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These Alternative rule sets for Structure, Stress, and Bracing were made with the intent of minimizing
extremely early mission kills (players and npc’s alike) while still maintaining heft consequences for
losing structure or stress, in a more balanced manner. Players should find themselves more reliably
surviving down to lower structure results, with much less chance of more infamous snake-eye results,
or a common exposed roll leading to immediate death or destruction, and GM’s should find their
veterans, commanders, elites, and ultras surviving much longer. It is recommended that GM’s consider
nullifying the Ultra’s Legendary Trait in most circumstances if they use this rule set, as the ultra may
prove outstandingly bulky and insurmountable, particularly on bulkier npc types.
BRACE: in addition to all the usual effects of bracing, until the end of their next turn, attacks against
the character cannot benefit from accuracy. FOR THE FANS
ALTERNATIVE STRUCTURE
5-6 Glancing Emergency systems kick in and stabilize your mech, but it’s
Blow IMPAIRED until the end of your next turn.
2-4 System Parts of your mech are torn off by the damage. Roll 1d6. On
Trauma a 1–3, all weapons on one mount of your choice are
destroyed; on a 4–6, a system of your choice is destroyed.
LIMITED systems and weapons that are out of charges are not
valid choices. If there are no valid choices remaining, it
becomes the other result. If there are no valid systems or
weapons remaining, this result becomes a DIRECT HIT
instead.
1 Direct Hit The result depends on your mech’s remaining STRUCTURE: