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Game Structure:
Based on ‘Tunnel Goons’ by Nate Treme. A referee controls and describes the world to players
who then describe how their characters act in the world. Player’s take on the role of a pilot
who controls a giant mechanical battle suit, or mech.
Action Roll
When an action’s success is uncertain, a player rolls 2d6 and adds the score from the relevant
ability and a point for any relevant items. If the total is equal or greater than the action’s
Difficulty Score (DS) it is successful.
Dangerous Actions
If an action has a risk of danger, the difference between the roll and Difficulty Score is the
amount of damage inflicted.
Example:
As an action, a Pilot and their Mech battle a Robotic Mantis with a DS of 10. The player
rolls 2d6 and adds 2 from their Power ability, 1 from their Power Sword, and 1 from
their Heavy Armor Plating. The total is 12.
The difference between 12 and 10 is 2, so the Robotic Mantis takes 2 damage. A non
player character’s DS is also their Health Points, so now the Robotic Mantis’s Difficulty
Score is 8. If the roll was 8 then the Player’s Mech would have lost 2 health.
Durability
When a Mech’s Durability Points reach zero they cease to function and must be repaired.
Repair
Regain lost Durability Points by returning to base and repairing your mech.
Abilities
Every Pilot has a score of zero or more for these abilities
Power: Good at smacking things, feats of strength, firing a beam weapon
Speed: Good at aiming, balancing, dodging, and accelerating
Tech: Good at perception, scanning for weaknesses, system stability
Actions
Moving across the battlefield or using an ability is called an Action. Running behind a building,
attacking, hacking an enemy’s mech, or racing to the finish line are all Actions. If there is a
chance of failure in your action the Referee will ask you to make an Action Role.
Overdrive
Your Mech has Overdrive Points which increase with the number of actions you can take
during your turn. A Pilot with their Mech may take one action every round, for every
additional action taken the Mech receives an Overdrive Point (OP). A Mech can have a
maximum of six OP and a minimum of zero OP.
At the start of your turn if your Mech has accumulated any OP subtract 1 from that total and
start your turn.
Game play goes around clockwise in a circle with each player detailing their in-game action(s).
When the player is finished with their turn if their Mech has any Overdrive Points the player
must roll 1d6 for an Overheat Check. If the roll is higher than the number of Overdrive Points
Overheat
When your Mech is overheated you are incapacitated and can take no actions. Attacks
automatically succeed against your Mech. At the start of your turn lower your Overdrive Points
by 1 per normal rules, then roll an Overheat check (1d6) to roll over your current number of
Overdrive Points. If you succeed your Mech is no longer overheated, if you fail your Mech is
still overheated and your turn ends. If you roll a 6 on any Overheat check your Mech is no
longer overheated and your Overdrive Points are reduced to zero. Continue this process until
your Mech is no longer overheated or your Durability is zero.
Pro Tip: Use 1d6 to track your Overdrive Points in front of you. It reminds
you how much OP you’ve accrued and tells your allies the same.
Example:
A titan mech pushes forward with thrusters to an alien enemy (1). They activate their
beam saber and attack (2). After the attack they decide to pull away out of melee range
(3). This pilot performed three actions with their mech. They took two actions over their
allotted one per round, thus the Mech received 2 Overdrive Points. Their turn is over
they roll 1d6 and get a 4, which is higher than the 2 Overdrive Points they currently
have. The Mech is running hot but still going strong.
At the start of their next turn they lower their Overdrive Points by 1 bringing the total
down to 1. The pilot pushes forward to the enemy (1), and attacks three times with
their beam saber (3). They took 3 more actions than allotted and now add it to their
Overdrive Point total which is 4. The end of their turn they roll 1d6 and receive a 3.
That is under their Overdrive Point total so their Mech is now overheated and will be
unable to act the next round.
Turn Order
If anytime the referee needs to count rounds and actions, such as in combat, they will call for
a Speed roll. The Mech with the highest speed roll goes first, with the order going clockwise
from them. If ever two or more players have the same speed roll the player furthest clockwise
goes first.
If the referee chooses Components can be rolled for again during an Advancement, or found
from enemies after combat.
Character Creation
● Roll Character History
● Name your Pilot
● Name your Mech
● Roll for Components
● Durability Points start at 10
● Component Plugins is 6
Roll a d6 on the Character Tables to determine starting ability scores and components.
Pilot+Mech Tables
(P=Power, S=Speed, T=Tech)
Pilot Specialization
1. Mechanic (+1 Tech)
2. Speedster (+1 Speed)
3. Weapon Specialist (+1 Power)
4. Recon Pilot (+1 Speed)
5. Hacker (+1 Tech)
6. Melee Specialist (+1 Power)
1. Blaze 1. Sentinel
2. Vanguard 2. Titan
3. Fury 3. Crusader
4. Apex 4. Sabre
5. Thunder 5. Viper
6. Nova 6. Phoenix
Pilots
Roll 4d6 and combine two results for your Pilot Name.
Thank You
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This work is licensed under a Creative Commons Attribution 4.0 International License.