What you can do on your turn
Standard Move Move up to your speed. You can take an action mid-movement, but you must fully resolve the action before finishing the move.
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Action(s) Take 1 full action or 2 quick actions (listed below)
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Free Actions & Protocols As many as you have available. Protocols are free actions, but must be activated at the start of your turn. Free Actions can be used to make duplicate actions
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Reaction(s) 1 per turn, no limit per round
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Overcharge Take heat (1, 1d3, 1d6, 1d6+4) to gain 1 quick action as a free action. Heat cost only resets after a Full Repair. You can only overcharge 1x/turn
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The same action cannot normally be taken more than once per turn.
Quick Techs
Bolster Choose a character within sensors. They gain +2 Accuracy on their next Skill Check or Save before the end of their next turn.
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Scan Choose a character in Sensors and Line of Sight. You can ask the GM to answer one of the following questions: -Your target’s weapons, systems, and full statistics (HP, SPEED, EVASION, ARMOR, MECH SKILLS, and so on). -One piece of hidden information about the target, such as confidential cargo or data, current mission, the identity of the pilot, and so on. -Generic or public information about the target that can be pulled from an info bank or records, such as the model number of a mech.
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Lock On Choose a target in Sensors and Line of Sight They gain the Lock On condition. Any character who attacks a target with Lock On can consume it to add +1 Accuracy to the attack
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Invade Make a Tech Attack roll against a target within Sensors and Line of Sight against the target's E-Defense. On a success, the target takes 2 heat and you can choose one Invasion option available to you. All characters are able to use the Fragment Signal Invasion option: -Fragment Signal. The target becomes Impaired and Slowed until the end of their next turn.
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Structure Damage
5-6 |
Glancing Blow |
Your mech is Impaired until the end of your next turn. |
2-4 |
System Trauma |
Roll 1d6. On a 1-3 one weapon mount of your choice is destroyed. On a 4-6, one system of your choice is destroyed. |
1 |
Direct Hit |
3+ remaining Structure: Your mech is Stunned until the end of your next turn. 2 remaining Structure: Roll a Hull check - on a success, your mech is Stunned until the end of your next turn. On a failure, your mech is destroyed. 1 remaining Structure: Your mech is destroyed |
Multiple 1s |
Crushing Hit |
Your mech is destroyed |
Roll 1d6 per missing structure. Keep the lowest result.
Overheating Table
5-6 |
Emergency Shunt |
Your mech is Impaired until the end of your next turn. |
2-4 |
Destabilized Power Plant |
Your mech is Exposed, taking double Kinetic, Explosive, and Energy damage until the status is cleared. |
1 |
Meltdown |
3+ remaining Stress: Your mech is Exposed 2 remaining Stress: Roll an Engineering check. On a success, your mech is Exposed. On a failure, it suffers a Reactor Meltdown in 1d6 of your turns. You can spend a Full Action to reroll the Engineering check. 1 remaining Stress: Your mech suffers a Meltdown at the end of your next turn |
Multiple 1s |
Irreversible Meltdown |
Your mech suffers a Meltdown at the end of your next turn |
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Quick Actions
Skirmish Choose one weapon mount and make an attack against a valid target within range (or threat). Attacks with secondary Auxiliary weapons to not deal any bonus damage. You cannot Skirmish with Superheavy Weapons (unless explicitly stated).
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Boost Move at least 1 space, up to your Speed. Certain talents & systems only activate when you Boost (not during your standard move).
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Quick Tech Choose one of the following options: -Bolster -Scan -Lock On -Invade Detailed explanations later
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Ram Make a Melee Attack against an adjacent character the same size or smaller. On a success, the target is knocked Prone and you can choose to knock them back 1 space directly away from you
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Grapple To grapple, make a melee attack against the target's Evasion. See full rules later
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Hide If you are not Engaged, not in enemy Line of Sight, and either sufficiently obscured or Invisible, you can Hide as a quick action. Full rules later
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Search Choose a character within Sensors that you suspect is Hidden. Make a contested Sensors check against their Agility. If successful, that character is no longer Hidden to any character
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Reactions
Reaction |
Trigger |
Effect |
Overwatch |
A hostile character starts any movement (including BOOST and other actions) inside one of your weapons’ Threat. |
Trigger Overwatch, immediately using that weapon to Skirmish against that character as a reaction, before they move. |
Brace |
You are hit by an attack and damage has been rolled. |
-You count as having Resistance to all damage, burn, and heat from the triggering attack. -Until the end of your next turn, all other attacks against you are made at +1 Difficulty. -Due to the stress of bracing, you cannot take reactions until the end of your next turn and on that turn, you can only take one quick action – you cannot Overcharge, Move normally, take Full Actions, or take Free Actions. |
You can only take one reaction per turn – your turn or other characters’ turns – but you can take any number of reactions per round. Unless specified otherwise, once you take a reaction you cannot take it again until the beginning of your next turn
Conditions
Immobilized You cannot take any voluntary movements. Involuntary movements are unaffected
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Impaired You receive +1 Difficulty on all attacks, saves, and skill checks
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Jammed Jammed characters can't: -Use comms to communicate, -Make attacks (other than Improvised Attack, Grapple, or Ram), -Take Reactions or benefit from tech actions
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Lock On Hostile characters can consume Lock On to gain +1 Accuracy on their next attack
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Shredded Shredded characters don't benefit from Armor or Resistance.
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Slowed The only movement Slowed characters can only make is their Standard Movement. They cannot Boost, or benefit from any movement from talents, systems, or weapons.
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Stunned You cannot Move, Overcharge, or take any actions. Pilots can still Mount, Dismount, or Eject normally. While Stunned, your mech has 5 Evasion and automatically fails Hull and Agility saves.
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Full Actions
Barrage Attack with two weapon mounts or one Superheavy weapon. Each weapon can have a different target if desired. When attacking with a secondary Auxiliary weapon on the same mount, do not apply any Bonus Damage
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Disengage Until the end of your current turn, you ignore Engagement and your movement does not provoke Reactions
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Full Tech Choose two Quick Tech options, or one system that requires a Full Tech to activate. If you choose two Quick Techs, you can repeat the same option multiple times.
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Improvised Attack Make a melee attack. On a success, they take 1d6 Kinetic damage
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Stabilize Choose one of the following two options: -Clear all heat and the Exposed condition -Spend 1 Repair to restore all HP Additionally, choose another one of the following options: -Reload all Loading Weapons -Clear any Burn affecting your mech -Clear one condition not caused by your own systems -Clear one condition affecting an ally not caused by one of their own systems
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Other Actions
Activate (Quick or Full) Activate a system or piece of gear. This can be done more than once per turn, but you can't activate the same system more than once per turn (unless it's a part of a free action)
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Prepare (Quick) Use one Quick Action to prepare any other Quick Action and specify a trigger. When that trigger occurs, you can perform the prepared Quick Action as a Reaction. This still obeys the limit on taking repeated actions. You cannot Move or take any other Actions or Reactions until your action has been triggered (or if you forfeit the prepared action)..
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Mount, Dismount, and Eject (Quick or Full) Mount or Dismount as a full action. You can Eject as a quick action flying 6 spaces in any direction, however your mech is Impaired and you cannot Eject again until your next Full Repair.
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Boot Up (Full) Power on your mech, clearing Shut Down
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Shut Down (Quick) Your mech gains the Shut Down status, with the following effects: -All heat and the Exposed condition are cleared -Any cascading NHP returns to a normal state -Any statuses/conditions caused by Tech Actions are cleared -The mech gains immunity to tech actions and tech attacks from all sources -The mech is Stunned. This can't be prevented or cleared until the mech is Booted Up
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Self Destruct (Quick) Initiate a reactor meltdown. At the end of your next turn (or at the end of one of your turns in the next 2 rounds) your mech explodes. The explosion destroys your mech killing anyone inside. Characters in a Burst 2 area must make an Agility Save. It deals 4d6 Explosive damage on a failed save, or half on a success.
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