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too good to be true version 0.

Mercenary mecha combat in a gritty future.


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

by Michael Prescott
the mercenary company 2G2BT v0.62/19

starting out 2d6 other merc Company


any mech without the expensive tag. On a
10+, choose: an expensive mech, or an extra
of war, conflicting priorities (or even loyalties)
of allies, the scarcity of supplies, munitions
Player characters are members of a mecha 2 The Only Way [to be Sure] mech equipment option. and repair opportunities. Not to mention,
mercenary company. Each is the inheritor of straight-up shitty luck.
3 Shell Shockers For a quick start, each character starts with
a centuries-old combat mech, a relic of a by-
gone era of advanced battlefield technology. 4 Astrids Own the default mech for their playbook. Play can explore other kinds of conflicts or
aspects of the setting, but youre on your
5 The Mobile Infantry theater
company name own.
6 Johnnys Metal Hand The players must choose a theatre of war,
When you start play, choose a name for the
mercenary company. 7 Harrisons Hussars an ongoing conflict to which their mercenary
company is attached. Not all theatres are
8 Sol Quarantine available to starting companies.
Starting assets
9 Red Company
When you start play, roll 2d6 to determine
the companys assets and reputation: 10 Condoterri Bros playing
2d6 starting details 11 Bilin As in most RPGs, the GM describes the
2-3 None. Youll have to hire dropships 12 Breyer & Associates fictional situation around the characters. The
to get to the action. Reputation -1. players say how they react: what they say,
2d6 History do, or try to do. The GM says what happens
4-8 Regent dropship with 2 unknown next.
quirks. Reputaton -1. 2 You stole something valuable from
them (e.g. your mech). Theyre moves
9-10 Troll dropship, 2 quirks, gonna want it back.
Reputation 0 The core rules are presented as moves,
3 They stole something valuable rules that apply in specific situations.
11-12 Troll dropship, Reputation 0. from you (e.g. your previous
Play free-form until a move applies. When
mech).
it does, follow the moves instructions, and
characters 4 Former employer, went bad after interpret the results in the context of the
Players should each choose a different the Scarol II evac. current fictional situation.
playbook as their character: Mercenary,
5 Always up in your shit. Players should not treat moves as a list of
Hotshot, Veteran, Rigger, Lieutenant,
Commander, Prodigy. Its okay to double up 6 Former mentors, would rather talk things they can do (this will make the game
on the first few playbooks. about old times than get shit done. suck). The game works best when players
are putting their characters in situations
Follow the character creation instructions on 7 Have a knack for working for the where the moves are relevant.
the playbook. other side
8 Friendly rivalry, but tend to rolling dice
history underbid you. Costs you 1-cash/ Most die rolls are 2d6 plus a pilot stat or
All mercenaries start with history with one mission when theyre in the same mecha attribute. Commonly, a roll of 6 or
other mercenary company. Roll on the Other theater. less is a miss, a failure condition which the
Merc Company table to determine which, GM will interpret to mean something bad
9 Wouldnt let you join, back when
then roll on the History table to determine the happens. A roll of 7+ is a hit: the PC gets
you sucked. They still think you
nature of the relationship with them. what they wanted, but seldom without some
suck.
complication. A 10+ is a clean break.
Mech assignments 10 Theyll only talk to you through
When you recruit a new mercenary to lawyers. The sweet spot
join the company (i.e. a player creates a 11 They wanna be you, its The GM will vary the pace and detail of play
character), roll 2d6 +Reputation. embarassing. to keep the game focused on the action in
On a miss (6 or less), they get their 12 They have sworn to kill you at all and around combat missions.
playbooks default mecha (or exo armor if costs. (Who did you kill?) Friction and conflict comes from contact with
they prefer). On a hit (7+), they can choose the enemy (of course), but also from the fog
mercenary MAULER
Choose a name/lineage/background/look: The M309 Mauler general strike mecha
Name: Selene / Marsen / Ndela / Ajani was mass manufactured for export all along
/ Perahta / Hanke / Anouk / Liis-Albano / the Selenberg Dendrite. Few units still have
France / Aaron / Leo / Elika the original lasers, but they are popular with
riggers for their reliability and easy field
Lineage: Concordat / Dendrite / Factori / maintenance.
Earth / Roosts / Holdborn / Cysts
Speed +1, Profile 0. Choose two systems.
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)
Moves 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 youre shooting, Series II Symmetric Foam (2-armor
advanced)
profile
you count as two units when figuring out
munitions
hardware whos 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 doesnt Auto-med (advanced, munition) external | critical hits | disabled
||
|| count as pushing your hardware.
Thug: Mecha physical combat doesnt
Grafted subsystem from another model
Critical damage
experience count as pushing your hardware. Quirks
Armament disabled (choose)
Mark experience when you miss, or when a Forward observer: When you assess Auxiliary system disabled (choose)
move tells you to. from concealment, your allies take +AOF.
Trigger happy: In your hands, all Cockpit fire (harmful, ongoing)
armaments have repeater. Power plant casing crack spews black
Advancements Till it glows: When you assault, you smoke, -1 Profile/Speed
Power failure, system shutdown
+1 to a stat (max +3) may use all of your armaments. Push

Add a playbook move your hardware to avoid a system


shutdown from excess heat.
Ammunition explosion (2-damage 2d
Take a move 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 / Ndela / Ajani Amber Dyanmics final export production
/ Perahta / Hanke / Anouk / Liis-Albano / mecha. The much sought-after RCR-9 added
France / Aaron / Leo / Elika additional stealth features, but only existed
as a limited prototype run.
Lineage: Concordat / Dendrite / Factori /
Earth / Roosts / Holdborn / Cysts Speed +2, Profile +1. Choose two systems.

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)
Moves
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 next roll +1.
profile
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 Profile) [RCR-9]
harm
Return Fire: When you take fire from Heat dispersion system (+1 Profile DAMAGE
unseen attackers, you may return fire advanced) [RCR-9] external | critical hits | disabled
strain / out / dead

||
anyways.
Incoming!: You may contribute fire to
Camdrones (munition): When you recon
a dug-in enemy, squaddies take +1
||
your squads assaults from engagement forward to an assault. Critical damage
experience range.
Grafted subsystem from another model Armament destroyed (choose)
Mark experience when you miss, or when a Sure Footed: +1 speed Auxiliary system destroyed (choose)
Auxiliary power kicks in, -1 speed
move 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 move
Take a move 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: Assault platform
Name: Selene / Marsen / Ndela / Ajani Heavy artillery mech, some C&C options.
/ Perahta / Hanke / Anouk / Liis-Albano /
Speed 0, Profile +1.
France / Aaron / Leo / Elika
Lineage: Concordat / Dendrite / Factori / armanent
Earth / Roosts / Holdborn / Cysts Twin 15mm AC (2 x 1d near/far repeater)
Background: promoted exo / base brat /
tank rat / prestige academy / sim-baby
Longbow Missile (4d extreme slow
indirect munition messy)
Look: stained / vat-fresh / androgynous /
reconstructed / fatale / beefy / inked
Saturator Long Gun (6d extreme messy
area slow 2-munition advanced)

Stats Flame-thrower (1d/6dAP tight area


messy omni)
Assign +2, +1, 0, -1 to your stats.
Armor
Moves
Choose two:
T u
battle Pessimist: When you burn 2 or more Auxiliary
nd Speed
SNAFU on one roll, mark xp. er
tactics Lifer: You have history with 2 companies Dual turbine power plant (+1
cspeed)
on profile
hardware
instead of 1.
Make em count: When you join an Auto-med (advanced, munition) s munitions
assault, spend less 1 munition. Grafted subsystem from another model t
ru
command Deja Vu: When you think youve been Grafted subsystem from another model DAMAGE
ct
here before, roll +Tactics. On a hit, find
io
harm 2-cover and say what it is. On a 10+, Quirks
n
external | critical hits | disabled
strain / out / dead take +1 to disengage.
||
|| Gut feeling: You can assess nearby
enemy strength or objectives from the Critical damage
experience flimsiest evidence. Armament destroyed (choose)
Mark experience when you miss, or when a Its a goddamn trap: Say what total Auxiliary system destroyed (choose)
move tells you to. clusterfuck is about to happen. If it does,
Auxiliary power kicks in (-1 speed)
burn 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 move terrain, -1 speed)

Take a move 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 profile, -1 speed)
sarge moves

History

Too Good To Be True Too Good To Be TruE


RIGGER gargoyle
Choose a name/lineage/background/look: Modular close support mecha
Name: Selene / Marsen / Ndela / Ajani Speed +1, Profile 0.
/ Perahta / Hanke / Anouk / Liis-Albano /
France / Aaron / Leo / Elika armanent
Lineage: Concordat / Dendrite / Factori / Twin 18mm RAC (2d repeater)
Earth / Roosts / Holdborn / Cysts
Armor
Background: promoted exo / base brat /
tank rat / prestige academy / sim-baby T
Look: stained / vat-fresh / androgynous / Auxiliary
reconstructed / fatale / beefy / inked Modular: grafting always works.
Maintenance costs 0-supply.
Stats
Salvage lance (3d tight)
Field re-arming package: When
Hardware +2. Assign +1, +1, 0 to the others.

Moves you rearm a squaddie, give them 1+


Choose two: munitions and roll +hardware. On a 7-9,
battle Combat rigger: when you expose its quick. On a 10+, they get +1 munition.
Speed
yourself to danger to aid a damaged Grafted subsystem from another model.
squaddie, mark xp.
tactics profile
Repair link: when you attach to Quirks
munitions
hardware damaged mecha, roll +Rigs. On a hit,
un
command
provide a temporary damage point
(max 1). On a 10+, you bring a critically
damaged system back online for the rest
de
of the mission. r DAMAGE
harm
Kick it: When you force-restart a critically co external | critical hits | disabled
strain / out / dead ns ||
||
damaged system, it just works. +SNAFU.
Emergency override: When you tr
Auct
remotely control a squad mech whose Critical damage
experience pilot is out or dead, make all rolls at -1.
Mark experience when you miss, or when a Alert: When your mechs are brought in io
move tells you to. for repairs, you choose the good techs.
n
All mechs get 1-damage repair extra.
Hacksaw: When you spend downtime to
Advancements graft a salvaged subsystem onto another
+1 to a stat (max +3) mecha, roll +hardware and spend

Add a playbook move 1-supply. On a hit, its attached. On a


10+, theres no new quirk.
Take a move from another playbook
Retire and get out of the game
history

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
Name: Selene / Marsen / Ndela / Ajani Sessen arm fell in the Factori wars.
/ Perahta / Hanke / Anouk / Liis-Albano / Speed +2, Profile +1.
France / Aaron / Leo / Elika 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 Armor
Command +2. Assign +1, 0, -1 to the others. Talos Ceramics 8cm A3 (1-armor)
Moves Anti-projectile REACT skirt (+1 armor
munition)
Choose two:

battle Cy Auxiliary Speed


Second crew station. When crewed,
tactics total dick n the Iguana assaults with two weapon profile
io
systems, and may give suppression fire
while booting it.
hardware t
steamroll people into danger munitions

command
c
moves related to allies
u decision
Exo ride-along handles (for 4, -1 Speed
when 3+ aboard).

r
make a repair priority
Ballistics -sight package: When
planningt
DAMAGE
harm
s out of it!: When you command a the Iguana takes weapons fire, it may external | critical hits | disabled
strain / out / dead nSnap instantly return fire at reduced AOF.
Grafted subsystem from another model ||
|| c
o strained or unconscious squaddie, mark
1-harm. They recover 2-harm.
Critical damage
r Quirks
Armament destroyed (choose)
experience
e Auxiliary system destroyed (choose)
d
Mark experience when you miss, or when a
move tells you to. n Auxiliary power kicks in (-1 speed)

u
Cockpit fire (harmful, ongoing)
Advancements Cockpit spidered, +1 harm, -1 forward
+1 to a stat (max +3) Knee servo (push hardware on rough
Add a playbook move terrain, -1 speed)
Power plant casing crack spews black
Take a move from another playbook smoke (-1 profile, -1 speed)
Retire and get out of the game
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 / Ndela / Ajani Sylent trans-orbital lifters were soon adapted
/ Perahta / Hanke / Anouk / Liis-Albano / for standalone use. By the end of C25,
France / Aaron / Leo / Elika knockoffs were built everywhere.

Lineage: Concordat / Dendrite / Factori / Speed -1, Profile -1.


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)
Moves
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 profile
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.
Wasnt born yesterday: When you spot TO-3F: Extended range pack (+2 external | critical hits | disabled
strain / out / dead munitions)
||
|| insignias, take +1 forward.
Make em pay: When you announce Geoscan optics (assess from orbit)
experience a squaddies death over comms, Hound drone salvage hoversled (1 Critical damage
Armament disabled (choose)
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
move 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 move +Command. On a hit, roll twice on any

Take a move from another playbook one mission table and take your pick. On
a 10+, you dont 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 / Ndela / Ajani resist Concordat attacks until Kilo Cyst went
/ Perahta / Hanke / Anouk / Liis-Albano / silent in 27C. Elegantly simple in its design,
France / Aaron / Leo / Elika the Angel is expensive to operate because
of its reliance on advanced materials
Lineage: Concordat / Dendrite / Factori / manufacturing.
Earth / Roosts / Holdborn / Cysts
Speed +2, Profile +1.
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)
Moves
Choose two: EM shield (-AOF munition advanced)
battle
Tendency to stare: When you inspect Ghost ECM (+1 profile advanced) Speed
an unfamiliar mecha, system, or
tactics Auxiliary profile
Tech level VI (expensive)
installation in detail, mark xp.
It would take too long to explain:
Immune system: wont accept grafted
munitions
hardware When squaddies carry out your weird or
upsetting plans, they mark xp and you subsystems
command hold 1 weird.
Trans-orbital thrusters (munition)
harm The long con: When you first infect a Computer intrusion package (munition
DAMAGE
external | critical hits | disabled
||
computer under the enemys control,
strain / out / dead advanced)

||
hold 3 weird.
In their hearts, they doubt: Spend 2 It turns into a goddamn plane
Critical damage
Armament destroyed (choose)
weird to burn 1 SNAFU. Quirks
experience
Its part of a larger pattern: Spend 2
Mark experience when you miss, or when a weird to adjust a mission roll by 1 in Auxiliary system destroyed (choose)
move tells you to. either direction.
Auxiliary power kicks in (-1 speed)
Its not your time: When you impose
your will on a dead squaddie and spend
Escape autopilot (push hardware or flee
weapons fire)
Reactor jostled (-1 profile)
Advancements 1 weird, they recover 3 harm.
+1 to a stat (max +3) Prescient instincts: You may boot it with
Add a playbook move +Tactics instead of +Speed.

Take a move from another playbook


Retire and get out of the game
history

Too Good To Be True Too Good To Be TruE


weiler Exo
Roost non-export. Exo skeletons
not expensive to operate, but good quality Speed +0, Profile +2. Choose two options.
stuff
armanent
Consider raiding some of the fancier stuff of
the Mauler Integrated snub repeater (1d near
repeat)
cover-neutralizing smart grenades
LB-10/X? Optional hatchet? Cover-bypassing Armor
indirect rocket pod? swirly missiles T
Speed +0, Profile +2. Choose two options.
armanent G
Integrated snub repeater (1d near Auxiliary
repeat)
Infantry exoskeleton: repairs/upgrades
Armor -1 cost. Stow four in a mecha berth.
T Hydraulic hands: (2d tight) When you
Speed do critical damage, make a salvage roll Speed
G profile
at -2. Take -1 ongoing while you carry it.
Orbit-to-HALO package (munition) profile
Auxiliary Jump gas (munition)
Infantry exoskeleton: repairs/upgrades munitions
Smoke cannister (munition) munitions
-1 cost. Stow four in a mecha berth.
Hydraulic hands: (2d tight) When you
Computer intrusion package (munition
DAMAGE advanced) DAMAGE
do critical damage, make a salvage roll
at -2. Take -1 ongoing while you carry it. external | critical hits | disabled
un external | critical hits | disabled
Orbit-to-HALO package (munition)
Jumpugasn(munition)
|| Quirks de ||
r
Smoke cannister
de (munition)
Critical damage
Limb loss (harmful) co
Critical damage
Limb loss (harmful)
Computer intrusion package
r (munition
c Momentary power loss, hit the deck. ns Momentary power loss, hit the deck.
advanced)
on tr
st uc
r uc ti
Quirks
on
ti
on

Too Good To Be True Too Good To Be TruE


regent sylph
Aerodynamic small dropship. Hybridized modular ground support fighter.
Speed +1, Profile +1. Speed +2, Profile +1. Choose two options.

armanent armanent
TODO Quad 18mm RAC (3d near/far repeat
munition)
Armor
Re-entry shielding (1-armor) 3GJ HEAP Bomb (5d far messy
2-munition)
Assault panels (+1 armor) Armor
Auxiliary T
Ground-to-orbit thrusters (munition,
glide re-entry)
Large VTOL (expensive, holds 1-supply) G
Ventral bay (ramp, holds 1 mecha or an Auxiliary
exo-loaded Iguana) VTOL Fighter
Speed Afterburner (+1 Speed, munition) Speed
profile
Bomber configuration (+2 munitions, -1 profile
Speed)
munitions Re-entry shielding munitions

un Low observability package (+1 Profile


advanced)

de DAMAGE u DAMAGE

r external | critical hits | disabled n


Quirks d
external | critical hits | disabled
co ||
ns Critical damage
er ||
co Critical damage
tr
uVTOL, needs a runway. Must taxi into a ns VTOL, needs a runway. Must taxi into a
ct
dropship. trdropship.
Thrust io Thrust
u vectors damaged (-1 Speed)
Passivecsensors.
vetors damaged
Bay ramp damaged.
n ti -1 ongoing to assess.
on

Too Good To Be True Too Good To Be TruE


Field operations1 2G2BT v0.612/19

engagement Assault Support Moves (Strain is harm that doesnt tick out or dead
boxes.)
When you enter the theater or engage with When you assault the enemy to seize
territory or gain a tactical advantage, spend Assess
the enemy, roll +Tactics. On a 10+, choose Relying on allies
two. On a 7-9, choose one: 1-munition and exchange weapons fire. Roll When you assess the situation, ask a
+Battle. On a hit, you take the objective. On question and roll +Tactics. On a hit, you get When you rely on NPC allies, roll +rep. On
You seize the initiative. You act while the a 10+, GM decides if they are exposed, lose good information; on a 10+ you also get a hit, they come through. On a 10+, with
enemy must react. cohesion, or surrender. details or the big picture. On a miss, you enthusiasm. On a miss, theyre useless, MIA,
You maintain unit cohesion. Your forces get only impressions, waste time, or expose or double-crossing you.
are positioned where you want them and are Suppression Fire yourself to danger.
Spot their colors
ready for immediate action. When you rake the enemys position with
weapons fire, spend 1-munition and roll Boot It When you spot the insignia of a mech
You gain a tactical advantage; establish
+battle. On a hit, you give friendly troops an When you haul ass to get there first, in time company, say who you think it is and roll
a superior position, find cover/concealment,
opportunity. Inflict damage at reduced AOF. to help, or to get the hell out of there, roll +Reputation. On a hit, youre right. On a 10+,
identify key enemy targets, etc. as
GM chooses: the enemy is rattled, or they +Speed and take enemy fire as established. the GM will tell you their angle.
established.
take cover and cede the initiative. On a 10+, On a hit, you make it. On a 10+, reduce AOF
you also give the allies you cover +1 to their or +1 on the next roll.
Salvage
Combat Moves next rolls.
Over short distances, Speed is comparable
When you strip a mech, installation, or
ship for salvage, roll +hardware and do 5
weapons fire Take Cover across vehicles classes. Over longer
damage. On a hit, choose: its sweet (worth
distances, ground vehicles cannot outpace
When you give or take weapons fire, roll When you take cover from incoming 1-cash), its useful (its 1-supply) On a 10+,
aircraft; aircraft cannot outpace space ships.
the chosen weapons dice on the fire table. fire roll +Profile. On a hit, you scramble to also choose: its a functional upgrade (as
D=Damage, C=Critical Hit. established cover or concealment, and you Infiltrate established) / it only takes ten minutes.
lose initiative.
AOF 1 2 3 4 5 6 When you use move to a position using
Incidental - - - - D D Push it concealment, roll +Profile. On a 7-9, choose
one, on a 10+ choose 3: it doesnt take long
SNAFU
Direct - - - D D D When you push your hardware beyond its When a mission begins, the company begins
/ bring a squaddie with you / you notice
limits, take 2d incidental and roll +hardware. with SNAFU points based on the theatre.
Concentrated - - D D D C something (ask the GM).
Manifest a quirk. On a hit, it works out okay. SNAFU points can be paid down over the
Precision - D D D C C On a 10+, either avoid damage or gain Helping course of the mission, by spending them to
advantage from your risky move. worsen the odds of rolls:
Accuracy of Fire (AOF) increases by one When your unit has cohesion, anyone can
when targets are exposed, unsuspecting, Using this move for overloading a system, join assaults or fire missions except as For each point of SNAFU you burn, roll an
immobile, or outnumbered. driving off cliffs, falls, rough terrain, shoving established. (The rest may boot it.) additional die, and remove the highest roll
through ruins, collisions, hanging on to from the results.
Range (too close, too far) reduces weapon Rally
enemy mecha.
dice by 1d/step. Any large-scale resolution is eligible: always
When you rally the unit before or during the engagement, after action, and relying on
Concealment reduces AOF by one. action, roll +leadership. On a 10+ hold 3; on
Damage a 7-9 hold 1. Spend hold to give benefits to
allies. Assess for long-term recon efforts.
Cover reduces dice by 1d (berms, ditches, Combat moves are never eligible (however
heavy forest) or 2d (freeway supports). When mecha take D damage, cross off the squaddies:
leftmost open box on your vehicles damage significant).
The unit regains cohesion now.
track. When you take C damage, skip the
GM SNAFU
external boxes. Ive got your six! +AOF to next shot
The GM can spend SNAFU at any time to
Whenever you tick off a critical hit box: Look out! -1d to incoming fire reveal a truly terrible problem. (Like, the
Range Distance The pilot takes 1 harm dropship wont start terrible.)
impose your will
Tight 0-50m Choose a critical damage result When you impose your will, roll Leftover SNAFU
Near 50-300m +leadership. On a hit, they do what you want If the mission ends with SNAFU remaining,
Far 300-1000m or they take 1 strain. On a 10+, 2 strain. remaining SNAFU is spent on the opportunity
Extreme 200-2000m roll.
Field operations2 2G2BT v0.613/19

Hauling Quirks 2d6 Upgrade Expense cash


Cash takes up no cargo space. Unknown quirks are problems lurking in a 2-5 Not available. Choose again and Inter-system jump 1
An empty mecha berth can hold 3-supply/ mech. When a quirk manifests as a specific re-roll. 1-supply 1
salvage. Mecha (with arms) can carry problem, determine what it is by rolling:
6 Critically damaged. Half price! Medical care 1
1-salvage; exo can only carry sweet salvage 2d6 quirk 7-9 Good as new. Mecha/Vehicle/Ship 12
(its smaller and more valuable).
2 Leaks superconductant. Mech 10-12 Knockoff costs 1-cash less.
becomes expensive. Expensive Mecha/Vehicle/Ship 24
downtime 3 Loses power whenever you miss a Buying Mecha
Jump Ship 80
When you return to base, take all the benefits push the hardware roll.
When you have the chance to buy a mech/
of your deployment. 4 Heat shielding cracked. +1 Profile. vehicle, say what model you hope it is and
5 Double-ejects ammunition. roll +Reputation.
Free Moves Permanently fill 1-munition.
roll result
Use these moves freely during downtime. 6 Targeting computer glitch: shots at
2-4 Wreck: Its a model you want, but
extreme always miss.
its its disabled, depleted and has
Stock Up
7 Asymmetric EM signature makes d3 critical damage. Half price!
When you buy and sell at a properly mech easily identifiable.
stocked base, station, port, etc. swap points 5-8 Wrong model, with d2 unknown
of supply, sweet salvage and cash can be 8 Climate control failure makes pilot quirks.
traded 1-for-1. grouchy. -1 to Assess.
9-11 Desired model, 1 unknown quirk,
9 Delicate. A damage box becomes randomly chosen options.
re-arm a critical damage box.
12+ Sweet find: the model you want,
When you reload company mecha, burn 10 Nanoscopic stress fractures. with the options you want.
1-supply, top up munitions in all normal Permanently fill leftmost damage
mecha, or a single expensive mecha. box.
Selling Mecha
Rearmor 11 Spews black smoke. Profile -1.
When you try to find a buyer for a vehicle,
When you rearmor company mecha, 12 Feedbackexternal damage to roll +Reputation, -1 if there are quirks or
burn 1-supply, repair all damage boxes in 3 the mech causes harm to the pilot. damage, -1 if theres critical damage.
normal mecha, 6 exo, or a single expensive On a miss, a shit offer comes in at 1/4 market
mecha. price. On a hit, choose: 1/2 price right now,
Critical Repair
Opportunities or full price after next mission. On 10+, full
After each mission theres a random price now.
When you repair critical damage, spend opportunity. You can burn SNAFU on this roll.
1-supply and roll +hardware. On a miss, it New Contract
becomes an unknown quirk (max 3 quirks). overhaul Jupm the system (1-cash) and choose a new
On a hit, its repaired. On a 10+, you make theater of war for your next deployment. Burn
When you completely overhaul a unit, burn
do without the 1-supply. 1-SNAFU if you have any.
1-supply, remove 1 quirk, and uncross one
Advanced systems take 2-supply instead. critical damage result.
When critical damage is repaired, cross out
Upgrade Costs
that critical damage option. You cant choose
crossed-out options while there are other Vehicle upgrades cost 2-cash. Double the Expense cash
undamaged choices. price for expensive vehicles. Double it again Hired Regent for 1 mission 1
for advanced upgrades. (e.g. Original fusion
Medical Care engines for your Troll cost 8-cash.) Hired Troll for 1 mission 2
When you get the best medical care money When upgrades are available, choose your Interplanetary trip 1
can buy, spend 1-cash and restore 4-harm. preferred upgrade and roll:
force reference 2G2BT v0.614/19

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 advanced systems require an extra
Special Forces Infantry Squad III -1 +2 RPG (2d near slow) 1/1-armor 2-supply to repair from critical damage
Grummon Supply Truck III +1 +0 7.5mm MG (3d AP near/far rpt) 2 area/n attacks affect up to n targets near
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
Banshee Infantry VTOL III +2 +1 13mm RAC (2d near/far rpt), 12 x Infantry / 6 x exo 4 spends
TA-5 Exoskeleton III -1 +1 13mm AC (1d near rpt) 2 indirect weapons fire over intervening
G-99 Exoskeleton IV +0 +2 13mm AC (1d near/far rpt) 2 obstacles at -AOF
Ambler Scout Mech III +2 +0 20mm AC (2d near/far) 4/1-armor interplanetary vehicles
Raider Scout Mech IV +2 +1 21mm AC (2d near/far repeater), jump system 4/1-armor messy weapons cause substantial
collateral damage
Emmett-C Strike Mech III +1 +1 Dual 105mm (4d near slow) 5
munition spend 1-munition to use (in
Hound Strike Mech IV +2 +0 Dual Laser (2d near/ex free adv) 4 addition to any spend required by rules)
Viking Heavy Strike Mech III +0 -1 TODO TODO, jump system 5/1-armor quick weapons go first, if theres doubt
Siren Heavy Strike Mech IV +0 -1 TODO TODO 6/1-armor quiet weapons dont give away the firer
Willow Artillery Mech IV +1 +0 Dual RP (3d far obv ind salvo/3) 5 repeater spend 1-munition for +1d damage
Assassin Artillery Mech IV +1 +2 (5d ex obv ind area salvo/2) 5/1-armor salvo/n like repeater, but spend up to n
extra dice for +1d each
slow weapons need to be carefully aimed

planetary
Scout detachment un
de
r
Mecha co
Scout Detachment ns
Asymmetric Speci tr
uc
ti
My thinking for this section is that I have a
bunch of sample formations, ranging from on
mecha strike formations (e.g. 2x Siren,
Emmett-C, Hound) to base garrisons (e.g.
8 x Infantry Regulars, 4 x Canard, 2 x
Aberdeen).
todo npcs and rep 2G2BT v0.615/19

earning rep Green. Eager at the start (+AOF to early


exchanges of fire) but faster to get pinned,
Light. Swap at least one mech for a lighter
chassis.
The company reputation (max +3) goes up retreat, or rout.
the first time you:
Veteran. Experienced. Hard to deceive or to
Pull off a mission with broad political force to act. Intent: to stay alive at any cost.
significance. Dug-in. Has cover. May choose to be pinned
Elite: the best of the best of the best, sir! instead of retreating.
Destroy a companys base. Upgrade one mech to an expensive one and
Kill an enemy Commander (any sort). +1d to all shooting.
Kill an enemy mech Veteran. Well-Resourced: All have +2 munitions.
Mechs always fully loaded with more in
Disable an enemy dropship
supply train nearby (vulnerable).
Buy a dropship.
Locals: Know the terrain. Can always find
Buy a jump ship. concealment or cover. Intent: to protect their
homes.
Expanding
If your Reputation is +1 or more, instead Nightstalkers. Treat night like day. Intent: sow
of a reputation boost you may expand the confusion and avoid detection.
company.
Rules TBD, but this could be
un
Disloyal. Will let their their side down for a
good opportunity or on a failure to command
a unit of 6 exo
de
or impose your will. Assess to sense signs of
treachery in advance. r
a secret base
co
a combat supply unit (to help you rearm
during battle, dropship flight crew, )
Loyal. Never cut and run. Take +2 to ns
a tank crew (2-3 tanks?)
command, rally, etc. tr
Support. Pick a type: artillery, air support, uc
NPC Tags
drop ships, intelligence, electronic warfare
ti
(sensor or comm jamming), logistics. Support
can be quick and limited, massive but on
Still need to incorporate all of this.
ponderous, or flexible but unpredictable.
Bushwackers. New posture: Spring
Total Fuck-Ups: If they are on your side, +1
ambushes and fade into concealment.
SNAFU. If you are fighting against them, -1
Berserk. Instead of retreating, charge right at SNAFU.
the foe with +1d to shoot.

Swarm. Many, with lighter gear than usual.


Sharpshooters. Always aim shots. +AOF When they maneuver to take a position they
when not under fire. can spread out to take several or keep their
Savage. Focus on the weak, loot, and current one too.
causing chaos. Insubordinate. Treadheads: Favor tanks. Swap at least one
Unpredictable. May shift posture on a PC mech for a tank.
partial success. Does it often. Rich. Upgrade one mech to an expensive
one.
Heavy. Swap at least one mech for a heavier
chassis.
HUMAN SPACE 2G2BT v0.616/19

Its 28C, 2800 years after humanity began


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 systems 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 and the production of TL V weaponry to move into, although these are generally in majority of the Rimward wave-jump ships
the first major vein to be colonized, and the anywhere within the Dendrite. inconvenient or uninhabitable spots. didnt join the Concordat. Many of their
first to be struck by the CBE. inhabitants settled on Dendrite worlds as
Concordat jump ships can travel along Factori IFF can be spoofed, with care, which
Due to its lie along the galactic arm, the higher-order hyperspatial potentials, letting has allowed a few human communites (some they became habitable again, but the ships
Dendrite systems were affected at the same them make jumps that other ships cannot. As quite large) to co-exist within Factori projects. still remain. Theyre non-militarized, and they
time, leaving no time for preparation or such, Concordat controlled space is a long, Characters of Factori lineage are from these maintain a frosty understanding with the
evacuation. diffuse network superimposed on the rest of communities. Concordat.
Many human space. They live alongside the robots, peacefully Cysts
The cataclysm interrupted Earths influence, Characters from Concordat are usually exiles or parasitically, as Factori operations are Very high TL worlds, usually in systems
and fractured the survivors of the Dendrite or defectors. (Facism doesnt work out for vulnerable to determined poachers. unreachable by crappier jump systems.
into a hundred tiny nations competing for everyone.) Factori weapons development is primitive, Powerful interferometers (or post cards)
resources. but their immune responses are destructive, show the the rings theyre building, but
Factori
Today, affiliation with the Dendrite is a overwhelming, and poorly aimed. Purposeful theyre deeply isolated, with the exception
statement of human unity (though the means The first robotic Factori ships were observed or collateral damage to Factori operations is if Kilo Cyst which stood in philosophical
of achieving unity differ radically throughout in 28C, far behind the wave. treated severely. opposition to the Concordat, and sold
the Dendrite). Its origin is disputed, but the popular theory high-tech arms into the Dendrite for a few
Factori minds suck at conversation, but they
is it began as an automated pre-colonial centuries before going quiet.
do understand resource needs and trade,
the Concordat support system at the far end of the Dendrite. Cyst families sometimes return to the
With a century to prepare, the worlds Damaged by the CBE, it began self- Many have been known to sell resources
Dendrite for philanthropic, ethical, religious or
rimward of the dendrite began a massive replicating. for human cash, which they use to
other reasons.
ship-building effort in an attempt to move as buy advanced tech supplies for mind
The Factori control minds seem uninterested maintenance or specialized projects. A few
much of their population as possible onto to in technological development, so they can Earth
jump-capable ships. Factori centers have been transformed by
only jump along the most stable veins. visiting humans into pleasant trade habs. Mostly ice-covered now; still a huge
The survivors of this project jumped through population center, but mostly under glaciers.
Factori spreads slowly, starting bizarre Travel by Factori jump ship is a common way
the CBE wave to find themselves the Insular, in many ways a prototypical cyst.
terraforming, resource extraction, and to get around (and for dropships with spoofed
unchallenged masters in a crippled galaxy. automated factory production wherever it IFF, very cheap).
The Concordat was founded from this goes.
opportunity. It is comparatively small in Factori project ships occasionally produces Holdborn
population, but maintains its supremacy by ghost habitats, seemingly ready for humans Babies are born in space every day, but
violently opposing tech level VI development the holdborn consider space their home. A
theatre: Darnan Front 2G2BT v0.617/19

The blast side of Caplan IV is a million 2d6 allies


square clicks of sun-drenched desert, and
the location of one of the Dendrites most
protracted wars.
2d6 opposition
The Republic of Darna and the polar Fiedan
Conjugate have been fighting for forty Fiedan recon detachment, hover
years to control the resource rich territories speeders
(bedrock radioactives) and a network of
hundreds of pre-blast facilities.
Augmented mechanized infantry
Mercenary mech company
Employment Roll twice, 1-cash extra
Reputation: Any
Mission Pay: 2-cash
Mission SNAFU: +4d Direct
Resupply: 3-supply/mission, stocked un
Repair: 2-damage/mech, 2x critical repairs de
Medical: 2-harm/mission, medical treatment
rc
1-cash on
st
Salvage: +1 cash for TL V+ salvage
Buy/Sell: -1 to mecha sales, reputation
r uc
irrelevant tio
n
Missions Places
SNAFU
Gzilt thorium refinery
2d6 Mission Type roll Opportunity
Transport causeway 444
2 Garrison Duty 2 Resentful regulars stage friendly
Convergence supply depot (SD 238)
3 Ambush The rust-bucket evac vehicle is down 8km fire, or a base-side ass-kicking.
Rocktop rail launch facility
4 Escort away for maintenance. 3 Theft at base: lose d6 supply/
Orbit denial battery (93a) cash.
5-6 Defense Surprise! Your mission is actually a
Andorris Canyons diversion to distract from the real mission. 4 The good techs arrive; overhaul
7-8 Patrol Double the opposition.
Balliac Lake Bed (dry) up to 3 mechs.
9-10 Raid Magnetic grit storm: 3d Direct
Mesa Fields 5-6 Mech or Vehicle has come up
10-11 Assault Misidentification leads to friendly fireair for sale. Roll at -2 on the Mecha
12 Offensive strike, artillery, or a welcome home salvo. chart.
Shortages: resupply limited to 1-supply, 7-8 Cycled out for R&R. Everyone
2d6 allies none to buy. heals 2-harm. Roll another
opportunity.
9-10 Dropship for sale (-1)
11-12 Contract has expired. Renew for
3-cash/mission, or spend 1-cash
to change theaters.
theatre: Darnan Front 2G2BT v0.618/19

Fiedan Plateau
As an alternative to randomly generated
missions, this is a campaign A linked series
of missions, representing an offensive deep
into Fiedan territory.

un
de
r
co
ns
tr
uc
ti
on
TODO/notes/etc. concordat 2G2BT v0.619/19
holdborn travel move, getting to the battle site, patrol
SYSTEM GEN spend 3-munitions; see something
baked rock
FAS (force augmentation submunition)
asteroids AFAS (attack FAS), RFAS (recon
context submunition)

other jump veins out heist/job


1: none theatre conflict - proxy war
2-3:1 un
mass mobilization deployment

4-5 2 de garrison/static

6:3 (a major hub apparently) r mechanized insertion (armored sleds along

vein stability co roads)

1-2: <0.2 G: TL4 Factori-accessible ns airborne insertion

3-5: 0.3-3.4 G: TL5 Dendrite Space Denial is pretty easy; dropships havetrrail (deployed as artillery!)
6: 3.5+ G: TL6 (Concordate/Cyst) to come in hot and hard into contested areas uc
orbital insertion
(hence the name); launch into orbit is also
ti
sun (ACTUALLY NONE OF THIS SHIT
really dangerous, you need retaliatory air
cover
walk there from othenLZ

MATTERS, its cosmetic) directed energy array attacks (e.g. millions


dwarf white/red 1 goldilocks of lasers roast you if you stay long, making SDC (signature diffusion cowl) / poncho
warsats and orbital superiority very difficult) used for long walks to the combat site
main sequence
this makes ground control very important;
giant /
control the ground and you control space
exotic (black hole) / no goldilocks
taking out ground defenses is a favorite
mission
suitable battlefields
earth-likes
scouting out enemy deployments (since
orbital scanning is hard) Credits
Michael PrescottWriting
urban ruins drone-swarm mass recon is good; a typical
mission you suffer quite a lot of drone Michael Atlin, Tim Groth, Stephen Shapiro
deserts attrition from counter-drone & Sean WinslowDept. of Good Ideas and
interior of factori projects Names
John HarperThe Regiment RPG
LAR (large-area recon)
Mecha illustrations are derived (with
CR (counter-reconnaissance) lugging and
permission) from original works by:
defending submunition dispensers
Anthony Shimmering Sword Scroggins
territorial presence show of force / patrol
Jonathan Gonzlez Gmez
dendrite provocation, probing strike
Landscape Illustrations
roost tactical strike, extraction
Liza Chudnovsky (Darnan)
counter-insurgency
As of this version, most of the character
faction presence deploying automated assets
artwork is placeholder artwork used without
factori attrition - fire for effect, gotta hose em all permission. Soon to be fixed!

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