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too good to be true version 0.

11

Mercenary mecha combat in a gritty future.


A quick-play RPG for one-shots and short
campaigns.

by Michael Prescott
preparing to play 2G2BT v0.11—2/22

starting out 2d6 other merc Company


mech without the expensive tag. On a 10+,
choose: an expensive mech, or an extra
The sweet spot
Player characters are members of a mecha 2 The Only Way [to be Sure] The GM will vary the pace and detail of play
mech equipment option. to keep the game focused on the action in
mercenary company. Each is the inheritor of
3 Shell Shockers For a quick start, each character starts with and around combat missions.
a centuries-old combat mech, a relic of a by-
gone era of advanced battlefield technology. 4 Astrid’s Own the default mech for their playbook. Friction and conflict comes from contact with
5 “The Mobile Infantry” If you are playing a multi-session campaign, the enemy (of course), but also from the fog
company name follow the instructions on the mercenary of war, conflicting priorities (or even loyalties)
6 Johnny’s Metal Hand of allies, the scarcity of supplies, munitions
When you start play, choose a name for the company sheet.
mercenary company. 7 Harrison’s Hussars and repair opportunities. Not to mention,
theatRe deployment straight-up shitty luck.
8 “Sol Quarantine”
Starting assets The players must choose a theatre of war,
9 Red Company Play can explore other kinds of conflicts or
When you start play, roll 2d6 to determine an ongoing conflict to which their mercenary aspects of the setting, but you’re on your
the company’s assets and reputation: 10 Condoterri Bros company is attached. Not all theaters are own.
11 Báilián available to starting companies.
2d6 starting details

2-3 None. You’ll have to hire dropships 12 Breyer & Associates


to get to the action. Reputation -1. playing
2d6 History As in most RPGs, the GM describes the
4-8 Regent dropship with 2 unknown
quirks. Reputation -1. 2 You stole something valuable from fictional situation around the characters. The
them (e.g. your mech). They’re players say how they react: what they say,
9-10 Troll dropship, 2 quirks, Reputa- gonna want it back. do, or try to do. The GM says what happens
tion 0 next.
3 They stole something valuable
11-12 Troll dropship, Reputation 0. from you (e.g. your previous rules
mech).
The core rules are presented as short,
characters 4 Former employer, went bad after self-contained procedures which apply in
Players should each choose a different play- the Scarol II evac. specific situations.
book as their character: Mercenary, Hotshot,
5 Always up in your shit. Play free-form until a rule applies. When it
Veteran, Rigger, Lieutenant, Commander,
Prodigy. It’s okay to double up on the first few 6 Former mentors, would rather talk does, follow the rule’s instructions, and inter-
playbooks. about old times than get shit done. pret the results in the context of the current
fictional situation.
Follow the character creation instructions on 7 Have a knack for working for the
the playbook. other side Players should not treat rules as a list of
things they can do (this will make the game
8 Friendly rivalry, but tend to under- suck). The game works best when players
history bid you. Costs you 1-cash/mission are putting their characters in situations
All mercenaries start with history with one when they’re in the same theater. where the rules are relevant.
other mercenary company. Roll on the Other
9 Wouldn’t let you join, back when
Merc Company table to determine which, rolling dice
you sucked. They still think you
then roll on the History table to determine the
suck. Most die rolls are 2d6 plus a pilot stat or me-
nature of the relationship with them.
10 They’ll only talk to you through cha attribute. Commonly, a roll of 6 or less is
Mech assignments lawyers. a miss, a failure condition which the GM will
interpret to mean something bad happens. A
When you recruit a new mercenary to join 11 They wanna be you, it’s embar- roll of 7+ is a hit: the PC gets what they want-
the company (i.e. a player creates a charac- rassing. ed, but seldom without some complication. A
ter), roll 2d6 +Reputation.
12 They have sworn to kill you at all 10+ is a clean break.
On a miss (6 or less), they get their play- costs. (Who did you kill?)
book’s default mecha (or exo armor if they
prefer). On a hit (7+), they can choose any
mercenary MAULER
Choose a name/lineage/background/look: The M309 ‘Mauler’ general strike mecha
Name: Selene / Marsen / N’dela / Ajani / Per- was mass manufactured for export all along
ahta / Hanke / Anouk / Liis-Albano / France / the Selenberg Dendrite. Few units still have
Aaron / Leo / Eliška the original lasers, but they are popular with
riggers for their reliability and easy field main-
Lineage: Concordat / Dendrite / Factori / tenance.
Earth / Roosts / Holdborn / Cysts
Speed +1, Evasion 0. Choose two options.
Background: promoted exo / base brat /
tank rat / prestige academy / sim-baby armanent
Look: stained / vat-fresh / androgynous / ■ Ceres 40mm AC (3d near/far)
reconstructed / fatale / beefy / inked □ Insight-2 Dual Laser (2d near/extreme
free advanced)
Stats
Battle +2. Assign +1, +0, -1 to the others.
□ Wolfpack SR-78 Rocket Pod (2d near
obvious salvo/6)
Special □ Coaxial MG (1d near free repeater)
Choose two:
battle ■ Steel guts: When you head into enemy Armor
■ Granulated composites (1-armor) Speed
fire to get the job done, mark xp.
tactics □ Shock trooper: When you’re shooting, □ advanced)
Series II Symmetric Foam (2-armor evasion
you count as two units when figuring out
munitions
hardware who’s outnumbered.

command
□ Close quarters specialist: When you Auxiliary
□ Smoke dispenser (1-armor) □□□□□□
□ Albedo cloud (2-armor vs lasers,
assault with initiative, you may use the
nearest enemy mecha as 2-cover from DAMAGE
harm the others. advanced, munition)
strain / out / dead □ Thug: Mecha physical combat doesn’t □ Grafted subsystem from another model external | critical hits | disabled
□□|□□□|□
□□□□|□|□ count as pushing your hardware.
□ Forward observer: When you assess
□ Grafted subsystem from another model
Critical damage
experience from concealment, your allies take +AOF. Quirks
□ Armament disabled (choose)
Mark experience when you miss, or when a □ Trigger happy: In your hands, all □ Auxiliary system disabled (choose)
rule tells you to. armaments have repeater.
□ ‘Till it glows: When you assault, all □ Cockpit fire (harmful, ongoing)
□□□□□□□ your weapons gain tandem. Push your □ Power plant casing crack spews black
smoke, -1 Evasion/Speed
hardware to avoid a system shutdown
Advancements
□□□ +1 to a stat (max +3) from excess heat. □ Power failure, system shutdown
□□□□ Add a playbook special □ Tough as nails: Gain 1-grit, which works □ Ammunition explosion (2-damage 2d
like armor against harm.
□ Take a special from another playbook
area messy)

□ Retire and get out of the game


history

Too Good To Be True Too Good To Be TruE


hotshot Raider
Choose a name/lineage/background/look: The RCR-7 (rapid close/recon) ‘Raider’ was
Name: Selene / Marsen / N’dela / Ajani / Per- Amber Dyanmics’ final export production
ahta / Hanke / Anouk / Liis-Albano / France / mecha. The much sought-after RCR-9 added
Aaron / Leo / Eliška additional stealth features, but only existed
as a limited prototype run.
Lineage: Concordat / Dendrite / Factori /
Earth / Roosts / Holdborn / Cysts Speed +2, Evasion +1. Choose one option.

Background: promoted exo / base brat / armanent


tank rat / prestige academy / sim-baby ■ Aeon Systems 21mm AC (2d near/far
Look: stained / vat-fresh / androgynous / repeater)
reconstructed / fatale / beefy / inked □ Nightmare-3 Missile Launcher (3d far/
extreme slow munition)
Stats
Battle +2. Assign +1, 0, -1 to the others. Armor
■ Anti-ballistic cladding (0-armor)
special
Choose two: □ Assault panels (1-armor)
battle ■ Hotshot: When you bail on the plan Auxiliary Speed
and abandon cohesion to do your own
■ Jump system (obvious, munition)
□ Coaxial splintergun (6d AP near
tactics thing, mark xp and +1 to your next roll.
evasion
□ Headhunter: When you shoot with munition)
hardware munitions
□ Extended range pack (+2 Munitions)
initiative, +AOF.

command
□ Slippery: When you are on the move,
incoming fire is -AOF. □ Shielded comms (+1 Evasion) [RCR-9] □□□□□□
harm
□ Return Fire: When you take fire from □ Heat dispersion system (+1 Evasion DAMAGE
unseen attackers, you may return fire advanced) [RCR-9] external | critical hits | disabled
strain / out / dead

□□□|□□|□
anyways.
□ Incoming!: When your squad assaults,
□ Camdrones (munition): When you recon
a dug-in enemy, squaddies take +1
□|□□□|□
you may join in from engagement range. forward to an assault. Critical damage
experience □ Sure Footed: When you race through □ Grafted subsystem from another model □ Armament destroyed (choose)
Mark experience when you miss, or when a rough terrain, +1 speed. □ Auxiliary system destroyed (choose)
□ Auxiliary power kicks in, -1 speed
rule tells you to. Quirks

□□□□□□□ □ Cockpit spidered, +1 harm, -1 forward


Advancements □ Hip servo (immobile)
□□□ +1 to a stat (max +3) □ Jump system detonates, +1 harm
□□□□ Add a playbook special
□ Take a special from another playbook
□ Retire and get out of the game
history

Too Good To Be True Too Good To Be TruE


Veteran hellhound
Choose a name/lineage/background/look: The Koral Armaments Hellhound is one of
Name: Selene / Marsen / N’dela / Ajani / Per- the heaviest mecha still in active service.
ahta / Hanke / Anouk / Liis-Albano / France / Originally a front-line assault mech, later pre-
Aaron / Leo / Eliška CBE variants had adapted the chassis to an
assault-support artillery role.
Lineage: Concordat / Dendrite / Factori /
Earth / Roosts / Holdborn / Cysts Speed 0, Evasion +1. Choose one option.

Background: promoted exo / base brat / armanent


tank rat / prestige academy / sim-baby ■ Twin 15mm AC (2d near/far repeater)
Look: stained / vat-fresh / androgynous /
reconstructed / fatale / beefy / inked
□ Longbow Missile (4d extreme slow
indirect munition messy)
Stats □ Saturator Long Gun (6d extreme messy
area slow 2-munition advanced)
Assign +2, +1, 0, -1 to your stats.

special
□ Flame-thrower (1d/6dAP tight area
messy omni tandem)
Choose two:
battle ■ Pessimist: When you burn 2 SNAFU on Armor
■ Tensioned Ceram (1-armor) Speed
one roll, mark xp.
tactics ■ Lifer: You have history with 2 companies □ Reinforced back (2-armor in assaults) evasion
instead of 1.
hardware □ Make ‘em count: When you assault, Auxiliary
□ Dual turbine power plant (+1 speed)
munitions

□ Magellan NNX targeting gear (+1 AOF to □□□□□□


spend less 1 munition.
command □ Deja Vu: When you think you’ve been spotted indirect fire) DAMAGE
□ Smoke dispenser (1-armor)
here before, roll +Tactics. On a hit, find
harm 2-cover and say what it is. On a 10+, external | critical hits | disabled
strain / out / dead take +1 to disengage.
□ Albedo cloud (2-armor vs lasers, □□□|□□□|□
□□□□|□|□ □ Gut feeling: You can assess nearby
enemy strength or objectives from the
advanced, munition)
□ Grafted subsystem from another model Critical damage
experience flimsiest evidence. □
□ Grafted subsystem from another model □ Auxiliary system destroyed (choose)
Armament destroyed (choose)
Mark experience when you miss, or when a □ It’s a goddamn trap: When you predict
rule tells you to. what total clusterfuck happens, burn
Quirks
□ Auxiliary power kicks in (-1 speed)
□□□□□□□ 1-SNAFU.
□ Final protective fire: When you □ Cockpit fire (harmful, ongoing)
Advancements
stand your ground to cover retreating □ Cockpit spidered, +1 harm, -1 forward
□□□ +1 to a stat (max +3) squaddies, take +1.
□ Full share: When a mission pays out, □ Knee servo (push hardware on rough
□□□□ Add a playbook special terrain, -1 speed)

□ Take a special from another playbook


you get 1-cash of your own.
□ Power plant casing crack spews black
□ Retire and get out of the game
smoke (-1 evasion, -1 speed)
□ Ammunition explosion (2-damage 2d
History area messy)

Too Good To Be True Too Good To Be TruE


RIGGER gargoyle
Choose a name/lineage/background/look: Modular close support mech.
Name: Selene / Marsen / N’dela / Ajani / Per- Speed +1, Evasion 0. Choose two options.
ahta / Hanke / Anouk / Liis-Albano / France /
Aaron / Leo / Eliška armanent
Lineage: Concordat / Dendrite / Factori / □ Twin 18mm RAC (2d near/far repeater)
Earth / Roosts / Holdborn / Cysts □ Maintenance claw (3d tight free)
Background: promoted exo / base brat /
tank rat / prestige academy / sim-baby
□ SKP missile pod (4d extreme AA one-
shot fast)
Look: stained / vat-fresh / androgynous /
Armor
■ Alliance Carbon (0-armor)
reconstructed / fatale / beefy / inked

Stats
Hardware +2. Assign +1, +1, 0 to the others.
□ You just welded all that on? (1-armor)
Auxiliary
special
Choose two:
■ Modular chassis: grafting always works.
■ Combat rigger: when you expose
Overhauling costs 0-supply.
battle □ Salvage lance (3d tight) Speed
□ Field re-arming package: When you
yourself to danger to aid a damaged
squaddie, mark xp.
tactics evasion
■ Repair link: when you attach to rearm a squaddie, give them munitions
and roll +hardware. On a 7+, it’s quick.
munitions
hardware damaged mecha, roll +hardware. On a

□□□□□□
On a 10+, you brought lots, they get +1
hit, provide a temporary damage point
munition.
□ Maintenance scanner: You may assess
(max 1). On a 10+, you bring a critically
command damaged system back online for the rest
of the mission. the internal systems of visible mecha. DAMAGE
harm
□ Kick it: When you force-restart a critically □ ROVER: Remote-operated maintenance external | critical hits | disabled
strain / out / dead
□□|□□□□|□
□□□□|□|□
damaged system, it just works. +SNAFU. mini-rover (Speed +2, Evasion +2,
□ Emergency override: When you 2-dmg, 1-armor, take no action while
controlling it.) Critical damage
experience
remotely control a squad mech whose
pilot is out or dead, make all rolls at -1. □ Grafted subsystem from another model. □ Armament destroyed (choose)
Mark experience when you miss, or when a □ Alert: When your squad’s mecha are up □ Grafted subsystem from another model. □ Auxiliary system destroyed (choose)
rule tells you to. for repairs, you choose the good techs. □ Auxiliary power kicks in (-1 speed)
□□□□□□□ All mecha get 1-damage repair extra.
□ Hacksaw: When you spend downtime to
Quirks
□ Cockpit fire (harmful, ongoing)
Advancements graft a salvaged subsystem onto another □ Cockpit spidered, +1 harm, -1 forward
□□□ +1 to a stat (max +3) mecha, roll +hardware and spend □ Knee servo (push hardware on rough
□□□□ Add a playbook special 1-supply. On a hit, it’s attached. On a terrain, -1 speed)

□ Take a special from another playbook


10+, there’s no new quirk.
□ Right where it hurts: When you do □ Power plant casing crack spews black
□ Retire and get out of the game
smoke (-1 evasion, -1 speed)
critical damage to a mech or vehicle
model you’re familiar with at near range
history or less, it’s disabling.

Too Good To Be True Too Good To Be TruE


lieutenant IGUANA
Choose a name/lineage/background/look: Roost high-tech tank, made before the Ses-
Name: Selene / Marsen / N’dela / Ajani / Per- sen arm fell in the Factori wars.
ahta / Hanke / Anouk / Liis-Albano / France / Speed +2, Evasion +1.
Aaron / Leo / Eliška Choose two options.
Lineage: Concordat / Dendrite / Factori /
Earth / Roosts / Holdborn / Cysts armanent
Background: promoted exo / base brat / □ HVDS Railgun (4d far/ex advanced)
tank rat / prestige academy / sim-baby □ Sancor 20mm AC (3d near/far repeat)
Look: stained / vat-fresh / androgynous / □ OWL 0.6GJ pulse laser (1d far/ex repeat
reconstructed / fatale / beefy / inked munition)

Stats □ SKP missile pod (4d extreme AA one-


shot fast)
Command +2. Assign +1, 0, -1 to the others.
Armor
special
■ Talos Ceramics 8cm A3 (1-armor)
□ Anti-projectile REACT skirt (+1 armor
Choose two:

battle ■ Harsh lessons: When your orders get a munition)


Speed
squad mech disabled, mark xp.
tactics □ Move up! When you order a squaddie Auxiliary evasion
into danger, they take +1 to their next
roll.
■ Second crew station. When crewed, munitions
hardware
□□□□□□□
the Iguana assaults with two weapon
□ This way! When you lead your squad systems, and may give suppression fire
while booting it.
command along a daring short cut, +1 SNAFU
and roll +tactics. On a hit, you’re there.
On a 10+, no +1 SNAFU and take +1 to
■ Exo ride-along handles (for 4, -1 Speed DAMAGE
harm when 3+ aboard). external | critical hits | disabled
□ Ballistics µ-sight package: When □□□|□□□|□
the engagement roll.
strain / out / dead
□ Insistent: When you fight for your
□□□□|□|□ squad’s needs during downtime, roll
the Iguana takes weapons fire, it may
instantly return fire at reduced AOF. Critical damage
experience
+command. On a hit, hold 1, on a 10+, 2.
Spend hold 1-for-1 for: □ Grafted subsystem from another model □ Armament destroyed (choose)
Mark experience when you miss, or when a ● An extra 1-damage repair per mech
Quirks □ Auxiliary system destroyed (choose)
rule tells you to. ● An extra critical repair attempt
□ Auxiliary power kicks in (-1 speed)
□□□□□□□
● -1 SNAFU to the next mission
□ Shrewd: When you rely on your allies, □ Cockpit fire (harmful, ongoing)
take +1 to the roll. □ Cockpit spidered, +1 harm, -1 forward
Advancements
□□□ +1 to a stat (max +3) □ Snap out of it! When you command a □ Track damage (push hardware on rough
□□□□ Add a playbook special
strained or unconscious squaddie, terrain, -1 speed)

□ Take a special from another playbook


mark 1-harm. They recover 2-harm.
□ Big picture: When you pore over your □ Power plant casing crack spews black
smoke (-1 evasion, -1 speed)
□ Retire and get out of the game squad’s data feeds, you may assess the
area around the whole squad. □ Ammunition explosion (2-damage 2d
area messy)
history

Too Good To Be True Too Good To Be TruE


commander troll
Choose a name/lineage/background/look: Originally a Roost battleship component,
Name: Selene / Marsen / N’dela / Ajani / Per- Sylent trans-orbital lifters were soon adapted
ahta / Hanke / Anouk / Liis-Albano / France / for standalone use. By the end of C25,
Aaron / Leo / Eliška knockoffs were built everywhere.

Lineage: Concordat / Dendrite / Factori / Speed -1, Evasion -1. Choose one option:
Earth / Roosts / Holdborn / Cysts
armanent
Background: promoted exo / base brat /
tank rat / prestige academy / sim-baby
□ Sylent ‘Ringfire’ Plasma Cannon (3d far
omni)
Look: stained / vat-fresh / androgynous /
reconstructed / fatale / beefy / inked
□ ‘Harbinger’ Missile (4d extreme slow
indirect obvious munition messy)

Stats ■ Splintergun array (6d AP near free omni)


Command or Tactics +2. Assign +1, +1, 0 to
Armor
the others.
■ Trans-orbital shielding (2-armor)
special
Choose two:
□ Assault panels (+1 armor)
battle Speed
■ Big picture: When you sacrifice Auxiliary

tactics individual needs for the good of the ■ Trans-orbital lifter (munition, 2-muntion to evasion
company, mark xp. ascend)

hardware ■ Connected: Establish history with 3 ■ Huge (expensive, hauls 2-supply) munitions

command
companies, not 1.
□ Fuck it: When you risk the entire
■ Mecha bay (4 berths, 1 door)
□ TO-3C: 2nd mecha bay door, 5th mecha
□□□□□□
mission or the company to achieve DAMAGE
berth
harm something, burn SNAFU.
□ Wasn’t born yesterday: When you spot □ TO-3F: Extended range pack (+2 external | critical hits | disabled
strain / out / dead munitions)
□□□□|□□□|□
□□□|□□|□ insignias, take +1 to the roll.
□ Make ‘em pay: When you announce □ Geoscan optics (assess from orbit)
experience a squaddie’s death over comms, □ ‘Hound’ drone salvage hoversled (carries Critical damage
□ Armament disabled (choose)
1 mech or salvage)
□ Nacelle, +1 munition to lift off
everyone takes +AOF for the rest of the
Mark experience when you miss, or when a mission. □ Original fusion engine (1-munition ascent
rule tells you to.
□ Eye for talent: When you recruit a new □ Mecha bay doors jammed
□□□□□□□
advanced interplanetary)
company member, they take +1 to the
starting mech roll (max +3).
□ Mothership: berths hold fighters; doors □ Deck pressure loss (+1 downtime
have launch/reclaim rails
□ New orders: When you reveal the
SNAFU ongoing)
Advancements
□□ +1 to a stat (max +3) Quirks □ Auxiliary power kicks in, -1 speed
□ External optics short out (blind)
real mission, earn 1-SNAFU and roll
□□□□ Add a playbook special +Command. On a hit, roll twice on any

□□ Take a special from another playbook one mission table and take your pick. On
a 10+, you don’t need to betray anyone.
□ Retire and get out of the game
history

Too Good To Be True Too Good To Be TruE


prodigy angel
Choose a name/lineage/background/look: Sold into the Dendrite after the CBE to help
Name: Selene / Marsen / N’dela / Ajani / Per- resist Concordat attacks until Kilo Cyst went
ahta / Hanke / Anouk / Liis-Albano / France / silent in 27C. Elegantly simple in its design,
Aaron / Leo / Eliška the Angel is expensive to operate because of
its reliance on advanced materials manufac-
Lineage: Concordat / Dendrite / Factori / turing.
Earth / Roosts / Holdborn / Cysts
Speed +2, Evasion +1. Choose one option:
Background: promoted exo / base brat /
tank rat / prestige academy / sim-baby armanent
Look: stained / vat-fresh / androgynous / □ Prismatic 8GJ UV Laser (4d far/ex quiet
reconstructed / fatale / beefy / inked advanced)

Stats
□ Shear field projector (3d tight messy
advanced)
Assign +2, +2, -1, -1 to your stats, randomly.
Wait until you use them. Armor
■ Monofilament fractal carapace (2-armor)
special
Choose two: □ EM shield (-AOF munition advanced)
battle
■ Tendency to stare: When you inspect □ Ghost ECM (+1 evasion advanced) Speed
an unfamiliar mecha, system, or
tactics Auxiliary evasion
■ Tech level V (expensive)
installation in detail, mark xp.
□ It would take too long to explain: When
■ Immune system: won’t accept grafted
munitions
hardware squaddies carry out your weird or
upsetting plans, they mark xp and you subsystems □□□□□□
command hold 1 weird.
□ Orbital descent shield (munition)
harm □ The long con: When you first infect a DAMAGE
□ Trans-orbital lift thrusters (munition) external | critical hits | disabled
strain / out / dead
computer under the enemy’s control,
□ Computer intrusion package (munition □□|□□□|□
□□|□□|□
hold 3 weird.
□ In their hearts, they doubt: Spend 2 advanced)
□ A/G Nodes (jump quiet advanced) Critical damage
□ Armament destroyed (choose)
weird to burn 1 SNAFU.
experience
□ It’s part of a larger pattern: Spend 2 □ It turns into a goddamn plane
Mark experience when you miss, or when a weird to adjust a mission roll by 1 in □ Auxiliary system destroyed (choose)
rule tells you to. either direction. Quirks
□ Auxiliary power kicks in (-1 speed)
□□□□□□□ □ It’s not your time: When you impose
your will on an apparently dead
□ Auto-escape system engages (mech
automatically flees weapons fire)
□ Reactor jostled (-1 evasion)
Advancements squaddie and spend 1-weird, they
□□□ +1 to a stat (max +3) recover 3 harm.

□□□□ Add a playbook special □ Prescient instincts: You may boot it with
□ Take a special from another playbook +Tactics instead of +Speed.

□ Retire and get out of the game


history

Too Good To Be True Too Good To Be TruE


weiler Exo
A Roost Primary Systems mech, legendary Military exo vary from simple strength/endur-
for its maintainability and durability. Weilers ance-boost frames to fully enclosed stealth
were never produced in export numbers, and nano-mecha. The G-99 is a typical TL IV
no pre-burst fabs remain, so they are trea- model.
sured whenever they are uncovered. Speed +0, Evasion +2. Choose two options.
Speed +1, Evasion +1. Choose two options.
armanent
armanent □ 12mm snub HMG (1d near repeat)
■ Splitfire 24mm RAC (3d near/far □ Anti-Armor Rocket (2d near munition)
□ TL V A-A Rocket (2d near/far munition
repeater)
□ Raven 2GJ chemical laser (2d far/ex advanced)
□ Limpet mine (3d tight slow munition)
tandem)
□ 5GJ charged particle arc (4d near
messy repeater indirect)
Armor
Armor ■ Ceram Micro (0-armor)
■ Replacement granulated composites □ ‘Bubblehead’ combat hood (1-armor)
(1-armor) Speed Speed
□ Original T3-series lattice (2-armor) evasion
Auxiliary
■ Infantry exoskeleton: repairs/upgrades evasion
Auxiliary -1 cost. Stow four in a mecha berth.
□ RAC cluster rounds (-1d +AOF) munitions ■ Nanomech: Exo get two upgrades munitions

□ Aerial target acquisition package (all □□□□□□ instead of one.


□□□□□
weapons gain AA) ■ Hydraulic hands: (2d tight) When you
□ Anti-acquisition weave (+1 Evasion) DAMAGE do critical damage, make a salvage roll DAMAGE

□ Auto-med (-1 harm, munition, advanced) external | critical hits | disabled at -2. Take -1 ongoing while you carry it. external | critical hits | disabled

□ Gelfoam extrusion system (-1 external □□□|□□□|□ □|□□|□


□ Orbit-to-HALO package (munition)
□ ‘Ostrich’ leg extensions (Speed +1)
□ Jump system (munition)
damage, munition) Critical damage Critical damage
□ Anti-acquisition flares (1-cover, □ Armament destroyed (choose) □ Limb servo (harmful)
munition)
□ Auxiliary system destroyed (choose) □ Smoke cannister (munition) □ Running hot (-1 Evasion)
Quirks □ Auxiliary power kicks in (-1 speed) □ Computer intrusion package (munition □ Momentary power loss, hit the deck.
advanced)
□ Cockpit fire (harmful, ongoing) □ Black pill reactor (+2 munitions) □ Leg amputation (2-harm)
□ Cockpit spidered, +1 harm, -1 forward □ Auto-cauterizer (amputations cause □ Arm amputation (2-harm)
□ Knee servo (push hardware on rough only 1-harm) □ Head hit (4-harm)
terrain, -1 speed)
□ Anti-acquisition weave (+1 Evasion)
□ Power plant casing crack spews black Quirks
smoke (-1 evasion, -1 speed)

Too Good To Be True Too Good To Be TruE


regent sylph
The venerable Regent is one of the earliest The Sylph is the third generation descendant
aerodynamic re-entry/trans-orbital lifters still of the Helical Systems Aircat ground support
used in large numbers. VTOL chassis. Released into the public do-
Speed +1, Evasion +1. Choose two options. main after the Puissance conflict in 24C, the
airframe was modularized to quickly adapt
armanent between air-to-air and air-to-ground roles.
□ ‘Thumper’ 50mm AC (3d near/far slow) Speed +2, Evasion +1. Choose two options.
■ Tail-mounted dual 18mm RAC (2d near/ armanent
far repeat AA)
□ Quad 18mm RAC (3d near/far repeat
□ Octopus omnidirectional AG missile munition)
system (3d far salvo/4)
□ 3GJ HEAP Bomb (4d near messy
2-munition)
Armor
■ Re-entry shielding (1-armor) □ AG missile (3d extreme munition)
□ Assault panels (2-armor) □ HeSys Harpoon II-class AA missile (3d
extreme AA munition)
Auxiliary
Speed Speed
■ Ground-to-orbit thrusters (munition, Armor
■ 8mm Gelcote (0-armor)
glide re-entry)
■ Large VTOL (expensive, holds 1-supply) evasion □ Asymmetric printed foam (1-armor) evasion
■ Ventral bay (ramp, holds 1 mech or exo- munitions munitions

□□□□□ □□□□□□
Auxiliary
loaded Iguana)
■ VTOL Fighter, flying
□ Roundbelly variant (holds additional DAMAGE □ Afterburner (+1 Speed, munition) DAMAGE
□ Bomber configuration (+2 munitions, -1 external | critical hits | disabled
mech/vehicle)
□ Rapid drop-off mode (“bounce ‘n’ fly”) external | critical hits | disabled
□ Field re-supply arm: Convert 1-supply □□|□□□□|□ □|□□|□
Speed)
□ Orbital re-entry shielding (munition)
□ Low observability package (+1 Evasion Critical damage
into 6-munitions.
□ Mech recovery drone sled (remote Critical damage
□ VTOL thrusters; requires runway to land. advanced) □ VTOL thrusters; requires runway to land;
□ High-altitude reconnaissance optics
operated)
□ Front-line retrofit (remove expensive) □ orbit
Nacelle damage - 2-munition to reach
must taxi into dropships
□ Thrust vectors damaged (-1 Speed)
Quirks □ Thrust vectors damaged (-1 Speed) Quirks
□ Sensor array. -1 ongoing to assess
□ Airframe damage, powered re-entry □ Flaps damaged; tight maneuvers requre
required (1-munition) pushing your hardware
□ Sensor array. -1 ongoing to assess □ Hardpoints - rightmost 2 munitions
□ Bay doors jammed unusable.

□ Compartment seals blown - not vacuum □ Compartmet seals blown - not vacuum
safe
safe

Too Good To Be True Too Good To Be TruE


the mercenary company 2G2BT v0.11—12/22

Company stats □ Buy a dropship. on a hit you restore 1-harm to a character


thought dead on the last mission □ Exo team: a unit of six exo, or four exo
The company starts out with 1-cash, 1-sup-
□ Buy a jumpship. and an Iguana
ply, and 0-salvage.
□ A player character is killed or retires Auxiliary units □ Combat resupply team: a flight crew
These are NPCs who have joined the merce- plus Buffalo VTOL, can ferry supply and
nary company much like the player charac- salvage to and from your operating base
reputation
advancements ters have.
contract terms
Each should be assigned a random NPC per-
cash Auxiliary options (of course) increase the
sonality that affects them in play. Enhancements to your terms of employment.
company’s payroll, but it’s assumed the com-
supply
pany’s fees are increased correspondingly. Any vehicles they bring with them are owned □ Plum operating base: while deployed,
by them; they benefit from the deploy- you are given a premium operating base
Reputation which is protected, isolated, or hidden
□ Increase reputation: +1 (max +3)
ment-provided repairs but any extra comes
salvage out of the company’s options. □ Intel hookup: -1 SNAFU
Your stash of supply and salvage is stored at □ Increase reputation: +1 (max +3) If the company provides them replacement
□ Prime salvage rights: You get to keep
your operating base. □ Increase reputation: +1 (max +3) or upgraded vehicles, those belong to the
company.
any off-world mercenary tech you haul

□ Flight crew: a space-rated flight crew to


Your block chain cash can’t be stolen. back to your operating base.
Specialists
□ Security detachment: armed security fly one of your dropships
origin who will guard your operating base □ Tank crew: an auxiliary tank platoon
Pick your company’s origin.
□ Military traditions: +1 to rally □ Off-world depot: will guard your stash signs on; they bring 3 medium tanks or 2

□ For-profit business: careful control □ Maintenance team: generates an extra heavy tanks
□ Air support: an auxiliary air unit signs on
critical repair opportunity
of spending increases mission pay by
1-cash □ Medical team: surgeon and two with two Sylphs.

□ Freedom fighters: description assistants, restores 2-harm to everyone


after each mission
□ Hoodlums: description □ Logistics team: they secure you an
extra 1-supply after each mission
advancement □ Contract lawyer: Before each mission,
The company itself advances the first time roll +Reputation. On a hit, for this mission
each of these things happens: you get the benefit of one contract term

□ Kill an enemy mech Veteran. perk you don’t currently have.

□ Kill an enemy Commander (any sort). Operating Base


□ Destroy a mech company’s base. □ Prefab HQ: a collapsible briefing and
□ Disable an enemy dropship situation room, you can set up at your
forward operating base. +1 forward to
□ Change theatre deployments a pre-mission regional assessment, if

□ Complete a final mission of a branching you’re able to make one


□ Prefab Barracks: a collapsible barracks
campaign.
□ Pull off a mission with broad political and R&R room. Restores 1-harm to
everyone after each mission.
significance.
□ Completely resolve someone’s history □ Medical pod: a collapsible TL VI medical
facility. If staffed by a medical team, this
with another mercenary company gives you a custom move: roll +nothing,
Field operations—1 2G2BT v0.11—13/22

Briefing Push it Support rules impose your will


When you’re briefed on your mission, roll When you push your hardware beyond its When you impose your will, roll +command.
limits, take 2d incidental and roll +hardware. Assess On a hit, they do what you want or they take
+Tactics.
Manifest a quirk. On a hit, it works out okay. When you assess the situation, ask a ques- 1 strain. On a 10+, 2 strain.
When the mission begins, the company On a 10+, either avoid damage or gain ad- tion and roll +Tactics. On a hit, choose one:
begins with SNAFU points based on the (Strain is harm that doesn’t tick out or dead
vantage from your risky move. you get details / you do it without taking long boxes.)
theatre. or additional exposure to danger. On a 10+
Using this rule for overloading a system,
both, plus the big picture. Relying on allies
engagement driving off cliffs, falls, rough terrain, shov-
ing through ruins, collisions, hanging on to When you rely on NPC allies, roll +rep. On
When you engage with the enemy, roll Boot It
enemy mecha. a hit, they come through. On a 10+, with
+Tactics. On a 10+, choose two. On a 7-9, When you haul ass to get there first, in time enthusiasm. On a miss, they’re useless, MIA,
choose one: to help, or to get the hell out of there, roll or double-crossing you.
●●You seize the initiative. You act while the weapons fire +Speed and take enemy fire as established.
enemy must react. When you give or take weapons fire, roll On a hit, you make it. On a 10+, reduce Spot their colors
the chosen weapon’s dice on the fire table. incoming AOF or +1 to your next roll.
●●You maintain unit cohesion. Your forces When you spot the insignia of a mech
are positioned where you want them and are D=Damage, C=Critical Hit. Over short distances, Speed is comparable company, say who you think it is and roll
ready for immediate action. AOF 1 2 3 4 5 6
across vehicles classes. Over longer distanc- +Reputation. On a hit, you’re right. On a 10+,
es, ground vehicles cannot outpace aircraft; the GM will tell you their angle.
●●You gain a tactical advantage; establish Incidental - - - - D D aircraft cannot outpace space ships.
a superior position, find cover/concealment, Salvage
Direct - - - D D D
identify key enemy targets, etc. as estab- on the move
lished. Concentrated - - D D D C When you strip a mech, installation, or
When you spend a long time on the move, ship for salvage, roll +hardware and do 5
Precision - D D D C C spend 1-munition. damage. On a hit, choose: it’s sweet (worth
Combat rules 1-cash), it’s useful (it’s 1-supply) On a 10+,
Accuracy of Fire Infiltrate also choose: it’s a functional upgrade (as
Assault By default, weapons fire is direct. Concen- When you use move to a position us- established) / it only takes ten minutes.
When you assault the enemy to seize trated fire requires exposed/confined, unsus- ing concealment, roll +Evasion. On a 7-9,
territory or gain a tactical advantage, spend pecting, or immobilized targets. Precision fire choose one, on a 10+ choose 3: it doesn’t
1-munition and exchange weapons fire. Roll is carefully aimed fire at non-evading targets. take long / bring a squaddie with you / you Damage
+Battle. On a hit, you take the objective. On notice an opportunity or useful detail. Each D or C result from weapons fire crosses
a 10+, GM decides if they are exposed, lose Weapon Fire Modifiers off a box on the target’s damage track. Criti-
cohesion, or surrender. Range (too close, too far) reduces weapon Helping cal hits skip the external boxes on the track.
dice by 1d/step. At 1d, reduce AOF instead. When your unit has cohesion, anyone can When you tick a critical damage box:
Suppression Fire join assaults or fire missions except as estab-
Range Distance
lished. (The rest may boot it.) ●●The pilot takes 1 harm
When you rake the enemy’s position with
weapons fire, spend 1-munition and roll Tight 0-50m ●●Choose a critical damage result
+battle. On a hit, you give friendly troops an Rally
Near 50-300m
opportunity. Inflict damage at reduced AOF. When you rally the unit before or during the Armor
GM chooses: the enemy is rattled, or they Far 300-1000m action, roll +command. On a 10+ hold 3; on Each point of armor blocks one D or C-type
take cover and cede the initiative. On a 10+, Extreme 1000-2000m a 7-9 hold 1. Spend hold to give benefits to damage, always absorbing ‘D’ first. Armor
you also give the allies you cover +1 to their squaddies: works once per volley of incoming fire/assault
next rolls. Concealment or Flying reduces AOF by one. (not once per weapon).
Below Incidental, reduce 1d instead. ●●The unit regains cohesion (now).
Take Cover ●●I’ve got your six! +AOF to next shot Each point of armor eliminates one D or C hit
Cover reduces dice by 1d (berms, ditches, from the total sustained from weapons fire.
When you take cover from incoming fire heavy forest) or 2d (freeway supports). ●●Look out! -1d to incoming fire ‘D’ results are always blocked before ‘C’.
roll +Evasion. On a hit, you scramble to es-
tablished cover or concealment, but you lose
initiative. On a 10+, you keep the initiative if
you had it.
Field operations—2 2G2BT v0.11—14/22

SNAFU re-arm
When you reload company mecha, burn
2d6 quirk Buying Mecha
When you have the chance to buy a mech/
SNAFU points can be paid down over the 7 Asymmetric EM signature makes
1-supply, top up munitions in all normal me- mech easily identifiable. vehicle, say what model you’re looking for
course of the mission, by ‘burning’ them to cha, or a single expensive mech. and roll +Reputation.
worsen the odds of rolls: 8 Climate control failure makes pilot
Rearmor grouchy. -1 to Assess. roll result
For each point of SNAFU you burn, roll an
additional die, and remove the highest roll When you rearmor company mecha, 9 Delicate. An external damage box 2-4 Wreck: It’s a model you want,
from the results. Up to 2 SNAFU can be burn 1-supply, repair all damage boxes in 3 becomes a critical damage box. but it’s disabled (armor track all
burned on a single roll. normal mecha, 6 exo, or a single expensive ticked), depleted and has d3
10 Nanoscopic stress fractures. Per- critical damage. Half price!
Any large-scale resolution is eligible: always mecha.
manently fill leftmost damage box.
engagement rolls, opportunity rolls, and 5-8 Wrong model, with d2 unknown
Critical Repair 11 Spews black smoke. Evasion -1. quirks.
relying on allies. Assess for long-term recon
efforts. Combat rule rolls are never eligible When you repair critical damage, spend 12 Feedback—external damage to 9-11 Desired model, 1 unknown quirk,
(however significant). 1-supply and roll +hardware. On a miss, it the mech causes harm to the pilot. randomly chosen options.
becomes an unknown quirk (max 3 quirks).
GM SNAFU On a hit, it’s repaired. On a 10+, you make 12+ Sweet find: the model you want,
do without the 1-supply. with the options you want.
The GM can spend SNAFU at any time to Opportunities
reveal a truly terrible problem. (Like, the Advanced systems take 2-supply instead. After each mission there’s a random opportu-
dropship won’t start terrible.) Selling Mecha
When critical damage is repaired, cross out nity. You can burn SNAFU on this roll.
that critical damage option. You can’t choose When you try to find a buyer for a vehicle,
Leftover SNAFU
crossed-out options while there are other overhaul roll +Reputation, -1 if there are quirks or
If the mission ends with SNAFU remaining, undamaged choices. damage, -1 if there’s critical damage.
When you completely overhaul a unit,
it’s applied to the opportunity roll.
burn 1-supply, remove 1 quirk, and uncross On a miss, a shit offer comes in at 1/4 market
Medical Care one critical damage result so that it can be price. On a hit, choose: 1/2 price right now,
Hauling When you get the best medical care money
can buy, spend 1-cash and restore 4-harm.
chosen again. or full price after next mission. On 10+, full
price now.
Cash takes up no cargo space. Upgrade
An empty mech berth can hold 3-supply/ Vehicle/mecha upgrades cost 2-cash. Ad- New contract
salvage. Mecha (with arms) can carry 1-sal- Quirks vanced upgrades cost double. Upgrades to Jump the system (1-cash) and choose a new
vage; exo can only carry sweet salvage (it’s Unknown quirks are problems lurking in a expensive vehicles cost double. theatre of war for your next deployment. Burn
smaller and more valuable). mech. When a quirk manifests as a specific 1-SNAFU if you have any.
(e.g. Original fusion engines for your Troll
problem, determine what it is by rolling:
cost 8-cash.)
downtime 2d6 quirk Upgrades for exo come in kits that apply the Costs
When you end the mission by returning to 2 Leaks superconductant. Mech same upgrade to up to 4 exo.
Expense cash
safety, make an opportunity roll and take all becomes expensive. When upgrades are available, choose your
Hired Regent for 1 mission 1
the benefits of your deployment. 3 Loses power whenever you miss a preferred upgrade and roll:
push the hardware roll. Hired Troll for 1 mission 2
2d6 Upgrade
Free actions 4 Heat shielding cracked. -1 Eva-
2-5 Not available. Choose again and
Interplanetary trip 1
sion. Inter-system jump 1
Use these actions freely during downtime. re-roll.
5 Double-ejects ammunition. Perma- 1-supply 1
6 Critically damaged. Half price!
Stock Up nently fill 1-munition.
7-9 Good as new. Medical care 1
When you buy and sell at a properly stocked 6 Targeting computer glitch: shots at
base, station, port, etc. swap points of sup- extreme always miss. 10-12 Knockoff costs 1-cash less. Exo 3
ply, sweet salvage and cash can be traded Mecha/Vehicle/Ship 12
1-for-1.
the gm bits—1 2G2BT v0.11—15/22

turn order on the move war is hell moves Elites are skilled and tested. They’ve been in
this situation before, and they know exactly
2GTB2 doesn’t have an “I go, you go” turn ●●show them the big picture ●●Allies aren’t where they are expected
what to do. +1d to weapons fire.
sequence, even in combat. PC vs. NPC ●●declare a big sweep of time goes by ●●Allies not doing what they’re supposed to
action is often simultaneous. Favored units have friends in high places;
●●Set scenes presumptively ●●Conflicting orders they can pull strings and expect heroic mea-
A common pattern is to tell the PCs what sures when they’re in trouble.
●●Drop them into the action ●●Drag them into logistical bullshit
they perceive—tip them off to what the en-
emies are doing (or starting to do) or what’s ●●Not enough time, not enough stuff Green units start out keen (+AOF), but soon
Perception Moves get pinned, retreat, or rout.
happening in the environment—then ask
them how they react. ●●When they’re in control, talk to them as if downtime Moves Heavies tend to have lots of big mecha like
they are their mecha. They see and move ●●Give them news of the war
They’ll make a choice, which will determine Hellhounds and Maulers.
as gracefully as with their own bodies.
what (if any) resolution rules apply as the ●●That’s some bullshit right there Hunted units have made an enemy, whether
action is resolved. ●●When they’re hurting, talk to them about
they know it or not. Maybe someone on the
their fragile bodies, the smoke in the
other side, maybe not.
GM: The Weiler opens fire with its rotary cockpit, and the unresponsive controls. NPC Units
autocannon, exploding the brickwork next to Locals know the short cuts, the pot holes,
you. What do you do? ●●Paint the scenery a bit at a time. There’s When you introduce NPC units into the
and the hiding spots.
no need to describe everything at once. game, roll to determine a trait. Use this for
The PC might react by scrambling for cover, individuals, old enemies, auxiliary units and Nightstalkers treat night-time like day, and
hold their ground and returning fire, or ignor- ●●When a lot is happening at once, only tell
NPC commanders. seem unperturbed by smoke and obscurity.
ing the incoming fire entirely to do something them the most prominent stuff, the rest is
impressions. Roll a Fortune and a Trouble. If the Trouble Reckless units don’t retreat or take cover
desperately urgent. Each of these could
contradicts the Fortune, only the Trouble when they should. +1d when they assault.
trigger different resolution rules.
Battlefield Moves applies. Reliable units are there when you need
Coordinated, simultaneous action is not a ●●When they lose initiative, roll over them them. +2 to command, rally, etc.
given. with enemy plans. npc group traits
Savages cause chaos, focus on the weak,
With initiative and cohesion, a PC assault ●●When they lose cohesion, make coordina- 1d6 Fortune Trouble
and waste time looting.
might involve everyone contributing weapons tion cost precious time. 1 Elites Green Sharpshooters eat live-fire drills for break-
fire.
●●When they lose situational awareness, 2 Favored Hunted fast, +AOF.
When they’ve lost cohesion, they act alone make them act on what little they know, or
(unless they’re commanding a group). 3 Locals Reckless Swarm companies are 50% larger than
spend precious time learning more.
Worse, their actions are still sequential. Your 4 Reliable Savages usual, with extensive reliance on swift, light
lead-ins might imply bad things happening to Enemy moves mecha and vehicles. When they maneuver,
other PCs. 5 Veterans Total Fuck-Ups they take up many positions.
●●act with the initiative
GM: Xu, as you crest the hill you see a spray 6 Well Supplied Vengeful Total Fuck-Ups can’t do anything right. +1
●●seize a tactical advantage SNAFU if they’re on your side, -1 if your
of missiles arcing down towards Sheil. What
do you do? ●●rally somewhere merc company traits enemies are stuck with them.
●●Inflict fire 1d6 Fortune
Treadhead mercenary companies rely on
GM MOVES ●●pin them and flank them vehicles extensively, especially tanks.
1 Bushwhackers
As GM, you’re describing what the char- ●●retreat through rearguard defenders Vengeful units waste time and take risks to
2 Heavies punish enemies that have pissed them off.
acters see and experience. But behind the
●●tempt them with apparent weakness or 3 Nightstalkers
scenes you’re making choices about what Veterans don’t fall for your bullshit, and
confusion
to describe, what their challenges are, and 4 Sharpshooters aren’t easily forced into acting unwisely.
what’s going to happen next. ●●ambush them They’re survivors, and will disobey orders
5 Swarm
Use these GM “moves” as inspiration. rather than do something dumb.
fog of war moves 6 Treadheads
●●Tell them what’s happening and ask Well Supplied units have the best gear.
●●ambiguous evidence
them what they do. Their mecha (if any) have an additional
●●remind them what they don’t know Bushwhackers spring ambushes and fade
upgrade or two.
into concealment.
force reference 2G2BT v0.11—16/22

Unit Type TL SP Pr armament DMg


Weapon tags
Regulars Infantry Squad III -1 +0 RPG (2d near slow), mortars (1d far slow ind area) 1/3AP AA anti-aircraft weapons only engage
Special Forces Infantry Squad III -1 +2 RPG (2d near slow) 1/1-armor flying target, but with no AOF penalty
Chameleons Infantry Squad IV -1 +3 RPG (2d near slow) 1/1-armor advanced systems require an extra 2-sup-
ply to repair from critical damage
Grummon Supply Truck III +1 +0 7.5mm MG (3d AP near/far rpt), 2x Infantry Squad or 6x Exo 2
area/n attacks affect up to n targets near
Spock APC Armored Transport III +1 +0 21mm AC (2d near/far repeater), 1x Infantry Squad or 3x Exo 3/1-armor
their primary target
York 6A Light Tank III +2 +1 85mm AC (2d near/far slow) 3/1-armor
expensive vehicles must be resupplied
Canard Medium Tank III +1 +0 105mm AC (2d near/far slow) 4/1-armor and repaired separately from others
Aberdeen Battle Tank III +1 +0 120mm AC (3d near/far slow) 5/1-armor free weapons never require munition
Hydra Mobile AA III +1 +2 SKP missile launcher (4d extreme AA munition fast) 3/1-armor spends
Harrow Mobile Artillery III +0 +1 120mm artillery (3d extreme indirect area) 2/1-armor indirect weapons fire over or around in-
tervening obstacles (potentially bypassing
Banshee Infantry VTOL III +2 +1 13mm RAC (2d near/far rpt), 1x Infantry squad or 6x Exo 4 cover) at -AOF
Buffalo Armor VTOL III +0 +0 Quad 12mm RAC (3d near/far rpt), 2x tanks/mecha 5 interplanetary vehicles
TA-5 Exoskeleton III -1 +1 13mm AC (1d near rpt) 2 messy weapons cause substantial collat-
G-99 Exoskeleton IV +0 +2 13mm AC (1d near/far rpt) 2 eral damage
Ambler Scout Mech III +2 +0 20mm AC (2d near/far) 4/1-armor munition spend 1-munition to use (in addi-
tion to any spend required by rules)
Raider Scout Mech IV +2 +1 21mm AC (2d near/far repeater), jump system 4/1-armor
one-shot weapons can only be used once
Emmett-C Strike Mech III +1 +1 Dual 105mm (4d near slow) 5
quick weapons go first, if there’s doubt
Hound Strike Mech IV +2 +0 Dual Laser (2d near/ex free adv) 4
Viking Heavy Strike Mech III +0 -1 Dual 105mm (4d near slow), jump system 5/1-armor quiet weapons don’t give away the firer

Siren Heavy Strike Mech IV +0 -1 Quad laser (4d far/ex AA-capable) 6/1-armor repeater spend 1-munition for +1d dam-
age, or to hit multiple targets at -1 AOF
Weiler Heavy Strike Mech IV +1 +1 24mm RAC (3d near/far repeat), laser (3d far/ex tandem) 6/1-armor
tandem weapons can be freely used
Willow Artillery Mech III +1 +0 Dual RP (3d far obv ind salvo/3) 5 alongside other weapons
Assassin Artillery Mech IV +1 +2 Trident 80mm Artillery (5d ex obv ind area salvo/2) 5/1-armor salvo/n like repeater, but spend up to n
extra dice for +1d each
conventional Mecha larger Forces slow weapons go last, if there’s any doubt
Motorized infantry platoon: 3x Regulars, 3x Base garrison: 8x Infantry, 4x Canard, 2x
TL III squads
Spock APCs Aberdeen
Airborne infantry: 3x Special Forces, 3x
Recon: 2x Ambler, 1x Emmet-C
Urban occupation infantry company: 4x Detachments
Banshee VTOLs Assault: 2x Viking, 2x Emmett-C motorized infantry platoons (total 12x Spock Infantry: Squad (5-10 soldiers), Platoon
Tank platoon: 2x York 6A, 2x Canard Heavy assault: 3x Viking, 1x Willow APCs, 12x Regulars) (3-5 squads), Company (4-6 platoons)

Heavy tank platoon: 3x Aberdeen Support: 3x Willow, 1x Ambler Front-line tank company: 2x tank platoon, Armor: Platoon (3-5 vehicles), Company
3x heavy tank platoon, 1x HQ tank platoon (4-6 platoons, ~20 vehicles)
HQ tank platoon: 2x Aberdeen TL IV squads Planetary offensive detachment: 3x heavy Mecha: Squad (4-6 mecha), Company (3
Artillery platoon: 3x Harrow, 1x Hydra AA Recon: 2x Raider, 1x Hound tank platoon, 1x TL III assault mecha platoon squads)
Mobile Exo platoon: 2x Spock APC, 4x Assault: 2x Weiler, 2x Hound Off-world mercenary company (TL IV): 1x Aircraft: Flight (3-5 aircraft), Squadron (4
TA-5 Exo Assault squad, 1x support squad, 1x recon flights), Wing (3 squadrons)
Heavy assault: 2x Siren, 2x Weiler
Advanced Exo platoon: 1x Iguana, 4x G-99 squad, 1x Advanced exo platoon
Support: 2x Assassin, 1x Siren
Exo
HUMAN SPACE 2G2BT v0.11—17/22

It’s 28C, 2800 years after humanity be-


gan spreading out into the galaxy. Jumps
ships spread out from Earth along veins of
hyperspatial equivalence. There, they found
an endless network of resource rich star sys-
tems dotted by marginally habitable worlds.

the CBE
In 25C, a cataclysmic gamma burst event
(CBE) from the galactic core began snuffing
out worlds, blasting off atmospheres and
shifting or breaking hyperspace veins.

The Selenberg
Dendrite
A long, branching filament of hyperspace
veins connecting a hundred systems. It was
the first major vein to be colonized, and the Concordat jump ships can travel along high- quite large) to co-exist within Factori projects. They’re non-militarized, and they maintain a
first to be struck by the CBE. er-order hyperspatial potentials, letting them Characters of Factori lineage are from these frosty understanding with the Concordat.
Due to its lie along the galactic arm, the Den- make jumps that other ships cannot. As such, communities.
drite systems were affected at the same time, Concordat controlled space is a long, diffuse Cysts
They live alongside the robots, peacefully or
leaving no time for preparation or evacuation. network superimposed on the rest of human parasitically, as Factori operations are vulner- Very high TL worlds, usually in systems
Many space. able to determined ‘poachers’. unreachable by crappier jump systems. Pow-
Characters from Concordat are usually exiles erful interferometers (or post cards) show
The cataclysm interrupted Earth’s influence, Factori weapons development is primitive, the the rings they’re building, but they’re
and fractured the survivors of the Dendrite or defectors. (Facism doesn’t work out for but their ‘immune responses’ are destructive,
everyone.) deeply isolated, with the exception if Kilo
into a hundred tiny nations competing for overwhelming, and poorly aimed. Purposeful Cyst which stood in philosophical opposition
resources. or collateral damage to Factori operations is to the Concordat, and sold high-tech arms
Factori
Today, affiliation with ‘the Dendrite’ is a treated severely. into the Dendrite for a few centuries before
The first robotic Factori ships were observed
statement of human unity (though the means in 28C, far behind the wave. Factori minds suck at conversation, but they going quiet.
of achieving unity differ radically throughout do understand resource needs and trade, Cyst families sometimes return to the Den-
the Dendrite). Its origin is disputed, but the popular theory
is it began as an automated pre-colonial Many have been known to sell resources for drite for philanthropic, ethical, religious or
support system at the far end of the Dendrite. human cash, which they use to buy ad- other reasons.
the Concordat
Damaged by the CBE, it began self-replicat- vanced tech supplies for mind maintenance
With a century to prepare, the worlds or specialized projects. A few Factori centers Earth
rimward of the dendrite began a massive ing.
have been transformed by visiting humans Mostly ice-covered now; still a huge popu-
ship-building effort in an attempt to move as The Factori control minds seem uninterested into pleasant trade habs. lation center, but deep under the glaciers.
much of their population as possible onto to in technological development, so they can Insular, in many ways a prototypical cyst.
jump-capable ships. only jump along the most stable veins. Travel by Factori jump ship is a common way
to get around (and for dropships with spoofed
The survivors of this project jumped through Factori spreads slowly, starting bizarre terra- IFF, very cheap).
the CBE wave to find themselves the unchal- forming, resource extraction, and automated
lenged masters in a crippled galaxy. factory production wherever it goes. Holdborn
The Concordat was founded from this oppor- Factori project ships occasionally produces Babies are born in space every day, but the
tunity. It is comparatively small in population, ghost habitats, seemingly ready for humans holdborn consider space their home. A major-
but maintains its supremacy by violently to move into, although these are generally in ity of the Rimward wave-jump ships didn’t
opposing tech level VI development and inconvenient or uninhabitable spots. join the Concordat. Many of their inhabitants
the production of TL V weaponry anywhere Factori IFF can be spoofed, with care, which settled on Dendrite worlds as they became
within the Dendrite. has allowed a few human communites (some habitable again, but the ships still remain.
theatre: Darnan Front-1 2G2BT v0.11—18/22

The blast side of Caplan IV is a million


square clicks of sun-drenched desert, and Employment
the location of one of the Dendrite’s most Reputation: Any
drawn-out wars.
Mission Pay: 2-cash
The Republic of Darna and the polar Fiedan
Conjugate have been fighting for forty years Mission SNAFU: +4d Direct
to control the resource rich territories (bed- Resupply: 3-supply/mission, stocked
rock radioactives) and a network of hundreds
of pre-blast facilities. Repair: 2-damage/mech, 2x critical repairs

The Republic military is funded by five refin- Medical: 2-harm/mission, medical


ing guilds. The guilds compete ruthlessly, and treatment 1-cash
their mistrust and lack of cooperation extends Salvage: +1 cash for TL V+ salvage
into strategic and tactical planning.
Buy/Sell: -1 to mecha sales, reputation
As the Republic military planning committees irrelevant
are composed entirely of guild personnel,
missions are regularly compromised by guild 2d6 Mission Type
interference:
2 Garrison duty 2D6 Places 2d6 unit Disposition
●●Missions may be loaded down with
3 Ambush 2-4 Orbit denial battery (93a) 2 Total disarray: on fire, repairing
guild-specific side objectives.
4 Escort 5 Rocktop rail launch facility 3 Mired in some logistical nightmare
●●Missions may have been deliberately
planned to interfere with other friendly oper- 5-6 Defense 6 Convergence supply depot (SD 4 Resupplying
ations. 238) 5-6 On the move, weary
7-8 Patrol
●●Missions may have been designed to harm 7 Transport causeway “444” 7 On the move, alert
9-10 Raid
the reputation of a planning committee lead- 8 Gzilt thorium refinery
er, rather than to achieve a military objective. 10-11 Assault 8-9 Geared up, ready for action
9 Andorris Canyons 11 Digging in, fortifying, alert
●●Supply lines and logistical support are 12 Offensive
erratic at best. 10 Balliac Lake Bed (dry) 12 Fighting
●●Officers are regularly replaced, so missions 2d6 Allies / opposition 11 Mesa Fields
are planned by inexperienced personnel. 2 Off-world merc mecha company* 12 Salt Crustfields
2d6 Opportunity (-SNAFU)
The Republic’s active propaganda operation 3 Artillery platoon + light tank platoon
SNAFU EXAMPLES 2 Resentful regulars stage friendly
blames the constant screw-ups and on Fie-
4 TL III assault mecha platoon fire, or a base-side ass-kicking.
dan operatives, the troops themselves, or the A nearby allied mission has gone awry
excesses of off-world mercenaries. 5 Counter-sabotage patrol: 2x APC, 3 Theft at base: lose d6 supply/cash.
8x TA-5 Exo Post-insertion new orders
The atmosphere on deployment bases tends 4 The good techs arrive; overhaul up
6 d2 Tank platoons The rust-bucket evac vehicle is down 8km to 3 mecha.
to be bureaucratic, bloody-minded and suspi-
away for maintenance.
cious. Occasionally, fights break out between 7 Fiedan TL III recon mecha squad 5-6 Mech or Vehicle has come up for
units aligned with different guilds. (2x Ambler, 1x Emmett-C) Surprise! Your mission is actually a sale. Roll at -2 on the Mecha chart.
diversion to distract from the real mission.
Companies taking contracts with the Darnan 8 6x Grummon trucks, roll for escort 7-8 Cycled out for R&R. Everyone
Double the opposition.
Republic are advised to be careful. heals 2-harm. Roll another oppor-
9 d3 Motorized infantry platoons (3x Magnetic grit storm: 3d Direct
The good news is that they’ll take just about Spock APC, 3x Infantry each) tunity.
anybody. Misidentification leads to friendly fire—air 9-10 Dropship for sale (-1 to the buy
10 Roll twice*, ignore this entry strike, artillery, or a ‘welcome home’ salvo. roll)
11 Air support (3 Sylphs) Shortages: 1-supply resupply, no buying. 11-12 Contract has expired. Renew for
12 Front-line tank company* Intel was completely wrong, you’re 30km 3-cash/mission, or spend 1-cash to
from where you need to be change theaters.
* +2 cash if this is known mission opposition
theatre: Darnan front-2 2G2BT v0.11—19/22

Plateau OFFENSIVE of 28.04c


As an alternative to randomly generated SNAFU: It’s a trap. They are supported by a
missions, this is a campaign of linked series flight of Slyph ground support fighters.
of missions, representing an offensive deep SNAFU: It’s actually the terrain that slowed
into Fiedan Conjugate territory. them; they drove 300m onto a mineral crust K
Players start with mission A or B, and can over a brine slough and are now hung up.
select connected missions after that. Depth varies from 1m-4m.
J
A: eyes on City 31 D: parking lot blues
Fiedan special forces have dropped an ECM 4th Wing has destroyed three companies of
node into City 31, that’s letting them or- armor on the Sorona Flats. Finish off survi- I
bit-drop exo into abandoned refinery city. vors and patrol the area until ground forces
We’re holding back their heavy reinforce- arrive. H
ments, but the force concentration is stop- SNAFU: It’s a civilian convoy. It’s horrible.
ping us from advancing. SNAFU: Off-world mecha mercs are salvag-
F
Get in, hit that ECM and get out. Move quick- ing. A squad plus salvage trucks and a Troll.
ly, the place is thick with exo.
E: rumble in the red
SNAFU: Actually, there’s an Iguana as well.
A huge fleet of automated thorium extractors
SNAFU: “New orders: the main force is mov- (8-dmg) operates here, protected by a Fie-
ing north, support the 82nd Banshee VTOL dan regulars TL III mech platoon. Keep them
infantry in clearing the exo.” busy until a control team (Darna elite infantry E
in 2x Banshee VTOLs) can identify and con- G
B: last train from rlf
trol the fleet command vehicle.
Fiedan’s 2nd division is actively pulling out
of the Rocktop Rail Launch Facility; the rail SNAFU: VTOLs brought down by friendly
has been firing constantly to evac as much fire (automated AA, stranded there last year).
thorium as they can. Rescue them, 5km east of fleet.

We have forward eyes in the plaza, so we SNAFU: 5 extractors conceal rocket pod D
know the RLF is only guarded by a York light booby traps (4d near far salvo/2)
tank platoon. Inject fast, disrupt the launches
F: the big white light
until the main armor division can reinforce
you. The plateau’s distributed lasing array (DLA) C
has fried all our orbital assets. We need it
SNAFU: The Yorks are actually waiting for stopped, but intact: penetrate the control B
a merc recon mecha squad to do a VIP center built deep in the Chey Cliff mine and
extraction from the launch facility. take control.
SNAFU: A full thorium hauler convoy arrives, The mine is 2km long straight-ish tunnel into
with escorting Canard tanks and Grummon the plateau side. Expect suicidal resistance
infantry squads. They intend to launch the from a platoon of Emmetts and Vikings. Air
thorium. insertion will get you fried, you’ll need to walk A
in (-1 munition).
C: Cracker Jack run
A retreating Fiedan light armor company has SNAFU: The mine lights are out. Headlights
been held up by a grit storm. Take them out work to tight range, but make you exposed.
SNAFU: Stray comms reveals your mission SNAFU: HQ thinks you’re dead, and is start-
before they get away. SNAFU: Fiedan has moved a bunch of is a diversion, and there’s probably two pla- ing to blast the DLA with long artillery. Better
SNAFU: The grit storm picks up again, just lase nodes to fire down the mine shaft (2d toons of mecha down here. hurry, or your pay bonus will be gone.
as your dropship lands. blinding).
theatre: Darnan front-3 2G2BT v0.11—20/22

G: FLYPAPER gulch off us before they’re able to stop the assault SNAFU: Several of the street approaches to K: payday surprise
A rapid blitz has managed to bring a compa- entirely. the center are mined (3d incidental messy). Comms intercepts reveal that a contract
ny of Hydra AA in range of a Fiedan canyon SNAFU: The LZ is extremely hot. 2x Sylph, SNAFU: Raiders are waiting on top of rein- dispute with [mech company] has resulted in
VTOL forward air base. The Sylphs on the 2x Raiders are waiting. forced buildings. Fiedan confiscating a Weiler and a Long Gun
ground can’t take off, but their light armor is SNAFU: AA from Delta city takes out your SNAFU: 8th company makes way better time Hellhound. The mecha have been stashed in
threatening to push back the Hydras. companion dropship’s lift engines at 500m, than you, but starts taking long-range, heavy a refinery depot near Mesa 221. They’re due
Get in there and fuck up that airfield before no survivors. artillery at the city center. to be shipped out today. If you’re fast, that’s
the Sylphs can launch. some sweet salvage.
SNAFU: HQ calls off the armor push, you’re
J: four towers SNAFU: [Mech company] stole them back
SNAFU: Fiedan chameleons are standing high and dry.
up ECM pods to jam the Hydra’s targeting Four towers is a pre-blast jump ship con- this morning and is ground sledding them out
systems. If this keeps up, we’re gonna get I: bad news first struction facility. Four struts, each a kilometer east toward their dropship now. Fiedan armor
strafed to pieces. tall, once supported a continent-class colony is pursuing.
Echo City is a dense network of industrial
and logistics operations. We’re going street ship meant to save a million lives. SNAFU: Early morning pre-emptive assault:
SNAFU: There’s a Troll on the canyon floor
with a platoon of Aberdeen tanks. by street to clear out Fiedan resistance. At least two off-world mecha companies that a flight of heavy VTOLs drops a squad of
Take the south-east district and work your are giving us a hard time are operating from Fiedan TL III heavy mecha on your doorstep.
H: top of the world way to city center where you’ll need up with here. Hit and run is the name of the game: Wake up, soldier!
Fiedan has stalled our massive armor push 8th company for the final push into the north disable their dropships to cut their operating After completing mission ‘K’, the company
to reach Delta city on the upper plateau. refinery district. range. automatically gets a contract expiry oppor-
Off-world mecha company with a load of Expect resistance of any kind: infantry, heavy SNAFU: A squad of Raiders is on patrol with tunity.
Assassins has made the ascent impossible. armor, Fiedan mecha, off-world mercenaries. camdrones. Gonna make it hard to sneak up.
Drop in behind them with some other mercs SNAFU: Skyscraper collapse pins several of SNAFU: Your ride out of here has been
we’ve hired [roll for which], and get that heat your vehicles (2d direct). spotted by two Angels.
example of play 2G2BT v0.11—21/22

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Michael Prescott—Writing

cuptatem voloris doluptas venisit laborro et, Itia non rest pere cumquis dolorem remque Michael Atlin, Tim Groth, Stephen Shapiro
La autatqui ut aciditate sequi a ne ea sa sun- & Sean Winslow—Dept. of Good Ideas and
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asperorporem eossit, sunda et vendestis re sit hillestist is non ped quassitae aut maio. Names
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con nat facillupti tem cor aborem. Ovit odit videligent di rectibusam alic to velitaturis un- Nequos doloribuscid quisci temporeped Inspired by ‘The Regiment’ by John Harper
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ipicatemquo consequatem et odi officta mech illustrations
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dolo ea verchil eossuntio. Et fugiasi deliqua- vitatem sunt, untusam aliatem harum int. nihiciat explabor sitaeru ptatis dolum quis Derived (with permission) from original
tur solecus, ne ne repersp elestibus. re, officie ndipsam qui reptassum estia quid works by:
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Otatium laborerro mo te pa dolupti recatem omni aspis commod quis porepreperis ressi pa ni cuscips antecte mperciis eum estiatur Anthony “Shimmering Sword” Scroggins
aut lamusam eum eaqui iuntius, od quam occus, si apis poresto tendanistiam quae sim magni con consequi volo berisque velecus se Jonathan González Gómez
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dolo debit explam, iur, inventecae. Udam qui blatur mi, que eiciasita parume corio. Ita non quam aborro occum, solupicabo. Ihicimusa Liza Chudnovsky (‘Darnan Gulch’)
doloriosapic torro mossi nobit aspel et fugitiur ratur sit explique plitem quas aliaeruptis est, quae nus eversperum sitatem et, ut que nia
modiassit omnis eaque volore solorae. Et aligent. Lynn Greyling (‘Darnan Plains’)
dolest auda veria di dusda con restibus.
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nost, volum faces doluptatem quasperio estis holder artwork used without permission.
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the battlefield of 28c 2G2BT v0.11—22/22

origin of mechs overwhelming enemy force. twin 105mm has a little more punch
than a battle tank like the Aberdeen but
..
By TL 4 the shift away from tracked less range. Tank killer mechs are deadly
vehicles was mostly complete. TL 4 mechs enough armies start building escort mechs
Technology were smaller and more nimble than their to protect tanks from them and soon you
expectations about weapons (relative to soft predecessors, able to crouch behind cover have whole mech armies and the tanks
targets) to show less profile than a tank but also are obsolete.
capable of clambering up a building to
talk about different kinds of weapons
take full advantage of the field of view. FWIW this explanation implies mechs
armor (relative to physical events like colli- In TL 4 tanks filled niche roles like multi- should have higher Profile ratings than
sions) seat command vehicles, long-range fire tanks on average, since it’s the better
how are they powered, what happens when support, or head-on assault. TL 3 vehicles ability to “take cover” and “infiltrate” that let
they blow up or are disabled were mostly retrofitted with rapid fire them take over the battlefield.
weapons like autocannons to give them
a chance of hitting a moving mech. TL 4 un
manufacturing - 3d printing, working high-end
computers
also saw the appearance of Exos that took de
maneuver/concealment to the extreme
r
at the cost of reduced endurance and
weapon load.
co
sensors
ns
computers, targeting systems By TL 5 the trend was to maximize speed tr
computers are very expensive? (mostly due
to scorched earth approach in warfare), mak-
and reduce the time spent in the open with
orbit drops or aerospace modes. Taking
uc
ing guided missiles and drones costly ti
there’s a lot of high-atmospheric radiation
that idea to its logical conclusion, some
mechs even abandoned ranged weapons on
that makes radio transmissions difficult entirely in favor of shear field weapons.
mechs are well EM-shielded, so sensors
don’t work very well beyond visual range --
orbit-denial weapons are easy I don’t think the idea that TL 5 mechs
principle of FTL evolved to be close combat focused is
trans-orbital weapons actually that plausible. That they did it to
reduce exposure to ranged weapons just
orbit-denial systems
seemed like a way to explain the “mech
with huge sword” phenomenon. Still,
the idea of an Angel dropping from orbit
into the middle of an enemy formation
stephen’s and taking them apart because no one
stuff can shoot without hitting an ally is pretty
awesome. The Mercenary move to use
The first mechs appeared during TL 3 an enemy as cover feels right for that
when the spread of EM signature masking too. (Should the shear field be a free
made warfare visual range and unguided weapon?).
again. Bipedal maneuver meant a 6m tall
mech could use zigzag runs and sidesteps I do like the idea that mechs appeared
to dodge tank cannon fire, while using during TL 3 as tank killers optimized to
forests or urban terrain to flank or avoid take advantage of terrain or urban areas.
You can see that in the Emmett, whose

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