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MARIA’S ALTERNATIVE RULESET FUN TIME!

By Maria Lopez (Esbion Arshadow)

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:

3+ STRUCTURE: Your mech is IMPAIRED and SLOWED until the


end of your next turn.

2 STRUCTURE: Roll a HULL check. On a success, your mech is


IMPAIRED and SLOWED until the end of your next turn.
On a failure, you take the SYSTEM TRAUMA result from this
table, and your mech is IMPAIRED and IMMOBILIZED until the
end of your next turn. If there are no valid systems or
weapons remaining, this result becomes a CRUSHING HIT
instead.

1 STRUCTURE: You take the SYSTEM TRAUMA result from this


table and must roll a HULL check. On a success, your mech
is IMPAIRED and SLOWED until the end of your next turn. On
a Failure, Your mech is STUNNED until the end of your next
turn. If there are no valid weapons or systems remaining,
this result becomes a CRUSHING HIT instead.
Multiple Crushing HitRoll a HULL check. On a success, until the end of your next
1’s turn, your mech cannot take its standard move, reactions,
or free actions of any kind, including protocols, and
during your next turn, you can only take 1 quick action. On
a Failure, your mech is immediately destroyed.
ALTERNATIVE STRESS
5-6 EMERGENCY Your mech’s cooling systems manage to contain the increasing
SHUNT heat; however, your mech becomes IMPAIRED until the end of
your next turn. KISSES <3
2-4 POWER Your mech suffers catastrophic disruption to power regulation
FAILURE as it tries to divert energy to critical safety systems. Your
mech is SLOWED and Deals Half damage, heat, and burn on
attacks until the end of your next turn.
1 MELTDOWN The result depends on your mech’s remaining STRESS:
3+ STRESS: Roll an ENGINEERING check. On a success, your mech
is SLOWED and Deals half damage, heat, and burn on attacks
until the end of your next turn. On a failure, your mech
becomes EXPOSED.

2 STRESS: Your mech must roll an ENGINEERING check. On a


success, it is SLOWED and deals half damage, heat, and Burn on
attacks until the end of your next turn. On a failure, it is
EXPOSED and suffers a reactor meltdown after 1d3 of your turns
(rolled by the GM). This effect can be ended by stabilizing,
or by making a successful ENGINEERING check as a quick action.

1 STRESS: Your mech is EXPOSED, and you must pass an


ENGINEERING check. On a success, It deals half damage, heat
and burn until the end of your next turn. On a failure, your
mech suffers a reactor meltdown after 1d3 of your turns. This
effect can be ended by stabilizing, or by passing an
ENGINEERING check as a quick action.
LOVE YA, BABES <3
Multiple CRITICAL Your Mech is EXPOSED, deals half damage, heat, and burn on
1’s REACTOR attacks, and suffers a reactor meltdown at the end of your
FAILURE next turn. You can end this effect by stabilizing, or by
passing an ENGINEERING check as a quick action.
Hey, this is Maria Lopez, how’s it going, kiddos?

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