Professional Documents
Culture Documents
by Michael Prescott
the mercenary company 2G2BT v0.62/19
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
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
History
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:
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
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
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.
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
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
planetary
Scout detachment un
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Mecha co
Scout Detachment ns
Asymmetric Speci tr
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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
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
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
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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)
4-5 2 de garrison/static
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