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All pilots have 5Hp

First half will build the pilot who and what they are gaining points in Physical/Tactical/Will.

Gender pick one

Male +1/+1/+1
Female +1/+1/+1

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where was your pilot born, pick one

Earth +2/+1/+1
Earth Space +1/+2/+1
Byron +2/0/+1
Byron Space 0/+2/+1

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Body type pick one

Athletic +2/+1/+1
Curvy (Female only) +2/+0/+2
Slim +1/+1/+2
Stout +1/+2/+1

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Byron only pick one (test idea that Byrons are like faunus in rwby)

Mammal trait +1/0/0


Reptile Trait 0/+1/0
Avian Trait 0/0/+1
Aquatic Trait +1/0/0
Arachnids Trait 0/0/+1
Insects Trait 0/+1/0

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Style

Pristine 0/0/+2
Everyday 0/+1/+1
Unkempt 0/+2/0

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Personality pick 3

Caring 0/+1/0
Confident +1/0/0
Coward 0/0/+1
Distant 0/+1/0
Ditzy 0/0/+1
Effeminate (male only) 0/0/+1
Emotional +1/0/0
Enthusiastic 0/0/+1
Girly 0/0/+1
Lewd/Pervert 0/0/+1
Malicious +1/0/0
Playful 0/0/+1
Pure 0/0/+1
Scholarly 0/+1/0
Shy 0/+1/0
Obsessive +1/0/0
Tomboy (female only) +1/0/0

Now count up the points of each type and you can use them to buy pilot skills, training.and
flairs. You can have up to 1 fair and must have at least 1 up to 2 training and any number of
skills.

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Flairs Pilots can be crazy some more than others. You may choose to pick 1

Signature Color (cost 2 point of Physical )


-Can only use a suit that matches the chosen color pattern or look. Adds -3 buf to defence do to
other pilotes fear of their reputation.

Masked Ace (cost 2 point of Will)


- For some reason the pilot wears a mask or helmet or other head where that conceals their
face.Adds - 2 to pilot escape when suit is shot down “and 100% more cool.”

No one Touches my Suit! (cost 2 point of Physical)


-Pilot is overly attached to a spaciect unit and will use it over all others and will not trade it out
for another as a result its tuned to him so well, he can get the most out of it. The pilot can only
use the selected suit but gains -2 on all rolls in it. If the pilot does deploy in another suit all rolls
take +3 on all rolls in it.

Bad reputation (cost 2 point of Tactical)


- The pilot either by their own actions or just by luck of the missions they have done is seen in a
negative light by the enemy. Gain a -1 on all training or skill buffs but all enemy suits get a -1 to
hit you.

Music Jamming (cost 2 point of Will)


-The pilot plays music over an open channel to scare enemies or inspire allies.-1 to initiative to
them and all allies in 10 spaces +1 to enemies Initiatives in 10 spaces, if two pilots on opposite
sides, both have this they target each other over everyone else. Winner gets doubled their effect
the rest of the battle. If two or more on the same team the ability stacks when in range “but
someone always complains about the racket”

Traitor (cost 2 point of Tactical)


-Loyalty matters in war, there is always someone that will turn coat.With these pilots, the enemy
gains knowledge on the tactics and training employed by their former allies. Pilot gains a -1 bonus to
both damage and to hit vs Pilots of their original faction (ex. Earth Space pilot gains -1 on both Earth
and Earth Space pilots)

Driven Rookie (cost 2 point of Will)


-Some times you get a new blood that has some talent, drive, or is just lucky. The pilot gets +1
bonus action every turn.

Grunt (cost 1 point of Tactical)


-The rank and file are not as famous as the Ace but they often know some tricks. One free Skill
or training.

Veteran (cost 2 point of Tactical)


-The pilot has lived through many battles but not known as an ace, the pilot gets extra training.

True Ace (cost 1 point of Physical, Tactical and Will)


-There are some stars that shine brighter than others. You can pick two other flairs provided you
can pay the cost of them.

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Training is what you spend most of your time doing when not in a fight as a pilot. Pick at least 1
can have 2

Biohazard training (cost 2 point of Physical)


-Trained in use and handling biohazard, these pilots are often feared and hated and have
innocent blood on their hands. Though not by choice many times. This grants them the right to
use chemical weapons, poison gas in smoke launchers and warheads, poison gas creates
hazards that can kill pilots ejecting in the clouds or if the chest armor is branched in battle gass
can seep in. If the enemy ejects, roll a die, if it's even the pilot survived if odds, they die to the
gass. If a suit suffers chest damage from a weapon that deploys, or in poison gas, or whas
chest damage as moves through a cloud of poison gas roll a die to see if the pilot is poisoned as
before, if they are the pilot takes 1 point of damage a turn, All pilots have 5 hp. If a pilot dies the
suit is left on table as abandoned but not destroyed meaning an ejected pilot can roll to try and
capture it. Gas last for 5 turns can not be used in water or space. Role for how many spaces the
gas covers. Medical training or Biohazard training makes pilots immune to the gas.

Medical Training (cost 3 point of Physical)


-Some pilots have training to save lives if a pilot ejects in poison or a suit is destroyed a pilot in
a suit in adjacent tile can make a free action once per battle to save the team mate.Roll a die
even the scuced odds they fail. Medical training prevents death from poison gas or pilot injury
caused by battle. Ignores first pilot injury.taken in the battle but loses one action to treat the
wounds, during the turn it occurs or the first turn after its taken.

Defoliation Training (cost 2 point of Tactical)


- The pilot is trained in the use of Defoliation devices safely. This lets them use flamethrowers,
fire bombs-warheads, flammable gas in smoke launches that make a smoke cloud that ignites if
fired in or through, and heat rounds that can cause burning on crits. Fire can create a field
hazard on a max roll.Uint that hit by fire weapons have a chance of burning on a critical
hit;.burning last till it is put out, running suits or vehicles will explode from overheating. While
burning the suit's temperature will rise 1 point a turn at 5 it explodes. Pilots with Defoliation
training have fire supresers in the suit they can use as an action to stop their suit/vehicle, an
allies on adjacent tile, or a burning tile they are on or adjacent to.

Officer Training (cost 3 point of Will)


-Some are born leaders and sometimes shit can float,Officers lead squads. The good ones by
example; the bad by using their troops as shields. Officers can have a unit in 15 tiles take an
action on the officers turn using one of the officers action points. Can only be done once per turn
per allies in range and each ally can only act once in the officer's turn.

Byron Empire training (cost 2 point Tactical)


-Train by the Byron Empire. Gain a +1 on action roles in Bryron based units. (The unit must
have half its parts or more from Bryron units to count.) Can not be taken with Earth Federation
Training.

Earth Federation training (cost 2 point Tactical)


-Trained by the Earth Federation.Gain a +1 on action roles in Earth Federation units. (The unit
must have half its parts or more from Earth Federation units to count.) Can not be taken with
Byron Empire Training.

Orbital drop training (cost 4 point of Physical)


-The pilot has mastered the most dangerous operation in mech warfare Orbital drop operations,
trained to handle the long list of dangers, Enemy war ships in orbit, enemy flack on planet heat
build up of reentry and the long list of other dangers. Pilots with this training can be placed after
battle starts within 3 turns. This is done by lacing a marker and rolling for drift from that point first
roll sets drift direction secd die how many spaces landing on enemy cause damage same as
jump attack to enemy and loser of melee moves one space backwards. Landing on friendly
forces the friendly backwards one space. Landing on hazardous tarrien or buildings follows the
same rules as moving on to those tiles.

Jump Assault Training (cost 2 point of Physical)


-Special training to launch melee attacks from behind cover hidden positions or distances away.
Pilots can launch a melee attack from up to 3 spaces away or over obstacles. They can also
use the training to jump scale larger obstacles.

Flight training (cost 2 point of Tactical)


-Pilots trained in air combat this gives them the ability to do strafing runs which lets them attack
as they pass over or by an enemy. This is a move and attack that counts as 1 action they move
in a line of 6 tiles and roll ranged damage for every enemy in the line. If armed with missiles get
a -2 to hit on the attacks. Strafing runs can not end movement on an enemy's tile. Also gives a
+2 to action piloting Air fighters if they pilot an aircraft instead of a mech.

Armored and Land warfare Training (cost 2 point of Will)


-Some just like to think of a mech like a fancy tank so some came up with a way to make that
work to the tactical advantage. Pilots trained in this when equipped with ground combat gear or
tank tracks and tanks get a + 1 movement action (1 extra move action in the units turn) and
mechs can do a rapid assault charge attack, Rapid assault charge the unit moves in straight line
at twice the normal movement speed at the nearest enemy making both a ranged attack and a
melee attack the charge stops at the enemy tile. (tanks just rams the target at the end.

CQB Training (cost 3 point of Physical)


-Pilots trained to fight up close and personal loving to get in the enemies grill literally be it
dueling another mech, slicing the wings off a fighter or cleaving a tank open with an axe. Pilots
with this training get a -2 to hit in melee, also if two enemy pilots with this training clash it
becomes a masters duel that will not end unless one's suit is at least destroyed or cripled to the
point of no longer being able to fight. If one cripled and winning pilot does not have obsessive or
malicious personality traits then by honor as a swordsman they will stop attacking letting the
pilot live and the mech and pilot be recovered. If the pilot has obsessive or malicious personality
traits then they will go out of the way to kill pilots of downed and cripled enemy units(this means
they will move and attack a cripled or downed machine to attack it and must do so if it is within 3
spaces of the unit.).

Sniper Training (cost 3 point of Will)


-Sniping in mecha warfare is not the same as normal. Your weapons are firing howitzer shells,
focused lasers or bolts of plasma for 100s of miles vs the one or two that normal snipers do.
Pilots with this training use a Sniper weapon or scoped weapon gaining a -2 to hit. Sniper
weapons also get a +3 tiles to range when used by a pilot with this training. If one pilot targets
another with this training both roll initiative the higher roll shoots first on the other.

Amphibious Training (cost 2 point of Tactical)


-Trained to fight in the deep and the dark waters of the oceans, they have gained an
understanding and respect for the power of the seas. Knowing that she is neither friend or foe
but will end any she can when given a chance. They get a +2 mobility in water and +3 to melee
damage they have dealt in deep water. Pilots with this training also can seal and or getason
parts of the mech if too damaged prevent decompression and hull failure. Sub pilots with this
training gain +2 on firing range and movement speed.
“Deep in the dark where Leviathan and the Kraken sleep where hulls mona and creek, and their
bodies are the seas to keep. Lies the Terror Deep” - sailor rime of a Byron ace known to drag
his enemy below the average crush depth and returning for more prey,unharmed by the deep.

Spacer Training (cost 2 point of Will)


-The pilot was trained to fight in zero G and understands that the enemy can come from any
angle. This pilot can use a space vehicle and gains +1 action points in space and a -1 doge
bonus against range attacks in space.

Artillery training (cost 3 point of Tactical)


-You don’t just use the biggest fucking guns, you use them with a stile and skill no one else can
or your really good at guessing angels of decent and/or at math. With heavy weapons (kantic
cannons, missiles and kantic bazookas) they can arc the shot to fire on targets an allie has in
sight regardless of if it's in cover or obscured to the pilot firing or range. “Let's bring the sky
down on the space men’s heads” - Earth Federation Artillery pilot before bombarding a Byron
position.

Cyber warfare Training (cost 3 Point of Will) can take more then once
-trained to use hacking and combat drones to gain control of the battle they are often the lich pin
in a victory or just blamed for not doing anything useful. Can deploy with a Roy-roy and extra
Roy-roy for each time they take this training. Can do a cyber attack on any unit in adjacent tiles
to disable it for 2 turns if they have radar/upgraded comms units they can target a unit up to 3
tiles away. Disable units can be esacutestion attacked by CQB pilots or a capture attempt be
made by a Commando pilot.

Commando training (cost 2 point of Physical)


-Sometimes a pilot is more badass out of the suit than in it. The pilot can make a jacking
attempt, on disaibled suit, downed suit or suits with i killed pilot but can still function. Or can try
to hijack a suit they are in grapple with. Commando also rigs their suit to self district if hijacked.
Hijacking is die roll plus Physical score filled jack on suit with a pilot causes the commando pilot
to take damage and allows the suit to break grapple if they are in it. The jacked pilot takes
damage if their suit is stolen Pilots deal 1D6 -1 to each other if CQB or Biohazard trained it is
1D6 (and adds pisoned to the enemy pilot if the attacker has biohazard Training) if a commando
is forced to eject they can make a jacking attempt or any enemy suit in adjacent tile to theirs or
take two turns to try and jack any disabled suit on the board with in 10 tiles of their wrecked suit.
If they dont they can capture any suit with a dead pilot as a normal ejected pilot can.
“Who the fuck attacks a mobile suit with a parasail?”-Pilots reaction to being boarded by a
commando.

EOD Training (cost 2 point of Tactical)


-Some like explosives, others really like explosives and some just don't want to go boom. The
EOD pilot is trained in the use, storage, handling and disposal of valtiel mixes of explosive
components. This gives them the right to use shaped charges, Anti-personnel, and high
explosive warheads in cannones, missiles and rockets. They can also use an anti-persone
shrapnel in the smoke launcher instead of smoke that can be used to kill commandos trying to
hijack a machine. They can also try to disarm a commandos suit’s self destruct trigger odds fail
or evens succes roll.

Desert warfare training (cost 1 point of Physical)


-pilot is trained in how to fight and sandy arid climates, giving the unit a +1 to movement range
in deserts.

Arctic Warfare training (cost 1 point of Physical)


-pilot has studied how to fit in sub zero temperatures and can use the snow and ice to their
advantage +1 movement range and can do a ice slide at end of movement up to 2 tiles if they
used boosters or catapilertracks to move.

Jungle training (cost 1 point of Tactical)


-Pilot has master fighting in deep jungles and denace forest with trees large enough to
camouflage mechs -1 on detection range of enemies if it is on a tile of this type.

Urban fighting. (cost 1 point of Tactical)


-Pilot’s unit gets a +(or -)2 to cover in the city or behind buildings.

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Pilot Skills are the tricks, talents and how the fuck he do that shit that can not be taught, that
pilots come up with or are just stupid ideas that worked.

Dual wielding (cost 4 point of Physical)


-must pick gun or blade the unit carries two of them as primary weapons, if suit has more than
this applies to how evermany arm as the suit has at not extra cost

Slip stream attack (cost 4 point Tactical)


- Three or more pilots in mech suits that have this can use thrusters and caterpillar treads to
form a driftline to charge and attack their combined move ranges. This burns a action point
equal to the number suits that are in the line plus there attacks (3 suits 3 attacks 6 action points)
from the action pool of the starting pilot. The attack ends with all suits in the line behind the
enemy.

Blinder Surprise (cost 4 point of Tactical)


-The suit converted its searchlight in to flair light that blinds cameras and people for a few
seconds reducing defence enemy’s by +3

Shoulder charge (cost 2 point of Physical)


-the pilot know where the armor on the suit is thickest and can do unarmed melee strikes and
tackle attacks from up to 1 space away

Death or glory attack (cost 2 point of Physical and will)


-pilot trades defence for a all or nothing attack -5 to hit and damage dealt and +5 on the next
defence roll of the pilot

Somersault (cost 3 point of Physical)


-the pilot pulls a acrobatic stunt that changes their suit position to behind the enemy this uses
three action points.

Alpha strike (cost 4 points of Tactical)


-Fires every ranged weapon at once on a single target this cost 10 actions

Sixth sense (cost 5 point of Will)


-pilot gets a plus -2 doges chance to defence rolls and if they don't get hit they can take 2
reaction shots at a +3 to hit

Balanced fighter (cost 2 point of Tactical)


-can use a melee weapon in the off hand and a light to medium ranged weapon in the primary
hand.

Quick exist (cost 2 point of Will)


-pilot installed an ejection seat -2 to bail out.

Good ear (cost 2 point of Tactical)


-increase the firing range of all allies by 1 if the unit they use has raidar

Fast Reflexes (cost 3 point of Physical)


-Pilot can take one addstial shot at any enemy that misses as long as they have unused action
points at a +2 to hit. On top of the normal reflex shot

Fighting dirty (cost 4 point of Tactical and Will)


-The pilot can use things not normally considered weapons as them, Thrusters as attack in
grapple, tank treads on the suit as a melee attack, searchlights as point blank scatter lasers and
so on. Nasty tricks that just aren't in the training.

Wrecking ball (cost 2 point of Will)


-plot does not care about collateral damage, fires and crashes through buildings and light cover
without care. Can shoot buildings and ignores light cover, doing so uses 2 more action points
then normal

Spinning fist/sword (cost 3 point of Tactical)


-The pilot uses the suit's difference between human and machines to their advantage. Spinning
the suit’s fist or melee weapons at speed creating a saw-like effect. Melee attacks like this use
twice the action points but do x3 damage and have -1 to hit, and can be used as defence if the
pilot has 4 or more action points left and is dual wielding melee weapons.

Master Swordsmen (cost 3 point of Physical and Tactical)


-Pilot forgoes all range attacks that reach farther then on tile or a pistol, and focusing on melee
only, giving a +2 to movement range and -2 to hit with melee attacks, If the pilot tries to use any
range weapon with range greater than 1 tile or a pistol they take +5 to hit.

Great and Powerful Ego (3 points of Physical, Tactical and Will)


-Egos with pilots are common, some are bigger than others but if they lived this long means
they have some way to back it up. Pilot adds Pilot luck to all roles, but gains no buffs from allies
pilots abilities. “The Great and Powerful Trixie can take you all by herself!” - the Trixie Massacre
when the bragging pilot proved her bosates when her team sick of her ego abandoned her to
the enemy, they still can't believe she came back alive, gloating and somehow with an even
bigger Ego.

20% Cooler (cost 4 point of Physical and Tactical)


-The pilot has to be a showstopper do it with style or not at all, this can get them in trouble. Gets
-2 on the attacks and movements but +3 on defence.

Ramp (cost 3 point of tactical)


-If tracked or other higher mobility suit can move max range and pass over a elevation it can
step or ascend normally without climbing or jumping the uint can ramp of it to perform a flaying
ram/tackle on if they have also have Fast reflexes they can take one shot at a enemy they
pass.(Can be used in Tanks with boosters)

Barnstorming (Cost 4 point of Physical)


-flying units only can use this, allows pilots to perform high g turns flight unit turning in a single
tile (spit S or Numalmen turn) vs wing around normally used, and if they have Somersault skill
they can get behind a flanking enemy with Loop de loop or gain a -1 to defense by doing an
aileron roll to avoid in coming ranged fire, for one action point.
Simulator Marksmanship Practice(cost 3 points Tactical first time goes up two ever repeated
purchase)
-This extra time to master a skill adds -1 to hit with ranged weapons and can stack when taken
multiple times

Simulator Maneuvering Practice (cost 3 points Will first time goes up two ever repeated
purchase)
-This extra time to master a skill adds -1 to doge in coming attacks and can stack when taken
up to 4 times

Simulator Melee Combat Practice (cost 3 points Physical first time goes up two ever repeated
purchase)
-This extra time to master a skill adds -1 to hit with melee weapons and can stack when taken
multiple times

(example)
Pilot name P/T/W
female +1/+1/+1
Byron space 0/+2/+1
Curvy body +2/0/+2
Byron trait Avian 0/0/+1
style Pristine 0/+1/+1
Personality traits
Malicious +1/0/0
Confident +1/0/0
Playful 0/0/+1
total 5P/4T/7W

Flair Masked Pilot (cost 2 will)

Training 1 Defoliation (cost 2 tactical)


Training 2 CQB (cost 3 Physical)

Skills
Death or Glory (cost 2 Physical and will)
Balanced Fighter (cost 2 Tactical)
Simulator Maneuvering Practice (cost 3 will)

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