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Fragged Empire: Mech & Outpost Rules

This document provides optional rules for expanding the Fragged Empire roleplaying game, including new races, outpost attributes, mass combat, vehicle combat, and more. It aims to pull together new rules from other Fragged setting books and adapt them for science fiction settings. The author hopes this living document will form the basis for future rulebook updates and organized play.

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Bob
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0% found this document useful (1 vote)
727 views41 pages

Fragged Empire: Mech & Outpost Rules

This document provides optional rules for expanding the Fragged Empire roleplaying game, including new races, outpost attributes, mass combat, vehicle combat, and more. It aims to pull together new rules from other Fragged setting books and adapt them for science fiction settings. The author hopes this living document will form the basis for future rulebook updates and organized play.

Uploaded by

Bob
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Races: Details various races like Tol'at and Half-Bloods within the game's universe, exploring their unique abilities and attributes.
  • Outposts: Explains the creation and management of outposts, including trade goods, costs, and production features.
  • Mass Combat: Discusses rules and strategies for large-scale combat scenarios, including dice mechanics and combat rolls.
  • Non-Combat Travel: Covers travel mechanics outside of combat situations, detailing distance calculations and optional travel rules.
  • Drive Complications: Explores personal and gameplay complications that can arise for players during the game, encouraging role-play scenarios.
  • Optional Rule Tweaks: Introduces various rule modifications to enhance gameplay, focusing on attributes, skills, and resource management.
  • Mechs: Describes the creation, operation, and combat of Mechs, including attributes, damage handling, and repair options.
  • Mech Combat: Highlights combat mechanics for Mechs, detailing weapon stats, attack rolls, and environmental interactions.
  • GM Guide: Provides guidance for game masters, focusing on managing NPCs and combat scenarios effectively within the game.
  • Acknowledgments: Credits the creators and contributors of the document, including artwork and design notes.

1

Mike Hurrell (Order #15762691)


Introduction
Overview Table of Contents
Fragged Empire was developed over 3 years ago and during this 3 Races 22 Mechs
time we have learned a lot about the potential for this rule system. Tolatl Mech Creation
Especially after the creation of 3 new settings: Fragged Seas, Fragged Half-Bloods Attribute Location
Kingdom and Fragged Aeternum. 23 Attribute & Damage
4 Outposts Other Stats
This PDF pulls together a number of our new rules and ideas from Production Trade Goods Repair
these new Fragged setting books and adapted them to the science Repair Rolls
fiction setting of Fragged Empire. 6 Cost 24 Mech Combat
Population Weapon Stats & Attack Rolls
This PDF is a living document that will be updated over time, with Attributes Cover
the hope that it will form the foundation of not only a new Fragged Calculated Stats 25 Destruction of Cover
Empire book, the Exploration Archive, version 2.0 of the Fragged Commission Roll Failed Attack Roll: Scatter
Empire Core Rule Book and the possible development of a Fragged 7 GM’s Guide: Outpost Attributes 180 o Arc of Fire
Organised Play system. Lists Strong Hit: Critical Hit
8 Population Keywords
The Core Rule Book can be purchased from our website: 9 Outpost Attribute Optional: Mech Size
www.fraggedempire.com 11 Example Buildings 26 Heat
Example Siege Equipment Mech Explodes
Example Environments
12 Mass Combat 27 System Rolls
14 Combat Dice Types Movement & Rotation
Weapon Types
15 Non-Combat Travel 28 Command
Daily Travel Distance - Land Engineering
Gunnery
16 Drive Complications Operations
Example Drive Complications
29 GM Guide
20 Optional Rule Tweaks Combat
Rule Tweaks Types of NPCs
Only Reward Trade Goods 30 NPC Ability Tables
21 Stealth Rework (Survival) 31 Example Mech NPCs
Lists
32 Mech System Traits
33 Mech Build
34 Mech Attribute Traits
36 Mech Weapons
37 Melee Var & Mods
38 Tactical Var & Mods
39 Support Var & Mods
40 Gun Var & Mods

41 Acknowledgments

Mike Hurrell (Order #15762691)


Races
Tolatl Half-Bloods
See Fragged Kingdom pg: 47 for a full write up on the Tolatl within Most sentient races are able to breed with each other, though their
the context of that fantasy setting. non-Nephilim offspring are naturally sterile (a system implemented
by the Archons to prevent uncontrolled genetic changes).
The small Tolatl were created to be sentient tools and servants for
the Archons, with specific breeds of Tolatl being bred for specific roles. Offspring of Nephilim Emissaries should select the Nephilim race
Their bodies also have a built-in failsafe that prevents them from and not the Half-Blood race.
being biologically altered by non-Archons, through self-destruction.
Tolatl, Palantor and Zhou are unable to naturally breed with
other species.

Race Requirements Benefits Disadvantages


Tolatl You’re Tiny! -2 max Strength.
+1 Culture, Planetoids, and Operations. -1 max Movement.
When an Attack misses you: you may immediately make a free Move -1. -4 Equipment Slots.
Your tail counts as an extra limb that can use Small items. -2 to all Surgery rolls on you.
Your tail counts as a Weight 0 Toolbox of your choice (this choice may be changed through Surgery).
Gain Language: Tolatl.
Half-Blood Gain a Language. You’re NOT a super special snowflake!
Gain +1 to 2 different Skills. You may not breed (unless you’re part Nephilim).
Gain 2 of the following: Complication: Prejudice from some NPCs.
Corporation: +1 Maximum Resources and Influence, -1 max Strength. -1 Fate.
Kaltoran: Reduce all Limited Vision and Low Light penalties by 1 Step.
Legion: +5 Endurance, +1 Defence vs Impair, -1 max Movement.
Nephilim: +2 End Dmg (all Weapons), -2 Conversation.
Remnant: +1 Attribute Point, all Healing rolls that include you suffer -1 (Stacks).
Twi: +1 Armour vs Energy, -1 Stealth, You may not take Implant Traits, -1 max Strength.

Traits Requirements Benefits Disadvantages


Jumpy Tolatl If you do not move during your Turn you may move 1 Space at the end of any characters
(Movement) Action, up to your Movement Attribute +2 before your next Turn.
Tail Morph Tolatl +1 Medicine. You faint (Physical or Resolve Skill Roll of 14 to
(Bio Tech) Your tail counts as a Workshop for a single non-Medicine Professional Skill of your choice. resist) if someone grabs your tail.
Tamper-Proof Tolatl +1 Awareness, Survival and Stealth. -2 to all Extended Care rolls on you.
(Physical) You’re immune to most common viruses, poisons (including alcohol), negative bacteria, etc...
You have +1 Armour vs Weapons with the Bio Tech Keyword and/or the Chemical Weapon
Type (does not Stack).
Overshadowed Tolatl You gain Light Front Cover when you’re adjacent to a non-Tiny ally with Endurance. You have -2 Defence when you’re not adjacent to
(Tactical) Min Int 3 You gain Heavy Cover when you’re adjacent to a Big ally with Endurance. an ally.
Mixed Blood Half-Blood If you are Level 20, you spend 1 Secret Knowledge to immediately gain the Legend Level Trait.
(Level) You may select Traits with a Racial Requirement that matches either of your Half-Bloods.
Prime-Blood Half-Blood If you are Level 20, you spend 1 Secret Knowledge to immediately gain the Legend Level Trait.
(Level) You gain a second Race option that matches one of your Half-Bloods. This Race grants you no
bonuses to Skills and you may not select Traits that have non-Half-Blood racial Requirements.

Mike Hurrell (Order #15762691)


Outposts
Overview Production Trade Goods
See Fragged Kingdom pg: 69 for a full write up on the Outpost Production Trade Boxes are a type of Trade Good that are
rules within the context of that fantasy setting. gained through an Outpost and are primarily used to add-to to
improve Outposts.
Exploring, taming and settling new locations is a common theme
within Fragged Empire. An Outpost refers to settlement and/facility »» 16 Production Trade Goods can be sold with a Spare Time Roll
that the PCs hold significant sway over and are responsible for, of 16t to gain 1 Current Resource.
this may be because they own the Outpost, or because they have »» Production Trade Goods may not be acquired with a standard
befriended the local inhabitants. Trade Good Spare Time Roll. They must be generated through
your Outpost.
Outposts may be small towns, a district in a large city,
space-station, mining outpost, etc... »» Food
4 Food Trade Boxes may be exchanged for +1 Current Influence.
Influence Cost »» Organisms
Outposts cost Influence, much like Spacecraft. All Influence may 2 Organisms may be exchanged for 1 Food or a Flesh Rejuvenator.
be spent twice; once on a Spacecraft and once on an Outpost. »» Ore
»» Energy
Thomas and his 4 fellow PCs have 4 Influence each. They each 2 Energy may be exchanged for 1 free Commission Roll.
spend their Influence to acquire a Spacecraft and a Outpost, each »» Machinery
costing 20 Influence. Represents both organic and inorganic machinery.
»» Tech
Cargo Space 2 Tech may be exchanged for 1 Food, Ore or Machinery.
Outposts have twice the amount of Cargo Space than their Fragged
Kingdom Outpost counterparts, as Cargo Space is used to install
Workshops (just like Spacecraft) and all Trade Goods not stored in a Repair Rolls
Cargo Space will be quickly lost.
Sometimes an Outpost may become damaged from Mass Combat
Commission (pg: 12) or from other in-game events. In these cases, Repairs may
Commission Rolls work like Levy Rolls from Fragged Kingdom, be made to restore an Outpost’s Attributes.
with some changes to your options.
There are no in-combat methods to Repair Outposts.
Attribute Maximums
Unlike their Fragged Kingdom Outpost counterparts, Outpost Alter, 12t
Attribute Maximum Totals usually equal 12, not 16, as the Develop Spend 2 Food.
Commission does not decrease an Attribute Maximum when it Retro a single Outpost Trait or Attribute.
increases one.
Quick-Fix, 14t
Traits Spend 2 Ore or Machinery.
You may have up to 1 Trait per Attribute: Farms, Mines, Industry, Repair 1 point of Damage to an Attribute or Repair a Building.
Prosperity, Security and Order, Most Traits have a Production Trade
Good cost. Restore, 16t
Spend 4 Ore & Machinery.
Buildings Requires a Workshop.
Structures built and owned by the PCs. Buildings have a Trade Good Repair 2 points of Damage to all Attributes and Repair a Building.
cost, required time to build, and most should require a Workshop.

Workshops count as Buildings.

Mike Hurrell (Order #15762691)


Creating a Outpost
Best done alongside your GM and fellow players.
Attributes and Traits may be affected by your environment.

Find and Secure a Location


Choose a location carefully in the world for you to found your Outpost.
You may need to clear out monsters, or explore the area first.

GM Defines your Outpost’s Attribute Maximums and Available Traits


The GM defines your Outpost’s Attribute maximums based on your
environment (see pg: 7).
The average total Attribute maximum is 12.

Spend your Influence


Spend Influence on Attributes (see pg: 6 for costs).
Spend Influence on Traits. Each Trait costs 2 Influence and may
require Trade Goods or a specific environment (ie: a waterway).

Name and Draw a Map of your Outpost


Be sure to mark key locations of interest.

Mike Hurrell (Order #15762691)


Cost Calculated Stats
PCs may pool their Influence to acquire an Outpost. And all PCs These calculated stats are derived from your six Attributes.
may be spend their Influence twice (see the previous page).
Cargo Space = Pro x2
»» The Influence cost of each Attribute is equal to its value plus The amount of secure storage space at your Outpost.
all previous values, ie: 3 Farms would cost 6 (3+2+1) Influence.
Wealth = Pro + Ord
Attribute Value: 1 2 3 4 5 6 7 8 The taxable population living at your Outpost.
Influence Cost: 1 3 6 10 15 21 28 36
Workforce = Sec + Ord
»» Traits cost 2 Influence. The number of trained workers willing to work for you.

Soldiers = Pro + Sec


Population The quantity of trained soldiers at your Outpost.

Works like a Spacecraft’s Build. All Outposts must select a Population. Mass Combat Dice, pg: 12
The number of Combat Dice this Outpost contributes to Mass
Combat when it is being directly attacked.
Attributes
»» Recruit Combat Dice = Workforce +2.
Represent the developed potential of your Outpost. »» Advanced Combat Dice = Soldiers.
»» Armoured Combat Dice = Soldiers -3.
»» Attribute maximums: are determined by the GM based on the
Outpost’s location, see pg: 7. (usually totally 12).
»» Your first three Attributes (Farms, Mines and Industry) produce Commission Roll
Trade Goods at the start of each game Session.
See pg: 12 for full Mass Combat Dice rules.
Farms (Far)
The amount of organic material being produced at your Outpost. You may demand or request produce or assistance from the
»» Produces Food Trade Goods = Farms x2. people living within your Outpost.
»» Produces Organisms Trade Goods = Farms -2.
»» Requires a Spare Time Roll of; (16 - Workforce)t.
Mines (Min) »» May be performed once a week per PC, per Outpost.
The amount of minerals and power being produced at your Outpost. »» You must be able to contact your Outpost.
»» Produces Ore Trade Goods = Mines x2. »» You may only Commission from a Outpost which you have
»» Produces Energy Trade Goods = Mines -2. contributed Influence to.

Industry (Ind) Trade Goods


The amount of organic and inorganic machinery being built at »» Tax: May be successfully performed once per Session per Outpost.
your Outpost. Gain Valuable Trade Boxes = Wealth -2.
»» Produces Machinery Trade Goods = Industry x2. »» Work: Farms, Mines or Industry produces Trade Goods again.
»» Produces Tech Trade Goods = Industry -2. »» Deploy:
Force: Costs 1 Food.
Prosperity (Pro) Gain 2d6 Recruit and Skilled Mass Combat Dice.
The wealth and well-being of the people living in your Outpost, Armada: Costs 2 Food & Machinery.
Gain 4d6 Recruit and Skilled Mass Combat Dice.
Security (Sec) Spec Op: Costs 2 Energy, Machinery & Tech.
The safety of your Outpost. Ie: guards, towers, secure roads, etc... Gain 2d6 Elite Mass Combat Dice.

Order (Ord) Tasks


The efficiency of your Outpost. »» Develop: Cost 1 of each Type of Production Trade Good.
Increase any Outpost Attribute Maximum by 1.
»» Transport: Move 8 Trade Goods from this Outpost or
move 4 Trade Goods to this Outpost.

Mike Hurrell (Order #15762691)


GM’s Guide: Outpost Attributes Example Outpost Maximums
As the GM, you set the Attribute maximums of a newly established Jungle Outpost (Total: 13)
Outpost. There are many things to consider when deciding what »» Farms 4 »» Prosperity 2
these maximums should be, but it is important that you make the »» Mines 1 »» Security 2
PCs’ chosen location feel meaningful. »» Industry 1 »» Order 3

»» Each maximum can be as high as an 10, or as low as 1. May Gain the Following Traits:
»» All maximums added together should equal 12, but can be as »» Exotic Foods. »» Hunt & Gather.
low as 8 if the land is particularly harsh or inhospitable or as »» Farms. »» Access to unexplored locations.
high as 16 if the area is especially well-suited.
Mineral Rich Asteroid Mining Complex (Total: 13)
Ask yourself the following questions when considering each »» Farms 0 »» Prosperity 2
Attribute’s maximum. »» Mines 5 »» Security 2
»» Industry 3 »» Order 1
»» Farms: How arable is the environment?
»» Mines: How much ore is in the immediate area, and how May Gain the Following Trait:
difficult is it to reach? Is there a nearby source of energy? »» Natural Defence.
»» Industry: Is the area suitable to the use of heavy machinery
and the construction of large factories? Moonbase on a Trade Route (Total: 12)
»» Prosperity: Are there friendly Outposts in the area? Is this »» Farms 1 »» Prosperity 4
Outpost located on a trade route? »» Mines 1 »» Security 2
»» Security: How easy is this place to defend? How close is the »» Industry 3 »» Order 1
Outpost to other Outposts that might lend military assistance?
»» Order: How compelling is this place to live? Would life here Gas Giant Orbatal Spacestation (Total: 11)
be easy? »» Farms 0 »» Prosperity 3
»» Mines 3 »» Security 2
Keep in mind that PCs can develop their Outpost, increasing any »» Industry 2 »» Order 1
Attribute maximum. But to do this they will require at least one of
each kind of Production Trade Good. Hidden Deadspace Spacestation (Total: 9)
»» Farms 0 »» Prosperity 1
Outposts far from other settlements (and especially large cities) »» Mines 0 »» Security 5
should have higher Farm and Mines maximums, while places closer »» Industry 2 »» Order 1
to other settlements should have more Security and Order.
»» This Outpost is difficult to locate.
Many Traits require specific geographical features (and GM
permission). Some of these valuable locations may have non-ideal May Gain the Following Trait:
reduced Attribute maximums. In some cases, you may allow the PCs »» Natural Defence.
to unlock the potential to pick a Trait via in-game actions (such as
clearing a dangerous ruin of hostile creatures). Occupied Kaltoran City Ruins (Total: 13)
»» Farms 1 »» Prosperity 2
Outposts set in space should have 0 Farms maximum and a low »» Mines 3 »» Security 2
Order maximum. But possibly a higher Prosperity maximum due to »» Industry 2 »» Order 3
ease of spacecraft access.
»» This Outpost gains 20 Ore and 3 Tech.

May Gain the Following Traits:


»» Ancient Labs
»» Access to unexplored locations.

New City District (Total: 11)


»» Farms 1 »» Prosperity 2
»» Mines 0 »» Security 3
»» Industry 2 »» Order 3

Mike Hurrell (Order #15762691)


Outpost Population (May Select up to 1 per Attribute)

Population Requirements Benefits Disadvantages


Corporation +1 max, Industry, Prosperity or Order. Deploy Commissions costs you +1 Valuable Trade Box.
You produce +1 Energy per session. You produce -2 Food per session.
Kaltoran +1 max, Farms and Mines. -1 max, Prosperity and Order.
You produce +1 Food, Ore and Machinery (minimum of 1) per session. Mass Combat Dice from Deploy Commission gain
Deploy Commissions costs you -1 of each Production Trade Good Type. random Mass Combat Types (normally you
choose). 1 = Long Distance, 2 = Support, 3 =
Fast, 4 = Tactical, 5 = Armoured, 6 = Advanced.
Nephilim +2 max Security. -1 max Prosperity.
+1 Soldiers.
Organisms may be used in place of, and functions like, all other Production Trade Goods.
Twi-Far Your Outpost can relocate when you perform a Transport Commission: when you do, you may Your starting Attribute maximum total equals 10
Retro any amount of your Attribute Points (to reflect your new environment). (normally around 12) and is not based on
your environment.
Deploy Commissions costs you +1 Energy.
-1 Soldiers
Mixed X Secret Kn You gain the Benefits and Disadvantages of X other non-Zhou or Palantor Populations. You -X max Security & Order.
may select Traits that require these Populations.
Legion +2 Soldiers. (This Outpost is underpowered).
Deploy Commissions do not require you to make a Commission Spare Time Roll. This costs +5 Influence if it is located in a non-
cold environment. +10 if in a hot environment.
You produce -2 Food, Ore and Machinery per session.
Remnant +2 max Order. This Outpost is underpowered.
+1 Workforce and Soldiers.
Palantor Secret Kn +1 max Industry and Order if your Outpost is located in Space. (This Outpost is underpowered).
Tech may be used in place of, and functions like, all other Production Trade Goods. -2 max Farms.
This Outpost may function in most hostile environments.
Zhou Secret Kn +4 Soldiers. (This Outpost is underpowered).
This Outpost may function in most non-heat based hostile environments. Develop Commissions costs you +1 of each
Production Trade Good Type.
At the end of each session your Farms Attribute
takes 1 point of Damage if forces from this
Outpost did not fight in a Mass Combat.

Mike Hurrell (Order #15762691)


Outpost Attribute Traits (May Select up to 1 per Attribute)

Farms Trade Good Cost & Requirements Benefits Disadvantages


Balance All of your current Attributes equal Your Outpost does not suffer 1 point of Farms Attribute Damage at the -2 Soldiers.
the same number. end of each session if it did not fight in a Mass Combat.
Zhou. +2 max Order.
Bio-Labs 3 Tech. Your Outpost produces +1 Organisms (+2 if your Population is Nephilim). -1 max Prosperity if your Population is Nephilim.
Exotic Foods 3 Organisms, 4 Tech. When you Commission Tax you gain 1 Valuable Trade Good.
Access to exotic food or 8 Organisms. +2 max Prosperity and Order.
Farms 4 Food, 3 Machinery. When you Commission Work on your Farms you gain additional Food Your Outpost produces -2 Food.
Access to fertile land. equal to your Farms x2.
Freighter Port 10 Ore, 2 Machinery. When you Commission Transport you may transfer double the amount
of Trade Goods (normally 8 or 4) and, if your environment has no
atmosphere (ie: space) you also gain 1 Trade Box.
Hunt & Gather 4 Food, 2 Food/Machinery. Your Outpost produces +2 Food.
Access to fertile environment. This Outpost gains +2 Ambush Mass Combat Dice when directly attacked.
Not Corporation.
Hydroponics 2 Ore, 2 Machinery. Your Outpost produces +2 Food.
Solar Panels 3 Ore, 3 Machinery, 2 Tech. Your Outpost produces +2 Energy. Your Outpost produces -4 Food.
Urban Sprawl 12 Ore, 3 Machinery, 3 Energy. +2 Workforce. Your Outpost produces -2 Food.
Min Farms 3. +2 max Prosperity.

Mines Trade Good Cost & Requirements Benefits Disadvantages


Ancient Labs 4 Energy, 2 Tech. When you Commission Work on your Mines roll a d6; on a roll of 2+ you This location may become dangerous.
Access to Archon or X’ion labs. gain 1 Tech and on a roll of 4+ you also gain 1 Organism. Your Outpost Produces -2 Ore.
Aquaponics 1 Ore, 4 Machinery. +1 max Farms (+2 if you have access to large amounts of water).
Your Outpost produces +2 Food if your Population is Kaltoran.
Deep Mines 1 Ore, 3 Machinery. Your Outpost produces +2 Ore.
Explorers 4 Food. Strong Hit: Explore (Commission, Success) Gain 1d2 Valuable Trade Boxes. Your Outpost produces -2 Ore.
Access to unexplored locations. This Outpost gains +1 Ambush Mass Combat Dice when directly attacked.
Large Reactor 6 Machinery, 1 Tech Your Outpost produces +1 Energy.
Natural Defence 8 Ore, 4 Machinery. This Outpost gains +1 Advanced Mass Combat Dice when directly attacked.
Access to a naturally defensible location. This Outpost gains +2 Armoured Mass Combat Dice when directly attacked.
Rare Materials 4 Machinery/Tech. When you Commission Work on your Mines you gain 1 Valuable or 1 Your Outpost produces -2 Ore.
Access to rare materials or 8 Tech. Tech Trade Box.
Scavangers 4 Food. Strong Hit: Found Stuff (Commission, Success) Gain 1 Trade Box of Your Outpost produces -1 Organisms, Energy and
Kaltoran any kind. Tech (to a minimum of 1).
Strip Mines 8 Machinery. When you Commission Work on your Mines you gain additional Ore -1 max Farms (this Disadvantage is never lost,
equal to your Mines x2. even if you Retro this Trait).

Industry Trade Good Cost & Requirements Benefits Disadvantages


Arms Production 10 Ore, 10 Machinery. If a Mass Combat starts within 1 week travel distance of this Outpost it Your Outpost produces -2 Ore.
gains +2 Skilled Mass Combat Dice. If your Population is Corp; ALL enemy Mass Com-
+1 max Prosperity (+2 if your Population is Corporation). bats within 1 months travel of this Outpost
+1 max Security (+2 if your Population is Legion). gain +1 Skilled Mass Combat Dice.
Draz Production 1 Machinery, 1 Organisms, 1 Tech. Your Outpost produces 1d3-1 Valuable Trade Box per session. -1 max Farms and Order (this Disadvantage is
Corporation or 10 Valuable. never lost, even if you Retro this Trait).
Factories 2 Ore, 2 Machinery. Your Outpost produces +2 Machinery.
Star Port 10 Ore, 10 Machinery, 4 Tech. When you Commission Transport you gain 1 of any kind of Production
Trade Box (2 if your environment has no atmosphere (ie: space)).
Synth-Steel 8 Machinery, 6 Energy, 4 Tech Your Outpost produces +10 Ore. Your Outpost produces -2 Energy.
Corporation or 10 Valuable.. Your Outpost produces +4 Machinery.
+1 max Prosperity.

Mike Hurrell (Order #15762691)


Prosperity Trade Good Cost & Requirements Benefits Disadvantages
Commercial Zones 8 Ore, 1 Energy, 2 Valuable. When you Commission Work you gain 1 Valuable Trade Good.
Min Prosperity 3. +1 Wealth.
Drug Labs 3 Organisms, 3 Tech. Your Outpost produces +1 Organisms.
2 Organisms may be exchanged for a free Stim Spare Time Roll.
Educated 1 Energy, 2 Tech, 1 Valuable. Strong Hit: Learn Something (Commission, Success) Gain a Research Unit. -1 Workforce.
Min Prosperity 3.
Industry Zones 4 Ore, 4 Machinery, 1 Energy/Tech. Reduce all Ore and Machinery costs by 2 (to a minimum of 1).
Min Prosperity 3. +1 Workforce.
Inventive 1 Secret Knowledge. You may select a second Trait for a different Outpost Attribute.
Tourist Port 10 Ore, 4 Machinery, 2 Valuable. +1 Wealth (+2 if your environment has an atmosphere (ie: land)). All Outposts within 1 week travel distance of this
Min Prosperity, Securtiy and Order 3. All Outposts within 1 week travel distance of this Outpost gain +2 Outpost gain -1 max Security (Stacks to -2).
Wealth (Stacks to +4).
Trade Port 10 Ore, 10 Machinery, 2 Energy. +1 Workforce (+2 if your environment has no atmosphere (ie: space)).
Min Prosperity and Order 3 OR Twi. All Outposts within 1 week travel distance of this Outpost gain +2
Workforce (Stacks to +4).

Security Trade Good Cost & Requirements Benefits Disadvantages


Cloaked 10 Machinery, 12 Energy, 4 Tech. Your Outpost is invisible to the outside. Your Outpost produces -2 Energy.
Palantor or 10 Tech. When directly attacked all Mass Combat Dice from this Outpost gain the
Min Security 3. Ambush Type.
Elite Force 4 Machinery, 4 Tech. +2 Soldiers.
Mercenary Force 4 Food, 1 Energy, 1 Valuable. Valuable Trade Goods may be used in the place of any other Trade -1 Wealth.
Min Prosperity 3 or Corporation. Good for Deploy Commission Rolls.
+1 Soldiers.
Military Port 18 Ore, 8 Machinery, 2 Energy, 2 Tech. All Mass Combats within 1 weeks travel gain +2 Fast Mass Combat Dice.
Min Security 3. (+3 if your environment has no atmosphere (ie: space)).
All Outposts within 1 week travel distance of this Outpost gain +2
Soldiers (Stacks to +4) and +1 max Security (Stacks to +2).
Mystical 3 Organisms/Energy/Tech. Strong Hit: Sanctify (Commission, Success) Regain all of your spent Fate points.
GM Permission. This Outpost gains +2 Support Mass Combat Dice when directly attacked.
Missile Silos 2 Ore, 8 Machinery, 3 Energy, 1 Tech. You may launch missiles attacks over very long distances.
All Mass Combats within 2 days travel gain +4 Long Distant Mass Combat
Dice. (+6 if your environment has no atmosphere (ie: space)).

Order Trade Good Cost & Requirements Benefits Disadvantages


Affluent 8 Ore, 8 Machinery, 2 Energy, 6 Tech. This Outpost is a major city and will shape the economy and polotics This Outpost will attract unwanted attention.
Min Prosperity, Security and Order 6. of the entire system; All character who have contributed Influence
to this Outpost gain +4 maximum Resources and Influence.
Beautiful 4 Valuable. This Outpost and all of its Buildings look beautiful.
1 Secret Knowledge. +2 max Prosperity and Order.
Democracy Min Security and Order 3. The people of this Outpost are loyal. The people of this Outpost like to complain.
+1 max, all Attributes. -2 Soldiers.
Long Range Comm 8 Machinery, 1 Energy, 3 Tech. This Outpost, and all Outposts that can communicate with it, may com- This Outpost may attract unwanted attention.
municate to other Outposts over a very long range.
+1 max Order.
Planned Min Order 3. A single character may make 1 Free Commission Roll for this Outpost per
session. This roll may be made even if you are not currently able
to contact the Outpost. But it may still cost Trade Goods and time.
Vigorous Remnant or Nephilim Any character who has contributed Influence to this Outpost may make
up to 2 Commission rolls per week (normally one per week).
Well Governed Min Prosperity, Security and Order 4. +1 Wealth, Workforce and Soldiers.
1 Secret Knowledge. All Outposts within 1 week travel distance of this Outpost gain +1
Wealth, Workforce and Soldiers (Stacks to +3).

10

Mike Hurrell (Order #15762691)


Example Buildings

The Buildings listed here are just examples intended to inspire GMs and PCs. GMs should feel free to create new entries.

Mass Combat Dice from Buildings may ONLY be used when your Building is directly involved in a fight, not just the Outpost in general (ie: a
houses Private Guards may only be used when it is being directly attacked).

General Examples Description Cost Time Acquire


Standard +4 Cargo Space. 6 Ore, 2 Machinery 1 Week 12t
Large +10 Cargo Space. 10 Ore, 2 Machinery 1 Month 14t
Huge +20 Cargo Space. 14 Ore, 4 Machinery, 2 Energy 2M 16t
High-Tech, Standard +6 Cargo Space, has other GM defined features. 6 Ore, 2 Machinery, 1 Energy, 2 Tech 1 Month 14t
High-Tech, Large +14 Cargo Space, has other GM defined features. 10 Ore, 2 Machinery, 2 Energy, 4 Tech 2M 16t
High-Tech, Huge +40 Cargo Space, has other GM defined features. 14 Ore, 4 Machinery, 6 Energy, 8 Tech 4M 18t
Grand Decoration 2 Organisms, Ore, Energy or Tech 3W 14t
Speed Up +2 Valuable -1 M 12t
Extra Space +2 Cargo Space (Stacks), extra living space. 4 Ore, 1 Machinery +1 W 10t

Vocation Description Cost Time Acquire


Private Business, Specialty Counts as a Dedicated Workshop, Tax Commission grants you +1 Valuable Trade Box (Stacks 4 Ore/Machinery, 2 Organisms/Energy/Tech, 2W 14t
up to +3). 2 Trade Boxes, 2 Valuable, 4 Cargo Space
Private Business, Bulk Counts as a Dedicated Workshop, Tax Commission grants you +1 Trade Box (Stacks up 6 Ore/Machinery, 6 Organisms/Energy/Tech, 3W 10t
to +3). 1 Valuable, 20 Cargo Space
Business Network Once per session you may exchange 1 Trade Box for 1 Valuable Trade Box. 1 Valuable, 4 Cargo Space 1 Month 3x 12t
Private Business, Tourist One PC gains +1 Maximum Influence (Stacks up to +2). 2 Ore/Machinery, 4 Energy/Tech, 3W 12t
1 Valuable, 10 Cargo Space

Security Description Cost Time Acquire


Private Guards Gain +1 Skilled Mass Combat Dice. 2 Food, 2 Machinery, 1 Valuable 2W 12t
Elite Guards Gain +1 Elite Mass Combat Dice. 2 Energy, 3 Tech, 2 Valuable 1 Month 16t

Example Siege Equipment

The Siege Equipment entries listed here are just examples intended to inspire GMs and PCs. GMs should feel free to create new entries.

If the PCs have gathered a large force, they may have them freely move any reasonable amount of Production Trade Goods for the purposes
of constructing Fortification and Siege equipment. There is no need for them to make a Transport Commission Roll. GMs are encouraged to not
bog things down with unnecessary logistics.

Fortifications Description Cost Time Acquire


Wall Reduce the number of your Mass Combat Dice removed during your first round by 1 (Stacks). 10 Ore, 2 Machinery 1 Day 8t
Advanced Defence Reduce the number of your Mass Combat Dice removed during each round by 1 (Stacks 10 Ore/Machinery, 20 Energy/Tech 1 Month 2x 16t
upto 3), Specific Counter Mass Combat Dice are immune to this effect.
Emplacements Gain +2 Tactical Mass Combat Dice. 8 Ore, 2 Machinery 1 Week 12t
Artillery/Missiles Gain +4 Long Distance Mass Combat Dice. 4 Ore, 4 Machinery, 2 Energy, 2 Tech 1 Month 14t

Traps Description Cost Time Acquire


Basic Traps Gain +3 Ambush Mass Combat Dice that may only be used once. 2 Machinery/Energy/Tech 1 Day 8t
Advanced Trap Gain +4 Advanced Ambush Mass Combat Dice that may only be used once. 2 Energy, 4 Tech 1 Day 16t

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Mass Combat
Overview
Mass Combat of dice from their pool to oppose the PC. In this the GM should be
When PCs become involved in a large battle involving hundreds of guided by common sense, eg: if a PC says they’re assaulting a specific
combatants (ie: sieges, or against monsters so massive it takes an section of a complex then the GM should only use Combat Dice Types
army to defeat) they should use the Mass Combat rules. that match the combatants defending that section of the comlpex.

Building an Army
If the PCs have an Outpost, they also have a small army at their The highest total dice roll gains a Success.
disposal. During Mass Combat battles the size and nature of the
force at the command of the PCs often depends on how many forces
they have Deployed, and if their Outpost is under direct attack. May not be used by other PCs
The Combat Dice contributed by a PC may not be used by any
GMs should also feel free to increase or decrease the size and other PC until all PCs have made a Combat Skill Roll for this
nature of the PCs army based on their in-game actions. round. This rule does not apply to the GM, but the GM should be
careful to only apply Combat Dice against the PCs if it makes
sense (ie: if a regiment of soldiers is busy fighting another PC
Mass Combat they can only fight a different PC if that PC attacks them as well).

Uses the standard Theatre of the Mind Combat rules except that Skill Bonuses
both PCs and the GM use additional dice to reflect the involvement Usually when a player uses a skill in a Theatre of the Mind
of additional combatants. These may represent large numbers of Combat they add their Skill bonus, or penalty, to their roll. In
solders, emplacements, special skills and circumstantial advantages. Mass Combat the players instead receive a Combat Dice bonus
or penalty for using a Skill they’re Trained or Untrained in.
Combat Dice Pool
At the start of a Mass Combat, the GM places a large pool of Combat »» Trained/Description Bonus: +1d6 (gain a free Standard die).
Dice in front of themselves and in front of the PCs. These represent »» Untrained/Description Penalty: -1d6 (do not roll one of your
the number of combatants on each side of the coming conflict. non-Recruit contributed dice).
Some Combat Dice Types have unique rules (see adjacent page).
Strong Hit: Mass Damage
Number of Dice - PCs Both the PCs and the GM have access to this Strong Hit Option.
The number of Mass Combat Dice that the PCs have Deployed
from their Outpost. Requirements:
»» Does not Req Success. »» Mass Combat.
Number of Dice - GM
The GM may choose to have any number of Combat Dice. 50% Result:
more Combat Dice than the PCs is recommended for a loosely The GM removes 1 of the Combat Die that your opponent
balanced encounter. contributed to this Combat Skill Roll from this combat (Stacks).
This does not change who won this Combat Skill Roll.
Making a Combat Skill Roll
When a PC makes a Combat Skill Roll they may roll any number Failed Combat Skill Roll
of Combat Dice from their pool (please note: PCs do not add their If a PC fails a Combat Skill Roll the GM may decide to cause 2
Skill bonus to their roll; see adjacent column). This represents what points of Attribute Damage to a PC AND 1 point of non-random (do
combatants are involved in the fight. not roll 1d6) damage to a Outpost Attribute.

After the PC decides how many combatants they’re contributing to Ending a Mass Combat
the fight, they must describe their approach and choose a skill (as Most Mass Combats should end after the PCs have achieved a
with the standard Theatre of the Mind Combat rules). The GM then single victory per PC (not 2 per player) or once the GM or PCs have
gives out any Description bonuses or penalties and selects a number no more Combat Dice.

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Mass Combat
Works like the Theatre of the Mind Combat Rules
See Core Rule Book pg: 96

GM Sets the Scene and Defines the Involved Forces


The GM describes the situation to the players, pointing out anything
important (eg: nearby terrain, etc...), and sets the mood.
They GM may also wish to place the Mass Combat Dice into piles,
showing what forces are near each other.

Each PC Takes Turn Rolling


Players must describe their approach, and the GM defines the most
appropriate Skill and gives out any Description bonus or penalty.
Players must then declare what forces (Mass Combat Dice) they will
be bringing into Combat from their pool. They may not use any
Mass Combat Dice that have already been used this round.

GM Defines the Opposing Forces


The GM selects Mass Combat Dice from their dice pool.
The GM may use Combat Dice that have already been used during
this round if appropriate.

Compare Results
Highest dice total equals a Success.
If a PC fails a Combat Skill Roll the GM may decide to cause 2
points of Attribute Damage to a PC AND 1 point of non-random (do
not roll 1d6) damage to a Outpost Attribute.
Strong Hits may remove other Combat Dice from the Combat, using
the Mass Damage Strong Hit Option.

GM Says when Combat Ends


This may be when the players achieve 1 Successes per player, or
possibly when one side has no remaining forces.
After combat has ended, the GM should do a final narration.

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Combat Dice Types
Here are some examples of Combat Dice Types that the GM might »» Armoured:
use. GMs should feel free to create new Types. We recommend using Reduce the number of your Armoured Mass Combat Dice that
different coloured dice for each Type that you are using. would be removed each round by 1.
You may not participate in the first two or three (GM’s discretion)
PCs and GMs should treat these rules VERY lightly and always do rounds of Mass Combat (as you take some time to move
what makes sense and be flexible (ie: you may be able to take out into position).
emplacement crew and turn them on your enemies).
»» Counter:
The below 3 Combat Dice Types are gained through the Deploy You must specify the exact nature of each Counter Mass Combat
Commission Spare Time Rolls from your Outpost. Die (ie: anti-air).
These Counter Mass Combat Dice are immune to a specific
style of opponent (ie: immune to spaceships, tanks, light
»» Recruit: infantry, etc...). GM Discretion is given.
If a Recruit Combat Die rolls a “1”, remove that Combat Die from
this combat. »» Fast:
After every fourth Mass Combat round all Fast Mass Combat
»» Skilled: Dice may join in on a bonus Mass Combat Round.
Gain 1 additional non-Elite Mass Combat Dice Type.
»» Long Distance:
»» Elite: This combatant is able to contribute to the fight from a safe
Gain 2 different additional non-Elite Mass Combat Dice Type. distance. It may only be removed from the combat with
the GM’s permission (ie: it is engaged at close range or is
attacked by another Long Distance Combat Die).
»» Advanced:
Any roll of a “5 or a 6” on an Advanced Combat Die counts as »» Standard:
a Strong Hit. Standard rules.

»» Ambush: »» Support:
Ambush Combat Dice gain 1 free Strong Hit during the first Strong Hit: Mass Damage from Leader Combat Dice may also
round of Mass Combat that they are used. This may only bring back a Recruit Combat Die that was removed due to it
happen upto twice per roll. rolling a “1”.

»» Tactical:
Able to contribute to two Combat Skill Rolls per round.
May represent a tactically advantages position.

Optional Rule: Dice Piles


For tactical flavour, the GM may divide their Combat Dice pools
into separate piles while describing the scene, and allow players to
‘attack’ certain piles. This restricts the GM, but may give the players
interesting tactical decisions and a clearer sense of the scene.

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Non-Combat Travel
Daily Travel Distance - Land
This is the amount of distance that can be travelled by a group in Example Alterations
one by land. GMs are encouraged to alter this amount based Environments and in-game actions may alter your Daily Travel
on environmental effects and player actions. Distance and Maximum Travel Distance at your GM’s discretion.

»» Your Daily Travel Distance should rarely be reduced below 25%. Regular Hunting and Gathering
»» -50% Daily Travel Distance for 4 days and allow PCs to make
Plot out your Journey Beforehand a Spare Time Roll (GM sets difficulty) to regain Supplies.
Before a character or group departs on a journey they should plot
their path. This can be done without a map (but a map will help). Scarce Hunting, Gathering and/or Water
This will not only help a GM to plan future game sessions, but it also »» -25% Daily Travel Distance.
reflects the value of good planning.
Sickness and/or Many Wounded
»» -25% Daily Travel Distance.
»»If you don’t plot your journey: -50% Daily Travel Distance.
Large Group by Land and without a Road
»» -25% Daily Travel Distance.
Optional Rules: Realistic Travel
»» Maximum Travel Distance equals 5 (not 10) days per free Push Forward
Equipment Slot. »» +200% Daily Travel Distance for the first day.
»» A group’s Supplies are not automatically refilled when they »» -50% Daily Travel Distance for future days.
visit a location of plentiful Food and Water (ie: a town); »» Supplies consumed 6 days faster.
PCs must make 1 Spare Time Roll of 12t (to represent
hunting/gathering or purchasing Supplies) to refill 10 spare Vehicle
Equipment Slots. »» +50% to +400% Daily Travel Distance (Stacks).

Supplies, and Maximum Travel Distance Road or along a Waterway (ie: River or Coast)
Characters may travel for 10 days between locations of plentiful »» +0% to +50% Daily Travel Distance.
food and water (eg: town or natural bounty) for each empty Equipment
Slot that they have, as it is assumed these Slots are filled with Dense Foliage, Mountains, Deserts, Etc...
Supplies. Companions are assumed to be carrying their own Supplies. »» -25% to -50% Daily Travel Distance (Stacks).

Characters are able to share Supplies with each other.

Starvation
Per 2 full days you’re without Supplies.
»» Each PC takes 1 Damage (no Armour) to a random (1d3) Attribute.

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Drive Complications
Overview Example Drive Complications
These optional Complications may help you to define your Adoration
character’s core motives. You seek the adoration and approval of others, always wanting to
be the centre of attention.

Drive Complications are Performance artists, gang leaders, heroes and the like may have
designed to be a reward for proactive roleplaying, this Drive. Adventurers with this Drive will often seek public approval
not compensation for additional difficulties. for destroying monsters and other threats to society. They may also
seek political influence and they like to show off their powers.

The example Complications listed here are intended to inspire GMs »» If you lose the respect of a group, or a powerful individual: you
and PCs. GMs should feel free to create new Complications. suffer 1 point of Attribute Damage (no Armour) to 2 random
(2d3+3) Attributes.
GMs are encouraged to slightly alter the rewards given by these »» If you impress a group or a powerful individual you: gain a
complications. Easily-completed tasks should grant no rewards and Fate point.
difficult rewards should grant more. »» If you gain the respect of a group or a powerful individual who
once disliked you: gain a Spare Time Point.
»» You may only take one Drive Complication.
»» Your Drive Complication choice may be kept secret from the Caring
other PCs. You genuinely care for the well-being of others.
»» Drive Complications do not automatically grant you Fate
points when they inhibit you. Healers, parents, philanthropist and the like may have this Drive.
Adventurers with this Drive are keenly aware of the suffering caused
by monsters, criminals and the powerful.

»» If you fail to protect another person: you suffer 1 point of


Attribute Damage (no Armour) to 2 random (2d3+3) Attributes.
»» If you successfully protect or significantly improve the life of
someone else: gain a Fate point.
»» If you successfully save the life of a person for no personal
physical gain; you gain a Spare Time point.

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Cause Discovery
You have a purpose and a belief that consumes your life. You’re driven to uncover secrets and break new intellectual ground.

Prophets, cultists, revolutionaries and the like may have this Scientists, magicians, professors and the like may have this Drive.
Drive. Adventurers with this Drive are often dedicated to a particular Adventurers with this Drive will often strive to uncover the universes
religious message or an ideal. innumerable secrets.

»» If you’re prevented from furthering your cause: you suffer »» If you did not gain a Study point during your previous session:
1 point of Attribute Damage (no Armour) to a random you suffer -1 to all Skill, Spare Time and Attack Rolls this
(1d3+3) Attribute. session (does not Stack).
»» If you further your cause: gain a Fate point. »» When you gain a Research Unit you also gain a Fate point.
»» If you convince another person to further your cause against »» If you discover a Secret Knowledge: gain a Spare Time Point.
their own self-interests: gain a Spare Time Point.
Domination
Collector You seek to exert control over others through force or intimidation.
You like to collect rare objects of a particular type. This may be through physical force, social pressure or other brazen
forms of intimidation.
Archaeologists, gallery owners, wealthy collectors and the like
may have this Drive. Adventurers with this Drive may collect trophies Street thugs, lords, headmasters and the like may have this Drive.
from great kills, ancient heroic artefacts or arcane books.
»» If you ever take 2 or more points of Attribute Damage from a
»» If you lose, fail to obtain, or witness the destruction of, a rare single Attack: you become Suppressed.
object that you desire: you suffer 1 point of Attribute Damage »» If you successfully achieve your agenda through intimidation:
(no Armour) to 2 random (2d3+3) Attributes. gain a Fate point.
»» If you discover information about, or the location of, a rare »» If you successfully intimidate a large group of people or
object that you desire: gain a Fate point. an individual that is more powerful than you: gain a Spare
»» If you acquire a rare object that you have been seeking for Time Point.
some time: gain a Spare Time Point.
Rule Keeper
Competition You live by a set of rules. These may be strict religious texts,
You thrive on overcoming trials, and especially involving other people. traditions or a personal moral code.

Athletes, gladiators, businessmen and the like may have this Drive. Priests, knights, old people and the like may have this Drive.
Adventurers with this Drive may feel the need to prove themselves to
their peers and continually push their skills to new heights. »» Gain the Moral Code Complication This Complication does not
grant you Fate points.
»» If you fail a Roll by 6 or more: you suffer 1 point of Attribute »» If your code proves to be the correct course of action in spite
Damage (no Armour) to a random (1d3+3) Attribute. of others objections: gain a Fate point.
»» If you overcome a obstacle or challenge: gain a Fate point. »» You gain +1 to all Skill, Spare Time and Attack Rolls directly
»» If you best a rival in a direct contest of skill without outside connected to your moral code.
assistance: gain a Spare Time Point.

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Liberty Needy
You seek freedom from a specific group, ideal or society that Through your own immaturity, innocence, weakness or naiveté, you
holds power over you. have come to be greatly dependent on others.

Teenagers, insurrectionists, slaves and the like may have this Drive. Children, spoilt people, sick, and the like may have this Drive. Many
Many adventurers have grown to resent Havenm, and many have adventurers begin their new lives in ignorance of the threats that
entered into their new lives as a means to escape their past. they face. Many who do not rise to the challenge will find themselves
forming co-dependant relationships with other, stronger, adventurers.
»» Gain the Rival/Enemy or Watched Complication. This
Complication does not grant you Fate points. »» If you take the suffering of another person: you suffer 1 point of
»» If you make progress towards your freedom: gain a Fate point. Attribute Damage (no Armour) to 2 random (2d3+3) Attributes.
»» If you gain ultimate freedom from your oppressor; gain 2 Spare »» If you convince another person to help you for no self-benefit:
Time Points and you may choose a new Drive Complication. gain a Fate point.
»» If another person to suffers so that you dont: gain a Spare
Monument Time Point.
You strive to create something bigger than yourself.
Overlooked
Inventors, guild founders, entrepreneurs and the like may have Either through careful scheming or timidity, you prefer not to be
this Drive. Adventurers with this Drive might seek to found a new the centre of attention. You may be easily seen, but most would not
organisation facility, social movement against Mechonids or establish give you a second glance.
a witch hunters’ guild.
Thieves, urchins, criminal masterminds and the like may have this
»» If you did not make any progress towards creating something Drive. The shrewdest of adventurers go to great lengths to hide their
of great importance and lasting value during your previous abilities from their foes, and possibly even their immortal nature if
session: you suffer -1 to all Skill, Spare Time and Attack Rolls it can be done.
this session (does not Stack).
»» If you make significant progress towards creating something »» When a group perceives you as powerful for the first time: you
of great importance or lasting value; gain a Fate point. suffer 1 point of Attribute Damage (no Armour) to 2 random
»» If you create something of great importance or lasting value; (2d3+3) Attributes.
gain a Spare Time Point. »» If you’re mistakenly perceived as insignificant by a group or
powerful individual: gain a Fate point.
Mysterious »» If you overpower a person who thought you were weak: gain
You’re a person who likes their secrets or you may derive a Spare Time Point.
satisfaction through confounding others.
Proselytiser
Assassins, gurus, rangers and the like may have this Drive. Many You wish to convert others to your cause.
adventurers have grown cautious and suspicious during their lives
and have learned the benefits of fighting from the shadows and out Street preachers, fanatics, revolutionaries and the like may have
of sight. this Drive. Adventurers with this Drive may be attempting to recruit
people into their religious belief or political system.
»» If a person sees through one of your deceptions, misdirections
or attempts at stealth: you suffer 1 point of Attribute Damage »» If a person strongly rejects your cause: you suffer 1 point of
(no Armour) to a random (1d3+3) Attribute. Attribute Damage (no Armour) to a random (1d3+3) Attribute.
»» If you achieve your goals through deception, misdirections or »» If you teach a willing listener about your cause: gain a
stealth: gain a Fate point. Fate point.
»» If you secretly achieve a significant goal that benefits your »» If you convert a person to your cause despite risk to
group without them knowing about it: gain a Spare Time Point. themselves: gain a Spare Time Point.

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Puppet Master Service
You seek to secretly control other people’s choices. Your actions While you may aspire to command someday, for now you adhere to
may be self-serving, or you may believe that other people don’t an established hierarchy and you see value (and possibly security)
know what’s best for them. in furthering the goals of your chosen organisation.

Con artists, salesmen, many leaders and the like may have this Drive. Soldiers, common workers, monks and the like may have this
Drive. Many adventurers see great value in their group and wish to
»» If a person or group strongly resists your wishes: you suffer see it function efficiently and effectively. Other adventurers prefer to
1 point of Attribute Damage (no Armour) to 2 random follow charismatic leaders or their chosen social group, as they see
(2d3+3) Attributes. more value in these direct relationships than the crumbling systems
»» If you’re able to guide another person’s actions to further your and buildings of the Order.
goals despite risk to themselves: gain a Fate point.
»» If you’re able to secretly guide a group or a powerful individual’s »» When the subject of your service suffers loss due to your
actions to further your goals: gain a Spare Time Point. actions or in-actions: you suffer 1 point of Attribute Damage
(no Armour) to 2 random (2d3+3) Attributes.
Redemption »» If the subject of your service completes a goal due to your
You wish to atone for past failings. assistance: gain a Fate point.
»» If the subject of your service gains substantial power or
Penitent religious people, remorseful criminals and the like may influence due to your service: gain a Spare Time Point.
have this Drive. Many adventurers chose their new life as a means to
escape their past, or buy time to make amends for it. Tenacity
Once you set your mind to something, you rarely give it up. Things
»» Gain the Guilt Complication. This Complication does not grant of value only come through great sacrifice and endurance.
you Fate points.
»» If you suffer harm while attempting to gain atonement for Reformists, dedicated charity worker, old and active Tethered and
your guilt: gain a Fate point. the like may have this Drive. Nearly all adventurers understand the
»» If you achieve redemption; gain 2 Spare Time Points and you insurmountable odds of their impossible lives, but they push on; not
may choose a new Drive Complication. towards final victory, but to win as many battles as they can.

Retribution »» If you ever give up or retreat further after suffering defeat: you
You seek to harm a hated group, powerful individual or social suffer 1 point of Attribute Damage (no Armour) to 2 random
system that has caused you harm. (2d3+3) Attributes.
»» If you suffer harm while achieving your goals: gain a Fate point.
Teenagers, insurrectionists, victims and the like may have this Drive. »» If you convince others to persist after a great defeat: gain a
While many adventurers join their new life for noble reasons, some Spare Time Point.
embrace immortality as means to exact a more full realised revenge.
Thrill Seeker
»» If the focus of your retribution causes you significant trouble: You thrive on adventure, novelty and the emotional high that comes
you suffer 1 point of Attribute Damage (no Armour) to a through success. While many may perceive you as irresponsible, you
random (1d3+3) Attribute. know that you’re simply aspiring to live life to its fullest.
»» If you cause harm to the focus of your retribution: gain a
Fate point. Explorers, duellists, teenagers and the like may have this Drive.
»» If you cause lasting harm to the focus of your retribution: gain
a Spare Time Point. »» If you embarrass yourself: you suffer 1 point of Attribute
»» If you achieve retribution; gain a Spare Time Point and you Damage (no Armour) to a random (1d3+3) Attribute.
may choose a new Drive Complication. »» If you put yourself at risk for little/no added benefit: gain a
Fate point.
»» If you contribute to, and survive, a great battle without taking
Endurance Damage: gain a Spare Time Point.

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Optional Rule Tweaks
Rule Tweaks Only Reward Trade Goods
The following are a collection of minor optional rules that are »» GMs should not give out Current Resources, only Trade Goods.
designed to improve the Fragged Empire game experience. »» When acquiring a Trade Box through a Spare Time Roll, only
1 can be gained at a time (8t), not 4.
Attributes & Skill Rolls »» 4 non-Production Trade Goods can be sold with a Spare Time
Attributes do not contribute to Description Bonuses. Roll of 12t for 1 Resource.

If you have a 4 or more in the corrolating Attribute you gain +1 to Money


the following Skills, and if you have 1 or less in that Attribute; you Currency is always represented though Trade Boxes (not Spare
gain -1 to that Skill. Time Points), and counts as a Valuable Trade Box.

»» Wealth (Foc) »» Mechanics (Int) »» Valuable Trade Boxes require -2 Cargo Space, or 1 Slot per 4.
»» Conversation (Foc) »» Electronics (Int) »» Most races have their own forms of currency.
»» Leadership (Str) »» Programming (Int) »» Currency from multiple races may not be stacked into a
»» Culture (Int) »» Bio Tech (Int) single Cargo Space or Equipment Slot.
»» Physical (Mov) »» Medicine (Ref) »» Corporation Credits are the most common form of currency.
»» Resolve (Foc) »» Psychology (Foc) »» Not all races will accept currency from all other races,
»» Awareness (Per) »» Astronomy (Int) ie: Kaltorans may not not accept Corporate Credits, legion
»» Survival (Per) »» Planetoids (Int) may not accept Remnant Coins, etc...
»» 2 Valuable Trade Boxes may be sold (no roll required) to grant
Drones & Companions a +1 or +2 bonus to failed Skill Roll where money would help.
PCs may only have a maximum of 1 combat Drone and/ »» This may only Stack up to +4.
or Companion.

If a Companion takes Attribute Damage and would die, GMs should


feel free to say they are just badly wounded (and cannot contribute
to the current Combat). This may be useful for saving the lives of
important or favoured NPCs.

Locked On
Being Locked On gives you -2 to all stealth based Skill Rolls.

Surprise Round
All RoF 1 Attacks gain Strong Hit +1 during Surprise Rounds.

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Stealth Rework (Survival)
The Survival Skill also covers your ability to hide yourself and Stealth Outside of Combat Example
other small objects from other people. This includes your ability to Emily wishes to sneak into a well-guarded compound. The GM set
remain unseen, pick pockets, conceal a weapon, and perform sleight the scene by describing the guards on duty, how the sun is setting and
of hand. Survival also covers your knowledge of these things. the large, but overgrown, wall that surrounds the compound.

Standard Skill Roll Emily then describes her approach, waiting for the sun to set so
Stealth in Fragged Empire: Hacked works differently than how it that her dark outfit hides her presence, she then describes how she
does in the Core Rule Book (pg: 109), as it functions much more quickly darts from cover to cover as the guard’s patrol.
like a standard skill and is not an Attack Roll vs a target’s Defence
vs Stealth. The GM rewards her with a +2 Description bonus and gives her a
further +1 for having a high Perception Attribute.
The GM simply sets the difficulty of the Skill Roll (eg: higher if
there are lots of observant NPCs around, or lower if the PC is wearing In total, this grants Emily a Stealth Roll of +4 (+1 for being Trained,
black and attempting to hide at night). +2 Description Bonus and +1 Attribute Bonus). The GM says she
needs to roll a 14. She then rolls 3d6 for a total of 16, an easy
success. The GM then describes how she has successfully snuck
During Combat into the compound.
If a character wishes to become Stealthed (see below)
during Personal Combat they need to make a Survival Stealth During Combat Example
Skill Roll (usually through the Prepare Action) each Turn. During a combat, Emily spends her first Action during her Turn to
kill an opponent with a grenade before moving behind some Cover.
She then performs the Prep Action to Reload, drawing a new grenade,
Outside of Combat and make a Survival (Stealth) Skill Roll.
If a character wishes to hide outside of combat they must
make a Survival Skill Roll when the GM asks them to. The GM says that attacking with a loud explosive makes things a
little difficult (as it draws attention to her). But as no specific enemy
character is paying attention to her (no enemy made an Attack Roll
Stealthed Effect (during Combat) against her during their last Turn) she does have a chance to hide.
»» Lost if you end an Action outside of Cover, or become clearly
seen (eg: moving into plain sight of another character as you The GM says she needs to roll a 14 and gives her a -1 Description
move between cover). penalty. Emily rolls a total of 15. She succeeds at hiding and
»» Lost if you make a visible Attack. becomes Stealthed. No enemy may make an Attack Roll against her
»» Lost if a Stealth Skill Roll is not successfully made each Turn. while she is Stealthed.
»» While Stealthed; you may not be seen or Attacked.
During her second Turn, she remains Stealthed as long as she
Example Psionic Use does not make a visible Attack or end an Action outside of Cover.
»» Psionic characters can trick people into overlooking a weapon She must also pass a Stealth Skill Roll before the end of her Turn,
when searched. or she will lose her Stealthed Effect.

For her next Turn, she dashes out of her Cover and into different
Bonuses to Stealth Cover (being careful not to run in front of an unengaged enemy), and
Traits and equipment that would grant a character a specific attempts another Stealth Roll. She passes her Survival (Stealth) Skill
bonus to their Stealth Rolls may NEVER grant more than Roll with a roll of 16.
a +2 bonus.
But during her enemies’ Turn one of them moves behind her Cover on
his way to engaging one of her friends. As Emily is now in plain sight,
she loses her Stealthed Effect and may be Attacked by any enemy.

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Mike Hurrell (Order #15762691)


Mechs
Mech Creation
See pg: 33 for a full list of Mech Builds, Traits and Weapons. Critical Hits
Your Attribute Locations will greatly affect how Critical Hits
Mechs are created much like characters, as they have Attributes, damage your Mech (ie: more Hull Locations will make your Mech
Traits, and Weapons. tougher) and how much firepower you have (ie: more Arms will result
in more powerful Weapons).
»» Select a Build.
»» Determine what Attributes will be Locations 1-7 or 0-6. »» Critical Hits from a Mech’s Left Side roll Crit Location: 1d3.
»» Distribute 20 Attribute Points. »» Critical Hits from a Mech’s Right Side roll Crit Location: 1d3+3.
»» 7 Attributes (0-5 points each). »» Critical Hits from a Mech’s front or rear roll Crit Location 1d6.
»» Select Traits for any Attribute Locations 1-6.
»» Select Weapons (making any required Spare Time Rolls). Traits
»» Install Weapons into any Hull or Arm 1-6 Location. »» Add up the value of all Locations (not just the Location that
» » Weapons Installed into a Arm Locations gain +1d6 Hit. the Trait is attached to) for an Attribute to see if you meet the
» » Weapons Installed into a Hull Locations have their required Attribute score (ie: 2 Locations with 2 in both would
Arc of Fire reduced from 180 o to 45 o . allow you to select a Trait with a Minimum Requirement of 4).
»» Allot the required Influence. » » Traits may only be selected for Attribute Locations 1-6.
» » Each Location may have 1 Trait (not 1 per Attribute).
Influence Cost » » Each Trait may only be selected once.
Mechs are acquired by allotting Influence Points. Multiple
characters can contribute Influence Points to the same Mech, though Weapon Installation
this is uncommon. Influence Points are spent on Weapons and Traits. »» A single Weapon may be Installed into any Hull or Arm
1-6 Location.
»» Mech Influence Cost: Traits (2 each) + Weapon Costs.
» » Weapons Installed into an Arm Location gain +1d6 Hit.
Doubleing the use of Influence » » Weapons Installed into a Hull Location have their Arc
Mechs cost Influence, much like Spacecraft. All Influence may of Fire reduced from 180 o to 45 o .
be spent twice; once on a Spacecraft and once on an Outpost.
»» If a Location’s value drops below an Installed Weapon’s Mount
Thomas and his 4 fellow PCs have 4 Influence each. They each Stat, that Weapon cannot be used.
spend their Influence to acquire a Spacecraft that costs 20
Influence, and they each acquire a Mech that costs 4 Influence.
Example Attribute Locations
Attribute Location Titan Mech
»» 1) Hull (Left) »» 4) Cockpit
All Mechs are built differently, some with multiple arms, some with »» 2) Hull »» 5) Hull
no arms, some with lots of hull armour, while others have a large core. »» 3) Core »» 6) Hull (Right)
To reflect this Mechs select what Location their Attributes go into. »» 7) Legs

»» Only 1 Attribute may be Located in location 0 or 7. Speedster Mech


»» This Attribute is harder to hit. »» 0) Core »» 4) Cockpit
»» This Attribute may not have a Trait. »» 1) Hull (Left) »» 5) Cockpit
»» This Attribute may not have a Weapon Installed on it. »» 2) Legs »» 6) Hull (Right)
»» All Mechs must have at least 1 Core, Cockpit & Leg Location. »» 3) Legs
»» 2 or more Location may have the same Attribute.

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Mike Hurrell (Order #15762691)


Attributes & Damage Other Stats
»» Mechs are not killed by reducing any Attribute to -5 (or -0 Heat
for NPCs). They are killed in multiple different ways. See pg: 26 for full Heat rules.
»» Mechs do not Bleed if an Attribute is reduce to a negative.
Fuel = 6
Cockpit Most Mechs are powered by Fuel engines that are amplified by
»» You gain +1 Armour against the first Critical Hit on this alien technology. Without this precious Fuel they cannot function.
Location during a Combat.
»» If this location takes Attribute Damage; the Pilots of this Mech »» Support Weapons are the main way to increase a Mech’s units
take 2 Damage (no Armour) to a random (1d6) Attribute. of Fuel.
»» If this Location is reduced to -2; this Mech stops working. »» Mechs may share Fuel units with each other.
»» Pilot loses 1 Influence (down to a minimum of 5). »» If a Mech is reduced to 0 Fuel units they will stop functioning
»» Then roll 1d6; within 1 or 2 days (GM’s discretion) or after 1 Turn of Combat.
»» On a roll of 1 or 2; the pilot of this Mech dies.
»» 3 days of travel reduces a Mech’s Fuel units by 1.
Core »» GMs may wish to alter this number to suite the style
»» If this Location is reduced to -2 this Mech Explodes (see of game they wish to run (ie: reduced by 1 per 3 days
pg: 26). of travel).
»» The first time a Mech reaches 8 Current Heat during Combat
Hull reduces their Fuel units by 1.
»» You gain +1 Armour against any Critical Hit on this Location.
»» You may Install 1 Weapon on this Location. »» Fuel units may be gained from destroyed/captured Mechs and
»» Any Weapons Installed on this Location has its Arc of Fire other appropriate resupply.
reduced from 180 o to 45 o .
Defence = 10 + Cockpit
»» If this Location’s value drops below an Installed Weapon’s Determines how hard it is for Attacks to Hit you.
Mount Stat; that Weapon cannot be used. »» Add together all Cockpit Attribute stats.
»» If this Location is reduced to -4; this Mech stops working. »» May be increased by Cover.
»» Then roll 1d6;
»» On a roll of a 1; this Mech Explodes (see pg: 26). Armour = 3

Arms Stability = 20
»» You may Install 1 Weapon on this Location. Works like Endurance.
»» Any Weapon Installed on this Location gains +1d6 Hit.
Recovery = Core x2
»» If this Location’s value drops below an Installed Weapon’s Determines how much Stability is Healed by some System Rolls.
Mount Stat; that Weapon cannot be used. »» Add together all Core Attribute stats.
»» This Location cannot be reduced below -2.

Legs Repair
»» This Location cannot be reduced below -2.
»» If all Leg Locations are reduced to -2; this Mech falls over. There are no in-combat methods to Repair a Mech’s Attributes.
»» Then roll 1d6;
»» On a roll of a 1-4; this Mech stops working. Out-of-Combat Healing Rolls
»» On a roll of a 5 or 6; this Mech may continue to fight: Maintenance; 12t
»» This Mech may not Move or Rotate. »» Requires a Mechanics Toolbox.
»» All of its Weapons suffering -1d6 Hit. »» Heals 2 points of Damage to any Mech (may be split over
different Mechs).
»» You may Retro any Trait if you have access to a Workshop.

Rebuild: 2x 14t
»» Requires a Workshop.
»» Heals 10 points of Damage to any Mech (may be split over
different Mechs).
»» You may Retro 6 Mech Attribute Points.

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Mike Hurrell (Order #15762691)


Mech Combat
Overview
See pg: 23 for full Repair rules. Critical Damage (Crit Dmg)
See pg: 33 for a full list of Mech Traits. »» Same as the Core Rule Book (pg: 87).
See pg: 36 for a full list of Mech Weapons. »» See pg: 23 for full Attribute Damage rules.

Mech Combat in Fragged Empire is a new form of combat, and Ammo


makes use of a system that feels a little like both Personal and Ship »» The number of Attack Rolls you can make with this Weapon
Combat from the Core Rule Book. before you need to perform a System Roll with Reload.

Battle Map, Miniatures & Movement Location


These act like they do in the Core Rule Book (pg: 71). »» Write down what Attribute Location this Weapon is Installed on.

Large Scale Mount


Mechs should fight around small forests, towns and river ways. »» If the Attribute Location value where this Weapon is Installed
drops below this Mount Stat; this Weapon cannot be used.
Environment & Weather
The amount of Cover and sources of Heat reduction will play Weapon Types
dictate much about the feel of each Combat. »» Dictates what Variations and Mods may be applied to this Weapon.
»» Dictates what System Rolls will allow you to make use of this
Weapon (see pg: 27).
Weapon Stats & Attack Rolls »» See pg: 27 for a list of special rules.

Attack Rolls and Weapons in Fragged Empire work much like they Cost: Xt, Y, Z Kn
do in the Core Rule Book (pg: 78), with only a few changes. »» X: The Spare Time Roll required to acquire this Weapon (unless
you gain it through other means, ie: looting, theft or reward).
Hit Dice (Hit D6) »» Y: The amount of Influence that must be allotted to this Weapon.
»» The number of dice you roll when you make an Attack Roll »» Z: The amount of Secret Knowledge that must be spent to
with this Weapon. acquire this Weapon.

Hit
»» Add this value and the corresponding Skill (ie: the Mech Cover
System Roll Skill that you are using for this Attack Roll) to
your Attack Roll. Light Cover:
»» +2 Defence.
Range Increments (Range)
»» Measured the same as the Core Rule Book (pg: 78), but with Heavy Cover:
different range penalties (see Ideal Range below). »» +4 Defence.
»» Reduce all Stability Damage against you by 1 per 2d6
Ideal Range Increment (Ideal Range) Attack Roll dice rolled against you (Stacks).
»» Attacks outside this Ideal Range increment have a -2
Hit penalty for each Range Increment. Entrenched Cover:
»» +8 Defence.
Range 3, Ideal Range 2nd. »» Reduce all Stability Damage against you by 1 per 2d6
Attack Roll dice rolled against you (Stacks).
Hit -2 Hit +0 Hit -2 Hit -4
»» You are immune to Critical Hits while you have Stability.
Stability Damage (Sta Dmg)
»» Works like Endurance Damage in the Core Rule Book (pg: 87).

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Mike Hurrell (Order #15762691)


Destruction of Cover Keywords
If a space of Physical Environmental Cover (ie: trees, building, Crit Location +/-X
walls, etc...) sufffer one or more of the following, reduce its Cover »» The Critical Hit random Attribute Location roll from this
Step by 1 (but it still counds as Difficult Terrain). Weapon may be altered up by, or down by, X.
»» You may hit Attribute Locations 0 to 7.
»» A Mech walks through it.
»» It blocks an attack. Heat +/- X
»» An Attack scatters onto it »» Alter a Mech’s Current Heat by X.

Indirect (X)
Failed Attack Roll: Scatter »» Cover against Attacks from this Weapon are determined from
X, not from the Attacker.
If an Attack Fails to Hit:
»» It scatters 1d6 spaces in a random Max Range X
(1d6) direction; If this scatters onto another »» The maximum range of this Weapon is X.
target’s space it deals damage to that target
as if this attack had the Splash Keyword. Multi Crit
»» Any number of Strong Hit Options from this Weapon may be
»» Do not scatter this Attack if it fails to hit due spent on Critical Hits (normally limited to 1).
to Physical Environmental Cover; this attack
should damage that Cover (see above). Pen X min Y (Penetration)
See Core Rule Book pg: 125 for full Pen rules.

180 o Arc of Fire When a Weapon has multiple “Pen” Keywords, select the highest
“X” and lowest “Y” (ie: Pen 1 min 3 + Pen 2 min 4 = Pen 2 min 3).
»» All Mech Weapons are forward facing.
»» Mech Weapons may only make Attack Rolls against targets Reload X
within a 180o arc in front of your Mech (so not behind). »» This Weapon requires X Reloads before it regains all of its
»» This amount is reduced to 45o for Weapons Installed on a Hull spent Ammo (normally 1).
Attribute Location.

Optional: Mech Size


Strong Hit: Critical Hit
Mechs do not have a Size stat like Spacecraft in the Core Rule
Requirements Changed to: Book. Instead, players and the GM should just describe how large
»» Target is Damaged. a Mech is, and this will have some minor impacts on how a Mech
»» Once per Attack. interacts with its environment. GMs and players are encouraged to
think of more effects from Mech size.
Attribute Location
See pg: 22 for ful Attribute Location rules. Small
»» You should not have more than 1 Hull Attribute Location.
Different Mechs have their Attributes in different Locations. If you »» Most terrain (trees, buildings) are not destroyed by your Mech
wish to hit a specific Attribute Location you should attack a Mech when you walk through their space.
from a specific side, and/or perform the Take Aim Mech System »» Infantry Support Weapons lose 1 Durability if your Mech walks
Roll (pg: 28). through their space.
»» You may attempt to hide your Mech with a Skill Roll.
»» Critical Hits from a Mech’s Left Side roll Crit Location: 1d3.
»» Critical Hits from a Mech’s Right Side roll Crit Location: 1d3+3. Large
»» Critical Hits from a Mech’s front or rear roll Crit Location 1d6. »» You should have 2 or more Hull Attribute Locations.
»» Most terrain (trees, buildings) are destroyed by your Mech
when you walk through their space.
»» Vehicle Support Weapons lose 1 Durability if your Mech walks
through their space.
»» NPCs will perceive your Mech from a very long way off.

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Mike Hurrell (Order #15762691)


Heat Mech Explodes
Managing a Mech’s Heat is a vital combat skill. If a Mech gets too »» Mechs within 2 of this Mech take 1 point of Damage (no
hot it will Shut Down and possibly explode. Heat is primarily built up Armour) to 3 random (3d6) Attributes.
by performing Mech System Rolls that make use of a Weapon. »» Pilot loses 2 Influence (down to a minimum of 5).
»» Roll 1d6; on a roll of 1 or 2, the pilot of this Mech dies.
»» We recommend you a 1d6 die to track your Heat during combat.

Current Heat Value Example Environments


»» System Skill Rolls may alter a Mech’s Current Heat.
»» ! = +1 Current Heat. Road
»» Some Weapons may increase the Current Heat of a Hit Mech. »» You may move forward 1 space when you Rotate on a Road.

»» If a Mech’s Current Heat reaches 7 or more; Elevated


»» It stops working for the remainder of the combat. »» When Attacking target lower than you; you gain +2 Hit and Range.
»» Its Defence is reduced to 10.
»» If it takes 1 point of Attribute Damage to any Attribute Limited Vision (ie: Night, Smoke or Dust)
Location it Explodes. »» Non-adjacent targets gain Light/Heavy Limited Vision Cover
»» The first time a Mech’s Current Heat reaches 6; »» Change this to Low Light Cover if the restriction is lack
»» Your Mech Shuts Down (pg: see below). of light (ie: darkness) and not physical (ie: smoke or dust).
»» The first time a Mech’s Current Heat reaches 5;
»» Reduces your Mech’s Fuel units by 1 (pg: 23). Swamp
»» If a Mech’s Current Heat reaches -1 or less: »» Difficult Terrain (1/2 movement speed, rounded up).
»» It stops working for the remainder of the combat. »» If you start your Turn in, or move through a Swamp; reduce
»» With the GM’s permission this Mech may be restarted with your next Rotate during this Turn by -45o.
a Skill Roll of 14 and some good role playing (ie: climbing
out of the cockpit and manually restarting the engine). Forest or Building
»» Its Defence is reduced to 10. »» Difficult Terrain (1/2 movement speed, rounded up).
»» You are invisible to almost all types of digital detection. »» Grants Light or Heavy Cover.
»» Destructible, see Cover on pg: 24.
Base Heat Value
At the start of each Mech Combat the GM should set the Base Heat Large Heat Source (ie: Lava or Fire)
Value for the environment. »» Difficult Terrain (1/2 movement speed, rounded up).
»» If you start your Turn in, or move through a space adjacent to
»» This will normally be between 0 and 1. a Large Heat Source; gain +1 Current Heat.
»» Or 2 or 3 in extreme situations. »» If you start your Turn in, or move through a Large Heat Source;
»» This is the starting Current Heat for each Mech. your Mech takes 1 Damage (no Armour) to its Legs.
»» Shut Down may not reduce your Mechs Current Heat below
this value. Water
»» Difficult Terrain (1/2 movement speed, rounded up).
Heat +/-X »» If you start your Turn in, or move through Water; reduce your next
»» Traits, System Rolls and other Effects with this Keyword alter Rotate during this Turn by -45o and reduce your Current Heat by 1.
a Mech’s Current Heat by X.
Deep Water
»» Impassable Terrain (but you may move into an adjacent
Shuts Down non-Impassable Terrain space, ie: the shore).
»» If you start your Turn in, or move into Deep Water; your Mech
»» Your Defence is reduced to 10. takes 2 Damage (no Armour) to a random (1d6) Attribute.
»» You may only attempt to make Vent Heat Mech System Rolls. »» If you started your Turn in, or move through Deep Water;
»» Success will remove this Effect. reduce your next Rotate during this Turn by -45o and reduce
»» Reduce your Heat by 2 for each System Roll that you don’t your Current Heat by 2.
attempt to make during your Turn.
»» You are invisible to many types of digital detection. Falling Snow or Rain
»» All non-adjacent Mechs gain Light Limited Vision Cover.
»» The Vent Heat System Roll (pg: 28) reduces your current Heat
by an additional 1.

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Mike Hurrell (Order #15762691)


System Rolls Weapon Types
See pg: 28 for a full list of Mech System Rolls. Melee, Gun & Artillery
»» No special rules.
Mechs have System Rolls that work a little like Space Craft
System Rolls in the Core Rule Book (pg: 168). Tactical
»» At the GM’s discretion, attacks from this Weapon are invisible
»» Each Mech may have 1 Pilot (PC). to the enemy.
»» Each Pilot may attempt 2 System Rolls per Turn.
»» 1 Fast System Roll may be performed during a Support
Surprise Round. »» Support Weapons act as independent characters, with their
»» Heat is gained even if a roll is unsuccessful. own Defence, Armour, Durability and Movement.

»» Each System Roll may only be successfully made once Moving & Attacking
per Turn per Mech (a failed Attack Roll counts as a success). »» Support Weapons may move once at the END of each Turn, but
»» Each Weapon may only be used once per Turn per Mech. they may ONLY Attack when a System Roll allows them to.
»» Support Weapons have a 360o Arc of Fire.
»» A Turn of Mech Combat will be about 5 to 15 minutes of
in-game time. Damage (Durability & Mount)
»» Support Weapons have 0 Endurance, which will result in them
Combat Order & Flow receiving an automatic Critical Hit when they take damage.
»» There are 2 System Roll Phases per Turn; Fast & Slow.
»» Fast: Command and Engineering. »» Support Weapons may take Attribute Damage up to their
»» Slow: Gunnery and Operations. Durability before they are removed from combat (wounded,
»» Once all Fast System Rolls have been performed, all Slow dead, fled in panic, etc...).
System Rolls are performed, then the Turn ends. »» This does not mean they are dead, just that they are no
longer able to contribute to the current combat in any
»» One PC makes a System Roll first, then an NPC. This sequence meaningful way.
is repeated until all desired System Rolls for that Phase have
been made. »» If the Attribute Location value where this Weapon is Installed
drops below this Weapon’s Mount Stat; this Weapon cannot
NPCs & System Rolls Attack and will move off the Battle Map. This represents the
»» NPCs do not automatically gain a +2 bonus to all Rolls, see Support Weapon losing contact with the commanding Mech
pg: 30. and fleeing the battle or becoming ineffective.

Optional: Simpler System Rolls Bodies


As an optional rule to help GMs manage a larger number of NPC » » By default, all Support Weapons have 1 Body.
Mechs, GMs may use these simpler System Roll rules: »» Each Body is an independent character which may make its
own Attack Roll (but all Bodies in a Support Weapon group
»» No Give Orders, Rushed Shot, Reverse (Rush may be used to Attack when a System Roll allows them to), and have their
Reverse), Brace, Power Up, Bombard, Take Aim or Overwatch own Durability.
Mech System Rolls.
»» Non-Attack Roll System Rolls are not needed (but they may
still roll if they wish to attempt to trigger an ability or Strong NPC Army Groups
Hit Option). »» Move and Attack at the end of each Turn.
»» Quick Shot may use any Weapon. »» Have no Mount Stat, and do not require a commanding Mech
to maintain their combat effectiveness.

Movement & Rotation Ejected Pilot


»» At the GM’s discretion a PC may leave his Mech during a
»» Add all of your Legs Attribute stat totals together when Mech Combat and fight on foot (this is very dangerous).
calculating your maximum movement. »» If they do so; they take on the Stats of an Ejected Pilot (pg: 36).
»» Mechs can only change their facing if a System Roll allows »» They may only select the Heavy Arms option if they have a
them to. Personal Combat Weapon that may be effective vs Mechs.
»» Mechs can only move directly forward, unless a System Roll
(ie: Reverse) allows them to do otherwise.

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Mike Hurrell (Order #15762691)


Command Gunnery
Rush Charge
»» Increase your Mech’s Heat by 1. »» Increase your Mech’s Heat by 1.
»» Move your Mech forward up to a distance equal to your »» Move your Mech forward up to a distance equal to your
Current Legs. Current Legs +2.
»» You may rotate 45o at the start or end of your movement. »» Make an Attack Roll with a Melee or Support Weapon.

Give Orders Power Up


»» Requires Skill Roll: 10. »» Requires Skill Roll: 10, and increases your Mech’s Heat by 1.
»» Make an Attack Roll with a Support or Tactical Weapon. »» Your next Attack gains; +1 Crit Dmg (does not Stack).
»» An Ally Mech Heals Stability an amount equal to their Recovery.
Bombard
Quick Shot »» Increases your Mech’s Heat by 1.
»» Increase your Mech’s Heat by 1. »» Make an Attack Roll with a Weapon, and increase its Stability
»» Make an Attack Roll with a Gun or Melee Weapon. Damage by 2.

Rushed Shot Unleash


»» Increase your Mech’s Heat by 2. »» Increases your Mech’s Heat by 2.
»» Make an Attack Roll with a Gun or Melee Weapon. »» Make an Attack Roll with 2 different Weapons OR 1 Weapon
»» Rotate 45o before or after your Attack. with +1d6 Hit.

Engineering Operations
Reverse Manoeuvre
»» Increase your Mech’s Heat by 1. »» Requires Skill Roll: 10, and increases your Mech’s Heat by 1.
»» Move your Mech backwards up to a distance equal to your »» Move your Mech forward up to a distance equal to your
Current Legs -2. Current Legs +1.
»» You may rotate 45o at the start and end of your movement.
Rearm
»» Requires Skill Roll: 10. Take Aim
»» Heal Stability an amount equal to your Recovery. »» Requires Skill Roll: 10.
»» Reload 2 different Weapons. »» Your next Attack gains; +1d6 Hit Die and Crit Location +/-1
(does not Stack).
Vent Heat
»» Requires Skill Roll: 10. Overwatch
»» Reduce your Current Heat by 2 (down to 0), if you are in »» Requires Skill Roll: 10, and increases your Mech’s Heat by 1.
falling snow or rain (pg: 26) 0 increase this to 3. »» Make an Attack Roll with any Weapon in response to any
»» Gain or lose the Shut Down Effect. System Roll before ‘your’ next System Roll (works like
Overwatch in the Core Rule Boo, pg: 110).
Brace
»» Requires Skill Roll: 12. Careful Shot
»» Gain +1 Armour until your next Turn (does not Stack). »» Make an Attack Roll with any Weapon.

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Mike Hurrell (Order #15762691)


GM Guide
Combat Types of NPCs
See pg: 24 for full Mech Combat rules. See pg: 30 for a full list of NPC ability tables.

Personal Combat Army Group (Mech Combat)


War is incredibly dangerous for infantry, and your PCs are Mech »» Equal in power to 1 PC.
pilots, not well-equipped elite foot soldiers. »» See pg: 27 for a full list of Army Group special rules.

Personal Combats should rarely (or never) be balanced, as the Skilled Mech (Mech Combat)
out-of-combat choices of your players should dictate the difficulty »» Equal in power to 1 PC.
of the combat. The victory conditions of each Personal Combat »» Destroyed just like PC Mechs (pg: 23).
should rarely be ‘just kill all of the enemies’. Victory conditions like;
escape, steal the McGuffin, protect the VIP, distract the enemy, scout
the enemy encampment, etc... are some good options.

Mech Combat
This type of Combat can be a highlight of your game, where your
PCs can make substantial contributions to the on-going war.

As NPC Mechs are built in a very similar way to PC Mechs, a


GM runs the risk of becoming overwhelmed with book keeping. We
recommend you make regular use of Army Groups (infantry, tanks,
planes, etc...), and duplicating NPC Mech loadouts (so a single stated
up NPC Mech sheet can be used for multiple NPC Mechs).

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Mike Hurrell (Order #15762691)


Army Group
Equal in Power to 1 Player Character.
Mech Combat.

Weapons Hit D6 Hit Range Ideal Rng Sta Dmg Crit Dmg Ammo Defence Armour Durability Bodies Move Weapon Type
Battalion 5d6 +0* 3 2nd 1* 3 Inf 16 4 2 2* 3 Support**.
*Gain +1 Hit and Sta Dmg for each Body that does not Attack, **Variations Cost 0.
Combined Force 4d6 +0 3 2nd 1 3 Inf 16 4 2 2* 3 Support*.
*Each Body may have a different Variation, *Variations Cost 0.

Army Group NPC Ability Table

Avg Influence Changes Avg Influence Changes


1-3 +0 Bodies. 10-11 +2 Bodies, +1 Durability, +2 Sta Dmg.
4-5 +1 Body. 12-13 +2 Bodies, +2 Durability, +2 Sta Dmg.
6-7 +1 Body, +1 Durability. 14-15 +2 Bodies, +2 Durability, +4 Sta Dmg.
8-9 +1 Body, +1 Durability, +2 Sta Dmg. 16-17 +3 Bodies, +2 Durability, +4 Sta Dmg.

Skilled Mech
Equal in Power to 1 Player Character.
Mech Combat.

16 Attribute 1 Build Influence 0 Luck


Points = PC Average

Skilled Mech NPC Ability Table

Avg Influence Changes Avg Influence Changes


1-3 16 Attribute Points. 10-11 22 Attribute Points.
4-5 17 Attribute Points. 12-13 21 Attribute Points.
6-7 18 Attribute Points. 14-15 22 Attribute Points.
8-9 19 Attribute Points. 16-17 23 Attribute Points.

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Mike Hurrell (Order #15762691)


Example Mech NPCs
»» Mech Combat.
»» Balanced for PCs with 1-3 Influence.

Battalion Hit D6 Hit Range Ideal Rng Sta Dmg Crit Dmg Ammo Defence Armour Durability Bodies Move Weapon Type
Rifle Squads 5d6 +0* 3 2nd 1* 3** Inf 18 4 3*** 2* 3 Support, Infantry (AP).
Multi Crit, *Gain +1 Hit and Sta Dmg for each Body that does not Attack, **+2 Crit Dmg vs Infantry Support Weapon Bodies, ***A Critical Hit may never
deal more than 1 Durability Damage to you.
Mech Hunter Squads 5d6 +0* 4 2nd 2* 4 Inf 16 4 3** 2* 3 Support, Infantry (AM).
*Gain +1 Hit and Sta Dmg for each Body that does not Attack, **A Critical Hit may never deal more than 1 Durability Damage to you.
Tanks 5d6 +0* 3 3rd 2* 4 Inf 14 5 2 2* 5** Support, Vehicle (T).
*Gain +1 Hit and Sta Dmg for each Body that does not Attack, **Moving through Difficult Terrain; deals 1 Durability Damage to you.
Bombers 4d6 +0* 2 1st 2* 4 Inf 20 3 2 2* 7** Support, Flyer (B), Artillery.
*Gain +1 Hit and Sta Dmg for each Body that does not Attack, **Flying, **Must Move at least 4 each Turn.

Shark Mk 5 Influence Cost: 3

1) Cockpit 3 3) Hull (Left) 2 5) Hull (Right) 2 System Rolls +4 Defence 13 Stability 20


2) Arm (Left) 3 4) Legs 3 6) Arm (Right) 3 Total Legs 3 Armour 3 Recovery 4
7) Core 2 at 0 Stability -0 (Core x2)

Weapons Hit D6 Hit Range Ideal Rng Sta Dmg Crit Dmg Ammo Location Mount Weapon Type Cost
Flamethrower 4d6 +4 2 2nd 3 3 5 2 2 Melee. 2
Max Range 6, Energy, Damaged Mechs; suffer Heat +2.
3x Precision MGs 5d6 +2 5 2nd 2 4 3 3, 5, 6 2 Gun. 3
Strong Hit (5-6), Reload 2.

Build & Traits Benefits


Kaltoran At the end of your Turn you create an area of smoke (Limited Vision, Light Cover) in a space behind your Mech.

Crawling Great Horror Influence Cost: 4

1) Hull (Left) 2 3) Legs 2 5) Hull (Right) 2 System Rolls +4 Defence 12 Stability 20


2) Core (Left) 4 4) Legs 2 6) Hull (Right) 2 Total Legs 4 Armour 3 Recovery 8
7) Cockpit 2 at 0 Stability -0 (Core x2)

Weapons Hit D6 Hit Range Ideal Rng Sta Dmg Crit Dmg Ammo Location Mount Weapon Type Cost
3x Spine Launchers 6d6 +0 3 2nd 4 4 Inf 2, 5, 6 1 Gun. 3
Splash 1, Multi Crit.

Build & Traits Benefits


Nephilim You may reduce your Heat by 2 at the end of your Turn.

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Mech System Traits

Command Requirements Benefits


Dash You may gain +2 movement with Rush if you do not Rotate.
Zig Zag Two failed enemy Attacks against you per Combat scatter in a direction of your choice (normally random).
Hold this Ground Give Orders grants you a Recovery if you roll 14 or more (normally 12).
Attack Order Give Orders may grant an Ally +1d6 Hit on their next Attack Roll rather than a Recovery.
Snap Shot Quick Shot Attacks gain: +1d6 Hit and -3 Sta Dmg.
Pulse Fire If you choose to give a Quick Shot Attack -1d6 Hit: it costs 0 Ammo.
Flexible Fire Rushed Shot may use any Weapon (normally Gun or Melee).
Sharp Shooter Rushed Shot Attacks gain: Crit Location +/-1.

Engineering Requirements Benefits


Slow & Steady Reverse grants you a Recovery.
Steady Step Reverse does not increase your Heat (normally +1).
Reset Weapons Rearm grants you +1 Recovery for the remainder of the combat (Stacks up to +4).
Autoloader One of your Weapons gains a free Reload at the end of your Turn if you don’t Attack with a Melee or Gun Weapon during your Turn.
Empty System You may make up to 2 successful Vent Heat Mech System Rolls per Turn (normally 1).
Big Reset Once per Combat after Powering Up: reduce your current Heat to 0.
Sturdy Brace grants you a Recovery if you roll 16 or more (normally 14).
Fortify Brace grants you Armour +2 (normally +1) if you do not perform a Command or Gunnery Mech System Roll this Turn.

Gunnery Requirements Benefits


Trample Charge Attacks gain: +2 Hit and Sta Dmg.
Terrify Your first Charge each combat grants you; +2 Armour until your next Turn.
Linked Systems Power Up grants one of your Weapons a free Reload if you roll 12 or more (normally 10).
Super Charge Power Up may cost you Heat +2 (normally +1) and grant your next Attack; +2 Crit Dmg (normally +1) (does not Stack).
Barrage You may make up to 2 Bombard Mech System Rolls per Turn (normally 1).
Devastate Two different Bombard Attacks per Combat gains: Splash +1.
Primed Strike Your first Unleash per Combat gives you Heat +0 (normally +2).
Unleash Hell Unleash allows you to use 3 Weapons (normally 2) at the cost of an extra Heat +1.

Operations Requirements Benefits


Plot Path You may Rotate part way through your movement with Manoeuvre (normally at the start and end of your movement).
Coordinate When you move with Manoeuvre: all of your allies may immediately Rotate 45o if you roll 16 or more (normally 12).
Cunning Plan You may use a Tactical Weapon with Take Aim may use before or after the Attack boost is gained) if you roll 14 or more (normally 12).
Long Shot Take Aim grants your next Attack: +2 Hit and Rng (Stacks).
Patient Hunter Overwatch grants you a Recovery if you roll 16 or more (normally 14).
Interrupt You may use Overwatch part way through another target’s movement (normally after any System Roll).
Steady Shot Careful Shot gains Crit Loc +/-1 if you did not perform a Command or Gunnery Mech System Roll this Turn.
Perfect Shot Your first Careful Shot attack per Combat gains Crit Loc +/-3 and costs you Heat +1.

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Mike Hurrell (Order #15762691)


Mech Build (Must Select 1)

Build Requirements Benefits Disadvantages


Corporation -4 Influence Cost. -4 Attribute Points.
+4 Fuel.
Kaltoran +1 Attribute Points per Installed Weapon and Trait. -2 Attribute Points.
At the end of your turn you create an area of smoke (Limited Vision Light Cover) in the space
behind your Mech.
Legion +3 Stability. Only 1 of your Attribute Locations may be Legs.
One of your Weapons gains +1d6 Hit and +1 Mount, all of your other Weapons gain -1 Mount.
Nephilim You are a giant living monster. Your Pilot may control you while not occupying the same
space as you (ie: via voice commands).
You may reduce your Heat by 2 at the end of your Turn.
Palantor Once per Turn you may Rotate 45o at any time (even part way through your Movement). Only 1 of your Attribute Locations may be Hull.
Mech Traits cost 1 Influence (normally 2).
Remnant +10 Stability. -1 Armour at 0 Stability.
All adjacent allied Mechs gain +1 Armour (does not Stack).
Giant Faren Twi-Far You are a giant Faren. Your Pilot may store you within themselves. It takes 1 hour of uninter- You may only have Twi-Far Pilots.
rupted meditation to store, or un-store you. You cannot share Fuel with non Twi-Far Mechs.
All of your Weapons gain the Energy Keyword.
One of your Weapons gains +1 Crit Dmg, but generates Heat +1 when it attacks.
Giant Zhou NPC You are a giant Zhou and may function normally in all, non-heat related, hostile environ- You’re always hungry!
ments (eg: underwater, void, etc...). You are your own Pilot. You cannot share Fuel with other Mechs.
At the end of your Turn, an adjacent space suffers 1 point of Attribute Damage (no Armour)
to a random (1d6) Attribute and all Physical Environmental Cover is reduce by 1 Step.
Mechonid NPC You are a giant Mechonid. You are your own Pilot.
+4 Attribute Points.

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Mike Hurrell (Order #15762691)


Mech Attribute Traits

Arm Requirements Benefits Disadvantages


Stubby Arm Max Arm 2 This Arm gains +1 Armour. Installed Weapon on this Arm suffers -2 Hit.
Heavy Recoil Min Arm 2 All Weapons Installed on your Arms gain +1 Sta Dmg (Stacks).
Shoulder Mount Min Arm 3 You may Install 2 Weapons on this Arm. Installed Weapons on this Arm suffer -2 Sta Dmg.
Arm Twist Min Arm 3 You may take 3 Stability Damage to grant the Weapon Installed on this Arm; +2 Hit and 360o
Arc of Fire for 1 Turn.
Shaken Min Arm 4 Strong Hit: Shaken (Hit) All damaged Mechs suffer -6 Recovery until your next Turn (Stacks).
Split Firing Min Arm 5 All of your Attacks during a Turn gain +3 Hit and Sta Dmg if you Attack two or more different Your Unleash Mech System Roll cause Heat
targets with Weapons Installed on two or more different Arms (Stacks). +1 (Stacks).
Aim Bot Bot Min Arm 6 Weapons Installed on this Arm gain Crit Location +/-1.
Weapon Racks Min Arm 8 Weapons Installed on this Arm gain +1 Sta Dmg. All Guns Installed on your Arms gain Reload +1
All Guns Installed on your Arms gain Strong Hit +1 (does not Stack). (does not Stack).

Hull Requirements Benefits Disadvantages


AA Flak Max Hull 2 You may suffer Heat +1 to grant +1 Armour to yourself or any ally within 4 spaces of you, If this Attribute location is reduced to 0 or below:
against any Attack that could be vulnerable to a Anti-Air Flak Cannon (ie: Missiles, you lose all benefits of this Trait.
Rockets, Flyers, etc...) (Stacks with Flak from other Mechs).
Paint Job Min Hull 2 All of your Weapons gain +1 Sta Dmg (Stacks).
Banner Min Hull 3 All allies within 4 of you gain +2 Sta Dmg and Recovery (does not Stack).
Track your Kills Min Hull 3 This Mech gains +1 Stability per Mech Kill (Stacks up to +8).
Pillbox Min Hull 4 All enemy Support Weapons that are within 4 spaces of you at the end of your Turn suffer 1
point of Durability Damage (no Armour).
All enemy Mechs that come within, or who start their Turn within, 4 spaces of you suffer 2
points of Stability Damage.
Titan Min Hull 5 All of your Hulls gain +1 Armour (does not Stack). -2 Defence (does not Stack).
Heavy Mech Min Hull 6 +1 Armour. -4 Defence.
+2 Fuel. -1 Armour at 0 Stability.
Swivel Top Min Hull 8 You may suffer 6 Stability Damage to grant all of your Weapons 360o Arc of Fire for 1 Turn.

Legs Requirements Benefits


Stubby Legs Max Legs 2 All of your Legs gain +1 Armour (Stacks).
Speed Burst Min Legs 2 You may suffer Heat +1 to move forward up to 3 spaces during your Turn.
Aquatic Min Legs 3 Water and swamps are not Difficult or Impassable Terrain to you.
Deep water does not cause you Attribute Damage.
Balanced Min Legs 3 +5 Stability.
Shuffle Min Legs 4 You may suffer 4 Stability Damage to Rotate 45o at the start of your Turn.
Agile Build Min Legs 5 +2 Defence.
Evasive Min Legs 6 You gain +1 Armour if you moved at least 4 spaces from your starting location during your Turn, and have more than 0 Stability (does not Stack).
Rocket Jump Min Legs 8 You may suffer Heat +1 to fly until your next Turn; gaining Elevated (+2 Hit and Range) and ignoring most terrain and Cover on you.
Gravity Pads Max Legs 2 You may suffer Heat +1 to float high; gaining Elevated (+2 Hit and Range) and ignoring most terrain and Cover on your Turn.
Min Core 4 You may suffer Heat +1 to ignore all falling damage (ie: dropping from a Zeppelin).
1 Kn

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Mike Hurrell (Order #15762691)


Cockpit Requirements Benefits Disadvantages
Encased in Steel Max Cockpit 2 All of your Cockpits gain +1 Armour vs all Critical Hits (normally only the first).
Signal Boost Min Cockpit 2 Strong Hit ‘Air/Artillery Strike’ may be used up to three times per Combat (normally twice).
Extra Pilot Min Cockpit 3 This Mech may have +1 Pilot (Stacks). Your Mech may only perform 2 successful
If this Mech has an extra Pilot: it gains +6 Attribute Points and +6 Stability (Stacks). System Rolls per Turn that would allow them
to move.
Weapon Slot Min Cockpit 3 You may Install 1 Weapon on this Cockpit, it has a 45o Arc of Fire.
Army Link Min Cockpit 4 All of your Support Weapons gain Durability +1 (Stacks).
Comm Link Min Cockpit 5 All of your Tactical Weapons gain +1d6 Hit (Stacks).
Stealth Link Min Cockpit 6 Your Mech may not be Attacked during a combat until it does one of the following;
Max Hull 3 (With the GM’s permission this effect may be regained if you Shut Down).
Max Core 3 »» Makes an Attack Roll within 6 of an enemy (ie: Mech or Support).
»» Have no Cover while within 10 of an enemies front.
»» Have 5 or more Heat.
»» Fire more than 1 Weapon during a Turn.
»» Located by an enemy ability (ie: the Tac Radar Strong Hit option; Sensor Sweep).
Primed Firing Min Cockpit 8 All of your Weapons gain +1 Crit Dmg on their first Critical Hit per Combat (does not Stack).
Dedicated Leader Min Cockpit 4 Non-Spacecraft Support Weapons gain Body +1. Every time you suffer 2 points of Attribute Dam-
An allied Mech Heals 3 Stability when you use a Tactical Weapon. age during a combat: reduce your Current
Influence by 1 (or all allies lose 5 Stability if
you’re an NPC).
-2 Defence per Tactical or Support Weapon (Stacks).

Core Requirements Benefits


Gyrostabilizer Max Core 2 You gain a Recovery at the start of your Turn.
Water Cooling Min Core 2 Rain and Water reduces your Heat by 1 at the end of your Turn, and grants your Weapons +1 Hit and Sta Dmg.
Smoke Stacks Min Core 2 Just before you move 2 spaces: create an area of smoke (Limited Vision Light Cover) in the space behind your Mech.
Max Cockpit 3 When you perform the Vent Heat System Roll you may; create an area of smoke (Limited Vision Light Cover) over your Mech.
Fuel Tanks Min Core 3 Fuel +5.
Linked Systems Min Core 3 If you suffer Heat +2 during a Turn; all of your Energy Weapons regain 2 spent Ammo (does not Stack)
Large Vents Min Core 4 Strong Hit: Vent (Does not Req Hit) You gain Heat -1.
Overcharge Min Core 4 For every 3 Heat that you have; your Weapons gain +1d6 Hit (does not Stack).
Armoured Core Min Core 5 All of your Cores gain +1 Armour (Stacks).
Force Field Min Core 6 You may suffer Heat +2 to gain Heavy Front Cover or +1 Cover Step until your next Turn.
Advanced Core Min Core 8 When you Recover; you also gain Heat -1 (does not Stack).

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Mike Hurrell (Order #15762691)


Mech Weapons

Weapons Hit D6 Hit Range Ideal Rng Sta Dmg Crit Dmg Ammo Location Mount Weapon Type Cost
Close Combat 3d6 +2 1 1st 5 3 1 Melee. 10t, 1
Max Rng 1.
Tech 2d6 +4 8 2nd - - 3 1 Tactical. 12t, 1
Strong Hit (4-6).
Force Control Unit 5d6 +0 3 2nd 1 3 Inf 2 Support. 14t, 2
Defence: 16, Armour: 4, Durability: 2, Move: 3.
Strong Hit: Coordinated Strike (Hit) The next Attack against this target gains +1d6 Hit (Stacks).
Multi 5d6 -2 4 2nd 4 4 Inf 1 Gun. 12t, 1
Splash 1, Multi Crit.
Precision 3d6 +0 6 2nd 2 4 4 2 Gun. 14t, 1
Strong Hit (5-6), Reload 2.
Heavy 2d6 +2 5 2nd 3 5 2 3 Gun. 14t, 2
Pen 1 min 3.

Weapons Hit D6 Hit Range Ideal Rng Sta Dmg Crit Dmg Ammo Location Mount Weapon Type Cost
Ejected Pilot - Small Arms 4d6 +2 3 2nd 1 3* Inf - - Support**. -
Defence: 22, Armour: 4, Durability: 2***, Move: 4, *+1 Crit Dmg vs Infantry Support Weapon Bodies, **No Variations, ***0 Durability = You are Dead.
Ejected Pilot - Heavy Arms 4d6 +0 3 2nd 2 3* Inf - - Support**. -
Defence: 18, Armour: 4, Durability: 2***, Move: 3, *+1 Crit Dmg vs Mechs, **No Variations, ***0 Durability = You are Dead.

Army Groups Hit D6 Hit Range Ideal Rng Sta Dmg Crit Dmg Ammo Defence Armour Durability Bodies Move Weapon Type Cost
Battalion 5d6 +0* 3 2nd 1* 3 Inf 16 4 2 2* 3 Support**. NPC
*Gain +1 Hit and Sta Dmg for each Body that does not Attack, **Variations Cost 0.
Combined Force 4d6 +0 3 2nd 1 3 Inf 16 4 2 2* 3 Support*. NPC
*Each Body may have a different Variation, *Variations Cost 0.

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Mike Hurrell (Order #15762691)


Melee Variations (May Select 1, Mech Melee Only)

Weapons Hit D6 Hit Range Ideal Rng Sta Dmg Crit Dmg Ammo Location Mount Weapon Type Cost
Blade +1d6 - +0
Hits on a Mech with less Hull than you are pushed back 1 space.
Lance +1 -2 * - +2 +0
Max Range +1, *The Charge System Rolls grants this Weapon +1 Crit Dmg per 3 spaces moved forward (Stacks up to +2).
Hammer +2 - -1 +0
Hits on a Mech with less Hull or Legs than you are pushed back 1 space.
Shield - +0
After using this Weapon (even if you do not make an Attack Roll); you gain Heavy Front Cover.
Hits on a Mech with less Hull than you are pushed back 1 space.
Shotgun +1 +2 -1 6 +0
Max Range +5, Strong Hit +1.
Flamethrower +1 +1 -2 5 +1 +1
Max Range +5, Energy, Damaged Mechs; suffer Heat +1 (up to 6).
Lightning Coil +1d6 +5 -1 4 +2 +1, 1 Kn
Max Range +5, Energy, Damaged Mechs; suffer -1d6 on their next Roll (does not Stack).
Utility, Hand - * -1
*May only be installed on an Arm, You are able to move and hold things.
Hits on a Mech with less Hull than you are pushed back 2 spaces (or, if you have 2 Hands; you may throw them in any direction).
Utility, Digger - * -1 -1
*May only be installed on an Arm, You are able to alter the terrain outside of combat,
Hits on a Mech with equal or less Hull than you are pushed back 1 space.
Utility, Crane & Utility. +2 +1 -1 -1 - +1 -1
Max Range +1. You are able to safely lift and move things, You have specialised equipment for a specific job/environment (ie: salvaging).

Melee Modifications (May Select any Amount, Mech Melee Only)

Weapons Hit D6 Hit Range Ideal Rng Sta Dmg Crit Dmg Ammo Location Mount Weapon Type Cost
Personalised +1 12t
Familiar +1 16t
Experienced +1 16t
Overcharged -1 +1 12t
When you use this Weapon; you gain Heat +1.
Prototype -1 +2 16t
When you use this Weapon; you gain Heat +1.
Expanded Ammo -2 +2 +1 14t
Extra Armour -1 -1 14t
Auto Loader -1 -1 +1 16t
Gain 1 free Reload per Combat.
Dangerous +1 +X NPC, +X
Low Quality / Damaged -1 -1
When you use this Weapon; you gain Heat +1, 12t to remove this Modification.

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Mike Hurrell (Order #15762691)


Tactical Variations (May Select 1, Mech Tactical Only)

Weapons Hit D6 Hit Range Ideal Rng Sta Dmg Crit Dmg Ammo Location Mount Weapon Type Cost
Advanced Radio -2 -1 +0
Strong Hit: Combat Report (Does not Req Hit) You and all allies gain +1 Hit until the end of Combat (Stacks up to +4).
Strong Hit: Favourite Song (Does not Req Hit) You and all allies gain +2 Hit and Recovery until your next Turn (Stacks up to +4).
Strong Hit: Propaganda (Hit) All enemies with their radio on take 3 Stability Damage.
Artillery Target Painter +2 Artillery. +0
Strong Hit: Illumination (Hit) Remove all Low Light Cover from a Splash 3 area around your target, and ALL Weapons gain +2 Sta Dmg vs all
targets within this area until your next Turn (does not Stack)
Strong Hit: Air/Artillery Strike (Hit, Twice per Combat) A Splash 2, Damage 5, Attack hits your target after you perform 4 System Rolls.
Strong Hit: Targeting Data (Does not Req Hit) Reduce the number of System Rolls required before one of your Air/Artillary Strike hits, by 1 (Stacks).
Tactical Radar +1 +0
Strong Hit: Triangulate Terrain (Hit) You and all allies gain +2 Movement and Recovery until your next Turn (does not Stack).
Strong Hit: Sensor Sweep (Does not Req Hit) You know the location, Heat status and damage of all non-Shut Down Mechs within 30 spaces of you.
Strong Hit: Ping Target (Hit) All allies gain +1d6 Hit on their next Attack vs your Target until your next Turn (does not Stack).
Strange Human Gizmo +2 -1 +2 +2, 1 Kn
Strong Hit: Green Buttons (Hit) Your Mech heals 1 Attribute Damage, and an unknown enemy permanently gains +1 Attribute Point (Stacks).
Strong Hit: Red Dials (Hit, Twice Times per Combat) You gain Heat -1, and all Mechs within 1d3 spaces of you gain Heat +1d2 (Stacks).
Strong Hit: Purple Switches (Hit) Your Mech heals 10 Stability, and you suffer 10 Stability Damage after you perform 4 System Rolls (Stacks).

Tactical Modifications (May Select any Amount, Mech Tactical Only)

Weapons Hit D6 Hit Range Ideal Rng Sta Dmg Crit Dmg Ammo Location Mount Weapon Type Cost
Personalised +1 12t
Familiar +1 16t
Experienced +1 16t
Overcharged -1 +1 12t
When you use this Weapon; you gain Heat +1.
Prototype +1 -1 +1 16t
When you use this Weapon; you gain Heat +1.
Expanded Batteries -2 +2 +2 14t
Extra Armour / Battery Case -1 14t
Reload +1.
Shortened Signal +1 -2 10t
Extended Signal -1 +2 12t
Sensor Dish -1 +1 * +1 14t
*The ‘Tweak, Brace, Take Aim and Careful Shot’ System Rolls all increase this Weapon’s Ideal Range by +1 (Stacks).
Auto Charger -1 -1 +1 16t
Gain 1 free Reload per Combat.
Large Spot Light -1 Free
At the start of your Turn you may illuminate a single target; both you and they lose 1 Step of Low Light Cover.
Low Quality / Damaged -1 -1
When you use this Weapon; you gain Heat +1, 12t to remove this Modification.

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Mike Hurrell (Order #15762691)


Support Variations (May Select 1, Mech Support Only)

Weapons Hit D6 Hit Range Ideal Rng Sta Dmg Crit Dmg Ammo Location Mount Weapon Type Cost
Infantry, Anti-Personnel * +0
Defence: +2, Durability: +1**, **A Critical Hit may never deal more than 1 Durability Damage to you, Multi Crit, *+2 Crit Dmg vs Infantry Support
Weapon Bodies, Fuel +2.
Infantry, Anti-Mech +1 +1 +1 +0
Durability: +1*, *A Critical Hit may never deal more than 1 Durability Damage to you, Fuel +1.
Infantry, Bot Bots -1d6 +1 +1
Armour: +1, Durability: +1*, Move: -1, *A Critical Hit may never deal more than 1 Durability Damage to you.
Vehicle, Tank +1 +1 +1 +1
Defence: -2, Armour: +1, Move +2*. *Moving through Difficult Terrain; deals 1 Durability Damage to you.
Vehicle, Missile Truck +2 +1 +1 Artillery. +1
Defence: -2, Move: +1*, Splash +1, *May only Move or Attack, *Moving through Difficult Terrain; deals 1 Durability Damage to you, Fuel +3.
Vehicle, Micro-Mech +1 +1 +1 -1 +1
Durability: +1, Multi Crit.
Flyer, Fighter +0
Defence: +8, Armour: -1, Move: +6*, Multi Crit, *Flying, *Must Move at least 4 each Turn, Fuel -1.
Flyer, Bomber -1d6 -1 -1 +1 +1 Artillery. +0
Defence: +4, Armour: -1, Move: +4*, *Flying, *Must Move at least 4 each Turn, Fuel -1.
Flyer, Spacecraft +2d6 -2 -1 +2 Artillery. +1
Defence: -4, Durability: +3, Move: +2*, Splash +1, *Flying, May carry up to 2 Mechs and Support Weapons.
Deployable Turret, Anti-Personnel +2 * +0
Defence: -6, Durability: +2, Move -. Must first be deployed into an adjacent space with a Tweak System Roll (and may not Attack until your next
Turn), Multi Crit, *+2 Crit Dmg vs Infantry Support Weapon Bodies.
Deployable Turret, Anti-Mech +2 +1 +1 +0
Defence: -6, Durability: +2, Move -. Must first be deployed into an adjacent space with a Tweak System Roll (and may not Attack until your
next Turn),
Jumping Mines, Anti-Mech -2d6* -2 -1 +2 +1 +1
Durability: +3, Move -. Max Range 1, Multi Crit, *Attack any Mech that comes within 1 of you.
Must first be deployed into an adjacent space with a Tweak System Roll (and may Attack that Turn, 2 Bodies may be deployed per Combat, if
deployed out of combat; their Bodies are Stealthed).

Support Modifications (May Select any Amount, Mech Support Only)

Weapons Hit D6 Hit Range Ideal Rng Sta Dmg Crit Dmg Ammo Location Mount Weapon Type Cost
Well Trained +1 12t
Experienced +1 +1 16t
Vets +1, 16t
May Move and Attack at the start of each of your Turns (normally only if your Pilot performs the required System Roll).
Elite -2 18t
May Attack part way through Movement (normally at the start or end).
Close Combat Experts -1 +1 10t
Long Range Experts +1 -1 12t
Comm System +2 +1 14t
When you use this Weapon; you gain Heat +1.
Reinforcements -1d6 +1 +1
If you are within 3 of the Battle map edge; Heal 1 Durability (even if you have 0).
Fuel Trucks -X +X
Fuel +X.
Dangerous +1 +X NPC, +X
Under Supplied -1d6 -1 -1
12t to remove this Modification, Fuel -1.

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Mike Hurrell (Order #15762691)


Gun Variations (May Select 1, Mech Gun Only)

Weapons Hit D6 Hit Range Ideal Rng Sta Dmg Crit Dmg Ammo Location Mount Weapon Type Cost
Machine Gun +1d6 -1 -1 +0
Cannon +2 +0
Pen 2 min 4.
Mortar/Missile +1 +1* +1 Artillery. +0
*Targets within your Ideal Range; Indirect (Above).
Rocket -2 +1 +2 Artillery. +1
May not be Reloaded during combat, Pen 2 min 4.
Laser -1 -2 +1 +1 +1, 16t
Energy, When you Reload this Weapon; gain Heat +1, Damaged Mechs; suffer Heat +1.
Death Ray +1 -2 * +2 +1, 1 Kn
*+1 Crit Dmg vs targets with 0 Stability.
Human Ray Gun -2 -1 +2 +3, 2 Kn
Reload +2, Double the number of Critical Hits caused by this Weapon (ie: 1 Critical Hit becomes 2 Critical Hits).
Plasma -1 +1 -1 +2 -1 +1, 1 Kn
Energy, Damaged Mechs; suffer Heat +1.
Acid -1 -1 -1 +1 -1 +1, 1 Kn
Damaged Mechs; suffer Armour -1 vs the next Critical Hit against them (does not Stack).
Pulse -1 -1 -1 +2 -1 +1, 1 Kn
Damaged Mechs; one of their Weapons with Ammo (their choice) loses 1d3 Ammo.
Living Ammo -1 -1 -1 -1 +1, 1 Kn
Damaged Mechs; their Pilots suffer 1 point of Damage to a random (1d2+1) Attribute.

Gun Modifications (May Select any Amount, Mech Gun Only)

Weapons Hit D6 Hit Range Ideal Rng Sta Dmg Crit Dmg Ammo Location Mount Weapon Type Cost
Personalised +1 12t
Familiar +1 16t
Experienced +1 16t
Overcharged +1 -1 +1 12t
When you use this Weapon; you gain Heat +1.
Prototype +1 -1 +2 16t
When you use this Weapon; you gain Heat +1.
Expanded Ammo -2 +2 +2 14t
Extra Armour / Ammo Case -1 14t
Reload +1.
Shortened Barrel +1 -1 10t
Extended Barrel -1 +1 12t
Scope -1 +1 * +1 14t
*The ‘Tweak, Brace, Take Aim and Careful Shot’ System Rolls all increase this Weapon’s Ideal Range by +1 (Stacks).
Auto Loader -1 -1 +1 16t
Gain 1 free Reload per Combat.
Large Spot Light -1 8t
At the start of your Turn you may illuminate a single target; both you and they lose 1 Step of Low Light Cover.
Dangerous +1 +X NPC, +X
Low Quality / Damaged -1 -1
When you use this Weapon; you gain Heat +1, 12t to remove this Modification.

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Mike Hurrell (Order #15762691)


Acknowledgments
Created by Copyright (C) 2017 by Design Ministries.
Wade Dyer (Design Ministries) ”Fragged Empire” is a registered trademark by Wade Dyer.

Artwork All rights are reserved. No part of this publication may be


Arky Fitzwater reproduced, distributed or transmitted in any form or by any means,
including photocopying, recording or other electronic or mechanical
methods, without prior written permission of Design Ministries.

Names, characters, places, and incidents featured in this publication


are fictitious. Any resemblance to actual persons (living or dead),
events, institutions, or locales is coincidental.

Design, Layout and Production:


Wade Dyer
www.designministries.com.au

www.fraggedempire.com
[email protected]

v1.54

Do you Have Suggestions for this Booklet?


Post them up on our Subreddit:
www.reddit.com/r/FraggedEmpire/

This is a living document that will grow over time and I would
love to hear your suggestions for new Traits and rule tweaks.
I would also love to hear your balancing suggestions.

41

Mike Hurrell (Order #15762691)

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