For Want Of Fuel Play Test

Abstract: A streamlined set of playtest rules for running Stars Without Number compatible mech combat scenes, focusing on quick play and minimal tracking.

Playtest

This document provides a streamlined set of rules for running Stars Without Number compatible mech combat scenes.

For Want Of Fuel

The following sections contain the complete rules for running mech combat in your Stars Without Number game. The design notes below explain the reasoning behind key decisions.

Key Design Principles

  1. Cognitive Load ≤ D&D B/X
    • One primary number per defensive category
    • Minimal tracking requirements
    • Clear, concise stat blocks
  2. Free Kriegsspiel > Edge-Case Math
    • Rules focus on intent over mechanics
    • GM discretion encouraged
    • Quick resolution of edge cases
  3. 100% SWN Compatibility
    • 2d6 skill checks
    • d20 attack rolls against target AC
  4. All Info at Point-of-Use
    • Tags and special rules in weapon/fit lines
    • No global lookup tables
    • Self-contained stat blocks

Core Loop & Dice Basics

Basic Resolution

  • Attack Roll: d20 + hit bonus vs. target’s AC
  • Damage Roll: Roll weapon dice, subtract target’s DR (if applicable)
  • Movement: Frames move in meters (m) per round
  • Actions: Each frame gets 1 Main Action, 1 Move Action and 1 Reaction per round

Combat Round Structure

  1. Initiative: All participants roll d8 + Frame Speed
  2. Turns: Each participant takes their turn in initiative order

Action Types

Main Actions

  • Attack with a weapon
  • Use a system that requires a Main Action
  • Take a special action (Grapple, Brace, etc.)

Move Action

  • Move up to your frames speed

Reactions

  • Trigger a Held Action
  • Use a fitting
  • Attacks of Opportunity

Damage & Armor Model

The PEX (Physical, Energy, Exotic) damage model creates distinct tactical choices in combat.

Damage Types

Physical (P): Standard physical damage (bullets, missiles, etc.)

Energy (E): Laser, plasma, and other energy weapons

Exotic (X): Strange or unusual damage types

Armor and Protection

Damage Reduction (DR)

  • Listed as a single number (e.g., DR 3)
  • Base DR applies to all damage types
  • Fittings may provide bonus DR vs. specific types

Infantry and Mech Scale

Infantry deals only half damage against mechs, and mechs deal double damage against infantry.

Narrative Themes

The Reward of Blood

Violence brings safety, heat, respect and even divinity.
The further you go from civilisation the more violence becomes a currency.

Mercy is Sin

Attempts at redemption lead only to death or corruption.
What you spare today will return tomorrow, twisted into something worse.

The Land is God

Everything pales in comparison to the land itself. Your mech is large, the mountains are titanic. You cannot outdo the land, ever.
The further you journey, the more time and space become unmoored from reality.
Oases are always contested, never safe havens.

Scars of the Long Night

The land bears eternal scars from the last war, with apocalyptic fires of the Scream frozen and preserved in ice.
Your deeds carve scriptures into the dirt, testimonies that outlast flesh.

Aesthetics

The sky bled and bled and the night did not come.

They fought and died and none sang for them.

ON TRAVEL

For three days they rode the glacier fields in silence, the snow crust splitting beneath their weight. The sun never rose proper. It circled low and sour in the east like a judgement half-sworn. They came upon bones swept clean by the wind. No beast or carrion bird in sight. Only the cold.

ON FACTIONS

The men of the Sultanate bore iron-standard spears and spoke in parables even as they killed. They lit fires from the fat of the dead and prayed with rifles slung across their shoulders. The Republic soldiers wore mirrored goggles and did not speak at all. They bled oil when cut.

ON LANDSCAPE

They crossed the scar of the crater where once land had ruptured upward and frozen in the act, as if in violence it had sought some last articulation of grace. The wind blew ice through the ravine like filings through magnet and the sky above was the white of old scars.

Mechanics

Sortie

After a Sortie

What You Bring Back

Every mission, sortie or expedition earns you something.

Fuel Title Description
0 Blood for Nothing The mission failed. You lost ground, gear or people.
2 The Land is Not Yet Satisfied Minor success. A cost was paid. Maybe too much.
4 The Fire Burns Moderate success. Some control gained, some resources secured.
6 Something Dead Gave Way Strong success. You left a mark. Something ancient stirred.
8 The Earth Remembers Major success. The land and people echo your name.

“The fire dies when the blood runs dry. The land takes what it is owed.”

You must pay tribute to the land to maintain your mech and yourselves. Pay 1 Cred per Tier +1. This is not about money or glory. This is about staying alive long enough to kill again.

Downtime

You get two downtime actions.

Stoke the Furnace

Spend fuel to refuel your frame or body.

  • Spend one fuel
  • Recover all your HP or recover all your mechs HP.

    The warmest fire comes from things that once moved.

Work the Bone

Repair your mech, mend your gear, or rebuild your limbs.

  • Roll +Tech or +Heal: 10 = full restore, 7-9 = patch job, 6+ = costly mishap
  • On a 12+, you may also add a makeshift mod (unstable, one-use)

    Steel is only honest when it breaks.

Cut a Deal

Leverage favors, guilt, barter, or flesh to get what you need.

  • Choose: gain black-market salvage, medica supplies, intel, safe passage or anything
  • GM sets cost: reputation, fuel, blood
  • If you fail to pay later, all who helped you will know

    Nothing is ever given. Everything taken must be paid.

Burn the Map

Scout unknown terrain or send rumors into the wastes.

  • Learn about a new point on the map
  • Ask 1 question about faction movements, convoy paths, hidden threats
  • Mark 1 Stress—news is costly.

    The land speaks in wind and ash and silence. Listen or die.

Try To Help

Fixes a local problem but failure creates a bigger one.

Walk Among Them

Try to connect with civilians on human terms.

Roll Culture 10+: Build genuine connection, reduce Dependency, gain local ally 7-9: Awkward but meaningful interaction, learn something important 6-: Your presence intimidates or alienates, increase Fear

Send Word

Try to maintain connections to distant places/people.

  • Costly and often brings bad news.
  • Provides intel and emotional anchoring.

Report In

Deal with Authorities.

  • They make demands, but you gain favor.
  • Ignoring them has consequences, but obeying them often conflicts with local needs

Wager the Self

Choose one ritual below. Roll 2d6 (optionally modified by a stat like Resolve or Guts).

  • On a 10: Clear 6 stress.
  • On a 7-9 Clear 4 stress.
  • On a 2-6: Clear 2 stress and suffer a mark (complication, trauma, or omen).

Brand the Beast – Scar your mount, mech, or bonded creature. Whisper your name into the wound.
Speak the Names – Recite the names of the dead. Carve them into your mech or flesh.
Lay Down the Mask – Confess to someone or something that cannot or will not answer.
Burn the Mercy – Destroy something you spared: a prisoner, a memory, a relic.
Read the Ice – Pilgrimage to a frozen place. Ask the land a question. Accept the answer.
Feast in Silence – Eat something you shouldn’t. Do not speak.
Work the Bone – Carve a token from bone or ruin. Name it after someone you failed. Leave it.
Stand the Night – Go out into the frost naked, unarmed. Return if you can.

You must pay something to feel nothing.

Bury the Dead

Mourn the lost, name them, or feed them to the cold.

  • Clear 2 stress
  • Gain a temporary Blessing or Curse, GM’s choice
  • If you fail to bury the dead, they may return

    There are no ghosts here. Only witnesses.

Forget What You Were

Alter your path. Change your code. Take on a new scar.

  • Choose a new Role-specific XP trigger
  • Gain a Scar. Physical or Mental.
  • Clear your Stress

    This world has no place for who you used to be.

The Reward Of Blood

Award 1 XP per line fulfilled at the end of each session. Players should justify briefly. GM has final call.

Mercy Breaks You
If you showed mercy and things became worse because of it, gain XP.
Blood Honors You
If you killed a named foe or many innocents, gain XP.
Hunger Commands You
If you diminished yourself for fuel, warmth, or survival, gain XP.
God Rides the Horizon
If you witnessed, provoked, or embodied something sublime and brutal, gain XP.

Scars of the Long Night

Every Sortie comes with a scar. Either roll or choose one. These shape worldbuilding, add flavor, and weight to your violence.

d6 Scar
1 The land changed. Ice melted or a crater filled. A map must be updated.
2 A mech component gained a quirk. It weeps coolant or hums psalms.
3 The battlefield ground is permanently stained with oil and blood. Animals avoid it.
4 A canyon echoes with the screams of the fallen.
5 The squad’s mechs now leave scorched footprints in the ice.
6 Blood has frozen on your mech. It wont come off.

Frame Catalog

A comprehensive catalog of available mech frames and their specifications.

Frame Classes

Note: Pilots of suit‑class mechs may choose to take an attack's damage on their own HP. Suit‑class armor does not apply against Heavy‑class weapons. Light/Heavy mechs ignore non‑Heavy attacks.

Light Frames

GMS Everest

GMS
Light
Speed 4
Armor 0
Hit Points 40
AC 12
HP 6
SP 6

CNS Qilin

CNS
Light
Speed 4
Armor 2
Hit Points 28
AC 14
HP 4
SP 7
Special: Benevolent Resonance – Allies within 3 gain +1 AC. Once per turn you may redirect a hostile's attack to yourself.

DM Paladin

DM
Light
Speed 4
Armor 2
Hit Points 30
AC 12
HP 4
SP 6
Special: Riposte – When a melee attack misses you, make a Melee attack against the attacker.

SSC Swallowtail

SSC
Light
Speed 6
Armor 0
Hit Points 24
AC 14
HP 4
SP 6
Special: Integrated Cloak – At the end of its turn, the Swallowtail becomes Invisible if it hasn’t moved that turn. This lasts until it moves or takes a reaction, or until the start of its next turn.

SSC Death's Head

SSC
Light
Speed 5
Armor 0
Hit Points 32
AC 14
HP 5
SP 6
Special: Mark for Death – As an action, mark a target. When you score a hit by 10 or more against the marked target, deal additional damage equal to d12 × your weapon's hard points.

Medium Frames

IPS‑N Tortuga

IPS‑N
Medium
Speed 3
Armor 4
Hit Points 32
AC 10
HP 5
SP 6
Special: WATCHDOG Co-Pilot - All your ranged weapons gain Threat 3. And you may make attacks of opportunity against targets entering your threat zone.

HORUS Gorgon

HORUS
Medium
Speed 4
Armor 0
Hit Points 48
AC 12
HP 5
SP 6
Special: Extrude Basilisk - As an action you project a horrifying basilisk, a visual data-pattern that is incredibly harmful to NHPs and electronic systems, and hard to look at even for humans. Hostile characters must succeed on a Tech save before attacking you or any allied characters within range 3. On a failure, they become Stunned until the end of their next turn. Each character can only be Stunned by this effect once.

CNS Baihu

CNS
Medium
Speed 3
Armor 2
Hit Points 36
AC 10
HP 5
SP 6
Special: Triumphant Roar – When you destroy or crit a target, all hostiles within 10 must save vs Mental or become take -2 to hit for 1 round.

DM Chevalier

DM
Medium
Speed 5
Armor 2
Hit Points 32
AC 12
HP 4
SP 6
Special: Cavalry Charge – If you move 3+ before making a melee attack, gain +4 to hit and +4 damage on that attack.

NF Cortes

NF
Medium
Speed 4
Armor 0
Hit Points 32
AC 10
HP 5
SP 6
Special: Energy-Matter Regeneration – Recover 1 HP of Overheat damage per round.

Heavy Frames

CNS Zhuque

CNS
Heavy
Speed 2
Armor 2
Hit Points 36
AC 10
HP 7
SP 5
Special: Gravity Stabilizers – Weapons you fire ignore Brace.

DM Casemate

DM
Heavy
Speed 2
Armor 4
Hit Points 44
AC 8
HP 7
SP 5
Special: Fortified Bastion – As a reaction, half all damage against you until your next turn. You lose your Action on that next turn.

NF Tercio

NF
Heavy
Speed 2
Armor 4
Hit Points 46
AC 8
HP 6
SP 5
Special: Phalanx Protocol – If you haven't moved this turn, gain resistance to all damage until the end of your next turn.

Suit Frames

HORUS Goblin

HORUS
Suit
Speed 5
Armor 0
Hit Points 24
AC 14
HP 2
SP 8
Special: Symbiosis – As a action, attach to a willing allied mech (larger than yours) to occupy their space. While attached, you gain hard cover but share conditions with host. Host may use your Fittings, Saves, and Tech Attack. You take actions during host's turn instead of your own. Lasts until you detach (free action) or either mech is Stunned.

NF Cid

NF
Suit
Speed 5
Armor 0
Hit Points 24
AC 14
HP 2
SP 8
Special: Flux‑Veil – When you move, you become Invisible and ignore engagement until the start of your next turn.

Frame Weapons

Complete list of available weapons for frame customization.

Weapon Categories

Melee Weapons

Name
Range
Damage
Type
Tags
Special
HP
Chain Axe
Melee
1d12
P
Shock 4
Always does at least 4 damage
2
Segment Knife
Melee
1d6+2
E
Overkill
Damage dice are exploding
1
Catalytic Hammer
Melee
1d6+10
P
Loading
Targets must save against Physical or be stunned for one round. Requires an Action to reload
2
Heavy Charged Blade
Melee
1d12+6
E
AP
Ignores Armor
3
Harmony Gauntlets
Melee
1d12+4
P
Melee
On a hit you may give one ally +2 to their next attack against this your target
2
Rampart Boarding Halberd
Melee
1d12+6
P
Reach 2
On a crit, push the target 1 and may immediately step into their space
3

Ranged Weapons

Name
Range
Damage
Type
Tags
Special
HP
Deck-sweeper Automatic Shotgun
3
2d12
P
Threat Inaccurate
Threatens attacks of opportunity
2
Daisy Cutter
7
3d12
P
Cone Limited 2
Cone AoE; Limited Uses
3
Vorpal Gun
5
2d12
E
Vigil
Once per turn you can immediatly attack a hostile that attacked one of your allies
2
Heavy Machine Gun
8
2d12+8
P
Inaccurate Suppressive Brace
Suppressive fire makes your weapon Loading. The cone is 2 in every direction at its max range.
2
Mortar
15
1d12+2
P
Blast 1 Inaccurate Arcing
10m AoE
2
Howitzer
20
2d12
P
Blast 2 Inaccurate Loading Brace Arcing
20m AoE. Does not require line of sight
3
Assault Rifle
10
1d12
P
Shock 4
Always does at least 4 damage
2
Thermal Rifle
5
1d6+4
E
AP
Ignores Armor
2
Anti-material Rifle
20
2d12
P
AP Loading Accurate Brace
You cannot fire and move in the same turn
3
Missile Rack
10
1d6+2
P
Blast 1 Loading
1
Xiaguang Disintegrator
10
2d10
E
Overkill
Damage dice are exploding
3
Meridian Pulse Cannon
15
1d6+6
E
Blast 2 Smart Loading
Ignores soft cover
3
Fusil‑de‑Ligne Volley Rifle
12
1d12+2
P
Accurate Loading Brace
2
Oriflamme Incinerator
4
2d6+4
E
Cone Limited 3
Burning: targets failing a Physical save take 1d6 Burn at start of their turn for 2 rounds
2
Photonic Ray Cannon
15
2d12+4
E
AP Accurate Loading Overheat 2
You take 2 HP damage firing this weapon
3
Galvanic Rifle
10
1d10
E
Burn
Targets hit take 1d6 Burn for 2 rounds (save ends)
2
Grav Torsion Howitzer
15
1d12+6
X
Blast 2 Loading
All creatures in Blast failing the save are pulled 1 toward the center
3
Oracle LMG-1
15
2d6
P
Accurate Arcing
Accurate weapons get +2 to hit.
1
Vulture DMR
15
1d12+2
P
Accurate Overkill Overheat 1
Accurate weapons get +2 to hit. Damage dice are exploding. You take 1 HP damage when firing this weapon.
2

System Weapons

Name
Range
Damage
Type
Tags
Special
HP
EW Suite
10
1d6
X
Smart Hex
Smart weapons attack using guided systems. Save against Tech for half damage. On a fail the target is hexxed and also gets -4 on their next attack
2
Nexus (Light)
10
d6
P
Smart
Smart weapons attack using guided systems. Save against Tech for half damage
1
Nexus (Hunter Killer)
10
1d12
P
Smart
Smart weapons attack using guided systems. Save against Tech for half damage
2
Ghoul Nexus
10
1d6+4
P/E/X
Smart
Smart weapons attack using guided systems. Save against Tech for half damage
2

Frame Fittings

Complete list of available fittings for frame customization and enhancement.

Fitting Categories

Combat Fittings

Name
Effect
SP
Ammo Feeder
Once per scene, you can reload a Loading weapon as a free action.
1
Stabilizers
You can fire Brace weapons and move, but take -2 to Hit.
1
Siege Ram
+4 damage when charging into objects or frames. 20 AP P damage against objects.
2
Throughbolt Rounds
Allows a weapons to pierce up to 2 range before impacting. Pierced objects take 4 AP damage.
2
Gendarme Charge Propulsor
When you move 3+ in a straight line and end adjacent to a hostile, that target takes 4 P damage and is knocked 1. If you mount a melee weapon you may then make a free melee attack.
2
Exocortex Combat Link
+1 Accuracy with Smart or Accurate weapons. Quick, 1/scene: Lock‑On a target in Sensors.
2
Bio‑Furnace Redliners
Gain +2 Speed and +2 damage on all melee attacks, take 4 E AP damage while using it.
3
Core Siphon
You can siphon energy from your frame's critical systems to gain bonus to hit to your attack. For each +1 bonus to hit, the attack gains Overheat 1.
2

Tactical Fittings

Name
Effect
SP
Smoke Charges
Deploy a cloud of dense smoke in a 2-range radius up to range 5. The smoke blocks line of sight and provides soft cover to anyone inside it. Lasts for 2 rounds. Can be set as mine. Limited 3.
1
HE Charges
Deploy a high explosive charge at a location within range 5. The charge detonates dealing 2d6 P damage in a 1-range radius. Targets must save vs Evasion to take half. Can be set as mine. Limited 3.
1
Deployable Cover
Deploy a 2 hardened barriers (Size 1). The barrier provides hard cover and has 10 HP.
1
Marker Light
As an Action mark a target within sensor range. The target loses soft cover benefits, and the first attack made against it is a critical hit. At the end of your next turn, they save against Tech to end the effect.
2
Tracking Bug
As an action, target a character within Sensors. They must make a Tech save. On a failure, you know their exact location, HP, and Speed for the duration. They can't Hide and you ignore their Invisible status.
2

Mobility Fittings

Name
Effect
SP
Jump Jet System
You can fly while moving, however you start falling when you stop or the end of your turn.
2
EVA System
You can operate in vacuum, underwater, and extreme environments without penalty. Provides life support for the pilot.
1
Flight System
You can fly. You take Class+1 HP damage each turn when flying.
2
High-Stress Mag Clamps
You treat all solid surfaces as flat ground for the purposes of movement; you can move across them normally instead of climbing, although you begin to fall if you are knocked Prone.
1

Systems Fittings

Name
Effect
SP
NHP Assistant
An integrated NHP that assists you and can follow basic instructs when operating the mech independantly.
2
HORUS Puppetmaster
As an Action you can move (4) a drone and deal 4 E Damage to a adjacent enemy. This includes enemy drones.
2
OSIRIS-Class NHP
Hurl Into the Duat: You channel your target's systems through an unknown extradimensional space and unleash an incredibly powerful system attack. The target saves against Tech. On a fail, they take 4 heat and you inflict an additional effect as follows: the first time the target fails the save, you inflict the First Gate on your target; each subsequent failed save (by any target) increases the level of the effect that you inflict (e.g. your second use inflicts the Second Gate, your third inflicts the Third Gate, etc.) until you inflict the Fourth Gate, after which the effect resets to the First Gate. Your progress persists between scenes but resets if you rest or perform a Full Repair. First Gate: You control your target's standard move next turn. Second Gate: Your target becomes Slowed and Impaired until the end of their next turn. Third Gate: Your target becomes Stunned until the end of their next turn. Fourth Gate: Your target changes allegiance temporarily, becoming an allied character until the end of their next turn. They treat your allied characters and hostile characters as their own and are treated as an allied NPC for activation and turn order. This effect ends immediately if you or any allied character damages, inflicts heat upon, or attacks (including Grapple and Ram) your target, or forces them to make a save. This action may only be used 1/round
2
Scylla-Class NHP
Unleash Scylla: You enter an overwatch stance until your next turn. Twice you may make an attack against a hostile that attacks an ally within range 3 or interacts with a object in range of your choosing. The hostiles are aware what target was chosen.
3
H0R_OS System Upgrade I
Puppet System: Your target moves its maximum Speed in a direction of your choice. They can be moved into hazardous areas and other obstacles, but are still affected by difficult terrain, obstructions, and so on. This movement is involuntary, but provokes reactions and Engagement as normal and doesn't count as Knockback, pushing, or pulling. Eject Power Cores: Your target becomes Jammed until the end of their next turn as you temporarily disrupt their systems, ejecting ammo magazines and cooling rods. Characters adjacent to your target take 4 energy damage. This can only be used 1/scene on each character.
2
H0R_OS System Upgrade II
Construct Other: Ideal Image: You create a data construct in a free adjacent space – a Size 2 object that can look like almost anything and that appears real to all systems. The construct provides hard cover, blocks line of sight, and has Immunity to all damage. Characters treat it as an obstruction and so cannot voluntarily move into it; however, if a character attempts to stand on it or is involuntarily moved into its area, it dissipates and is immediately destroyed. It lasts for the rest of the scene, or until destroyed by an adjacent character with a successful Systems skill check as a full action. If you create a second construct, the previous one disappears. Construct Other: False Idol: Choose a free space within Sensors and a target – either yourself or an allied character within Sensors. You create a false idol – an illusory decoy of your target – in the chosen space. Before attempting to take any hostile actions against your target, characters with line of sight to the false idol must make a Tech save. On a failure, they don't lose the action, but cannot target the original character and believe the false idol is real instead until the end of their next turn. The false idol is the same Size as your target, can benefit from cover, and has AC 10, and 1 HP. It disappears if it takes heat or damage, or at the end of the scene. If you create a second idol, the previous one disappears.
2
H0R_OS System Upgrade III
Dimensional Emblems: You create three Size 1 data constructs in free spaces adjacent to your target, but not adjacent to each other. When a character passes through one of the constructs, they take 2 heat and the construct disappears. They last for the rest of the scene or until either they are destroyed, you take this action again, or you delete them as a free action. A construct can be destroyed by an adjacent character with a successful Systems skill check as a action. Celestial Shackles: Mark a space your target currently occupies. If they leave the affected space, once at any point during your turn, you may take a free action to teleport them back to that space, or as close as possible, ending this effect. An affected character can attempt to succeed on a Systems save as a action to end the effect, otherwise it lasts until the end of the scene.
2

Utility Fittings

Name
Effect
SP
Manipulators
Advanced articulated hands that can perform delicate operations. You can interact with objects designed for human use and make fine manipulations that would normally be impossible for a mech.
1

General Fittings

Name
Effect
SP
Personalizations
+4 HP, cosmetic customization
1
Custom Paint Job
When you are reduced to 0 HP, roll a d6. On a 6, you are only reduced to 1 HP.
1

Drone Fittings

Name
Effect
SP
Turret Drone
Deploy a turret drone within range 10 that attacks deals +6 damage to any target you hit within the drones range of 10. The drone has 5 HP, AC 12.
2
Sentinel Drone
Deploy a sentinel drone within range 10 that deals 6 P Damage to any hostile within 2 Range making an attack. The drone has 5 HP, AC 12.
3
Lotus Projector
Deploy a stealthed stationary scout drone within range 20. The drone relays visual and sensor data back to you, detecting stealthed, invisible, and camouflaged targets. The drone is invisible to sensors and camouflaged, has 1 HP.
2

Core Bonus Fittings

Name
Effect
SP
SSC Ghostweave
During your turn, you are Invisible. If you take no actions on your turn other than your standard move, Hide, and Boost, you remain Invisible until the start of your next turn. You immediately cease to be Invisible when you take a reaction.
0
HORUS Lesson of the Held Image
As a reaction at the start of any allied character’s turn, you may give them +2 to hit against any character within line of sight and Sensors.
0
IPS-N Sloped Plating
You gain +2 Armor.
0

Standard Template Mechs

Mechs

GMS Everest Assault Pattern
Light Frame
Hull
GMS Everest
Speed
4
Armor
1
HP
40+4
AC
14
Hard Points
5/6
System Points
6/6
Weapons
Assault Rifle
Range 10 Damage 1d12 P
[[tag:shock 4]]
Missile Rack
Range 10 Damage 1d6+2 P
[[tag:blast 1]] [[tag:loading]]
Chain Axe
Range Melee Damage 1d12 P
[[tag:shock 4]]
Fittings
Personalizations
+4 HP, cosmetic customization
Custom Paint Job
When you are reduced to 0 HP, roll a d6. On a 6, you are only reduced to 1 HP.
Smoke Charges
Deploy a cloud of dense smoke in a 2-range radius up to range 5. The smoke blocks line of sight and provides [[tag:soft_cover]] to anyone inside it. Lasts for 2 rounds. Can be set as mine. [[tag:limited 3]].
HE Charges
Deploy a high explosive charge at a location within range 5. The charge detonates dealing 2d6 P damage in a 1-range radius. Targets must save vs [[tag:evasion]] to take half. Can be set as mine. [[tag:limited 3]].
GMS Everest Sniper Pattern
Light Frame
Hull
GMS Everest
Speed
4
Armor
0
HP
40
AC
14
Hard Points
5/6
System Points
6/6
Weapons
Anti-material Rifle
Range 20 Damage 2d12 P
[[tag:ap]] [[tag:loading]] [[tag:accurate]] [[tag:brace]]
Thermal Rifle
Range 5 Damage d6+4 E
[[tag:ap]]
Segment Knife
Range Melee Damage d6+2 E
[[tag:overkill]]
Fittings
Jump Jet System
You can fly while moving, however you start falling when you stop or the end of your turn. [[tag:jump]]
Smoke Charges
Deploy a cloud of dense smoke in a 2-range radius up to range 5. The smoke blocks line of sight and provides [[tag:soft_cover]] to anyone inside it. Lasts for 2 rounds. Can be set as mine. [[tag:limited 3]].
Deployable Cover
Deploy a 2 hardened barriers (Size 1). The barrier provides [[tag:hard_cover]] and has 10 HP.
GMS Everest EW Pattern
Light Frame
Hull
GMS Everest
Speed
4
Armor
0
HP
40+4
AC
14
Hard Points
6/6
System Points
6/6
Weapons
Nexus Hunter Killer
Range 15 Damage 2d6 X
[[tag:smart]] [[tag:accurate]]
EW Suite
Range 10 Damage d6 X
[[tag:smart]] [[tag:hex]]
Howitzer
Range 20 Damage 2d12 P
[[tag:blast 2]] [[tag:inaccurate]] [[tag:loading]] [[tag:brace]] [[tag:arcing]]
Fittings
NHP Assistant
An integrated NHP that assists you and can follow basic instructs when operating the mech independantly. [[tag:tech]]
Flight System
You can fly. You take Class+1 HP damage each turn when flying. [[tag:flight]]
Personalizations
+4 HP, cosmetic customization
Manipulators
Advanced articulated hands that can perform delicate operations. You can interact with objects designed for human use and make fine manipulations that would normally be impossible for a mech.
GMS Everest Fire Support Pattern
Light Frame
Hull
GMS Everest
Speed
4
Armor
0
HP
40
AC
14
Hard Points
6/6
System Points
6/6
Weapons
Heavy Machine Gun
Range 8 Damage 2d12+8 P
[[tag:brace]] [[tag:inaccurate]] [[tag:suppressive]]
Missile Rack
Range 10 Damage 1d6+2 P
[[tag:blast 1]] [[tag:loading]]
Mortar
Range 15 Damage d12+2 P
[[tag:blast 1]] [[tag:inaccurate]] [[tag:arcing]]
Fittings
Turret Drone
Deploy a turret drone within range 10 that attacks deals +6 damage to any target you hit within the drones range of 10. The drone has 5 HP, AC 12. [[tag:tech]]
Ammo Feeder
Once per scene, you can reload a [[tag:loading]] weapon as a [[tag:quick]] action.
Stabilizers
You can fire [[tag:brace]] weapons and move, but take -2 to Hit.

Mech Builder

Frame Selection

Weapons 0/0 HP

Fittings 0/0 SP

Mech Card

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Fittings

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Tag Glossary

Tags modify how weapons and systems function, creating unique tactical options.

Weapon Tags

Combat Tags

AP (Armor Piercing)
This weapon ignores the target's Armor rating when calculating damage. This makes it particularly effective against heavily armored targets.
Example: A weapon with AP will deal full damage even if the target has high Armor
Accurate
This weapon is particularly precise and well-balanced, granting a +2 bonus to hit when making attack rolls.
Example: A weapon with Accurate makes it easier to hit targets
Brace
This weapon requires a stable firing position. You cannot move and fire this weapon in the same turn.
Example: Brace weapons require careful positioning for optimal use.
Inaccurate
This weapon is difficult to aim precisely, imposing a -2 penalty to hit when making attack rolls.
Example: Inaccurate weapons are harder to hit with but often make up for it in other ways
Loading
This weapon requires an Action to reload after firing. You cannot fire it again until it has been reloaded.
Example: Loading weapons require careful management of your actions
Overkill
When rolling damage for this weapon, if you roll the maximum value on any die, you may reroll that die and add the new result to the total damage.
Example: Overkill weapons can deal massive damage on lucky rolls
Reach
This melee weapon can attack targets up to the specified range away. The number after Reach indicates the maximum range in range units.
Example: Reach 3 means the weapon can hit targets up to 3 range units away
Shock
This weapon deals damage even on a miss. The number after Shock indicates how much damage the target takes even if the attack misses. Additionally, Shock X sets the minimum damage of the weapon equal to the Shock value.
Example: Shock 4 means the target takes 4 damage even if you miss, and successful hits deal at least 4 damage
Smart
This weapon has advanced targeting systems that automatically hit the target. The target must make a save vs Tech to take only half damage.
Example: Smart weapons always hit their target, though targets may reduce damage with a successful save
Suppressive
This weapon can be fired to suppress a cone-shaped area starting from the weapon's location. You automatically hit all targets that are not in cover, dealing half damage. Targets can save vs Evasion to take no damage. Half cover grants +4 to the save.
Example: Suppressive weapons automatically hit exposed targets and force enemies to take cover
Threat
This weapon can be used to make attacks of opportunity against targets that move within its range, or leave it. The number after Threat indicates the range in range units.
Example: Threat 3 means the weapon can make an attack of opportunity against targets up to 3 range units away
Vigil
Once per turn, you can immediately attack a hostile that attacked an ally within your weapon's range.
Example: Vigil weapons allow you to protect your allies

Area Effect Tags

Blast
This weapon deals damage in an area. The number after Blast indicates the radius in range units. Blast weapons always attack AC 10. All targets in the area must save vs Evasion for half damage. If you miss your attack roll, the blast lands in a random direction d6 range units from the target.
Example: Blast 2 means the explosion affects all targets within a 2 range unit radius from the point of impact, forcing them to save vs Evasion for half damage
Cone
This weapon creates a cone-shaped area of effect, affecting all targets within the cone's area.
Example: Cone weapons are excellent for hitting multiple targets in a specific direction
Arcing
This weapon does not require line of sight to its target, allowing it to hit targets behind cover or around corners. Cover bonuses still apply.
Example: Arcing weapons can hit targets that would normally be protected by cover

Special Effect Tags

Burn
This weapon sets targets on fire. On a hit, the target takes ongoing burn damage at the start of their turn. At the end of their turn, they must make a save or the effect continues. Alternatively, they can use an action to end the burning effect.
Example: Burn weapons deal damage over time until the target saves or uses an action to extinguish the flames
Hex
When this weapon hits, the target must make a save vs Tech. On a failure, they become hexxed and suffer a -4 penalty on their next attack.
Example: Hex weapons can significantly reduce enemy effectiveness
Limited
This weapon can only be used a certain number of times before restocking it. The number after Limited indicates how many uses remain.
Example: Limited 3 means the weapon can be used three times before needing to be restocked
Overheat
When this weapon is fired, the user takes damage equal to the overheat value. This represents the strain on the mech's systems.
Example: Overheat 2 means the mech takes 2 HP damage when firing

Fitting Tags

Combat Tags

Quick
This fitting can be used as a free action, allowing you to use it without spending your main action.
Example: Quick fittings are excellent for tactical flexibility
Limited
This fitting can only be used a certain number of times per scene. The number after Limited indicates how many uses remain.
Example: Limited 3 means the fitting can be used three times per scene

Movement Tags

Flight
This fitting allows the mech to fly. While flying, the mech can move in any direction and ignore terrain obstacles.
Example: Flight fittings provide excellent mobility
Jump
This fitting allows the mech to make jumping or limited flying movements, with specific limitations on duration or height.
Example: Jump fittings provide tactical mobility options

Support Tags

Hard Cover
This fitting provides hard cover to adjacent allies, giving them a significant defensive bonus.
Example: Hard Cover fittings are excellent for protecting allies
Soft Cover
This fitting provides soft cover to allies within its area of effect, giving them a moderate defensive bonus.
Example: Soft Cover fittings can protect multiple allies
Immunity
This fitting makes the mech immune to all damage types, providing complete protection against attacks.
Example: Immunity fittings provide ultimate protection
Size
This fitting affects the mech's size. The number after Size indicates how many spaces the mech takes up.
Example: Size 2 means the mech takes up two spaces

System Tags

Tech
This system requires targets to make a save vs Tech to resist its effects.
Example: Tech systems are particularly effective against electronic systems
Physical
This system requires targets to make a save vs Physical to resist its effects.
Example: Physical systems affect the target's physical capabilities
Evasion
This system requires targets to make a save vs Evasion to resist its effects.
Example: Evasion systems test the target's ability to dodge or avoid effects
Mental
This system requires targets to make a save vs Mental to resist its effects.
Example: Mental systems affect the target's mental state or willpower

Referee Quick Cues

Combat Tips

Using Cover

  • Encourage tactical positioning
  • Remind players of cover bonuses
  • Use terrain to create chokepoints

Mixed Arms Tactics

  • Combine different frame types
  • Use terrain to force engagements
  • Create opportunities for flanking

Quick Reference

Common DCs

  • Easy task: 6
  • Moderate task: 8
  • Hard task: 10
  • Very hard task: 12

Common Modifiers

  • Advantage: +2
  • Disadvantage: -2
  • Cover: Soft +2 AC/ Hard +4 AC
  • Flanking: +2 to hit
  • High Ground: It’s over.

Problems That Can’t Be Blown Up

d6 Human-Scale Problem Why Violence Fails What They Really Need
1 Crop Disease You can’t shoot germs Agricultural knowledge, medicine
2 Trade Dispute Both sides have legitimate claims Mediation, compromise
3 Religious Schism Violence makes martyrs Understanding, patience
4 Missing Caravan Already dead or lost Investigation, tracking
5 Corrupt Leader Killing them creates power vacuum Political solution, evidence
6 Broken Infrastructure Mechs are too big/clumsy Engineering, manual labor

Settlement Profile

Core Questions

  • What do they need that violence can provide? (bandits, beasts, territorial disputes)
  • What do they need that violence cannot? (medicine, food, trade routes, leadership)
  • What do they fear about you? (your reputation, your power, your unpredictability)
  • What do they offer? (fuel, shelter, information, connection)

Settlement Size & Character

d6 Size Population Character
1 Waystation 20-50 Desperate traders, last-chance fuel depot
2 Homestead 50-100 Isolated families, suspicious of outsiders
3 Mining Camp 100-200 Rough workers, temporary but lucrative
4 Trading Post 200-500 Crossroads culture, news and gossip
5 Township 500-1000 Established hierarchy, competing factions
6 Regional Hub 1000+ Multiple settlements’ lifeline, political complexity

Settlement Mood (Roll 2d6)

Result Mood Reception Complications
2- Terrified Hide indoors, whisper prayers Children cry when they see you
3-4 Wary Polite but distant Overcharge for everything
5-6 Neutral Business-like transactions Standard prices and treatment
7-8 Welcoming Genuine hospitality Expect you to solve their problems
9+ Reverent See you as savior/hero Create unrealistic expectations

Settlement Relationship Track

Status Description Implications
Fear They comply but plot against you Inflated prices, false information, potential betrayal
Wariness They deal with you but keep distance Limited services, guarded interactions
Neutral Standard business relationship Fair trades, basic hospitality
Trust They share information and ask for help Better prices, insider knowledge
Dependence They expect you to solve everything Constant demands, emotional manipulation

“The more they need you, the more they’ll hate you for it.”

Settlement Problems

Roll 2d6 when arriving at a settlement to determine their immediate crisis:

Roll Problem Violence as Solution? Alternative Need
2 Plague outbreak No - makes it worse Medical knowledge
3 Food shortage Partially - raid others Trade negotiation
4 Missing persons Maybe - if kidnapped Investigation skills
5 Mechanical breakdown No - too delicate Technical expertise
6 Religious conflict No - creates martyrs Mediation
7 Bandit raids Yes - classic mech job -
8 Wild beasts Yes - hunt them down -
9 Corrupt officials Partially - creates vacuum Political solution
10 Infrastructure collapse No - mechs too clumsy Engineering
11 Trade dispute No - both sides valid Negotiation
12 Territorial conflict Yes - but at what cost? Diplomacy

“Not every problem can be solved with a mech. But the ones that can…”

Travel

The land stretches beyond reason. Ice and stone and silence that swallows mechs whole. You are small here. Your machine is small. Only the cold is infinite.

The Hard Truth of Distance

Mechs are gods of war, not gods of travel. They consume fuel like fire consumes air, break down in conditions that wouldn’t slow a person on foot, and need supply chains that stretch across a continent of ice.

Between settlements lie days or weeks of frozen waste. No mech travels alone and survives. No pilot crosses the deep ice without paying the land its due.

Before You Travel

Supply Requirements

Every leg of the journey demands payment:

  • 1 Fuel for base consumption
  • Supplies for crew and yourself
  • Spare parts for inevitable breakdowns

Travel Preparations

Choose your support:

Solo Travel (Desperate or Foolish)

  • +1 Fuel consumption
  • Automatically face all travel complications alone
  • No backup when things go wrong

    “Pride goeth before the fall, and the ice remembers fools.”

Convoy Travel (Standard for any smart pilot)

  • Supply trucks, crew, guides
  • Shared resources and expertise
  • Social complications and obligations
  • Roll for Convoy Dynamics each journey

Authority Escort (Safest but Costly)

  • Official supply lines and support
  • Navigation handled by authority bureaucrats
  • Political complications and oversight
  • May be conscripted for Authority business

The Travel Roll

Known Routes

Roll once for the entire journey between settlements.

Choose Your Navigation:

Hire Local Guide

  • Cost: Negotiable (favors, fuel, violence)
  • Roll 2d6 (guides minimize risk and variance)
  • Guides always count as having rolled at least a partial success

Follow Authority Roads

  • Cost: Papers, permits, tariffs
  • Automatic navigation success
  • Roll for Authority Complications instead

Navigate Yourself

  • Roll 2d6+Navigation or +Survival
  • Higher variance, more complications
  • Complete independence

Unknown Territory

When venturing into unmapped regions, break travel into legs. Each day or major terrain feature requires its own roll and complications.

Travel Results

  • Arrive on schedule without major incident
  • Learn something valuable about the route
  • Choose: reduce fuel consumption by 1 OR gain useful intel

Partial Success (7-9)

You reach your destination but choose one:

  • Delayed: Arrive late, consuming extra fuel
  • Costly: Face a complication that demands resources or favors
  • Exposed: Something follows you or learns of your business

Travel Crisis (6-)

The land claims its due. Choose two:

  • Lost: Add days to your journey, consuming extra fuel
  • Breakdown: Mech suffers damage requiring repairs
  • Encounter: Face a threat that may require a sortie
  • Separated: If traveling with others, someone goes missing
  • Storm-Bound: Weather forces dangerous shelter choices

Seasonal Travel

Frost (The Long Dark)

Most of the year. The ice roads are open but unforgiving.

Advantages:

  • Frozen rivers become highways
  • Clear sight lines across the ice fields
  • Avalanche zones are predictable

Hazards:

  • Limited daylight for navigation
  • Equipment failures in extreme cold
  • Settlements may be sealed against winter

Travel Modifier: +0 to navigation, +1 fuel consumption

Thaw (The Breaking)

Dangerous transition between seasons. The ice remembers nothing.

Advantages:

  • Some blocked routes open up
  • Desperate people offer better deals

Hazards:

  • Routes change daily as ice breaks
  • Flash floods and mudslides
  • Equipment failures from temperature swings

Travel Modifier: -2 to navigation, routes may become impassable mid-journey

Bloom (The Brief Summer)

Short growing season. Everyone moves while they can.

Advantages:

  • Best traveling weather
  • All routes accessible
  • Maximum trade opportunities

Hazards:

  • Crowded routes and competition
  • Higher prices for everything
  • Time pressure before next Frost

Travel Modifier: +1 to navigation, normal fuel consumption

Convoy Dynamics

When traveling with others, roll for relationship complications:

2d6 Convoy Complication
2-3 Mutiny: Crew questions your leadership or route
4-5 Breakdown: Critical supply vehicle needs repairs
6-8 Politics: Someone has conflicting goals or loyalties
9-10 Discovery: Find something valuable but contested
11-12 Revelation: Learn important information about your destination

Authority Route Complications

When using official roads, roll for bureaucratic entanglements:

2d6 Authority Complication
2-3 Conscription: Required to handle local Authority business
4-5 Inspection: Cargo searched, papers questioned, delays
6-8 Tolls: Unexpected fees, taxes, or “donations” required
9-10 Intelligence: Authorities want information about your business
11-12 Escort: Assigned unwanted official escort or observer

Local Guide Relationships

Guides reduce travel risk but come with their own complications:

Guide Motivations

  • Homeward: Needs to reach family or clan territory
  • Trade: Building relationships for future business
  • Political: Advancing local faction interests
  • Spiritual: Following traditional or sacred routes
  • Fugitive: Avoiding someone or something
  • Curious: Wants to know what you’re really doing

Working with Guides

  • Guides know seasonal variations and hidden paths
  • Can negotiate with locals you’d never reach
  • May take routes that serve their purposes, not yours
  • Always know more than they’re telling you
  • Judge you by standards you don’t understand

“The land speaks to those who listen. Outsiders hear only wind.”

Travel Hazards

Environmental

  • Ice Storms: Visibility drops to zero, equipment icing
  • Avalanche Zones: Unstable terrain, sound discipline required
  • Crevasse Fields: Hidden chasms that can swallow mechs
  • Temperature Extremes: Systems failure, hypothermia risk

Human

  • Bandits: Desperate people with improvised weapons
  • Territorial Disputes: Caught between competing claims
  • Refugees: Fleeing disaster, may be pursued by threats
  • Authority Patrols: Questions, searches, potential conscription

Mechanical

  • Fuel Line Freeze: Common in extreme cold
  • Gyro Drift: Navigation systems fail in magnetic anomalies
  • Joint Seizure: Hydraulics lock up, requires field repair
  • Sensor Ghost: Equipment malfunctions create false readings

When Travel Becomes a Sortie

Sometimes the journey becomes the mission:

  • Convoy under sustained attack
  • Major mechanical failure in hostile territory
  • Discovered something that changes everything
  • Weather forces shelter in a dangerous location
  • Authority forces attempt to detain or conscript you

“The ice cares nothing for your schedule. The land takes what it is owed.”

Media Inspiration

Soundtrack

Literature

  • The Book of the New Sun by Gene Wolfe
    • The feeling of ancient, forgotten technology
    • The weight of history and myth
    • The relationship between violence and divinity
  • Dune by Frank Herbert
    • The importance of resources (fuel, water)
    • The relationship between people and their machines
    • The weight of prophecy and destiny
  • The Road by Cormac McCarthy
    • The stark beauty of a ruined world
    • The constant struggle for survival
    • The thin line between humanity and brutality

Film & Television

  • Mad Max: Fury Road
    • The importance of vehicles and fuel
    • The visual language of war machines
    • The relationship between people and their machines
  • Blade Runner 2049
    • The weight of history and memory
    • The relationship between humans and machines
    • The visual language of ruins and relics
  • The Expanse
    • The importance of resources and territory
    • The relationship between people and their machines
    • The weight of history and politics

Games

  • Lancer
    • The relationship between pilots and their mechs
    • The importance of customization and specialization
    • The weight of history and politics
  • Into the Breach
    • The importance of positioning and terrain
    • The relationship between pilots and their machines
    • The weight of sacrifice and loss
  • Frostpunk
    • The importance of resources and survival
    • The relationship between people and their machines
    • The weight of history and politics