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MECHA WORLD MECHA MOVES SPREAD

These are moves granted by mecha equipment and require a player to control the Mecha to On a Partial Hit, your cannon hit the enemy, and you do 5d6 MDmg to your target. You must
trigger them. choose two:
FIRE ARTILLERY PIECE (INDIRECT) - You hit the enemy at an ineffective angle halving damage.
When you have ammo, there is a forward observer and, you fire at the target, roll 2d6 + Mind. - You use up a unit of ammo.
On a Partial Hit, your artillery saturates the target area doing 10d6 + 10MDmg, you must - Rounds ricochet and hit an ally, roll 1d6 MDmg.
choose three: - There is extensive collateral damage to civilian infrastructure.
- The enemy immediately reacts.
- Your shells are spread over a greater area spreading the damage over more targets.
- You use up a unit of ammo. On a Hit, the rounds slam into the enemy, roll 5d6 MDmg, also choose one from the partial list.
- A salvo hits an ally, roll 3d6 MDmg. On a Spectacular Hit, the rounds slam into the enemy, roll 5d6 MDmg and, causes Critical
- There is extensive collateral damage to civilian infrastructure. Damage.
- The enemy immediately reacts against your allies. FIRE ROCKET POD
- The enemy has detected your location and launched a response. When you have ammunition and fire your rocket pod at an enemy in range, roll 2d6 + Combat.
On a Hit, the shells saturate the target causing 10d6 + 10 MDmg to spread across the area. On a Partial Hit, your rockets hit the enemy, and you do 3d6 MDmg to your target. You must
Also, choose one from the partial list. choose three:
On a Spectacular Hit, the attack is highly accurate 10d6 + 10 MDmg spread over the target - Many of the rockets miss halving the damage.
area. - You use up a unit of ammo.
FIRE ARTILLERY PIECE (DIRECT) - A salvo hits an ally, roll 1d6 MDmg.
Some artillery can be fired directly at enemies that are in the line of fire. There tends to be a - There is extensive collateral damage to civilian infrastructure.
fair amount of risk involved when doing so, though. When you have ammunition and fire at a - The enemy immediately reacts.
target in your line of sight, roll 2d6 + Combat. On a Hit, the rockets plough into the enemy, roll 3d6 MDmg, also choose one from the partial
On a Partial Hit, your slams into the target area doing 5d6 + 10MDmg, you must choose three: list.
- You use up a unit of ammo. On a Spectacular Hit, the rockets hit both the targeted enemy, doing 3D6 MDmg and, causes
- A salvo hits an ally, roll 3d6 MDmg. Critical Damage.
- There is extensive collateral damage to civilian infrastructure. USE EW MODULE
- The enemy immediately reacts. When you activate your EW module, roll 2d6 + Mind.
- The weapon is jammed and will need to be Unjammed to make it work again. On a Partial Hit, you manage to disrupt either the enemy's communication systems preventing
On a Hit, the shells slam into the target, causing 5d6 + 10 MDmg. Also, choose two from the them from contacting anyone or their sensors limiting their ability to target you and your allies.
partial list. On a Hit, you manage to disrupt the enemy's communication systems preventing them from
On a Spectacular Hit, the attack is highly accurate 5d6 + 10 MDmg. contacting anyone and their sensors limiting their ability to target you and your allies.
FIRE ASSAULT CANNON USE RECON MODULE
When you have ammo and fire your assault cannon at an enemy in range, roll 2d6 + Combat. When you search for something using your recon module, roll 2d6 + Mind.
MECHA WORLD MECHA MOVES SPREAD
On a Partial Hit, your recon module surveys the area, and the ST will describe what it detects. USE RUDIMENTARY REMOTE CONTROL SYSTEM
However, the ST may make a move. Gain +1 forward. When you issue a basic command to your Mecha, unless there is a narrative reason for the
On a Hit, your recon module surveys the area, and the ST will describe what it detects. Gain Mecha not to follow the command, it has been successful.
+2 forward. USE REMOTE CONTROL SYSTEM
USE STEALTH MODULE When you control your Mecha remotely, roll 2D6 + Mind.
When you activate your stealth module to remain undetected, roll 2d6 + Mind. On a Miss, something is interrupting your communication with the Mecha.
On a Partial Hit, the system activates and renders your Mecha invisible to sensors in the On a Partial Hit, you can issue commands, but the connection is terrible. You can hold 1 action.
vicinity; however, pick one, On a Hit, you are connected to your Mecha. You can hold 3 actions.
- After this scene, the enemy figures out how to penetrate the system leaving it The hold can be used to perform any move that the Mecha has access to for the duration you
useless for the rest of the episode. have a connection to the Mecha. You must focus on the remote control system for the duration.
- A system briefly overloaded, alerting sensor operators that there are enemies in the
USE DIVE SYSTEM
area.
When you use a full emersion system to pilot a remote mecha, roll 2D6 + Mind.
- A temporary system failure results in you not being able to reactivate the system
until it receives Maintenance. On a Miss, you suffer immediate pain and are incompatible with the system.
On a Hit, the system activates and renders your Mecha invisible to sensors in the vicinity. On a Partial Hit, you may perform moves as though you were directly piloting the Mecha.
However, there is a delay for which you cannot account. All rolls are done at a disadvantage.
FLIGHT SYSTEM FLIGHT, YOU SHOULD USE THE MOST SPECIFIC MOVE WHEN
When you activate your flight system, On a Hit, you may perform moves as though you were directly piloting the Mecha at a -1.
ATTEMPTING TO USE PERFORM MANOEUVRES USING A
your Mecha can fly, and use moves that FLYING MECHA ALSO IT IS ASSUMED THAT IF YOUR MECHA ADVANCED DIVE SYSTEM
involve flying. CAN FLY THEN YOU WILL HAVE BE TRAINED HOW TO USE THE When you Use Dive System, a partial hit is a hit, and a hit has no negative modifier.
MOVE WITH A FLIGHT SYSTEM. OF COURSE IF THE FLIGHT
RE-ENTRY SYSTEM SYSTEM IS NEW OR IF IT IS A MECHA YOU ARE NOT FAMILIAR
ACTIVATE CHAMELEON SYSTEM
Your Mecha is equipped with specialist WITH THEN MAYBE THE MOVE WILL NOT BE RELEVANT.
When you activate your chameleon system, roll 2d6+Mind
equipment that lets it enter a planet's On a Partial Hit, the Mecha becomes invisible to the naked eye. However, pick one:
atmosphere unassisted. When you attempt to renter an atmosphere, roll 2d6 + Combat. - The system lets off an EM reading, so the enemy is on alert.
On a Partial Hit, you manage to get through the atmosphere without an issue; however, pick - The system will fail once you make an attack.
two: - The system must go through Maintenance before being available again.
- You are off course. Describe where you have ended up. On a Hit, the Mecha becomes invisible to the naked.
- Your re-entry is noticed someone's sensors. The Chameleon system by default only makes the unit invisible to visual sensors by default.
- There is an intercept squadron inbound to your landing location.
ABLATIVE ARMOUR (N)
- You take a hard landing and take 1d6 MDmg.
When your Mecha is hit by direct heat or laser-based weapon, halve the damage and mark
- You lose a resource on the way down.
off a level of ablative armour. Ablative armour works by deflecting beams away from the
On a Hit, you manage to get through the atmosphere without an issue; however, pick one. Mecha and gets burnt off with each impact.
On a Spectacular Hit, you re-enter the atmosphere and touch down without issue.
MECHA WORLD MECHA MOVES SPREAD
EXPLOSIVE REACTIVE ARMOUR (N) ELECTROMAGNETIC PULES
When your Mecha is hit by a ballistic or explosive attack, halve the damage and mark off a When you use a device that sets off an electromagnetic pulse, the enemy's sensors are
level of reactive armour. Reactive armour contains a layer of explosive that, when hit by a disrupted. All allies gain a +1 forward.
projectile, explodes, reducing the damage taken. USE ADVANCED RADAR
USE LASER PAINTER When using a move to detect and identify distant threats, add +1 to the roll.
Mecha form part of a combined arms system and will often play the role of painting targets TAKE CRITICAL DAMAGE
for other mecha weapon systems in the force. When you light up a target with a laser painter When a move causes you to take critical THINKING ABOUT CRITICAL DAMAGE, FIRSTLY WE
and a weapons platform is available to run a fire mission, roll 2D6 + Mind. damage or the mecha armour is taken past
ADDED CRITICAL DAMAGE TO ADD A BIT OF EXTRA
SPICE TO COMBAT SO FEEL FREE TO IGNORE IT.
On a Partial Hit, you keep the laser on the target. However, pick one: zero, and you take more hits, take either mark
CRITICAL DAMAGE SHOULD MAKE SENSE FOR THE
- There is heavy collateral damage. 1 structural hit or sacrifice a critical system. TARGETS HIT AND SHOULD IMPACT EITHER A MOVE
- You are detected, and enemies are zeroed in on your location. CAUSE CRITICAL DAMAGE OR GENERAL PERFORMANCE OF THE TARGET IN THE
- The weapons platforms must relocate and will not be available for the rest of the When a move causes critical damage to a NARRATIVE, E.G. BLOWING OFF A LEG, A WEAPON
adventure. target, negotiate with the ST about the SYSTEMS, HITTING THE REACTOR, ETC…

On a Hit, you keep the laser on target, enjoy the fireworks. damage and describe it.
DEFLECT DEVASTATING BLAST OUT OF ACTION
When you use your shield to deflect a devastating attack, nullify the damage taken, and the When your mecha's hit points reach zero, and you or you take critical damage that renders
shield is destroyed. the machine inactive, the mecha is out of action. It will still be possible to repair the machine
USE SWARM MISSILE PACK if you can get access to do so.
When you have ammunition and fire your missiles at an enemy in range, roll 2d6 + Combat. TRANSFORMATION SYSTEM
On a Partial Hit, your missiles hit the enemy, and you do 3d6 MDmg to your target. You must Your mecha has a system that allows it to transform between different forms, for example a
choose three: robot and a fighter craft. For narrative reasons certain moves may only be accessible in one
- The enemies spectacular manoeuvring results in many of the missiles missing. form or another, the mechanics should be discussed amongst the players.
- You use up a unit of ammo. HOSTILE ENVIRONMENT SEALING
- Some of the missiles have misidentified an ally, roll 1d6 MDmg. Your mecha has been prepared for one or more hostile environments, space, underwater, etc,
- There is extensive collateral damage to civilian infrastructure. and so can operate in those environments without an issue.
- The enemy immediately reacts. WEAPON STOW SYSTEM
On a Hit, the missiles chase the enemy blossoming in red and yellow blooms as it desperately Allows the mecha to store more than one selection of weapons.
attempts to evade, roll 3d6 MDmg, and choose one from the partial list. EXTRA PAIR ARMS
On a Spectacular Hit, the missiles chase the enemy blossoming in red and yellow blooms as The mecha has an additional pair of arms. Do with them as you will.
it desperately attempts to evade, roll 3d6 MDmg and, causes Critical Damage.
EXTRA PAIR OF LEGS
ATOMIC MISSILES The mecha four or more legs, when acting on the ground could be benefited by the extra legs
Your Mecha is using tactical nuclear warheads that do +2d6 MDmg. gain a +1 forward.

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