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NeoFrame - Mecha Combat TTRPG Cheat Sheet (DRAFT) by

The rules for my Titanfall-inspired Mecha combat game. https://docs.google.com/document/d/13hAdoA8m633Jhgo5jwrIAzc-gFMuhrJkJSegWkAL6ds/edit?tab=t.0

This is a draft cheat sheet. It is a work in progress and is not finished yet.

Pilot Creation

Starting HP
1d10+4
Attributes
Roll 4d6 and drop lowest for each in order
 
STR - Close Combat
 
AGI - Ranged combat
 
CON - Health, general endurance
 
KNO - Knowledge, Intell­igence, Perception
 
WILL - Willpower, Mental Endurance
Starting Gear (one of each)
Sidearm
 
One Rifle, SMG, or Light Machine gun
 
Vibroknife
 
Hyperlight Armor
Saves
All pilots start with FORT and REFLEX saves at 13 base plus modifiers
Modifiers:
Attrib 0-5 = -3
6-7 = -2
8-9 = -1
10-11 = 0
12 - 13 = +1
14-15 = +2
16=7 = +3
18+ = +4

Equipment Rarity

Standard issue (common)
1-10
Command (rare)
11-15
Specialist (very rare)
16-19
Unique (Custom)
20
When creating an encounter, roll on each NPC (if you don't want to set it up yourself)
1d20

** For every six standard units, there will typically be one command level with them
 

Pilot Actions (outside Neoframe)

Move (on foot)
Costs one action
Attack
Costs one action
Wall Running
Pilots can use the wall run boosters to move two zones but have no other action. Wall run allows them to avoid obstacles on the ground and get the drop from above.They can also activate Wall run in Skimmer Mode where they go prone and slide, which allows them to gain an advantage die on the defense roll. They cannot slide or wall run during melee.
 
Wall running - each action spent on a wall run lets you move horizo­ntally or vertically one zone
 
Skimming - you move one zone, you defend next attack with advantage. Your next attack after finishing a skim/slide is at disadv­antage
Reduced Action Points
At 1/2 HP, a pilot only gets two actions
Pilots on foot are fast and lethal due to their hyperlight battle armor. When outside your mech, you may take up to 3 actions, but the third action, if it requires a die roll (an attack for ex) is done with disadv­antage. Defending after a third action also is done with disadv­antage

Die rolls

Basic rolls are d20 + mod
 
Boost Dice = Take an extra d20 for every bonus you have in the situation (not just one!) and take the best roll
 
Burden Dice = take an extra d20 for each disadv­antage. Roll all and take the worst
 

Ranges

Close
5 ft or less
Nearby
Up to 60 ft
Far
Up to 120 ft
Extreme
Beyond 120 ft

Pilot Healing

One Hour
Resets Armor value to full
Take a breath
Step out of Combat and do nothing for a full turn - earn back 1/2 your max HP value. Cannot exceed your current Max HP
 
Can only take one breather per encounter
12 hours
A 12 hour rest restores all Armor and HP
Regen Token
Start each session with one token per pc. Spend token at any time to restore all HP.
Mecha Attacks
Mech weapons do their base damage rolled x10 against pilots.
 
Pilots may attempt to dodge (Reflex save) incoming mecha attacks