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MECHA WORLD MAIN RULES SPREAD

WEAPONS CHARACTERS Background, were you a spoilt rich kid, a


MECHA WORLD sleeper agent, or a farmhand on a desert
This system is designed to be quick and easy planet, select one from your playbook or
to pick up and is heavily inspired by The make your own?
Apocalypse Engine and Dungeon World. The
Bonds, your relationship within and to the
system aims to imitate the feeling of anime
game world.
like Macross, Gundam and, Aldnoah Zero.
Moves, all characters get access to all basic
HOW YOU PLAY moves; the playbook will give special moves,
One person will act as the storyteller (ST), as will their chosen mecha.
Damage (DMG ), Different weapons have
and the others will act as players.
different damage dice and different ratings. Look, describe how you appear to others.
The ST will set the scene for the players, who This will be indicated on the weapon itself. players play characters that are created Your playbook will have some pointers.
will then respond and describe their actions. using a playbook.
Personnel Damage (PDMG), damage on the GAIN EXPERIENCE
This narrative adds to the fiction and will STATISTICS
scale of a humanlike target. When a character accrues 10 experience
include triggers for MOVES. Combat, used to cover all things physical,
Mecha Damage (MDMG), damage on the points, they gain new traits as indicated by
Some moves will require dice rolls that will dexterous, and spatial.
scale of mecha, a single point of MDMG can their playbook.
determine the characters' actions, which will Mind, used to cover all things tactical,
vaporise dozens of humans and unarmoured BASIC TAGS
drive the narrative forward. strategic, and grit. Characters with high mind
structures alike. Items possess tags that modify function
ROLLS Stellar Damage (SDMG), The kind of weapon
notice chinks in the enemy and provide
within the narrative.
All move resolution rolls revolve around a essential support.
that exterminates planets or star systems. Tag Description
2d6 system where 6- is a failure, 7 to 9 is SDMG turns non-Stellar scale targets into hot Social, represents your interpersonal skills.
Ammo (n) Has n ammo available
successful, but with complications, 10 to 12 clouds of metallic vapour or atomises them. Characters with high Social are leaders,
is successful without complications, and 13+ Off-hand Can be used off-hand
spies, and diplomats by nature. They help
is spectacularly successful. RANGE x-handed Requires x hands to use
maintain cohesion and inspire greatness.
Hand The target is in physical contact Auto Can use automatic fire move.
Advantage Roll, roll 3d6 discard lowest. with the weapon. Harm, the harm ladder indicates how close to
Exclusive Always equipped.
Disadvantage roll, roll 3d6 discard highest. Close The target is "within arm's reach" death you are. Modifiers are cumulative.
Defend Can be used to block an
Holds, a stored result that you can use at a of the weapon. 5 Healthy attack
later point in the narrative. Short The target is "within throwing 4 Winded, -1 combat Explosive Has a blast radius
distance" of the weapon.
Forward, a modifier (-1, +1) to the next roll. 3 Painful Bruising, cuts, there is a lot of Guided The weapon tracks a target
Long The target is within the visual pain -1 mind
range of the weapon. Clumsy It is hard to keep the thing still
2 Major wound, broken limbs, punctured or handle it.
Extreme The target is beyond typical lungs. -1 Social it is hard when coughing
observation methods. Precise The weapon uses mind
up blood. instead of combat
1 Severe trauma triggers Mortal Wound
0 Should be dead, trigger Heroic Survival
MECHA WORLD MAIN RULES SPREAD
7 – POPULATE SHOULDER MOUNTS Recon Module, A system that helps detect, CENTRAL PLOTS
BUILDING MECHA If your frame provides shoulder mounts, track and, observe hostile forces, gain move I would suggest having one main plot that
(BASIC) select those now. Use Recon Pod. runs through all the episodes.
The heart of the game is the interaction of 8 – SELECT BACK MOUNT Assault Cannon, A heavy repeating cannon in Enemy Invasion, the players home is being
players with their mecha. As such, they will Now select your back-mounted equipment if many ways a scaled-up autocannon, gain invaded by some threat, and they are the best
reflect that character. These rules cover the your frame allows for it. move Fire, Assault Cannon. hope of victory.
creation of stock bipedal pilotable robots. BASIC WEAPONS EW Module, Advanced electronics that help Hounded Across Space, the players are part
They should serve as a basis for the ST to The following are typical main hand weapons. disrupt the enemies targeting and of a group being chased by an overwhelming
create more complete Mecha playbooks. communication systems, gain move Use EW force, and the safety of everyone depends on
Weapon MDmg Tags
Module. them.
SMG 1d6 Short, Auto, 1-
Handed, offhand Anti-Missile System, A reactive system that Succession War, the players find themselves
2d6 Long, 2-handed
attempts to shoot down incoming missiles, in the middle of a war with a colonial force
Slug Rifle
gain move Anti-Missile Defence. against or alongside colonists.
Sniper 4d6+3 Long, Accurate, 2-
Rifle handed, exclusive, BASIC BACK MOUNTS SIDE PLOTS
slow Flight System, most mecha can drop to Earth Battle Between Brothers, a player and a
Shotgun 1d6 Short, Shot, 1- safely; however, this frame has a fully close friend are on opposite sides.
handed functioning flight system. Love Among the Stars, romantic side plots
Melee 1H 1d6 Hand, offhand
Stealth System, the frame has a stealth are significant drivers in the mecha genre.
1 – SELECT A FRAME Melee 2H 2d6+2 Close, 2-handed, system that renders it almost invisible to A New Kind of Human, the characters are an
The frame will give you the basic rules for exclusive
sensors, gain the move Use Stealth Module. evolutionary leap for humankind.
constructing your mecha. Refer to the Basic Shield Defend, off-hand
Artillery, a large, powerful artillery piece, is Friends Until the End, not all stories have
Frame spread. Auto 3D6 Short, Auto, Clumsy,
attached to the frame. This vast weapon can happy endings for the characters, but they
2 – POPULATE ARMOUR Cannon 2 handed, exclusive
bombard distant targets and gain the move, see it out nonetheless.
Set your initial armour level. Backup 1D6 Hand, off-hand
Fire Artillery Piece(Indirect).
Melee Child of the Dictator, unknown familial ties
3 – POPULATE HIT POINTS STORYTELLER SETUP
Weapon appear common as leaders seem to lose
Set your initial hit point value should be. First off, be aware of all the advice and children like ordinary folk lose pennies.
4 – POPULATE GRENADES BASIC SHOULDER MOUNTS moves for running PBTA and Dungeon World, Losing Humanity, how do people who
Populate the number of grenades. Shoulder mounts often mount specialist as it is all relevant here. vaporise thousands manage to keep a grip
equipment or heavier weapons. They also
5 – SELECT MAIN HAND EQUIPMENT I would recommend setting the world up in on their humanity?
provide specific moves instead of using
Select the main hand armament now based the style of an anime series of between ten
mecha gunnery basic move.
on your frame's rules. and thirteen sessions where each session is
Rocket Pod, fire dozens of unguided rockets a single episode. Or an OVA of two or three
6 – SELECT OFF-HAND EQUIPMENT at your target, saturating it with explosives,
Select an off-hand armament now based on sessions in length.
gain the move Fire Rocket Pod.
your frame's rules.

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