Fragged Empire: Mech & Outpost Rules
Fragged Empire: Mech & Outpost Rules
41 Acknowledgments
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.
»» 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.
10
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).
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.
11
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.
12
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.
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»» 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.
14
»» 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).
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 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.
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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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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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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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»» 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.
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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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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22
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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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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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.
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»» 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.
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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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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.
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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.
Skilled Mech
Equal in Power to 1 Player Character.
Mech Combat.
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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.
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.
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.
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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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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).
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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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).
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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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).
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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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.
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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www.fraggedempire.com
[email protected]
v1.54
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.
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