else, so she doesn’t appears on the battlefield, that there are many soldiers who
discriminate when it comes to maintains EM, and then leaves. It speak in a confused manner about
business partners, as long as they is also said that EM handled by being attacked by the “Dullahan”
pay. It’s not uncommon for her to this old man drastically improves in or mercenaries who boast about
sell weapons and ammunition to performance. defeating it.
both sides of a war.
She’s the epitome of a Wistaria No matter how many claim to
merchant who sells anything that have “defeated the Dullahan,” there
can be sold, but she never breaks a is always new witness.
contract once it’s made.

Character Data
114
Scenario
9 Mini Scenario, for Both Beginner to Advid Player

7
115
Easy
[Mini Scenario 1] Village Liberation (Gordios Kingdom)
Overview One of the PCs gets the impression that the
atmosphere in the village has become darker
In the remote borderlands of the Gordius compared to before.
Kingdom lies a small village called Lucas If succeeds in Counselor check, PC can
Village. The PCs have previously visited this notices that while the villagers are welcoming,
village while traveling. they seem to be examing them with their eyes.
Currently, Lucas Village is under the control To welcome the PCs, the village chief arrives.
of the bandit group “Devil’s Wings.” The The village chief is a man in his 50s, but he
bandits use the villagers to serve spiked drinks looks much older than his actual age.
to mercenary groups visiting the village, The village chief expresses great joy that the
subsequently robbing them of their EMs and PCs have visited the village again and asks them
possessions. to share their tales of valor. He instructs the
The PCs are completely unaware of this villagers and immediately begins preparations
situation. Seeking lodging for the night as for a feast.
before, they find themselves almost falling Next to the village chief is his son, Martis.
victim to having their valuable machines stolen. Martis is a tall, teenage boy, he stands out for
The objective of the scenario is to repel the his somewhat rough behavior and seems to be
bandits and save the village. disliked by the villagers.
If the PCs try to act closely with Estate,
Pre-Information Martis will roughly grab her arm and show
open hostility towards the PCs. He has feelings
As the PCs were traveling through the for Estate and is determined to eliminate any
territory of the Gordius Kingdom in search of men who approach her.
work, night began to fall. The road continues Although Estate doesn’t like Martis, he is the
to wind through the forest. Although it’s called son of the village chief, and she cannot outright
a road, being in the borderlands means there is reject him.
hardly any traffic. Until the start of the feast, children come to
One of the PCs has passed through this area hear stories about the lives of mercenaries and
before. On that occasion, they stayed in a village wars. EM Riders are synonymous with heroes
called Lucas Village, which is close to the road. for them.
The PC remembers that the villagers welcomed If the PCs talk to the children, they learn that
them very warmly. mercenaries occasionally visit the village, adults
The PCs have decided to stay in Lucas Village have been strangely welcoming to mercenaries
for the night. Eventually, they manage to find lately, and mercenaries disappear by morning.
their way to the village. Adults’ reactions are either strangely friendly
Leaving their EMs at the edge of the or somewhat awkward, even though they
forest, as they approach the village entrance, seem happy to reunite. If asked about the
they encounter a teenage girl. She appears to atmosphere in the village, they dismiss it as
be around 15 years old and is exceptionally “just imagination.” Recently, they don’t share
beautiful. any information about the mercenary groups
One of the PCs recalls her name as Estate that visited the village.
and remembers how kind she was during their During the feast, there is a decent amount of
previous visit to the village. alcohol and food served. The village chief and
She also remembers the PCs. Seeing their the villagers enthusiastically offer drinks and

8
faces, she is visibly surprised and momentarily food and eagerly listen to tales of valor.
speechless. If a PC succeeds in a Medic check, they feel a
Soon after, a crowd of villagers appears and sense of discomfort with the taste of the alcohol
surrounds the PCs. They welcome the PCs and and food. However, they don’t understand the
usher them into the village. true cause of this discomfort. If they ask the
villagers about the taste, the villagers exchange
Development glances and say, “It’s just your imagination,” and
The Adventure Part begins with the PCs encourage the PCs to enjoy the same food and
entering the village and being greeted by the drink.
villagers. The alcohol and food are actually laced
Lucas Village is a small village with a with sleeping drugs. They don’t take effect
population of several dozen people. There are immediately, but once the PCs fall asleep at
no notable products, but because it is close to night, they won’t wake up unless something
the highway, travelers and mercenary groups significant happens.
passing through often visit. The PCs are provided with a farmhouse as
accommodation. The room has beds made of
116
straw covered with sheets for each of them. Battle Part
To stay awake, PC must succeeded a Soldier
check, if failed, they fall into a deep sleep due to Without time to pursue, Martis disappears,
the effects of the drug. and soon the sound of EM moving can be
Late at night, Estate sneaks into the PCs’ heard from a distance. The bandits deploy their
room. PC who previously succeeded in the EMs and approach to subdue the PCs.
Soldier check can make a Scout check. If As the PCs reach their own machines, a battle
successful, PC notice her intrusion. between machines ensues.
Estate tells the PCs that she wants them to
leave the village immediately. If the PCs try to Outcome
ask for an explanation, she urges them, saying
there’s no time and they need to hurry. If the bandits are repelled, the threat to the
As they step outside, they hear voices village is eliminated. The villagers apologize to
approaching. the PCs and express their gratitude for freeing
“...Yes. They’re asleep... They’re mercenaries, them from the bandits.
and their EMs are outside...” The bandits have raided many villages
“I see. First, we need their EMs... You should and are high-value bounty targets for killing
erase any trace...” mercenaries. Capturing them and cashing in
The speakers are the village chief and a man on the bounty will reward each PC with 8 units
who looks like a mercenary. Here, the PCs of Cardia stone. Additionally, as a gesture of
realize the village chief ’s betrayal and suffer apology and gratitude, the villagers will offer
Minor Mental injuries. each PC 2 units of Cardia stone as a token of
If a PC succeeds in a Soldier check, they can appreciation.
restrain these two. The village chief, who has
been restrained, begins to confess. ※Please determine the Target Values for
The village has been ruled by a bandit group the checks according to the guidelines in the
that arrived six months ago. The villagers are rulebook. (Page 43)
forced to make mercenaries with EMs fall asleep
and steal their EMs, helping the bandits amass
wealth. The bandits are believed to currently
own EMs of a similar number to the PCs.
If a PC succeeds in a Scout check, they notice
Martis heading away from the village. He knows
that the PCs are not asleep and intends to call
the bandits.

Battle Map W Water F Forest D Debris N No Entry PC PCs Position NPC NPCs Position

NPC NPC NPC NPC NPC The outskirts of the village. A river flows
Terrain through the center, and villager houses can
F be seen at the edge of the map.
Enemy Lumière de l’Orage Kai x 1 (Leader)
Mech Lumière de l’Orage x (Number of PCs - 1)

8
Victory Neutralize the enemy’s leader’s mech or the
Conditions majority of enemy mech.
W Lumière de l’Orage advances towards the
Elevation 0 (0) PCs and primarily uses Large Lasers. The
leader, Lumière de l’Orage Kai, always
Enemy positions itself slightly behind the ally and
Strategy primarily uses High-Intensity Lasers.
F If enemy units approach, it uses the Stun
Whip and cooperates with ally units for
interception.
PC PC PC PC PC PC
Elevation 1 Elevation 1

117
Easy
[Mini Scenario 2] Ruins Exploration (Aitria Tribe)
Overview traces indicating someone has entered the
ruins. It’s also apparent that the footprints at
The party of PCs, who were resting in the the entrance belong to not just one person but
Aitria tribe’s village, is summoned by the elder multiple individuals.
of the Aitria tribe, the “Priestess of Beginnings,” Inside the ruins, there are several
Haru, and tasked with investigating nearby interconnected spacious chambers. Each space
ruins. is partitioned by large pillars and walls, there
At the ruins where the PCs head, knights of are no obstacles to EM movement. The walls,
the Wistaria Kingdom are forcibly using EM ceiling, and floor are made of a material that
researchers to conduct activation experiments cannot be identified as metal or stone, with
on newly excavated EMs. layers of mud and dust accumulated over the
The researchers now seek help from the PCs. years. Many parts are covered with roots and
The objective of this scenario is for the vines.
PCs to confront the knight riding the newly In some of the chambers, food and blankets
excavated EM, driven by obsession, defeat can be found, indicating that some people have
him, rescue the researchers, and simultaneously been living here. Rather than having lived here
fulfill Haru’s request. for a long time, it gives the impression that they
entered recently.
Pre-Information No unique machinery or mysterious tools
typical of ruins are found. It seems that
The PCs were staying in the village of the everything has been taken away.
Aitria tribe as they escorted the Aitria tribe’s Some chambers are inhabited by numerous
caravan. bats, snakes, insects, and other creatures. Some
One day, when they were considering PCs may suffer Mental injuries.
departing, the PCs are summoned by the elder Continuing along the path, the PCs reach a
of the Aitria tribe, the “Priestess of Beginnings,” chamber where several EMs are stationed. A
Haru. She usually secludes herself in the depths success Academic check reveals that one of
of the ruins, but occasionally appears in the these is a model not confirmed by any country,
village and summons people into the wooden while the rest are identified as Fornisse models.
structure given to the priestesses. It is also apparent that the former was newly
According to Haru, she wants the ruins to excavated in this ruins.
the south of the village investigated. In the adjacent room, there is a prison made
In the Aitria tribe, it is customary to conduct of iron bars, and several people are captured
the ritual for selecting a new priestess inside the inside. Upon noticing the PCs, they initially
ruins. However, because the previously used appear frightened but then seek help upon
ruins have deteriorated severely, it has become realizing that the PCs have no intention of
necessary to find a new location. harming them.
There may be wild animals inhabiting the Due to their long confinement, their minds
ruins to the south. In that case, Haru asks the have weakened, and their conversations are
PCs to eliminate them, so she advises them to fragmented, making it difficult to communicate.
ride the EMs just in case. The villager said the A success Counselor check allows for rational
entrance of the ruin is wide enough, and it is conversation.
confirmed that the EMs can enter the ruins. They are EMs researchers. Although they
As compensation, it is said that each person had been conducting research in the Wistaria

8
will be given 3 units of Cardia stone as expenses, Kingdom for a long time, they were deceived
and anything found inside the ruins can be and coerced by a knight named Dagael from the
freely taken back. same kingdom and forced to conduct activation
experiments on newly excavated EMs here.
Development The EM in the adjacent chamber is that EM,
The Adventure Part begins as the PCs originally discovered by Dagael when he came
emerge from the forest and arrive at the front on an expedition to this ruin.
of the ruins. The researchers plead to be released from
The ruins are mostly buried within the here, promising to reward each PC with 5 units
mountain. Some parts protrude from the of Cardia stone if they accept.
mountainside, resembling the shape of a ship The iron bars of the prison can be broken
without masts. using EM hands. Additionally, a success
The entrance to the ruins is large, allowing Mechanic check allows for unlocking the
entry even while riding EMs. A successful Scout door, while a success Scout check enables
check at the entrance allows the discovery of the discovery of the opening and closing
mechanism.
118
Battle Part Outcome
As the PCs and the researchers attempt to Once Dagael’s EM is defeated, the researchers
escape from the ruins, multiple EMs appear. All are rescued, and successfully escape from the
of the machines are the one that were seated in ruins, the mission is considered complete.
the adjacent chamber. The researchers express deep gratitude to the
The cockpit doors are open, revealing a PCs and hand over the promised Cardia stone
knight and what appears to be his attendant as a reward. These stone was discovered in the
inside. The person riding the newly excavated ruins and was being used by Dagael for his
machine is Dagael. research. The PCs will likely guide them back to
Dagael is a muscular man in his mid-thirties. the Aitria tribe’s settlement for now.
Having fallen into poverty due to poor business Upon reporting the presence of Wistaria
dealings, he is prideful and always looking down Kingdom’s knights in the ruins to Haru, she
on others. wears a grim expression.
Dagael wants to use the machine he “To think that even the outsider would come
discovered to go to the battlefield himself and to a place like this... It may not be long before
earn military honors for promotions. He doesn’t this valley becomes less peaceful and boring...”
report about the machine to his homeland The researchers wish to return to the Wistaria
because it would be confiscated as a payment Kingdom. The PCs can either take on the task of
for his debts once reported. escorting them back or leave the arrangements
Dagael approaches the PCs saying, “I don’t to Haru. Since EM researchers are valuable,
know who you are, but being here means you’ve taking them back to their homeland could yield
seen this machine. Sorry, but I can’t let you live.” a decent reward.
He continues, “I can’t let them (referring to the The treatment of Dagael is left to the PCs’
researchers) escape either,” and adds, “Perfect discretion. However, it would be reasonable to
timing, I was just in need of some real combat choose to take him along with the researchers
data. Let see how this beast performs” to the Wistaria Kingdom.
Dagael and his companions close the cockpit
doors and launch an attack with their EMs. ※Please determine the Target Values for
the checks according to the guidelines in the
rulebook. (Page 43)

Battle Map W Water F Forest D Debris N No Entry PC PCs Position NPC NPCs Position

NPC NPC NPC NPC NPC Terrain


Inside a narrow structure. Several columns
provide cover.
Vainqueur ×1 (Dagael’s mech)
Enemy Multiple Furnisse units (Adjust the total
Mech number of mechs so that it’s one less than
N

8
the number of PCs)
N Neutralize the Vainqueur.
Victory When all Fornisse units are combat-disabled,
Conditions the Vainqueur’s pilot becomes desperate
and activates the Self-Destruct Device.
Vainqueur hides behind cover and
frequently uses the Missile Shield. If it
takes 60 or more damage and a PC mech is
Enemy performing a melee attack, it will activate the
Strategy Self-Destruct Device.
N N Fornisse units move to the central open
space and aggressively perform melee
attacks.

PC PC PC PC PC PC

119
Easy
[Mini Scenario 3] New Model Capture (Baltrold Empire)
Overview ■A conference involving commanders from all
imperial territories will soon be held in this
The PCs accompany Princess Lumidra, the town. Currently, only Lumidra has arrived.
Commander of the Fourth Imperial Territory ■An EM workshop is located on the snow-
of the Baltrold Empire, on a visit to the Fifth covered mountainside outside town.
Imperial Territory. While there, Lumidra hears ■The workshop is a facility built from
rumors of a newly discovered EM, reportedly repurposed ruins.
equipped with an anti-personnel poison gas ■The ruins that form the basis of the workshop
weapon. were already in disrepair when Silyblow was
Unable to ignore such weapon of mass established, so it’s unlikely that a new EM has
destruction, she immediately orders the PCs to been recently excavated from there.
investigate. ■A few days ago, something was transported
However, these rumors are a trap. A assualt into the workshop. A large animal was pulling
team from Fifth Imperial Territory plans to the cart, but the load was covered, so its
disperse Lumidra’s escort and launch an attack. contents are unknown. However, it wasn’t as
The scenario’s goal is to uncover the truth big as an EM.
and protect Lumidra. ■Various vendors regularly visit the workshop
to deliver food and supplies.
Pre-Information
The people of Silyblow do not know any
The PCs are accompanying Princess Lumidra, specific details about the workshop or the newly
the Commander of the Fourth Imperial discovered EM. To find out more, the PCs must
Territory, on her visit to the town of Silyblow in infiltrate the workshop.
the Fifth Imperial Territory. Although Lumidra It will take about 2-3 hours to reach the
has a formal escort of regular soldiers, the workshop. The exterior resembles a massive
PCs are accompanying her as her unofficial ship perched on the mountainside, and there
bodyguards. are entrances both at the mountain’s base and
In the Fifth Imperial Territory, Lumidra hears summit.
a rumor about a new EM being discovered and The base entrance serves as the main entrance
adjusted near the town of Silyblow. This EM and is guarded by a security unit, including
is reportedly equipped with an anti-personnel an EM. The rear entrance also functions as a
poison gas weapon. loading dock and has no EM guarding it.
Lumidra asks the PCs to investigate and, if If the PCs choose to enter through the rear
possible, destroy the EM. If destruction isn’t entrance, a Scout check is needed to sneak
feasible, she requests that they at least secure past the guards. Alternatively, they can disguise
evidence. She intends to use the evidence themselves by bribing a vendor delivering
to denounce the Commander of the Fifth supplies. In this case, a Commander check
Imperial Territory, her own brother, at the is required. The GM should set target values
upcoming conference of all Imperial Territory based on the methods the players used.
Commanders. In any case, EMs cannot be used to infiltrate
The PCs have already received a fee for their the workshop. The machines must be hidden
escort services, but for this task, they are each somewhere in the mountains.
offered an additional reward of 8 units of If the players can’t come up with a method of
Cardia Stone. infiltration, the GM should introduce a vendor

8
visiting the workshop in a tavern or inn, subtly
Development hinting at a way to get inside.
The adventure begins with the PCs heading The interior of the workshop is neatly
into the bustling streets of Silyblow. organized. With few people around, careful
Silyblow is a town with a population of exploration is relatively easy. The building has
several thousand. The PCs have left their EMs two stories, and the entrances are on the second
outside the town’s walls. floor.
Princess Lumidra is currently staying in a Several rooms are used as residences, and in
guest mansion on the outskirts of Silyblow. one of them, the PCs can find a map of the
If the PCs attempt to gather information workshop’s interior. The map indicates that the
in taverns or similar establishments, they must EM hangar is located on the first floor. Another
succeed in a Commander check. If successful, room is used as the commander’s office,
they will obtain the following information containing numerous documents and books.
based on their Success value: There are no materials related to the newly
discovered EM, but a successful Academic
check will reveal research materials on the royal
120
family of the Baltrold Empire. An extensive Battle Part
collection of documents focuses on Lumidra,
detailing her personality, relationships, and After escaping the workshop, the PCs must
upcoming schedule. hurry back to rescue Lumidra.
Descending the stairs to the first floor, the The assault team is heading toward Lumidra’s
PCs eventually reach a high-ceilinged space that mansion at normal speed. A skirmish has
appears to be the EM hangar, but no EMs are already broken out around the mansion
present. between Lumidra’s guards and a portion of the
As the PCs reach the center, a man’s voice assault team.
calls down from above. While the assault team has deployed many
Standing on a walkway protruding from the EMs, the PCs will be able to launch a surprise
wall is a knightly-looking man, accompanied by attack on the squad leader Boris since they are
soldiers. The man, Boris, is a subordinate of the pursuing from the rear.
Commander of the Fifth Imperial Territory. This will lead to a battle between the EMs.
Boris, a knight in his 40s, completely looks
down on the mercenary PCs. He intends to Outcome
kill them all and starts to reveal information
unprompted: Once Boris’s EM is destroyed, the assault
“Did you think there was a newly discovered team will retreat.
EM here? Fools.” Lumidra will express her gratitude to the PCs
“As expected, spreading rumors about poison and provide them with the promised reward.
gas caught Lumidra’s attention quickly.” “As expected, it was a trap. You saved me this
“There’s nothing like that here. Our goal was to time.”
disperse Lumidra’s guard and eliminate her.” “Do you think I’m a fool?”
“Although this elaborate setup is just a one-time “I’m sure I’ll keep falling for similar tricks in
trap... no matter, you’ll all die here.” the future...”
“All units, deploy! Crush that brat before she
can regroup!” ※Please determine the Target Values for
Boris and his men retreat along the walkway the checks according to the guidelines in the
and disappear into the walls. Immediately rulebook. (Page 43)
afterward, a distant explosion echoes, and
the entire workshop begins to shake. Boris
has planted explosives inside the workshop,
intending to bury the PCs alive.
To escape, a successful Scout check is
required. If a PC fails the check, they are left
behind and suffer Serious Physical injuries.

Battle Map W Water F Forest D Debris N No Entry PC PCs Position NPC NPCs Position

PC PC PC PC PC PC Terrain
The area surrounding a mansion in the
suburbs, dotted with tall trees.
Visner Grom Kai × 1 (Boris’ Mech)
Enemy Zimmer Goria × any (Adjust the total
Mech number of mechs to be one less than the
F

8
number of PCs)
F Victory
Conditions
Render Visner Grom Kai combat-disabled.
If the Victory Condition is not met within
5 Rounds, one additional Zimmer Goria
NPC NPC will appear at the beginning of each
subsequent Round. Inform the players of
NPC Enemy this beforehand.
Strategy Visner Grom Kai will ascend the
NPC Elevation 1
southeastern hilltop and focus on ranged
F attacks from a distance.
Zimmer Goria units will approach the PC
Elevation 2 mechs and engage in melee attacks.
Elevation 1

121
Normal
[Mini Scenario 4] Princess Abduction (Wistaria Kingdom)
Overview bombards the PCs with various questions about
mercenary life:
The PCs are hired to serve as attendants and
bodyguards for Princess Simone of the Wistaria “How many EMs have you destroyed so far?”
Kingdom. She is currently staying at a summer “How long have you been a mercenary?”
palace on the outskirts of the capital, Eternel, “What was your toughest battle?”
where she is bored. “I’ve never been in an EM. The soldiers obey
One night, the princess confides in the PCs, my father, so they won’t let me near one. Could
saying, “Lately, strange noises have been coming you secretly let me ride one?”
from the treasury at night.”
Upon investigation, the PCs discover that If the PCs attempt to let her ride in the
the cause is the princess’s beloved dog, Charles. cockpit, the butler desperately tries to stop
Charles had managed to sneak into the EM them.
cockpit and was causing havoc, moving the The princess owns a dog (male) named
machine erratically. Charles, who is very poorly trained and won’t
However, just as the PCs manage to get listen to anyone but the princess. Charles is
Charles out of the cockpit, a scream from openly dismissive of the PCs, but the princess
the princess echoes across the estate. The misunderstands this as a sign of affection and
strange noises weren’t solely due to Charles; asks one of the PCs to look after him.
special forces from the neighboring Moderate The PC tasked with this role must make
Principality have infiltrated the estate and are a Counselor check. If they fail, they will be
attempting to abduct the princess. scratched by Charles’s paws, receiving Minor
Taking advantage of the confusion in the Physical and Mental injuries.
treasury, the special forces kidnap the princess One night, the PCs receive a summons from
and flee. the princess. She explains, “Recently, strange
The goal of the scenario is to rescue the noises have been coming from the treasury at
princess from their grasp. night.” The noises sound like growls or voices,
and the PCs have no clue what could be causing
Pre-Information them. The princess asks the PCs to investigate.
The treasury is located at the edge of the
The PCs, who were visiting the Wistaria estate and is quite large. Although it’s a single-
Kingdom’s capital, Eternel, are approached by story building, the ceiling is high enough for a
the princess’s butler and asked to temporarily large EM to stand comfortably. In fact, it is filled
serve as attendants and bodyguards for Princess with statues taller than a person, elaborately
Simone. The regular attendant has fallen ill, decorated carriages, wagons, and a large ship
and a replacement is needed. Furthermore, mounted on a platform.
the princess is known to have an interest in When the PCs ask the butler to unlock the
mercenary EM pilots. treasury and investigate inside, they can hear
The princess resides in a summer palace on strange noises coming from the back. As they
the outskirts of Eternel, and the PCs’ EMs navigate through various artifacts, they come
will be placed in the garden within the palace across an EM that seems to be coming to life.
grounds. The summer palace is guarded by The source of the noises is the EM starting up.
a dozen soldiers, and there is also one EM The EM is lavishly decorated but unarmed,
stationed there. seemingly an antique that has been stored for

8
The job will last for seven days, and each many years. However, the cockpit door is open,
PC will receive a reward of 10 units of Cardia and inside is the princess’s beloved dog, Charles,
Stone. who is wreaking havoc. The antique EM begins
to walk erratically, eventually breaking through
Development the treasury wall and heading outside.
The Adventure Part begins with the PCs The butler frantically shouts, urging the PCs
arriving at the summer palace and meeting to drag Charles out of the cockpit. It would take
Princess Simone in the audience chamber. about five minutes to fetch the PCs’ EMs due to
Princess Simone is a 14-year-old girl. Despite the distance from where they are parked.
her doll-like cuteness, she is spoiled and To climb onto the antique EM and reach the
assertive. However, she is not malicious, and cockpit, the PCs must succeed in a Scout check.
her behavior often stems from loneliness. To pull Charles Minor Physical injuries. These
After a brief introduction, the princess insists, checks can be retried multiple times.
“I’d like to see the EMs.” Upon seeing the EMs Soon, the palace’s guard EM arrives. If the
placed in the garden, her eyes light up, and she PCs retrieve their own EMs, they will arrive
within a similar timeframe.
122
Even after pulling Charles out, the antique Outcome
EM continues to move erratically, apparently
due to damage to the internal mechanism If the PCs defeat the suspicious EM unit,
caused by Charles’s rampage in the cockpit. The they can interrogate the pilots of the disabled
butler orders the guard EM pilot to suppress EMs.
the antique EM. The pilots turn out to be members of
At that moment, the princess’s scream echoes a special forces unit from the neighboring
through the estate. Moderate Principality. They had infiltrated the
summer palace’s treasury some time ago and
Battle Part were waiting for an opportunity to kidnap the
princess. Charles had noticed this and had
When the PCs rush to the main hall of the been causing noises in the treasury for days.
summer palace, they see Princess Simone being The special forces operatives took advantage
captured and taken away by suspicious figures. of this, finding the activation metal of the
From outside the estate, they can also hear the antique EM and attaching it to Charles’s collar.
sound of EMs starting up. The rest played out as the PCs witnessed. The
As the PCs activate their own EMs and head operatives used the commotion to carry out
outside the estate, they see Princess Simone their kidnapping plan.
being dragged into the cockpit of a suspicious After the situation is resolved, the butler pays
EM. She appears to be unconscious. Several the promised reward. Princess Simone sincerely
other EMs are also visible. thanks the PCs for their efforts and offers them
The suspicious EM unit attempts to escape her most precious possession as an additional
with the princess on board. The PCs must reward: her beloved dog, Charles.
rescue Princess Simone. This will lead to a If the princess sustained Serious injuries
battle between EMs. during the battle, the reward will be reduced to
5 units of Cardia Stone. Although the princess
does not blame the PCs, they will need to work
hard to regain the trust of her butler and the
Wistaria Kingdom.

※Please determine the Target Values for


the checks according to the guidelines in the
rulebook. (Page 43)

Battle Map W Water F Forest D Debris N No Entry PC PCs Position NPC NPCs Position

Elevation 2 Elevation 1
Terrain
The secondary palace and its surroundings,
dotted with forests.
PC PC PC PC PC PC
Calamar ×1 (The princess is aboard)
Elevation 2 Enemy Tortohan Kai ×1, Honeybee × any (Adjust
Mech the total number of mechs to be one less
NPC NPC NPC

8
than the number of PCs)
NPC NPC Render Calamar combat-disabled and
rescue the princess. If Calamar’s Body part
is destroyed, both the pilot and the princess
Victory will suffer Serious injuries.
Conditions If Calamar reaches the southeast of the
Battle Map (L14), the kidnapper will
F escaped, and the PCs will be considered
defeated.
Calamar will flee into the forest and attack
F Enemy
approaching PC mechs with a Gatling Gun.
Strategy
Tortohan Kai and HoneyBee units will
approach PC mechs and engage in melee
attacks.
Elevation 1

123
Normal
[Mini Scenario 5] Escaping Escort (Surslite Theocracy)
Overview Development
Near the border between the Belcanix The Adventure Part begins with the PCs
Republic and the Surslite Theocracy, both meeting up with the refugees.
members of the Minor Nations Union, the The group is composed of around 50 people,
PCs encounter refugees in transit. Originally primarily consisting of the elderly, women, and
subjected to forced labor by a local lord, they children, with very few working-age men due to
are now fleeing to the Surslite Theocracy. many being drafted into the war.
The local lord had the refugees growing All the refugees know about the narcotics
narcotics for him. If this fact were exposed, he because they once witnessed an elderly man,
could face severe sanctions from the Belcanix who resisted forced labor, being made addicted
Republic’s central government. Thus, he has and turned into a shell of his former self. Those
ordered his subordinates to bring the refugees who inhale the narcotics become lethargic
back. and euphoric but suffer severe withdrawal
The PCs formally receive a request to escort symptoms afterward.
the refugees. The refugees carry no narcotics with them.
On the way, they meet a guerrilla group As they continue through the mountainous
opposed to the Belcanix regime. With their region, they approach a large wooden
help, the PCs aim to intercept the pursuing suspension bridge.
force and help the refugees safely escape to the By the time the refugees have crossed the
Surslite Theocracy. Protecting the refugees and bridge, the sound of EMs starts coming from
ensuring their successful escape is the objective behind them. It’s the Schwarzhund (Black Dog
of this scenario. Unit), a pursuit unit sent by the local lord.
Multiple EMs appear, mocking the refugees
Pre-Information through loudspeakers. From their comments,
it’s clear that they have orders from the local
The PCs were traveling through the lord to “kill the refugees if necessary.” The
mountainous region of the Republic of soldiers are regulars who rose from mercenary
Belkanix, a member of the Minor Nations backgrounds and are notorious for their cruelty.
Union, when they met a young woman named They seem to be reveling in this mission, which
Tola. borders on genocide.
She is leading a group of about 50 refugees. The refugees tremble in fear and start to
All the refugees come from the same village. panic. They are moving under the feet of the
The local lord who governs the village had PCs’ EMs, so a direct EM battle is impossible
been using force to compel them into growing at this point.
narcotics. However, if the bridge is destroyed,
One day, a skirmish with the Wistaria Schwarzhund cannot cross, buying time for the
Kingdom occurred near the village, and the escape. The bridge can be easily demolished
local lord’s soldiers temporarily disappeared. using EM strength. If the players don’t come
Taking advantage of this opportunity, the up with this solution on their own, have Tola
villagers chose to abandon their homeland and suggest it.
become refugees. The forced labor was so harsh Once the bridge is destroyed, Schwarzhund
and unethical that they had no other choice. gives up on capturing or attacking the refugees
The refugees are trying to cross the mountains here and temporarily withdraws to find an

8
to escape to the Surslite Theocracy. However, alternate route. The PCs then lead the refugees
the local lord is unlikely to let them go. He has along a single narrow mountain path. Although
been growing narcotics without the central not paved, the path has been compacted over
government’s permission and could face harsh the years by people and carts, allowing for
penalties if the truth is revealed. Now that the relatively easy travel.
skirmish with the Wistaria Kingdom has ended, By the time the sun begins to set, they reach
the local lord will likely send pursuers after the the ruins of a small town. The town seems
refugees. completely abandoned, with no signs of human
Tola asks the PCs, “Please protect us and take life.
us to the Surslite Theocracy.” The border is still some way off, and the
She offers a highly valuable gem, worth refugees are exhausted, so Tola suggests taking
around 40 units of Cardia stone, as a reward. a rest here.
As the group prepares to camp, a band of
armed men appears, pointing guns at the PCs
and refugees and demanding to know who they
are.
124
Even if the PCs claim to be refugees, they are injuries due to exhaustion. They will then face
not immediately believed. The armed men ask, an attack from the Schwarzhund unit at sunset
“Can you prove you’re not Belcanix soldiers?” the next day, resulting in an EM battle. The GM
If the Commander check is successful, the should create an appropriate Battle Map for this
PCs can convince the armed men of their scenario.
intentions.
Once convinced, the group’s leader, Kurt Battle Part
Bauer, explains who they are.
They are a guerrilla faction opposing the If the PCs decide to stage an ambush in the
Belcanix regime, using these ruins as one of town, the Schwarzhund unit will appear at noon
their bases of operations. the next day. The PCs must have placed the
Kurt is a well-built, dignified man in his mid- Land Mines by then.
40s. Once a politician in the Belcanix Republic, The Schwarzhund unit will first attempt to
he now deeply laments the current dictatorial neutralize the PCs’ EMs by launching an attack.
state of the country. This leads to a battle between EMs.
After hearing that the PCs are being pursued
by Schwarzhund, Kurt offers his assistance. As Outcome
a former Belcanix politician, he cannot tolerate If the PCs manage to repel the Schwarzhund
corrupt local lords. He believes their existence unit, cheers erupt among the refugees. Kurt,
proves how flawed the current regime is. excited, approaches the PCs for a handshake.
Although the guerrillas don’t have any EMs, They will continue to fight against the regime
they do have 8 Land Mines for EMs. Kurt of the Belcanix Republic.
suggests, “Let’s place these on the town’s main The reward is handed over once they cross
street and ambush Schwarzhund. This town is the border.
just one of several bases, we don’t mind if it Schwarzhund is notorious for their
becomes a battlefield.” persistence. It’s possible that some of those
Tola also agrees that the refugees will who escaped might plot revenge against the
eventually be caught if they keep running, so PCs in the future.
she supports the plan to make a stand here.
If the previous Commander check fails and ※Please determine the Target Values for
the PCs cannot convince Kurt and his men, the checks according to the guidelines in the
they will accept that the group isn’t an enemy rulebook. (Page 43)
but won’t offer the Land Mines. In this case, the
guerrilla group will leave the town immediately,
resulting in the PCs suffering Minor Physical

Battle Map W Water F Forest D Debris N No Entry PC PCs Position NPC NPCs Position

NPC NPC The main street of a ruined city, with


Elevation 1

Terrain partially collapsed buildings scattered


NPC NPC Elevation 1 around.
NPC NPC Lumière de l’Orage Kai × 2
Enemy Honeybee × any (Adjust the total number
D
Elevation 1

8
Mech of mechs to be one less than the number
Elevation 2 of PCs)
Elevation 1 Victory Render the majority of enemy mechs
Conditions combat-disabled.
Elevation 1

Elevation 2
The PCs can place 8 Land Mines in advance.
Elevation 1 All players should discuss and decide on the
Coordinates for placing them, then note
them down in Strategy Sheet or elsewhere.
There is no need to share these coordinates
Elevation 1

Enemy with the GM. Once mech combat begins,


Elevation 2 D Strategy treat them like normal Land Mines.
Lumière de l’Orage Kai will always maintain
distance from the PC mechs and primarily
PC PC PC attack with High-Intensity Laser
Elevation 1

Honeybee units will approach the PC mechs


PC PC PC and engage in melee attacks.

125
Normal
[Mini Scenario 6] Base Capture (Minor Nations Union)
Overview Development
The fortress called Ideon Fortress towers The Adventure Part begins as the PCs arrive
over a canyon in the central part of the at a village near the fortress.
continent. This fortress is crucial for border The Gordios Kingdom Army is fully
defense for the Gordios Kingdom and serves committed to defending the fortress, so they
as the frontline in the battle against the Minor haven’t extended their forces to the base of the
Nations Union. Inside, the fortress is equipped mountain. Thanks to the dense growth of tall
with cannons converted from EM armaments, trees, there are no issues in reaching the village
which can even halt the approach of enemy on EMs.
EMs. The village has a population of about 100
The PCs have been tasked by the Minor people. It’s a small village that subsists on
Nations Union to infiltrate the Ideon Fortress hunting and gathering, but it doesn’t give an
and destroy these cannons. If the cannons are impression of poverty.
destroyed, the coalition forces should be able to The villagers are wary of the PCs, fearing
storm the fortress’s interior. that they might be another group coming to
The PCs will receive assistance from local requisition food. However, once they realize
villagers and ascend a river that leads to the that the PCs have no such intentions and are
fortress. Along the way, inside a cave that actually opposed to the Gordios Kingdom
continues up to the mountain’s summit, they Army, they somewhat soften their stance.
will encounter a suspicious shadow. If the PCs succeed in a Scout check, they
This shadow turns out to be an amphibious notice a young woman between the houses
EM that the Gordios Kingdom Army has been extending her hand and signaling to them. It
secretly excavating and developing for practical seems she is gesturing towards the direction of
use. the forest.
The mission of the PCs is to defeat this EM Exiting the village and entering the forest,
and destroy the cannons. the PCs meet the young woman who was
signaling. She introduces herself as Therese
Pre-Information and immediately offers to guide them. She has
already received an advance payment from the
The PCs are currently participating in the Minor Nations Union, so she does not ask for
siege of Ideon Fortress as part of the Minor any compensation from the PCs.
Nations Union forces. Therese, a hunter’s daughter, is thoroughly
The fortress, situated atop a mountain, is familiar with the surrounding mountains, even
well-defended by powerful cannons derived before Ideon Fortress was constructed. She
from EM technology, which has prevented informs the PCs that there is a cave inside
the coalition forces from even approaching the mountain the fortress sits upon, and
it. On the other hand, the Gordios Kingdom by following the river flowing through the
Army, holed up inside the fortress, is short on forest, they can reach this cave. Furthermore,
manpower, leading to a stalemate. advancing through the cave should lead them
The local commander of the union forces, to the summit where the cannons and other
Vilhelm Effenberg, summons the PCs and installations are located.
requests them to infiltrate the fortress and Other villagers are aware of the cave but
destroy the cannons. It seems that Ideon do not know that it leads up to the summit;

8
Fortress is connected to a mountain cave, and Therese has kept this information to herself
ascending the river flowing from this cave in order to monopolize the reward from the
might allow access to the innermost part of the Minor Nations Union.
fortress. There have been rumors about a giant
This information was recently provided by a creature sighted near the cave, making villagers
woman living in a village near the fortress. Her avoid the area. While Therese thinks it’s just a
name is Therese, a woman in her early twenties, silly rumor, she’s not without fear and makes
who hopes for a swift end to the fighting it clear she will only accompany the PCs to the
and deeply desires the defeat of the Gordios cave entrance.
Kingdom Army, which has been frequently From the villagers, the PCs can learn
requisitioning food and other supplies from her more about the creature if they succeed in a
village. Commander check. The information varies
The reward for each PC is 8 units of Cardia depending on the Success value:
stone.

126
■The creature appeared from the water and Battle Part
quickly submerged again.
■It was secreting gross mucus all over its body. As the PCs progress through the waterway,
■It was much larger than ordinary beasts. they eventually emerge into the courtyard of
■Recently, because of fear of this creature, no Ideon Fortress.
one has approached the cave. Waiting in the center of the courtyard is the
creature they encountered in the hall— an EM
The river leading to the cave is about 10m enveloped in mucus.
wide and 3m deep, with a not so fast flow. The Under the sunlight, it is clear that this is
riverbanks are covered by forest trees. Moving an amphibious EM, its various components
along the river in EMs should not attract covered with mucus to enhance waterproofing
attention from the fortress. and reduce resistance in water. It seems that it
The PCs will carry Therese on their EMs’ was conducting activation tests inside the cave
hands or shoulders as they move along the when the PCs suddenly appeared, prompting
riverbank. it to hastily prepare for a confrontation in the
Eventually, they reach a cave entrance on the courtyard. Water springs from various parts
mountain face. The inside forms a cavern big of the courtyard, seemingly providing an
enough for EMs to pass through comfortably. advantageous battlefield for this EM.
Therese will part ways with the PCs here. Several other EMs are deployed around the
The floor of the cave is filled with water. As courtyard. Behind these, the PCs can see the
they progress, the water deepens, eventually two cannons that local commander Willy from
submerging the EMs up to above the pilot’s the Minor Nations Union had asked them to
head. Although the cockpit of the EMs is destroy.
sealed, the pilot may experience intense anxiety, A battle between EMs ensues.
some PCs may get Minor Mental injuries.
Continuing further, the PCs emerge from Outcome
the water into a large space where they find
themselves in a corner that resembles a pond. After the cannons are destroyed, soldiers
Without close inspection, it’s not evident that from the Minor Nations Union swiftly scale
this pond leads outside. the mountain face and storm into the fortress,
As the PCs move to shallower areas, from the quickly seizing control of the interior. The PCs’
dark depths, they hear the operational sounds EMs become immobilized after 10 minutes of
of an EM. operation time, but this poses no issues.
Turning their lights towards the sound reveals Commander Willy and other soldiers from
a creature as large as an EM covered in slime, the Minor Nations Union commend the PCs
giving off a distinctly eerie vibe. for their achievements.
With a succeed in an Academic check, PCs
can identify that this creature is actually an EM. ※Please determine the Target Values for
Once it spots the PCs, it immediately flees the checks according to the guidelines in the
deeper into the cave. rulebook. (Page 43)

Battle Map W Water F Forest D Debris N No Entry PC PCs Position NPC NPCs Position

Terrain
The courtyard inside a fortress, with water
springing up from various places.
C Elevation -2 C
Carnicos × 1
Ele 1 Elevation 2 Elevation 1 Elevation 2 Ele 1 Enemy Zimmer Goria Kai × any (Adjust the total
Elevation 1 Elevation 1
Mech number of mechs to be one fewer than the

8
number of PCs)
Destroy all cannons (C2 and J2).
NPC NPC NPC NPC NPC The cannons are treated as Evasion: 0,
Victory Mobility: 0, and Durability: 50. The barrels
Elevation 1 Conditions of the cannons are directed outside the
fortress, so PCs will not be under attack
W from them.
Elevation 0 (0) Carnicos moves around the waterlogged
area and primarily uses Short Ranged
Missile. If a PC mech approaches, it will use
Elevation 0 (-1) its Giant Scissors.
Enemy
Strategy
Zimmer Goria Kai units will not stray
Elevation 1
far from the cannons. Depending on the
PC PC PC distance to the enemy mechs, they switch
between using Chain Blades, High-Intensity
PC PC PC Lasers, and Grenade Launchers.

127
Hard
[Mini Scenario 7] Base Defense (Minor Nations Union)
Overview Overview
The PCs are currently fighting against the The Adventure Part begins when the PCs
Gordios Kingdom’s army as part of the Minor visit the scene of the explosion.
Nations Union forces. The food store, located near the city walls,
After suffering a defeat on the plains, the is where the explosion took place. At the time,
union has retreated to the fortified city of Fiore the PCs’ EMs were on guard duty nearby, nearly
to hold out. If they can withstand the siege for a caught in the explosion. The PC piloting did
few days, they can receive reinforcements. not witness any suspicious individuals.
Recently, there have been suspicious To gather information, a successful
explosions within the city, suggesting the Commander check is required. If successful, it
presence of a traitor attempting to destroy food is revealed that on the night of the explosion,
stores and city walls. The PCs have been tasked the lord Fontana, the head of the guard - Elmer,
by the local union commander to investigate. and the mercenary Trevador were spotted in the
Identifying and exploiting the traitor to strike vicinity; all of whom are in positions to access
back at the Gordios Kingdom’s army is the explosives. If the player fails the check, GM
objective of this scenario. should provide this information through Brodi.
Lord Fontana is an overweight man in
Pre-Information his fifties, becoming increasingly nervous
about his city being a target of the Gordios
The PCs are part of the Minor Nations Kingdom’s army. Originally timid, he is often
Union, currently engaged in conflict with the underestimated by the city’s residents.
Gordios Kingdom’s forces. Fontana can be met in his mansion. When
After their defeat on the Rudd Plains, they questioned, he claims he was secluded in his
were forced to retreat and fortify themselves room on the day of the explosion and suggests
within the city of Fiore. If they can hold off it must be a mistake by the witnesses. He asserts
the Gordios Kingdom’s attacks for a few days in that his subordinates will corroborate his alibi,
this fortress city, the union will be able to gather though their testimonies are not very reliable
significant reinforcements. due to their submissiveness.
The union has fewer than ten EMs available, Fontana cannot be interrogated harshly as he
including those operated by the PCs. holds a higher status than Brodi, being the city’s
A few days into the siege, an explosion occurs lord.
in the food store within the city. The damage is Elmer, the head of the guard, is a thin man in
not extensive, but it nearly resulted in the loss his mid-thirties known for his bad social skills
of some of the union’s EMs. and gloomy demeanor.
The next day, the PCs are summoned by the He can be met at the guard’s station. When
union’s commander, Silvano Brodi. According questioned, he states it’s normal for him
to Brodi, “The recent explosion indicates the to patrol and he hasn’t seen any suspicious
presence of a traitor within Fiore. I need you individuals. However, he suspiciously inquires
to gather information internally and identify the if the PCs might be the traitors.
traitor.” Trevador is a female mercenary in her late
Brodi has a longstanding relationship with twenties, formerly an EM pilot who lost her
the PCs and trusts them completely, especially crew and mech in recent battles and now serves
after their EMs were nearly damaged in the as an infantryman in the siege.

8
explosion. She can be met near the city walls at the
The PCs’ original contract with the union lookout post. Although she is reluctant to talk
is due to expire in two weeks, with a payment to the PCs, when questioned, she expresses
of 5 units of Cardia stone due. In addition to frustration about losing her mech and feeling
this, investigating the traitor will earn them an helpless, stating she voluntarily patrols to be
additional 5 units of Cardia stone as a reward. useful.
Just before the PCs finish gathering
information from the three suspects, a second
explosion occurs near the city gates.
A total of four explosives can be found, but
only one has detonated so far.
If the PCs successfully perform a Mechanics
check, they can defuse the remaining three.
Failure results in the PCs sustaining Serious
Physical injuries, and if all explode, the city gate

128
will be partially destroyed. Battle Part
The timing devices on the explosives are
rudimentary, indicating they were set just before Two days later, the siege by the Gordios
the explosions. Kingdom’s army begins. If the PCs extracted
If the PCs were talking to Fontana or Elmer this information from Trevador, they could
at the time of the explosion, they would suspect prepare for the attack by preemptively placing
the other two. If they were talking to Trevador, Land Mines inside the city gate she was
the proximity of the explosion makes her supposed to open. The Small Nations Alliance
particularly suspicious. has five reserve landmines, and the PCs can use
Trevador stands watch on the tower during all of them.
the day and patrols the city walls at night. Although the city gate is scheduled to open,
To tail her at night, a Scout check is necessary. the Gordios Kingdom’s army will likely disperse
Success allows the PCs to witness her using a its forces across several locations. The PCs will
small crossbow to shoot messages outside the be responsible for defending the inside of the
city gates. Similarly, messages are shot back city gate alone.
from outside to Trevador. As dawn breaks, the city gate is opened, and
If the PCs confront her, Trevador draws a combat between EMs begins.
dagger and attacks. To restrain her, a Soldier
Clashes check is needed. Trevador’s Soldier Outcome
aptitude is 4. A defeat results in Minor Physical
injuries to the PCs. Just as the Gordios Kingdom’s army is
If they successfully restrain her, an repelled, reinforcements from the Minor
interrogation can be performed. A successful Nations Union appear in the distance. Seeing
Commander check reveals that the Gordios this, the Gordios Kingdom’s army retreats.
Kingdom’s army plans to start a full-scale siege Commander Brodi appreciates the PCs’
in two days, and Trevador was arranged to open efforts and pays them the promised reward.
the city gates from the inside. Additionally, the contract period ends in
about 10 days, allowing the PCs to receive the
remainder of their original compensation.
Trevador, having betrayed her employer, is
harshly judged as a mercenary who violated the
“Velmilion Stormfront Laws.” She will never
again stand on the battlefield as an EM pilot.

※Please determine the Target Values for


the checks according to the guidelines in the
rulebook. (Page 43)

Battle Map W Water F Forest D Debris N No Entry PC PCs Position NPC NPCs Position

NPC NPC NPC NPC NPC Terrain Inside a fortress city, near the city gates.
La Dun ×1
Enemy Argyros Kai × any (Adjust the total number
Mech of mechs to be one fewer than the number
of PCs)

8
Victory Render the majority of enemy mechs
Conditions combat-disabled.
D If the PCs have prior knowledge of the
D movements of the Gordio Kingdom’s
forces, they can set up 5 Land Mines in
Elevation 3 Elevation 3 advance.
If all bombs detonated during the Adventure
Part’s explosion event, causing the city gate
Enemy
Strategy
to be blasted, the Elevation level of the city
gate’s coordinates will decrease by one.
La Dun will use Sound Storm in the first
Round. Subsequently, it primarily uses a
Elevation 2 Elevation 2 Sniper Rifle. Argyros Kai units will gradually
advance toward the rear of the city gate,
aiming for buildings at elevation level 2.
PC PC PC PC PC PC

129
Hard
[Mini Scenario 8] Prison Escape (Baltrold Empire)
Overview Development
The PCs are visiting the Second Imperial The Adventure Part begins as the PCs
Territory of the Baltrold Empire when they are infiltrate Dominica Women’s Prison.
contacted by an anti-government organization The prison is located on a snow-covered
opposed to the current regime. plain, surrounded by similarly snow-laden
According to the organization’s members, forests.
there is a facility called the Dominica Women’s The method of infiltration, arranged by
Prison on the outskirts of the Second Imperial the anti-government organization, may vary
Imperial Territory, where their spiritual leader, depending on whether the PCs choose to
a woman named Yulia, is imprisoned. They ask enter as prisoners, which facilitates mingling
the PCs to rescue Yulia. with inmates, or as guards, which allows easier
The women’s prison is equipped with EMs. interaction with prison staff. Regardless of the
While it is possible to make a forceful entry chosen method, the PCs will hide their EMs in
with an EM, it would be difficult to locate Yulia the nearby forest.
within the 10 minutes (the operation time of an During their time inside, PCs can gather
EM). Therefore, the PCs must initially infiltrate information during meal times or while
on foot, rescue Yulia, and then escape while engaged in prison labor, such as manufacturing
evading the pursuing EM squad. agricultural or salvaging equipment. Successful
The objective of the scenario is to escape Commander checks will reveal details about
from the prison with Yulia and evade the the upcoming fighting tournament, Yulia’s
chasing EM squad. cell location, the types and numbers of EMs
on guard, and their positions. Players may
Pre-Information also choose to forcefully extract information
using the Soldier check as an alternative to
The PCs, seeking new employment, have Commander. If they attempt to investigate
come to the Second Imperial Imperial Territory the facility without attracting guard attention,
of the Baltrold Empire, where they are successful Scout checks are necessary,
contacted by an anti-government organization potentially providing information about Yulia
opposing the empire’s regime. This organization and the EMs on guard that day.
advocates against the oppression in the Baltrold The facility houses one Arachne Kai and as
Empire, especially in the Second Imperial many Hystrix Kai as there are PCs, all stationed
Territory, and engages more in acts of protest like watchtowers at various points within the
through speech than through armed resistance. prison. The cockpits are always open, with an
Recently, Yulia, the spiritual pillar of the operator and sentinel stationed atop. These
organization, was arrested as a political prisoner EMs are not used for patrols.
and is now incarcerated in the Dominica The prison is abuzz with rumors about the
Women’s Prison located on the outskirts of the fighting tournament happening in three days.
Second Imperial Territory. This event is a gambling occasion among the
The organization wants her to be rescued. guards and some inmates, and excitement levels
The prison is heavily guarded and equipped are high.
with EMs to ward off external attacks. A direct Francesca, a woman in her early twenties
assault with EMs is not impossible, but finding who was previously a farmworker and sent
Yulia within the 10-minute operation time of to prison for defying her employer, has been

8
an EM would be challenging. The PCs need to undefeated for some time and is the focus of
infiltrate on foot, locate Yulia beforehand, then much attention.
break out to the perimeter, board their hidden The PC with highest Soldier Aptitude will
EMs, and make a swift escape from the prison. draw the attention of Warden Borneman, a
The interior of the prison is also heavily small man in his mid-40s, who runs the betting
guarded. However, every two months, a fighting rings and insists that this PC participates in the
tournament gathering the most feared inmate is tournament.
held, during which security is slightly relaxed. If this PC performs well against Francesca,
The anti-government organization advises the potentially stirring up significant excitement
PCs to infiltrate during this period. and causing security to lax due to the heated
Yulia is a very tall woman in her late twenties. atmosphere.
To gain her trust, the organization members tell The tournament takes place in the prison
the PCs to use the code word “Mantle.” courtyard, structured as a knockout event with
The reward is 10 units of Cardia stone per the final round featuring Francesca if the PC
PC, with 3 units paid upfront. advances.

130
Soldier checks are necessary for each fight: 3 Battle Part
for the first opponent, 6 for the second, 9 for
the third, and 12 for Francesca. As the PCs make their escape from the prison
As the PC progresses through the and reach the hidden location of their EMs, the
tournament, the unexpected streak of victories security forces become aware of the situation.
will cause a buzz, further loosening security and The players must discuss amongst themselves
extending opportunities to sabotage the EMs. and decide which PC’s EM will carry Yulia; this
Yulia’s cell is guarded by two sentinels. decision need not be communicated to the GM.
Rescuing her amid the tournament’s chaos will The EMs on guard at the prison then activate
require successful Soldier checks. one by one and begin pursuing the PCs, leading
To disable the prison’s EMs, players must to combat between EMs.
first lure the operators out and then succeed in
Mechanic checks—this can be attempted once Outcome
for each victory in the tournament.
Celebrations with drinks and lavish meals As the PCs continue their escape, an EM
follow the tournament’s conclusion, reaching a squad from the anti-government organization
peak of disorder that mixes winners and losers appears. Realizing they are at a disadvantage,
alike. the prison’s EMs begins to retreat one by one.
If the PCs manage to rescue Yulia during Upon handing over Yulia, the members of
this confusion, they will signal each other and the anti-government organization express their
attempt to escape. Climbing over the fence gratitude and ask if the PCs would continue to
requires successful Scout checks, while breaking fight alongside them.
through the gate require successful Soldier Regardless of the PCs’ response, the
checks. Other methods by players will have organization fulfills its promise by paying the
their difficulty set by the GM accordingly. agreed-upon reward.

※Please determine the Target Values for


the checks according to the guidelines in the
rulebook. (Page 43)

Battle Map W Water F Forest D Debris N No Entry PC PCs Position NPC NPCs Position

NPC Terrain
Surroundings of a women’s prison. A river
flows in the center, with a forest nearby.
NPC
Arachne Kai × 1
Elevation 1 NPC Enemy Hystrix Kai × any (an equal number to the
Mech PC mechs; this number may decrease based

8
on the results of the Adventure Part)
NPC NPC NPC PC PC PC Victory Ensure that the EM carrying Yulia remains
Elevation 2 PC PC PC Conditions combat-capable for 5 Rounds.
W Arachne Kai will approach PC mechs,
repeatedly setting up Advanced Mine and
Elevation 0 (0) Enemy using Long-Range Anchor.
Strategy Hystrix Kai supports Arachne with Smoke
F Missile while primarily utilizing Long-Range
Missile.

131
Hard
[Mini Scenario 9] Drug Epidemic (Gordios Kingdom)
Overview Development
The city of Castrato in the Gordios Kingdom Von Brouwer provides the following
is located in the border region with the Belcanix information:
Republic.
In this city, incidents have been occurring ■The guard has 5 EM units deployed.
where EM units guarding the border have been ■The first incident occurred a month ago, and
shooting at each other. All the pilots involved since then, there have been three consecutive
in these incidents are women, who uniformly incidents.
claim that they “only shot at the enemy.” ■Incidents occurred during border
The PCs are called by Jake von Brouwer, reconnaissance missions, small skirmishes
the commander of the Castrato guard, to with the Belcanix Republic military, or during
investigate the incident. exercises.
As a result of the investigation, it is found ■Soldiers who caused the incidents always
that all the pilots involved had a Placenta Chip targeted ally mechs.
implanted. Further investigation reveals that the ■All soldiers involved in the incidents were
cause of the frenzy is a stimulant in the Placenta female and had a Placenta Chip implanted.
Chip. The PCs identify a member of the guard ■There is no anomaly found in any of the
involved in the delivery of the stimulant and Placenta Chips.
subsequently learn about the supplier with ■Soldiers who caused the incidents are currently
connections to the Belcanix Republic. confined in solitary cells.
The goal of the scenario is to detain the
supplier and hand them over to the commander If you visit the solitary cells, you can hear
von Brouwer. from the soldiers who caused the incidents.
They uniformly claim that they “only shot the
Pre-Information enemy.”
There are no recent common changes in their
The PCs were seeking work and had visited lives. If the PCs mention the stimulant in the
the city of Castrato in the Gordios Kingdom. Placenta Chip, it is revealed that the supplier
Castrato borders the Belcanix Republic, a was changed recently.
member of Union. While small skirmishes are a If examine the stimulant itself, PCs must
daily occurrence between the two countries, no succeed in a Medic check. If successful, traces
full-scale invasion has happened so far. of a drug mixed in can be found, and it is also
Shortly after arriving, the PCs are summoned discovered that this drug has a slight addictive
by the guard commander of Castrato, Jake property.
von Brouwer. He is a forthright man in his The arrangements for the stimulant were
mid-forties, and one of the PCs knows him made by a guard named Grace, a man in his late
personally. forties who serves as the warehouse manager.
According to him, there has recently been Recently, he changed the source of the stimulant
a spate of incidents where EM units of the to a company named Logrite Commerce, citing
guard have fired upon their fellow EMs. All “cheaper prices.” This company is essentially
pilots involved in these incidents are women, operated by a single dealer named Toiber.
who consistently claim that they “only shot the Grace is off duty, so you cannot meet and
enemy.” There are no signs of drugs spreading talk to him. He is not good at socializing, and

8
within the guard, no accumulation of fatigue no one knows where he might be. He is not at
among the members, nor any entanglements in his home either.
personal relationships among those involved. If PCs want to gather information about
Von Brouwer has requested the PCs Grace in the city, PCs must succeed in a
to investigate and resolve the issue. The Commander check. If successful, they will find
investigation must be conducted discreetly to out that he is love gambling and frequently
avoid alarming the townspeople. visits a backstreet gambling den.
The reward is 5 units of Cardia stone per PC. Further information gathering at the gambling
den reveals that Grace has a significant debt.
Once the PCs have gathered enough
information, news of a sudden attack by the
Belcanix military is received.
The Castrato guard’s EM unit is dispatched
to respond. The Belcanix military’s objective
is a show of force, and they retreat as soon as

132
the Castrato guard’s EM unit appears. While the Outcome
guard intends to return to the city, one of the
EMs suddenly begins firing at ally during the If the PCs successfully capture Toiber, the
return. EM unit from the Belcanix side gives up and
This EM is quickly subdued, but it causes retreats. The PCs then escort Toiber back to the
significant damage to the entire unit. The pilot city of Castrato.
of the EM that fired on allies had a Placenta In the city, Grace has also been captured by
Chip implanted and had used the stimulant the guard. Upon interrogation of both, it is
during the sortie. Even if the PCs had revealed that Grace had committed fraud in the
previously informed not to use it, it would be guard’s finances, which Toiber knew about and
the same scenario. This pilot is already addicted used to blackmail him into forcibly changing
to the stimulant. the supplier of the stimulant. Toiber is a
When you go to the building of Logrite military officer from the Belcanix Republic and
Commerce, the supplier of the stimulant, it had originally infiltrated Castrato for sabotage
is empty. Apparently, having learned that the purposes.
PCs suspected the stimulant, the dealer Toiber The stimulant laced with drugs was developed
hurriedly prepared to flee. From the situation by the Belcanix Republic and is currently being
on-site, it is clear that Toiber’s escape was just distributed to many countries by various means.
before the PCs’ arrival. Grace was aware of the connection between
Von Brouwer offers an additional reward of the friendly fire incidents and the stimulant but
2 units of Cardia stone and requests the PCs failed to report it, fearing the discovery of his
to track down Toiber. The guard’s EM unit has own misconduct. Both he and Toiber will be
suffered significant damage from the earlier judged by the Gordios Kingdom.
attack and the friendly fire, so they cannot be Von Brouwer thanks the PCs and pays them
deployed immediately. the promised reward.
If the PCs stay in the city of Castrato for
Battle Part a while, they are summoned by Von Brouwer
again a few days later. He requests, on behalf of
As the PCs pursue Toiber, they encounter the higher-ups of the Gordios Kingdom, that
a unit of the Belcanix Republic’s EM near the the PCs infiltrate the small federation and find
border. They intend to retrieve Toiber. and destroy a factory producing the drug-laced
A battle between EMs ensues. stimulant.
Whether to accept this task is up to the PCs.

※Please determine the Target Values for


the checks according to the guidelines in the
rulebook. (Page 43)

Battle Map W Water F Forest D Debris N No Entry PC PCs Position NPC NPCs Position

NPC NPC NPC NPC NPC Terrain


Near the outer walls of the city of Castrato.
Forests are scattered throughout the area.
Schwer ×1
Enemy Loup-Garou Kai × any (Adjust the total
Elevation 1 Mech number of mechs to be one fewer than the

8
number of PCs)
PC mechs can fulfill the victory condition
by performing the special action “Capture”
while adjacent to Toiber.
Victory Toiber - G8 - Mobility: 1.
Conditions If Toiber reaches the northeastern part of
T the battlefield map (Coordinate L1), hes
F escaped unscathed, resulting in a defeat for
the PC side.
Schwer moves around the center of the
map, using all its weapons evenly.
Enemy
Strategy
Loup-Garou Kai units move to protect
F Toiber, engaging in melee attacks against
approaching enemy mechs.

PC PC PC PC PC PC

133
Common Name
Here we introduce common names found across the nations of Velm. GMs should use this as a reference
when creating scenarios.

Baltrold Empire Gordios Kingdom Wistaria Kingdom


Male Female Male Female Male Female
Alexandr Anastasia Aias Amalia Abel Beatrice
Dmitri Eleonora Ganymedes Irene Camille Delphine
Gennady Katerina Silenos Claudia Eric Flora
Ivan Raisa Theseus Barsine Gaspard Ingrid
Mikhail Sofia Georgius Zeina Hugues Christina
Sergei Oksana Sophocles Teresila Jerome Louise
Viacheslav Natalia Democritus Melina Matthias Marguerite
Yuri Marusya Oson Elisavet Peter Olivia
Leonid Liliya Pheidias Nana Robert Simone
Vladimir Lora Phedon Luise Theophile Vanessa

Surslite Theocracy Minor Nations Union


Male Female Alexis Angelica
Alex Irena Emilio Kati
Cedric Mabel Dietrich Constanze
Keith Natalia Fritz Bernhardine
Maxwell Ophelia Siegfried Julia
Oliver Patricia Alfonso Vittoria
Philander Rosemary Ignazio Roberta
Steven Sylvia Melchiorre Octavia
Tracey Veronica Joaquin Celestina
Vincent Yolanda Leonardo Leticia
Zack Zenovia Phedon Luise

8
134
Resource
Sheets, Tables, and Data for the Game.

8
135
Mech Data for NPC 1

Honeybee Chimney
Solider M Lig Solider L Med
4 5 90 6 8 70

14 16 17 19
Vulcan Plate Plate Plate

Plate Plate

12 12 15 15
Blade Blade Rocket Launcher Rocket Launcher

Blade Blade Rocket Ammunition Rocket Ammunition

Plate Plate

12 12 15 15
Plate Plate Caterpillar Caterpillar

Blade Blade Plate Plate

H1 Opt 2 18,14,14 - LA1,RA1 Opt 7 22,22,18 R4


LA1,RA1 Eff 1~2 18,16,14 -

Visner Grom Kai Hystrix Kai


Leader LL Med Leader L Hea
3 5 95 3 3 105

17 19 20 22
Medium Laser Large Laser Spike Gatling Gun

Energy Ammunition Energy Ammunition Bullet Ammunition

15 15 18 18
Large-Caliber Rocket Launcher Advanced Rifle Long-Range Missile Smoke Missile

Rocket Ammunition Bullet Ammunition Missile Ammunition Missile Ammunition

Rocket Ammunition Bullet Ammunition Missile Ammunition Missile Ammunition

15 15 23 23
Energy Ammunition Energy Ammunition Wheel Wheel

Vernier Vernier Shield Shield

H1 Opt 3~4 16,14,12 E2 B1 Opt 3~5 20,16,16 B3


B1 Opt 4~5 18,16,14 E3 LA1 Opt 6~8 18,14,10 M3
LA1 Opt 7 24,24,20 R5 RA1 Eff 0~5 - M1
RA1 Opt 9~11 19,15,15 B2
Mech Data for NPC 2

Fornisse Kai Zimmer Goria Kai


Leader SS Lig Captain S Hea
7 10 60 5 5 95

14 16 20 22
Motion Sensor Motion Sensor Motion Sensor High-Intensity Laser

Motion Sensor

12 12 18 18
Heat Claw Pulse Laser Chain Blade Grenade Launcher

Energy Ammunition Energy Ammunition Energy Ammunition Rocket Ammunition

12 12 18 18
Vernier Vernier Vernier Vernier

LA1 Eff 1 16,12,12 E1 B1 Opt 4~5 20,18,16 E4


RA1 Opt 3~5 16,14,12 E2 LA1 Eff 1~2 19,17,15 -
RA1 Eff 1~5 20,20,16 R4

Tortohan Kai Lumière de l’Orage Kai


Captain M Lig Captain L Lig
6 8 70 5 7 75

14 16 14 16
Motion Sensor Motion Sensor Pulse Laser High-Intensity Laser

Net Launcher Energy Ammunition

12 12 12 12
Bardiche Bardiche Stun Whip Heat Sword

Pile Bunker Pile Bunker Energy Ammunition Energy Ammunition

Energy Ammunition Energy Ammunition

12 12 12 12
Vernier Vernier Medium Laser Medium Laser

Energy Ammunition Energy Ammunition

B2 Opt 2~4 0,0,0 - H1 Opt 3~5 16,14,12 E2


LA1,RA1 Eff 1 21,20,19 - B1 Opt 4~5 20,18,16 E4
LA2,RA2 Eff 1 25,21,21 - LA1 Eff 1~2 8,4,4 E5
RA1 Eff 1~2 20,18,16 E2
LF1,RF1 Opt 3~4 16,14,12 E2
Mech Data for NPC 3

Arachne Kai Argyros Kai


Major S Med Major M Med
6 7 80 5 6 85

22 19 17 19
Shield Advanced Mine Energy Ammunition Vernier

Advanced Mine Vernier

18 15 15 15
Missile Shield Mace Corseque Sonic Boom

Missile Ammunition Long Anchor Energy Ammunition Medium Laser

15 15 15 15
Vernier Vernier Shotgun Long-Range Missile

Bullet Ammunition Missile Ammunition

B1,B2 - 25 - LA1 Eff 2~3 18,14,14 -


LA1 Opt 5~6 18,14,10 M4 RA1 Opt 3~4 0,0,0 E2
RA1 Eff 1 20,20,16 - RA2 Opt 3~4 16,14,12 E2
RA2 Eff 1~4 4,0,0 - LF1 Opt 1~3 15,14,13 B4
RF1 Opt 6~8 18,14,10 M3

Loup-Garou Kai Vainqueur


Major M Hea Captain LL Lig
4 4 100 3 3 105

20 22 14 16
Motion Sensor Motion Sensor Motion Sensor Motion Sensor

Spike Self-Destruct Device

18 18 15 12
Revolving Pile Bunker Machine Gun Missile Shield Chain Blade

Rocket Ammunition Bullet Ammunition Missile Ammunition Land Mine

Missile Ammunition Land Mine

18 18 12 12
Hover Hover Vernier Vernier

Heat Claw Energy Ammunition Wheel Wheel

LA1 Eff 1 25,21,21 R4 B2 - 40 -


RA1 Opt 2~4 18,14,14 B2 LA1 Opt 5~6 18,14,10 M4
LF2 Eff 1 16,12,12 E1 RA1 Eff 1~2 19,17,15 -
RA2,RA3 - 20 -
Mech Data for NPC 4

Schwer Carnicos
Captain L Med Captain M Lig
4 5 90 6 8 70

17 19 14 16
Vulcan Advanced Rocket Launcher Motion Sensor Water Proof

Rocket Ammunition Motion Sensor

15 15 12 12
Shotgun Gatling Cannon Giant Scissors Giant Scissors

Bullet Ammunition Bullet Ammunition Anchor Pile Bunker

Bullet Ammunition Bullet Ammunition

20 20 12 12
Caterpillar Caterpillar Short Ranged Missile Short Ranged Missile

Shield Shield Missile Ammunition Missile Ammunition

H1 Opt 2 18,14,14 - LA1,RA1 Eff 1 10,6,6 -


B1 Opt 7 22,22,18 R3 LA2 Eff 1~3 0,0,0 -
LA1 Opt 1~3 15,14,13 B4 RA2 Eff 1 25,21,21 -
RA1 Opt 3~5 22,18,18 B4 LF1,RF1 Opt 5~6 18,14,10 M3

La Dun Calamar
Major M Hea Major LL Hea
4 4 100 2 3 120

20 22 20 22
Flame Thrower Sound Storm Motion Sensor Additional Armor

Energy Ammunition Motion Sensor

18 18 18 18
Sniper Rifle Gatling Gun Gatling Gun Stun Whip

Bullet Ammunition Bullet Ammunition Bullet Ammunition Heat Sword

Bullet Ammunition Energy Ammunition

18 18 18 18
Hover Hover Hover Hover

Energy Ammunition Energy Ammunition Energy Ammunition Energy Ammunition

H1 Opt 2~3 14, 12, 10 E3 LA1 Opt 3~5 20, 16, 16 B3


B1 - - E3 RA1 Eff 1~2 8,44 1 E5
LA1 Opt 9~11 19, 15, 15 B3 RA2 Eff 1~2 20,18, 16 E2
RA1 Opt 3~5 20,16,16 B3
GM Mech - Strategy Sheet
Code Name: Name:

Code Name: Name:


Fumble Table
Dice Result (If the effect cannot be applied, please reroll)
2 Armament malfunctioned, hitting the Part it was mounted on with a Hit Level A.
Ranged Attack Fumble Table

3 Such disgraceful! Causing the pilot's Mental injuries to escalate by two stage.
4 Misfire: The shot hits the ally closest to you with a Hit Level A.
5 Misfire: The shot hits the ally closest to the target with a Hit Level A.
6 Armament exploded, damagd the used Armane but causing any damage.
7 Your mech stumbled, changing its next Segment's action to Standby.
8 Jam! The used Armament cannot be used for the remainder of the battle.
9 The barrel has significantly warped, -3 to Hit check with the used Armament for the remainder of the battle.
Heat buildup was severe, increasing the Ammunition consumption of the used Armament by +3 for the
10 remainder of the battle.
11 Armament malfunctioned, hitting the Part it was mounted on with a Hit Level B.
12 The ammunition degraded, reducing all damage from the used Armament by -2 until the end of the battle.
13 Such disgraceful! Causing the pilot's Mental injuries to escalate by one stage.
14 Misfire: The shot hits the ally closest to the target with a Hit Level B.
15 Misfire: The shot hits the ally closest to you with a Hit Level B.
16 The barrel was slightly warped, reducing the hit value of shots fired from the weapon by -2 for the remainder
of the battle.
17 The barrel has significantly warped, -2 to Hit check with the used Armament for the remainder of the battle.
18 The barrel has significantly warped, -1 to Hit check with the used Armament for the remainder of the battle.
Heat buildup was moderate, increasing the Ammunition consumption of the used Armament by +1 for the
19 remainder of the battle.
20 Nothing happened.

Dice Result (If the effect cannot be applied, please reroll)


Swung too wide! The attack hit the opposite Part it's mounted on (if on the Right Arm, then the Left Arm)
Melee Attack Fumble Table

2 with Hit Level A.


3 Suffered a severe head impact, The pilot's Physical injuries increase by two stage.
4 Overload caused a part to explode: The Part mounting the Armament is completely destroyed. No damage
occurs, and no mounted Armaments are damaged.
Swung too wide! The attack hit the opposite Part it's mounted on (if on the Right Arm, then the Left Arm)
5 with Hit Level B.
6 Armament exploded, the used Armament is damaged. No damage occurs.
7 Partial malfunction, the used Armament cannot be used until the end of the battle.
8 Tripped, the action for the next Segment changes to Standby.
9 Severe blade chipping, damage from the used Armament is reduced by -3 until the end of the battle.
10 Caught in uneven ground, cannot move for the next two Segments.
11 Blade chipping, damage from the used Armament is reduced by -3 until the end of the battle.
Swung too wide! The attack hit the opposite Part it's mounted on (if on the Right Arm, then the Left Arm)
12 with Hit Level C.
13 Struck head, the pilot's Physical injuries increase by one Stage.
14 Drive system damaged, -2 Mobility until the end of the battle (minimum 1).
15 Miscalculation, Collides with an adjacent mech (if multiple, one is randomly chosen).
16 Charged recklessly, the mech aimlessly moves with all of it Mobility in the Direction it's facing.
17 Control system damaged, -1 Evasion until the end of the battle (minimum 1).
18 Misstepped, the mech aimlessly moves half of it Mobility in the Direction it's facing.
19 Stumbled awkwardly, the mech moves 1 Coordinate in the Direction it's facing.
20 Nothing happened.
Mech Sheet Player Name:

Code Mech Embryo Machine


Name Name

Size SS---・---S---・---M---・---L---・---LL Durability


Armor Head (2~4,18~20) P.Armor D
Weight Light・Medium・Heavy Loss A
H1
M

S l ot
Mobility Evasion A
Damaged G
H2 E

Damaged

L.Arm (8~9) P.Armor R.Arm (13~14) P.Armor


Loss Loss
LA1 Body (10~12) P.Armor RA1
S l ot

S l ot
Loss
B1
Damaged
S l ot

Damaged
LA2 RA2
Damaged
B2
Damaged Damaged
LA3 RA3
Damaged

Damaged Damaged

L.Foot (5~7) P.Armor R.Foot (15~17) P.Armor


Loss Loss
LF1 RF1
Slo t

Slo t

Damaged Damaged
LF2 RF2

Damaged Damaged

Name Type Range Damage(A,B,C) Ammo Notes


Armament

Melee--.--Ranged--.--Etc Opt---.---Eff ._____.


Melee--.--Ranged--.--Etc Opt---.---Eff ._____.

Melee--.--Ranged--.--Etc Opt---.---Eff ._____.

Melee--.--Ranged--.--Etc Opt---.---Eff ._____.

Melee--.--Ranged--.--Etc Opt---.---Eff ._____.

Melee--.--Ranged--.--Etc Opt---.---Eff ._____.

Name
Physical Character
Minor
Inj ur ie s

Gender M・F Age Affiliate Light


Serious (-1)
Father Childhood
Critical (-2)
Mother Teenage
Mental

Placenta Chip Y・N EM Origin


Minor
Why I Becoming a Light
Mercenary
Serious (+2)
Cardia Stones Activation Metal Critical (+4)

Type 0 3 6 9 12 Name Type Cost Effect


□ Travel Gear Set □ Food
Soldier □ Sword □ Single-shot Gun
Apt i t ude

C om b at Sk il l s

Po sse ssi on s

Scout □ Telescope □ Formal Attire


□ Tools Set
Commande r □ Map and Compass
M e ch a n i c □ Medical Kit □ Incense
Aca d e m i c
Me d i c
Co un s e l o r
Strategy Sheet

Code Name: Mech Name:

Round A c t ion Part No. Target Direction Combat Skill Round A c ti o n Part No. Target Direction Combat Skill

Move - Shoot - Melee N Move - Shoot - Melee N


1 Special ( Aim - Charge )
W + E 1 Special ( Aim - Charge )
W + E
S S
1 Move - Shoot - Melee N 6 Move - Shoot - Melee N
2 Special ( Aim - Charge )
W + E 2 Special ( Aim - Charge )
W + E
S S
Move - Shoot - Melee N Move - Shoot - Melee N
1 Special ( Aim - Charge )
W + E 1 Special ( Aim - Charge )
W + E
S S
2 Move - Shoot - Melee N 7 Move - Shoot - Melee N
2 Special ( Aim - Charge )
W + E 2 Special ( Aim - Charge )
W + E
S S
Move - Shoot - Melee N Move - Shoot - Melee N
1 Special ( Aim - Charge )
W + E 1 Special ( Aim - Charge )
W + E
S S
3 Move - Shoot - Melee N 8 Move - Shoot - Melee N
2 Special ( Aim - Charge )
W + E 2 Special ( Aim - Charge )
W + E
S S
Move - Shoot - Melee N Move - Shoot - Melee N
1 Special ( Aim - Charge )
W + E 1 Special ( Aim - Charge )
W + E
S S
4 Move - Shoot - Melee N 9 Move - Shoot - Melee N
2 Special ( Aim - Charge )
W + E 2 Special ( Aim - Charge )
W + E
S S
Move - Shoot - Melee N Move - Shoot - Melee N
1 Special ( Aim - Charge )
W + E 1 Special ( Aim - Charge )
W + E
S S
5 Move - Shoot - Melee N
10 Move - Shoot - Melee N
2 Special ( Aim - Charge )
W + E 2 Special ( Aim - Charge )
W + E
S S

Code Name: Mech Name:

Round A c t ion Part No. Target Direction Combat Skill Round A c ti o n Part No. Target Direction Combat Skill

Move - Shoot - Melee N Move - Shoot - Melee N


1 Special ( Aim - Charge )
W + E 1 Special ( Aim - Charge )
W + E
S S
1 Move - Shoot - Melee N 6 Move - Shoot - Melee N
2 Special ( Aim - Charge )
W + E 2 Special ( Aim - Charge )
W + E
S S
Move - Shoot - Melee N Move - Shoot - Melee N
1 Special ( Aim - Charge )
W + E 1 Special ( Aim - Charge )
W + E
S S
2 Move - Shoot - Melee N 7 Move - Shoot - Melee N
2 Special ( Aim - Charge )
W + E 2 Special ( Aim - Charge )
W + E
S S
Move - Shoot - Melee N Move - Shoot - Melee N
1 Special ( Aim - Charge )
W + E 1 Special ( Aim - Charge )
W + E
S S
3 Move - Shoot - Melee N 8 Move - Shoot - Melee N
2 Special ( Aim - Charge )
W + E 2 Special ( Aim - Charge )
W + E
S S
Move - Shoot - Melee N Move - Shoot - Melee N
1 Special ( Aim - Charge )
W + E 1 Special ( Aim - Charge )
W + E
S S
4 Move - Shoot - Melee N 9 Move - Shoot - Melee N
2 Special ( Aim - Charge )
W + E 2 Special ( Aim - Charge )
W + E
S S
Move - Shoot - Melee N Move - Shoot - Melee N
1 Special ( Aim - Charge )
W + E 1 Special ( Aim - Charge )
W + E
S S
5 Move - Shoot - Melee N
10 Move - Shoot - Melee N
2 Special ( Aim - Charge )
W + E 2 Special ( Aim - Charge )
W + E
S S
Armament Rank B
Name Range Damage Ammo
Vulcan Optimal 2 18,14,14 - Can be used 1 per battle.
Ranged

Small Laser Optimal 2~3 14,12,10 E1 -


Medium Laser Optimal 3~4 16,14,12 E2 -
Large Laser Optimal 4~5 18,16,14 E3 -
Machine Gun Optimal 2~4 18,14,14 B2 -
Gatling Gun Optimal 3~5 20,16,16 B3 -
Sniper Rifle Optimal 9~11 19,15,15 B3 -
Short Ranged Missile Optimal 5~6 18,14,10 M3 Attack without clear line of fire
Long Ranged Missile Optimal 8~9 18,14,10 M3 Attack without clear line of fire
Rocket Launcher Optimal 7 22,22,18 R4 -
Anchor Effective 1~3 0,0,0 - Drag the target to you.

Name Range Damage Ammo


Claw Effective 1 14,10,10 - Part Armor -5.
Melee

Blade Effective 1~2 18,16,14 - -


Lance Effective 2~3 17,13,13 - -
Axe Effective 1 20,19,18 - -
Mace Effective 1 20,20,16 - -
Heat Sword Effective 1~2 20,18,16 E2 -
Pile Bunker Effective 1 25,21,21 - Can be used 1 per battle.

Name Range Damage Ammo


Energy Ammunition - - E 10 E Ammunition, can be mount anywhere.
Ammo

Bullet Ammunition - - B 10 B Ammunition.


Missile Ammunition - - M 10 M Ammunition.
Rocket Ammunition - - R 10 R Ammunition.

Name Range Damage Ammo


Mounted on both Foots or the Body part. Ignores
Other

Vernier - - - Elevation ±1
Wheel - - - Mounted on both Foot. Mobility +2
Mounted on both Foot. Mobility +1, ignores
Caterpillar - - - some terrain
Shield - - - Armor of the mounted part +5
Spike - - - Charge damage +5. Does not stack
Land Mine - 20 - Places mines. Usable up to 5 times
Mounted on Head and Body part. Move 2
Motion Sensor - - - Coordinate when Egage Movement
Plate - - - Plate.
Armament Rank A
Name Range Damage Ammo
Pulse Laser Optimal 3~5 16,14,12 E2 -
Ranged

High-Intensity Laser Optimal 4~5 20,18,16 E4 -


Flame Thrower Optimal 2~3 14,12,10 E3 If Hit Level A, inflicts physical injury to pilot.
Sonic Boom Optimal 3~4 0,0,0 E2 Add +3 to the target's Fumble threshold.
Gatling Cannon Optimal 3~5 22,18,18 B4 -
Shotgun Optimal 1~3 15,14,13 B4 Roll the Hit Location Table twice.
Advanced Rifle Optimal 9~11 19,15,15 B2 -
Long-Range Missile Optimal 6~8 18,14,10 M3 Attack without clear line of fire.
Attack without clear line of fire, Armor of the
Missile Shield Optimal 5~6 18,14,10 M4 mounted part +3.
Advanced Rocket Optimal 7 22,22,18 R3 -
Launcher
Large-Caliber Rocket Optimal 7 24,24,20 R5 -
Launcher
Choose a coordinates. Causes damage to the
Grenade Launcher Optimal 7 20,20,16 R4 surrounding coordinates as well.
Long Anchor Optimal 7 4,0,0 - Drag the target to you.
Causes the target to Stanby in the next Segment.
Bolas Launcher Optimal 7 0,0,0 - Can be used 1 per battle.
Sets the target's Mobility and Evasion value to 1
Net Launcher Optimal 7 0,0,0 - in the next Segment. Can be used 1 per battle.

Name Range Damage Ammo


Heat Claw Effective 1 16,12,12 E1 Part Armor -5.
Melee

Chain Blade Effective 1~2 19,17,15 - -


Corseque Effective 2~3 18,14,14 - -
Bardiche Effective 1 21,20,19 - -
War Hammer Effective 1 21,21,17 - -
Giant Scissors Effective 1 10,6,6 - Damaged regardless of Part Armor value.
Stun Whip Effective 1~2 8,4,4 E5 Causes the target to Stanby in the next Segment.
Revolving Pile Bunker Effective 1 25,21,21 R4 -

Name Range Damage Ammo


Mounted on both Foot. Mobility +2,
Other

Hover - - - ignores some terrain


Advanced Mine - 25 - Places mines. Usable up to 4 times
Sound Storm - - - Add +2 to all mech Fumble threshold.
Damages the user's mech and those
Self-Destruct Device - Durability×0.5 - adjacent to it.
Choose a coordinates. Evasion +6
Smoke Missile Effective 0~5 - - to mech inside the coordinate and its
surroundings.
Mounted on Body part. Increases
Additional Armor - - - Durability by +10.
Ignores adverse modifications received
Waterproof Cover - - - from water terrain.
Afterword

Yuu Tanno (丹野佑)


I bring you the “Embryo Machine RPG”. Become a mercenary piloting the decisive weapon,
EM, and travels and battles with like-minded comrades across the lands. I hope you enjoy fun
sessions using this game.
Although this work is a TRPG rulebook, it is also designed so that the battle part can be
played as a standalone PvP board game. Even without a scenario or a GM, please try playing
it with everyone. Surely, you will find a different kind of fun from playing it as a TRPG.

Yasuhiro Katayama (片山泰宏)


Nice to meet you. I’m Katayama, responsible for the world-building of this work.
I packed as many of my favorite things as possible into this work, including medieval Europe
and war. As a result, I ended up creating a world where conflicts are incessant (laughs).
Whether you extinguish these sparks or let them blaze further is up to you all. I hope you
enjoy this world in your own way.
There are still many things I want to do and add, but for now, I greet those who have picked
up this work.
Thank you, and I look forward to your continued support.

Giguru Akiguchi (秋口ぎぐる)


I love mecha. When I was in middle school, I dreamt I was the pilot of the ZZ Gundam,
and when I woke up and realized it was just a dream, I actually cried like a child. That’s why,
even as an adult, I still find myself attending model kit and other hobby sales events.
Once, at such an event, I saw a man with a giant SLR camera, intensely photographing up
the skirt of a beautiful girl anime figure. The act of photographing a three-dimensional figure,
which is a three-dimensionalization of a two-dimensional anime object, and then converting
it back to two dimensions, made me feel something philosophical.

Translated by Sang, Ritsu

To be crystal clear, I want to confirm that my team, this project, and I have no affiliation
with LionWing Publishing. Our work is driven purely by passion and an ardent
enthusiasm for Japanese mech TRPGs. This PDF, or the physical print in your hands, is
freely available for download, reading, or printing, as you see fit.

However, I would like to add one optional rule that isn’t mentioned in this PDF: consider
purchasing Embryo Machine the Board Game from LionWing Publishing. Supporting
them helps ensure continued access to Japanese TRPGs officially in English. They may be
a small team, but they have a promising future ahead. So, spread the word and support
them if you can.

Also, if you like my work, please considerdonating at my Ko-fi page or directly to my


PayPal. Thank you for your support.

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