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.