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Action Types:

A player conducts their actions in-game via ​Advanced Actions​. The number of ​Advanced
Actions​ in the game is determined by their suit’s stats. Any entity in the game will always have
at least one ​Advanced Action​. A player can make multiple types of ​Advanced Actions​ in a
single post, but it must be clearly stated what each roll for each action is and in what order. The
player can make a maximum of twelve advanced actions per turn.

There are ​twelve​ types of actions in the game:


● COMBAT - Offensive Actions revolving around gun combat. Using one weapon takes
one ​Advanced Action​.
● MELEE - Offensive Actions revolving around melee combat. Using one weapon takes
one ​Advanced Action​.
● HACKING - General Actions involving the use of technology in combat situations. Using
one hacking technique takes one ​Advanced Action​.
● CONSTRUCTION - General Actions involving the use of technology to construct unique
items or structures or physically sabotage something. One attempt to construct takes
one ​Advanced Action.
● DODGE - Used to dodge an attack - either ranged or melee. The GM will tell you how
many dodges you may make. Dodging does not take ​Advanced Actions​ to perform.
● MOVE - A suit may make use of its SPEED to move on its turn. This does not take up
Advanced Actions​ to do and does not require any dice rolls to do unless requested by
the GM.
● SALVAGE - A player may attempt to conduct battlefield salvage and engineering on their
turn. Each salvage ​attempt​ takes up one ​Advanced Action​.
● SCAN - A player may attempt to scan the area with chosen sensors to detect things that
are not readily apparent to them by vision alone. Use of a sensor of any type requires an
Advanced Action​ to be spent.
● HEAL - A player may attempt to heal repair a wounded ally. Healing requires the use of
Advanced Actions​.
● REPAIR - A layer may attempt to repair a damaged ally. Repairing requires the use of
Advanced Actions​.
● RELOAD - A player will often need to take time to reload their weapons once their
magazines are spent. Reloading requires the use of ​Advanced Actions​.
● STEALTH - Attempts to stay under the notice of enemies. Based off of DEXTERITY rolls
with no bonus from melee attack bonuses. Requires ​Advanced Actions​.

All dice rolls are in d100. Rolls within 1-5 are considered Critical Failures and rolls within 96-100
are considered Critical Successes. What exactly happens in regards to both extreme results
depends on how sadistic/generous your GM is. To succeed in an ​Advanced Action​, your GM
will set a target number and prompt you to roll. If you roll above the target number, you succeed
the ​Advanced Action​. No modifier can ever pass +50. That is to say, ​you can never get more
than a +50 bonus to any action. ​Bonuses to Dex rolls affect MELEE, DODGE, and STEALTH
action rolls. Bonuses to Com rolls affect COMBAT action rolls only. Bonuses to Tech rolls affect
HACKING, SCANNING, and REPAIR rolls.

Action Thresholds:

Examples:

COMBAT
Automatic: Dropping a grenade at your feet
Very Easy: Firing point-blank at a target
Easy: Shooting a stationary or exceptionally large target
Medium: Shooting at a slow moving target
Hard: Shooting at an evading target
Very Hard: Called shots

DEXTERITY
Automatic:
Very Easy:
Easy:
Medium:
Hard:
Very Hard:

DODGE
Automatic:
Very Easy:
Easy:
Medium:
Hard:
Very Hard:
TECH
Automatic: Sending messages. Connecting to open networks.
Very Easy:
Easy:
Medium:
Hard: Most hacking actions.
Very Hard: Control hacks.

SCANNING
Automatic: Using Hawkeye to look at something.
Very Easy: Cursory scanning, monitoring wireless transmission
Easy:
Medium:
Hard:
Very Hard: Using Hawkeye to look at something without exploding

Suit Speed:
Combat:

Turns:
A ​turn​ is defined as one GM post, and the player’s responses to that GM post. The GM will post
the outcomes of the player’s responses, and prompt additional reactions from the players. As
responses are read first to last, and the GM will write responses as he reads them, all character
actions in the game are assumed to take place in order of their posting.

Weapon Use:
Melee weapons can only be activated once each with the use of an Advanced Action. Ranged
Weapons may have multiple Advanced Actions spent on them, up to the limit of their individual
Fire Rate.

Ranged Weapon Stats:


● Accuracy:​ A weapon’s general accuracy. Adds to the firer’s COMBAT roll at a 1:1 ratio.
● Fire Rate:​ The maximum number of Advanced Actions that can be spend firing the
weapon in one turn. Most weapons will have a Fire Rate of 1. The rate of fire will never
be higher than 3 barring unique circumstances.
● Ammo:​ How many times in a row a weapon can be rolled for before it needs to be
reloaded. Reloading a weapon requires an ​Advanced Action​ to perform.
● Range:​ Split between Close/Med/Long/Very Long/Orbital. ​Close​ range is within 10
meters, ​Medium​ range is 11 to 100 meters, ​Long​ is 101 to 1k meters, ​Very Long​ is
1km to 10km, while ​Orbital​ is upwards 100km. Weapons cannot fire beyond their range
with enough effectiveness to damage an opposing suit.
● Damage:​ Applied to the target at a 1:1 ratio.
● Type:​ The damage type of the weapon. Split between Kinetic, Energy, Explosive, and
Special.
● Penetration:​ The weapon’s ability to penetrate a target’s armor. Reduces DUR on a
per-attack basis at a 1:1 ratio before weapon damage is applied to the target. Is not an
On Hit Effect

Melee Weapon Stats


● Accuracy:​ The design of some weapons may affect their attack accuracy with either
positive or negative values. This is added as a modifier to the dice roll at a 1:1 ratio.
● Attack Rate: ​Like with ranged weapons, melee weapons can normally only be
“activated” once per turn by spending an ​Advanced Action​. However, certain Attack
Rate thresholds can circumvent this limit and allow you to use the same weapon to make
an attack at the cost of further ​Advanced Actions​. The Attack Rate stat is equal to a
suit’s DEX. If a suit’s Attack Rate is equal to or greater than 5, it may spend another
Advanced Action​ to attack a second time. If the suit’s Attack Rate is equal to or greater
than 10, the player can spend another ​Advanced Action​ to attack a third time. Some
weapons will have a negative or positive modifier to Attack Rate that will only apply to
that weapon’s use.
● Ammo: ​Although rare, some melee weapons may have a limited number of uses. Ammo
is depleted by one for every roll made with the weapon.
● Range: ​Expect all melee weapons to have an effective range of ‘Short’.
● Damage:​ Applied to the target at a 1:1 ratio.
● Type: ​Generic weapon options may choose between Kinetic or Energy as their damage
type. Otherwise a weapon’s individual damage type will be listed here.
● Penetration:​ Some special melee weapons (ex. Spears, Pile Drivers) have an enhanced
ability to penetrate armor by design. Reduces DUR at a 1:1 ratio before weapon damage
is applied to the target.

EMP And Power Loss:


Rather than deal direct structure damage to a suit, some weapons will instead deal EMP
damage. If the POW stat is read a gauge, EMP-damaging weapons will deplete this gauge at a
rate listed in the stats. Once a suit’s POW is depleted to 0, the suit immediately shuts down,
ceasing all active and passive functions not essential to keeping the pilot alive. A suit will regain
POW at a rate detailed under the REC stat. After hitting 0 POW the suit will charge back up to ⅓
of its Base POW after 2 turns. Any further power is regained based on the REC stat.
EMP Damage is not considered an effect of the weapons. (e.g. Charged Shot will not change
EMP damage.)

Shield Rules:
Suits have the option of purchasing shields for additional defense. For the intent of rules and
mechanics pertaining to them, shields are considered singularly, though the player is free to fluff
their suit as having however many shields of whatever design they desire.

During a player’s turn, they must announce that they intend to brace with their shield in order to
attempt to use it to intercept any potential attacks on the following GM turn. Bracing a shield
costs 1 AA and is effective until the player’s next turn. If the player does not announce their
intent to Brace with their shield in their post, the GM is not obligated to consider the shield when
resolving damage in their post.

After determining how successful your dodge attempts were, the GM will roll a D100 to
determine if any attacks you failed to dodge will be intercepted by your shield, based off the
listed block chance of the shield you are attempting to use. Any attacks that do not hit the shield
will instead hit the suit as normal.
Shields have their own HP pool separate from the owning suit. If the GM determines the block
chance roll to be successful, the damage of the attack will be applied to the shield, rather than
the suit holding it. If the shield would sustain more damage than it has HP, the shield breaks,
and any damage not deducted by the shield's HP is applied to the suit using the shield.

A roll of 1 to determine block success always results in the shield breaking, regardless of how
much HP remains. A broken shield cannot be used for blocking until repaired to full HP. Shields
may be repaired by a suit with a Repair kit, regaining 2 HP per successful Repair roll.

Shields are never, under any circumstances, considered to have more than 0 DUR.

Phalanx Actions:
There may arise certain circumstances were a suit may find it more advantageous (or
sufficiently stylish) to focus on intercepting enemy attacks rather than attempting to dodge or
weather them. This is a special type of roll called a Phalanx roll.

Phalanx rolls are not Advanced Actions; they are an alternative to Dodge rolls. As a result, the
user cannot make a Dodge attempt or use shields against the same attack they are attempting
to counter. Phalanx rolls can only be used to counter ranged attacks, never melee attacks, and
require a Cyber Brain to perform.

Regardless of the character's Attack Rate or Fire Rate, only one Phalanx roll will ever be made
against one attack, for each attack the character is attempting to counter. The set difficulty for a
Phalanx roll will always at least be Very Hard. Passing the roll will result in the attack being
nullified.

[Kinetic] attacks can only be countered by melee rolls. Melee Phalanx rolls are essentially
identical to melee attacks, with the primary stipulation to them being that the maximum number
of melee Phalanx rolls a character can make in a turn cannot exceed a number equal to the
suit's Attack Rate + the Attack Rate of the weapon being used to make the Phalanx roll, and
that a character can only attempt melee Phalanx rolls against one opponent in a turn.

[Explosive] attacks can only be countered by shooting rolls. Shooting Phalanx rolls use the
same standard bonuses for shooting attacks, but only one roll is made. An additional bonus is
given to weapons with a Fire Rate higher than 1, at a rate of +5 to the roll for every 1 Fire Rate
after the first. The weapon is assumed to fire at its full Fire Rate for each Phalanx roll it is used
for, and expend Ammo as normal. If a weapon would not be able to fire at its full Fire Rate due
to having less Ammo than its full Fire Rate when used to make the Phalanx roll, the bonus to
the roll from the Fire Rate will be calculated on a per point basis. If the weapon has no Ammo
when elected to be used to make the Phalanx roll, the roll will automatically fail. If the weapon
expends all of its Ammo making Phalanx rolls, it will need to be reloaded as normal on the
player's next turn before it can be used to make normal shooting attacks.
[Energy] and [Special] attacks can never be countered by a Phalanx roll.

Weapons with [Homing] cannot be used for Phalanx rolls.

Weapon Effects:
Weapons may have abilities or effects as shown by [Tag] on their card.

Name Rules

Absolute If a shield of any kind is used to defend against this weapon, it will be
Destruction destroyed after damage is resolved.
May spend an Advanced Action to increase range to V. Long, decrease
Fire Rate to 1 and increase Accuracy to +10. Spend an Advanced Action
Avenger Mode to revert to normal firing mode.
This weapon has three Ammo and may be used with zero Ammo. For
every Advanced Action spent on this weapon after the Ammo count
reaches zero, the user will lose HP equal to the weapon's base damage.
The suit cannot be reduced to below 0 HP by using this weapon. This
weapon cannot be reloaded by normal means, and must be resupplied in
Blazing Edge some other way.
Bog -10 Dexterity and -10 Dodge penalty until repaired.
Choose one friendly character other than the user of this weapon. Over
the course of the battle, the following effects apply:
● The character has lost at least 1/3 HP - Weapon gains +2 Damage
and +1 Penetration
● The character has lost at least 2/3 HP - Weapon gains +4
Damage, +2 Accuracy and +2 Penetration
● The character is currently at 0 HP or less - Weapon gains +6
Climactic Damage, +1 Attack Rate, +4 Accuracy and +3 Penetration
Edge

Condenser Instead of reloading, this weapon must charge for 2 turns before firing.
Dazzled -10 Accuracy for three turns, all sensors inoperable until repaired.
Setup and deploy positioning system for maximum accuracy. +10 to COM
Deployed rolls. Cannot move when setup.
Roll to fire once. Declare number of attacks, up to two, with expended
ammo equal to declared attacks. If roll passes the check, resolve all
Double Action attacks as hit. If roll fails, all attacks miss.
This weapon can also be fired as a single ranged weapon, with a profile
Dual MG matching the PDW with [Double Action] and double ammo capacity.
Explosive
Warhead The first successful hit with this weapon has +3 Penetration.
Roll to fire once. Declare number of attacks, up to five, with expended
ammo equal to declared attacks. If roll passes the check, resolve all
Fury Strike attacks as hit. If roll fails, all attacks miss.
Heavy Metal Target loses one AA per hit.
Counts as Homing for weapons, abilities, and rules that interact with
Homing Homing.
This weapon gains an additional +1 damage against organic targets and
Immolate prevents healing until repaired.
The user may spend Advanced Actions to add +1 Kinetic Charge to the
suit, up to a maximum of 6 AAs total. Kinetic Charge does not deplete
over time until spent.
By spending an Advanced Action, the KRF can be fired once as a ranged
weapon with a Damage value equal to the number of Kinetic Charges
stored to the suit. At the end of the turn after one or more KRFs have
Kinetic Blast been fired, the number of Kinetic Charges is reduced to zero.
Cannot attack land targets, or targets within long range. Requires one turn
to lock onto a target before it can be fired. Can lock on in the same turn
Locked On that it fires.
Melt On hit, the target’s DUR is reduced by 1. Stacks up to three times.
Missile The Penetration of this weapon increases by +1 for every additional shot
Massacre fired after the third.
If this weapon is fired at its full Fire Rate, it will need to be repaired until
Overheat usable again.
Any weapon with this rule can be loaded into a weapon with [Variable
Payload Ammo].

Power Syphon Reduce POW by 1 for each one of this weapon equipped.

Power-Hungry This weapon requires at least 4 POW to use.

Precision Fire The critical success range of this weapon’s attacks is 91-100.
Quickdraw Shields cannot be used to prevent damage at Close Range.
Reaper's Instead of normal attacks, the user may change their stance to use this
Strike ability, forfeiting benefits or maluses from any modifiers, abilities or
effects. When attacking with this weapon in this manner, a critical success
always results in the target instantly being incapacitated. Conversely,
critical failures will instantly reduce the user's HP to 0.
This weapon cannot ever gain bonuses or maluses to Accuracy for any
reason, and does not benefit from Siege Mode or other suit abilities or
Remote faction rules. It must be placed and primed before use, and as a result
Detonation cannot be thrown like a grenade.

May consume Health Points to increase the weapon’s Damage or PEN for
one turn at a rate of -2HP to +1 Damage or -1HP to +1 PEN. The amount
Sanguine of HP consumed cannot exceed the suit’s current HP.
While Undetected, the weapon gains the effects of [Quickdraw] and
Shadowstrike [Precision Fire].
Enemies damaged by the weapon take 2 additional damage from all
Shatter future attacks.
Shredder This weapon gains an additional +1 damage against organic targets.
Skybane +10 Accuracy and +1 PEN against airborne targets.
This weapon is effective over a very large area. Its effects can be applied
to multiple targets as determined by the GM. In addition, any building or
Skyshatter fortification hit by this weapon will be destroyed.
This weapon may increase its Fire Rate by +1. If this is done, the weapon
Slamfire becomes [Unstable].
Firing this weapon produces little noise, and does not automatically cause
Suppressed an enemy to become Alert.
After firing this weapon, but before if the hit is determined, the suit can
expend POW up to the limit of the firing suit’s POW to add 2 damage to
Titan Shot the shot per 1 POW spent.
Too Big, Too
heavy -10 to Dodge rolls for each of this item equipped.

Unstable The critical failure margin for this weapon’s attacks is increased to 01-10.
The Damage, Penetration, EMP or Effect normally dealt by a weapon with
Variable this Effect can be replaced with the Damage, Penetration, EMP, or Effect
Ammo of any weapon with the [Payload] rule.
Very Slow The weapon has a 4 turn reload time. This cannot be shortened by any
Reload means.

Very Unstable The critical failure margin for this weapon is increased to 01-20.
If given a name in the form of X Slayer, gains +1 Damage against that
specific mythic bodytype (Dragon, Behemoth, Leviathan and Hunter). It
X-Slayer also glows in their presence.

Suit Stats:
Suit’s combat parameters are split into several different categories. The base statistics are
determined by the suit’s weight class, but upgrades can be purchased that can alter a suit’s
characteristics in a variety of ways. The stats are:
● DEXTERITY (DEX) ​- The moving precision of a suit and the pilot’s degree of motor
control. Used to determine accuracy of melee attacks and the number of attacks that can
be made with that weapon in a turn. ​Dexterity applies a melee attack accuracy bonus
calculated as: (DEX-1)*2
● POWER (POW)​- How well a suit stocks energy, and how much. One unit of Power is
equal to a full day of combat activity, as well as the number of hours internal air can be
recycled. Power also represents the amount of EMP damage that can be sustained
before suit is disabled. When a suit runs out of Power either due to EMP damage or due
to depleting its battery, it must shut down to recharge its battery. ​Power determines the
number of Advanced Actions a suit can take in a turn, calculated as:
(POW+REC)/2, rounding down.
● SPEED (SPD) ​- Represents a suit’s maximum movement speed. Every 1 SPD equates
to 10 meters of movement in the span of a second (therefor, 1 SPD equals 100 meters
of movement in a turn, 2 SPD equals 200 meters and so on). ​Speed grants a bonus to
Dodge Actions calculated as: (Spd-1)*2
● DURABILITY (DUR)​ - A suit’s ability to resist damage. ​Durability reduces the damage
taken from any individual attack at a 1:1 ratio.
● RECOVERY (REC) ​- A suit’s power generation and efficiency. Each point in Recovery
allows a suit to regenerate one point of Power and HP per hour in sunlight. ​Lost power
is recovered at a rate calculated as: (REC/4)
● STRENGTH (STR)​ - The total amount of striking, carrying and lifting force of a suit.
Strength is added to the damage value of melee weapons at a 1:1 ratio.
● HEALTH POINTS (HP) ​-​ ​Represents structural integrity and a suit’s ability to carry on in
spite of damage. Weapon damage depletes Health Points. ​Once a suit’s HP is reduced
to 0, it is no longer able to function.
● DODGE BONUS:​ Suits have an intrinsic bonus to dodge based off their weight class.
This can be modified by bodytype.

Suit Building:
● All suits must have at least 1 in each stat except for DUR, which can go to a minimum of
0.
● The most points in a stat a suit can have it 12. Special temporary effects can raise this to
a cap of 18, but never any higher than this. The single exception to this is Speed, which
is always capped at 30.
● Each suit weight class has two special abilities associated with it. The suit has access to
all of these abilities at no additional points cost.
● Anything that has a cost of 0 is what you suit gets by default unless overridden by
another choice.
● After creating your suit, the size and body types are fixed. Options that affect the pilot,
such as cyberbrain and nanite boosters, cannot be undone. They can, however, always
be added later, provided you have the points for them.
● Non-uplifted AI’s can be changed at any time. However, you may only have one AI of
any given type. Uplifted AI’s can have their type changed with damage to the AI
personality, or have the uplift removed with the irreversible loss of the AI personality.
● Weapons can be mounted on any feasible location on the suit. Feel free to get creative.
● For gameplay purposes, characters outside of their suits count as having 1 in all stats,
and 0 DUR. Characters without suits can never use more than one Advanced Action.

Tech/Hacking:
The effective range of hacking is limited to the longest-ranged comm system of anyone on the
Command Network.

Use of a hacking program takes an Advanced Action.

Hacking programs are split into Offenseware, Defenseware, and Supportware.

The Command Network and the Command Node:


Characters have the option to purchase the Command Link upgrade. Doing so allows them to
be designated the team's Command Node. The Command Node is the individual through which
all relevant battle data flows through between the command center and the pilots on sortie.
Any suit capable of receiving a wireless signal is automatically assumed to be connected to the
Command Network.

It is possible to separate oneself from the CommNet, but choosing to do so will have
consequences, including not being able to benefit from information sharing in any way other
than one-way FSOT and verbal communication. While multiple suits may carry a CommLink,
only one suit at any time may be designated the CommNode.

Tech-capable characters may execute programs affecting the team through the CommNet,
regardless of whether or not they are the CommNode or are carrying a CommLink. Likewise, the
character carrying the CommNode does not actually need to be a technical specialist; they
simply need to carry the upgrade on their suit.
Information may be passed between all suits on the CommLink instantaneously limited to the
Comm systems available to each suit in particular (for example, a suit that has ONLY radio
comms will only be able to send and receive audio data, regardless of what anyone else on the
team may be equipped with. If a video feed is being shared throughout the team, the suit in this
example would only be able to relay the audio portion of the feed).

The Command Network’s integrity is represented by ​Network Security​, abbreviated as ‘NS’


and sometimes conjugated as ‘NetSec’. Network Security prevents enemy hackers from
penetrating and injecting the Command Network with malicious software. It can be
strengthened, diminished, and circumvented through the use of hacking programs.

The range of the CommNet is equal to the range of the CommNode’s longest-ranged comm
system range. The CommNet’s signal is automatically repeated through allied suits so long as
the signal can be daisy-chained back to the Liaison suit.

NS is represented as a numeric value. Once NS is reduced to 0, Network Security is


compromised and effectively put on a ‘cooldown’ for one turn; all members of the Command
Network are vulnerable to enemy hacking, and the NS cannot be re-strengthened until the turn
the NS is broken ends.

Upon activation of a CommNode by a suit with Defense Maze, the Command Network’s NS
starts at 10. There is no limit to how much NS can be increased.

If a CommNode for some reason fails and a new one must be activated, the previous
CommLink's NetSec is discarded and the new CommLink's NS starts at 10 as normal.
Activating or reactivating the CommNode during deployment costs 3 AA, as the suit must divert
power to processing the necessary encryption to establish the link. An individual without a
CommNode does not have and cannot gain NS of their own - they must use the NS of the
Liaison suit.

In the case of Supportware, multiple instances of a Supportware from the same source cannot
stack with each other on the same target (for example, using Assisted Fire on the same target
twelve times will only ever give it the benefit once, no matter how many successes are rolled).
However, Supportware of the same type from multiple different sources ​can​ stack with one
another (ex. Three suits use Assisted Fire on a fourth suit, granting the target suit a cumulative
+24 to their attacks for the turn).

Offenseware - Requires Terminal


Spyware -​ Medium Tech roll. A computer virus that will collect data from a network, and transmit
it back to the user. Can penetrate up to 10 NS, and reduces the target's NS by 2 upon a
successful hack.
Disable -​ Hard Tech roll. Allows you to turn off a single feature, such as comms or integrated
weapons for 3 turns, or until countered.

Shut Down -​ Very Hard Tech roll. Shuts down the target suit and all systems for 2 turns.

Control -​ Very Hard Tech roll. Gain control of target suit for a up to 3 turns. Control requires 2
AA to be spent to be maintained each turn, until the turn limit is reached. User spends AA as
normal to act through the Controlled suit.

Intercept -​ Medium Tech roll. Intercept hacks allow the user to either impersonate an enemy to
deliver faulty information, or cut off a specific message or alarm. Reduces the target's NS by 2.
Can be used to reduce an enemy’s Alert level.

Provoke -​ Medium Tech roll. Forces the target’s comms systems on, leaving the target
vulnerable.

Icebreaker -​ Medium Tech roll. Reduces the target's NS by 5, and the user's by 2.

Sabotage -​ Medium-V. Hard Tech roll. Sabotages enemy systems, subverting them or sending
them haywire for 3 turns or until countered. Difficulty of roll depends on the intent of the roll and
the targeted system.

Defenseware - Requires Defense Maze


Counter -​ Stop a hack on themselves or an ally on the CommNet. Increased the user’s NS by 1
upon a success.

Riposte -​ Upgraded Counter. The difficulty of Countering a hack is increased by one category,
however it increases the user's NS by 2 and disables the hacking software used in the attempt
upon a success.

Encryption -​ Easy Tech roll. Increase user’s NS by 3.

Supportware - Requires Coprocessor


Assisted Fire -​ Hard Tech roll applied to one ally on the CommNet. Their attacks benefit from a
+8 bonus to dice rolls for the duration of the turn.

Enhanced Reaction -​ Hard Tech roll applied to one ally on the CommNet. They benefit from a
+8 bonus to their Dodges for the duration of the turn.

Pinpoint Targeting -​ Hard Tech roll applied to one ally on the CommNet. Their attacks gain +2
Penetration for the duration of the turn.
Optimized Mitigation -​ Hard Tech roll applied to one ally on the CommNet. They benefit from +1
DUR for the duration of the turn. Does not stack with other instances of itself from other sources.

Salvage:
Players will have the opportunity to conduct battlefield salvage. No special equipment is
required to do this but certain upgrades will take out some of the randomness of how much
useful material is recovered. There is no limit to the number of times a player can make a
salvage roll in a turn, but the player must spend ​Advanced Actions​ to perform the salvage.

Players make the salvage rolls and will be responsible for tracking how much salvage they
accumulate over the course of the mission. On any of their turns, they may attempt to construct
something with the collected scrap. For typical items, the options in the main rulebook should be
consulted as a reference, with the cost in scrap recommended as being 5x the cost in points.
More creative players may want to try to slap together something more unique; in this case they
should consult their GM to determine how much scrap they will need and what their odds of
success are. Unless the GM wills otherwise, no further rolls are needed to determine the odds
of success for construction of an average item from the main rulebook; it’s assumed the
engineer has enough familiarity to build the desired device from what salvage they’ve picked
out.

You can make a number of salvage rolls on a wrecked suit equal to its weight class -1. For
example, this would allow you to make 4 rolls on a destroyed fortress, whilst a mesh would be
damaged to the point where you couldn’t get any meaningful scrap from it. Intact suits provide
enough scrap for rolls equal to their weight class. Heavily damage suits can provide less scrap,
though this is at the GM’s discretion.

You may make a roll to salvage scrap from the nearby area. The number of rolls you can make
to do so is determined by the GM, and is related to the quantity of usable material present
nearby.
Construction:
All construction actions require Engineering Kit. Each action cost 1 POW to be regained by the
REC stat.

Items:

On Doc:
If it is on the main document you make it as points cost x 5 in scrap. The GM must be told what
it is that you want to make.
Special:
You must confirm with the GM what it is that you want to build before you post. The GM will
decide how much scrap/actions it may take and if there is the need for any rolls to do so. The
player can then make their post as normal.

Turrets:
Among the potential options for field construction, one of the most likely players will go for is
defensive turrets. Turrets should be treated as immobile Light or Heavy Drones equipped with a
weapon of the builder’s choice, and their price in scrap should be (weapon cost X 5)+(20 ~ 50),
with the additional cost of the turret depending on the durability or accuracy of the base unit.

Repairs:
Repairing is an Advanced Action and requires a successful TECH roll. The difficulty of this roll is
determined by the extent of the damage the suit has taken.

Less than 25% Damage: Easy


Less than 50% Damage: Medium
Less than 75% Damage: Hard
Less than 100% Damage: V-Hard
More than 100% Damage: V-Hard, -10 modifier.

Each successful roll will return to the target a number of HP equal to its half of its REC stat,
rounding down. You may attempt as many Repair actions as you have Advanced Actions in a
turn, but no more than three successes will be counted per turn.
Attempts to repair yourself increase the difficulty by one step. You MUST be in Close range of a
suit to repair it. Only Suits, other than the Bio type, and similar mechanical constructs, can
benefit from Repair rolls.

Repair Quick Reference:

Target HP Recovered (Normal) HP Recovered (Repair Kit) Min HP Recovered

Self 1/6 REC 1/3 REC 1

Ally 1/2 REC REC 1


Stealth:
Stealth relies on it basically being a fudgeable threshold system with only a handful of actual
mechanical b ​ uffs/debuffs, with the rest functionally acting only as guidelines for the difficulty of
hiding in certain situations. This comes along with two extra “conditions” a person can be in
which effect general stealth gameplay.

Conditions:
Conditions are two pairs of binary states that an enemy (or player) can be in. You cannot be
somewhere between both states, and the states are not conditional. You cannot be in one state
in regards to one enemy and in another state for another enemy.

Alert:
A suits “Alert” state represents the suits awareness of the situation around it, whether or not it
realizes that it is in combat, or is otherwise in a dangerous situation.

An NPC/player/suit can either be ​Alerted​ or ​Unaware​. An alerted individual is aware that they
are involved in, or shortly will be involved in combat. An unaware individual does/is not.

Unaware enemies may become alerted if a player fires an unsuppressed weapon, and may start
alerted if the AO is already an active combat area. Alerted enemies are unlikely to become
unaware over the course of a mission, however longer periods of stealth or certain hacking
actions may lower the enemy’s guard, however this is unlikely to be successful.

Alert is to be considered a one and done thing: An opportunity for a stealth/assassin suit to
deliver a single critical strike before combat is fully initiated. Once one enemy is alerted, he will
rapidly alert his comrades, assuming they don’t hear gunfire/other sounds of combat.

Detection:
The “Detection” state is dependent on whether or not enemies are aware of the suit specifically.
While alert functions more to denote an enemy’s awareness of combat in general, detection
applies more to players (though in theory it could go both ways).

In short, if you’re ​Detected ​the enemy knows where ​you​ are and may be engaged in direct
combat with you, whereas if the enemy is ​Alerted ​they are simply aware that there may be
people with guns moving around.

Likewise, if you are ​Undetected​, this merely denotes that the enemy does not know where ​you
are, and may still be aware that there are people with guns moving around.
You can become detected by failing stealth rolls or entering combat with an enemy - almost
anything that will direct an enemy’s attention onto you will garner detection unless an effort is
made to avoid it. Becoming undetected requires you “lose” the enemy. If they are no longer
aware of exactly where you are, you are no longer detected. This may be accomplished by
succeeding a stealth roll, or activating abilities such as lockpick, though most methods of
breaking the enemy's LOS on you will accomplish this.

Thresholds:
V. Hard >=80:
Player is against an incredibly high contrast background/is brightly lit and fully visible, with no
concealment in sight, or is actively attracting attention to themselves

EG: Standing in the middle of a well-lit street with ill matching camouflage, shining a flashlight at
the enemies while singing the Russian national anthem.

Hard >=60:
Player is not concealed, and is well lit. Over 90% of them is visible to the enemy, and they are
poorly (if at all) camouflaged.

EG: Standing in the middle of a field at midday.

Medium >=40:
Player is poorly lit or partially concealed. They may have appropriate camouflage, though they
are still mostly visible.

EG: Standing behind a waist high bush in the evening.

Easy >=20:
Player is very poorly lit and is mostly concealed, either standing entirely behind partial
concealment or partially behind full concealment. They may be using extensive camouflage or
disrupting their overall silhouette.

EG: Standing mostly inside a bush at twilight, while also wearing a ghillie suit.

V. Easy >=5:
Player is entirely non-visible to the enemy, either due to low light conditions, distance, or full
concealment behind, for example, a wall.

EG: Standing behind a wall 3 miles away at midnight.


Modifiers:
If the enemies are unaware, the difficulty of all stealth rolls are reduced by one stage. If the
player is detected, the difficulty of all of their stealth rolls increases by one stage.

Active camo will reduce the difficulty of all stealth rolls made by the player by one stage.
Enemies present with functional thermals will increase the difficulty of stealth rolls made by all
players within their LOS by one stage. Thermals also negate the bonuses provided by low light
situations. This is at the GMs discretion.

Likewise, other detection methods may also negate some contextual bonuses. This too is at the
GMs discretion. EG. Hawkeye may negate the bonuses provided by being at long range.

Health & Healing:

Healing
Healing is an Advanced Action and requires a successful HEAL roll. The difficulty of this roll is
determined by the extent of the damage the pilot or Bio Suit has taken.

Less than 25% Damage: Easy


Less than 50% Damage: Medium
Less than 75% Damage: Hard
Less than 100% Damage: V-Hard
More than 100% Damage: V-Hard, -10 modifier.

Each successful roll will return to the target a number of HP equal to its one sixth of its REC
stat, rounding down, for Bio suits and 1 HP for pilots. You may attempt as many Healing actions
as you have Advanced Actions in a turn, but no more than three successes will be counted per
turn.
Attempts to heal yourself increase the difficulty by one step. You MUST be in Close range of a
suit to Heal it. Only Pilots and Bio suits can benefit from Healing rolls.

Healing Quick Reference:

Target HP Recovered (Normal) HP Recovered (Medical Kit) Min HP Recovered

Self (Suit) 1/6 REC 1/6 REC 1

Ally (Suit) 1/2 REC 1/2 REC 1

Self (Pilot) 1 1 1
Ally (Pilot) 1 1 1

Pilot Death
Once a suit reaches 0 HP, any excess damage caused by the attack that felled them is lost (that
is to say, a suit cannot go into negative HP from one attack, and the same attack that 'killed' the
suit cannot damage the pilot).

The pilot is assumed to be damaged once the suit reaches 0 HP, and will enter a "bleed out"
state, where they will lose 1 HP per turn, entering a negative HP state. When the pilot reaches
-4 HP, they are DEAD.

In order to prevent DEATH once a suit reaches -4 HP, the character must be Stabilized. Once a
character is Stabilized, they will no longer lose HP per turn due to Bleeding Out. In order to do
this another character will need to make physical contact with them and render first aid with a
"HEAL PLS" roll. The difficulty of the roll varies according to how close to DEATH the character
is,shown as follows:

0 HP - Medium
-1 HP - Hard
-2 HP - Hard
-3 HP - Very Hard
-4 HP - Very Hard

While in a "Bleed Out" state, the character cannot make Actions of any kind, cannot
communicate with allies via any means, and is generally completely helpless. They are
considered to be immune to further damage while in this state.
HOWEVER, there are many exceptions to this rule. A character's inability to act pointedly puts
them at the mercy of nearby enemies, and while they are considered immune to damage from
further attacks while bleeding out, this is only under the assumption that the enemy in question
has more pressing matters to attend to than finishing off a downed suit. A group of enemies with
nothing better to do, or with a special interest in ensuring the pilot's death, will have no qualms
about executing the helpless pilot, and the GM should not feel compelled to stick to the
"countdown" in this case. Similarly, especially devastating and destructive attacks may
circumvent this rule due to the nature of their outrageous lethality. Being consumed by massive
explosions, being caught in a singularity or crushed flat by falling debris are all cases where a
"bleed out" scenario is beyond logic.

For characters that have Avatar Drones rather than biological bodies, once the suit reaches 0
HP, the character may continue to act as normal. An Avatar Drone character may sustain up to
-10 HP without losing the ability to act as an Avatar, but once -10 HP is reached, the body is
considered completely destroyed, including the Avatar Drone's Cyber Brain or equivalent.

Exotic Battlefields:

Space:
● ECIII is required
● All weapons have infinite range
● The bonus to Dodging is doubled
● REC is doubled

Underwater:
● ECII is required past shallow depths, and ECIII past deep depths (e.g. Marianas Trench).
● Past shallow depths, visual means of detection are no longer functional. Sonar is
required to navigate and detect enemies.
● Past shallow depths, REC is reduced to zero.
● SPD is reduced by half, rounding down.
● Dodge bonuses are reduced by half, rounding down.
● The effect of EMP is completely nullified underwater.
● DMG from explosive weapons is increased by half, rounding up.

Drones:
Suits may be accompanied by a variety of types of drones, produced by the suit. In most cases,
the maximum number of drones a suit can control at any given time is no greater than 4. Drones
are stored in/on the suit when not in use, but how exactly this works is up to the player to
decide.

Drones each have one Drone Action they can only spend on themselves, which is also counted
towards the limit of 12 Advanced Actions that a character can make in a turn. Different classes
of drones will have their movement type listed under their option details. Drones identified as
“Walkers” move across the ground on their feet at normal movement speed. If the movement
types are unsuitable for the pilot’s needs, the drones may be individually modified with different
movement types for 5 points for each movement type. Drones have their own points for
weapons/shields. These points can only be spent on that specific drone. The suits points can be
used to purchase things past the allotted points for each drone. Drones cannot be equipped with
Black Market equipment or any weapon with 10 or more Damage. Drones other than Avatars do
not benefit from faction or AI bonuses - only from their equipped weapon bonuses and
specializations. In the case of Avatar drones, these drones will only benefit from AI bonuses if
the AI in question is actively controlling the drone.
Unless otherwise specified, all drones have 1 in all stats.

Factions
There are many factions within the TE universe. Several of these are represented mechanically,
and their rules can be found on the relevant Faction page.

Joining a Faction
In order to join a faction, you must meet the narrative requirements for that faction. For example,
Moqaddas explicitly requires its members to be followers of a religion of some kind, while the
Darkstalkers are made exclusively of Strigoi. These requirements might seem arbitrary, but
disregarding them will see you labeled as a munchkin. New players are recommended to join
the Armor Corps, as they’ll take pretty much anyone.

Leaving a Faction
Leaving comes with more baggage than joining, as there are usually in-character consequences
for desertion. A character that has left their faction will retain their accumulated points, but will
lose any stat bonuses and active/passive abilities, as well as any Faction Armory items they
possessed. It is assumed that these skills and weapons require practice and maintenance that
are not available outside the faction in question.

Changing Factions
A character can change factions at any time. However, as with leaving a faction, up and
changing colours has in-character consequences. Mechanically, change of allegiance comes
with the penalty of losing half of any accumulated points past the initial 200 point allowance,
rounded down to the nearest 5. This is to discourage players from changing factions on the fly.

Rejoining a Faction
A character that leaves a faction but does not join a new one, and later decides to rejoin their
old faction, regains whatever benefits they once had and does not suffer points penalties. They
will probably have some explaining to do when they get back with their faction leadership,
however.

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